User:Alockwood1/Sandbox2

This is for the Rough Outline of my battles.

Walking Dead Survivors Versus Citizens of Perfection Nevada
Rick Grimes- former small-town police officer now leading survivors of a zombie apocalypse

And

Walking Dead Survivors- a group of people with a wide range of backgrounds, surviving what has to be the worst threat in the history of humanity, the undead...



VS

Burt Gummer- a para-military survivalist who leads his neighbors of the town of Perfection against the underground man-eating creatures known as graboids



And

The Citizens of Perfection Nevada- residents of an almost desert ghost town, out in the middle of nowhere, who have to watch their steps, or else it might be their last, as well as fight creatures that see body heat, and a bunch of genetically modified animals.



Who would win?

Possible weapons
Fighter: Rick Grimes (TWD Survivors) Vs Burt Gummer (Perfectionists)

Long Range: Winchester Model 70 vs. Barrett M82- .50 caliber

Rapid Firepower: Colt M4A1 vs. M16A2

Medium: Mossberg 590 vs. Remington 870

Close Range: Colt Python vs. Desert Eagle

Expolsive: M67 vs. Remote Controlled car with Bomb made from C4

Non-Leathel: Flash Bang vs. Concussion Grenade

Special 1: Crossbow vs Elephant Gun (William Moore & Co. 8 gauge shotgun, or a Westley Richards 480 in .375 H&H Mag)

Special 2: Katana Vs Pickax

Melee 1: Machete vs Bowie Knife

Rick and WD Survivors
First up, Rick and his followers get their weapons, and ammo, mainly through Scavenging and looting. As such, their weapons are mostly civilian hunting weapons, with some military/police, along with most whatever else they can get.

Winchester Model 70
A bolt-action rifle, with 3-5 rounds in the mag. Mostly used by deer hunters, it's a good sniper. Round used is likely a .30-06.

Colt M4A1
A variation of the M16, it is an automatic carbine that holds 30 5.56mm rounds in its magazine. Useful both at distance, and in close quarters.

Mossberg 590
Pump-action shotgun. Holds up to 8 rounds in the tube, with 1 in the chamber. 12 gauge. Common law-enforcement gun.

Colt Python
6-shot revolver that Rick has used since his days on the police force. Fires a .357 magnum bullet. Of course, other survivors have their own handgun.

M67
This is a grenade that many soldiers carry. Has a pin that needs to be removed, and then has to be thrown. Blast radius- 45ft to injure, 15ft to kill.

Flash Bang
This is a non-lethal weapon designed to produce a loud noise and a flashing light, causing temporary blindness and deafness.

Crossbow
This is a silent-distance weapon, used by Daryl, both for hunting and combat. Projectiles can be reused.

Katana
Once used by the Samurai, Michonne uses this as her primary weapon. It can easily sever limbs and heads.

Machete
Rick and his group found a bag of a variety of these on the road. They have proven to be useful when firearms are not advised.

Burt and Perfectionists
As a survivalist, Burt amassed a large stockpile of "legal" weapons, and an even larger supply of ammunition. Now, while most of it was destroyed by an assblaster in 2001, Burt has regained 20% of his original weapons, and was still rebuilding as of 2003, and adding to his collection. As it is, you can locate most of the firearms in the town on his famous "Gun Wall", with ammunition nearby.



Barrett M82
Basically, this .50 rifle is a small anti-tank gun. Bolt action, and capable of holding up to 10 rounds in the mag, this thing will leave a very large hole in anything it hits, including graboids. Now, while Burt himself has never fired this weapon in actual combat, Tyler had that honor- killing the graboid in that situation, much to Burt's disappointment, he has practiced with this weapon for quite some time, and is used to its recoil. Accurate at over half a mile.



M16A2
Don't ask Burt how he was able to get his hands on this (which was through a certain arrangement with a certain government agent (Twitchell), to allow him to have any gun he wanted, for the sake of fighting the creatures), but he has a few M16s, in one form or another, laying around, or hanging on his Gun Wall. Fires a 5.56mm round, and has a 30-round magazine- the perfect weapon for dealing with a herd of shriekers, though any assault rifle or submachine gun is good for those heat-seeking bastards.



Remington 870
A pump-action shotgun, capable of holding up to 8 shells, and is a 12 gauge. Should an Assault Rifle be unavailable for use, this weapon makes a good substitute for killing shriekers.



Desert Eagle
Holding between 7-9 .50 bullets, this is Burt's preferred handgun when other firearms are unavailable. Of course, some of the others have their own prefered handgun.



Remote Control Car Bomb
Now, the best way to kill graboids is with explosives. However, there are two problems: 1- How to deliver the explosive? 2- How to make sure explosive explodes before the worm spits it up? The answer is remarkably simple- Remote Control Car with a plastic explosive, like C4, that has a remote detonation trigger. One can drive the car around, attract the worm, let it get eaten, and then press the detonator. With the right model of R/C car, over 4 pounds of explosive can be delivered, though Burt has said that "4 pounds of C4 (was) excessive".



Concussion Grenade
This bad boy is loud! Since Perfection survives on the Tourists that come into the valley, it would be ill-advised for them to get eaten by El Blanco. Of course, it's also ill-advised to seriously hurt the white graboid, so the Perfectionists will use this to drive him/it away from potentially unwanted meals, and even dangerous situations. However, humans caught within the blast radius do suffer from temporary deafness, and disorientation.



Elephant Gun
Either a William Moore & Co. 8 gauge shotgun that uses slugs, or a Westley Richards 480 rifle that uses bullets in .375 H&H Mag, (Double-barrel either way) this firearm is designed for killing thick-skinned game, like elephants, rhinos, and hippos. It was with a gun similar to this that Burt killed his first graboid. Since then, it has been a backup weapon, for when Burt runs out of bullets for his Barrett M82 (or other similar gun), or for his friends, like in the 1996 Incursion in Mexico. Thing is, if not used properly, the recoil can hurt the user.



Pickax
Typically used during mining and breaking rocks, this tool is a fairly effective weapon against the hard armor-like skin of a graboid. In fact, a pickax was the first known weapon to actually kill a graboid, back during the 1890 Incursion, of course, said graboid was basically a 5-foot long baby. When used against an 30 foot long adult graboid in the 1990 Incursion, the pickax failed to kill the graboid, but it achieved something just as important- distracting the creature long enough to save Rhonda LeBeck from becoming its lunch, as it tried to remove the item from the roof of its mouth.



Bowie Knife
While not actually "known" to have been used to kill any creatures, Burt has used a 12-inch Bowie, or another similar knife, during several graboid situations. The most important use of it in the series was to cut a length of fire hose from its coupling in order to provide a "rope" for Earl Basset to escape from a werehouse full of shriekers during the 1996 incursion. Of course, during that same incursion, it's possible that Burt used his knife to kill a few shriekers when several of them jumped into his truck, forcing him to fight in hand-to-hand combat, from what he told others who were fighting in Mexico at that time.

A look at the Fighters
A quick bio of the fighters.

Rick
Rick is a small-town cop who ended up in a coma during a shootout. When he woke up, he found that the world had been overrun with the undead. With some help from some new friends, he managed to reunite with his family. However, he soon found himself at odds with his old partner in regards to his wife, who was found to be pregnant, and was forced to kill him. Eventually, after a series of attacks, and running around, he found a safe place- the Prison. However, he soon found himself in conflict with the town of Woodbury. After a series of hit-and-running battles, during which, most of the able-bodied citizens of the town were killed, Rick allowed the remainder, mostly women and children, and elderly, to move in with his group, especially after the Governor deserted them.

Burt
A paranoid para-military gun-loving survivalist, Burt moved to the small town of Perfection Nevada to be in a safe place to survive the possible threat of World War 3 with the Soviet Union. However, he soon found out that Russian Soldiers were the least of his worries, once underground 30-foot long worms started attacking people. While he was not the overall leader in the First Graboid Incursion, his expertise, both at killing graboids and their ilk, as well as making explosives and other weapons, and using weapons, not to mention his stash of weapons, have proved to be valuable resources. Because of this, during Current Incursions, most look to him for help with their own graboid problems, and dealing with Incursions in Perfection, along with attacks from Mixmaster mutants.

Walking Dead Survivors
The Survivors compose people of many backgrounds, including police officers, petty criminals, ex-military, ordinary civilians- basically, anyone who's still alive. They follow Rick because he has proven himself to them.

Perfectionists
The people of Perfection Nevada. They moved to this almost ghost town for a variety of reasons- get away from people, certain family obligations, to make money from the Graboid Tour tourists, because their job is there, in the case of a certain farmhand, and a certain government agent, or for some other reason- most people don't pry into another person's background much, perfect place to live if you're in Hiding from the Mob, providing that you're willing to have a subterranean killing-machine coming near you on a daily basis, along with all of the other creatures that tend to show up, not to mention dealing with a certain gun-toting paranoid survivalist. They look to Burt mostly because he has plenty of previous experience dealing with the creatures, and because he has, practically, the safest place in town to stay at during an incursion.

Supply Stash
How do these guys get their food, weapons, and other supplies?

Rick and WD Survivors
Suffice it to say, Rick and his Survivors get their supplies mainly through hunting, foraging, and scavenging and looting homes, stores, other places, and of course, the dead. Quality and quantity tends to vary- sometimes the score is good, other times it's poor.

Recently though, they've had a good run of luck: finding the prison, which has a good store of food (prison issue, but considering that most of the group spent 8 months on the road, even mystery meat stew sounded pretty good by then), getting weapons and ammunition from their friend Morgan, who had enough for a small army, and, after the deaths of most of the Woodbury Army, and the surrender/truce/alliance with those left in Woodbury, have, presumably, got those weapons and supplies as well.

Burt and Perfectionists
On the other hand, Burt had been once preparing for WW3, and thus, had amassed a large collection of firearms and food for 10 years (in the form of MREs), among other things. In 2001 however, an Ass Blaster reduced this to nil. Since then though, Burt has rebuilt from the ground up, and while he doesn't have all of the weapons he used to have (he's up to 20% Pre-Incursion numbers), and he once had to subsist on local plants - like cactus pears, until, at the suggestion of Tyler, he set up a survival school, and began taking on jobs from the government, and thus has regained most of what he's lost.

Suffice it to say, he has enough food in his bunker for all the residents of Perfection to last several years, enough ammo to hold off a small army, as well as enough weapons to arm his neighbors, as well as the ability, and resources, to make ammo for the firearms.

Training
Where did these warriors learn how to use their weapons?

Rick
First up- Rick Grimes was a police officer, meaning he's had, at the very least, basic police academy training, or equivalent. Since then, he has had hands-on training when it comes to fighting the undead.

