User:BeastMan14/Sandbox

This is a line up of warriors and battles I plan on making or doing.

Capone's Speakeasy Hosts
"Pep talk: Boys, we went up against impossible odds. We killed an Italian, several Italians, survived a supernatural spider attack. Okay, yeah, they made that Irish guy, they birthed him out of the occult. But whose to say, like maybe 40 years from now, we don't find ourselves on a grassy knoll finishing the job?"

- Felix Cumtree

Brought together largely out of distaste for the rest of society, the Capone's Speakeasy Hosts are the hosts of one of America's most popular radio shows, Capone's Speakeasy, where the trio and a variety of guests advocate for race science, ending women's suffrage, and that Robert "Fightin' Bob" La Follette would have won the 1924 Presidential Election, while also investigating strange conspiracies and supernatural sightings on the side. One night, the boys receive a message from their political enemy (and NeverCollidge Conservative) the Baseball Rube, who warns of an Italian Catholic plot to capture the US presidency, with the conspiracy's base of operations apparently a local eatery called "Comet Pizzeria", located on property owned by Jewish writer David Brook, the mysterious Haitian Foundation, and landowner Fredrick Drumpf. Horrified at the concept of an Italian takeover, the hosts take the first train to Washington DC.

Upon their arrival, the trio split up to investigate the pizzeria, with Felix checking the trash while William and Matthew look at the surreal art around the establishment. While Felix finds nothing, the two doctors fall under the sway of the delicious pizza, and all three are invited back to a special feast that night. Returning that night, Will and Matt take advantage of the host's fascination with Felix to investigate the kitchen, where they see the chefs inserting a mysterious substance into a "meat lovers" pizza. Demanding to know if it's laduanum, the two burst in, leading to a vicious fight in which they, with Felix's help, manage to win.

With the staff neutralized, the trio head into the basement, which supposedly didn't exist, to find a variety of strange substances and a painting of the Pope. Behind the painting, they find a secret door, leading to a labratory where a strange, white-robed man is chanting ominously to a statue of Benito Mussolini. Even after being shot and stabbed in the throat, the man continues to chant, which a fascinated Will continues the chant and realizes the power of the cult, which worships the being Azazoth. Driven briefly mad, Will focuses his phrenology skills on Felix while Matt discovers chemist Albert Hoffman hiding in the lab. Under duress, Hoffman claims the substance to be thymarasol, a substance put into vaccines to control the populace, but Matt realizes that the true substance is flouride, which is also being used to control the masses. The trio reluctantly lets Hoffman go, concluding his future discoveries could be important.

Retreating to the Watergate hotel, the detectives patch up their wounds and prepare for an upcoming art show at the Federal Reserve, where the woman who created Comet Pizzeria's art will be in attendance. Confirming from a local fan that the substance is indeed flouride, they then head to a library to research David Brook, discovering him to be a mediocre writer in connection with major figures in the Democratic Party, including FDR, Al Smith, and Giovanni Podesta, a major campaign strategist. Through their research, the group realizes that not only will Podesta be attending the art show, but the show coincides with the arrival of a comet that famously spells doom for enemies of the Church. On the night of the show, Will and Matt ambush an old couple to steal their invitations, while Felix blackmails Col. Kurt Schlinter, a potentially treasonous officer in the army, to get in.

Upon arriving at the party, they are horrified to discover Italians and Irish mingling with notable Protestant leaders, alongside bathroom attendants inexplicably collecting the urine of guests who use the bathrooms. Splitting throughout the party, the group investigates the party, with Will inspecting the paintings scattered throughout the party while Matt and Felix find a service elevator in the kitchen. Heading downstairs, the group reconvenes to find a bizarre ritual involving the milking of several important figures in government, and is nearly driven mad in the process, before stumbling onto the real ritual, where Podesta, wearing the same robes from Comet Pizzeria, uses the various fluids collected from the show to summon a horrific, three-legged entity with tentacles for hair. Matt and Will are driven mad at the sight of it, with Will losing control of legs while Matt hallucinates Felix as his twin brother and resolves to kill him once and for all. While Will tries to wrestle Podesta to the ground, Felix knocks out Matt and then shoots Podesta twice in the chest, critically injuring him.

