Ranger (Q1)

==Summary==
Ranger is the playable character of Quake. While initially unnamed, he was given the name in Quake 3 Arena.
He is the sole survivor of Operation Counterstrike and his mission is to take down the enemy leader "Quake" aka Shub-Niggurath.
==Powers and Stats==
Tier: , with weapons, much higher in liquid with Thunderbolt or Mjolnir, with Runes
Name: Unknown real name, his name "Ranger" comes from Quake 3, Quakeguy, Player, The hero, Quake's Protagonist, Marine
Origin: Quake
Gender: Male
Age: Unknown, likely in his late 30s or early-to-mid 40s
Classification: Human
Powers and Abilities: Superhuman Physical Characteristics, Weapon Mastery, Martial Arts, Rocket Weaponry, Explosion Manipulation (with Grenade and Proximity Launcher), Electricity Manipulation (with Thunderbolt and Mjolnir), Statistics Amplification (with the Quad Damage, which multiplies his strength and the power of his weapons by four), Invisibility (With the Ring of Shadows), Invulnerability (With the Pentagram of Protection), Underwater Breathing (Type 3; with Biosuit and Wetsuit), Energy Projection (with Laser Cannon), Lava Manipulation (with Lava Nails), Plasma Manipulation (with Plasma Cells), Summoning (with Horn of Conjuring), Damage Transferal (with Empathy Shield), Damage Reduction (with Power Shield and Rune of Earth Magic), Damage Boost (with Rune of Black Magic), Healing (with Rune of Elder Magic), Anti-Gravity Manipulation (with Anti-Grav Belt), Resistance to Slime (with the Biosuit) and Electricity (with the Wetsuit)
Attack Potency: Unknown, Wall level (He can kill Rottweillers with just his axe. The double barreled shotgun can rip off body parts with a well aimed shot. The grenade launcher and his rocket launcher can completely shatter human-like beings and reduce them to gibs. With the Quad Damage he can swing his axe with enough power to shatter human-like beings and reduce them to gibs. Some weapons can kill multiple opponents at once.), much higher in liquid with Thunderbolt or Mjolnir (When discharged in liquid with the discharged Mjolnir and Thunderbolt it can cause all within sight, both in and even near the liquid, to explode, and this can be further amplified with Quad Damage), Unknown with Runes (Each of them represents one distinct facet of magic and are capable of killing all life forms on the planet Earth, but he used them to blast open the gateway to Shub-Niggurath's Pit) 
Speed: Superhuman (Assuming Ranger is 1.80 meters tall, his height in the game is 32 "units", he can run at 320" "units per second", or 18 meters per second), Superhuman (Muzzle velocity of Grenade and Proximity Launcher is ~22.8 m/s) to far higher (The speed of the Thunderbolt is specified to be ∞) attack speed with weapons
Lifting Strength: Superhuman (He can jump twice his own height)
Striking Strength: Unknown, Wall level with melee weapons
Durability: Wall level (Can survive various hazards like falling on lava, being hit by rockets and grenades, traps, etc), higher with powerups (Combined with all his defensive powerups he would be able to withstand much more), Unknown with the Pentagram of Protection (Nothing in the game can harm him, except being telefragged by another user with the same powerup)
Stamina: Superhuman (He traveled through 4 entire separate dimensions, Shub-Niggurath's dimension, and several more non-stop and fighting hordes of monsters)
Range: Standard melee range, Extended melee range to hundreds of meters with his weapons (Nailguns and Laser Cannon can go up to 229m), Unknown with Runes
Standard Equipment:
<tabber>
|-|Weapons=
Axe v-1-.png|Axe
Sg v-1-.png|Shotgun
Ssg g-1-.png|Double-Barrelled Shotgun
Ng g-1-.png|Nailgun
Quake Supernailgun Black-1-.jpg|Super Nailgun
Gl g-1-.png|Grenade launcher
Quake Rocketlauncher_Black2-1-.jpg|Rocket Launcher
Lg g-1-.png|Thunderbolt
Mjolnir – Black-1-.jpg|Mjolnir
Laser Cannon - Black-1-.jpg|Laser Cannon
Proximity Launcher-1-.jpg|Proximity Launcher
Firstpersongrphook-1-.png|Grappling Hook
Star model-1-.png|Star
Nailgun loaded with Lava Nails.jpg|Lava-Nailgun
Super Nailgun (Lava).jpg|Lava-Super Nailgun
Grenade Launcher loaded with Multi Grenades (Rockets)-1-.jpg|Multi-Grenade Launcher
Rocket Launcher loaded with Multi Rockets-1-.jpg|Multi-Rocket Launcher
Thunderbolt (Plasma)-1-.jpg|Plasma Gun
* Axe: A normal average axe. It does moderate damage and should not be used unless you find yourself in sudden close combat with few Shells. It's also useful to open secret doors and is an alternative if you do not wish to waste ammo.