Burt
Based on his ability to make explosives, not to mention various other comments, it can be assumed Burt's had military training. He also practices with his main weapons on a daily basis, especially when sighting in a new firearm. Of course, he's had a lot of hands-on training when it comes to his underground foes, along with his heat-seeking ones.

Walking Dead Survivors
Some of the survivors, like Daryl, used their weapons for survival before the apocalypse. Others have had to learn while on the run- thankfully, one teacher was a qualified firearms instructor. However, they are all very deadly with their chosen weapons.

Citizens of Perfection
To be honest, the Perfectionists were not trained to deal with their foes, and had to learn some harsh lessons. However, most knew how to use a firearm, even keeping them close, as 911 wouldn't respond quick enough, due to Perfection's distance from the nearest police force- 40 miles south in Bixby, (which is some distance north of Las Vegas), the Perfectionists tended to act as their own First Responders. Ever since the 2001 Incursion, the Perfectionists have taken their survival even more seriously, especially with El Blanco living in the area. Also, their individual expertise have helped each other out.

Weapons Experiance
How do these warriors utilize their weapons?



Firearms
How often do these warriors fire a gun?

Rick and WD Survivors
Rick and his friends use firearms quite frequently, but are forced to limit themselves to firing only as necessary, as they are low on ammunition, or at least they were. This has forced them to make each shot count, making most of them very accurate. Typical firearms are of the more common variety- .30-06 rifles, 12 gauge shotguns, 9 mil handguns- or other similar firearms.

Walkers- you don't need a powerful gun to kill these things- even a .22 short would do the job, but one must be accurate, and aim for the head, basically, right between the eyes.

Burt and Perfectionists
Much like the Walking Dead Survivors, the Perfectionists make frequent use of firearms, as they are the preferred weapons to deal with shriekers and ass blasters. Thanks to Burt's large supply of ammunition, there's plenty of bullets to go around, and given the way shriekers attack, you're bound to do some serious damage, even if you don't make a kill shot.

For graboid- something along the lines of an anti-tank gun, like a .50 rifle, or an elephant gun with slugs (or actual bullets for that matter). Of course, one must know how to handle said guns right, or the recoil could hurt- thankfully, most know how to deal with them. Shrieker- an M16-variant is very nice, although a 12-gauge pump also works. Ass Blaster- It is currently unknown what's the smallest, killable, firearm to use on a A.B., but a flaming arrow in the right spot can cause its internal chemicals to combine and thus cause the creature to explode. Backup firearms- you want something that can fire a good-sized, and powerful, round. For instance, a Colt Detective Special is not enough protection half the time- because the bullet it fires doesn't have the stopping power needed.

Melee
How often do these warriors fight up close and personal?

Rick and WD Survivors
Due to a shortage of ammunition, Rick and his friends use melee quite a bit. This also reduces the amount of noise, reducing the odds of being swarmed by walkers that are on the other side of a building. Also, some of the members of the group, for one reason or another, specialize using a melee weapon, like Michonne and her katana, Tyresse and his hammer, and a few others.

Burt and Perfectionists
On the other hand, Burt and his friends rarely use melee weapons- it's way too dangerous for any serious offensive strategies. However, they can be used in a pinch, such as when trying to escape from the creatures, with some weapons being effective at distracting the creatures, or, potentially, killing them.



Hand-to-Hand
How often do these guys engage in good old-fashion fisticuffs?

Rick and WD Survivors
Fighting hand-to-hand against walkers is dangerous, though utilizing shoves can keep the creatures at a distance. However, against living humans, the use of various kicks, punches, shoves, and some throws can either disable an attacker, or make them retreat.

Burt and Perfectionists
Just like with Rick and his survivors, it is dangerous for Burt and his neighbors to engage graboids, shriekers, and assblasters, along with the various Mixmaster mutations, in hand-to-hand combat. However, kicks to the right places can distract shriekers and assblasters- don't attempt this unless you have to- giving you time to fun to safety. Against humans, the Perfectionists have utilized a mixture of wrestling, grappling, and shoving, with the general intention to apprehend the assailant.

Explosives
How often do these guys blow stuff up?

Rick and WD Survivors
Explosives seem to have little use against the undead, and can be somewhat difficult to find. However, they do have uses for quick escapes and fighting human foes. Overall though, the group has little experience dealing with them, except for Rick.

Burt and Perfectionists
On the other hand, Burt and his friends use explosives a lot! One of the simplest methods of killing graboids is to place an explosive, like C-4, onto an RC vehicle, drive the contraption around a bit, until a graboid swallows the bait, press a detonation button, and Kaboom! end of graboid- just remember to remain in a sheltered location, or you'll be showered in earth and guts.

Improvisation
What would these warriors do if dropped into a junk yard, and were equipped with little more than what the average person might have- t-shirt, pants, shoes, Swiss Army knife, and a cigarette lighter? How would they protect themselves?

Rick and WD Survivors
Rick and his friends would likely find some good-sized pieces of rebar, some broom-handles they could turn into spears, and that would be about it.

Burt and Perfectionists
Burt and his friends would likely plan a bit about what they were going to do, and spread out a bit, searching in various piles, calling out what they'd found, and either keeping the item, or move on, and eventually, they'd regroup, and make their contraption, which might be a flamethrower or a "potato gun" that shoots homemade arrows instead of potatoes. Also, said contraption actually works.

Weapons' Swap
What would happen if each group had the other's weapons instead?

Rick and WD Survivors
If Rick and his friends had Burt's guns, they would appreciate the availability of the ammo, but they would complain that the .50 rifle, and the elephant guns, were overkill- also those who fired them might hurt themselves. The other weapons are similar to what they already use, and have even used some of the same types, though they might complain bit about the melee weapons. Also, the Remote Controlled vehicle bomb might puzzle them.

Burt and Perfectionists
While Burt might initially moan the loss of his beloved .50, he and his friends would have no problems using Rick's guns to try and get it back. The only real complaints that they'd have would be that the weapons would be no good against graboids, and that they'd might end up being low on ammo after they had to engage a swarm of shriekers. Other than that, they'd be fine using the weapons.

Combat Experience
What sorts of experiences do these fighters have when it come to fighting.

Daily Living
How do these guys survive on a day-to-day basis?

Rick and WD Survivors
Rick and his people survive mainly through stealth, moving quickly and quietly, and traveling only if need be, due to a limited supply of fuel, though they managed to find enough during 8 months of being on the move before finding the prison. The group also tries to avoid combat, as they know that it dwindles their numbers. Also, they stay as quiet as possible, as sound can attract Walkers.

Burt and Perfectionists
As of 2001, or at least until 2004, most of the Perfectionists live, relatively, normal lives, going to work, chatting with friends at the store, and of course, doing their famous Graboid Tours. About the only thing different is that all of them watch-like devices called wrist-sismos- items that will warn the wearer if a graboid is within 50 yards through a series of vibrations. Said devices are connected, via satellite, to a series of geo-phones which detect vibrations in the ground. Once the person feels the vibrations, one implements appropriate actions- getting to a residual boulder, or someplace high above the ground, making sure breakable objects won't crash to the ground, turning off TVs and Radios, and, above all else, staying still and quiet, even if one can't get to a safe boulder. Once the graboid has left, things can resume.



Creature Combat
What do these guys do to fight creatures?

Rick and WD Survivors
First up, Walkers are basically dead humans who can still walk, grab, and of course, bite. These creatures hunt through sight and sound. To kill them, it is necessary to destroy the brain, or severally damage it. Most any firearm from a .22 on up will kill the creature. However, silent weapons are a must, when trying to avoid attention from a nearby heard, and most all survivors carry a melee weapon as backup for that purpose.

Burt and Perfectionists
To quote Burt, when it comes to graboids, shriekers, and assblasters, "These bastards are smart, and the harder you come at them, the smarter they get!" Needless to say, hunting the creatures takes careful planning, like knowing the terrain, and even supplies- a good rule of thumb is to bring more than you think you need, because, as Burt says, "If you need it, and don't have it, you sing a different tune." Of course, there's a bit of good news, the creatures can be cannibalistic- the last free assblaster of the 2001 incursion was killed by El Blanco when Jack tossed Burt's watch- which was giving out an ultrasonic frequency- onto the creature, using a ball of wadded duct tape to cause it to stick to its hide.

Graboids
Subterranean, up to thirty feet in length, and capable of swallowing a man whole. These creatures hunt by sound, and are very patient- more than a few people have died of dehydration due to being stuck in one place for over three days. Preferred methods of killing them include explosives and high-powered anti-tank rifles, though weapons designed to kill whales, elephants, and other large animals will do at a pinch.

Shriekers
These things resemble mutant ostriches, in that they can run at a good clip on two legs. They are pack orientated- sort of- communicating through loud screeches, which give off a lot of heat, which other shriekers can see. Shriekers will grab onto their prey, and tear it to pieces, causing the prey to die from blood lose. However, shriekers are not picky eaters- rodents, snakes, cows, humans, cactus, grain, MREs, snack food- all are perfectly fine for them. Also, should they have enough food, they reproduce in an asexual manner- by basically burping up a baby, which grows up rather quickly. Rapid firepower is best against them, like a machinegun.

Assblaster
These things get around by lighting their own farts, and gliding in the air. Much like their Shrieker predecessors, these things see heat. Best way to kill them is to use their own explosive internal chemicals against them, and shot them with something akin to a flaming arrow, right in the posterior, or by trapping them in place with some sort of flammable liquid, like gasoline.

Mixmaster Mutations
During the 1970's, a company called Proudfoot conducted Top Secret genetic experiments in the valley, using a compound they called Mixmaster. This compound splices together the D.N.A. of any non-human organism- plant, animal, bacteria, whatever- and makes it extremely dangerous. Methods to stop them have depended on the creature, but have included fire (on two occasions), dry ice, a high powered vacuum, and a powerful herbicide/poison.



Human Foes
What happens when someone pulls a gun on our fighters?

Rick and WD Survivors
Rick and his Survivors have engaged in armed combat on several occasions, especially with Woodbury in recent times. The basic strategy is to hold their position, and fire at the enemy, until the enemy retreats, or the group has achieved their objective- such as freeing a captured group member. Also, the group is willing to kill, if need be, to protect their friends and family.

Burt and Perfectionists
Burt and his neighbors haven't engaged in armed combat much- it wouldn't be good for the town's reputation. However, they have faced minor criminals on several occasions. The basic tactic is to be in a good position, both out of the line of fire, but, more importantly, out of El Blanco's reach. After this, they will attempt to reason with the opposition, taking a hostage if need be. Should this fail, they will trade shots, making enough noise for E.B. to show up, and at least snag one of the opposition- this will normally cause the foe to break, and run. Of course, since Perfection is their home, and a man's home is his castle, if push came to shove, it's possible that the Perfectionists would resort to killing, if that's what it took to protect their home, and El Blanco.