Before he can finish him off, the crowd turns on the group and throws them out, but not before they witness the creature shapeshift into a young, charismatic Irish-American man who vows to turn the country over to the Vatican. Defeated, the trio return to Will's estate to read a piece by journalist Kristoph Cilliza, who talks about the newfound successes of the Kennedy family, and resolves to keep working in hopes of bringing down the cult.

Members
Dr. William Hackenbush = "To the book depository!"

- William Hackenbush

Bio TBW

Weapons and Equipment:
 * Asteroid Fragment
 * Derringers
 * Calipers

Abilities:
 * Skilled Phrenologist
 * Occult Knowledge
 * Premonitions
 * Mental Willpower

Weakness: "A soldier's gotta do what a soldier's gotta do, and the real soldier is a father, who is sober."
 * Opium Addiction
 * -| Felix Cumtree =

- Felix Cumtree

Bio TBW

Weapons and Equipment:
 * Colt M1911A1

Abilities:
 * Immense Charisma
 * Expert Marksman
 * Skilled H2H Combatant
 * Expert in Spoken Word Jazz

Weakness: "The only drug anyone should be on is sweet, sweet ether."
 * Slight Limp
 * -| Dr. Matthew Pennyfarthing =

- Matthew Pennyfarthing

Bio TBW

Weapons and Equipment:
 * Swordcane

Abilities:
 * Skilled Surgeon/Pharmacist
 * Skilled Investigator
 * Strong Duelist

Weakness:
 * Age

Borderlands Tourney Character
Name: Skinmuncher

Occupation: Psycho

Signature: Mmmmmm...Toasty. Getting within melee range of a burning enemy causes Skinmuncher to smell the cooking flesh, get hungry, and fly into a combat rage for 10 seconds, making him take half damage and run faster for the time. The ability has a 90 second cool down period.

Species: Human (Bandit, to be exact)

Weapons:
 * Melee: Buzz Axe.
 * Ranged: Draco.

Character Theme: Pirate Song by Alestorm

"My, my, that smells good, wait a minute, is that...could it be....OHBOYOHBOY It's...MEEEEEAAAAAAATTTTTTT!"

- Skinmuncher, flying into one of his combat rages.

Bio: A long time ago, Skinmuncher had been a vicious bandit well known for his love of the taste of human flesh. But after many, many, many, adventures and many people eaten, that got boring, and as he got older, Skinmuncher decided to calm himself down and live out the rest of his life in a little shack in the middle of nowhere. Unfortunately, random travelers came too close, and just tasted too damn delicious. And so, Skinmuncher returned to his old ways after a solid month of retirement, this time, convinced that the mystical "Vault" that lay somewhere in Pandora contains enough meat to last him a lifetime. And so, a new adventure began for Skinmuncher.

Dick Grayson
"The Flying Grayson. Nightwing. Robin. They were about more than fight moves. They were about inspiration. Trust. Family. I gave that up to become a spy. A spider man. A tsuchigumo. I have changed. But I'll always be Dick Grayson."

- Dick Grayson

Ethan Hunt
"Good morning, Mr. Hunt. Your mission, should you choose to accept it..."

- Various people, to Ethan

The Driver
The Driver is a well known getaway driver who follows a set of rules. He lives alone in a run-down apartment building until he meets a woman named Irene and her son. Discovering Shannon's husband is a ex-con, The Driver agrees to help him perform one last heist to please two Jewish mobsters, Bernie, an affable mobster who attempts to let cooler heads prevail, and Nino, a boisterous man who had the Driver's friend Shannon's pelvis broken after he overpriced for a job. The heist is a set-up and Irene's husband is killed, forcing Bernie and Niño to cut all ties, including the Driver, Irene, and Shannon. The Driver kills three hitmen, brutally injures another, and kills Nino in an attempt to stop the attempts on his and Irene's lives. Bernie ultimately agrees to a deal, but not before being forced to kill Shannon. The Driver gives Bernie the heist money and is promptly stabbed. The Driver kills Bernie and drives off into the night, his fate uncertain, but Irene and her son are saved.

