WarCraft
III Conversion
Marines:
The United States Colonial Marines have been an integral taskforce to defending American interests in space for nearly 80 years. They are prepared to move out and deploy in small platoons at any time, to tackle such tasks as colony defense, exomorph (local alien fauna) infestations, to covert operations or full-fledged warfare. They emphasize on mobility and adaptability of units in combat.
Units:
Caterpillar
P-5000 Powerloader:
An exoskeletal frame, the Powerloader is an alternative to conventional
forklifts, reflecting the Colonial Marines' need for compact and mobile loading
operations. Capable of bearing 4,000kg
loads, the Powerloader is an integral part in transporting supplies and
constructing new facilities.
Armor: Steel Frame
(Unarmored).
Armament: Hydraulic
Manipulators (Melee, Concussive).
In an absolute emergency, a P-5000 operator can make a (half-assed)
struggle to defend itself, via the quick-response movements of the
Powerloader’s heavy limbs and attached cutting and welding tools. NOTE: Do *not* attempt to take on an Alien
Queen with a Powerloader, no matter how well Ripley did it. She didn’t have to contend with hit points
and damage points, which for you means that even pitting a dozen loaders
against a half-dead Queen would be suicide.
Special Abilities:
Build Structure: Begin
construction of one of the primary, supply, or research structures, including
HIMAT Launchers and Gatling Turrets.
Collect
Supplies: Head towards the nearest Storehouse, pick up a load of supplies,
and return to the Base Camp.
Built at: Base Camp (no requisites)
Upgrades: None
Colonial
Marine Field Engineer: These skilled Marines are often the
first ones deployed onto the battlefield.
As mobility is everything to the Colonial Marines, Engineers are crucial
in setting up proper defenses during the initial stages of the operation, as
well as quickly fortifying secured chokepoints and outposts. They are also capable of making field
repairs of Marine equipment, and can readily be outfitted to medical duties.
Armor: M4 Body Armor
(Light Armor).
Armament: M4A3 9-mm Pistol
(Ranged, Concussive). This standard
sidearm has been in service with the USCM for over sixty years. Despite its limited effective range and
stopping power, it is a trustworthy gun suited for marines in non-rifle squad
roles.
Special Abilities:
Repair (auto): Use available supplies to restore hit
points to mechanical units.
Build Defense
Structures: Set up defense devices and structures, excluding AT and AA
units. Set up fortified Barriers
(infinite amount, slow refresh rate), lay AP and AT mines (5 max each, refresh
with supplies), and deploy Remote Sentries (2 max, refresh with supplies).
Build Defense
Structures (Upgrade): When
upgraded, Engineers can construct HIMAT Launchers or Gatling Turrets (2 max, no
refresh).
Convert To
Medic: Change equipment to that of a Marine Medic.
Motion Tracking
(modal)(Upgrade): Activates the
engineer's motion tracker, scanning the area for cloaked units and reveal ones
that are moving.
Built at: Base Camp (no requisites)
Upgrades: Heavy Installation (Base Camp), Motion Trackers (Barracks)
Colonial
Marine Field Medic: To ensure that the USCM’s vital
soldiers are brought back in one piece, Privates have intensive medical
training, capable of patching up all but the most fatal wounds quickly on the
battlefield. Due to their devotedness
to the safety of their injured teammates, Medics often will stay on the field
until the last Marine is out.
Armor: M4 Body Armor
(Light Armor).
Armament: M4A3 9-mm Pistol
(Ranged, Concussive). This standard
sidearm provides Medics with more than adequate protection. “I
pity the fool who gets in between a Medic and her patient. You so much as cough in front of a wounded
Marine and she’ll cap your ass, just so she can patch you up and yell at you
while you’re recovering. Never get on
the bad side of the woman who picks what flavor of gelatin you have to eat for
three weeks.” –Cpl Sam Gunther, USCM
Special Abilities:
Heal (auto): Use available Energy to restore human
hit points.
Convert To
Engineer: Change equipment to that of a Marine Engineer.
Built from: Marine Engineer (requires Medical Training)
Upgrades: None
Colonial
Marine Rifleman (Pulse Rifle): The Marine Rifleman is the
standard, essential position of a Marine rifle squad. They are highly trained individuals, equipped and prepared for
almost any tough situation.
Armor: M4 Body Armor
(Light Armor).
