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Jim Raynor
#3
Abilities
Mini-Reaper Jumpjet (Basic Super Jumping) - in the CMC-400, Jim is capable of propelling himself up to 10 metres in the air.

Cloaking Device (Stealth) - Interested in trying new approaches, Jim has obtained a cloaking device similar to those used by the ghosts of the terran military. He is more likely to use it outside of his suit, but it can be utilised in either state.

Scanner (Basic Enhanced Senses)  - Jim's arm unit and CMC-400 armour have scanners installed that allow him to sense objects in a twenty yard radius regardless of his ability to see them.

Medical Nanobots (Advanced Regeneration) - Jim carries a limited supply of medical nanobots used by Terran medics. He can inject these into himself to accelerate the healing process of any wound, including severed limbs. The CMC-400 has a delivery system; outside the armour, Jim uses syringes that he applies himself.


Moves
C-14 Gauss Rifle/AGR-14 Rifle (req. Ranged) - The C-14 gauss rifle is the standard issue rifle for terran marines. It fires thirty rounds per second of hypersonic 8mm metal 'spikes'. Jim tends only to use this in his CMC armour as the kickback on the weapon is tremendous if not reinforced. The weapon is stored in the cavity of the CMC-400's right leg.

The AGR-14 rifle is much kinder to a non-steel suited Jim. Closer to a standard semi-automatic rifle, it fires the same rounds per second, but the damage on it is considerably weaker. However, the kickback can be handled without a mechanical exo-suit.

Revolver (req. Ranged) - Jim's weapon of choice. A six chambered revolver that fires a bullet a second, but with a heavy hit. Jim needs to reload the weapon after six shots, which takes about five seconds. Not a weapon that can afford to miss, but Jim's carefully trained eye usually means he doesn't.

C-10 Canister Sniper Rifle (req. Ranged) (300) - The C-10 canister sniper rifle is the weapon of choice for ghosts, spectres and terran snipers everywhere. It fires a 25mm antipersonnel 'canister' projectile at incredible velocity, at one round per five seconds. The rifle can hold five rounds, after which it takes another five seconds to reload. Using the advanced scope, Jim can accurately hit a target from a kilometre away, though he has to compensate for terrain, wind, etc. Beyond that, hits are not guaranteed. While he can use this in his CMC armour, Jim is much more skilled with the rifle outside of it. He stores it in the compartment of his CMC-400's left leg.

Arm Mounted Shield (req. Area Shield) - Jim carries a portable version of the metal shields that terran medics use while healing soldiers in the midst of battle. Deployable in two seconds from his left wrist in both forms, the shield covers a touch over Jim's standing height (6'2") and is wide enough to protect both Jim and another, as long as they're practically hugging him. The shield is more resilient while wearing his CMC armour as it draws from its strength, but the cut-down version is still better than nothing.

C-14 Attachment: Bayonet (req. Physical Strength) - with a flick of a switch, a foot and a half long blade extends from beneath the C-14 rifle's muzzle. Generally only used in a last ditch situation, if the ranged target quickly becomes a melee one. While it can be used to cut and slash, its primary use is for stabbing.

C-14 Attachment: Grenade Launcher (req. Ranged, Area Attack) - the C-14 rifle comes with a small grenade launcher attached to the underside of the weapon. It fires a round a second, holding 8 rounds in all, and the CMC armour reloads the ammo in about six seconds. Jim only carries two full clips at a time, so he can use a maximum of 16 grenades in a single engagement. With an effective range of 100 metres, the grenades fly in an arc, requiring careful aim to hit a target, and explode in a six foot radius, strong enough to destroy concrete. The grenades travel at about half the speed of an arrow. While the bayonet can still be extended during firing, Jim cannot fire the C-14 rifle bullets at the same time.

Jim can also use grenades outside of the armour, but to a lesser extent. He keeps 6 grenades on him at any one time, and throws them manually, giving them an effective range of about 30 metres. They also follow an arc, but because they aren't propelled by a machine, they only travel as fast as Jim can throw them.