Weapons
Primary: High Standard FLITE King K-1200 Riot Shotgun

Secondary: Hammer

X-Factors
EXPLANATIONS TO BE POSTED ON BLOG

Driver/Chigurh 80 Strength 85 100 Brutality 100 '''??? Intelligence 80 85 Creativity 80 70 Weapon Skill 90 85 Experience 80'''

Hellboy vs Mor'du
Hellboy, the demon fated to destroy humanity who chose to protect it!

VS

Mor'du, the prince who chose fate over family and paid the price of turning into a savage bear!

WHO...IS...DEADLIEST?

Hellboy


Weapons: Right Hand of Doom and Good Samaritan Revolver.

X-Factors:

Endurance: 93. Hellboy has taken a massive handful of beatings over the years and always come out on top.

Strength: 95. Hellboy is incapable of being overpowered and has accomplished many feats of strength.

Speed: 76. Hellboy is a brute, but is somewhat sluggish.

Size: 7-8 feet tall.

Mor'du


Weapons: Claws, and Teeth.

X-Factors:

Endurance: 98. Weapons shattered on Mor'du's skin and it took a three-ton rock to kill him.

Strength: 94. Mor'du has the strength of ten men and is equal to that of Hellboy.

Speed: 97. Mord'u was capable of outrunning a girl a 4th of his size, and brutally lighting fast in a hand-to-hand fight.

Size: 15 feet.

The Punisher vs Gotham City Crime Lords
Frank Castle has put a muzzle on New York crime, but can he do the same to Gotham's?

The Punisher Weapons
Melee: Combat Knife

Short Range: M1911 Handgun and Spas-12 Shotgun.

Mid-Range: Remington Model 870, Mossberg Compact Cruiser, and Duel-Wield Viper Uzi's.

Long Range: M4A1 Carbine, MP5K, and M60 Machine Gun.

Special: M-67 Hand Grenade, Flamethower, and C-4.

Crime Lord 1: Two-Face
Melee: Switchblade.

Ranged: .357 Colt Pythons.

Enforcer: Deadshot
Melee: Combat Knife.

Ranged: Tar-21 Assault Rifle.

Crime Lord 2: The Penguin
Melee: Umbrella Sword

Ranged: Sawed Off Remington 870

Enforcer: Solomon Grundy
Melee: Fists

Ranged: Giant pieces of rock

Crime Lord 3: The Joker
Melee: Bang Gun Flag

Ranged: Revolver

Enforcer: Harley Quinn
Melee: Sledge Hammer

Ranged: Tommy Gun

Galactus
Bio: Galactus is a massive, widely feared being known for his eating of planets to sustain himself. His arrivals are fore-warned by his herald, The Silver Surfer, who usually attempts to lead him to less populated worlds. Galactus is incredibly powerful, capable of firing massive energy rays out of his hands, eyes, and fingers. His strength and endurance is unrivaled as well.

Powers and Abilites:

Lasers: Galactus can shoot massive energy beams out of his hands, eyes, and fingers. These beams can kill an unprepared target easily, and even some super-humans walk away badly injured.

Height: Galactus size can vary, but he can stand anywhere at up to 300 feet to 300,000 feet. For this fight, he will be 500 feet tall, the size depicted in Marvel vs Capcom 3.

Strength and Endurance: Galactus can toss aside even the strongest and heaviest of foes will little effort. To defeat him, it has required multiple teams of heroes working together, and sometimes, that doesn't even slow him down.

Commander Shepard vs Ferus Olin


Today on Deadliest Fiction, we have a clash of the warriors whose sacrifice, no matter how small and insignificant it may have seemed, saved the galaxy!



Commander Shepard, The Alliance marine who rallied the galaxy against the Reapers!

VS

Ferus Olin, The former Jedi padawan that led the first rebellion against the Empire!

WHO...IS...DEADLIEST???

Commander Shepard
"No matter how "insignificant" we may be, we will fight, and we will sacrifice, and we will find a way. That's what humans do."

- Commander Shepard Bio: NOTE: The backstory is based off of my Shepard from my playthroughs of Mass Effect. Commander Shepard was born the son of two high ranking members of the Alliance navy. Raised to show an interest, Shepard joined the marines as soon as he turned 18. He fought heavily against the Batarians, Geth, Blood Pack, Blue Suns, and Eclipse, before he came to rescue the colony of Eden Prime as it was under attack by the Geth and rouge Spectre Saren Arterius. After fending off the attack and meeting Ashley Williams,TBF.

