User:Deathblade 100/Construction/Notes

This page holds notes of battles I may or may not do.

Dutch's Group:
Alan "Dutch" Schaefer= "If it bleeds, we can kill it."

- Dutch

Info TBA

Weapons:


 * Primary: M16A1/M203


 * Secondary: .44 Magnum Desert Eagle


 * Back Up: M67 Grenades

Mac Eliot= "I'm gonna have me some fun! I'm gonna have me some fun!"

- Mac

Info TBA

Weapons:


 * Primary: M60E3

Billy Sole= "There's something out there and it ain't no man. We're all gonna die!"
 * Secondary: .44 Magnum Desert Eagle

- Billy

Info TBA

Weapons:


 * Primary: M16A2/Mossberg 590


 * Secondary: .44 Magnum Desert Eagle

Jorge "Poncho" Ramirez= "Strap this on your sore ass, Blain!"
 * Back Up: Machete

- Poncho

Info TBA

Weapons:


 * Primary: 37mm Grenade Launcher


 * Secondary: Heckler & Koch MP5A3 (HK94)


 * Back Up: .44 Magnum Desert Eagle

Al Dillon= "Some damn fool, accused you of being the best."

- Dillon

Info TBA

Weapons:


 * Primary: Heckler & Koch MP5A3 (HK94)

Rick Hawkins=
 * Secondary: Colt M1911

Info TBA

Weapons:


 * Primary: Heckler & Koch MP5A3 (HK94)


 * Secondary: .44 Magnum Desert Eagle

Blain= "I ain't got time to bleed."
 * Back Up: M18A1 Claymore Mine

- Blain

Info TBA

Weapons:


 * Primary: M137 Minigun (Handheld)


 * Secondary: Heckler & Koch MP5A3 (HK94)


 * Back Up: .44 Magnum Desert Eagle

Expendables:
Long Range: M2 Browning

Mid Range: M4A1

Close Range: Beretta 92FS & Benelli M4

Explosive: M67 Grenade & M79 Grenade Launcher

Members:
Barney Ross

Lee Christmas

Toll Road

Gunnar Jensen

Thorn

Billy "The Kid"

Hale Caesar

Amon Goeth:
Long Range: MP28

Mid Range: Luger P08

Explosive: Model 24 Stick Grenade

Claus von Stauffenberg:
Long Range: MP40

Mid Range: Walther PPK

Explosive: Briefcase Bomb

Musketeers:
Long Range: Flintlock Musket

Mid Range: Wheel-lock Pistol & Grenade

Close Range: Rapier & Main Gauche

Streltsy:
Long Range: Pishcal

Mid Range: Matchlock Pistol & Bardiche

Close Range: Sablia

Kommando Spezialkräfte:
Long Range: Heckler & Koch PSG1

Mid Range: Heckler & Koch G36C

Close Range: Heckler & Koch USP

Explosive: AG36 Grenade Launcher

Shayetet Matkal:
Long Range: IMI Galatz sniper rifle

Mid Range: IMI Micro Galil

Close Range: IMI Jericho 941

Explosive: Semtex

Vampire:
Mid Range: Claws

Close Range: Fangs

Special: Super strength, Super speed and Roar

Chupacabra:
Mid Range: Claws

Close Range: Fangs

Special: Super Agility, Spines, Nauseating glance

The Cousins:
Long Range: Colt Gold Cup National Match

Close Range: Machete & Fire Axe

Explosive: C-4

Vaas Montenegro:
Long Range: Kimber Warrior

Close Range: Machete

Explosive: RPG-7

State Protection Group:
Long Range: Accuracy International Arctic Warfare

Mid Range: M4 Carbine

Close Range: Glock 17

Special: Flashbang

GSG-9:
Long Range: HK PSG1

Mid Range: HK G36C

Close Range: Remington 870

Special: Stingball Grenade

Joker Gang:
Long Range: M1 Garand

Mid Range: MAC-10

Close Range: Claw Hammer

Special: Mossberg 590

Jamaican Voodoo Posse:
Long Range: Ruger Mini 14 AC556K

Mid Range: Franchi LF-57

Close Range: Sacrificial Knife

Special: Smith & Wesson Model 66

Yuno and Yuki:
Long Range: Beretta 92FS

Mid Range: Hatchet

Close Range: Combat Knife

Special: Heckler & Koch MP5A5

The Cousins:
Long Range: Colt Gold Cup National Match

Mid Range: Chrome Plated Fire Axe

Close Range: Machete

Special: C-4

Vasily Chuikov:
Long Range: Mosin-Nagant

Mid Range: Tokarev TT33

Close Range: NR-40

Explosive: F1 Grenade

Hiroo Onoda:
Long Range: Arisaka Type 99

Mid Range: Type 14 Nambu

Close Range: Shin Gunto

Explosive: Type 91 Grenade

Eureka Rebels:
Long Range: Pattern 1846 Musket

Mid Range: Double Barrelled Flintlock Pistol

Close Range: Pickaxe

Special: Bowie Knife

Ikko-Ikki:
Long Range: Tanegashima Musket

Mid Range: Osutsu

Close Range: Nata

Special: Tanto

Lalor:
Long Range: Pattern 1946 Musket

Mid Range: Double Barrelled Flintlock Pistol

Close Range: Bowie Knife

Special: Captured British Sabre

Levski:
Long Range: Enfield 1853

Mid Range: Blunderbuss Pistol

Close Range: Dagger

Special: Bulgarian Sabre

Akira:
Long Range: Shuriken

Mid Range: Katana

Close Range: Tanto

Ezio:
Long Range: Throwing Knives

Mid Range: Sword of Altair

Close Range: Hidden Blade

Diggers:
Long Range: Lee Enfield No.1 MK 3 & Vickers Machine Gun

Mid Range: Thompson Submachine Gun & Owen Submachine Gun

Close Range: Webley MK VI Revolver

Melee: Lee-Enfield Bayonet

Explosive: Mills Bomb

Anti-Tank: PIAT

Tank: M3 Stuart

Red Army:
Long Range: Mosin-Nagant M91/30 & Degtyaryov Machine Gun

Mid Range: PPSh-41 Submachine Gun & PPD-40 Submachine Gun

Close Range: Tokarev TT33 Pistol

Melee: NR-40 Combat Knife

Explosive: F1 Grenade

Anti-Tank: PTRS-41

Tank: T34

Gurkhas:
Long Range: Bren Light Machine Gun

Mid Range: Lee-Enfield No.4

Close Range: Kukri

Rough Riders:
Long Range: Gatling Gun

Mid Range: Krag-Jorgenson Carbine

Close Range: Bowie Hunter

Militia:
Long Range: Dragunov Sniper Rifle

Mid Range: FN FAL Battle Rifle & Mini Uzi

Close Range: Desert Eagle

Explosive: M79 Launcher

Opfor:
Long Range: RPD Light Machine Gun

Mid Range: AK-47 Assault Rifle & AKS-74U

Close Range: Beretta M9

Explosive: RPG-7

Shayetet 13:
Long Range: IMI Galil

Mid Range: Glock 17

Close Range: KA-BAR Knife

Explosive: Semtex

Kampfschwimmer:
Long Range: H&K G36K

Mid Range: H&K USP

Close Range: KM2000 Knife

Explosive: AG36 Grenade Launcher

Kampfschwimmer:
Long Range: HK G36C

Mid Range: HK USP

Close Range: KM2000 Combat Knife

Explosive: AG36 Grenade Launcher

US Navy SEALs:
Long Range: M4 Colt Commando

Mid Range: Sig Sauer P226

Close Range: Navy Recon 1 Knife

Explosive: C4

Ku Klux Klan:
Long Range: M1 Carbine

Mid Range: Thompson Submachine Gun & M1911

Close Range: Baseball Bat

Explosive: Molotov Cocktail

Khmer Rouge:
Long Range: M16A1

Mid Range: PPS-43 & Tokarev TT33

Close Range: Cane Knife

Explosive: RGD-33 Grenade

Korean People's Army:
Long Range: Type 64 RPK Light Machine Gun

Mid Range: Type 68 AKM

Close Range: Bayonet

Explosive: Type 69 RPG and PMD Anti-Personal Box Mine

Taliban:
Long Range: PKM Machine Gun

Mid Range: AK-47 Assault Rifle

Close Range: Bayonet

Explosive: RPG-7 and PMN Mine

NotLD Survivors:
Long Range: Winchester Model 1894

Mid Range: Smith & Wesson Model 10

Close Range: Claw Hammer

Special: Molotov Cocktail

TWD Survivors:
Long Range: Winchester Model 70

Mid Range: Colt Python

Close Range: Hunting Knife

Special: Colt M1911

Tony Montana:
Long Range: M16 Rifle

Mid Range: Uzi and Browning Hi-Power

Close Range: Stilleto

Explosive: M203 Grenade Launcher

Tuco Salamanca:
Long Range: M4 Carbine

Mid Range: Heckler & Koch MP5K and Jericho 941 R

Close Range: Bowie Knife

Explosive: C4

Hannibal Barca:
Long Range: Soliferrum

Mid Range: Dory

Close Range: Falcata

Special: War Elephant

Shaka Zulu:
Long Range: Iwisa Club

Mid Range: Iklwa

Close Range: Zulu Axe

Special: Spit of Poison

Shaka Zulu:
Long Range: Iwisa Club

Mid Range: Iklwa

Close Range: Zulu Axe

Special: Zulu Knife and Spit of Poison

Gaius Marius:
Long Range: Pilum

Mid Range: Hasta

Close Range: Gladius

Special: Dolabra

Hellboy:
Good Samaritan

Big Baby

Right Hand of Doom

M79 Grenade Launcher

Abilities:
Regeneration

Superhuman Strength

Extreme Durability

Mephisto:
Lightning

Charged Bolt

Poison Nova

Frost Nova

Hellish Projectiles

Abilities:
Flight

Hatred Manipulation

Possesion

Agent Smith:
Long Range: Desert Eagle

Close Range: Martial Arts

Special: Superhuman Speed & Strength

Robocop:
Long Range: Beretta 93R (Auto 9)