Psi-Blade (req. Physical Strength) - an old holdover from his protoss buddies. Jim can activate a two foot long psi-blade from his right wrist in both forms, a flowing weapon of blue energy. This can be used in and out of the CMC armour, but has more muscle behind it in the suit. However, in an engagement where technical proficiency matters, he's better outside the armour.

Grappling Hook (req. Ranged) - Jim has a motorised grappling rope stored in the glove of his left arm, and a compartment on the left arm of his CMC-400 armour. When aimed, Jim fires the rope with three prongs that can grab ledges, items or people. The prongs can also open and fold outward so that they act more like hooks on a standard grappling hook. The rope can reach 50 metres and travels about the speed of an arrow. Once it snags something, Jim can reel it back to him, or reel himself to it, 
depending on its size/weight ratio to him. It's strong enough to lift Jim in his armour, so while the rope can be broken by a character with high ATK (7+), it is unlikely to.  If the rope breaks, it's out of commission until he has downtime to repair it.

The speed of the reel-in varies depending on the target. Something light like a gun or sword would return at the same speed it flies out at (arrow speed). If the object is heavier than him, he would travel towards it around the same speed. Anything between those two (ie. an item that would draw back to him, but not particularly light) would slow by degrees as the weight went up.

Flamethrower Attachment (req. Ranged, Area Attack, Debuff) - once activated in the CMC-400 armour, Jim can switch the hand out on his right side from a robotic hand to a flamethrower barrel which takes about four seconds. Once active, Jim can spray red-hot flames up to 35 metres away in a cone that gradually grows from 15cm to 1.5 metres at its greatest distance, taking about five seconds to reach maximum range. Jim can move but it slows him considerably. The potency and intensity of the flames decrease the further the flames travel from the barrel so Jim tends to use it in close quarters situations. Jim is capable of a continuous spray of fire for 15 seconds after which time it requires 5 seconds to cool down. However Jim can use it in shorter bursts without worrying about overheating. Jim has a minute and a half supply of flames in one engagement.

The flames will also burn and damage flammable substances and can sear flesh, leaving painful scalds that will continue to ache after the fire has been doused. As this is Jim's dominant hand, he can't wield guns, their attachments or his psi-blade, but can still use his grappling hook and arm-mounted shield with his left.


Super Moves
Hellfire Missiles (Tier 1 Super Attack) - req. Ranged, Area Attack - Jim summons a missile launcher, taking a few seconds. The launcher has eight long-range Hellfire missiles, which are usually mounted atop a Goliath assault walker, but Jim can wield by balancing the weight on his shoulder. All eight mini-missiles fire at the same time and stream towards the same target. Each missile itself is weak, but they explode in a cluster, wreaking massive damage.

Combat Shield (Tier 1 Super Defence) - req. Area Defence - When under threat from a powerful attack, Jim bolsters the strength of his arm mounted shield, its outer edge thickening with extra sheets of neosteel. The shield can absorb any Tier 1 Super Attack before breaking.

Mini-Yamato Cannon (Tier 2 Super Attack) req. Ranged, Area Attack - Jim summons a large cylindrical cannon about ten feet long and balances it on his shoulder. The weapon charges a miniature version of the Yamato attacks synonymous with the terran battlecruisers, which takes about three seconds. It then fires a long, rippling bolt of reddish-orange energy that detonates on impact, causing a massive explosion.

Interceptor Drone Defense (IDD) (Tier 2 Super Defense) req. Area Shield - with the help of Karax and Swann, a new feature has been built into Jim's CMC-400 armour. Miniature versions of the Interceptor drones used by the mighty protoss carriers deploy from his suit and swarm around Jim, destroying incoming projectiles or sacrificing themselves to rebuff physical attacks.


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Jim Raynor - by Jim Raynor - 08-21-2016, 02:55 AM

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