Buffy Summers


"It is always different! It's always complicated. And at some point, some person has to draw the line and that is always going to be me! You look down on me for cutting myself off, but The Slayer is always cut off. There's no guidebook, no all-knowing council, human rules don't apply! There's only me. I am the law."

- Buffy to Xander

Bio: TBW

Weapons
Melee: Stake, Enhanced Slayer Strength.

Ranged: Crossbow.

Special: M (mʔ, often referred to as the Scythe, was an ancient axe designed for the Slayer, with a wooden stake on the handle.)

Abe Lincoln


"History prefers legends to men. It prefers nobility to brutality, soaring speeches to quiet deeds. History remembers the battle, but forgets the blood. However history remembers me before I was a President, it shall only remember a fraction of the truth..."

- Abraham Lincoln

Bio: TBW

Weapons
Melee: Woodsman Axe.

Ranged: Throwing Knives.

Special: TBD.

United Nations Space Command vs Joint Strike Force


Bla bla bla. Waiting for title card.

UNSC


Bio: The United Nations Space Command (UNSC) serves as the military, exploratory, and scientific agency of the Unified Earth Government. The UNSC was formed halfway through the 22nd century, a time when remnants of old cultural ideologies clashed for supremacy in the Sol System. The UNSC served mainly as an overseer of United Nations military operations in space. After initiating massive militarization propaganda throughout its off-world colonies, through the UNSC, the U.N. defeated communist and fascist forces in a conflict generally known as the "Interplanetary War" which consisted of several side-battles that took place on Mars, the Jovian Moons and the South American rainforests. Although the Interplanetary War brought a great deal of suffering to both the colonial population and the residents of Earth, it also united humanity's militia forces into a common armed force by the end of the 22nd century.

Before the Covenant attack on Harvest in 2525, Humanity was in chaos. A bloody struggle was being waged against groups of terrorists (or freedom fighters) called the Insurrectionists, who wanted independence from the Unified Earth Government. The UNSCDF, a branch of the UNSC, fought constant battles against the Insurrectionists. In an attempt to help end the long running war against the rebels, the UEG commissioned the ORION Project (Also known as the SPARTAN-I project) and later the SPARTAN-II Program, which created a group of elite super-soldiers to combat the separatists and the insurrections they spawned. When the Human-Covenant war began and the technologically superior aliens began decimating the Outer colonies, these Spartans became humanity's best hope for survival. Faced with genocide on an unprecedented scale, the UNSC began mobilization for total war.

Basic Infantry
UNSC Marines Bio: The UN Marine Corps (predecessor of the UNSC Marine Corps) were one of the primary combat groups fielded by the UN in the Interplanetary War, and were the first military organization deployed offworld in 2163. After the United Nations claimed victory in 2164, it reorganized into the UNSC, thereby changing the UN Marine Corps to the UNSC Marine Corps. Later, the UNSC Marine Corps would be responsible for dealing with Insurrectionist uprisings among UNSC colonies star systems.

Weapons:

Main Weapon: MA5B Individual Combat System. With a range of 300 meters and an automatic 900 rounds per minute fire rate, the MA5B is the go-to weapon of the UNSC marine corps.

Sniper Rifle: SRS-99 Anti-Material Rifle. A range of at least a half mile, 4 rounds per magazine, and enough power to kill a fully armored and shielded Spartan with one round to the skull, the SRS-99 is best is used against light materials, like brains, but has shown itself capable of destroying Covenant craft in the past.

Number in battle: 48

Special Infantry
ODST's a.k.a Orbital Drop Shock Troopers Bio: The Orbital Drop Shock Troopers (ODST) are a special operations capable organization of the UNSC Marine Corps that specialize in orbital-dropped shock infantry and special warfare tactics. The ODSTs are one of the primary Special Operations units of the United Nations Space Command, and is under the supervision of Naval Special Warfare Command.

Weapons:

Main Weapon: M7S Submachine Gun. 48 rounds per clip, fully automatic fire rate, and a short to medium range of effectiveness, the M7S is the ODST'S ideal stealth weapon.

Secondary: M6C/Socom pistol. 12 rounds per clip, semi-auto fire rate, and a medium range of effectiveness (also comes with scope), the M6C/Socom is the reliable sidearm of much of the UNSC.