Leadership
How well are these guys led?

Leader is Present
What happens when the leader is around?

Rick Grimes and WD Survivors
Rick is capable of leading his Survivors quite well, though he's had some trouble with certain members in the past, including one who tried to kill him. He has shown himself to fight alongside the others, much like others who battle alongside their men. Presumably, during the course of his police training, he learned how to lead others, and has applied parts of that training during the Post-Apocalypse.

Burt Gummer and Perfectionists
Originally, Burt was not the leader of the Perfectionists, and wasn't trained to be one, and is, technically, not the leader of Perfection, Nevada. However, when the shit hits the fan, most everyone in the valley, including scientists, tourists, and even a certain government agent, turns to him to get them out of trouble. This is due, in part, to his overall combat experience, knowledge with weapons, and general, all-around intelligence. However, Burt is not easy to get along with, at least initially, but, if you can prove yourself, he'll warm up to you, and he'll even risk his life for you.



Leader is Not Present
How well does the group handle themselves if their traditional leader is not around?

WD Survivors
Most of the survivors know how to take care of themselves, and those around them. Daryl spent plenty of time fending for himself when he was young, and Carl has become the "man of the house" when the able-bodied adults are off getting supplies, or rescuing others.

Perfectionists
While Burt is critical to the survival of the valley, the Perfectionists are not without knowing a few tricks to survive, including quick wits, excellent driving skills, good luck, and a number of other things that tend to be in their favor.



Leader is Present, but not at "Home"
How does the group deal with their leader when the person is not in their right mind?

WD Survivors
Understandably, Rick was suffering from depression after Lori's death, and was seeing what he thought was her ghost, and talking, or even yelling, at it. On one occasion, this caused him to drive off some survivors that had wanted to join his group- and they thought that he'd gone nuts as a result. At no point did any of the others say something like, "Come on Rick, let's get you to bed; you've had a rough couple of days. We can talk more about this in a few hours." Thankfully, he's gotten better.

Perfectionists
Let's face it, Burt is paranoid, and is mostly anti-social, and doesn't like dealing with people outside of the valley. Because of this, he tends to alienate the very people he's often asked to help. This is where Tyler Reed, and others like him, come into play. Tyler is able to keep Burt focused on the graboid situation, while smoothing the feathers of any locals that Burt might have ruffled. Also, Tyler has an innate understanding of psychology; in "Paranoia Among Friends", he was able to convince Burt to "admit" to the alien-crazy locals that they "were government agents sent to hunt down, and kill, a murderous alien". This convinced the locals to help them hunt down a graboid that had been killing several of the townfolk.

Other X-Factors
For all those other things that need to be mentioned.



Psychological Health
How well are these guys in the head?

Rick Grimes
Rick was once very sane, but after ten months of hardship, being forced to kill his best friend, and later his wife dying while giving birth to a child, that might not be his, had unhinged him. Also, he soon began hearing voices on the telephone, when no one was on the other end, and he was seeing the ghost of Lori. As a result, he made rash, almost suicidal decisions, and wasn't in the mood to let others join his group. It wasn't until his second encounter with Morgan, and later finding out that the Governor had murdered his own men after a failed attack on the Prison, not to mention the death of Andrea, that Rick's sanity began to come back, and he allowed the Woodbury inhabitants to join his group.

WD Survivors
Spend 10 months living through Hell on Earth, and it would be a wonder to find anyone completely sane. Everyone, even Carl, has become hardened during this time, in one way or another. However, there are those who work on keeping the humanity of the group alive, Hershel Greene for one. Many also worry when Rick's behavior begins to change for the worse, but supported him anyways. However, since Rick's mental recovery, the group tends to respect him more.

Burt Gummer
Let's face it, Burt was not the sanest person to begin with, preparing to survive WW3, should it occur, some even saying he'd have a heart attack before he'd get the chance to do so. After his first encounter with graboids in 1990, he began preparing for the next incursion, which occurred in 2001. He also distrusts the Government, but not without reason- his great-grandfather founded Perfection in 1890, but the place wasn't recognized as a town until 1902, and, more importantly, one government-funded organization used the place for making bio-weapons, in the form of mutant animals. However, there are some things in his favor; he isn't seeing visions of dead friends, or hearing their voices on the radio.

Perfectionists
The first thing that comes to mind when you think of Perfection is this: Who'd be crazy enough to live there? First up, it's in the middle of nowhere. Second, it's in the middle of the desert. Third, you have El Blanco, a 30-foot long subterranean killing-machine, roaming the area, and passing under the town, once or twice a day. Thing is, most of them are very sane, though the mad scientist is questionable, and the sci-fi movie geek wannabe is certifiable. They tend to make a fairly good living, dealing with E.B. and the quirks of each other. Of course, some wonder about the pasts of a few of the inhabitants, but don't pursue the matter.

Death
How does the deaths of others affect these fighters?

Rick and WD Survivors
When it comes to the deaths of friends/family, it can cause some to break down. They know that the deaths weaken the group, and thus try to keep them to a minimal. Also, if someone doesn't die from severe brain trauma, or a bullet to the head, the others have to put a bullet in the person's skull, so that they don't come back as a walker. As a result, some are hardened to the sight of killing others.

Burt and Perfectionists
When someone dies, Burt and the Perfectionists know that they have trouble on their hands, as deaths are not good for a tourist attraction. As a result, they will hunt down the creature, and deal with it, with a vengeance. Upon seeing their first dead body, some may pray to God, cross themselves, or throw up. In later situations, while the deaths of others might disturb them, they will examine the remains for clues, and hope that they, and their friends, aren't the next victims.



Brutality
Just how brutal are these guys against their foes?

Rick and WD Survivors
Against Creatures: In ordinary situations, Rick and the others put down walkers like most people put down possums, raccoons, skunks, and other such pests, without much thinking, except to make sure that they won't get bitten. Of course, when angry, they may vent out their frustrations on one, and turn it into a mess.

Against Humans: Sometimes it's Personal, other times it's not. If it's not personal, they'll just kill the guy. If it is personal, they might do more to them, like killing them in gruesome ways. Of course, necessity dictates that all corpses have their brains severely damaged.

Burt and Perfectionists
Against Creatures: Burt and his neighbors deal with graboids, shriekers, and assblasters, and other creatures, much like most deal with a troublesome pack of coyotes. Of course, Burt's somewhat overzealous, and will just shoot the creature to pieces, though, given the nature of the Perfectionists' weapons, the creatures rarely have intact bodies.

Against Humans: One thing to be proud of is this; in spite of having some incredibly powerful, and devastating, weapons, Burt and his friend have never, directly, killed another human being. Of course, one might wonder about Black Hand Kelly, a gunslinger hired by Burt's great-grandfather, but that's something for another time. Of course, Burt and his friends haven't had to kill another human- E.B. does it for them. As it is, Perfection Valley is a desert, and is almost 40 miles from the nearest place with people, and, unlike the locals, outsiders are rarely prepared to deal with the valley's dangers, and not just from E.B.- The days are hot, and the nights are cold. Of course, if E.B. has it in his mind to take someone for a meal, and said person reaches a safe spot, they still aren't out of the woods- the graboid will just wait nearby, and unless help comes, if the graboid doesn't get the person, exposure, dehydration, and/or starvation, will.



Direct Combat Experience
There's a saying somewhere- "War is 90% sheer boredom, followed by 10% sheer terror". So, how much experience do these guys have with sheer terror? For the sake of argument, Direct Combat Experience is calculated by the days that pass in the movies and each of the TV episodes, for both Tremors and The Walking Dead- as of the 3rd season. The rest of the Time- like the 8+ months between Season 2 and Season 3 of the Walking Dead, not to mention the number of years between Graboid incursions in the Tremors series, shall be discussed under Training.

Rick and WD Survivors
Rick and his survivors have spent a little over a month directly directly engaged in battle with both the undead and hostile humans, as of the Beginning of Season 4. Other than the fact that the creatures can only be killed by destroying the brain, Walkers can be easily defeated, if not for the fact that they tend to travel in large numbers. Human foes on the other hand, are not so easy, as they will use weapons, like firearms, though they are easier to kill.

Burt and Perfectionists
Including the events of the 1890 incursion, and up to the incidents as of 2004, Burt and his neighbors, and their ancestors, and their respective allies, have spent approximately two months engaged in combat with creatures that can learn from others' mistakes, and their own, plan ambushes/set up traps, wait patiently, and of course, change from an underground creature that hunts by sound, into one that can walk on land and "see" body heat, and then later change into a creature that can "fly". As a result, Burt and the Perfectionists are often forced to adapt their fighting methods, sometimes on the fly.



Training Days
During that 90% of sheer boredom, warriors train, eat, sleep, and think of ways to fight their foes. So, just how much experience do these guys have at training? For sake of argument, this is the time where nothing is going on- time before troubles, between Incursions, Movies/Seasons, up to the Present of their respective series.

Rick and WD Survivors
Pre-Apocalypse- Rick, Daryl, and several of the others, used their weapons for other purposes before the Outbreak- like hunting and Law Enforcement.

During- Rick and the other Survivors have spent a little over a year and a half living in the "New World" and learning how to survive- first spending about 10 months on the road, going from place to place, and then another 8 living in, and fortifying, a prison. During this time, they've learned how to care for themselves, how to maintain their "Home", how to use their weapons, how to fight as a team, and a number of other things.

Burt and Perfectionists
Previous to 1890 Incursion- Black Hand Kelly- a gunfighter later hired by Hiram Gummer- Burt's Great-grandfather, spends 20+ years perfecting his skills, and becoming well-known. Other later inhabitants of what would become Rejection, and later Perfection, learn skills for mining, hunting, and other such things, some of which come in handy for the 1890 Incursion.

During 1890 Incursion- Hiram learns important lessons that are later passed on down to his Great-grandson: Know your enemy, and be Prepared for Anything.

Between 1890-1990- Skills passed down. Gummers amass their fortune and weapons. Burt and others are born and later reside in Perfection.

During 1990 Incursion- Perfectionists learn about their foes, and how to kill them.

Between 1990 and 2001- Town is rebuilt, buildings prepared for Next incursion.

1995 Incursion- Survivors of 1990 incursion are asked to help out Mexico- Strapping C4 to a remote control car and blowing it up when the car is eaten works best for killing graboids, initially. Once Graboids change, Perfectionists have learn how to kill their new foes.

Between 1995-2001- Burt fortifies his home, including 2-foot thick cement wall and floor in basement. Chang's Market is built with Graboid Ladder, providing an easy access to the roof.

2001 Incursions- Argentina- Burt single-handed kills 300+ shriekers with anti-aircraft machinegun. Perfection- Shriekers turn into assblasters, and thus, Perfectionists learn how to fight new foes. One graboid is left alive, due to it being sterile, and one assblaster is taken captive using food.

