SciFi Squad Tourny Tparks vs Joewell!!!

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Tparks Representing Raynor's Raiders

Raynor 1 Marine 1 Marauder 1 Hellbat 1 Medic 1 Reaper 1 SCV

Joewell Representing RWBY's Forces

1 Pally, 2 AK-200s, and 6 AK-130's

Rules

  1. TP/Soul/Teleportation/intangibility attacks are banned - reading minds however is allowed.
  2. Everyone is friendly towards each other
  3. No BFR
  4. Random Encounter
  5. Win by complete destruction of the other side
  6. Standard gear - but this may change if you can present more current gear. Ik some sci fis undergo upgraded gear within their time frame for that faction, they can be allowed to upgrade their weaponry.
  7. All lore is allowed unless stated otherwise

Audience Rules

  1. No interfering while the debate goes on
  2. You may ask for be tagged for votes
  3. No flaming anyone within this thread

Landscape

If you have any concerns, questions, or comments please let me know!

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Joewell911

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@solarwavealpha: A couple things.

  1. That's the White Fang logo. Not quite what I have. Try this.
  2. Could you post the exact teams both of us have? Makes it a lot easier.
  3. Is there a bigger picture of the location? How to make a strategy win you can't see the battlefield. A starting distance would be nice too ^-^

@tparks: I'll have my intro up late tonight.

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Joewell911

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tparks

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@solarwavealpha: Cool. Just a tiny nitpick, no big deal, but any chance you can edit it so it says Raynor's Raiders, instead of 'Rebels'. Otherwise, awesome job pulling all of this together. You've done good work on this. :)

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Joewell911

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@tparks: Let's kick it off!

Atlas

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Atlas is an impressive kingdom in the northern part of Remnant, a world plagued by seemingly endless hordes of gruesome beasts called Grimm. It's often regarded for it's highly structured society and very advanced technology that it integrates into its military.

Here, a unit of six AK-130s, 2 AK-200, and a Paladin will be fighting against your team. But before we get to the fight, let me introduce everyone.

Hype Music

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Atlesian Knight-130

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These are the original defense robots from the Atlas military and are probably the weakest on my team. This doesn't mean they're weak, in fact they're quite this opposent. With their futurist tech, robotic sentience, and advanced weaponry these Dust-powered automatons will be tough to beat.

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This is a group of 130s getting 100% rekt by Blake and Adam. Now, just because they're beating by elite highly superhuman combat specialist doesn't mean they'll perform badly here. This video still does well to show off their built in weapons off twin miniguns and sharp arm blades for close combat, as well as their impressive agility for robots.

But of course, they are just the fodder units of my team. Let's move on the the bigger and better members!

Atlesian Knight-200

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Smarter, sleeker, and overall more powerful than the 130s, the Atlesian Knight-200s are the new and improved standard defense unit of Atlas. These guys are an upgrade on the 130s in everywhere with their precise accuracy and overwhelming strength they'll be sure to give your team a fight.

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Here they be seen taken out a large army of Grimm. Impressive, due to most Grimm being highly bullet resistance and considering their large numbers. We can see the 200s arsonal of a powerful assault rifle, which they have fairly good aim with and arm mounted blades.

These powerful troops are nothing to scoff at, but the big badie of the team is the real one to be worried about.

Atlesian Paladin-290

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This hulking beast of machinery is the Atlesian Paladin-290, a state of the art battle mech meant for heavy duty threats. It's a weapon of absolute destruction that could take on the even top tier street levelers.

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In the video above we can see a Paladin allowing someone to take on four top tier street levelers and nearly win. Thing to note-this isnt even a finished Paladin. It's a prototype driven by an inexperienced pilot. Yet it was still able to perform the feats it did.

A more accurate representation of the Paladin here is this:

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Even more Huntsmen and Huntresses attempted to take on some Paladins and fail miserably until the Taskmaster of RWBY comes in and uses her OP powers to defeat them.

Regardless of it's track record, the Paladin is a sight to behold. It's a huge construct with the strength to throw cars like toys and crash through feet of concrete like it's paper mache. Despite this it's speed is still good enough to tag casual bullet timers and outpace speeding cars on the interstate. It can tank anything from minigun fire (The same minigun that was reducing bullet-proof Grimm to chunks) to direct hits from rockets and other explosives. In it's armory it has things like sensors for stealthy characters, stone busting energy blasts, and auto-seeking missiles it can send in barrages of 10-12. Truly, it's a thing to fear.

In my next post I'll go on more about how my squad will beat yours, but for now I'm passing it to you @tparks!

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#10  Edited By tparks

@joewell911: Fun stuff! With my recent exploration into anime, RWBY is one of my faves. I'm glad to see this team here, because I would have been reading you anyways. :)

Anywho, let's get into some StarCraft, and more specifically,

Raynor's Raiders!

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And of course, mandatory theme music to be played while reading. :)

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Intro

CV has tons of threads of SC Terrans, but it's always the Dominion. So why Raynor and his Raiders for this tourney? Well, it's simple really. Pound for pound, Raynor's Raiders are much better in all aspects then the Dominion. They're tactics are superior, their tech is superior, their soldiers are superior, and they have the most bad@ss leader in the history of science fiction in Jim Raynor. When you look at Raynor's win - loss ratio against the Dominon, it's like 20:1. He just crushes every battle, and he is almost always vastly outnumbered. I could write a huge thread just on how much better Raynor's Raiders are then the other Terran factions, but I'll just get right into the units in this thread and maybe explain a little in each section.

To start off my squad, we have the backbone of every Terran army, the

Marine

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Here's a brief description of what were working with here:

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So 2 things to note from this.

1. It mentions resocialization, which is a process used by the Dominion. It takes criminals not fit for society, rewires their brains to make them compliant as a soldier, and gives them complete military training in an instant. They come out as veteran soldiers, without ever even holding a gun before. The marine in this battle, is not a resocced Marine. The Raider's do have a number of resocs who have defected from the Dominion, but the majority of the Raiders are volunteers who have been trained the old fashioned way. The important thing to note is that the Raiders consistently slaughter the resocced marines of the Dominion, even with the advantages they have of being disciplined to perfection, and hard-wired as a veteran soldier.

2. It also mentions how the armor is effective against small-arms fire. Just because it says small arms, doesn't mean that it's only effective against lesser powerful weapons, only that it is effective against the smaller arms of StarCraft. The thing is, the smaller arms of StarCraft are a lot more powerful then even the most powerful guns of some other Sci Fi universes. These suits can withstand Gauss Rifle rounds to an extent, and I'll get into the power of these later. You may have a tough time with showing that the RWBY soldier's weaponry is up to the challenge. I know some of the main character's weapons are extremely powerful, but as for your team...well I guess we will see how this plays out.

Here's some more general Tech Data on the Marine before I break it down a little further:

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This is taken from the StarCraft: Field Manual. I'll zoom in and highlight a few key notes, since it's a little hard to read in a scan, but I wanted you to be able to see the big picture to see where the info is coming from.