Number in battle: 12

The Transport
The Warthog. Bio: The M12 Light Reconnaissance Vehicle, abbreviated as the M12 LRV, and more commonly referred to as "The Warthog", is a United Nations Space Command ground vehicle. The M12 LRV is a variant of the M12 Force Application Vehicle and features a mounted M41 Light Anti-Aircraft Gun.

Weapons:

M41 Light Anti-Aircraft Gun: Having no limit to the amount of it has, a fully automatic fire rate, and capable of firing 900 rounds per minute, the M41 is a threat to both air and land-based forces. However, it can overheat if fired extremely fast, requiring time to cool down.

Number in battle: 6

The Tank
The Scorpion Tank Bio: The M808 Main Battle Tank, commonly known as the Scorpion, is the most common armored fighting vehicle employed by the UNSC during the Human-Covenant war, it is used in operations requiring heavy firepower or an anti-vehicular platform. Combining firepower, resiliency and mobility, the Scorpion has proven itself formidable and earned the respect of friend and foe alike.

Weapons:

M512 90mm high Velocity Cannon: Firing 15 shells per minute at a semi-automatic rate, the M512 is an anti-vehicle oriented gun, though it can be used against infantry forces as well.

M247T Machine Gun: With unlimited ammo, an automatic fire rate, and a medium effectiveness range, the M247T machine gun is a devastating anti-infantry weapon

Number in battle: 4

The Air Support
AV-14 Attack VTOL Bio: The AV-14 Attack VTOL, also known as the Hornet, is a United Nations Space Command assault and reconnaissance aircraft. The Hornet is capable of fulfilling multiple roles from close air support to special forces insertion.

Weapons:

Dual GUA-23 Autocannon: Packing limitless ammo and firing 30mm rounds, these machine guns can be used against infantry, vehicles, and other aircraft.

Class-2 Guided Munition System: Capable of lock-on and being tri-barrel, the Class-2 can fire armor-piercing missiles at an incredibly fast rate. The missiles themselves are homing for a short time, and they explode after a certain time in the air.

Number in battle: 3

Joint Strike Force
Bio: The Joint Strike Force is known for their integration of both air and ground combat capabilities, creating a brutally efficient fighting force. Epitomizing the saying, "High speed, low drag", these elite troops excel in all combat conditions trainable and can rapidly deploy anywhere in the world. Moreover, their stealth technology along with the accuracy of their weapons are second-to-none. All JSF troops come from every branch of the U.S. Military, as well as numerous intelligence agencies, and even private organizations. Among the organizations the JSF recruits from is Marine Force Recon, Navy SEALs, Army Rangers, Army Special Forces ("Green Berets"),Army 160 Nighthawk Air Calvalry, Air Force Pararescuemen ("PJs"), and even Ghost Special Forces teams. It is unknown but possible that it also recruits from Third Echelon.

The JSF is currently commanded by Lieutenant General Scott Mitchell a former member of Ghost Recon. The JSF is often at the forefront of US Military operations spearheading crucial offensives and conversly defending critical locations while also carrying out high priority raids behind enemy lines. The JSF can potentially field the best tanks and artillery in EndWar, giving them an edge in armored warfare.

Basic Infantry
Ghost Squads Bio: Troops come from every branch of the U.S. military to join the ranks of the JSF. Walk into any JSF barracks and you'll see men and women from Marine Force Recon, Navy SEALs, Army Rangers, Green Berets, Air Force Pararescuemen (PJs), and even Ghost Recon teams. This means that many fresh JSF recruits have already undergone extensive training before they even put on the JSF uniform. The purpose of JSF training is to unite all the different doctrines from other special operations unit into one, unified doctrine. JSF instructors are some of the toughest in the world, and have learned to glean the best parts of every special operations branch and implement it into the training plan. They are troops who would consider the morality of their actions, and hate to execute unethical missions and tasks. JSF Ghosts are the best all around troops, able to effectively complete all missions given to them.

Weapons:

Main Weapon: SCAR A1: An American made version of the FN Scar H, it fires 20 rounds per clip, has an effective range of 800 meters, and a fire rate of 625 rounds per minute, it's the main gun used by Ghost squads in their battles in WW3.