Post 2001 Incursion to 2004 (Present)- Perfectionists learn to live with El Blanco (soul surviving graboid), which Burt lets live as he keeps the place from being developed. Tour business involving said graboid starts up again with an ex-NASCAR driver (Tyler Reed) driving the tour jeep. Mixmaster Mutations are discovered. Burt and Tyler get sent on assignments to deal with graboid incursions outside the valley.

In total, Modern Perfectionists have 14 years of training, plus another 100+ years of knowing how to fend for themselves.



Humanity
Just how likely are these guys to try and help someone who isn't one of their group?

Rick and WD Survivors
In the beginning, Rick and his friends were willing to save/work with others, and thus gained some members in this way, like the Greene family. They even saved a young man who'd been fighting with them just a while earlier. After Lori's death, Rick wasn't into saving others, though some of the others, like Daryl were. After the massacre of the Woodbury Army by the Governor and Andrea's suicide, Rick and the others began helping others more, asking them three questions before allowing them to join the group: How many walkers have you killed? How many people have you killed? Why? (to the second question)

Burt and Perfectionists
Since deaths are not good for business, Burt and his neighbors do not hesitate to help out when people are in danger of being eaten by EL Blonco, or something else, not if they can help out. They will not hesitate to even try to help those who'd been hostile to them, which can especially be seen in the TV episode "A Little Paranoia Among Friends", in which Burt and Tyler try to save a town full of UFO-Nuts from the graboid eating their friends and families.



Medical Knowledge
What happens when one of these guys yells "Medic!"?

Rick and WD Survivors
Rick has, as of the start of Season 4, several current/ex-doctors and one veterinarian who can fill in for one if need be. However, medical supplies have to be brought in from outside the Prison, and thus supply can be limited.

Burt and Perfectionists
To be honest, the Town Doctor was killed early on during the 1990 Incursion. However, the residents of Perfection know First Aid, Chang's Market has a stock of medical supplies, and Burt knows how to make medicine from herbs and such.



Scientific Knowledge
If E=MC^2, just how much scientific know-how do these guys have, and could they figure out what the other folks' foes are made of?

Rick and WD Survivors
Among the survivors, there are some doctors, who would know some of the basics of science. However, there's a shortage of scientific equipment, meaning that they wouldn't know what the Mixmaster Mutations were made of should a sample be taken.

Burt and Perfectionists
Due to the nature of the Mixmaster compound, there's a government lab in the valley, to which the Perfectionists have access to. If a walker were to be captured, the equipment at the lab would allow the scientists to discover both viruses- the one that kills, and the one that reanimates the body.

Night of the Living Dead Survivors (1968) Versus Mosquito Survivors
In 1968, George Romero created Night of the Living Dead, where a group of survivors try to survive the night in a two-story house, while under attack by the Living Dead, thus giving birth to the Modern version of the Zombie Story.

Later, in 1995, Gary Jones created Mosquito, a science fiction film staring Gunnar Hansen of Texas Chainsaw Massacre fame. In the film, a group of people have to work together to survive against mosquitoes mutated by the blood of an alien.

Weapons
Here are the weapons used by the fighters.

Night of the Living Dead
These survivors fend off the Living Dead with-

Long Range
Winchester Model 1894- Lever-action rifle that holds up to 8 .30-30 bullets in the tube.

Medium Range
S&W Model 10- Six-shot revolver that uses .38 Special rounds. This model has a tapered barrel and a half-moon sight. Pre-70's Model.

Special
Molotov Cocktails- Glass bottles with gasoline/petrol and a rag fuse. Fuse is lit, bottle is tossed, and contents are set on fire.

Melee
Claw Hammer- Used for pounding in nails, and bashing in heads.

Wooden Board with Nails- Useful in a pinch.

Assorted Tools- Useful for self-defense against the undead when nothing else is available.

Mosquito
These survivors swat mosquitoes with-

Long Range
Franchi SPAS-12- Combat Shotgun that holds 8+1 12 gauge shells.

Remington Model 870- Pump-action shotgun used for hunting. Holds 7+1 12 gauge shells.

Medium Range
S&W Model 29- Six-shot revolver that uses .44 Magnum rounds.

Special
Chainsaw- Perfect for cutting down trees in a hurry- gasoline powered.

Melee
Hatchet- small ax-like tool

Mutant Mosquito Proboscis- The sucking mouth part of a mutant mosquito. Functions much like a hollow dagger, but made with a substance similar to the make up of a fingernail- roughly a foot in length.

Assorted tools- plenty of things can be found in a house to kill mosquitoes with.

X-Factors
Things you can't place into a computer.

Composition
What makes up these groups?

NotLD Survivors
Comprises of a group of civilians, who all end up at a house, when the dead start coming back to life. Comprised of a Strong Black man-Ben, Scared Woman-Barbra, Teenage Boy-Tom, Teenage Girl-Judy, and a Cowardly White man- Harry.

Mosquito Survivors
In a way, chance also threw these guys together- Air Force Meteor Chaser-Parks, a Rookie Park Ranger-Megan, the Rookie Ranger's Boyfriend-Ray, a Veteran Park Ranger-Hendricks, and a Bank Robber/Murderer-Earl.

Teamwork
How well do these guys work together?

NotLD Survivors
While most of the survivors work fine together, there's strong friction between the two adult males, Ben and Harry, which causes the eventual downfall of the group.

Mosquito Survivors
While there was some initial friction between Earl and the others, and Hendricks tends to complain about the situation, Earl becomes willing to work with the rest after the death of his brother, and Hendricks doesn't complain as much when the plan is one he likes.

Health
What kind of shape are these guys in?

NotLD Survivors
When it comes to the main fighters, 4 are in relatively good shape, but have been up most of the night. As for Barbra, she's mostly out of it.

Mosquito Survivors
These people have spent a "long two days" fighting the mosquitoes, or running from them. Several are also injured due to the fighting, especially Earl and Hendricks, who have injured legs.



Mission Success and Survival
Were these fighters successful in their mission? Did they survive?

NotLD Survivors
Of the fighters, only Ben managed to survive the night. However, he was soon killed by a zombie hunting posse, having been mistaken for one of the undead.

Mosquito Survivors
Of the fighters, Ray, Megan, and Parks manage to survive. Hendricks died when his dumbwaiter fell into a mosquito infested cellar, in one manner or another, and Earl was killed trying to rescue him.



Protection
How did these guys protect themselves from all-out attack?

NotLD Survivors
The survivors used a house, which they boarded the windows and doors of. However, this protection gave way at a critical moment, and the only safe place was the cellar, which had some of the Undead, which Ben had to deal with.

Mosquito Survivors
At first, the fighters used an RV as protection, until it was crashed by the creatures. They then used a sewer, along with fire. Afterwards, they hid in a farm house, which they fortified with boards. Of course, said house was blown up when the place was turned into a trap for the mosquitoes, when it was found that the basement was full of the creatures' eggs.



Personality Changes
How did the fighters change?

NotLD Survivors
At first, there was a certain amount of teamwork between the fighters. However, after the deaths of some of the fighters, tensions turned violent between Ben and Harry, with Harry trying to steal the rifle, and Ben being forced to kill him in self-defense.

Mosquito Survivors
In the beginning, Earl wanted to kill the others, or at least dominate them. However, after the loss of his brother, the bank-robbing murderer went through a period of shock, claiming that "this is Hell". After surviving the night, he resolved to get revenge, and was willing to work with the others if it resulted in the destruction of the mutant mosquitoes. Later, when Hendricks was trapped in the mosquito-filled cellar, he risked his life to save the park ranger, knowing that the odds were against him, in an act of redemption of sorts, and got his revenge when a spark from his chainsaw hitting a stone wall ignited the gas that they'd filled the house with, killing the creatures trapped inside.

Night of the Living Dead Survivors- 1968 Versus 1990
In 1968, George Romero crated his famous Night of the Living Dead. In 1990, it was remade by Tom Savini, with certain changes.

Weapons
What do these fighters use to fight the undead?

NotLD 1968
The fighters of the 1968 version used-

Long Range
Winchester Model 1894- Lever-action rifle that uses 8 .30-30 rounds. Loading is done near the trigger. "The Gun that Won the West".

Medium Range
S&W Model 10- 6-shot revolver, using .38 rounds. This model has a tapered barrel and a half-moon sight. Pre-70's Model.

Special
Molotov Cocktails- improvised explosives using glass bottles, gasoline, and a rag fuse. Can set an area on fire.

Melee
Hammer- Useful for pounding in nails and bashing in heads.

Board with nails- a last-ditch weapon, a 2x4.

Assorted tools- plenty of things can be found in a house.

NotLD 1990
The fighters of the 1990 version used-



Long Range
Henry 1860 Rifle- Lever-action rifle that uses 16 .44 rimfire rounds. Had to be loaded in an opening near the muzzle. "That damn Yankee rifle that you could load on Sunday and shoot all week".

Stoeger/IGA Uplander- Double-barrel side-by-side break-action shotgun. Uses 2 12 gauge shells.

Medium Range
S&W Model 10 HB (Heavy Barrel)- 6-shot revolver, using .38 rounds. This model has a straight bull barrel and a sloped milled ramp front sight. Post-70's Model.

S&W Model 10 Snubnose- 6-shot revolver with a short barrel, using .38 rounds.

Special
Table-leg torch- Cloth wrapped around one end is lit on fire.

Melee
Crowbar- useful for removing nails, and bashing in skulls.

Fireplace poker- useful for moving burning logs, and stabbing.

Assorted Tools- There are plenty of things that can be used for protection.

Character Factors
Since we have the same people, let's see how they are different.



Ben
The black man who tries to lead the group.

1968
He is the main fighter, often using the Winchester. Had learned that the ghouls disliked fire from an earlier encounter, and used it to keep the creatures at bay. Kills Harry in self-defense. Gets killed by a posse in the end- mistaken for one of the undead.

1990
Ben tends to act as the brains of the group, or tries to. Had learned that the creatures die to being shot in the head, or other similar damage. Is one of the main fighters. Gets in a shootout with Harry when the man steals the rifle, defending himself with a snubnose revolver, getting seriously wounded in the process. He dies of his wounds, reanimates, and is put down by a member of a posse.



Barbra
The woman who looses her brother, and falls into shock.

1968
The woman tries to help fortify the place, but the shock is too much for her. She becomes comatose, babbling on about her brother and other things. She tries to once again help out in the end, but the sight of her now-undead brother breaks her completely, and she's dragged outside by the horde- presumably killed.

1990
The woman manages to overcome her shock, and, by using the Henry, becomes the main fighter of the group, proving to the disbelievers that the dead were dead, and could only die by brain damage. She manages to escape the house after Harry's treachery, armed with a police revolver. She comes back in the morning with a posse, and finds an undead Ben. She then locates Harry, and kills him for the trouble he'd caused.



