Entities /

Jim Raynor

Abilities

Sprint

Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting. "Double time!" The less points the sprint bar has, the less fast you run. For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.

Cooldown 1.5 s
Applies
  • Sprint
    • move speed +0.07 per stack (up to 16)

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

Jump

Jumps to the target location. Cannot jump up cliffs. Jumping down great heights can cause injury. Jumps can be used to quickly escape close undeads before they reach you. Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.

Range 10
Applies

Ground Flare

Throw a flare revealing an area for a long time. Throws a ground flare at the target point, removing the fog of war in 12 radius and detecting invisible units in 15 radius for every player. Lasts 4 minutes before burning out. Effective near major paths to allow more use of range. Enemy players also benefit from sight.

Cooldown 5.33 min shared
Charges 10
Cast 0.36 s
Range 12
Spawns Ground Flare lasts 4 min, sight 12, detects hidden units within 15

Flare Gun

Fires a flare at the target point providing vision. Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius. Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%. Enemies also gain vision from flare.

Cooldown 1 s
Charges 5
Range 24
Applies
  • Flare Gun 45 s
    • Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns Flare Gun Flare lasts 45 s, sight 15, detects hidden units within 15

Call the Hyperion

Ultimate end to this undeads invasion joke. Let's purify the AO with a powerfull battle ship! Matt, do you copy?!

Cooldown 5 min

Weapons

WeaponDamageRangePeriod (s)DPSNotes
RaynorWeapon75150.5150ignores 1 armor · splash: 30% within 4 (15° cone)

Damage is the direct hit, before the roll on top and the target's armor. The notes column carries what else the shot does, read from its effect tree: the roll, armor it bypasses, splash rings as a share of the damage within a radius, and damage on other branches such as an upgrade's rounds.

Lineage

No parent — standalone definition.

In the script

Every trigger of the map's script that names this unit, read from the Galaxy source: what makes the trigger fire and what it does with the unit. Names link to the mission flow graph when the trigger is part of it.

TriggerFires whenDoes
BB -Jim dialog button clickedspawns it
Raynor enters the Battlefield unit moves (anywhere)spawns it
Automatic Reload Mini unit started attackmentions it
Stetman enters the Battlefield unit moves (anywhere)mentions it