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Just a basic description, but I would like to point out the versatility it talks about when the Marine is in the field. They are ideal for offense, defense, and are effective fighting other ground forces, but can even be a threat against aerial vehicles and flying Zerg. There is even an instance of a Marine bringing down the shields of a Wraith from ground level in one of the novels. I'll get into that later in this thread when I start putting some feats out, but for a reference that those less familiar with SC may easier understand, this is like a single Storm Trooper shooting an X-Wing out of the sky. The thing is, this isn't necessarily even an outlier feat of some incredible circumstance. Marines are designed to be just that versatile. If air support comes to clean up, they can end up getting cleaned up themselves by the Marines firing back at them. They consistently bring down fliers made for deep space, with nothing but their standard rifles. I know there isn't really a need for them to shoot down any space ships in this thread, but if they are able to tag space ships, then some mechs and robots should be no problem.

I'll go more into the details of that tech page in sections specific to it, but here's the second page for now:

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  • Heads-Up Display: Your basic Sci Fi HUD, with auto-aim tracking that syncs with their rifles to ensure expert marksmanship. It also has several forms of viewing, like IR and other spectrums. Kind of like Predator. It also has all of the squads status and locations, to keep perfect teamwork. - More on all of this Later
  • Stim Pack resupply unit - More on Stim Packs Later
  • C-14 Gauss Rifle - More on this later
  • Liquid Cooling System - The armor generates a lot of heat since they are basically walking nuclear reactors, but this does more then just keep them from cooking alive, it masks their heat signatures as well
  • Replaceable power supply cartridges
  • Customizable frame for Gauss Rifle can feature bayonets, laser sights, or underbarrel grenade launchers - The Raider's all have bayonets, and most have lazer sights.

What's really nice about this page, is that it shows what the Marine's are effective against, and those are some tough units.

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I'll side track and show a quick look at these units, besides the Marauder since I'll be talking about them plenty.

Hydralisk

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Hydralisk's are extremely dangerous. After several evolutions, they have had great increases in their mobility, durability, tactics, and offensive capabilities at close and long ranges. Like the bio says, they have 4,000 muscles so they fire spines at any angle, from nearly any part of their body, and can penetrate solid neosteel even at maximum range. Each spine is coated in acidic poison as well.

Here's a look at the evolution of the Hydralisk since SC1. You can see just by the difference between the one on the left and the one on the right that the size has increased, as well as the amount of armor and sharp stabby points.

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Their range extends to over half a kilometer, and they fire their spines at near-hypersonic speeds. In the field however, Nova, a very experienced Ghost, comments that not only do these spines travel long ranges, but they actually are above hypersonic in speed:

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She comments that they travel over 300 meters at speeds faster then her C-20A rifle (which is hypersonic) can shoot.

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A few more mutations that have advanced with the hydralisk, like their speed being increased by 25%, and their attack power being increased like: Grooved Spines:

Abathur:
Abathur: "Spine projectiles, effective. Few alterations made since assimilation of slothien urticating bristles. Grooved spines, common evolution on battlefield. Can be introduced directly into hydralisk template. Will increase aerodynamic properties of spines, allow hydralisks to attack distant foes.

These allow the half a kilo range to increase dramatically. For example:

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Those are Protoss Void Rays these Hydralisks are taking on. Void Rays are massive weapons of the Protoss, yet with the grooved spines, only 4 Hydralisk were capable of bringing down smaller capital ships. Just take a look at what these things can do:

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These ships were built with a prismatic core, which is an endless energy supply, that can focus it's beam to grow more powerful every second it's firing. Like the description says, even heavily armored structures and warships have been incinerated by these.

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  • Flexible Alloy Hull
  • Prismatic Core
  • Energy-Amplifying Flux Field Projectors (Make a strong beam stronger)

Just look at what they are effective against: BattleCruisers, Corruptors, and Tempests. These are all massive units, and massively powerful units, yet 4 Hydralisks were still capable of bringing 2 down.

Here's a closer look at their weapons.

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  • Massive amounts of energy channeled into one weapon
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  • That energy is made even more powerful through lenses, a phase crystal, and three flux field projectors.
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  • Has an armored hull that can handle the stress of the sheer power of the Prismatic Core, yet Hydralisk spines could still penetrate it

That's what these hydralisks were dealing with.

Back on topic of Hydralisk stuff. That was just their grooved spines evolution, let's look at the other ones like Frenzy.

Abathur:
Abathur: "Hydralisk aggression inhibited by cerebral cortex. Can enable hive mind to trigger impulses directly upon command, attacks frenzy for limited period. Cortex requires recovery time after use. Limbic system fragile."

Here's an example of Hydralisks going into a Frenzy, and increasing their attack speed.

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Those were Stalkers being wiped out quickly by the Hydralisks. I won't go into them in this section, since I will talk about them some more when I get to the Marauders.

Here's one more evolution of the Hydralisk, Ancillary Carapace:

Abathur:
Abathur: "Hydralisk carapace evolved primarily for offensive role. Then, hollow. Allows for increased movement potential at cost of fragile structure. Possible to evolve ancillary carapace, redundant plating. Will increase protection. Hinder exoskeletal rupture."

Hydralisks have evolved to become more durable. Just take a look at the type of punishment they can absorb in this battle against Protoss Immortals.

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Just like before, let's take a look at just what these Immortals are capable of.

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These Immortals are injured Protoss, placed inside gigantic walking mechs. Protoss life is so precious because of their dwindling numbers, so the Immortal has been given heavy armor and very heavy shielding. That's the reason they are called immortals. The greatest Protoss warriors live on through these tanks, these tanks become their new bodies, and they require a huge onslaught to bring down.

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  • Hardened Shields
  • Armor Weave mitigates impact through energy dissipation - Meaning that every bit of force that hits it, spreads out throughout the entire unit, making the amount of damage minimal
  • Dual phase disruptor cannons fire antimatter bolts
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Some of the most skilled and venerable Protoss are operating some of the most advanced hardware. Given the skill of Protoss Warriors, who may fight for a thousand years before being put into an immortal, you can tell just how deadly these massive units can be. (By the way, the gif doesn't scale the sizes of the units. These Immortals are huge).

Here's some more tech data on them:

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They fire Phase Disruptors as weapons. These are antimatter bolts sheathed in pure energy. They can punch holes in heavy plating, yet the Hydralisks evolution of their ancillary carapace allowed them to survive this attack.

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Protoss shields can take on Siege Tank fire (who along with a Thor are proven Mountain Busters), and can survive the Blades of an Ultralisk (which have molecular level cutting ability and massive strength) - I can provide info for the information in () if needed. The Immortal has been given a shield that has been hardened beyond even those levels. Yet with a squad of hydralisks, they eventually brought down these shields, and even the massive armored tank itself.

Anyways, back to more traits of the Hydralisk:

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  • Endocrine and adrenal systems overproduce aggression-inducing hormone - Rage makes them faster and deadlier
  • Serrated mandibles feature a bite force measured at 5,000 PSI
  • Razor-sharp, high-density bone claws
  • Poisonous needle spines
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The Hydralisks were subjected to forced evolution to increase their effectiveness, which is why they have become so powerful that they can bite through neosteel.

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They can fire large volleys of spines coated in highly poisonous acid with a single shot.

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Their tri-claws are hardened, high-density bone blades connected to fast-twitching muscles for greater striking power, only requiring a small range of motion.

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The hydralisks metabolism has been hyperaccelerated. They are at all times at very high end andrenaline rushes, making them always in a fight or flight response, pushing their physical capabilities into overdrive at all times. These are increased even more when their Frenzy is triggered.

So just what can a Hydralisk do with all of this power? Well, for one thing, they are faster then the human eye can see:

Quicker then any eye could hope to follow - & - Hit the window with the force of the truck.
Quicker then any eye could hope to follow - & - Hit the window with the force of the truck.