Tom
The young man who is found hiding in the house.

1968
Tom tries to keep the piece between Ben and Harry. He's killed in the attempt to fill the truck with gas.

1990
Tom is the nephew/cousin of the house's owners, who had died/reanimated. He is armed with a double-barrel shotgun. His death is similar to the original.



Judy
Tom's girlfriend.

1968
She more or less rushes out to help Tom and Ben when they go to refill the truck. However, the truck catches on fire and she's caught in the explosion, due to having her coat caught in the door.

1990
She actually asks Ben if she can help getting the gas, saying that it would be a three person job- one person driving, one person keeping watch, and one person using the gas pump. This is granted. Her death is similar to the original, except that her coat wasn't caught in the door.



Harry
The cowardly white man who resents Ben's authority.

1968
Wanted the others to hide in the basement, and would argue with Ben. He did help in one escape attempt, by throwing Molotov Cocktails. He tries to steal the Winchester from Ben, only to be fatally wounded. He dies as a result, and come back as a ghoul, only to be put down by Ben.

1990
Again, wanted the others to hide in the basement, and argued with Ben. He did not help in the failed escape attempt, but he did manage to steal the Henry Rifle from Barbra, and engaged in a gunfight with her and Ben over the fate of his undead daughter. He mortally wounds Ben, and hides up in the attic as Barbra escapes the house. When Barbra returns with a posse, she kills him for what he'd done, saying, "Another one for the fire."

X-Factors
Those little things.



Health
How healthy are the fighters?

1968
Of the main fighters, four are healthy, with one being comatose. Also, of the group, only Ben survived until morning, only to mistaken for one of the dead.

1990
All five of the main fighters are healthy. Of the group, only Barbra survived the entire thing, a member of the rescue posse putting down an undead Ben, and Barbra killed Harry for all the trouble he'd caused.



Teamwork
How well do they work together?

1968
After the deaths of Tom and Judy, teamwork suffered greatly, with Ben being forced to kill Harry. Barbra tried to help Ben, only to lose all of it when she saw her undead brother.

1990
Teamwork still suffers after the death of Tom and Judy, but because of her better health, Barbra was able to help Ben better when Harry managed to steal the Henry rifle.



Killer Instinct
How well do these fighters kill?

1968
The fighters had some trouble killing their undead foes, though they knew that the creatures hated fire. However, Ben managed to kill a few undead by the end, and had caused the death of Harry, later putting down his undead form.

1990
Ben had figured out, from an earlier encounter, that to kill the creatures, the brain bad to be damaged. Barbra surprised him a bit, being the one to use the rifle the most. Later on, when Harry staged his mutiny, Ben and Barbra managed to protect themselves, and in the end, Barbra kills Harry.

Mosquito Survivors Versus Night of the Living Dead Survivors (1990)


Sometimes all a person has to rely on for help are a group of strangers, and sometimes, said strangers don't like you. In this battle, we have the Survivors of the 1990 Remake of George Romero's Night of the Living dead - who fought reanimated corpses, and each other, versus, the Survivors of the 1995 film Mosquito, by Gary Jones, who fought GIANT mosquitoes. When these two groups of strangers encounter each other, who will be The Deadliest.

Mosquito Survivors


In the film Mosquito, a group of people, Meteor chaser Parks, Bank Robber Earl, Park Ranger Hendricks, Rookie Ranger Megan, and her Boyfriend Ray, are forced to join forces after they are attacked by GIANT mosquitoes. Using firearms and various tools, and eventually a homemade bomb, the group managed to exterminate the large bloodsuckers, before they could ruin the picnic season for everyone else, at the costs of Hendricks, who died due to a collapsing dummy waiter, and Earl, who tried to rescue the park ranger, all while fighting off mosquitoes with a chainsaw.

Mosquito Survivor Weapons
These survivors swat mosquitoes with-

Long Range 1: Franchi SPAS-12- Combat Shotgun that holds 8+1 12 gauge shells.

Long Range 2: Remington Model 870- Pump-action shotgun used for hunting. Holds 7+1 12 gauge shells.

Medium Range: S&W Model 29- Six-shot revolver that uses .44 Magnum rounds.

Special: Chainsaw- Perfect for cutting down trees in a hurry- gasoline powered.

Melee 1: Hatchet- small ax-like tool

Melee 2: Mutant Mosquito Proboscis- The sucking mouth part of a mutant mosquito. Functions much like a hollow dagger, but made with a substance similar to the make up of a fingernail- roughly a foot in length.

Optional: Assorted tools- plenty of things can be found in a house to kill mosquitoes with.

Night of the Living Dead 1990


The Survivors of the 1990 film, Night of the Living Dead, much like the original film, were a group of strangers that tried to work together to survive. Ben, a strong minded black man, Barbra, a woman who, while originally somewhat distraught over her broither's death, becomes the best fighter of the group, Tom, a young man who's uncle owned the house the group's hiding in, Judy, Tom's Girlfriend, and Harry, a man trying to protect his daughter. In the end however, things still go down hill, as Tom and Judy are killed in an escape attempt, Harry betrays the group, and only Barbra manages to escape the whole thing.

NotLD 1990 Weapons
The fighters of the 1990 version used-

Long Range 1: Henry 1860 Rifle- Lever-action rifle that uses 16 .44 rimfire rounds. Had to be loaded in an opening near the muzzle. "That damn Yankee rifle that you could load on Sunday and shoot all week".

Long Range 2: Double Barrel Shotgun- Double-barrel side-by-side break-action shotgun. Uses 2 12 gauge shells.

Medium Range: S&W Model 10 HB (Heavy Barrel)- 6-shot revolver, using .38 rounds. This model has a straight bull barrel and a sloped milled ramp front sight. Post-70's Model.

Special: Table-leg torch- Cloth wrapped around one end is lit on fire.

Melee1: Crowbar- useful for removing nails, and bashing in skulls.

Melee 2: Fireplace poker- useful for moving burning logs, and stabbing.

Optional: Assorted Tools- There are plenty of things that can be used for protection.

X-Factors Chart
1. Teamwork: In Mosquito, the charactor Earl, a murdering bank robber, was initially antagonistic towards the others, even trying to take Megan hostage, that is until his brother was killed by the mutant mosquitoes, afterwhich he was willing to work with the others to find a way to kill the insects. He would even try to rescue one of the others, although this results in his death. In Night of the Living Dead (1990), Harry, much like his 1969 counterpart, was concerned about his family - to the point that when his daughter became one of the undead, he refused to let the others kill her, and shot at them, resulting in Ben being seriously wounded. Ben would later secumb to his wounds, and Barbra would kill Harry for his actions. Edge: Mosquito Survivors

2. Killer Instinct: While it's true that Earl from team Mosquito might of been a murdering bank robber, the only Human-on-Human death was the result of an accident - with the intended target, a mosquito, being between the shooter and the victim - involving Earl's younger brother and his cousin. That being said, while the members of team Living Dead aren't cold-blooded murderers, their Human-on-Human incidents were not exactly accidents, with Barbra killing Harry at the end of the movie. Edge: Night of the Living Dead Survivors (1990)

3. Logistics: The Mosquito Survivors have a slight edge here, having been at a campground, where they managed to get some weapons, and an RV, before they ended up at a farmhouse. As for the NotLD (1990) Survivors, they only had the contents of the farmhouse they were staying at. Edge: Mosquito Survivors

4. Training:

Ghost Rider (Movie) Versus John Milton (Drive Angry)
This is a battle between two Nicolas Cage Characters-

First up, we have Johnny Blaze - Motorcycle Stunt Rider by day, by at night, in the Presence of Evil, he becomes The Ghost Rider, the Devil's Bounty Hunter, who sends those who are evil straight to Hell.

Next, we have John Milton, a criminal sent to Hell for his deeds. However, when his daughter is murdered, and his granddaughter is taken by a Satanic cult, who plans to sacrifice her to Satan, Milton busts out of Hell, with plans to get her back.

What happens when these Hell-raisers meet up?

Ghost Rider's Weapons
Long Range - Winchester Model 1887 - lever-action shotgun, that has 5+1 12 gauge shells- that can be modified by GR's own powers.

Medium Range - Length of chain - that GR uses as a whip, even using his powers to enhance it.

Special Weapon - Penitence Stare - forces those who've done evil to look at all the bad things in their life, as their soul is sent to Hell.

X-Power - Due to his deal with the Devil, Johnny can heal from almost any injury, fairly quickly.

Milton's Weapons
Long Range - Remington 870- Pump-action shotgun, that has 7+1 12 gauge shells.

Medium Range - Colt M1911A1 - semi-auto handgun, that uses 7+1 .45 ACP rounds.

Special Weapon - God Killer - a Pepperbox-like handgun, the bullets of which have the power to destroy a person's soul, meaning no Heaven, or Hell, for them. Holds 5 rounds, though it only has three rounds- no reloads. Also, it has quite the recoil, sending the shooter back some distance. In short- big ass handgun, with big ass bullets, a big ass recoil, and a big ass explosion. Furthermore, written on each bullet is DEUS VELOX NEX, which loosely translated means "God's swift (violent) death"

X-Power - Milton is already dead, and thus can't be killed. However, he can be injured, and the injuries can take a while to heal.

Captain Jack Sparrow (PotC Series) versus Captain Morgan Adams (Cutthroat Island)
Sparrow is known as the pirate who has beaten every man who has crossed swords with him, through fair means or foul.

However, what if his opponent is a man, only by name- for Morgan is a woman, who has defeated more than her fair share of men, rival pirates and Royal Navy alike.

When these two swashbucklers meet, who will get the booty, and who will get the boot?

Jack's Bio
Captain Jack Sparrow is a pirate who could be best described as both mad and brilliant, the worst and the best, and the most lucky, and unlucky pirate of them all. He has survived being marooned on a deserted island, fought, and beaten, or outwitted, those who mutinied against him (who by that time had been cursed to become skeletons in moonlight), and later against Davy Jones's fishmen, and later on against Blackbeard. However, he does have a penchant for losing The Black Pearl, getting caught, and being out of rum. But, it's a pirate's life for him.

Sparrow's Weapons
Close Range- .50 cal English Flintlock Pistol- single shot

Backup- Double Barreled Flintlock Pistol- side-by-side

Melee 1- Cutlass- a typical naval sword, with a curved blade.

Melee 2- boarding ax (borrowed)

Improvised- Boat Oar

Morgan's Bio
An attractive woman, Morgan comes from a long line of pirates, her grandfather having captured, and looted, a Spanish Galleon filled with gold, and then hiding that gold on a place called Cutthroat Island. Her father and uncles were also pirates. After her father is murdered by her one uncle, Morgan sets sail on a quest for vengeance and treasure. However, standing in the way of her goals are mutineers, her uncle's crew, and elements of the British Royal Navy/Army. But, that's life, when you use your feminine wiles while busting a con man that can read Latin out of Port Royal, hunt down treasure, avenge your father's murder, and recover the largest amount of treasure that any pirate ever set eyes upon.

