Guys i'm back, going to post soon but in the mean time change my ship's name to Red October.
Got it?
k post soon.
oh and can some add a Santa hat to this image because i have issues
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team's past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Name: Alex Griafer
Code Name: Cobalt
Allegiance: The Aurulean Technocracy
race: Terran
unit: plasma marine
Modifiers
light
bio
300 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
8 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
30 sec cooldown
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
toggle
84 points
Name: William Macduncan
Code Name: Breaker
Allegiance: The Aurulean Technocracy
race: Terran
unit: Bio Hazard Marauder
Modifiers
Heavy
bio
400 HP
200 Energy
3 Mov Speed
5 armor
7 sight
40 dps
weapon speed 1
7 range
0.5 aoe
1 abilities
Bio hazard grenade
Lunches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
30 sec cool down
100 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: The Aurulean Technocracy
race: Terran
unit: Combat Medic
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
65 points
Ship
Name: The Solstice
Designed as a fast harassment dropship. The Solstice was still in the beta stages of development and the plasma core engine was highly unstable when the three stole it but thanks to the Technocracy the ship is now relatively stable and only has a 15% chance of blowing up and destroying the fabric of space then to the original 95%
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team,s past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Modifiers
light
bio
200 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
60 points
Ship
Name: The Solstice
Designed as a faster more weaponized dropship the ship was still in the beta stages of development when the
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
hey ChaosInfinityLord great heros gave me an idea for a new team to replace Whitecomb as my heroes hope you guys like it =)
Alex Griafer was a quiet kid on tarsonis and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 for experiments that where to enhance troops in the field. At the end of Alex's time at the science facility he ironical developed the ability to come in to contact with plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. The three escaped to the Eurim Sector fully armed in experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites. Now four years later they have become close friends as well as friends of all current protoss fraction
Modifiers
light
bio
420 HP
200 Energy
3 Armour
3 Mov. speed
10 sight
30 dps(+15 mech)
weapon speed 1
9 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
Spider mine
70 damage cost 30 energy only three at a time
Plasma blade
Changes to a plasma blade for melee combat +15 mech is gone replaced with +15 bio
Toggle 10 energy
99 points
Name: William Macduncan
Code Name: Breaker
Allegiance: none
race: Terran
unit: Missile Marauder
Modifiers
Heavy
bio
450 HP
200 Energy
2 Mov Speed
5 armour
4 sight
40 dps
weapon speed 1
4 range
1 aoe
1 abilities
Bio hazard rockets
Lunches a 1 Bio hazard rocket
causes Irradiate Last 30 seconds 8.3 per second
103 points
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armour
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Light Shield
a screen of light appears on in front of her protecting her from some projectiles
+4 armour toggle 10 Energy per 0.5 second
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration
58 points
Admiral Alex Whitecomb, A.K.A The Admiral, has been known to be a formidable opponent both on the battle field and as a stratagist. Having a dark past, not even his first mate knows much about him other than his family originates from UMOJA and accompanied the first colonialists to the Eurim Sector. But a man's past and demeanor doesn't matter so much if he works hard and contributes to the community. No one will bring up his past, right?
Modifiers
600 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
1.6 range
0 aoe
4 abilities
103 points
Orbital Drop Shock Troopers:
calls down 12 marine from obit cost 600 mins (from flagship)
Overcharge
(5 energy per attack): Adds 10 damage to Whitecombs attack.
plasma burn
burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
0
Guys i'm back, going to post soon but in the mean time change my ship's name to Red October. Got it? k post soon. oh and can some add a Santa hat to this image because i have issues
0
hey guy im going silent for a few weeks be back soon
0
ok Almaity how about now?
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team's past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Name: Alex Griafer
Code Name: Cobalt
Allegiance: The Aurulean Technocracy
race: Terran
unit: plasma marine
Modifiers
light
bio
300 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
8 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
30 sec cooldown
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
toggle
84 points
Name: William Macduncan
Code Name: Breaker
Allegiance: The Aurulean Technocracy
race: Terran
unit: Bio Hazard Marauder
Modifiers
Heavy
bio
400 HP
200 Energy
3 Mov Speed
5 armor
7 sight
40 dps
weapon speed 1
7 range
0.5 aoe
1 abilities
Bio hazard grenade
Lunches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
30 sec cool down
100 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: The Aurulean Technocracy
race: Terran
unit: Combat Medic
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
65 points
Ship
Name: The Solstice
Designed as a fast harassment dropship. The Solstice was still in the beta stages of development and the plasma core engine was highly unstable when the three stole it but thanks to the Technocracy the ship is now relatively stable and only has a 15% chance of blowing up and destroying the fabric of space then to the original 95%
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
Weapons 2
Armour 2
Maneuverability 5
Security 1
Cargo 1
Speed 4
51 points
points 300
0
oh wired thing sight 7 = 0 points
0
ok Almaity also fixed my Heroes
Alex Griafer was a quiet kid on the planet of Dvergar and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 from to a top secret Aurulean science facility located in Var'shiri Nebula for experiments that where to enhance troops in the field. At the end of Alex's time at the facility he ironical became able to come in to contact with unregulated plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programmed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. armed with experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites as well as the ship the three escaped to the Tirion Republic. The Republic do not know that they are escapees from The Aurulean Technocracy but a Team,s past and demeanor doesn't matter so much if they works hard and contributes to the Republic. No one will bring up their past, right?