Sniper Rifle: M120 Sniper Rilfe. A large, highly advanced weapon, it packs 10 rounds per clip, an effective range of 1,829 meters, but had the disadvantage of most likely being bolt-action, due to the wait times in between each sniper shots (around 30ish seconds.)

Number in battle: 48

Special Infantry
Pioneers Bio: Sometimes just being a ordinary member of the JSF isn't enough. When a typical JSF recruit wants to go one step further, he or she becomes a Pioneer. Just like JSF Ghosts, Pioneers come from every branch of the U.S. military as well as numerous intelligence agencies and private organizations. Pioneers can quickly and effectively deploy an array of advanced weaponry and other devices that may give their battalion a valuable edge in battle. However, their tools are less advanced as those employed by the EFEC, and in a straight firefight against enemy riflemen, they are at a severe disadvantage. Another issue facing them is that unless they are in cover, they will get slaughtered by vehicles.

Weapons:

Main Weapons: SCAR A1. An American made version of the FN Scar H, it fires 20 rounds per clip, has an effective range of 800 meters, and a fire rate of 625 rounds per minute, it's the main gun used by Ghost squads in their battles in WW3.

Secondary Weapon: AT5CQ Anti-Tank Missile. Despite its name, the AT5CQ is capable of also destroying transports and helicopters withe ease, it's downside being the fact that it only has one shot before reloading. (Yes, I'm aware pitting a pistol against a rocket launcher isn't entirely fair. It was either this, or the chaingun)

Number in battle: 12

The Transport
M118 Fastback. Bio: Upon first inspection, the M118 Fastback looks like little more than an updated version of infantry fighting vehicle designs used at the close of the 20th Century. However, it represents a huge leap forward in IFV design. It is capable of engaging both ground and airborne targets and can quickly provide transport for a full squad of riflemen or engineers. Faster, more fuel-efficient, deadlier, and tougher than its predecessors, the Fastback incorporates many features pioneered by the Future Combat Systems program. It's AA weapons are incredibly effective against air units and infantry, but largely weak against tanks, as is the vehicle itself.

Weapons:

30 mm Chaingun: Packing pretty much limitless ammo, the chaingun is devastating against infantry, showing no need to worry about overheating, and being dual-wield.

AA Railgun: Built for taking down helicopters, the Railgun succeeds incredibly, capable of tearing gunships out of the sky like its nothing.

Number in battle: 6

The Tank
M5A2 Schwarzkopf Bio: The Pentagon likes to refer to the M5A2 Schwarzkopf as the world's premiere mounted combat system and it's easy to see why. This Main Battle Tank is the pride of the JSF and can endure massive punishment while dealing out the same. Its 120mm smoothbore cannon is capable of blasting apart enemy fortifications while its advanced fire control system gives it unsurpassed accuracy. Unlike the M118 Fastback, the M5A2 still uses a gas turbine rather than a diesel hybrid engine. The tank absolutely devastates infantry and transports, but does poorly against gunships/helicopters.

Weapons:

120mm Smoothbore cannon: Functioning pretty much like a tank gun, with a well coordinated shot from fellow tanks, this baby can rip apart a transport squad in one hit.

RAVEN 20mm Chaingun: A devastating chain gun mounted on top of the tank, the gun rips through infantry likes it nothing.

Weapons: 4

The Air Support
AH-80 Blackfoot Bio: The AH-80 Blackfoot is a stealthy, high-agility gunship that represents the latest innovations in helicopter design. Its unique fly-by-wire 2.0 system cuts down the time required to train a pilot. It can also be upgraded to use a high-efficiency hydrogen engine which was developed by a company based in Southern California. Its targeting system is another point of pride for its developers. Previous gunship targeting systems were connected to the gunner's helmet, pointing the gunship's chain gun at wherever the gunner is looking. The Blackfoot's advanced targeting system takes this premise one step further and actually monitors the gunner's eyes making targeting virtually instantaneous and incredibly precise. Once the gunner has a target picked out, the Blackfoot's 30mm chain gun can make short work of it. The Blackfoot is also equipped with rockets and guided air to ground missiles, making it a very effective tank-killing unit. It's major weakness is transports due to their AA equipment.

Weapons:

30mm Chaingun: There really isn't much information on the chaingun to explain that which I haven't already covered.