* Shotgun: A 12 gauge shotgun modeled after a remington. Players always spawn in with it, 25 Shells and an Axe. Generally weaker than the other weapons, the Shotgun is nonetheless a decent default weapon which can be used to spam or to acquire a more powerful weapon. The Shotgun along with the Double-Barrelled Shotgun, and the Thunderbolt are the only hitscan weapons in the game.
* Double-Barrelled Shotgun: The Super Shotgun or "SSG", is a double-barreled shotgun modeled after a sawed off shotgun. It has a large spread, but can do some good damage at short range. Like the Shotgun, the SSG has damage falloff.If somebody fires a Double-Barrelled Shotgun when they only have one Shell left, it shall sound exactly like the Shotgun and less particles (the same amount as a normal Shotgun) will appear upon Shell contact. One cannot switch to the Double-Barrelled Shotgun if one only has a single Shell left.
* Nailgun: The Nailgun, or "NG", is a Nail-firing Weapon used in Quake. It fires nails in a Machinegun-like fashion from two barrels, alternating between the two with each shot. It has perfect accuracy, no damage falloff and no recoil, making it very useful against faraway targets.
* Super Nailgun: The Super Nailgun, also known as the Supernailgun, "SNG" or the "Perforator", is an improvement upon the original Nailgun. It consumes two Nails with each shot, meaning that you can fire it 100 times (with max ammo) before you run out of ammo. While this may seem like a downfall, the silver Nail from a Super Nailgun does the same damage as two Nails fired from the Nailgun.If somebody only has only one Nail when they fire the Super Nailgun, it shall sound exactly like the Nailgun and the projectile will deal the same damage as the normal Nailgun's. One does not simply switch to the Super Nailgun if one only has a single Nail.
* Grenade Launcher: The Grenade Launcher, often shortened to "GL", performs as its name implies; the grenades will explode if they hit a target or after a few seconds on the ground. Grenades can be used to Grenade Jump. The Grenade Launcher uses rockets for ammo. Unlike most other guns besides the Rocket Launcher, this gun will never switch automatically when the player runs out of ammo of all other guns.
* Rocket Launcher: The Rocket Launcher, or "RL", is one of the most potent Weapons in Quake. Getting hit by one is a one-hit kill if you don't have any armor, and its splash damage can do the same if you're close to the point of impact. Unlike most other guns besides the Grenade Launcher, this gun will never switch automatically when the player runs out of ammo of all other guns.
* Thunderbolt: The Thunderbolt, also known as "Lightning Gun" or simply "LG", is a energized weapon that fires a steady beam of electricity. It is similar to a beam fired by a Shambler, though thinner. It can do incredible damage if it stays on a target. The Weapon will instantly hit the target it's pointed at, making it easier to use than the Nailgun or Super Nailgun.If the Thunderbolt is used in Water, Slime, or Lava, the gun will discharge all charges of the Ammo currently in use at once and cause all within sight, both in and even near the liquid, to explode (including the player). This can be an effective strategy if one has a Pentagram of Protection.The Thunderbolt is the only gun in Quake that can shoot through walls. The electricity fired from the Thunderbolt will travel through a wall and possibly enter another point of the map if shot at the right point. The Thunderbolt has been recorded as being able to shoot an Unholy Altar through a wall.
* Mjolnir: The Mjolnir is a large hammer which emits lightning upon impact against a solid surface, provided the user always has at least 15 Cells. Alternatively, it can function as a simple melee weapon. It is evidently inspired by the hammer of Thor from Norse mythology.Like the Thunderbolt, it will create an explosive discharge if used underwater (but only if player has enough cells to use its lightning attack). It also suffers from the zombie Thunderbolt bug, where the player enters a zombie state if killed but not gibbed by the discharge.The Mjolnir is one of the three Weapons that cannot be stolen by the Gremlin in Scourge of Armagon. The other two are the Axe and the Shotgun.