Adams' Weapons
Close Range- Spanish Miqulet Flintlock Pistol- single shot

Backup- English Double-Barrel Flintlock Pistol- Over-Under

Melee 1- Straight Sword- similar to the Espada Ropera

Melee 2- Main Gauche

Improvised- Shovel

X-Factors
All those little things.

Crew Loyalty
How willing are the men to fight for their captain?

Jack Sparrow
One of Jack's biggest problems is the fact that he has a hard time finding a loyal crew, having been marooned or deserted by them many times. Even those close to him have left him behind, or have attempted to kill him. Of course, there are some he can count on, most of the time, like Mr. Gibbs.

Morgan Adams
While Morgan suffered a mutiny, due in part to stormy weather, she still had some crew members loyal to her with her. Also, when the mutineers were double-crossed by the new captain, Tom Scully, who joined with the crew's most hated enemy, Dawg Brown, most of the crew was quick to rejoin Morgan when she showed up to free the ship, and thus aided her against the die-hard mutineers, Dawg's Crew, and the Royal Navy/Army.



Combat Experience
Whom all have these warriors fought?

Jack Sparrow
In addition to the East Indian Trading Company, and elements of the Royal Navy, Jack has fought undead skeleton pirates, Davy Jones' fishmen, and Blackbeard's zombie pirates, in addition to a few other things.

Morgan Adams
The foes that Morgan has fought against are mutineers from her own crew, that of her uncle- Dawg Brown, and elements of the Royal Navy/Army.



Killer Instinct
Just how quick are these guys to spill blood?

Jack Sparrow
While Jack has been in plenty of fights, there isn't a whole lot of notches on his sword, as it were, as most of his kills were the main villain, who was either resurrected, or was killed with someone else's help, or the person wasn't real. He didn't even kill many of the "average" foes that came after him- those under the command of his enemies.

Morgan Adams
While Morgan might not have been in as many fights as Jack, or fought Supernatural foes, she has plenty of notches on her sword, as it were, having killed plenty of the rank-and-file rival pirates and navymen and soldiers. As it is, if your niece says she's got something for you, while holding a flaming torch and standing next to a canvas covered object- get out of the way, or she'll fire a 10 pound cannonball at you.



Tactics
How do these pirates conduct their fights?

Jack Sparrow
Jack primarily fights to run away, and has garnered something of a name because of this.

If cornered, Jack will fight like the devil alright. However, if he sees a way out, like an open window, or something, he'll head for it, saying, "This is the day you almost caught Captain Jack Sparrow."

Of course, there have been moments where Jack does stand and fight, though he likes to use tricks, often taking advantage of his environment.

Morgan Adams
Morgan's main tactic is to sneak up on her foes, in one manner or another, and then take them by surprise.

Morgan tends to disguise herself, such as in the manner of a lady or a whore, to remain unnoticed by her foes, and even made as if her ship was still flying under the Royal Colors after she freed it from their control, in an attempt to take on her uncle and his allies.

Of course, when this doesn't work, due to someone recognizing her, or some other troubles, Morgan will then make a lot of damage as she makes her escape, or otherwise completes her objective, having caused the destruction of two cities, Port Royal and Spittlefield Harbor, and her uncle's ship, the Reaper.



Luck with the Opposite Sex
Just how good are these pirates at convincing those of the opposite sex to do what they want?

Jack Sparrow
Yeah, Jack has terrible luck with woman- if he isn't being slapped by one, he's getting shot at by one, or something. The only chance he's got at getting a woman to do what he wants, is to convince her that it's something she wants to do, and that requires a good deal of rum, for the most part.

Morgan Adams
Morgan, on the other hand, generally has good luck with men. She's in charge of a ship full of men, and is able to lead them into battle. Also, she's got no problems convincing a man to come to her quarters. As for those who are her enemies, they end up sleeping with the fishes.

Bruce Campbell (My Name is Bruce) Versus Shaun Riley (Shaun of the Dead)
What happens when a well-known B-Movie actor, who has fought a Chinese God, comes across an electronic store employee while on a tour in England, during an outbreak of Zom-Don't use that Word!- um, creatures? When these two Horror-Comedy warriors collide, one will be victorious, and the other will be the laughingstock.

Bruce Campbell
Bruce is a B-Movie actor with a career that's practically hit and miss, mostly miss. One day, he get's kidnapped by Jeff, his biggest fan, who asks him to save his hometown of Gold Lick. Thinking it to be some sort of PR gig, Bruce agrees to be the Hero of the "movie", that is until he finds out that the creature, a Chinese God named Guan Di, is actually real, and retreats, killing several townsfolk in the process. After retreating, and running away from town, Bruce gets a call from Jeff, who reveals that he'll face Guan Di, as he was the one that accidentally released him. Reluctantly, Bruce returns to Gold Lick, and, with help from Jeff and his mother, defeats the creature.

Bruce's Weapons
Bruce Campbell faced Guan Di with the following:

Rifle- Marlin 336C Lever Action Rifle- Marlin's answer to the Winchester Model 1894. Fires a .30-30, and holds 8 rounds in the tube. It ejects the shell casing out the side, allowing the option of a telescopic sight, not that Bruce used one.

Handgun- AMT Hardballer Longslide- based off of the M1911. Semi-Auto, holds 7 .45ACP rounds in a mag.

Long Melee- Guandao- This is, basically, the Chinese version of the Naginata, or a funky-looking Halberd thing.

Medium Melee- Baseball Bat- an improvised club, more commonly associated with one of America's favorite pastimes.

Short Melee- K-Bar Knife- fashioned using one of the world's best designs for knives.

Explosives- Dynamite- a highly useful explosive, that can use either a lit fuss or an electronic one.

Shaun Riley
(Shaun's last name is on his DJ stuff- looked it up on IMDb) Shaun was working a dead end job, and had no ambition in his life, past going to the Winchester practically every night. He had a poor relationship with his stepfather, and his girlfriend had dumped him. However, when Zom- Don't say that Word!- um, creatures show up, Shaun finds himself leading a group of survivors, consisting of his best friend, his now ex-girlfriend, two of his ex-girlfriend's friends, his mother, and his stepfather, heading towards the Winchester, on the biases that it was much safer than their homes. Along the way, Shaun makes peace with his stepfather, just before the man dies of a wound, and hooks back up with his, once again, girlfriend, just as practically everyone gets killed after her friends cause the zombies to enter the pub. Thankfully, the pair manage to escape to freedom, and safety, when elements of the British Army show up.

Shaun's Weapons
Shaun faced zom- Don't say that Word!- um, creatures, with the following:

Rifle- Winchester 1866 "Yellow Boy" Rifle- the successor to the Henry Rifle, fires .44 R.F. rounds, and holds 15 in the tube.

Handgun- Beretta 92FS- Semi-Auto. 9mm, 15 rounds in the mag.

Long Melee- Child's Tennis (swingball) Pole- while meant for playing a game, the end that can be stuck in the ground allows this to be used as an improvised spear.

Medium Melee- Cricket Bat- the cousin to the baseball bat. The game is mostly played in Europe, thus the cricket bat is as common there, as the baseball bat is in America.

Short Melee- Glass Bottle- I guess the Schnapps was expired. Hopefully, the alcohol will disinfect the cuts.

Explosive- Molotov Cocktail- When you're stuck in a place full of flammable spirits, making a cocktail is easy, if you know how to do it.

X-Factors
Alright, these guys aren't your average fighters- five bucks says that the NotLD Survivors (1969) could beat them. Still, there are those factors that might make, or break, them.



Killer Instinct
Who is better at killing their foes?

Bruce
Let's face it, this guy took on the Chinese God of War and survived. That being said, he did, accidentally, kill a number of people, especially as he ran away the first time he saw the God of War, and realized that it was real, and not part of a movie gig.

Shaun
This guy fought a number of the undead. Now, while he's not a hardened killer, the undead included those he knew, like the local pub owners, his mother, his flatmate, and others.



Intelligence
How smart are these two?

Bruce
For the most part, this guy thought that Guan Di's Ghost was just some movie Gig thing. That being said, when he came back for round 2, Bruce did have something of a plan, which was to trap the creature in the mine.

Shaun
While initially oblivious to the zom - Don't say that word! - um, creatures, Shaun did come up with a reasonably intelligent plan - take those he cared about to a place that could be fortified.

Explanations
1. Killer Instinct - This is Even. Neither of these guys are hardened killers. Bruce defeated the Chinese God of War, but he also accidentally killed a bunch of people. Shaun never fought the living, but a number of the zom- (DON'T SAY THAT WORD!) - um, creatures, had once been people he'd known, like his mother.

2. Intelligence - Shaun has this. He might not have noticed the zom- Um, Creatures, for the first "15 minutes of the Apocolypse", but he did come up with a good plan to protect his friends. Bruce on the other hand took Half of the movie thinking he was to play a part in a movie, before he realized that "This isn't a movie!" However, after his initial cowardnice, he does come up with a good plan, to save Jeff - His #1 Fan.

3. Leadership - Shaun has this. He actually lead his friends. Bruce deserted his allies, once things became "real".

4. Logistics - Bruce has this one. His allies include the owner of a Gun Store, who supplied him with firearms. Shaun had to make due with found objects, and was lucky to find an actual firearm, which was loaded.

5. Quality of Followers - Bruce has this, as most of his allies know how to use weapons. Shaun's friends do not have much experiance.

Battle Situation
In this battle, Bruce will be accompanied by 4 residents of Gold Lick, who will be known as Kelly, Frank, Dirt Farmer, and Mayor. Shaun will have his friends, Liz, Ed, Dianne, and David.

Voting Rules
Give me decent weapons edges, or a nice paragraph of 10, or more, sentences in length. References to Hot Fuzz, will get you killed by the Neighborhood Watch Alliance, and likewise, references to Army of Darkness will summon the Deadites.

Robin Hood (Men in Tights) Versus Robin Hood (Disney)
The one is an Earl Flynn look-alike. The other is a wily fox. When these two Robin Hoods encounter each other, who will be helping the poor, and who will be the poor loser?

Sheriff Black Bart (Blazing Saddles) Versus Cactus Jack Slade (The Villain) Versus Lightning Jack Kane (Lightning Jack)
Bart is a black railroad-worker-turned- black sheriff, and has to battle the very people who gave him the job, as they believed he'd be lynched before the day was out. Cactus Jack is an outlaw that was hired by the manager of a bank he tried to rob, in order to rob a woman that the bank manager gave money to, so that he can own her daddy's land. Lightning Jack Kane is an Australian criminal in the American West who just wants to be Wanted. When these three zany Westerners duel it out, who will be the star, and who will be the laughing stock of the Old West?