Joint Common Missiles: Basically, an anti-tank/infantry/anything unlucky enough to get hit with this missile barrage. Requires recharge time as they reload the guns.

Hydra-70 Rockets: Extremely powerful and versatile rockets, Hydra rockets are the rockets in question fired during the Joint common missile barrage.

Number in battle: 3

X-Factors
UNSC vs JSF

89 Training 85

UNSC marines have recieved brutal training, being prepared to face every possible environment and situation, alongside having more advanced training tech and new tactics. Meanwhile, the JSF isn't far behind, many of its members are former special forces like Rangers, SEALs, and marines. They're just ultimately not as advanced.

95 Experience 70 UNSC marines have faced foes far tougher than either Russia or the European Union. The Covenant is far more advanced and ruthless, seeing humanity as a blight that needs to be destroyed. While the high-tech forces of the Russian's and European's is nothing to be scoffed at, they still can't compare.

80 Tactics 90

The UNSC heads into battle with a major disadvantage. Their lack of ability to fully organize, with each squad doing its own thing on the field of battle. The JSF has a huge edge due to the fact that their Colonel uses a command vehicle to watch over his troops, giving them orders as they need them, with them recovering the orders instantly.

Situation
The factions will have three battles, all set in different locations.

Prologue: After attempting to flee the Covenant, a small UNSC fleet somehow finds themselves orbiting 2020's Earth.

Battle One: Setting: Outskirts of Copenhagen. Scenario: The UNSC will send down 12 ODST's to investigate the surrounding area, only to come into conflict with 12 Pioneer's sent in to investigate the disturbance. Neither side on offense or defense.

Battle Two: Setting: Copenhagen. Scenario: Regardless of who wins the first fight, UNSC forces launch an assault on Copenhagen to use it as a base of operations, catching the few occupying JSF troops by surprise. With Copenhagen their's, the UNSC takes to building, only to do battle with a nearby battalion sent in as reinforcements. UNSC on defense, JSF on offense,

Battle Three: Setting: Fort Campbell, USA. With the UNSC and JSF at each others throats, the UNSC strikes at JSF's main base of operations, hoping to force a cease-fire so they can explain themselves to the U.S government. UNSC on offense, JSF on defense.

Hunters vs Terran Dominion
Hunters!, Ruthless mercenaries who take any job from any corporation so long as the pay is good!

VS

The Terran Domnion!,The brutal and corrupt government just as bad as the government it overthrew!

The Hunters


"We have a mission for you. We assume you and your team can handle it"

- The contract written by the head of a corporation.

Bio: In the future, the various colonized planets of the world are run not by governments, but by corporations. To avoid responsibility for their actions, the corporations recruit mercenaries known as Hunters to complete missions for them against rival corporations like destroying generators, killing rival leaders, and capturing objects of importance. They are paid highly, and it is implied that any casualties are replaced with identically armed clones.

The Terran Dominion


"Peace. Law. Order."

- A Dominion slogan

Bio: The Dominion was created from the Sons of Korhal, a rebellion against the Terran Confederacy. After the death of their first leader, Arcturus Mengsk took control of the rebellion, and proved to be even more effective. Allying themselves with General Edmund Duke, the Sons led the Zerg to the Confederate homeworld and destroyed both using psionic devices. These actions disgusted James Raynor, who now leads a rebellion against them, and his love Sarah Kerrigan, who was abandoned on a Zerg-infested world and eventually became Zerg queen.

The Hunters
Standard Troops: Standard Hunters. All Hunters start out like this, wearing standard issue Medium armor while wielding assault rifles, and two-handed hammers. They are jack-of-all-trades, with both decent movement speed and protection against enemy weaponry. The assault rifles pack between 12-20 rounds per clip, have a range of about 75 feet, and a full-auto fire rate. The hammer has a range of 2 to 3 feet, and can kill even the heaviest armored troops. Number in battle: 6

Heavy Troops: Heavy Hunters. Wielding the incredibly strong heavy armor, Heavy Hunters are walking tanks capable of shrugging off all manner of weaponry. Wielding shotguns, they have the disadvantage of slow movement speed and limited range. The shotguns pack between 3-5 rounds per clip, have a range of about 15 feet, and are extremely powerful, capable of tearing through armor in one shot, and killing the man underneath in another. Number in battle: 3