Armament: M34A Pulse Rifle
(Ranged, Explosive), 30mm M40
fragmentation grenades (Ranged, Explosive). The M34A has been the standard rifle in the Marines since the
'60s. The standard magazine carries
ninety-five 10mm explosive-tipped caseless rounds, optimized for lightly
armored targets. Slung underneath the
barrel is a 30mm pump-action grenade launcher, commonly loaded with
fragmentation rounds.
Special Abilities:
Grenade (Upgrade): Fires
an M40 fragmentation round from the rifle’s 30mm grenade launcher. The maximum amount is four, and they
replenish slowly over time.
Prone Position (modal): The Marine lies down on his chest,
limiting his mobility but reducing the vulnerability from ranged attacks.
Equip M240
Incinerator: Switch M41A Pulse Rifle
with M240 Incinerator.
Built at: Barracks (no requisites)
Upgrades: M40 Grenades
(Barracks)
Colonial
Marine Rifleman (Incinerator): Often called for in 'bug-hunts',
the Marines have found that flame-throwers can be extremely effective in
certain situations.
Armor: M4 Body Armor
(Light Armor).
Armament: M240 Incinerator
(Ranged, Concussive). Drawing from a
tank of concentrated napalm fuel, the M240 can fire jets of high-temperature
flames over long distances, coating anything it touches with napalm that
continues to burn for over 40 seconds.
Special Abilities:
Wet-shot: The Marine switches the nozzle burner off,
firing a stream of napalm fuel over an area in a thick mist. By turning the burner back on, the
fuel-soaked area immediately ignites, setting everything within it on fire for
a lengthy duration.
Prone Position (modal): The Marine lies down on his chest,
limiting his mobility but reducing the vulnerability from ranged attacks.
Equip M34A Pulse
Rifle: Switch M240 Incinerator
with M41A Pulse Rifle.
Built from: Marine Rifleman (Pulse Rifle) (no requisites)
Upgrades: None
Colonial
Marine Smart Gunner: No Marine squad would be complete
without a gun team to back up the rifle teams.
Smart Gunners represent the heavy firepower that is necessary to mow
down any amount of opposition with pinpoint accuracy and blinding speed.
Armor: M5 Chest-plate
(Light Armor).
Armament: M56 Smart Gun
(Ranged, Explosive/Concussive). The
10mm Smart Gun is an enormous step in machine gun technology. By implementing a gyro-stabilized mounting arm,
attaching the gun to the gunner's hip, and infared tracking systems in both the
gun and the gunner's head-mounted displays, the M56 is nearly perfection of
integration. It allows the gunner to
instantly acquire a lock, and fire on-target, with every single shot. A Marine that can properly balance between
controlling the Smart Gun and letting the gun control him is a formidable
gunner to go up against.
Special Abilities:
Prone Position: The Marine lies down on his back, limiting
his mobility but reducing the vulnerability from ranged attacks.
Super/Delay Fuse (modal):
Electronically switches the ammunition’s fuse setting between detonation
on impact (optimal for ‘soft’ targets), or after impact (for armored targets).
A2 Targetting (Upgrade): The A2 systems allow for quicker
target acquisition and more efficient ballistics patterning. After successfully hitting one target, the
Smart Gunner will quickly track and hit up to 3 additional nearby targets.
Built at: Barracks (no requisites)
Upgrades: A2 Targeting
(Machine Shop)
Colonial
Marine Scout-Sniper: Scout-snipers are useful for covert
operations that require stealth and precision.
Using their camouflaged, radar-absorbent, and heat-reducing ghillie
suits, Scout-snipers sneak into enemy encampments and take-out primary targets
over long-distances with their Scope Rifles.
Armor: USCM Natural-fiber
Ghillie Suit (Unarmored).
Armament: M42A Scope Rifle
(Ranged, Explosive). Using 10mm rounds
similar to the Smart Gun, the Scope Rifle takes recoil reduction and long-range
ballistics as a design priority, making these rifles excellent suited to
hitting targets over distances of hundreds of meters.
Special Abilities:
Crawl (modal): The Scout-Sniper creeps closer to his
target on his belly, staying out of direct sight, blending with the surround
area, and moving as slow as possible.
This makes his movement cloaked, but extremely limited in speed.
Magnify: Reveals a small area of the map around the
selected point; progresses in a straight line away from Scout-Sniper to reveal
a clear path to target.
PARGET (Upgrade): Classified system that links up with the
platoon’s Remote Sentries (and other attack/defense systems) and activates them
remotely, greatly extending their attack range up to their maximum visual
range.