Close Range: Hand Spike

Special: Calico 950A Submachine Gun (Detachable Weapons Arm)

Saddam Hussein:
Long Range: RPK Light Machine Gun

Mid Range: Browning Hi-Power

Close Range: Iraqi Combat Knife

Explosive: RGD-5 Grenade

Mao Zedong:
Long Range: ZB vz. 26 Light Machine Gun

Mid Range: Hanyang C96

Close Range: Butterfly Swords

Explosive: Type 54 Grenade

MacManus Family
Info= "And shepherds we will be for thee, my Lord for thee. Power hath descended forth unto thy hand, for our feet to swiftly carry out thy command. We will flow a river forth unto thee and teeming with souls shall it ever be. In Nomine Patris et Filii et Spiritus Sancti"

- The Macmanus Family Prayer

The MacManus Family are a family of Irish-American assassins. They are devout Catholics and go to Mass every Sunday. After receiving a vision from God, the brothers Connor and Murphy MacManus set out to cleanse Boston of crime. After trading two Desert Eagle pistols and several rolls of cash, they collected from two members of the Russian Mafia, into a gun dealer, the brothers collect two suppressed Beretta 92FS pistols and begin their mission. The brothers later met up with their father, Noah MacManus, who went by the nickname "Il Duce" (The Duke). The family later executed a Mafia boss by the name of Papa Joe Yakavetta in a courtroom hearing, in revenge for the brothers' friend, Rocco's, death. Noah "Il Duce" Macmanus= Noah Macmanus, better known as Il Duce, is the father of Connor and Murphy MacManus, and fellow partner of the vigilantes who hunt down and kill criminals and mobsters.

The Mafia used Noah under the name 'Il Duce' whenever they had a situation they could not handle. Whenever they needed someone killed, he would get them killed. When the Yakavetta family was being killed off by The Saints, The Don decided to once again release Noah from his imprisonment in order to kill The Saints. Il Duce found The Saints preforming the family prayer on their dead friend, David Della Rocco. Noah recognized the prayer and joined midway. The MacManus brothers then knew it was their father, since it was only their family who knew of that prayer. Once they reunited, The MacManus family went to kill The Yakavetta family's boss and fled to Ireland.

Weapons:


 * Ranged: Franchi PA3/215

Connor and Murphy MacManus= Info, TBA
 * Sidearms: Pistol Vest (Taurus PT-92, Para Ordance P-14, S$W Model 629, S&W Model 686, S&W 5906, and Para-Ordance P-10)

Weapons:


 * Sidearm: Beretta 92FS (Suppressed)


 * Melee: Hunting Knife


 * Special: Desert Eagle Mark XIX

Salamanca Family:
Info= "Family is all"

- Hector Salamanca The Salamanca Family is a criminal family that has close ties with the Juárez Cartel. The family was constantly at odd with Los Pollos Hermanos owner, Gustavo Fring, after Hector killed Gus' close friend, Max Arciniega. Since then, Gus continues to taunt Hector every time one of his remaining family is killed. The Salamanca name died out when Hector killed himself and Gus through a suicide bombing, via a pipe bomb linked to his wheelchair, in the Casa Tranquila nursing home, where Hector was living. Tuco Salamanca=

A kingpin under employment of the Juarez Drug Cartel, Tuco Salamanca was feared for his insanity and tendency to lash out for even the most minor of reasons. With family in the Cartel with his uncle being a former drug runner before his disability forcing him to retire and his cousins being hitmen under their employment the Salamanca name is written in blood in the Cartel. Tuco is first seen approached by Jesse Pinkman about a new product entering the market with great potentcy. Tuco loves the product but after Pinkman offers a price, Salamanca offers a bag of money but proceeds to pummel Pinkman with the bag of money. The attack left Pinkman in critical condition, forcing Pinkman's partner, only known as Heisenberg, to go to base. Coming with a bag of what Tuco believes is meth, Heisenberg blows up the base with the substance (with it being fulminated mercury) and gets his money from Salamanca.

After cooking a meal for the occupants of the house, Walt pours the Ricin into Tuco's food. However, the wheelchair-bound man is actually able to communicate with a bell and saves Tuco by spilling his food. A very angry Tuco shouts at both his Tio and Jesse, beating Pinkman and forcing him and Walt to answer what they did and tells him that they tried to poison him. Dragging Pinkman out of the house and beating him, Pinkman manages to wrestle his pistol away from Tuco and shoots him in the stomach as Walt struggles to fire a shot from Tuco's rifle. White and Pinkman flee from the scene while Schrader appears investigating his brother in law's disapperance and finds a hostile Tuco firing at him. Schrader manages to dispatch Tuco with a clean headshot.

Weapons:


 * Ranged: M4A1 Carbine

The Cousins= Leonel and Marco Salamanca, most commonly known as "The Cousins" were twins working for the Juárez drug cartel as hitmen. The Cousins act as silent and efficient killers, executing without question. They went after Walter White for his role in the death of their cousin, Tuco Salamanca, but were later convinced to go after Hank Schrader who actually killed Tuco instead.
 * Sidearms: Jericho 941 R, Taurus Raging Judge

When fighting Hank, he breaks Leonel's legs with his car, and after being shot by Marco, executes him with Leonel's gun when he leaves to go get his axe to kill Hank instead. Leonel survives the confrontation, but has had his legs amputated. Gus Fring later orders Mike Ehrmantraut to kill Leonel via fatal injection to prevent him from revealing information.

Weapons:


 * Sidearm: Colt Gold Cup National Match


 * Melee: Chrome Plated Fire Axe


 * Special: C-4

Gladiator:
Long Range: Sling

Mid Range: Net & Trident

Close Range: Gladius, Sica

Special: Scissor, Cestus

Samurai:
Long Range: Yumi Bow

Mid Range: Naginata

Close Range: Katana

Special: Kanabo

Geth:
Long Range: Geth Plasma Rifle

Mid Range: Plasma Shotgun

Close Range: Arc Pistol

Special: Demolition Charges

Terminator:
Long Range: Phased Plasma Pulse Rifle

Mid Range: Uzi

Close Range: Colt M1911

Special: M79 Grenade Launcher Cybermen: Long Range: Energy Blaster

Mid Range: Cyber Wrist Blaster

Close Range: Electro Attack

Special: Cyber Bomb

Los Zetas Cartel:
Long Range: AR-15 Assault Rifle

Mid Range: Glock 17

Close Range: Garrote

Explosive: Dynamite

Triads:
Long Range: Type 56 Assaut Rifle

Mid Range: Type 54 Tokarev

Close Range: Butterfly Swords

Explosive: Car Bomb

Kkangpae:
Long Range: Daewoo K2 Assault Rifle

Mid Range: Heckler & Koch MP5

Close Range: Claw Hammer

Special: Steel Pipe

Explosive: Pipe Bomb

Irish Mob:
Long Range: CAR-15 Assault Rifle

Mid Range: MAC-10

Close Range: Baseball Bat

Special: Blackthorn Club

Explosive: Molotov Cocktail

Imperial Japanese Army:
Long Range (Rifles): Type 99 Arisaka Rifle

Long Range (LMGs): Type 99 Light Machine Gun

Mid Range: Type 100 Submachine Gun

Close Range: Type 14 Nambu

Melee: Shin Gunto

Explosive: Type 4 Grenade

Fascist Italian Army:
Long Range (Rifles): Carcano 1941

Long Range (LMGs): Breda modello 30

Mid Range: Beretta M1918

Close Range: Glisenti Model 1910

Melee: Trench Knife

Explosive: Breda modello 1942

Maori:
Mid Range (Primary): Taiaha

Mid Range (Secondary): Stingray Spear

Close Range: Mere Club

Special: Leiomano

Zulu:
Mid Range (Primary): Iklwa

Mid Range (Secondary): Iwisa

Close Range: Zulu Axe

Special: Spit of Poison

Thorn:
Mid Range (Primary): Bearded Axe

Mid Range (Secondary): Broadsword

Close Range: Club Hand

Jaime Lannister:
Mid Range: Longsword

Mid Range (Secondary): Oathkeeper

Close Range: Dagger

Tyrion:
Long Range: Crossbow

Mid Range: Longsword

Close Range: Double-bit axe

Special: Wildfire

Dain:
Long Range: Throwing Axe

Mid Range: Broadsword

Close Range: Warhammer

Special: War Pig Mount

Bass:
Long Range: Winchester Model 1876

Mid Range: Coach Gun

Close Range: Bowie Knife

Special: Colt Peacemakers

Jesse:
Long Range: Winchester Model 1873

Mid Range: Colt 1851 Navy

Close Range: Bowie Knife/ Pistol Whip

Special: Coach Gun

Tom:
Stats= Signature= Short Sword Other= Shield
 * Age: 12
 * Height: 5'6"
 * Weight: 150 LB
 * Length: 2 feet
 * Weight: 4 LB
 * Material: Enchanted Steel
 * Length: 2 feet diameter
 * Weight: 2 LB
 * Material: Wood
 * Tokens can be used to summon the Beasts of Avantia