Special Troops: Snipers. What they lack in armor, they make up for with range and power. They usually wear light armor, the weakest armor in the game, and of course, wield sniper rifles. The rifles pack one round per clip, have a range of about 100 feet, and are so powerful they will always kill targets in one shot. Number in battle: 1

Shock Troops: Flamethrower Troopers. One of the most dreaded troops in the Hunters arsenal, they bring both mobility and power to the battlefield with their Medium firepower and flamethrowers. The flamethrowers have a range of 25 meters and can burn through even the thickest armor in one or two shots. Number in battle: 2

Terran Dominion
Standard Troops: Terran Marines. The basic troops of the Terran Dominion, Marines were usually created through taking "culturally challenged" indivuals who have been created through "resocialization" via brain surgery. They wield C-14 Gauss Impaler rifles, alongside wearing CMC powered combat armor, which provides good protection against most weapons. The C-14 Gauss has 200 rounds per clip, with an unknown range. Number in battle: 6

Heavy Troops: Marauders. A powerful support unit designed to fight the Zerg, Marauders are heavily armored troops wielding a K12 grenade launcher on each arm. Their armor is incredibly resistant, while little is known about the K12 Grenade Launchers. Number in battle: 3

Special Troops: Ghosts. Physically gifted indivuals trained as snipers, Ghosts are the dreaded special forces of the Terran army. Their training is hellish, to say the least, while they wield both the ability to wield minds and highly poweful sniper rifles. The usually assigned weapon, the C-10, has an unknown amount of ammo, but a presumably high range. Number in battle: 1

Shock Troops: Firebats. Heavily armored and wielding extremely poweful flamethrowers, Firebats are a devastating anti-infantry unit created to combat both infantry and the Zerg, of which the flamethrower is devastating. It has a range of 25 meters, and has a reload time of 3.8 seconds. Number in battle: 2

X-Factors
Hunters vs Terran Dominion

100 Brutality 100 Hunters don't care about human morality, it conflicts with their pay. They're willing to slaughter entire bases full of people, destroy generators providing power in artic temperatures, and other terrible things for the sake of pay. They don't take prisoners (There's even an ability that allows troops to gain health for every foe they kill called Sadistic), and neither does the Dominion, who will do literally anything if it means success in their objective. 85 Tactics 95 <p style="text-align: center;">The Dominion has incredibly adaptable troops with a wide variety of plans for each scenario, and surviving their incredibly dangerous attacks enemies because of it. Hunters aren't slouches either, they're just very limited in tactics due to how straightforward their missions are and the lack of enemy variety. <p style="text-align: center;">65 Combat Experience 100 As stated in Tactics, Hunters haven't faced anything besides humans, and there isn't anything spectacular about the foes they've faced either, often being the same as them, just usually weaker. The Dominion has been fighting even before it existed against creatures like the Zerg and Protoss, species that would certainly give the Hunters a run for their money. <p style="text-align: center;">100 Mental Health 75 <p style="text-align: center;">There's nothing particularly wrong with the Hunters minds, as they don't ever seem unhinged by the slightest. Terran troops, however, are experimented on and put through horrific training to make them the completely obedient and ruthless troops they are today.

Weapon Drafts for other fights
Weapon drafts for fights that I don't feel like making the whole format for.

Lorne Malvo
"Some roads you shouldn't go down, cause maps used to say here be dragons and now they don't. But that don't mean the dragons aren't there. (...) Here's what's gonna happen. I'm gonna roll my window up, then I'm going to drive away and you're gonna go home to your daughter. And every few years you're gonna look at her face and know that you're alive because you chose not to go down on a certain road on a certain night. That you chose to walk into the light instead of into the darkness.*pause* I'm gonna roll up my window now."

- Lorne, to Deputy Gus Grimly

"No, highly irregular is the time I found a foot in a toaster oven. This is just odd."

- Lorne Malvo

The Greek's Organization
"Business. Always Business."

- The Greek

Kylo Ren
"Forgive me. I feel it again... the call from light. Supreme Leader senses it. Show me again, the power of the darkness, and I'll let nothing stand in our way. Show me, grandfather, and I will finish what you started."

- Kylo Ren