Sheriff Black Bart
Bart was once a black railroad worker, until he took out the site manager with a shovel, after the man had left him and another man to die by quicksand. He was to be hung, but his boss saw a golden opportunity to acquire land for the railroad, and made him the sheriff of Rock Ridge, in an effort to drive the locals out, or get Bart lynched, either of which he was fine with. However, Bart, with help from his new deputy, Jim, A.K.A. the Waco Kid, managed to befriend the locals after dealing with some tough outlaws, and after learning about the plot to destroy the town, got the citizens of Rock Ridge, and the mistreated railroad workers, to work together to save the town, and defeat Bart's old boss. He later rides off into the sunset, in a LIMO!

Weapons
Main Handgun (Hero)- Single Action Army, 5 1/2" Artillery with a nickel finish and pearl grips.

Secondary Handgun (Sidekick)- Single Action Army, nickel plated 7 1/2" Cavalry.

Melee 1 - Shovel - Ow!

Melee 2 - Pickax

Explosive- Candygram- Open box for a big Boom!

Cactus Jack Slade
Cactus Jack was an outlaw, all dressed in black. After a failed attempt at robbing a train - he missed the train entirely after jumping off of a small cliff- he tried to rob a bank, only to be terrible at that - blew up the bank, but didn't damage the safe, which turned out to be empty anyways - he was hired by the bank manager to rob a woman whom he'd given money to - turns out that the bank manager was crookeder than Jack- as he wanted the land the woman's father owned, and had offered Jack a fee of $1000, only to lower it to $500 after freeing the criminal, although in Jack's case, it was either the $500 or be the recipient of a hanging. Jack attempts to rob the woman, Charming Jones, and her companion, Handsome Stranger, several time, only for his attempts to fail, miserably. In the end however, Jack manages to get the woman, as she'd been trying to romance Handsome, who had been ignorant of this, and goes with Jack, when his offer of "ravishing" her trumps Handsome's offer of "nothing". This pleases Jack to no end, causing him to shoot off his gun, and go on a jumping spree.

Weapons
Main Handgun (Hero/Villain)- Single Action Army, Artillery Model 5 1/2"

Secondary Handgun (Sidekick/Rival)- Single Action Army, Quickdraw Model 4 3/4" - instead of the typical six shots, this one holds seven. (custom model)

Melee 1 - 2x4 - That's a 2x4.

Melee 2 - Stone-headed Native American Spear - Borrowed from Native American.

Explosive- Dynamite- two sticks are enough to blow a bank in half, but only put a burn mark on the vault.

Lightning Jack Kane
Lighting Jack was an Australian criminal, who tried to make a name for himself by robbing banks. However, during one robbery attempt, the members of his gang are killed, with him escaping with nothing. In an attempt to prove that he was still good, he tries to rob another bank, only for things to get complicated, because the time he chose to rob the bank was the same time store keepers decided to deposit the day's earnings. This forced him to take a black mute named Ben Doyle hostage - as it turns out, Ben is tired of being disrespected due to his disability, and thus decides to join Lightning Jack. After their first attempt at robbing a bank together fails - with Ben shooting himself in the foot, and the pair being practically laughed out of town, Jack decides to teach Ben how to be an outlaw, and helped him learn about life in general - including helping the young man loose his virginity while he himself visited an on-again-off-again girlfriend. However, Ben isn't a cold-hearted criminal, and when a group of men cause the pair trouble, he runs away, and Jack gets captured by the local peacekeeper, who is an old friend of his, but due to his position, and the times, can't set the outlaw free. Ben however, breaks into a hardware store, steals some things, and after setting the jail on fire, sets Lightning Jack free. The two then decide to rob the bank that gave Jack his initial troubles, as it would soon have a lot of money from an upcoming cattle sale, only to find that someone else was planning to rob the place. After realizing that Jack's plans to get the money would end with trouble, Ben comes up with a great plan - Let the other guys do the work, while Ben warned the townsfolk, who would deal with the gang, the tellers would take the money back into the bank, and into Jack and Ben's hands, as the pair would come in through the back. This works as planned, and soon enough, after Ben sends a letter to a newspaper in another town, the pair become highly Wanted, with Lightning Jack getting a $10,000 bounty placed on his head, which pleases him to no end.

Weapons
Main Handgun (Hero/Villain) - .50 Caliber Special Remington Revolver

Secondary Handgun (Sidekick) - 20 Gauge cut-down - sawed-off double barrel shotgun, with pistol grip. 6-7 paces, blow a man out of his boots, but at 30 paces, it will just make him real pissed off.

Melee 1 - Bowie knife - Lightning carries one of these at all times.

Melee 2 - Ax Handle - Ben used one to knock out a deputy.

Explosive - Gasoline - not an instant killer, but soak a wooden structure with it, and it becomes a deathtrap when someone lights a match.

Chris Stone (Freedom Fighters, 2003 game) Vrs Robert Jacobs (Homefront, 2011 game)
Chris Stone and Robert Jacobs are members of two very different American Resistance movements, and come from very different backgrounds. Stone fights a Soviet Union - led invasion on the Manhattan Island, in a parallel world. Jacobs fights a North Korean - led invasion in Colorado in 2027. Stone was a plumber by trade. Jacobs was a Marine pilot. Stone has fought ever since the US was invaded, being one of the founding members of the Resistance. Jacobs was Recruited/Rescued by the Resistance two years after the country had been invaded. Both have faced threats that should have killed them, time and time again. But what happens when the two come face to face with each other?

Chris Stone
As mentioned, Stone was a plumber by trade. While on a routine call with his brother, Soviet forces invade the country, with a group entering the place the two were working at. Stone's brother is captured, and Stone escapes by hiding in the bathroom. He frees a number of hostages by using his wrench to kill a guard. With the help of an ex-CIA operative, Mr. Jones, as well as a woman who'd been warning others about the Soviet threat, Isabella Angelina, he is the founding member of the Manhattan Resistance, and given the name Freedom Phantom, his forces striking back from the sewers of New York. During this time, he managed to rescue his brother, who set out to locate other resistance forces, and perhaps work with them. However, Troy is later recaptured and executed. Stone avenges his death, by assassinating the man in charge of the Soviet forces on the United States. However, it had all been a set-up - turns out that Mr. Jones had been the second-in-command to the Soviet forces all along, in the form of Colonel Bulba, and had used the Resistance to kill his superior, so that he could be the leader, and sent special forces to kill Chris. Stone manages to survive the attempt, and after commandeering the Soviet- TV station, manages to recruit a large number of people to the cause of freedom. He then lead a large number of Freedom Fighters in an attack on Governor's Island, where the Soviet Command was based, causing the Soviets to flee. He then tells his men to prepare for Round 2, because he knows that the fight isn't over.

Chris's Weapons
Note - Chris's forces are armed with a number of Russian-made weapons. The reasons for this are fairly simple - kill Russians, take their weapons/ammo, and kill more Russians. Another reason is this - part of the Resistance is made up of Russian Soldiers, who had defected, many of which had been wounded and left to die, if Chris hadn't come along with a Medical Kit. It seems that being left by their former Comrades left a foul taste in their mouths for the Motherland, and thus they are more than happy to fight for America's Freedom, after being patched up by the rebel.

Melee - Monkey Wrench - a common Plumber's tool turned Weapon-of-Freedom. With this everyday tool, Chris struck the first blows of freedom, when he killed a guard holding several Americans hostage. This chunk of steel is highly useful in stealth kills, not to mention opening prison doors to free POWs, and opening up manhole covers to allow for quick escapes. 18 inches in length.

Handgun - Colt Python - 6 shot revolver, uses a .357 Magnum round. Very powerful, but slow to reload.

Shotgun - Franchi SPAS-12 - 12 gauge pump/semi action combat shotgun that can hold up to 8 shells in the chamber.

Assault Rifle - AK-103 - Semi-Auto/Full-Auto, holds 30-round box magazine, with 7.62x39mm rounds.

Submachinegun - PP-19 Bizon - Semi-Auto / Full-Auto, 64-round helical magazine 9x18mm Makarov

Sniper Rifle - SVD Dragunov - Semi-Auto, 10 7.62×54mm R rounds

Heavy Machinegun - PKM - full-auto, belt-fed with 100+ rounds, fires the same round as the SVD Dragunov. 7.62×54mm R rounds

Anti-Tank - RPG-7 - a single-shot rocket-propelled grenade.

Grenade - RGO fragmentation grenade - kill radius between 20 and 60 feet.

Robert Jacobs
Jacobs had once been a pilot in the Marines before the invasion, but due to budget cuts, he was forced to leave the service. Up until 2027, he worked at several odd jobs, when he was arrested for failure to answer the draft from the Occupation forces, and was to be sent to an Alaskan reeducation camp. However, the Resistance, consisting of Connor, a fellow ex-Marine, Rianna, a hunter who uses her skills for the Resistance, and Lee, a Korean-American who is determined to prove that he's just as American as the others, rescued him and then, after killing some Korean Military Police, recruited him, as he didn't have much of a choice as he'd be killed anyways by the Koreans. It turns out, his skills as a pilot are needed, as the Resistance plans to steal several trailers full of jet fuel, and take them to the US military for an assault on Korean-held San Francisco. He goes with several members of the group, first to steal some tracking devices, and later to attach the devices to several tractor-trailers hauling jet fuel. However, upon returning to base, they find that it had been compromised, with everyone there having been killed or captured. He and the remaining survivors decide to break out of the Wall that surrounded the area, all while Korean forces searched for them, killing many civilians for the Resistance's recent activities. After leaving the city, they met up with a group of Survivalists that Boone, the group's late leader, had made a deal with, in order to use their helicopter. However, because of Boone's death, the Survivalists decide to renege on their deal, and Jacobs and the others are force to fight, and sneak, through the Survivalists' camp, until they get to the helicopter, which they then steal. The group then located the Korean tanker trailers, and hijack them, with Jacobs providing covering fire from the helicopter. They then reroute the tankers to US forces outside San Francisco, California. Jacobs, along with other Resistance forces and US military personnel then engage in a massive joint effort to take back the city. During the assault on the Golden Gate bridge, Jacobs falls, seemingly to his death, but survives by catching the underpass, and climbing onto it. Upon hearing that the Resistance/US military can't make it to the other side, due to heavy artillery, he fights his way to the guns, and destroys them, allowing the rest to come through. After an airstrike damages the bridge, the forces try to get off, only to find out that the Koreans are sending tanks down the bridge. Connor, seemingly, sacrifices himself, using a flare to lead American bombers towards the tanks, allowing the planes to destroy the tanks, thus allowing the joint Resistance/US military to capture San Francisco. This inspires European countries to debate assisting the US, and if they should go one to offensive against Korea themselves.