Elenna:
Stats= Signature= Short Bow Other= Dagger
 * Age: 12
 * Height: 5'5"
 * Weight: 140 LB
 * Range: 100 meters
 * Length: 3 feet
 * Weight: 2 LB
 * Length: 1.5 feet
 * Weight: 1 LB
 * Material: Steel

Taladon:
Stats= Signature= Golden Armour Other= Longsword
 * Age: 38
 * Height: 5'9"
 * Weight: 175 LB
 * Height: Various
 * Weight: Various
 * Material: Enchanted Gold
 * Note: Grants its wearer magical powers
 * Length: 3 feet
 * Weight: 2 LB
 * Material: Steel

Lief:
Stats= Signature= Longsword Other= Cloak Belt of Deltora
 * Age: 13
 * Height: 5'6"
 * Weight: 160 LB
 * Length: 3 feet
 * Weight: 2.5 LB
 * Material: Steel
 * Length: 5 feet length
 * Can turn user invisible
 * Material: Toran Cloth
 * Material: Silver
 * Contains the gems of the Seven tribes
 * Touch is dangerous to evil

Jasmine:
Stats= Signature= Dagger Other= Blister
 * Age: 13
 * Height: 5'5"
 * Weight: 150 LB
 * Length: 1.5 feet
 * Weight: 1 LB LB
 * Material: Steel
 * Range: 50 meters
 * Weight: 5 oz
 * Material: Metal, Ooze Toad venom

Barda:
Stats= Signature= Broadsword Other= Spear
 * Age: 40
 * Height: 5'9"
 * Weight: 170 LB
 * Length: 3 feet
 * Weight: 4 LB
 * Material: Steel
 * Length: 6 feet
 * Weight: 3 LB
 * Material: Wood, Steel

Diablo Heroes:
The Hunter= Amazon

The Amazon is a powerful woman warrior of the Askari, who belongs to nomadic bands who roam the plains near the South Sea. The wandering of these groups often brings them into conflict with other peoples, so the Amazon is accustomed to fighting to defend her own. This lifestyle has made her fiercely independent and able to weather severe hardship and travel. While her skill with the Bow rivals that of the Rogues, the Amazon is also adept in the use of Spears and Javelins, as well as in hand to hand combat. Amazon Weapons are items which only Amazons can equip. These are special Bows, Javelins and Spears. The Amazon is much sought after as a mercenary, in which type of service she will be loyal as long as her own ends are also served.

Abilities:


 * Javelin and Spear Skills


 * Bow and Crossbow Skills


 * Passive and Magic Skills

The Stealthy= Assassin

The Viz-jaq'taar Order, or Assassins, has its origins in the Mage Clan Wars. In the aftermath of the conflict, the Vizjerei foreswore the use of demonic magic. To this end, the Viz-jaq'taar were created, a secret order whose sole goal was to police the Mage Clans. The Order remains veiled in secrecy, and few people, even among the Mage Clans, know of its existence. However, the mere rumor of their existence has been enough to prevent many mages from falling into temptation. During the return of the Prime Evils, the Order's actions became more public. They dispatched one of their own to investigate, the assassin in question allying with a group of heroes who prevented the Prime Evils' schemes from coming into fruition.

Abilities:


 * Traps


 * Martial Arts


 * Shadow Disciplines

The Death Mage= Necromancer

Necromancers are Sorcerers whose spells deal with the raising of the dead and the summoning and control of various creatures for their purposes. None doubt the power of Necromancers, for it is the stuff of nightmares. The word "Necromancer" is actually an outsider's term for the Priests of Rathma, as per their ability to raise the dead. Necromancy is an ability possessed by the minions of the Burning Hells, but among mortals, it is only Necromancers that possess it. Yet Necromancers are pragmatists, and are above temptation. Their knowledge of the unknown allows them to face death without fear. Additionally, Necromancers possess the use of prime magic.

Abilities:


 * Curses


 * Summoning Spells


 * Poison and Bone Spells

The Brawler= Barbarian

The Barbarian, a member of any of several tribes on the fringes of civilization, rebuffs the influence of those he sees as soft and weak. Ceaseless clan warfare and the constant struggle to survive in the hostile wilderness are evident in the Barbarian's sturdy and powerful frame. Though perhaps lacking the sophistication of his civilized contemporaries, the Barbarian has an acute awareness of his surroundings. Because of his shamanistic belief in the animal powers with whom he identifies, the Barbarian is sometimes associated with stories of lycanthropy. In fact, he believes that he can improve his superb battle tactics by calling upon the totemic animal spirits to infuse him with supernormal strengths and abilities.

Abilities:


 * Warcries


 * Combat Skills


 * Combat Masteries

The Mage= Sorceress

Sorceresses are of the Zann Esu Clan. Athletic, affable, and self-assured, Sorceresses hardly seem like scholarly bibliophiles hidden away from civilization. They possess many of the same skills as the male members of the Mage Clans, but excel at the use of elemental magic. Like most mages, they consider melee combat vulgar, and use magic almost exclusively to fight their enemies.

Abilities:


 * Cold Spells


 * Fire Spells


 * Lightning Spells

The Nature Worshipper= Druid

The Druids shun the use of traditional magic, or Dubhdroiacht, as they call it. They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause. The most astounding druid ability is that of shapeshifting, allowing them to manipulate their flesh and form to take on the characteristics of the beasts they have sworn to protect.

Abilities:


 * Summoning Skills


 * Elemental Skills


 * Shape Shifting Skills

The Holy Man= Paladin

Paladins use holy magic as gifted by the High Heavens. They maintain strictly ordered lives, constantly upholding the cause of Virtue and Light. They must never succumb to worldly temptations lest they risk being deceived into following "false lights" - demons masquerading as Heavenly beings. Paladins may use their skills to increase their prowess with sword and shield, as well as cast blessing "auras on themselves and to any who join them. They are particularly skilled against the undead, as they know many holy incantations effective against these types of creatures.

Abilities:


 * Combat Skills


 * Defensive Auras


 * Offensive Auras

???:
The Hunter=

Abilities:







The Stealthy=

Abilities:







The Death Mage=

Abilities:







The Brawler=

Abilities:







The Mage=

Abilities:







The Nature Worshipper=

Abilities:







The Holy Man=

Abilities:







Massoud:
Long Range: AK-74

Mid Range: Skorpion vz 61

Close Range: Makarov PM

Explosive: RGD-5 Grenade

de Gaulle:
Long Range: FM 24/29

Mid Range: Sten Mk II

Close Range: Modéle 1935A

Explosive: Mills Bomb

Dalek Empire:
Stats= Primary= Drones Secondary= Vault Dalek Specialist= Assault Daleks Commander= Davros Commander-in-chief= Supreme Dalek
 * Origin: Doctor Who
 * Goals: Exterminate all life in the universe
 * Reign of Terror: Creation of Daleks- Present
 * Troop size: Millions
 * Fleet size: Millions
 * Standard Dalek Infantry
 * Numbers: 5000
 * Weapon: Gunstick, Manipulator Arm
 * Drones with 8 piece claw
 * Numbers: 5000
 * Weapon: Gunstick
 * Daleks equipped with flamethrowers
 * Numbers: 1000
 * Weapon: Gunstick, Flamethrower
 * Creator of the Dalek Empire and the race itself
 * Number: 1
 * Weapons: Bio-Electrical discharges
 * Commander of the fleet
 * Numbers: 1
 * Weapon: Gunstick

Dalek Fleet:
Light= Fighter Pod Armour= Dalek Tank Aerial Support= Dalek Saucer Command Ship= Dalek Flagship Battle Station= Crucible
 * Crew: 4
 * Armament: Dalek Energy Weapon
 * Number: 500
 * Crew: 6
 * Armament: Energy Cannon
 * Number: 200
 * Crew: 1000
 * Armaments: Dalek Enegy Weapon
 * Number: 300
 * Crew: 2000
 * Armament: Dalek Energy Weapons, Torpedoes
 * Number: 1
 * Crew: 5000
 * Armament: Reality Bomb
 * Number: 1

Galactic Empire:
Stats= Primary= Stormtroopers Secondary= Scout Troopers Specialist= Snow Troopers Commander= Darth Vader Commander-in-Chief= Darth Sidious
 * Origin: Star Wars
 * Goals: Eradicate the Rebellion
 * Reign of Terror: End of the Republic - Disbandment
 * Troop size: Millions
 * Fleet size: Millions
 * Standard Infantry
 * Numbers: 50,000
 * Weapon: E-11 Blaster Rifle
 * Lightly equipped Stormtroopers
 * Numbers: 50,000
 * Weapon: E-11 Sniper Rifle
 * Stormtroopers designed for warfare in the cold
 * Numbers: 50,000
 * Weapon: E-11 Blaster Rifle, E-Web Blaster
 * Commander of the fleet
 * Numbers: 1
 * Weapon: Lightsaber, Force
 * Leader of the Empire
 * Number: 1
 * Weapons: Force Lightning