Not only is a Hydralisk that fast, but they hit with the force of a truck. That's strength and speed, what about durability? Well, this same Hydralisk who had been chemically tamed by a scientist had this discovered:

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Even just their eylids are durable enough to repel bullets at point-blank range. Obviously this is small arms bullets not seen in the combat of the armies fighting in SC, since Hydralisks get shot down. This is probably closer to the bullets of real life, not the highly powerful spikes of Gauss Rifles. Still though, repelling bullets with an eyelid is amazing.

They have enhanced senses, able to see mutalisks coming from long range through a clouded sky:

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They are capable of hitting the fast flying erratic Mutalisks out of the sky with their spines as well:

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They have the strength to leap over armored marines, even without legs. They then tear through the unarmored on the other side.

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In less then thirty seconds, a squad of Hydralisks were able to attack with perfect precision, and ambush a squad of Dominion down to the last man:

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This next scene shows intelligence and their spines power. The hydralisks had been acting as if the tamed chemicals had worked, but had been just waiting until the time was right that they could kill as many terrans as possible. Their spines in this scene are puncturing the hull of a ship and could destroy it if repeated.

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The spines of the Hydralisks were powerful enough to take out a dropship before it could get more then a few meters off of the ground.

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One more example of their ability to leap ahead of a sprinting terran, even without having any legs.

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Here's a nice scan to show how easily a Hydralisks blades can slice through a Terran:

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Their strong enough to slam into a jeep and pin it to the ground with it's scythes

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And they even have the strength to force their bodies through neosteel.

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And through a cave wall:

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These creatures are also highly intelligent. They aren't just monsters who rush into combat, they are tacticians just like any army. They even train, and are the trainers of the lesser zerglings:

Another trait of the Hydralisk, along with all Zerg, is that they can burrow in an instant, and pop out of the ground at any point, making them very difficult to track:

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Here's a Hydralisk using this as an ambush:

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Here's an example of how easily they can get the drop right on top (or maybe I should say below) of their enemies.

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Here's one more example of how well of a surprise tactic this is, as there is barely any notice that a giant monster is directly below your feet ready to spring out and bite your head off:

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So I think it's safe to say that when Marine's are labeled as being effective against enemies of this caliber, it's very impressive.

They are also effective against Immortals. I spoke a little about them in the Hydralisk section above, so I won't include another section here, but Immortals are incredibly powerful, with some of the best durability of a sci fi tank I've ever seen. Marine's going against one shows how versatile they can be. They are ideal both for taking out the ranged strike units of the hydralisks, and the bulky tanks of the Immortals.

On my next post, I'll go more into detail on the Marine's armor and Weaponry, and include some feats as well, but for now, let's move on to the next unit in the Raiders, the

Marauder

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This big lug packs a serious punch. They are heavily armored, fire off powerful explosives with unlimited ammo thanks to a factory that creates more ammo built into the armor, and the ammo actual manipulates graity upon impact. Both powerful and difficult to damage, and a great support unit since it can slow large groups of enemies down to a crawl with it's gravity manipulation attacks.

Here's the description from the Tech Manual on them:

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Here's a few bullet points from this, that I will go into more detail on in my next post:

  • Onboard K12 Grenade assembly system - This means they have infinite ammo
  • Operator proteteced by Kinetic Foam - The armor is very durable, but it's so durable that force applied to the armor wouldn't damage the armor at all, but the soldier inside the armor would die from basically whiplash. The kinetic foam that lines the inside of the armor takes away the shock to the pilot, keeping them safe while their armor continues to shrug off attacks.
  • Armor engineered to abate explosive impacts
  • Enhanced fall boots for medivac deployment - I'll go more into that with all of the units later, but both Marauders and FIrebats are even more enforced for this extreme deployment.
  • Impact stabilization servos provide steadier aim in combat. - Powerful weapons have a lot of recoil, and that's what these servos are for to help with repeated well aimed shots.
  • Like all soldiers, they have a stimpack resupply unit
  • Dual K12 Grenade Launchers

Here's a close up on their description:

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These guys specialize in taking on heavier armored units. Their grenades punch through armor, and can fire hundreds of these armor-piercing Punisher Grenades. They can decimate Zerg armor, structures, and any land-based armored units.

They are not only effective against big beefy targets though, they also are great support against infantry rushes. Their grenades aren't just powerful, but they actual manipulate the gravity in the concussive shockwave of their blasts.

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Every target near the explosion of a Punisher Grenade will have it's movement speed slowed quite a bit. This makes these big fellas capable of making units like Protoss Zealots, who lead off every fight with FTE movement speed blitzes, into crawling targets easy to shoot. No one is going to be capable of dodging bullets, blitzing, or doing much speedy work when these guys are covering the field in gravity manipulating explosions.

Just like with the Marines, this page show who the Marauders are effective against, and they are some tough units yet again:

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I'll show what these units are capable of, just so you can see what these guys are capable of taking on.

Thor

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These units are absolutely massive, and they aren't all just size for show, they carry around immense power. Just to get an idea of how big they are, take a look at this unit size comparison chart:

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That's the Thor on the very right. It's tough to see the Marauder on there, but that's on the left page. I'll do a side by side comparison of both at the same scale as shown on this page to make it easier:

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Thors completely tower over Marauders, and Marauders are not small at all. They are quite a bit beefier then even your standard Marine, yet these are the types of armors that Marauders need to punch through.

Here's a few bullet points on the Thor:

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  • Internal dampeners and foam-padded six point harness for pilot protection (like the Marauders, so the Thor's pilot can survive the same amount of kinetic force as the armor itself can
  • Javelin Launchers embedded in torso
  • Heavy composite neosteel-ceramic armor features modular plating
  • Heat resistant kinetic mesh
  • Steelglass canopy
  • 250mm Punisher Cannons

And here is a description from their tech manual:

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"Can absorb immense damage while hammering past heavily fortified positions into an enemy city or base."

"It's four arm-mounted particle accelerators can annihilate targets with searing energy beams."

"a thundering 330mm barrage cannon brings a whole new meaning to the term 'siege weapon'"

So here's some info on their armor:

"This siege-walker may not be unstoppable, but it is undoubtedly close."

The Thor's plating offers unparalleled protection. It's outermost layer of armor is designed to defeat high-explosive armor piercing rounds, as well as disrupt the searing beams of energy based weaponry. It's innermost layer has heat-resistant kinetic mesh that prevents damage from shrapnel, slugs, or even sheared armor fragments.

This is the type of tank that marauders need to be capable of damaging. Obviously no one on one, but with numbers, they can wear these massive mechs down.

Just damaging a Thor isn't good enough, because Thor's are never really completely out of commission, until they are destroyed down to the tiniest bits of scrap, because of a feature they have called their Immortality Protocol:

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Thor's are too expensive to continue to replace, so the Immortality Protocol was designed, to allow a Thor to actually repair itself to 100% working condition, as long as the hull remains somewhat intact. Here's an example of this feature:

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You will also notice that it was only a small squadron of Maraudes (only 4!) that were capable of disabling the Thor. The Thor does repair itself due to the Immortailty Protocol, but the fact that the Marauders did this type of damage to begin with is very impressive.

So that's durability, but what about firepower?

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The Thor has several 250mm anti-aircraft shells mounted on it's back, that it can unleash in devastating volleys. Each shell is electronically guided to not waste ammo, and they have depleted uranium cores that punch through the plating of even the heaviest of armors.