Built at: Barracks (no requisites)
Upgrades: Flash Suppressor
(Development Lab), PARGET (Development
Lab)
Colonial
Marine Anti-Armor RPG Infantryman: These Marines
are specially equipped to take-out heavy-armor units such as tanks quickly and
effectively. They come prepared with
shoulder-firing RPGs, though can be supplied to carry Phased Plasma Guns, if
heavier targets arrive.
Armor: M4 Body Armor
(Light Armor).
Armament: M5 Rocket
Propelled Grenade Launcher (Ranged, Explosive). This shoulder-firing tube uses 60-mm HEAT rounds, though not
powerful enough to significantly damage a tank, are well-suited to fortified
structures, bunkers, and heavy infantry.
The launcher can be reloaded quickly with spare rockets.
Special Abilities:
Convert to PIG
Infantryman (Upgrade): Switch M5
RPG with M78 PIG.
Built at: Barracks (requires Machine Shop)
Upgrades: AA Plasma Infantry
Guns (Barracks)
Colonial
Marine Anti-Armor PIG Infantryman: These Marines
are specially equipped to take-out heavy-armor units such as tanks quickly and
effectively. When outfitted with Phased
Plasma Guns, they are a small, mobile, yet formidable enemy to even the most
heavily armored targets.
Armor: M4 Body Armor
(Light Armor).
Armament: M78 Phased Plasma
Infantry Gun (Ranged, Armor Piercing).
A 15 MW anti-armor Phased plasma system, firing vaporized Cadmium
Telluride pellets. These guns can
recharge within seconds after firing, and can easily punch through the flanking
armor of a heavy tank.
Special Abilities:
Convert to RPG
Infantryman: Switch M78 PIG with M5 RPG.
Built from: Marine PIG Infantryman (requires AA Plasma Infantry Guns)
Upgrades: None.
Colonial
Marine Synthetic Human Android: Androids are used by the Marines
as guides and advisors. They not only
rely on their wealth of scientific and tactical knowledge, but their usefulness
as spare pilots, aids to medics, and many other non-combat roles on the
battlefield, often considered too specialized to be held by any one
Marine.
Armor: Polycotton BDU
Coveralls (Unarmored).
Armament: None. While it is against Geneva conventions to
arm Androids, they are still the best means to supply platoon leaders with
access to useful and relevant information quickly in battle.
Special Abilities:
Data Reference (Auto): An Android continually uses its vast
wealth of scientific and tactical data to the benefit of the platoon. When activated, Marines within proximity of
an Android will benefit from slightly better weapon ranges and movement speeds,
and engineers/medics' energy will have higher maximums and recharge rates, for
a significant duration of time.
Extra Munitions: In a bind, when
a squad is running low on grenades, mines, or energy, Androids can supply
Marines with munitions that normally take significant time to replenish.
Remote Scan (Upgrade): The Android remotely activates the
Base Camp's GPS and sensor systems to scan an area on the map and feed the data
back to its systems.
Built at: Machine Shop (no requisites)
Upgrades: Remote Scan
(Development Lab)
M577
Armored Personnel Carrier (APC): This is the quintessential ground
transport for the Colonial Marines.
Besides the pilot and the team commander, the APC can seat twelve.
Armor: Light Composite Armor (Heavy Armor)
Armament: PARS 150 phased plasma
cannon turret (Ranged, Armor Piercing),
RE700 gatling cannons (Ranged, Explosive).
20 MW twin plasma cannons, 20-mm forward-mounted, double-barreled
gatling cannon.
Special Abilities:
Load/Unload: Load up to 12
Marines into an APC, for fast deployment onto the field.
Built at: Machine Shop (no requisites)
Upgrades: None.
M34A2
Longstreet Light Tank (105-mm): The Longstreet Light Tank is
useful in its ability to deploy quickly into battle, laying heavy cover-fire
for infantry movement in hot battle zones.
Armor: Composite Alloy Armor
(Heavy Armor)
Armament: M34 A2 105-mm
turret (Ranged, Armor Piercing),
Smoke grenade launchers (Ranged AoE).
Special Abilities:
Smoke Screen (Auto): Fires several particulate
barrier-smoke grenades, covering a large are with thick smoke that can block
out plasma and laser weapons, and severely hinder ballistics of conventional
weapons. The maximum load is eight, and
they slowly replenish over time.
Install SIM-118
AA Launcher (Upgrade): Switches the
standard 105-mm cannon with an anti-air missile launcher.
Built at: Machine Shop (no requisites)
Upgrades: Longstreet AA
Missile Launchers (Machine Shop).
M34A2
Longstreet Light Tank (SIM-118): As an in-the-field modification, the
Longstreet can be fitted with a 2x3 anti-air missile launcher bay turret in
place of its standard 105mm cannon.