Galactic Fleet:
Light= TIE Fighter Armour= AT-AT Aerial Support= Star Destroyer Command Ship= Executor Battle Station= Death Star
 * Crew: 1
 * Armament: Laser Cannons
 * Number: 500
 * Crew: 3
 * Armament: 2x Light laser cannons, 2x Medium laser cannons
 * Number: 200
 * Crew: 46,785
 * Armaments: Turbolasers
 * Number: 300
 * Crew: 2000
 * Armament: 5000x Turbolasers, Ion Cannons
 * Number: 1
 * Crew: 5000
 * Armament: Superlaser, Turbolasers
 * Number: 1

Cult of Skaro:
Stats= Info= The Cult of Skaro was an elite group of four Daleks. They were formed on orders of the Dalek Emperor to create a specialist unit to "think as the enemy thinks" in order to find new ways of exterminating their opponents. They were among some of the very few Daleks that possessed individual names. Unlike other members of their species, the Cult answered to no-one, not even the Emperor; though they still revered him. The Cult fought in the Last Great Time War and later escaped in a spherical vessel called a "Void Ship", which allowed them to travel between parallel dimensions.
 * Origin: Doctor Who
 * Armour: Metalert, Force Fields
 * Weapons: Gunstick

After arriving in 2007, the Cult emerged from the Void Ship in the Torchwood Tower in Canary Wharf, along with a vessel called the Genesis Ark. After emerging from the Void Ship, Dalek Sec dispatched Dalek Thay to investigate the surrounding locations. Upon being dispatched, Thay parleys with two Cybermen that were also dispatched to investigate the Daleks' activities. After denying a request for an alliance which lead to the extermination of the two Cybermen, the Cult later fought against the Torchwood personnel and the Cybermen in Canary Wharf, before Dalek Sec left the battlefield along with the Genesis Ark and released its cargo of millions of Daleks into the sky to exterminate everyone and everything on the ground.

When the Daleks and Cybermen were sucked into the Void, the Cult performed a Temporal Shift and escaped to 1930's Manhattan where they attempted to recreate their species. After creating a successful hybrid with Sec bonding with their human operative, the Cult later rebelled against Sec and hijacked the experiment. After locating the Doctor and his friends the Cult was eventually destroyed, when Sec put himself in front of Thay's Gunstick to save the Doctor and the hybrids revolted killing both Thay and Jast. Caan was later destroyed when he stayed aboard the Dalek flagship, the Crucible, as it exploded. Cannon Fodder= Pig Slaves Infantry= Dalek Human Hybrids Heavy= Dalek Drones Field Commanders= Dalek Thay Dalek Jast Second-in-Command= Dalek Caan Leader= Dalek Sec Aerial Support= Dalek Saucer
 * Humans with pig DNA
 * Number: 9000
 * Weapons: Teeth
 * Humans with Dalek DNA
 * Number: 7000
 * Weapons: Dalek enhanced Thompson Submachine Gun
 * Standard Dalek caste
 * Numbers: 20,000
 * Weapons: Gunstick, Manipulator arm
 * Former commandant of Station Alpha
 * Armour: Dalekanium/Metalert, Force Field
 * Weapon: Gunstick
 * Former leader of the Outer Rim Defensive Battalion
 * Armour: Dalekanium/Metalert, Force Field
 * Weapon: Gunstick
 * Former leader of the Thirteenth Assault Group
 * Armour: Dalekanium/Metalert, Force Field
 * Weapon: Gunstick
 * Former leader of the Seventh Incursion Squad
 * Armour: Metalert, Force Field
 * Weapon: Gunstick
 * Standard Dalek spaceship
 * Number: 10
 * Weapons: Energy Weapons

Reapers:
Stats= Info= The Reapers are an ancient race of alien synthetics that exist beyond recordable time and with motives that are beyond our comprehension. For millions of years, thousands of cycles, the Reapers have used their creations- the Mass Relays and the Citadel, to control the evolution of various races in the galaxy, allowing them to raise up to a certain point before suddenly wiping them out utterly and entirely. The last cycle was the Prothean Empire, a massive imperialistic culture that idolized warriors and fighting with a social darwnisitic viewpoint, which allowed them to hold out against the Reapers for a longer period of time and record more information for the next cycle, but in the end they were helpless as the Reapers destroyed every one of their colonies and cleaned their planets of the Prothean influence. In combat, the massive Reapers are capable of firing a "laser" of molten tungsten, superheated and fired at a fraction of the speed of light. Their most dangerous ability, however, is their ability to indoctrinate those around them for too long, turning them into mindless slaves at the worst, or even more dangerously, extremely similar to their original selves with Reaper motives, often unaware that they have even become indoctrinated until it is too late. Cannon Fodder= Husks Infantry= Geth Heavy= Destroyers Field Commander= Saren Arterius Second-in-Command= Sovereign Commander= Harbinger Aerial Support= Reapers
 * Origin: Mass Effect
 * Armour: Unknown
 * Weapons: Magnetohydrodynamic Cannon
 * Organic beings turned into mechanical zombies
 * Number: 9000
 * Weapons: Bare Hands
 * Robots created by the Quarians
 * Number: 7000
 * Weapons: Geth Pulse Rifles
 * Weakest form of Reaper
 * Number: 500
 * Weapons: Eye Laser
 * Former Spectre for the Citadel
 * Armour: Spectre armour
 * Weapons: HWMA Master Assault Rifle, Biotics
 * First Reaper seen in thousands of years
 * Armour: Reaper casing
 * Weapons: Magnetohydrodynamic Cannon
 * Reaper Commander
 * Armour: Reaper casing
 * Weapon: Magnetohydrodynamic Cannon
 * The species itself
 * Number: 3
 * Weapons: Magnetohydrodynamic Cannon, Crushing Tentacles

Bulgarian Mafia:
Long Range: AKS-74U

Mid Range: Browning Hi-Power

Close Range: Hunting Knife

Explosive: F1 Grenade

Kkangpae:
Long Range: Daewoo K1

Mid Range: Glock 17

Close Range: Claw Hammer

Explosive: Pipe Bomb

Welsh:
Primary Automatic= Sten Mk II Sidearm= Webley Mark VI Tank= Fox Three Primary Tank Armament= QF 2 pounder Secondary Armament= Besa Machine Gun
 * Range: 150 Meters
 * Rate of Fire: 550 rounds/minute
 * Round: 9x19mm Parabellum
 * Magazine: 32 rounds
 * Range: 45 meters
 * Round: .455 Webley
 * Magazine: 6 round cylinder
 * Type: Crusader
 * Height: 7'4"
 * Weight: 18.8 tons
 * Speed: 42 km/hour
 * Armour: 40mm
 * Range: 1000 meters
 * Rate of Fire: 22 rounds/minute
 * Round: 40mm
 * Range: 800 meters
 * Rate of Fire: 800 rounds/minute
 * Round: 7.92x57mm Mauser
 * Magazine: 225 round belt

Wardaddy:
Primary Automatic= StG-44 Sidearm= Smith and Wesson M1917 Tank= Fury Primary Tank Armament= 75mm M3 Secondary Armament= M1919 Browning Machine Gun M2 Browning
 * Range: 300 meters
 * Rate of Fire: 600 rounds/minute
 * Round: 7.92x33mm kurz
 * Magazine: 30 rounds
 * Range: 50 meters
 * Round: .45 ACP
 * Magazine: 6 round cylinder
 * Type: M4 Sherman
 * Height: 9'
 * Weight: 66,800 LB
 * Speed: 48 km/hour
 * Armour: 93mm
 * Range: 2000 meters
 * Rate of Fire: 10 rounds/minute
 * Round: 40mm
 * Range: 1400 meters
 * Rate of Fire: 600 rounds/minute
 * Round: .30-06 Springfield
 * Magazine: 4,750 rounds
 * Range: 1800 meters
 * Rate of Fire: 600 rounds/minute
 * Round: .50 BMG
 * Magazine: 300 round belt

Wittmann:
Primary Automatic= MP40 Sidearm= Walther P38 Tank= Tiger 007 Primary Tank Armament= 88mm Flak Secondary Armament= MG 34
 * Range: 100 Meters
 * Rate of Fire: 500 rounds/minute
 * Round: 9x19mm Parabellum
 * Magazine: 32 rounds
 * Range: 50 meters
 * Round: 9x19mm Parabellum
 * Magazine: 8 round box
 * Type: Tiger 1
 * Height: 9'10"
 * Weight: 60 tons
 * Speed: 45.4 km/hour
 * Armour: 120mm
 * Range: 1000 meters
 * Rate of Fire: 20 rounds/minute
 * Round: 88mm
 * Range: 900 meters
 * Rate of Fire: 800 rounds/minute
 * Round: 7.92x57mm Mauser
 * Magazine: 4,500