Besides just a massive 250mm round, the Thor can put out a massive barrage of 330mm shells:

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In combination with a siege tank, they are even able to bust apart a mountain while using this barrage from their Punisher Cannons:

A massive room filled by a mountain, is easily cleared by this same barrage:

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Just look how small even the massive Thor looks when in that room that it cleared out.

Even targets outside of the blast radius, are still subject to the massive shockwave of force from these explosions, like here where a hellion is flipped by the shockwave alone:

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And here, a psychic agent of the Umojan's is thrown from her Vulture from a shockwave when another vehicle was targeted other then her own. The pilot was not trying to hurt her, as this was just testing, and she was only firing at the unmanned vehicles:

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Here's a Thor instantly destroying a bunker with this barrage, and then picking off Marine's as they emerge:

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As seen that the Thor can accurately target individual marines, the pilot's have great aim with these massive weapons too.

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The pilot is heavily protected in the cockpit of the Thor, and is in control of a targeting system to help aim each shot, even though with the payload being fired, accuracy is hardly a concern, but the Thor's have been capable of even targeting tiny crystals, as seen here:

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They can target multiple zerg units from a distance, all at the same time with perfect accuracy, firing several guns simultaneously:

And again, firing all of their guns at the same time to take out multiple mounted turrets all at once:

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They can target even the fast moving Vultures, who move somewhere around 300 mph:

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The Thor has more weaponry then just this, but a lot of the rest is to deal with aerial threats, which really doesn't have much to do with the Marauders or this thread, so I'll continue on.

As you can see, the Thors are seriously massive weapons of massive destruction, yet Marauders are capable of bringing them down. I'm not arguing that they are equal to Thors, because that's not even close, I'm only showing what Marauders are designed to take on in a battle, and are labeled as effective against.

Next up on what units the Marauder is ideal for taking on is the

Roach

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Roaches are some of the most dangerous additions that Kerrigan brought to the Swarm. They have armor resilient to Gauss Rifle spikes, and any damage they do take, is instantly healed. The only way to kill a Roach, is to completely destroy the giant huge amounts of damage almost instantly, before the Roach can heal itself. They also spit acid that melts through just about anything including neosteel, making them offensively very dangerous as well.

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Both of these are strains of Roaches. There are actually several different strains of Roaches, but there is one thing that is common among all, Marauders are ideal for taking them on.

Here's the basic Roach:

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  • Osmotic epithelium allows for speedy regeneration - Healing Factor
  • Thick armored Shell - Very durable
  • Striated saliva ducts - to launch acid spit better
  • Tunneling claws - Some of the best burrowers in the swarm, capable of burrowing undetected directly underneath their enemies feet
  • Mounted Scythelike appendages - For CQC
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It can absorb extensive amounts of damage, then quickly repair itself. This also mentions two other strains of the Roach that I will go into a little bit later, the Corpser Roach and the Vile Roach. For now, here's the Ravager:

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  • Broad spectrum vision
  • Hardened bone spikes
  • Bile-projection turbinate - Basically a mortar like canon on the thing's butt to shoot acidic siege attacks from long range (A big deadly poop cannon)
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The bile launched from Ravagers is potent enough to even destroy force fields, then eat right through heavy plating. These shots come from long range too.

The next strain on the list is the Corpser Roach, who are some of the more interesting units, and one of the most overwhelming to face:

Abathur: Recovered scantipede essence. Scantipede itself unremakable. Parasite within more interesting. Sequences allow roach to inject microscopic parasites. Acidic saliva melts away flesh. Allows parasite to burrow within host, and gestate. Upon death, roachlings break free. Emerge from any available orifice. Extremely efficient.
Abathur: Recovered scantipede essence. Scantipede itself unremakable. Parasite within more interesting. Sequences allow roach to inject microscopic parasites. Acidic saliva melts away flesh. Allows parasite to burrow within host, and gestate. Upon death, roachlings break free. Emerge from any available orifice. Extremely efficient.

What happens with these guys, is every time they kill an enemy, their saliva causes two smaller Roaches, called Roachlings to burst out of the corpse, and add to the Roach army. As the kill count increases, the Zerg army increases, and so does the killing power. This can stack into a huge army from a small initial amount of Roaches very quickly, like seen in the gif below:

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5 Roaches quickly become over 20 in seconds. This was just a small skirmish, so you can imagine how scary this would be in a full-scale battle. Yet Marauders are still effective against this strain, since they can kill before these buggers multiply.

The next strain is the Vile Strain.

Abathur: Toxic ingestion, successful. Adaptation has produced powerful Roach variant. Chemical byproducts of microbes started compounds of acidic saliva. Constrictive agents will coat target as Roach attacks. As newer layers apply, previous layers harden and tighten. Movement becomes difficult. Attack less frequent. Debilitates enemies.
Abathur: Toxic ingestion, successful. Adaptation has produced powerful Roach variant. Chemical byproducts of microbes started compounds of acidic saliva. Constrictive agents will coat target as Roach attacks. As newer layers apply, previous layers harden and tighten. Movement becomes difficult. Attack less frequent. Debilitates enemies.

The Vile Roaches have a constrictive agent added to their already deadly acidic saliva. This agent coats the Roach's enemies as it attacks, and then it hardens instantly. Each time the Roach attacks, another layer coats and hardens on the enemy. This effectively slows down the enemies of the Roach, making it slower to move and attack, and this effect grows exponentially as the Roach attacks and adds more layers of it's hardening saliva. This is happening while the Roach's saliva is also burning it's victim alive.

Here's an example of three Roaches successfully stopping what would otherwise be a speed blitz by a group of Protoss Zealots, and then move on and take on a Protoss Colossus, which is one of the most powerful Protoss weapons there is:

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The Roaches' constrictive saliva managed to slow the Protoss down to a crawl, so they could take them out from a range. They even managed to slow down the attacks of the massive Colossus. In case you're wondering just how massive a Colossus is, here's a scaled picture:

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That's the Colossus on the far right. They are seriously massive, yet Roaches are capable of slowing them down, and eating through their armor.

So we've seen all of the strains of Roaches, but now I'll show the other evolutions all of these strains can share and the traits shared between all strains.

Roaches are pretty tanky frontline fighters, but they pack just as much punch as they can absorb. Their main weaponry is their bile, but they are capable of serious damage with their scythe like appendages as well:

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These scythes are so hard and sharp, that they can slice through armor and even neosteel plating.

Like I said though, they prefer to attack with Bile.

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It's muscles expel this saliva with enough force, that it punches through armor, then dissolve flesh. This is made more deadly through some of the evolutions of the Roach like Hydriodic Bile:

Abathur:
Abathur: "Base composition of Roach acidic saliva identical to that of Zanitar slug. Highly corrosive. Can altar chemical compound. Systematically evolve bile duct membranes, force production of hydriodic bile. Upon contact, will melt tissue, flesh, bone. Dissolve poorly armored foes."

This is basically saying that anything not heavily armored, is going to be taking an even increased burn from their saliva, since it is altered to melt even more efficiently through flesh and bone.

Here's an example of Roaches using this ability against Protoss attempting to storm the Zerg Hive Cluster:

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They make quick work of all of these Protoss. They barely even stand a chance, even though it is similar numbers, and Protoss have shielding and speed on their side.