* Laser Cannon: The Laser Cannon is a Weapon introduced in Scourge of Armagon. It is a large firearm that fires 2 lasers per shot at a high rate (each shot only consumes one Cell, despite firing two). The lasers ricochet off walls and around corners making it useful for hitting Enemies out of sight.The Laser Cannon shares Cells with the Thunderbolt, making it the first Weapon to do so. The Thunderbolt is more powerful but since it has limited range, the Laser Cannon comes into play for far off enemies.Unlike the Thunderbolt, it will not create an explosive discharge when fired underwater. This is probably because it fires laser projectiles instead of emitting lightning.If a laser beam does not make contact with anything within five seconds, it shall disappear.
* Proximity Launcher: The Proximity Launcher, (also can be called the Proximity Gun or Mine Launcher) is a Weapon that was introduced in and is only available to Scourge of Armagon for Quake. It appears as a red colored Grenade Launcher. It launches proximity mines which will only explode if an Enemy or the player gets near them. Its grenades also stick to walls and ceilings. The Proximity Gun shares ammo with the Grenade Launcher and the Rocket Launcher. The lifespan of a proximity mine is somewhat aleatory but never lasts longer than one minute.
* Grapping Hook: The Grappling Hook is a new utility introduced in Dissolution of Eternity. It is used like a firearm, but is not intended for destruction. It launches a yellow beam with a bloody hook that pulls the user to any location hit. It is only available in multiplayer.The beam is not infinite, so one cannot grapple to extremely distant areas.
* Star: The Star (called v_star.mdl by the game) was going to be a usable melee weapon in Dissolution of Eternity. Its model and its animations still exist in the game files, but errors frequently occur when the model is viewed and especially during its animation. There is no mention of this weapon anywhere in any of Dissolution of Eternity’s documents, which indicates that it was cut from the final product for unknown reasons.
* Lava Nail: Lava Nails are a new type of ammo for the Nailgun and the Super Nailgun in Dissolution of Eternity. They are also used in the Lava Nail Shooter Trap.Lava Nails come in two types of boxes: small and large. Small boxes contain 25 rounds while large boxes contain 50 rounds. Both of these boxes are animated.
* Multi-Grenade Launcher: Multi Grenades use a unique method of attack — they act as normal grenades the moment they're fired, until a couple seconds pass, whereby they split into several clusters of smaller grenades, creating multiple explosions. This is a very damaging attack but requires careful timing; if the initial grenade hits an enemy it will explode like a normal grenade does. These grenades are also used by the Multi-Grenade Ogre.
* Multi-Rocket Launcher: The Rocket Launcher is comparatively easier to use as this ammo basically turns it into a rocket shotgun. Each shot fires four miniature rockets at once. If all of these rockets hit it can do as much as twice the damage of a normal rocket. Using them to rocket jump is not advised unless the player has Armor, Invincibility, or both.If these Rockets do not make contact with anything within four seconds, they shall explode.
* Plasma Cell: Plasma Cells are a new type of ammo for the Thunderbolt in Dissolution of Eternity. They come in two types of boxes; small and large. Small boxes contain 6 rounds while large ones contain 12 rounds, just like Cells. The boxes are animated. As with regular Cells, discharging this ammunition underwater is fatal to both the user and those around her or him.
|-|Powerups=
Small 1-1-.png|15 Health
Large 1-1-.png|25 Health
Megahealth 1-1-.png|100 Health
Green 1-1-.png|Green Armor
Yellow 1.png|Yellow Armor
Red 1-1-.png|Red Armor
Biosuit-1-.jpg|Biosuit
Wetsuit-1-.png|Wetsuit
Empathy shield-1-.png|Empathy Shield
Horn conjuring.png|Horn of Conjuring
Anti-grav-1-.png|Anti-Grav Belt
Power shield-1-.png|Power Shield
VS DoE-1-.png|Vengeance Sphere
Quad 1-1-.png|Quad Damage
Pent-1-.png|Pentagram of Protection
Ring-1-.png|Ring of Shadows
First rune-1-.jpg|Rune of Earth Magic
Second rune-1-.jpg|Rune of Black Magic
Third rune-1-.jpg|Rune of Hell Magic
Fourth rune-1-.png|Rune of Elder Magic
* 15/25 Health: 15 Health and 25 Health are Powerups that are named by how much they heal. 15 Health is small, dirty, and does not have a functional light. 25 Health on the other hand is larger and has a working light.The 15 Health is referred to as a "rotten" box in the source code. All health boxes may be intended to be 25 Health, but over time some have lost their full power, thus why the dirty boxes only provide 15 Health.