Armor: Composite Alloy Armor
(Heavy Armor)
Armament: SIM-118 Hornet x6
Bay Launchers (Ranged, Explosive),
Smoke grenade launchers (Ranged AoE).
Special Abilities:
Smoke Screen (Auto): Fires several particulate
barrier-smoke grenades, covering a large are with thick smoke that can block
out plasma and laser weapons, and severely hinder ballistics of conventional
weapons. The maximum load is eight, and
they slowly replenish over time.
Install M34 A2
105-mm Turret: Switches the anti-air missile launcher with the standard 105-mm
turret.
Built from: Longstreet Tank (105-mm) (requires Longstreet AA Missile Launchers)
Upgrades: None.
M40
Ridgeway Heavy Tank: The Ridgeway is part of a newer side of
Marine combat. Contrary to the older
standard of 'quickly into the fire with no support', The USMC has been starting
to see the need for powerful heavy armor units, even in the high-mobility system
of marine platoons. The Ridgeway is an
unbelievably stealthy, powerful, fast, and self-sufficient heavy tank, capable
of literally plowing through enemy defenses.
Despite the full implementation of supplies and Dropships for the
Marines by 2181, the M40 Ridgeway is currently only being supplied to platoons
on a post-hoc basis.
Armor: Composite Alloy Armor
(Heavy Armor)
Armament: M40 A2 155-mm turret
(Ranged, Armor Piercing), AP Scatter
mines + 60mm APF mortars (Melee AoE, Explosive).
Special Abilities:
Mine Sweep (Auto): The Ridgeway passively scans for
anti-armor (as well as anti-personnel) mines and devices in the immediate
area. When Mine Sweep is active, the tank stops to remove the mines safely
with its front-mounted mineplow.
Assault Mode (Upgrade): Using upgraded sensors and processing
suites, the Ridgeway fires volleys of four shells each, adjusting ballistics
for staged intervals and angles, so that all four rounds hit their target
simultaneously. While this mode deals
tremendous collateral damage to the target and surrounding targets, the tank
must shut down its AP systems and locks it treads into place in order to
calculate accurate targeting.
Built at: Machine Shop (requires Heavy Armor Integration)
Upgrades: 3D Tactical Suites
(Development Lab).
UD-24
'Wyoming' Heavy Dropship: An early '80s replacement to the famous
UD-4 'Cheyenne' Utility Dropships. It
is slightly longer and has larger ramjet shrouds than the Cheyenne, in order to
accommodate room and 70,000 kg lift capabilities for the M34 and M40 Light and
Heavy Tanks.
Armor: Lightly Armored Hull (Light
Armor)
Armament: 25mm gatling gun (Ranged,
Armor Piercing), 65x various missiles in
4 weapon pods (Ranged, Explosive).
Special Abilities:
Take-off/Land (Modal): Takes off and lands in order to
load/unload units.
Load/Unload: The UD-24
carries up to 12 units, or four units plus an armored vehicle. Units can only be loaded/unloaded while the
Dropship has landed.
Built at: Machine Shop (requires Development Lab)
Upgrades: None.
Buildings:
Base
Camp: The central staging
point of all Marine ground operations, this prefab building is where supplies
are delivered and distributed, and specific tasks are delegated. Generally in close proximity to a United
States colony for optimal access to supplies, it is from here a fully
functioning Colonial Marine base is set up.
Functions:
Center: This building is the
Powerloaders' drop-off point for resources.
Provides the base with a supply of 10.
Build
Powerloader: Construct a Marine Powerloader.
Deploy Engineer: Equip and send out a
Marine Engineer.
Heavy Installation: Upgrades
Engineers to build AT/AA defense structures.
Built by: Marine Powerloader (no requisites)
Required for: Barracks
Barracks: This is the building where Marines rest and
store their gear.
Functions:
Deploy Rifleman: Equip and send out a
Marine Rifleman (Pulse rifle).
Deploy Smart Gunner: Equip and send out
a Marine Smart Gunner.
Deploy Scout-Sniper: Equip and send out
a Marine Scout-Sniper.
Deploy Anti-Armor Infantryman: Equip and
send out a Marine RPG Infantryman.
Motion Trackers:
Equips
Engineers with motion trackers, giving them detection abilities over medium
distances.
M40 Grenades: Gives Riflemen
(Pulse Rifle) the ability to fire 30mm grenades from their Pulse Rifle’s
pump-action launcher.
AA Plasma
Infantry Guns: Research the option to fit RPG Troopers with PIGs.
