
| “ | There’s that. And there’s the fact you’re a heartless bastard. I’m heading back to the Bureau. We can discuss your methods there. Ripley out. | „ |
Summary
The daughter of Ellen Ripley, Amanda Ripley was an engineer for Weyland-Yutani, living a living normal life until the day she received the information that the flight recorder of the Nostromo, the ship her mother had embarked on and never come back from when Amanda was only 10, was recovered by the salvage ship Anesidora and taken to the Sevastopol Station, which Ripley immediately chose to travel to.
However, upon boarding Sevastopol, she found herself stranded on the mysteriously run-down ship, slowly coming to learn that it had entered a state of anarchy after Anesidora brought a mysterious creature on board. Facing nigh-unsurmountable odds, Amanda managed to survive many encounters with the alien creature as well as the many other threats of the Sevastopol Station, eventually being the only one to survive its destruction out of its thousands of inhabitants.
Powers and Stats
Tier: 10-A, from 9-C to 9-B with weapons
Name: Amanda Ripley, Amanda Ripley-McClaren after her marriage
Origin: Alien
Gender: Female
Age: 25 in Alien: Isolation, 30's by Aliens: Rescue, 66 by the time of her death
Classification: Human, engineer
Powers and Abilities: Superhuman Speed, Martial Arts (Can quickly subdue armed attackers[1]), Weapon Mastery (Can take on small groups of heavily armed people on her own. Capable of killing dozens of Xenomorphs when armed with sufficient weaponry[2]), Stealth Mastery (Managed to hide from the same Xenomorph in various environments despite its enhanced senses, even as it adapted to all of her tactics, by hiding in vents, lockers, under tables and using the right distractions and tools at the right time. Also capable of sneaking up on or hide from small groups of highly wary, armed people), Fire Manipulation (With flamethrowers, molotov cocktails and gas torch), Light Manipulation (With flashbang grenades), Electricity Manipulation and minor Technology Manipulation (Can disable machinery with EMP Mines. Can instantly knock people outand stun synthetics with the Stun Baton), Extrasensory Perception (Can track nearby entities with the motion tracker), Healing (Can quickly restore some health with Medkits), Explosion Manipulation (With Pipe Bombs), Smoke Manipulation (With Smoke Bombs), Hacking (Can override systems, doors and terminals with the Security Access Tuner), Self-Sustenance (Type 2, with Space Suit), Plasma Manipulation (With Plasma Torch)
Attack Potency: Athlete level (Though she is overall weaker, Amanda can stun or break out of the grip of Working Joes, who can easily overpower and kill normal people[3], and even kill them if they are stunned. Can break locks or kill facehuggers with a single hit of her maintenance jack, as well as kill people in a few hits), Street level (Her .357 Revolver and shotgun are on this level of power) to Wall level with weapons (Pipe Bombs are powerful enough to cause large explosions and scare off Xenomorphs, being the only non-fire weapon capable of doing this. The Bolt Gun can one-shot Industrial Working Joes, who can withstand pipe bombs or several shotgun blasts. Has used a M41A Pulse Rifle)
Speed: Athletic Human (Can outrun combat androids[4]), Subsonic combat speed (Can tag and react to running Xenomorphs), from Transonic to Supersonic attack speed with handguns (.357 bullets hover around this level of speed, while Pulse Rifles shoot bullets at a speed of 840 m/s)
Lifting Strength: Athlete level (Can shove away Working Joes as they attempt to strangle her)
Striking Strength: Athlete level
Durability: Athlete level (Can withstand several hits from Working Joes. Can easily hold her own weight with just one hand[5])
Stamina: At least Peak Human. Could keep pushing herself forward through the entirety of Alien: Isolation, suffering[6] various injuries[7], including possibly getting shot, choked and pummeled and getting almost no rest between various fights with trigger-happy and gun-toting survivors, berserk Working Joe synthetics and an entire nest of Xenomorphs.
Range: Standard Melee Range, Extended Melee Range to Kilometers with weaponry
Standard Equipment: All of Amanda's combat equipment is showcased here, here and here.
- Maintenance Jack: A tool with wrench and hammer ends. Used as a melee weapon by Amanda, in addition to its intended use.
- .357 Revolver: A 6-round, semi-automatic handgun.
- Model 37-12 Gauge Pump Action: A 4-round shotgun.
- Bolt gun: An improvised weapon built by Sevastopol Station's engineers in attempt to defend themselves against Working Joe synths. Requires several seconds of charging, after which it can fire a single bolt with enough force to one-shot Working Joes, who can withstand several shots from normal guns, and stun Xenomorphs. Needs to be reloaded after every shot.
- Flamethrower: A propane-fueled flamethrower.
- Stun Baton: A non-lethal weapon that instantly knocks out humans and temporarily turns off machinery. Has a finite amount of charges.
- Flare: A pyrotechnic device that emits a bright light for a long amount of time.
- Medkit: A device that can be used to inject fluids that instantly heal someone.
- EMP Mine: Temporarily disables machinery. Can be set to explode when it makes contact with a surface or with a delay of four seconds.
- Flashbang: Explodes with a flash powerful enough to blind and stun humans. Can be set to explode when it makes contact with a surface or with a delay of four seconds.
- Pipe Bomb: An explosive weapon, powerful enough to instantly kill normal humans. Can be set to explode when it makes contact with a surface or with a delay of four seconds.
- Smoke Bombs: A tool that rapidly produces a big cloud of smoke surrounding it, thick enough for someone to sneak through it without observers seeing them.
- Molotov Cocktail: A throwable flame explosive. Powerful enough to kill humans almost instantly at point blank range. Can be set to explode when it makes contact with a surface or with a delay of four seconds.
- Noisemaker: A tool that makes loud and annoying sounds for over twelve seconds when activated, useful as a distraction. Can be set to explode when it makes contact with a surface or with a delay of four seconds.
- Security Access Tuner: A device that can be used to interface with and override the protections of various systems.
- Flashlight: A head-mounted flashlight with a short battery life, though Ripley carries spare batteries.
- Motion Tracker: A small tool that detects and shows the exact position of nearby moving beings, even ones as small as rats.
- Gas Torch: A tool used to open security panels and shut doors. Not useful in combat.
- Plasma Torch: Upgrade to the Gas Torch
- Ion Torch: Upgrade to the Plasma Torch
- Space Suit: A suit meant for conducting operations in environments with no atmosphere, such as the outside of the Sevastopol Station.
Intelligence: Gifted. Capable of surviving various encounters with a Xenomorph despite having absolutely no weapons capable of injuring it, and survive and win several gunfights even against small groups of enemies all by her lonesome despite likely having no former combat training. Can craft various kinds of items, though only after finding the appropriate blueprints, and use them effectively to increase her odds of survival in difficult situations.
Weaknesses: Seemingly suffers from PTSD[4] after the events of Alien: Isolation, though this doesn't impede her in combat, not even against Xenomorphs.
References
Notable Matchups
Victories:
Losses:
Inconclusive:
Discussions
| Discussion threads involving Amanda Ripley |