Roaches are quite durable, and almost impossible to kill without very heavy ordinance like that of the Marauder. Not only are their carapaces heavily armored, but they have near instant healing factors:

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Roaches have a constant healing factor, and if damaged, they can instantly burrow, and heal in an instant. They don't actually need to burrow to heal anymore, but this is still a great tactic, as when they are burrowed, it is very difficult to locate them, and cause them further damage to bypass their healing.

They are very good with this tactic of burrowing too. They have even evolved to be even better with their burrowing by evolving Tunneling Claws:

Abathur:
Abathur: "Can enhance Roach utility, several key evolutions. Able to evolve tunneling claws, series of spiracles lining carapace. Will allow Roach to tear through terrain while burrowed, draw additional nutrients from soil. Combination provides strategic advantage."

Not only do Roaches tunnel faster, giving them perfect ambushing potential, but their healing factor kicks in 100% faster as well while tunneling. Here's an example of Roaches getting the drop on a Protoss Immortal with this tactic:

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They were able to completely surround the heavier unit, and spread out and use their numbers to take it out easily and without losing a single Roach. If damaged, the Roach could just burrow and heal.

They've used this to get the drop on large armies of Marines as well:

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Explodes directly under the Marine's feat, and spray them all with acidic bile.

Their healing is so powerful, that they are actually constantly healing from their own bile's corrosiveness.

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Roaches are not immune to their own corrosive body fluids, even though they carry it in large amounts. The Roach's healing factor is just so effective, that it can constantly and instantly repair the damage being done to themselves by their own corrosive bodily fluids.

To actually damage a Roach, it requires some serious weaponry too:

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After generations of Roaches absorbing metal, they have developed extremely thick carapaces. Immune to small arms and flame-based weapons, so heavy weapons like the Punisher Grenades of the Marauders are required to actually damage them, and do enough damage to bypass their near instantaneous healing factors.

On top of this already incredible durability, there is an evolution the Roaches share in Adaptive Plating:

Abathur:
Abathur: "Roach carapace effective. Improvement difficult. Requires redesign, alternate carapace structure. Can use modular plates to protect Roach, provide equivalent defense. When Roach wounded, adaptive plates react to blood flow, thicken. Ensure survival.

If a Roach is wounded and is in the middle of healing it's wound, the Roaches carapace hardens even more to ensure the Roach has time to heal and shrug off any attack that was previously capable of damaging it. This makes Roaches reactive to any damage, and harden their armor as necessary in order to ensure that they survive and heal.

Here's an example of this happening against when only two Roaches face off against Four Protoss Sentries:

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The Roaches are able to harden their armor to survive a constant onslaught of the Sentries attacks, and then destroy them all, and come out completely undamaged.

Even against Gauss Rifle fire, the Roaches repel this attack almost with ease:

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Gauss rifles are powerful, so some do punch through the heavy carapace, but the Roaches are capable of instantly healing from this damage, which is why Marauders are needed to take them down.

Even Nova, who carries a powerful C-10 Rifle, put 10 rounds into a single Roach, and it didn't kill it:

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She had to actually use her TK to crush the Roach's brain to kill it before it could instantly heal from a total of 10 rounds.

I've shown a lot of power, durability, healing, and versatile evolutions, but I haven't shown speed, which these Roaches are surprisingly remarkable in for their size, as they are able to keep up with Nova, who is vastly superhuman in speed, using her psionic abilities and telekinesis to boost her already superhuman stats:

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She even says, "The roaches were fast, almost too fast".

This is another reason why Marauders are so valuable while facing Roaches, as they can slow them down with their gravity manipulating grenades and make them a more manageable threat.

As you can see, Roaches are extremely powerful, versatile, durable, remarkable fast, and can heal almost instantly from anything that actually can damage them, yet Marauders are perfect for taking these tanks down.

The last unit listed that Marauders are called effective against is the Stalker, so here's a little about them:

Stalker

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Stalkers are mechs built by the Protoss to house injured warriors. These were originally Dragoons, which actually housed the body of a Protoss warrior too injured to fight, but the Dark Templar found how to actually infuse the essence of a warrior through the Void. This allows them to fire Particle Disruptors, and instantly teleport between locations.

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  • Particle Disruptors fire blasts of entropic Void energy
  • Machine is fused with Dark Templar essence
  • Void displacer used to "blink" instantly to another nearby location - Blink=Teleport
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This mostly describes that this is not just a machine soldier, but a real life soldier. This is the very essence of a Nerazim warrior (Dark Templar), that has been fused with this Stalker, making the Stalker the new body of the warrior. It's not just a robot with high tech AI, but a living being, with a soldier's brain and the experience of centuries of combat:

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One of the most useful abilities of the Stalkers is their ability to "Blink".

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This ability let's Stalkers warp across the battlefield instantaneously with Void Displacers.

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They are the ultimate in hit-and-run combat, since they can blink in, fire, then blink out. That's why Marauders are so crucial, since their firepower is enough to take them down with few shots, to stop them before they teleport away. Marauders also have the armor to shrug off the powerful attacks of the Stalkers:

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These Particle Disruptors are pure Void Energy, harnessed by the technology and training of the Dark Templar. Each shot destabilizes matter at a fundamental level, and ultimately tears it apart by disintegrating it's atomic composition. These are even effective against armors with high hardness indexes.

Here's a small group of Stalkers, putting their shields, blinking, and weaponry into action when surrounded and outnumbered on all sides by Dominion Marines:

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By controlling the battlefield, the Stalkers can systematically eliminate the Marines while keeping their shields constantly charged so they do not take damage from the Gauss Rifles.

This is the type of unit that the Marauder has to shrug off attacks to. There's a lot more I'd like to talk about the Stalkers, since I find them interesting units, but I'll hold off for now, since this intro is already becoming rather lengthy for each unit.

This is the type of unit the Marauder has to be effective against. Stalkers teleport freely in and out of the battle, and their attacks disintegrate matter at the atomic level, yet the Marauders are still the ideal Terran unit to counter these mechanized war machines.

That's enough for the intro on the Marauder, next on the list is the

Firebats

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The Firebats wear similar armor to the Marauders, with mostly changes in the weaponry. They carry twin flamethrowers that pour out enormous sprays of superheated flames in wide swaths. Their armor is even more immune to heat then the other infantry suits, for obvious reasons. This type of weaponry makes advancing on the Raider's front lines all but impossible, because any forces will be met with a giant wall of flame.

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  • Heat-resistant plating
  • Eyes protected by thermal suppression lenses
  • Multiple ports in flame throwers for wider area of effect
  • Tank containment field generator - For added protection
  • Plasma fuel tanks
  • Plasma/Coolant supply
  • Enhanced heat seals around joints of armor
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Specifically designed for close quarters combat. They have heavier duty armor so they can be in the thick of things, up close and personal, and dual Perdition flamethrowers.

As described in this page, these suits are ideal for roasting Zerglings, so here's a look at Zerglings and what they do:

Zerglings

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Zerglings, on their own are the least powerful of the Zerg. That does not make them less dangerous however, as they are exceptionally fast and nimble, and their claws, pincers, scythes, and fangs are capable of tearing through neosteel. What makes them the most dangerous though, is that they are hardly ever alone. The resources required by the Zerg to breed Zerglings are almost a non-factor, and the gestation period is all but instant, so Zerglings are numberless, and always in large swarms. They are often the biggest threat on the battlefield, since their shear numbers and speed allow them to overwhelm forces quickly. That's why Firebats are so essential, since they can roast so many at a single time.