Weyland-Yutani:
Long Range: M41A Pulse Rifle and NsG-23 Rifle

Mid Range: M39 Submachine Gun

Close Range: 88 Mod 4 Combat Pistol

Explosive: M40 HEDP Grenade

Machine Gun: M56 Smartgun

Combat Suit: Exosuit

Air Support: Cheyenne Dropship

Spaceship: USCSS Patna

Foot Soldiers: Weyland-Yutani PMCs

Specialists: Weyland-Yutani Commandos

RDA:
Long Range: RDA Assault Rifle and Standard Issue Rifle

Mid Range: CARB Submachine Gun

Close Range: RDA Handgun

Explosive: RDA Grenade

Machine Gun: M60 Machine Gun

Combat Suit: AMP Suit

Air Support: Scorpion Gunship

Spaceship: Valkyrie

Foot Soldiers: RDA Infantry

Specialists: Security Operations

Malthael:
Twin Sickles

Black Soulstone

Flight

Flesh-decaying fog

Ability to rip souls from their body

Witch King:
Nazgul Sword

Flail

Fell Beast

Black Breath

Dark Sorcery

Afrika Korps:
Long Range (Machine Gun): MG42

Long Range (Rifle): Karabiner 98k

Mid Range: MP40

Close Range: Walther P38

Melee: Karabiner 98k Bayonet

Explosive: Schiessebecher

Special Naval Landing Force:
Long Range (Machine Gun): Type 99 LMG

Long Range (Rifle): Type 99 Arisaka

Mid Range: MP34

Close Range: Type 1 Hamada

Melee: Type 30 Bayonet

Explosive: Type 2 Rifle Grenade

Blackshirts:
Long Range: Carcano

Mid Range: MAB 1938A

Close Range: Beretta M1935

Melee: Blackshirt Dagger

Special: Beretta M1934

Bolsheviks:
Long Range: Mosin-Nagant

Mid Range: Federov Avtomat

Close Range: Nagant M1897

Melee: Kindjhal

Galahad:
Tokarev TT-33 w/ under-barrel shotgun

Kingsmen Umbrella

Boot Knife

Lighter Grenade

Bulletproof Suit

John Reese:
Glock 19

HK G36C

Krav Maga/ Wing Chun combo

M79 Grenade Launcher

Barrett M107

Okhrana:
Long Range: Federov Avtomat

Mid Range: Nagant M1895

Close Range: Kindjal

Special: Mosin-Nagant

Gestapo:
Long Range: StG 44

Mid Range: Walther P38

Close Range: Dress Dagger

Special: Karabiner 98k

Volkspolizei:
Long Range: AK-47

Mid Range: Luger P08

Close Range: AK Bayonet

Special: Gewehr 43

Winston:
Long Range: Lewis Gun

Mid Range: Short Magazine Lee-Enfield

Close Range: Mauser C96

Hitler:
Long Range: MG 08

Mid Range: Gewehr 98

Close Range: Luger P08

Heydrich:
Long Range: Karabiner 98k

Mid Range: MP40

Close Range: Walther P38

Goeth:
Long Range: Steyr Mannlicher-Schoenauer Sporter

Mid Range: MP28/II

Close Range: Luger P08

Kohl:
Welrod

Needles

Poisons

Use of human pressure points

Sherlock:
Sig Sauer P226R

Riding Crop

Multi-Tool

Baritsu

Reese:
Sig Sauer P226 (Suppressed)

Automatic Glock 17

Krav Maga/Wing Chun combo

The Machine

Holmes:
Sig Sauer P226R

Glock 17

Baritsu

Skilled at deduction

Randall:
Long Range: M1A1 Thompson

Close Range: M1917 Revolver

Explosive: Mk2 Grenade

Reznov:
Long Range: PPSh-41

Close Range: Tokarev TT-33

Explosive: RGD-33 Grenade

TMNT:
The Leader= Leonardo is the de facto leader of the group and the most "spiritual" of the four. He has a very close bond with Splinter, and has a strong sense of honor, ethics, and Bushidō. Leonardo's twin swords are slung across his back. Episodes that deal with the Shredder and honor usually also focus on Leonardo, and he is often the Turtle who "saves the day". Leonardo is a more sensitive, self-doubting character than in previous incarnations. Raphael often quarrels with him and resents his leadership, sarcastically calling Leonardo "Fearless Leader", although the two are shown to be very close at times. Though Leonardo's relationships with his other brothers Michelangelo and Donatello are not as volatile, both have made comments alluding to the high standards the former has set, and his tendency to make them look bad. Despite this, his brothers view him as a pillar of strength and are at a loss when he is injured or absent. One of Leonardo's most prominent qualities is his determination to believe the best in people, even potential enemies.

Weapon The Hothead= Raphael is the hot headed, quick-to-fight member of the turtles. He is quick to shoot down anything his brothers planned, and is impartial to running into a fight head-on. He usually plays the tough guy, but on more than one occasion could be seen showing how he really felt about his brothers. He is generally the most likely to experience extremes of emotion, and is usually depicted as being aggressive, sullen, maddened, and rebellious. He often argues with Leonardo and Michelangelo, although he is depicted as being very close with both at times. His relationship with Donatello consists of poking fun at his intellect or annoyance at his long-winded explanations, more or less thinking of him as something of a dork, yet still his brother. His best friend is generally regarded as Casey Jones. In all incarnations of the turtles except for the 1987 cartoon, Raphael appears to live in the shadow of Leonardo and resents his brother's social position in the group. He is shown to be a skilled motorcyclist.
 * Dual Ninjato

Weapon The Brains= Donatello is the most knowledgeable of the four turtles, often speaking in so called "technobabble" with a natural aptitude for science and technology. As in his other incarnations, he is intelligent, good with his hands, and very introspective, frequently becoming pensive over things he doesn't understand.
 * Dual Sai

He typically has a very close, however platonic, relationship with April. He also displays closeness with Michelangelo akin to that seen in the original movie. Even more pacifistic than his other incarnations, Donatello shows a greater interest in technology than his ninjutsu training. Even so, Donatello will defend his brothers at any cost, and he frequently assists the team in many ways through the technology he develops, mostly vehicles and communication devices. In this animation, Donatello is generally well liked by all of his brothers, never engaging in major confrontations with them. In fact, Donatello was the one to reunite his brothers against the Shredder in the episode "Same As It Never Was", having been sent to an alternate future where the team fell apart after he vanished.

Weapon The Joker= Michelangelo is the more fun-loving than his brothers. Known as 'Mikey' to his brothers, his personality is more akin to the Mirage comics than the 1987 show. Still the comic relief, he often makes statements that spoof pop culture, although he uses less surfer slang than in the 1987 cartoon. His trademark nunchucks are once again his primary weapons, but he has used other weapons such as grappling hooks and those of his brothers. He is slightly more immature than in the 1987 series-particularly apparent by a high-pitched scream. Unlike other incarnations, he was often more reluctant to fight and he likes to tease and annoy his older brothers, especially Raphael, for whom Michelangelo is the foil. In fact, a running gag is that whenever Michelangelo says or does something excessively outrageous and stupid, usually involving a catch-phrase from the 1987 show, one of his brothers (usually Raphael) will slap him on the head. Other characters such as Master Splinter and the Ancient One have picked up on this habit but usually whenever he disobeys. Although not shown as particularly focused on ninjutsu, preferring to spend his time reading comics or watching movies, he is quite an effective fighter and in the Season 2 finale, he became the Battle Nexus Champion, considered the best fighter in the multiverse. Although his victory was due in part to some very lucky breaks, Michelangelo later won a rematch against the last finalist and earned a medal of honor for his behavior during the battle.
 * Bo Staff

Weapon
 * Dual Nunchaku

Ninjas:
The Leader= Cole is the Elemental Master and Ninja of Earth, who was chosen to protect the Green Ninja along with three other allies. In the first season, Cole was recruited by Sensei Wu to train to become a ninja alongside Jay and Zane. The trio's first test was to attack Kai who would soon become the fourth ninja - much to their disagreement. Yet the four became close friends and fought together against the Serpentine and other adversaries.

Cole later helped to fight against the Stone Army, a legion of indestructible warriors led by Garmadon and The Overlord. After Lloyd defeated the Overlord and his father was turned back to normal, peace resumed in Ninjago until Pythor returned, aiding the Overlord in becoming the Golden Master and commanding the Nindroid army. The ninja clashed with the robots, and in the end the Overlord was destroyed, but Zane's life was seemingly taken in the process - sending Cole and the other ninja off into other occupations, as they were saddened by the loss of their friend. Cole became a lumberjack, so that no one would recognize him as being a ninja.

Weapon The Hothead= Kai and his younger sister Nya continued to work as a blacksmith comparison to their deceased father. Upon greeting a customer who is revealed to be a sensei requests for a ninja though Kai declines the offer which sets the old man off. Unbeknownst to the two blacksmiths, the Skulkin enters Ninjago to abduct Nya as ordered by their master Garmadon. The villains succeed in their quest; as a result to recover Nya, Kai becomes a ninja with the help of Wu and eventually learns Spinjitzu and discovers his three other teammates, with whom he embarks on many adventures with as they battle the Serpentine and other adversaries.
 * Scythe of Quakes

Kai later helped to fight against the Stone Army, a legion of indestructible warriors led by Garmadon and The Overlord. After Lloyd defeated the Overlord and his father was turned back to normal, peace resumed in Ninjago until Pythor returned, aiding the Overlord in becoming the Golden Master and commanding the Nindroid army. The ninja clashed with the robots, and in the end the Overlord was destroyed, but Zane's life was seemingly taken in the process - sending Kai, Cole and Jay off into other occupations, as they were saddened by the loss of their friend.