Currently the three are thought to be killed in a "pirate raid", and after them there have been no more civilian test subjects as they tend to die early.
Name: Alex Griafer
Code Name: Cobalt
Allegiance: outsiders
race: Terran
unit: plasma marine
Modifiers
light
bio
300 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
8 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
Plasma Spider mine
70 damage + 5 damage for 2 seconds can be stomped by medic Restoration
cost 30 energy only three at a time
99 points
Name: William Macduncan
Code Name: Breaker
Allegiance: outsiders
race: Terran
unit: Bio Hazard Marauder
Modifiers
Heavy
bio
450 HP
200 Energy
3 Mov Speed
5 armor
7 sight
40 dps
weapon speed 1
7 range
0.5 aoe
1 abilities
Bio hazard grenade
Lunches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
95 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: outsiders
race: Terran
unit: Combat Medic
Modifiers
light
bio
200 hp
200 energy
3 mov speed
3 armor
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Life Regeneration
mechanical arms on her back heal friendly's
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration Energy 1 per 2 hit points
60 points
Ship
Name: The Solstice
Designed as a faster more weaponized dropship the ship was still in the beta stages of development when the
Weapons :
ATS plasma turret x 2
ATA plasma turret x 2
Equipment:
Precision Ion Warp Engines
non Radar detectable Standard issued spacecraft hull plating
Active Camo
Weapons 2
Armour 2
Maneuverability 5
Security 2
Cargo 1
Speed 4
54 points
total 268 points
0
hey ChaosInfinityLord great heros gave me an idea for a new team to replace Whitecomb as my heroes hope you guys like it =)
Alex Griafer was a quiet kid on tarsonis and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 for experiments that where to enhance troops in the field. At the end of Alex's time at the science facility he ironical developed the ability to come in to contact with plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. The three escaped to the Eurim Sector fully armed in experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites. Now four years later they have become close friends as well as friends of all current protoss fraction
Name: Alex Griafer
Code Name: Cobalt
Allegiance: none
race: Terran
unit: plasma marine
Modifiers
light
bio
420 HP
200 Energy
3 Armour
3 Mov. speed
10 sight
30 dps(+15 mech)
weapon speed 1
9 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
Spider mine
70 damage cost 30 energy only three at a time
Plasma blade
Changes to a plasma blade for melee combat +15 mech is gone replaced with +15 bio
Toggle 10 energy
99 points
Name: William Macduncan
Code Name: Breaker
Allegiance: none
race: Terran
unit: Missile Marauder
Modifiers
Heavy
bio
450 HP
200 Energy
2 Mov Speed
5 armour
4 sight
40 dps
weapon speed 1
4 range
1 aoe
1 abilities
Bio hazard rockets
Lunches a 1 Bio hazard rocket
causes Irradiate Last 30 seconds 8.3 per second
103 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: none
race: Terran
unit: Combat Medic
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armour
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Light Shield
a screen of light appears on in front of her protecting her from some projectiles
+4 armour toggle 10 Energy per 0.5 second
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration
58 points
Ship
Name: the Solstice
Weapons :
plasma turrets
Weapons 2
Armour 2
Maneuverability 2
Security 1
Cargo 1
Speed 5
warp engines
39 points
0
got it i'll just use the 200 marines i already have
0
hi im back and not dead so id like to play again if u guys will let me and this time i wont just stop posting and this time i'm playing with this guy
Name: Fleet Admiral Whitecomb
Allegiance: The Coalition
race: Terran
unit:plasma marine
Admiral Alex Whitecomb, A.K.A The Admiral, has been known to be a formidable opponent both on the battle field and as a stratagist. Having a dark past, not even his first mate knows much about him other than his family originates from UMOJA and accompanied the first colonialists to the Eurim Sector. But a man's past and demeanor doesn't matter so much if he works hard and contributes to the community. No one will bring up his past, right?
Modifiers
600 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
1.6 range
0 aoe
4 abilities
103 points
Orbital Drop Shock Troopers:
calls down 12 marine from obit cost 600 mins (from flagship)
Overcharge
(5 energy per attack): Adds 10 damage to Whitecombs attack.
plasma burn
burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
commanding presence:
friendly's +2 dps , passive Radius 4
113points
ship
Name: Long Night of Solstice
unit: Battle Cruiser
8weapons
2armor
4maneuverability
3security
3cargo
4speed
118points
ship weaponry:
MAC(Magnetic Accelerator Canon)used for planetary bombardment
ATS laser batteries
ATA laser batteries
tech
marine:220
viking:10
bunker
missile turret
medivac:20
ghost:10
30 point supply
300 supply
Tech: 57 points
With Supply: 87 points
total points: 318