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  • Venetational wings increase ground acceleration - Super speed
  • Toughened skin - Lesser armor then other zergs, but still formidable
  • Spiked tail
  • Sharp incisors, primarily used for tearing flesh
  • Sickle Limbs

You can tell by those bullet points, that the Zerg is made for speed, and every part of it's body has something that can rip you apart with.

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Numbers and sickle-like limbs and fangs can overwhelm foes, and even tear through the plating of vehicle armor. It also mentions alternate strains of Zerglings, that I will go into as well later.

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A Zergling already possesses super speed, but with a metabolic enhancement, this speed is boosted even more. This also drives the Zergling into a state of frenzy, increasing it's combat speed as well as it's travel speed. These Zerglings are typically referred to as Speedlings because of their enhanced speed.

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As mentioned before, the Zergling's physiology makes them fast and puts them in a perpetual state of frenzy. While frenzied, they can bring down even armored vehicles and structures with ease.

Here's a Zergling ripping through the armor of a Protoss Dragoon easily as if the heavy armor was paper:

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Here is a Zergling tearing through an armored wall of a downed vehicle so he could ambush a Marine from the other side:

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And their speed is described as a blur:

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Couple that with the amount of numbers they can produce quickly:

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Their Basic DNA allows them to be breed so fast, that deaths are near meaningless among their ranks, since they are basically without number. This is what allows the Swarm to so easily outnumber every opponent they face.

They even have vision in darkness:

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Capable of seeing in the dark makes them great with stealth and scouting, as seen here, they are great at ambushing like here with a burrow attack:

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Zerglings are actually great burrowers, and even fast enough to avoid laser fire through burrowing:

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Here's a Zergling using stealth to get the drop on a Marine who is engaged with a Protoss Zealot:

They can also ambush from the cover of a Spawning pool:

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Zerglings spring from a spawning pool and catch a marine unaware. He has no chance against so many numbers, and there is nothing left of him but a blood stain by time the Zerglings are done with him.

This is a common theme with Zerglings, there is hardly anything left of their enemies, as they attack so quickly and with such a frenzy, that they completely rip apart anything in their path almost instantly:

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A single Zergling quickly tears through a marine's armor, and pries it open.

Zerglings have very powerful piercing strength like this, and raw strength in general like here where a Zergling pierces a Marine, and is able to lift the very dense armor and soldier from the ground:

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And here where it rips apart a Marine through a visor:

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Shred through a security gate, and ripped their wave into a barracks.

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Trampled by Zerglings, as if he had never been there to begin with.

They hit with speed like this often, like here where a Zergling rushes a Marine:

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They are even capable of rushing the speedy and heavily armored Vikings:

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A Zergling is able to leap and pull it's way into a ship in mid-air

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After boarding a ship in mid-flight, it gets inside with uncanny speed, then flings itself at a marine. It has it's head ripped to shreds, yet does not slow it's attack. Even while dying, it's frenzy allows it to repeatedly attack a marine.

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It required a Marine beating a near headless Zergling to finally kill it because of it's Frenzy. When the Marine finally escapes, he finds he's the only survivor of the attack from the Zerglings, and he was lucky to be that one.

Zerglings are capable of fighting through grievous wounds like this often because of their frenzied states, like here, where a Zergling is capable of continuing it's attack even after being shot in the head:

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Or here, where one leaps and kills a Marine while being shot at:

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And here where it keeps attacking after taking a bayonet to the torso:

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While Zerglings have great offensive capabilities in speed, numbers, and sharp bladed appendages, they are not completely without defense either:

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Their skin has been toughened, giving them some degree of armor, and they do possess some armored plates, it's just not as thick as the heavily armored units that surround them in their armies.

They aren't just animals either. When not in combat, they do undergo combat training, that is overseen by more intelligent units like the Hydralisk:

All of these traits are shared among all strains of Zerglings, but here are the individual strains and what they can do.

First is the Raptorling:

Abathur:
Abathur: "Assimilation of karak essence, many benefits. Can enhance quadriceps of Zergling, mutate wing function. Would allow Zergling to vault through air, climb up and down cliffs, leap at foes from distance. Minor side effect, amplified aggression. Likely to improve damage output. Acceptable."

The Raptorlings have increased leaping abilities, and they deal more damage because of increased strength and aggression. Raptorlings can leap up and down the side of huge cliffs, and can use this ability to leap at foes from an even larger distance, or leap over them to surround them even easier.

Here's a few examples of Raptorlings in action:

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The Dominion set up an encampent on high ground, thinking they could mow down the Zerglings from a location advantage. The Raptors make short work of them though, as they easily leap over the cliff, and shred apart the bunker. (Keep in mind that while that cliff may not look large in the gif, in-game scaling which is used in scenes like this is very off, and not representative of what is actually happening, these are the same cliffs that are notable for Colossus to walk over, which I showed earlier and how massive they are).

Here's the same Raptorlings advancing to a more heavily fortified encampment in cliffs:

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The Raptorlings surprise attack allow them to shred the dominon base apart in seconds through speed and numbers.

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Here, they leap over the larger roaches, so the roaches can attack from range, while the Raptors hit them with a surprise attack, they then continue on to speed blitz a siege tank, that would have demolished them if not for the Raptors immense speed.

The next strain is the Swarmling Strain, that allows for even larger numbers of Zerglings:

Abathur:
Abathur: "Examination of feral sequences, completed. Random variations of Zz'gash dune-runner core reduced complexity. Gestation period almost nonexistent. Simple sequences allow production of three Swarmlings from single cocoon. Dorsal protrusion of dune-runner has resurfaced. Prominent. Will examine further."

Zerglings were always special in the fact that always 2 would hatch from a single cocoon, but Swarmlings increases this number to 3, and the gestation period is instantaneous, meaning it's basically an endless supply of Swarmlings at all times.

Here's an example of a Hive Cluster with this strain being attacked, and how quickly it can turn the tide by pouring out a huge number of Swarmlings from nothing, and taking on units like Vikings and Siege tanks that have powerful weaponry and armor.

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The Zergling may not necessarily be the most dangerous unit in SC, but with numbers, it can easily be the most dangerous threat in any battle. The Firebats excel at keeping these numbers to a minimum, and daring any Zerg rush from approaching close range. There is no speed blitzing these guys, as the cone of flame in front of them is just too powerful and massive, and Zerglings pay the price when attempting this, even with their limitless numbers and speed.

That's enough for now with the Firebat, next is the

Medics

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  • Arm-Mounted Shield
  • Nano-conveyed anesthetics and attenuated lasers for on-site surgery
  • A-13 Flash Grenade Launcher
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The medic may just be the single most important unit between both of our teams. This one unit is essentially giving my entire team a powerful healing factor. The medic fires beams of anesthetics, healing agents, and even lasers for on-the-fly surgeries of serious wounds. It kicks each units healing abilities into cellular hyper-repair, healing even the most serious wounds back to fighting shape in astounding speeds. What's most amazing about this, is that the units fighting, don't even have to stop fighting while the medic does is healing them. The Medic is doing all of this, in real-time, during action, from a range, and while the unit the Medic is healing is in mid-combat.

While the Medic is not necessarily an offensive unit, it does carry one weapon to support the offensive units around it:

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The Optical Flare is basically a flash bang, but a very powerful one. It's not limited to biological units either, as the light-burst is designed for more then just eyes, but photo-optic receptors as well, like those in robots, drones, and mechs. This severely limits their vision and targeting abilities.