Weapon The Brains= Initially without a purpose following the death of his father, Zane was recruited by Sensei Wu when he was found trying to hold his breath underwater. He trained to become a Ninja alongside Cole and Jay. The trio's first test was to attack Kai, who would soon become the fourth ninja - much to their disagreement. Yet the four became close friends and fought together in many battles against the Serpentine and other adversaries. Zane was also the first ninja to unlock his True Potential, learning the origins of his past in the process.
 * Sword of Fire

Zane later helped to fight against the Stone Army, a legion of indestructible warriors led by Lord Garmadon and The Overlord. During their quest to stop the Final Battle from happening, Zane was reunited with his father and creator, Dr. Julien. After Lloyd defeated the Overlord and his father was turned back to normal, peace resumed in Ninjago until Pythor returned, aiding the Overlord in becoming the Golden Master and commanding the Nindroid army. The Ninja clashed with the robots until a climactic battle ensued at Borg Tower. There, Zane sacrificed himself to destroy the Overlord once and for all, which resulted in both of them being killed in the process. This sent Kai, Jay, and Cole off to look for new occupations, as they were saddened by the loss of their friend. Unbeknownst to them, Zane had rebuilt himself in a new, titanium body, yet he was captured by Ronin as hired by Chen to manipulate the Ninja into the Tournament of Elements.

Weapon The Joker= Jay was recruited by Sensei Wu to train to become a ninja alongside Cole and Zane. The trio's first test was to attack Kai who would soon become the fourth ninja - much to their disagreement. Yet the four became close friends and fought together in many battles against the Serpentine and other adversaries. Jay was also the first ninja to master Spinjitzu and the second to unlock his True Potential.
 * Shuriken of Ice

Jay later helped to fight against the Stone Army, a legion of indestructible warriors led by Garmadon and The Overlord. After Lloyd defeated the Overlord and his father was turned back to normal, peace resumed in Ninjago until Pythor returned, aiding the Overlord in becoming the Golden Master and commanding the Nindroid army. The Ninja clashed with the robots, and in the end the Overlord was destroyed, but Zane's life was seemingly taken in the process - sending Jay and the other Ninja off into other occupations, as they were saddened by the loss of their friend. Jay became the host of a game show.

Weapon
 * Nunchaku of Lightning

Michael:
Flaming Sword

Flight

Healing

Horus:
Harpoon

Shapechanging

Omniscient

Asriel:
Fire Magic

Chaos Buster

Chaos Sabre

Shocker Breaker

Hyper Goner

Hyperdeath Mode

Diablo:
Firestorm

Cold Touch

Bone Prison

Red Lighting Hose

Flame Circle

Fire Wall

Hashashin:
Long Range: Composite Bow

Mid Range: Throwing Knives

Close Range: Scimitar

Special: Poisoned Khanjar

Ninja:
Long Range: Blowpipe

Mid Range: Shuriken and Black Eggs

Close Range: Ninjato

Special: Kusarigama

Saviors:
Battle Rifle: M14

Primary Assault Rifle: M4A1

Secondary Assault Rifle: Norinco Type 56

Shotgun: Remington 11-87

Submachine Gun: Heckler and Koch HK94

Primary Sidearm: Beretta 92FS

Secondary Sidearm: Sig-Sauer P226

Melee: Baseball Bat

Special: Stryker Strykezone 380 Crossbow

Claimers:
Battle Rifle: Mosin-Nagant M44

Primary Assault Rifle: WASR-10/63

Secondary Assault Rifle: M16 Rifle

Shotgun: Remington 870 Wingmaster

Submachine Gun: IMI Uzi

Primary Sidearm: Smith & Wesson SW1911SC E-Series

Secondary Sidearm: Smith & Wesson Model 29 Snub

Melee: Hatchet

Special: Compound Bow

Horadrim:
Staff

Swords

Soulstones

Magic

Balrog:
Fiery Whip

Fiery Sword

Flight

Pyromancy

Undyne:
Magical Spears

Magic

Determination

Arkantos:
Spear

Whirlwind

Morale boost

Wild Bunch:
Long Range: AKS-74U

Mid Range (Handgun): Browning Hi-Power Mark III

Mid Range (Revolver): Smith & Wesson Model 64

Close Range: Baton

Special: 2x4 Wooden Plank

MacRay Gang:
Long Range: Heckler & Koch HK416

Mid Range (Handgun): Glock 17

Mid Range (Revolver): Smith & Wesson Model 38

Close Range: Sledgehammer

Special: Pistol Whip

Jan:
Long Range: Kongsberg Colt

Mid Range: Krag Bayonet

Close Range: Pocket Knife

Hiroo:
Long Range: Nambu Type 14

Mid Range: Shin Gunto

Close Range: Tanto

White Guards:
Long Range: Suomi KP/31

Close Range: Lahti L-35

Special: Puukko

Explosive: Molotov Cocktail

Sturmabteilung:
Long Range: MP28 Submachine Gun

Close Range: Luger P08

Special: Trench Knife

Explosive: Model 24 Stick Grenade

Walmington-on-Sea:
Captain George Mainwaring= "You stupid boy."

- Mainwaring

The manager of the Swallow Bank, Captain George Mainwaring is the head of the Walmington-on-Sea Home Guard platoon He is a pompous, blustering figure with overdeveloped sense of his importance, mostly fueled by his social status in Walmington-on-Sea as the bank manager, and his status as Captain and commander of the local Home Guard volunteer unit. Mainwaring is prudish and repressed, and can be judgemental about people who do not share his moral outlook.

Weapons:


 * Primary: Webley MK VI
 * Range: 45 metres
 * Round: .455 Webley
 * Magazine: 6


 * Secondary: M1917 Enfield
 * Range: 500 metres
 * Round: .30-06
 * Magazine: 6

Sergeant John Wilson= "Do you think that's wise?"

- Wilson

Arthur Wilson is the carefree, cheerful, well-spoken sergeant in the Walmington-on-Sea Home Guard as well as the chief clerk at the Swallow Bank. He has a mysterious aura, a vague and dreamy personality. He is a kind man, who goes with the flow of life. He is chief cashier of Walmington-on-Sea bank, and captain of the cricket club. Wilson's dream-like state leads to mimicry by the platoon, mostly Walker and Fraser, but he remains liked by those under him, and is admired by many (usually Jones, Godfrey, and most of all Pike). Rather than bark orders to the rest of the platoon, Wilson politely asks them to "would you mind awfully falling in please?".

Weapons:


 * Primary: M1917 Enfield
 * Range: 500 metres
 * Round: .30-06
 * Magazine: 6


 * Secondary: M1907 Bayonet
 * Length: 30 cm
 * Weight: 6 kg
 * Material: Steel

Lance Corporal Jack Jones= "Don't panic! Don't panic!"
 * Special: Mills Bomb
 * Range: 15 metres
 * Charge: 3.8 oz Baratol

- Jones

Lance-Corporal Jack Jones joined the army as a drummer boy in 1884 at the age of fourteen. Thereafter, he served in four military campaigns - Mahdist War in the Sudan (1884–1885), The British Reconquest of Sudan (1896–1899), The Boer War (1899–1901) and World War I (1914–1918). During his service on the Western Front, he was known as the Mad Bomber, due to his inclination to madly throw grenades. He was signed out of the First World War in 1916. He also once formed part of a Guard of Honour for Queen Victoria.

At the outbreak of World War II, Jones was retired from the army and working as a butcher, but he was so keen to join the Home Guard that, despite his age (70), Captain Mainwaring instantly appointed him as the platoon's Lance Corporal. However, it is suggested that Jones' ability to provide off-the-ration meat may have had rather more to do with this decision than Jones' abilities, which given his advanced years were declining somewhat (his vision, for example, was so poor that when signing up for duty, he initially signed the table rather than the form).

Weapons:


 * Primary: M1917 Enfield
 * Range: 500 metres
 * Round: .30-06
 * Magazine: 6

Private James Frazer= "We're doomed! Doomed!"
 * Secondary: M1907 Bayonet
 * Length: 30 cm
 * Weight: 6 kg
 * Material: Steel

- Frazer

Private James Frazer is a pessimistic, dour, trouble-stirring, exaggerating, wild-eyed Scottish undertaker. He hails from the "wild and lonely" Isle of Barra in the Outer Hebrides, an apparently desolate and bleak place that appears to have informed most of his pessimistic, dark tendencies. He was a Chief Petty Officer (and cook) in the Navy during World War One, he also mentions being one of the mine sweepers and is shown to be a crack shot due to that (although he has to wave the gun up and down, because as he says "It's the only way I can shoot sir, this is the motion of the sea"), but later retired to Walmington-On-Sea

Weapons:


 * Primary: Lewis Gun
 * Range: 500 metres
 * Round: .303 British
 * Magazine: 47


 * Secondary: M1917 Enfield
 * Range: 500 metres
 * Round: .30-06
 * Magazine: 6


 * Back-up: M1907 Bayonet
 * Length: 30 cm
 * Weight: 6 kg
 * Material: Steel

Private Frank Pike= "Reporting house clear sir."