* 100 Health: The 100 Health or Megahealth is a Powerup that grants somebody 100 health points, ignoring the default 100 capacity. Multiple 100 Health allow for a total of 250 health points. Nonetheless, the health will slowly decay after 5 seconds until it reaches the default limit of 100 health points. If the effects of the 100 Health are not over by the end of the level, it will be immediately depleted upon the start of the next level.
* Green Armor: Green Armor absorbs 30% of an attack and provides 100 armor points. While its protection is minimal, it can still save you in a firefight.
* Yellow Armor: Yellow Armor absorbs 60% damage and provides 150 Armor points.Players in Yellow Armor cannot collect Green Armor unless their Armor points are below 50.
* Red Armor: The Red Armor (or RA) absorbs 80% of damage and gives somebody 200 Armor points, making it extremely effective against every Weapon and Enemy in the game. When you have it, do not replace it with another Armor when it gets low! Its absorption rate means that it'll protect one well until all of one’s armor points are gone.Players in Red Armor can only collect Yellow Armor when their Armor points are below 113, and Green Armor when they are below 38.
* Biosuit: The Biosuit is a Quake Powerup that allows you to jump into Slime without taking damage. It also reduces the damage received by Lava to the rate one would experience in Slime without protection. In addition, the player is given infinite air under Water while the suit is active.The player's vision takes on a green tinge when wearing it. The Biosuit expires after 30 seconds, so use it wisely!The Biosuit powerup appears as a futuristic suit, looking like a combination between a hazmat suit and scuba gear.
* Wetsuit: The Wetsuit is a new Powerup introduced in Scourge of Armagon.The Wetsuit allows the player to move considerably faster under Water and prevents drowning, just like the Biosuit.The suit has one more major benefit — it protects the player from damage by electrical attacks (traps, Shambler's bolt, etc.). While wearing the Wetsuit, it's safe to discharge the Thunderbolt or the Mjolnir underwater.Unlike the Biosuit, the Wetsuit does not protect somebody against either Slime or Lava.
* Empathy Shield: The Empathy Shield is a new Powerup introduced in Scourge of Armagon.The shield's effect is that it returns 50% of the damage received by the player back to the attacker.
* Horn of Conjuring: The Horn of Conjuring is a new Powerup introduced in Scourge of Armagon.When picked up, the Horn summons one or two friendly monsters to fight by your side. The monsters are randomly selected - it could be a lowly Rottweiler, but it could also be a mighty Shambler.The summoning affects the feeble minds of the servants adversely, so consequently, they usually have a difficult time executing their tasks. The servants are obligated to follow Ranger as long as they are not assaulting another creature.
* Anti-Grav Belt: The Anti-Grav Belt is a new Powerup introduced in Dissolution of Eternity.While it is active, the Belt will lower the player's gravity, allowing them to jump to high places or fall slowly than usual (gliding through the air). The experience is similar to playing Ziggurat Vertigo.
* Power Shield: The Power Shield is a new Powerup introduced in Dissolution of Eternity. While active, the shield protects from damage originating in the player's front arc by 70%, which also reduces weapon knockback.
* Vengeance Sphere: The Vengeance Sphere is a new multiplayer-only Powerup introduced in Dissolution of Eternity.Similarly to its Ground Zero counterpart, the Vengeance Sphere will strike at enemy players when the user's health drops under a certain point.
* Quad Damage: Appearing throughout Quake, the Quad Damage is a Powerup that multiplies a weapon's damage by a factor of 4 (quadruples) for 30 seconds. With it, even the most basic of weapons (such as the Axe) can do incredible damage, usually able to take out a target with one or two shots. To counter its power, the player with this powerup has a blue glow, and makes the distinctive chord sound when firing and losing power.The Quad Damage looks like a large gray rotating letter Q (often assumed to be the Quake logo). When the player activates it, their vision takes on a tint the same color as the Powerup, and their face becomes wide-eyed and crazed-looking as long as the Powerup is in effect.