Next up is the

Reaper

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These are the craziest of the insane soldiers in any Terran army. These soldiers have been exposed to some of the most extreme training out of any other soldiers, been given combat drugs that kill more soldiers then survive, and are put into erratic flight suits that barely any can master. Hardly any survive the training to become a Reaper, and the ones that do are almost always actually insane criminals whose brains were too damaged even for resocilization. I know this is mostly Dominion tactics I'm talking about, but most, if not all, of Raynor's Reapers are defects of the Dominion that came with Tosh and his Spectre army. I don't see Raynor putting any soldiers through what Reapers go through to become a Reaper. More on this in the next post when I get to feats though.

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  • Polarized plasteel flight goggles with terrain mapping heads-up display
  • Twin P-45 "Scythe" gauss pistols
  • G-4 Cluster Bombs
  • Twin turbine jump pack
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The Reapers wear jetpacks made from twin turbine engines. This allows them to travel at incredible speeds, and jump cliffs, structures, and anything else in their way. It also makes them fly in very erratic patterns. This makes them excellent scouts, or just harassment units that keep constant pressure on enemies, while falling back before any damage can be done to them. Speaking of damage done, even if this does happen, part of their training was spending months ingesting combat drugs that granted them superhuman physicals, altered mental states, and a healing factor:

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They can escape quickly from combat if injured, trigger high-speed regeneration and healing, then return right back to combat to continue to harass enemies. Their healing factor, speed, erratic movements, complete control of the terrain, and weaponry make them very dangerous versatile threats. Speaking of weapons, they carry dual "scythe" pistols, which fire gaus spikes at hypersonic speeds, but are designed to be fired from two pistols to allow Reapers to fire with both hands. They also carry cluster bombs that they toss from above, that are effective for leveling structures or dealing with heavily armored units.

Last on the Raider's squad is the

SCV

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The SCV is not really an offensive, or even a unit designed for combat, but it still plays a role in every battle, and is combat ready if need be. It's also the largest and one of the heavier armored units on my squad, so where it lacks in firepower, it makes up for in shear size and durability. Have another look at the scaled lineup of the terrans:

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The SCV is three units in from the crease between the pages, on the left page. It's a pretty big unit which I don't think many people who play StarCraft even realize because of in-game scaling being not accurate for gameplay reasons. Compare it side by side to a Marine:

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It stands at least another Marine taller, and it's quite a bit thicker too.

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  • Servo-activated claw utility clamp
  • Neosteel plating - Heavy armor
  • Thrusters - Low elevation flight and speed
  • Power drill used in mineral cutting and building assembly
  • Onboard displays provide real-time 3-D topography mapping algorithms
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While this doesn't sound like much for a battle thread, keep in mind a few things. These guys are big and durable, and they have clamps made to carry massive amounts of minerals, scrap, parts, and other random big heavy things that need carrying. They have a drill that easily cuts through crystals. They have welding rigs that are powerful enough to melt neosteel. They have a lot of potential weapons if need be, and they have feats of using them. The other thing that I will go into later, is that the Raynor's Raider's SCV's are 10 times better then Dominion SCV's, and are fully combat capable.

I may not argue that the SCV in this is going to be a huge offensive threat, but it will be a great support unit, and make great use of the environment. In mid battle, it can alter the environment, modify structures, build walls from the resources around it. I'm not going to say anything crazy like it can build a neosteel bunker out of the material in this thread, because that's not feasible, but it can quickly build some effective barriers or trenches if need be. There is a lot the SCV can do, and I will go more into it later.

Info on all Units

Real briefly, I'm going to touch on a few things that effect this entire squad so you have the info before moving on.

Nigh-Immunity to being 'rag dolled' or even knocked over - Through Stabilization CPUs & Gravity Manipulation

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  • Stabilization computers keep marine's on their feet, this is coupled with gravity manipulation, which makes taking a marine to the ground very difficult.
  • Descriptions of gravity being manipulated in all terran units

Every Terran unit has stabilization computers to keep units upright, and even have their own Gravity Manipulation that holds units to the ground.

Stim Packs

I'll post scans and info on this later, but Stim Packs are combat drugs that every Terran unit has at their disposal. It increases basically everything you can think of that effects combat. It changes their mental status to be more combat focused and driven, increases physicals in all stats, increases reaction times, awareness, speed, and most importantly combat speed.

And last but not least, is Jim Raynor himself:

Jim Raynor:

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I'm going to save the in-depth intro on Raynor until next post when I start talking about feats, but just know that he is a strategic master-mind, and his forces would follow him to hell and back (they basically have on several occasions, and almost literally in LotV). Raynor is nearly flawless with planning and prep, as well as on the fly tactics. He's not just a leader though, he's also one of the most deadly terrans in the Galaxy. Even the Protoss view him as not only an equal, but a person of extreme honor befitting of their elite warriors. There are veteran warriors of the Protoss that would stand side by side with Jim Raynor in battle over one of their own.

As for the gear he will be carrying, it's pretty similar to a Marine, but he does carry some more then your average grunt.

  • Custom CMC Power Armor
  • 8MM Gauss Rifle
  • C-10 Cannister Rifle (sniper rifle)
  • Slug Thrower (side arm)
  • Breaching Charges
  • Shredder Grenades

Closing

While I haven't shown a lot of what each individual unit can do, I have shown who they are effective against, and some detail on these particular units. Between the versatile selection of units in my group, Raynor has an instant strategic leg up in this. Each unit brings it's own unique combat style and effectiveness. There is nothing that this squad is not prepared for.

  • Raynor personally can snipe from long range, fight from mid range with a gauss rifle, get up close and personal with explosives, or just lead his troops to victory without ever firing a spike (although that's not like him to not get his hands dirty)
  • The Marine brings versatility in the fact that it is deadly at all ranges. Has a high rate of fire with a powerful hypersonic weapon. Has the durability to withstand a lot of damage, while not sacrificing mobility in being too bulky.
  • The Marauder brings anti-armor capabilities, crowd control abilities through explosions and gravity manipulating grenades that slow any unit caught near the explosion, and is durable enough to shrug off repeated anti-armor blasts and keep fighting. This unit will put down the big guns on your team, while also keeping groups of the smaller units from moving any faster then a crawl. Best part, this unit has an actual grenade factory mounted to his armor, meaning he has unlimited ammo throughout the entire fight, and can fire his Punisher Grenades with abandon.
  • The Firebat brings immense durability as a frontline fighter, and covers the entire front of the Raider's fighting force in a wall of flame, making advancing to closer ranges next to impossible. The constant flames keep enemies in constant retreat and pinned down, unable to mount much of a close range offensive, and leaving the rest of the Raider's able to move safely while the flames pin down enemies, or just burn them to a crisp
  • The Medic keeps everyone alive and healthy, and provides a real-time, mid-combat healing factor to anyone who does get wounded
  • The Reaper can scout and harass behind enemy lines, with the speed to get in and out, and the healing factor to survive any damage done to him. He can find enemy locations, and keep them moving where Raynor wants them with his harassing hit and run capabilities.
  • The SCV can alter the environment quickly and easily, making cover for the Raider's, and bringing down the cover of any enemy. The battlefield is in the hands of Raynor because of this unit, and he can shape it as he sees fit.