- Pike

Private Frank Pike is the youngest of the Walmington-on-Sea Home Guard and the clerk of the Swallow Bank. Aged 17 when the series begins, he is not old enough for the army, although he has reached his 18th birthday (particularly as several series earlier, Private Frazer declared that "it took Jonesy a whole year to get it (the drill) right" in Room at the Bottom, and Wilson describes Pike as "going on 19" in War Dance a few episodes later) when he is about to receive call-up papers in When You've Got To Go; in the event, it is revealed that he possesses a rare blood-type that excludes him from military service.

Weapons:


 * Primary: M1917 Enfield
 * Range: 500 metres
 * Round: .30-06
 * Magazine: 6


 * Secondary: M1928A1 Thompson
 * Range: 50 metres
 * Round: .45 ACP
 * Magazine: 50

2nd Company:
Lieutenant Bertinck= "Yes, we did have heavy losses yesterday,"

- Bertinck, to the company cook

Lieutenant Bertinck was a lieutenant in the German army. He was in charge of 2nd Company. He was brave and a straight shooter, and he dies bravely, trying to protect the men of his unit from artillery fire.

In a novel completely full of scathing portrayals of military leaders, Bertinck makes a nice change of pace. He's well-liked by the men who serve him, including Paul, the novel's narrator, a young German man who is weary and scornful of the war. Bertinck is one of the men who truly deserves his high ranking honor - though he, like most, doesn't live through the novel.

Near the end of the novel, he grabs hold of a Gewehr 98 rifle and fires at an Allied flamethrower crew as they head towards the German trench. Despite killing several of them, a shell landed near his position and blew part of his chin off. The same blast also fatally wounds one of Paul's friends, Peter Leer.

Weapons:


 * Primary: Gewehr 98
 * Range: 500 metres
 * Round: 7.92mm Mauser
 * Magazine: 5


 * Secondary: M1915 Stielhandgranate
 * Range: 20 metres
 * Charge: 6.8 oz TNT

Corporal Himmelstoss= "You lump, will you get out – you hound, you skunk, sneak out of it, would you? ... You cow ... You swine"

- Paul berating Himmelstoss for cowardice

Corporal Himmelstoss, usually just referred to as Himmelstoss, was a German training instructor who was transferred to the 2nd Company. A postman in peacetime, Himmelstoss was almost pitiless in his training of recruits.

He was the officer in charge of Paul Baumer's regiment during their training. He's consistently shown to be cruel, even sadistic, forcing those under his command to work long hours and drill constantly. He also enforces strict, nonsensical punishments. However, he quickly shows himself to be a coward and later attempts to make up for his behaviour by rescuing a dying Haie Westhus and being one of the first to volunteer to go "over the top".

Weapons:


 * Primary: Gewehr 98
 * Range: 500 metres
 * Round: 7.92mm Mauser
 * Magazine: 5


 * Secondary: G98 Bayonet
 * Length: 25 cm
 * Weight: 4 kg
 * Material: Steel

Private Stanislaus Katczinsky= "You can take it from me, we are losing the war because we can salute too well."
 * Special: M1915 Stielhandganate
 * Range: 20 metres
 * Charge: 6.8 oz TNT

- Katczinsky

Private Stanislaus Katczinsky, commonly known as Kat, is a battle hardened member of the 2nd Company. As an older soldier, Kat is something of a leader for the other men, many of whom are in their late teens and early twenties. When the company cook refuses to serve the squad because so many men died in the squad's last battle, Kat speaks out against the cook's harshness, asking the cook 'to be generous for once' and arguing that the food is 'for the Second Company. Let's have it then. We are the Second Company.' His words spring the other soldiers to action, and they eventually have their way.

Kat also speaks with the wisdom of experience in life about the war. He mocks the leaders of the army for trying to instill discipline in the troops rather than keeping the troops rested and trained enough to win the war. What the army leaders see as discipline, Kat sees as pointless. He believes that the leaders of the war are simply prolonging the effort because they have more power than the typical soldier, and that if everyone had 'the same grub and the same pay,' the war would be over much more quickly.

Katczinsky dies near the end of the novel when he is injured by a shell fragment and while being carried to safety by Paul, is killed by another fragment to the back of the head.

Weapons:


 * Primary: Gewehr 98
 * Range: 500 metres
 * Round: 7.92mm Mauser
 * Magazine: 5

Private Paul Bäumer= "Do I walk? Have I feet still? I raise my eyes, I let them move round, and turn myself with them, one circle, one circle, and I stand in the midst."
 * Secondary: G98 Bayonet
 * Length: 25 cm
 * Weight: 4 kg
 * Material: Steel

- Paul

Private Paul Bäumer is the main character of the novel All Quiet on the Western Front. Before volunteering for the German Army, he lived a quiet teenage life as a gentle young man writing poetry and plays.

This sensitive and sweet personality is contrasted throughout the book with the raw savagery of the war. During his time as a soldier, Paul is forced to act and feel the exact opposite of who he really is. Before the war, Paul lived with his father, mother, and sister in a charming German village, and attended school.

During the war, Paul has to learn to disconnect himself from his feelings and emotions, just like the other soldiers. This is important because otherwise he would go mad and die in the unforgiving chaos of war. But this emotional detachment comes at a heavy cost for Paul. He becomes uneasy everywhere he goes. Paul has a leave and goes back home to see his family, but once home, he feels lost, and he cannot wait to return to the front and see his comrades.

But even at the front, Paul has to try to detach from the pain of war, and sometimes he cannot bring himself to mourn his dead friends or any other death for that matter. When a man has seen so many dead he cannot understand any longer why there should be so much anguish over a single individual. He sees death as just another daily experience, something mundane, or ordinary.

Paul also has to learn to kill by mere survival instinct, without thinking. But he has some trouble with this, and it weighs heavily on him. When he stabs a French soldier by sheer instinct in the middle of an attack and then has to watch him die, he is unable to deal with the guilt he feels.

Paul dies at the end of the novel on the last day of the fighting. While the cause of death is unknown in the novel, the 1930 film shows him being shot by a French marksmen while reaching for a butterfly.

Weapons:


 * Primary: Gewehr 98
 * Range: 500 metres
 * Round: 7.92mm Mauser
 * Magazine: 5


 * Secondary: M1879 Reichsrevolver
 * Range: 40 metres
 * Round: 10.6mmR
 * Magazine: 6


 * Back Up: Feldspaten
 * Length: 40 cm
 * Weight: 15 kg
 * Material: Steel

Private Tjaden= "Take a run and jump at yourself, Himmelstoss."

- Tjaden.

Private Tjaden is a member of the 2nd Company and one of the biggest eaters of the unit. He has a strong disrespect for authority due to being humiliated by Himmelstoss and training camp.

Tjaden does not forget being humiliated by Himmelstoss and retaliates by joining with his friends to jump and beat Himmelstoss, using Himmelstoss's tactics of cruelty against Himmelstoss himself. Still, this is not enough for Tjaden, who also openly disrespects Himmelstoss in front of other soldiers and is court-martialed, or put on military trial and punished, for his disrespect.

He was intelligent enough to recognise that neither the French nor the German forces wanted to be in the trenches and correctly assumes the heads of both countries wanted the war in the first place.

Weapons:


 * Primary: Gewehr 98
 * Range: 500 metres
 * Round: 7.92mm Mauser
 * Magazine: 5


 * Secondary: Feldspaten
 * Length: 40 cm
 * Weight: 15 kg
 * Material: Steel

Val Verde Rebels:
Long Range: Valmet M78/83 light machine gun

Mid Range: AKM

Close Range: Walther PPK

Explosive: M18A1 Claymore Mine

Launcher: M72 LAW

OpFor:
Long Range: RPD light machine gun

Mid Range: AKS-74U

Close Range: Beretta M9

Explosive: M67 Grenade

Launcher: RPG-7

Korean Liberation Army:
Long Range: Karabiner 98k

Mid Range #1: Type 100 Submachine Gun

Mid Range: #2: MP 18 Submachine Gun

Close Range: Nambu Type 14

Explosive: Type 97 Grenade

Polish Home Army:
Long Range: KbK wz 29

Mid Range #1: MP 40 Submachine Gun

Mid Range #2: Blyskawica Submachine Gun

Close Range: Vis Pistol

Explosive: Molotov Cocktail

NKSOF:
Long Range: PSL Sniper Rifle

Mid Range: Type 68 AKM

Close Range: Type 68 Tokarev

Explosive: PMD Box Mine

Taliban:
Long Range: RPG-7 Rocket Launcher

Mid Range: AK-47

Close Range: Makarov PM

Explosive: PMN Mine

Khmer:
Long Range: RPD light machine gun

Mid Range: PPSh-41 submachine gun

Close Range: Cane Knife

Explosive: Type 67 Grenade

Medellin:
Long Range: M60 Machine Gun

Mid Range: Mini Uzi

Close Range: Machete

Explosive: Car Bomb

Ramesses II:
Long Range: Egyptian Longbow

Mid Range: Spear

Close Range: Khopesh

Special: Mace

Thutmose III:
Long Range: Hyksos Composite Bow

Mid Range: Crescent Axe

Close Range: Egyptian Short Sword

Special: Dagger

IRA:
Long Range: AR-15 Assault Rifle

Mid Range: LPO-50 Flamethrower

Close Range: Slingshot

Explosive: Nail Bomb

Saddam Hussein:
Long Range: RPK Light Machine Gun

Mid Range: Browning Hi-Power

Close Range: Combat Knife

Explosive: RGD-5 Grenade

SSD:
Long Range: M56 Submachine Gun

Mid Range: Type 68 TT-33

Hand-2-Hand: Hapkido

Special: Semtex

CIA:
Long Range: MAC-10

Mid Range: Walther PPK

Hand-2-Hand: Close Quarters Combat

Explosive: C4

Preachers:
Rifle #1: Norinco Type 56-1

Rifle #2: Heckler & Koch G36C

Pistol #1: Beretta 92FS

Pistol #2: Heckler & Koch USP Compact

Pistol #3: Sig-Sauer P226

Energy Weapon: Energy Blaster

Explosive: EMP Grenade

Resistance:
Rifle #1: M4 Carbine

Rifle #2: Heckler & Koch HK416

Pistol #1: Heckler & Koch Mark 23 Mod 0

Pistol #2: IMI Desert Eagle Mark XIX

Pistol #3: LAR Grizzly Mark 1

Energy Weapon: Westinghouse Phased Plasma Pulse Rifle

Explosive: M203 Grenade Launcher

Army of Destruction:
Primary Infantry= Baal's Minions Secondary Infantry= Death Maulers Brute= Siege Beast Nuisance= Demon Imps Suicider= Suicide Minions Specialists= Catapults Field Commander= Overseers Bodyguard= Minions of Destruction General= Baal
 * Number: 9000
 * Weapons: Swords, Axes
 * Number: 3000
 * Weapons: Ground Tentacles, Claws
 * Number: 3
 * Weapons: Charge, Claws
 * Numbers: 6
 * Weapons: Inferno, Teleportation
 * Numbers: 3000
 * Weapons: Explosion
 * Numbers: 4
 * Weapons: Elemental energy
 * Number: 3
 * Weapons: Whips
 * Number: 9
 * Weapons: Fists, Stun
 * Lord of Destruction
 * Weapons: Destruction, Magic

Mordor:
Primary Infantry= Orcs Secondary Infantry= Uruk Hai Brute= Cave Troll Nuisance= Goblins Suicider= Berserker Uruk Specialist= Fell Beasts Field Commander= Orc Chieftains Bodyguard= Nazgul General= Sauron
 * Number: 9000
 * Weapons: Axes
 * Number: 5000
 * Weapons: Scimitar
 * Number: 3
 * Weapons: Club, Spear
 * Number: 9
 * Weapons: Scimitar
 * Number: 200
 * Weapons: Two-handed sword, gunpowder charge
 * Number: 4
 * Weapons: Claws, Teeth
 * Number: 3
 * Weapons: Scimitars
 * Number: 9
 * Weapons: Longswords, Morgul Blades
 * Dark Lord
 * Weapons: Mace, One Ring, Magic

26th:
Long Range: M2 Carbine

Mid Range: M1911

Close Range: Machete

Special: M9 Bazooka

Khmer:
Long Range: Type 56 Assault Rifle

Mid Range: Tokarev TT-33

Close Range: Cane Knife

Special: Type 69 RPG

Gallifreyans:
Primary Infantry= Gallifreyan Soldiers Secondary Infantry= Chancellary Guard Marksmen= Gallifreyan Marksmen Field Commander= The General Commander-in-chief= Rassilon Defensive structures= Sky Trenches Anti-Aircraft= Quad Turrets Last Ditch= De-Mat Gun Spacecraft= Battle TARDIS
 * Basic Galliferyan defense force
 * Number: 8000
 * Weapons: Gallifreyan Rifles
 * High Council's bodyguard
 * Number: 4000
 * Weapons: Staser Pistols
 * Snipers
 * Number: 1000
 * Weapons: Staser Rifle
 * Head of Gallifrey's defense
 * Weapon: Staser Pistol
 * Leader of Gallifrey
 * Weapon: Gauntlet of Rassilon
 * Supposedly impenetrable
 * Number: 2000
 * Prevent aerial assaults
 * Four Barrels
 * Number: 500
 * Manned by one Gallifreyan soldier
 * Capable of tearing a unit or force out of time
 * Number: 300
 * One shot
 * Crew: 8
 * Number: 4000
 * Weapons: Time Torpedoes

Covenant:
Primary Infantry= Unggoy Secondary Infantry= Mgalekgolo Marksmen= Kig Yar Field Commander= Sangheili Zealots Commander-in-chief= San'Shyuum Ground Vehicle= Wraith Air Support= Banshee Battleship= Phantom Command Ship= SDV Corvette
 * Also known as "Grunts"
 * Number: 8000
 * Weapons: Plasma Pistols, Fuel Rod Cannons
 * Also known as "Hunters"
 * Number: 900
 * Weapons: Energy Cannon
 * Referred to as "Jackals" and "Skirmishers"
 * Number: 1000
 * Weapons: Needle Rifles, Particle Beam Rifles
 * Officers in the Covenant
 * Number: 4
 * Weapon: Plasma Rifles, Energy Swords
 * Leader of Covenant Fleet
 * Number: 1
 * Weapon: Gravity Cannons
 * Crew: 1
 * Number: 5000
 * Weapons: Energy Cannon, Plasma Weapon
 * Crew: 1
 * Number: 3000
 * Weapons: Plasma Cannon, Energy Gun
 * Crew: 5
 * Armament: Heavy Plasma Auto-Cannon, Plasma Cannons
 * Number: 200
 * Crew: 2000
 * Number: 1
 * Weapons: Plasma Turret, Plasma Cannon, Laser Turret

Sans:
Gaster Blasters

Telekinesis

Bones

Blue SOUL Mode

Karmic Retribution

???:
...

...

...

...

...

Sans:
Teleportation

Time Pause

Superhuman Reflexes

???:
...

...

...

Chara:
Superhuman reflexes

Knife

Locket

Determination

Sutekh:
Telekinesis

Enhanced mental strength

Remote viewing

Energy Concentration

Sicarii:
Long Range: Sling

Mid Range: Gladius

Close Range: Sica

Special: Pugio

Hashashin:
Long Range: Composite Bow

Mid Range: Scimitar

Close Range: Khanjar

Special: Throwing Knives

Agandaur:
Sword

Fell Beast

Dark Sorcery
 * Levitation
 * Lightning
 * Teleportation
 * Energy Generation

Night King:
Ice Axe

Ice Sword

Magic:
 * Necromancy


 * Superhuman Strength


 * Cryokinesis


 * Geokinesis


 * Marking


 * White Walker Conversion

707 SMB:
Long Range: Daewoo Precision Industries K2 Assault Rifle

Mid Range #1: Daewoo Precision Industries K7

Mid Range #2: Daewoo Precision Industries K1A

Close Range: Jericho 941

Special: K201 Grenade Launcher

KSK:
Long Range: Heckler & Koch HK416

Mid Range #1: Heckler & Koch MP5SD

Mid Range #2: Heckler & Koch MP7

Close Range: Heckler & Koch USP

Special: AG36 Grenade Launcher

Jaime:
Primary: Oathkeeper

Secondary: Dagger

Armour: Plate

Horace:
Primary: Nihon-Jan Longsword

Secondary: Dagger and Buckler

Armour: Chainmail

Balearic:
Long Range: Sling

Close Range: Falcata

Special: Hunting Knife

English:
Long Range: Longbow

Close Range: Longsword

Special: Rondel Dagger

Hank:
Long Range: M4 Carbine

Mid Range: Remington 870

Close Range: Glock 22

Rick:
Long Range: Norinco Type 56

Mid Range: Mossberg 590

Close Range: Colt Python

Stasi:
Long Range: AK-47

Mid Range: Luger P08

Close Range: Ballistic Knife

Special: RGD-5 Grenade

KGB:
Long Range: AKS-74U

Mid Range: Makarov PM

Close Range: Shoe Knife

Special: Dead Drop Spike

Frank and Jesse:
Long Range: Winchester Rifle

Mid Range: Cartridge Converted Colt M1851 Navy

Close Range: Bowie Knife

Bonnie and Clyde:
Long Range: Browning Automatic Rifle

Mid Range: Browning Auto-5

Close Range: M1918 Trench Knife

Stormtroopers:
Long Range: Karabiner 98AZ

Mid Range: MP 18

Close Range: Luger P08

Special: M1917 Stielhandgranate

Arditi:
Long Range: Carcano M1891

Mid Range: Beretta M1918

Close Range: Glisenti M1910

Special: Besozzi Hand Grenade

James:
Long Range: Brown Bess Musket

Mid Range: Flintlock Pistol

Close Range: British Naval Sabre

Special: Boarding Axe

Cortes:
Long Range: Arquebus

Mid Range: Pistol Crossbow

Close Range: Espada Ropera

Special: Alabarda