Ranger the Slipgate Marine is a male human that wears yellow and bronze armor. He first appeared in id Software's original Quake as the protagonist, and later appeared Quake III Arena as an arena fighter.
From his origins in the original Quake to his time spent in the bloody halls of Quake III Arena, Ranger is a legendary character who has returning to once again wreak havoc in the arenas of Quake Champions. With his Dire Orb active ability, Ranger can teleport to impossible ledges, dodge incoming attacks and much more.
Two decades ago, a lone Marine stepped through the Slipgate and into a nightmare. He cut through countless horrors to find four eldritch runes, then laid waste to the abomination known as Shub-Niggurath.
Trapped in these realms ever since, he has survived using the power of the Dire Orb seized from within the hot gore of the All-Mother.
Time and delirium have eroded his resolve and even his name, but a worn family photograph tucked away in his armor serves as a scrap of hope and sanity.
Rangers throws an ethereal orb that damages enemies and explodes when it hits a surface. At any time prior to it exploding, Ranger can teleport himself to the Dire Orb's location.
- Cool Down: 45 seconds
- Orb Pass Through Damage: 25 damage
- Orb Explosion Maximum Splash Damage: 75 damage
- Orb Explosion Minimum Splash Damage: 10 damage
- Orb Tele-frag Damage: 100 damage
- Weapon Disabled After Throw Duration: 0.5 seconds
- Orb Throw and Teleport Activation Delay: 0.125 seconds
Once used, the Dire Orb will travel in a straight line and will not expire or stop until either hitting a wall or going far outside of the map boundaries. One second after stopping, the orb will explode, dealing splash damage based on proximity. Dire Orb also deals contact damage upon passing through an enemy player. Using the ability anytime before the orb explodes will teleport Ranger to the orb's location. If the orb is inside an enemy player while teleporting, the orb will deal telefrag damage. It is possible to stack both contact damage and telefrag damage if well timed.
Pulled from the innards of the All-Mother, the Dire Orb allows Ranger to teleport around the Arenas, granting him a unique edge over his opponents. With the Dire Orb, he can dodge attacks, reach tricky areas, and even telefrag unsuspecting enemies. The Dire Orb can hurt any enemies it makes contact with and, if left unused, it will explode, damaging all foes in the blast radius.
Son of a Gun
Reduces self-damage by 75%.
Ranger’s passive ability, Son of a Gun, reduces the amount of self-damage he takes by 75%, allowing him to Rocket Jump with less pain and providing the opportunity for more up-close-and-personal, gibby Rocket Launcher kisses.
- Dire Orb is extremely versatile, being useful for either escaping, baiting enemies, or closing in the gap for the kill.
- In 1v1 fighting, throw your orb behind your opponent (and maybe try and get it to pass through them for a bit of extra damage). Your opponent now is limited to two options should they still want to fight: keep shooting at you hoping you don't teleport, or turning around to prepare for you to appear behind them. This moment of confusion can be all you'll need to get the upper hand.
- During the start of the game, one common strategy is to throw the dire orb towards the heavy armor/mega health and, while the orb still hasn't exploded, go and collect an important weapon before teleporting to the orb and picking up the mega health/armor. This is useful on certain maps, for example Blood Run where the rocket launcher spawn is across from the mega health.
- If trying to use the Dire Orb to tele-frag an enemy, throw the orb at their feet and wait for them to walk over it. It's much harder to throwing in right at them and timing it to when the orb passes through them.
- Dire Orb can be used to easily kill a trailing enemy. If following you up a launch pad, the trajectory they'll make in the air is very predictable and can lead to an easy tele-frag. The orb can also be thrown on the ground or wall around a corner and be teleported to when the enemy comes around.
- Remember that Dire Orb instantly kills the enemy player no matter what as long as you time the teleport properly. If confident enough, the orb can be used to instantly end the kill-streak of an enemy with a powerup or high amounts of health/armor.
Son of a Gun
- Though a simple skill, Son of a Gun allows Ranger to more easily take advantage of rocket jumping or rocket boosting without loosing as much health and armor as other champions.
- It's highly advisable to learn and be formidable in rocket jumping, boosting, or all other kinds of alternative movement. Being able to move around the map without the need of the Dire Orb means that the ability can instead be used in combative situations.
- Outside of movement related uses, the self-damage reduction could reduce the risk of suicide when using a Rocket Launcher, Tribolt, or Super Nailgun at very close range. This could give a slight advantage when spontaneously bumping into enemies, whereas they'll have to switch to a different weapon to avoid killing themselves compared to just firing.