Can't wait to see what you have for me. :)

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@tparks: Well that was.. A lot. Great intro though, very informative!

The Plan

It's not complicated, really. My simple strategy is as follows:

  1. Right of the bat the Paladin will unleash a barrage of missiles onto the enemies, hopefully killing or harming everyone.
  2. As soon as that's done, it'll fire additional energy blasts as whatever survived.
  3. The knights of all kinds will be split up, half will charge the living troops with swords while half will fire at them with their weaponry.

You'll need to prove any of your team will survive the initial attack first. If you can do that, you must explain how your troops overcome mine and how they'll kill anyone.

Quick, easy, painless. Your turn.

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tparks

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#14  Edited By tparks

@joewell911: I'll be working on this whenever I get a chance this week and maybe tonight, but I'll post what I have so far, so you can work on your next post. Just like in my intro though, please wait until I completely finish this post before replying. Thanks!

  1. Right of the bat the Paladin will unleash a barrage of missiles onto the enemies, hopefully killing or harming everyone.
  2. As soon as that's done, it'll fire additional energy blasts as whatever survived.
  3. The knights of all kinds will be split up, half will charge the living troops with swords while half will fire at them with their weaponry.

Here's the problem with this plan, it's not in character to happen. We never see Paladins leading off with barrages of missiles. We even see them sometimes staring at a group of enemies, when they could be leading off with barrages of missiles, but just don't. It's just not in character.

The other problem is that the Paladin just doesn't even know where to fire these missiles because of the location.

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I'm assuming I'm blue and your red, or vice versa, it really doesn't matter much. The important thing is that there is a lot of walls and obstacles in between both teams. The Paladin isn't going to know where to shoot.

You'll need to prove any of your team will survive the initial attack first. If you can do that, you must explain how your troops overcome mine and how they'll kill anyone.

I do not believe this initial attack would happen even if both teams started off staring at each other, but just in case this attack does at some point happen in the match, I'll show why each and every member of the Raider's could survive this attack.

Durability

Each member of the Raynor's Raiders is wearing some very heavy armor. Some or more armored then others like the Hellbat and Marauder, but each and every one of them all share one amazing feat of durability. It's based on how they are deployed into combat.

One of the common modes of troop deployment and evacuation across the battlefield is the Medivac Dropship

Medivac

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The Medivac is an amazing ship, with some of the most incredible military based technology in Sci Fi fiction. It can heal wounds of infantry from the skies, doing real-time surgery with lazer scalpels while the infantry is in mid-combat. While interesting, that's not the aspect of the Medivac that I'm going to be talking about. The other function of Medivacs is their function as troop transports, and their dropship capabilities.

Medivacs can pickup, and drop infantry, and even vehicles as large as Thors, from the skies. They do not need to land to do this. They do this with a gravity tube:

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This gravity tube launches infantry to the ground in 0.1 seconds from the skies. We see this happening in the very opening mission of StarCraft2 Wings of Liberty.

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This is only the first time we see this, but this is a recurring scene throughout all of the three campaigns of StarCraft 2. Not only do these units hit the ground at incredible speeds, it's from a much larger height then what it looks like in-game. You can't trust in-game scaling for distances, sizes, and heights, because Blizzard needed to make the game playable. The medivacs in-game appear to fly at the same height as Zerg Leviathans, which are this size:

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The Battlecruiser next to the Leviathan is hundreds of times bigger then the Medivac, and the Leviathan is hundreds of times bigger then the Battlecruiser, so that's the problem you run into when trying to use in-game scaling for heights.

So what height should we use? Well, Gauss Rifle Spikes and Hydralisk Spines can reach out and hit a Medivac if it flies too low, so it's safe to assume that they want to be at least high enough that they take lesser damage, if not avoid the damage if possible. I'll play it on the low end though, and just say that the Medivac flies at a 1,000 feet, like a typical police helicopter would. At this height, the infantry being launched to the ground below are being launched at around 7,200 miles per hour. That's nearly ten times the speed of sound.

That's the impact durability of each and everyone of the characters in this thread. They can not only survive being launched to the surface at ten times the speed of sound, but they take zero damage from it, they even hit the ground running and gunning like nothing even happened.

I would imagine that this is enough to show that they can tank most, if not all of the damage done from the RWBY team.

Let's break each down individually though:

Marine

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The CMC armor shrugs off all small arms fire, and is resilient to even larger attacks. We've already seen the Marines being launched to the surface at 7,200 mph and the armor takes zero damage from it, but that isn't just an extreme outlier, it's par for the course for this armor. Here's a feat that shares this kind of durability:

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Liberty, Raynor, and a whole squad of Marines absorbed the blast of a mountain busting explosion. This was all in out of date armor, that does not have the enhancements that Raynor's Raiders has too. Now they weren't directly in the blast that leveled a mountain, but they were just outside of it, and absorbed all of the shockwave and the explosion that pushes outward from the direct hit of the explosion.

This armor can even survive the shockwave of Nuclear Explosions:

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A whole squad of Marines all were just outside the direct blast of a nuke, and the armor allowed them to survive the resulting explosive force that pushes outward from the center of the explosion.

While they don't have nuke level durability, the explosive force on the edge of the direct hit of a nuke should still be enough to show they can tank anything shot at them in this match.

Let's just assume that some kind of shot actually does get through the armor and do some kind of damage though, well that doesn't necessarily mean that the Marine is done for. The CMC armor has functions to keep Marine's on their feet, even after taking damage in combat.

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The suit can act like a tourniquet and instantly stop the bleeding in limbs. With a medic in this match, it's almost unnecessary, but it can buy more time until the medic can fully heal them. Basically any damage done, can quickly be repaired because of the medic, and the suit itself has means to keep Marine's alive until the medic can start healing, which isn't long since they heal from a range.

Furthermore, the marines in Raynor's Raiders carry Combat Shields:

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These shields cover almost the entire Marine, with only the Gauss Rifle sticking out for attack purposes.

Here's an example of how much protection Combat Shields grant Marines:

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In the gif above, Raynor's Raiders Marines are fighting against a larger attack force of Dominion Marines. The Raiders have 8 Marines, where the Dominion have 16. That's double the army size, which one would expect would be an obvious win for the Dominion. However, due to the Raider's carrying Combat Shields, not only do the Raiders win and kill all 16 Dominion Marines, they only suffer a single loss. That's a 16:1 kill ratio between similar unit types, because the Dominion just could not get enough shots through the shields to do any damage.

The Marines armor coupled with their Combat Shields, should prove enough to stop any firepower in this match.

Marauder

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Still a work in progress. Please do not reply yet. Thanks! :)

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Joewell911

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@tparks: No need to continue. I can see you're putting a whole lot of work into these posts and I don't want to waste your time anymore.

My team is severely outclassed here and there's no way I could conceivably make an argument for their victory after fully seeing what your team brings. Good job on picking such a powerful and versatile team!

Maybe one day we can do a more evenly matched fight.

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tparks

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@joewell911: Aww. Dang.

Anyways, to be fair, I think the way your squad is portrayed in the show is plenty powerful, but just don't have the same type of showings because the show is written to show off the characters fighting them, and not the other way around. There is just a difference between RWBY, where these units are not the main characters, and StarCraft where each and every unit is not written as fodder, but the main characters of the game, so there is a whole lot more info and feats, which make writing posts in a CaV a lot easier. Mad props on picking a RWBY team though, and this was fun while it lasted. :)