* Ring of Shadows: The Ring of Shadows is a Powerup in Quake that makes the user invisible except for his eyes, lasts for 30 seconds, and in multiplayer respawns after 5 minutes. The effects will also immediately wear off at the end of a level. It can be useful for getting the edge on a target, but remember that other players can still see your eyes! Note that it is rather difficult to see the eyes, especially when the player isn't moving or is in the air.When wearing the ring, the user's view takes on a slightly gray, shadowy tint and vague whispers can be frequently heard while moving around.
* Pentagram of Protection: The Pentagram of Protection or Protection is a Quake Powerup that makes the user invulnerable for 30 seconds. When the player takes the Pentagram, the screen takes on a golden, brighter tint. The player HUD portrait's eyes glow with golden light (as in Spear of Destiny and Doom when God mode is on or an Invulnerability Artifact is being used) and Ranger seems to be smirking. The Armor counter also replaces the Armor picture with a picture of the Pentagram and the counter reads 666, no matter how much damage one receives. Despite what the Armor counter says, your regular Armor will still take damage, so try not to get hit too much, or you'll have no Armor when the Pentagram expires; on the other hand, the Pentagram is arguably most useful in situations where the player is more likely to endure a larger amount of damage. The Pentagram will immediately expire upon switching levels. When the player is attacked, ethereal music in the major key can be heard with each blow. In multiplayer, it respawns every 5 minutes after it's picked up.If a player tries to Telefrag another player with the Pentagram of Protection, the "telefragger" will be the one killed. However, if both players have the Pentagram of Protection, then both will be killed.
* Rune: Each Rune represents one distinct facet of magic. The Rune of Earth Magic holds the basic foundation of all arcane power and is found in the Dimension of the Doomed. The Rune of Black Magic, twisted and treacherous, reveals the darker side of magic and the inmost lore of Shub-Niggurath, and is found in the aptly named Realm of Black Magic. The Rune of Hell Magic burns with raw energy and keeps some of the most horrid secrets of the magical arts and is found in The Netherworld. Finally, the Rune of Elder Magic, hidden in The Elder World, holds power beyond good and evil, too great for a simple mortal to comprehend.In deathmatch, the runes remains with the user until they are killed. The runes persist in the world for 2 minutes, at which point they will reappear at a deathmatch spawn point.
** Earth Magic: Halves incoming damage.
** Black Magic: Doubles damage of attacks.
** Hell Magic: Reduces attack delay by 1/3.
** Elder Magic: Heals 5 health per second.
: These powerups can be used at the same time. See here for more information.
</tabber>
: Can Create/Summon: Monsters
Intelligence: Is considered the "best man" in the US special forces for Operation Counter-Strike
Weaknesses: Nothing notable, other than the Thunderbolt would hurt him via electric shock if he shot it underwater. Biosuit/Wetsuit, Pentagram of Protection, Quad Damage and Ring of Shadows lasts only 30 seconds, Megahealth will slowly decay after 5 seconds until it reaches the default limit
Notable Attacks/Techniques:
* Bunny Hopping: Strafe Jumping is an exploit commonly used by players in the Quake series to allow the player to move at a faster rate.
* Circle Strafe: Circle-Strafing is running in a circle around the opponent to continuously dodge their attacks. Generally Ranger will also be firing upon his target whilst using this technique.
* Gibbing: Gibbing is when Ranger bursts enemies into bloody bits of muscle, bones, flesh, and organs.
* Grenade Jump: A Grenade Jump is using the explosion from a Grenade combined with a jump to reach high places.
* Infighting: Infighting is a phenomenon where Ranger causes two or more monstrous enemies to assault each other as opposed to himself.
* Quick Weapon Selection: Ranger quickly swaps along his arsenal without mild pauses or switching them in a row until he have the desired one.
* Rocket Jump: A Rocket Jump is using the explosion from a Rocket combined with a jump to reach high places. This technique is mostly used in multiplayer.
* Splash Damage: Splash Damage (occasionally referred to as Radius Damage) is a term that refers to refer to damage taken by players or objects in the area surrounding a point of weapon impact.
* Telefrag: The Telefrag occurs when Ranger teleports to another enemy's location.
Note: Ranger killed Shub-Niggurath by telefragging her (He teleported inside her at infinite speeds) and his normal weapons can't harm her, so that feat is discounted.
==Gallery==
RangerTexture.png
Playerham.png
30849.png
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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