Ranger has been fighting for his life ever since he passed through the Slipgate and into the Dreamlands two decades ago. He cut through countless horrors to find four eldritch Runes, and laid waste to the All-Mother, Shub Niggurath, which gave him access to the powerful Dire Orb.
Now, time and delirium have taken their toll, stripping Ranger of his memories and name, leaving a soldier hell-bent on survival. Only a photograph of a family he no longer clearly remembers serves to help him retain some of his hope and humanity.
In Quake, Ranger used his Dire Orb to teleport directly into the mother of all monsters, Shub-Niggurath—ripping her apart. He's been searching for a way out of the Dreamlands ever since. The Arena has been slowly eating away Ranger’s memories. He holds tightest to thoughts of his wife, Annie, and his two children, as he fights to make it home.
Ranger Bio Part 1
Not much of a writer. But I have to get some things down on paper before my brain turns to mush. Some of the important stuff is already gone. Can't remember what my own goddamn name is, for instance. It's gotta be something about this place. It messes up my thoughts. The only time I can focus is when I'm fighting. As soon as the fighting stops, it's like a fog rolls into my head. But I'll get it written down. I have to, for Annie and the kids. If I forget them, I'll never find a way out of this hellhole.
Ranger Bio Part 2
Seems like a hundred years since I got that call at 0400. I hauled my shit to the Slipgate Complex, but the shit had already hit the fan. Marines bleeding from their eyes, some kind of half-done mods in their skin, all of them trying to kill me. Even a couple guys I knew. Commander was AWOL. The place was a maze. It was like the worst dream I'd ever had. But I know how to follow orders. I just had to find "Quake" and kill it. No time to think about what the hell I was seeing.
Ranger Bio Part 3
They didn't tell me much about the Slipgate. They had hired some creepy egghead to build it in the underground levels - Gilman, I think his name was. But what else was he doing down there? Why was the facility laid out like a death trap? When I used the first Slipgate, I got zapped to somewhere else, but it looked the same. Had they already gone through and built a base on the other side? What about those psycho Marines, the poor bastards? Who did that to them? Was it Quake, or was it Gilman?
Ranger Bio Part 4
Doesn't make any sense. I was fighting for my life as soon as I got there, and then things just kept getting darker and weirder. There were other Slipgates, and I went through them. Nowhere else to go. No idea where they were leading to. I just shot at anything that moved, and I've been shooting ever since. Feels like the night terrors I got after Vietnam. Maybe the whole thing really is just a bad nightmare. What else would explain any of it? Somebody wake me up. My wife and kids need me.
Ranger Bio Part 5
Those runes I found. Every time I found one, my head flooded with stuff I wasn't supposed to know. Stuff no one should know. That's how I learned what Quake was: Shub-Ngurath. A pile of letters for a pile of tentacles. But those Slipgates led me to all four runes. Did someone or something want me to find them? Without them I never would've gotten to that squirming heap. Never would've found the Orb I used to kill her. The game-winning pass. I thought for sure I'd get to go home after that. No such luck.
Ranger Bio Part 6
I've had this damn Orb ever since. Not that different from a football, except I get to play QB and running back at the same time. And nothing beats catching your own pass and killing some bad guy in the process. Sometimes I call out plays in my head during fights. Helps me keep the memories I left. Miskatonic. The Fightin' Badgers. I was pretty good back in the day Not good enough to go pro, but enough to be the hometown hero a couple of times. Annie tells me I was clueless. She's probably right. She usually is.
Ranger Bio Part 7
Need to stay sane, or whatever passes for sane here. Gotta be careful remembering Annie. Don't want to turn her into some story I tell myself. So I try to remember the bad parts, too. How mad she was when I enlisted, how low she got after K was born. But damn I miss her. Everybody should have someone who looks at them the way she looks at me. We've always made it through the rough times. I hope we'll make it through this, too. I hope she can forgive me for being gone so long.
Ranger Bio Part 8
One of the worst things about losing my mind in here: I can't remember my kids' names. I call them J and K now. Our firstborn was a girl. Tough as nails. When she busted her arm on the jungle gym, she tried to comfort her mom on the way to the ER. I cried at her graduation. Annie had fun with that. A couple years later J arrived. He had me figured out in no time. So smart that kid. I haven't gotten a chance to tell him how proud I am of him. But I will, goddamnit.
Ranger Bio Part 9
I used to try to keep track of time here, but it's no use. The sky makes no sense. Some places seem to have day and night but most don't. Feels like years, but I don't feel any older. When I manage to sleep, I can't tell whether it's for minutes, hours, or days. Maybe no time has passed at all back home. I'll get out of here and crawl back into bed with my wife. She'll let me sleep in. I'll talk her into making me pancakes and bacon in the morning. That's the way it's gonna go.