Built by: Marine Powerloader (requires Base Camp)
Required for: Machine Shop, Development Lab
Machine
Shop: This structure is necessary for the management and supply
of heavier, mechanized Marine units and equipment.
Functions:
Deploy Android: Equip and send out a Marine Android.
Deploy APC: Equip and send out a Marine APC.
Deploy Longstreet Tank: Equip and send out a Marine Longstreet Tank.
Deploy Ridgeway Tank: Equip and send out a Marine Ridgeway Tank.
Deploy Dropship: Equip and send out a Marine Dropship.
Heavy Armor Integration: Research the
ability to deploy Ridgeway Tanks.
Longstreet AA
Missile Launchers: Research the option to fit Longstreet Tanks with SIM-118
Anti-Air missile launcher bays.
A2 Targeting: Research upgrade
for the Smart Gunners, giving them the ability to hit up to three additional,
nearby targets for every successful hit.
Built by: Marine Powerloader (requires Barracks)
Required for: RPG Infantryman
Development
Lab: The Development Lab is the hub for all highly specialized
platoon functions and upgrades.
Functions:
3D Tactical Suites: Grants Ridgeway
Heavy Tanks the ability Assault Mode.
Flash Suppressor: Greatly improves
the stealth of Scout-Snipers, allowing them to fire while
Research PARGET: Gives
Sniper-Scouts the PARGET ability.
GPS Systems: Researches the
Android ability Remote Scan.
Built by: Marine Powerloader (requires Barracks)
Required for: Dropship
Storehouse: Resource
Centers are often human colonies or supply depots; centralized populated hubs
of useable materials in otherwise desolated areas or worlds. Once a Colonial Marine platoon has taken
control of an area, they can easily use up to 25 metric tons of supplies per day. A supply line is often needed to fuel their expensive resource
needs, which is typically set up with a company or USCMC-controlled facility
such as these Storehouses.
Functions:
Resource
Structure: Provides the base with Resources. Several Powerloaders can enter the structure at a time, exiting
with a load of resources.
Built by: Powerloader (no requirements)
Required for: None
Supply
Facility: Once resources have been collected and spent on new equipment,
the remaining amount is technically used in providing existing units with a
supply line for continued operation.
This small, pre-fabricated shack is used to distribute these supplies.
Functions:
Supply: Each Supply facility increases the base's
total supply by 5.
Built by: Powerloader (no requirements)
Required for: None
HIMAT
Launcher: A self-contained intelligent missile system, these launcher
are used as anti-armor defense structures, capable of delivering a
self-propelled missile with enough stopping power to be effective against
numerous types of units.
Functions:
Attack: Attacks ground
units with an Armor Piercing, ranged attack.
Built by: Powerloader, Engineer (Requires Heavy Installation)
M579
T-2 Gatling Turret: Though designed to be mounted on an M570
armored chassis, this newer variation has been deployed with an easily set up,
light artillery frame. It fires 20mm
rounds that can be readily used to takeout air units.
Functions:
Attack: Attacks air
units with an Explosive, ranged attack.
Built by: Powerloader, Engineer (Requires Heavy Installation)
UA
571-C Remote Sentry Turrets: Automated
turrets, guided by motion or controller input, these units are extremely
effective in detecting and hindering enemy movement with their sensor systems
and high rate of fire.
Functions:
Attack: Detects cloaked
units and attacks ground units with an Explosive, ranged attack.
Built by: Engineer
M760
Anti-Personell Mines: Designed to explode from small
vibrations caused by medium-sized targets, these mines can read transponder codes
used by Marines, avoiding damage to friendly units. Their acquisition range is larger than their detonation range,
optimizing the number of affected units.
Functions:
Attack: Attacks ground
units with a Concussive, area of effect attack.
Built by: Engineer
M762
Anti-Armor Mines: Designed to explode from pressure or
magnetic induction caused by heavy targets and vehicles, these mines can read
transponder codes used by Marines, avoiding damage to friendly units. Their acquisition range is larger than their
detonation range, optimizing the number of affected units.
Functions:
Attack: Attacks ground
units with an Armor-Piercing, area of effect attack.
Built by: Engineer
Barrier: Built from
scrap metal and spare parts, these ad hoc structures are set up with the intent
to slow down enemy movement through small areas. The Field Engineer constructs them by selecting two points, four
unit spaces or less apart from each other, and builds the barrier to fit the
line they form.
Functions:
Nothing. The Barrier just sits there and lets its hit points be used up.
Built by: Engineer