Robert's Weapons
Note - Robert's allies are armed with weapons taken from the KPA, many of which are actually American weapons. There are some logical reasons for this - apparently, Americans make the best weapons, and the Koreans only want to be armed with the best. Also, North Korea took over areas that had been armed with American weapons, and added them to their own weapons stocks. Finally, many of the enemies that Robert and his allies fight are Korean Military Police forces, who are on garrison duty, and thus would likely be armed with captured weapons, instead of those for Frontline troops.

Melee - Tactical Knife - 12 inches long with an 8 inch double-sided blade. Useful for stealthy kills. Likely a variant of the Ka-Bar knife.

Handgun - Beretta M9 - Semi-Auto with 15 9x19mm rounds in a clip. Fairly weak, but quick to reload.

Shotgun - Remington 870 Express - pump-action shotgun that holds 8 12 gauge shells.

Assault Riffle - M4A1 - fires 5.56x45mm NATO from a 30 round clip.

Submachine gun - TDI Vector - fires 30 .45 ACP rounds in a clip.

Sniper Rifle - Knight's Armament SR-25 - fires 7.62×51mm NATO rounds from a 10 round clip. Semi-Auto.

Heavy Machinegun - M249-E2 SAW - fires 5.56x45mm NATO rounds from a 100 round ammo belt. Full-Auto.

Anti - Tank - Panzerfaust 3 - the grandson of the WW2 Panzerfaust.

Grenade - M67 hand grenade - kill radius of 15 feet, injury radius of 45 feet.

X-Factors
Those little things that don't fit neatly into a computer.

Hero's Training
Just how well are our Heroes trained?

Chris Stone
Being a plumber without a military background, Chris has no formal training. That being said, he's a quick learner, such as picking up on shooting barrels full of gas would save him bullets, as the gas would catch on fire and severely injure, if not kill, enemy soldiers, making them much easier to kill. He also learns how to use the weapons, from pistols to RPGs, he finds fairly quickly, or else he'd die.

Robert Jacobs
Robert is an ex-Marine, who has skills as a pilot, meaning that he was well trained. That being said, it wasn't until 2027, two years into Korea's occupation of America, that he picked up arms, and began to fight back. Of course, his muscles seem to have a fairly good memory on how to use a firearm, as he has proven skilled enough to use sniper rifles and rocket launchers, with very good accuracy.



Allies' Training
When one goes into a fight, he tends to bring help. So, how well trained are those who fight alongside these two?

Chris Stone
For the most part, Chris's allies are civilians who have taken up arms against the Red Army. That being said, some may have had prior training, as many of these people followed Isabella, who had spoken out against the Reds, long before the Invasion. Other members include former NYPD officers, who had joined the Resistance after the city was lost, due to similar goals. Still, other members are Russian soldiers that became disillusioned with the Communist cause, especially since many of them had been left to die after being wounded, only to be saved by members of the Resistance. Between the Police Officers and the Ex-Soldiers, the rest of the Resistance learned how to use the weapons that they stole from Russian forces.

Robert Jacobs
Just like Chris, Robert's allies come from various backgrounds. Some are civilians who make use of hunting skills they learned. Others are ex-military or police officers. Others are remnants of the US Military. Others still are trained by those with military backgrounds. That being said, all are willing to do whatever it takes to take back the US from Korean forces.



Killer Instinct
Just how quick are these two when it comes to pulling the trigger on a foe?

Chris Stone
When it comes to defending himself and his allies, Chris will not hesitate to pull the trigger on a foe. That being said, if he can avoid killing, he'll do so. Problem is, the Russian military wants him dead, forcing him to fight every step on the way to retake New York. However, if he sees a wounded Russian soldier, he tends to have an act of Humanity, often patching their wounds. This in turn causes the Russian to have a change of heart in return, and thus will fight for Chris against their former comrades.

Robert Jacobs
Robert is more than willing to kill if need be to complete his mission. However, if it's possible to sneak past his foes, and not have to kill them, he'll do that. Also, unlike the American Survivalists, who will kill anyone they don't like, he and others in the Resistance don't kill for sport, although some of the members don't do the Koreans any favors, while some might, especially if the Korean was on fire - some would put them out of their misery, while others would let them burn.



Logistics
Just how well are these guys supplied?

Chris Stone
For the most part, Chris and his forces make due with stolen Russian weapons. That being said, they did have a base where they did store a large cache of weapons for their fighters, until Mr. Jones revealed his true colors as Colonel Bulba, a KGB agent who wanted his boss's job. However, the survivors of the deceit managed to set up another base, and continued the fight.

Robert Jacobs
For over a year, Robert's allies did have a base in the abandoned projects of Montrose. However, the KPA managed to locate it and destroyed it, along with many civilian's homes, killing those there in retaliation for the Resistance's recent activities. After that, Robert and his allies were forced to flee, implementing Boone's plan to steal the fuel trucks, and eventually hooking up with the US Military.



Importance to Group
Just why are people willing to fight alongside these warriors in their quest for Freedom?

Chris Stone
After rescuing Isabella, Chris became known as the face of the Resistance, and led the fight against the Russians occupying New York City. While he's not the first member of the Resistance, he's the one most everyone, from armed civilians, to members of the NYPD, to deserters from the Red Army, looks to for leadership.

Robert Jacobs
The primary reason that Robert is with the Resistance has to deal with the fact that he is a Marine who can fly attack helicopters. Apparently, it's a little tricky finding someone who can do that, especially in a city surrounded by walls.



Leading and Taking Orders
Just how well do these people Follow Orders, and how well do they Lead their Men?

Chris Stone
As the Leader of the Resistance, or at least the Co-Leader, Chris, obviously, leads his men from the front, his men following him, and they do what he tells them to do - Man that Turret, Destroy that Obstacle, Follow Me - Defending, Attacking, or Following basically. Of course, he often has to prove himself to Leaderless Guerrillas if he's trying to recruit more fighters than he can lead - Affected by Charisma, and the number of POWs Rescued, Wounded Healed, Helicopters Blown up, and such. As for Taking Orders/Suggestions, by destroying certain things, like Power Generators and Helicopter Landing Pads, it makes things easier in other areas, as Spot Lights won't work, making stealth missions easier, and there will be less troops to face, as the Helicopters carrying them can't fly.

Robert Jacobs
Given that Robert was a Helicopter Pilot in the Marines, it can be assumed that he took some sort of Officer's Training, and might of been a minor officer in the Corps. However, this is largely an Unknown, as his military career isn't talked about at length, and had been given an Honorable Discharge, due to Budget Cuts. For the most part though, he follows the Orders/Advice from others in the Resistance, doing so fairly well, even coming up with things on his own.



Endurance/Healing
How much damage can they take? Also, Just how do these guys, and their allies, heal from wounds?

Chris Stone
Chris has face hundreds of Russian soldiers, from low ranking ones, all the way up to those armed with heavy machine guns, and has been shot hundreds of times. Thankfully, he has access to Health Packs, which he can use while behind cover, or while running. Also, he can give these to severely wounded (dead actually) allies, in order to get them back into fighting shape. Then again, to a wounded Russian Soldier who was left to Die by his Comrades, it's worth more than a million Rubles, causing them to defect to Chris' side. However, Chris can only carry 8 of these at a time, so he has to keep track of the others.

Robert Jacobs
This guy has a reputation for falling out of high things, from tree houses, to towers, and even the Golden Gate Bridge, and making out okay. As for healing, he just needs to get behind cover for a few seconds, and he's good to go. However, sniper shots and grenades tossed near him can mess up his day, if they occur at a bad time, when he's already wounded.



Personal Combat Experience
Just how long have these two been fighting?

Chris Stone
Chris Stone has been fighting every day since the Reds invaded New York, at least 8 months, if not longer.

Robert Jacobs
Robert Jacobs has barely been fighting the Koreans for two weeks, if that.



Allies' Combat Experience
What about their allies?

Chris Stone
Chris's allies have been fighting since Day 1 of the invasion. Some were even on the other side, until they were wounded and left for dead, and saved by the Resistance.

Robert Jacobs
Most of Robert's allies have been fighting for at least a year, if not all two years of the occupation.

Reasoning Behind Numbers
1. Hero's Training. Chris is a plumber by trade, with no known military background. That said, you learn quick on the battlefield, or die. Robert on the other hand is an ex-Marine, thus is well trained. That said, it's been a few years since he used a firearm.

2. Allies' Training. Both groups are even here. Both groups have armed civilians who have learned how to use weapons. There are also trained soldiers in both groups - Russian soldiers that defected to Chris' group, and the US Army is allied with Robert's group. Also, both men have semi-trained allies - Chris in the form of NYPD officers, and Robert with ex-military members who hadn't worn the uniform in a while.

3. Killer Instinct. While Chris might lose out on training, he's slightly more motivated to fight his foe - The Russians captured and executed his older brother. Chris then went to avenge him, taking out the overall leader. However, as it turns out, the one person who had helped found the Resistance had been a Russian officer all along, and had used them for his own ends, and had made the claim that the group had been destroyed. Chris was eager to prove him wrong, capturing a News Station, and then attacking Governor's Island, where Russian command was based. As for Robert, he doesn't have any real reason to fight, other than the fact that he killed some Military Police/Soldiers during his escape, and thus has Korean blood on his hands, as it were. I mean, let's face it, it took him at least two years to get into the fighting, and that's partly because he was forced into it.

4. Logistics. The Advantage goes to Chris. While both fighters are rebels that have to make due with stolen weapons, Chris had a base for a long time, and even had some fallback bases after the main one was compromised. As for Robert, he and those he was with were mostly on the run, until they hooked up with the US Army, and even they are hurting for supplies, like jet fuel.

5. Importance to Group. Both are Even here. Chris is the leader of his group, and is very hard to replace, especially after he's freed New York City. As for Robert, he's stuck in a city that has been walled in - it's very hard to find a pilot who's willing to be on your side in that situation.

6. Leading Others. Chris has this in the bag. He is the Leader of the New York City resistance, or is the Second-in-Command/Co-Leader at any rate. Robert, he might have some officer's training, (based on requirements for Marines to become Pilots in today's Marine Aviation Corps), and thus might know how to lead men into battle, but he doesn't really show this.

7. Following Orders/Advice. It's a tie here. Chris might have a little bit of Leeway, as he is a main leader of his group, and doesn't have to follow orders. That being said, he does listen to the advice of those under him - for instance, taking out the generator in one neighborhood can disable lights in another, letting him free some prisoners, which lets him recruit more people to help him attack the Main Base in the end. Robert on the other hand has to follow orders - making noise during stealth missions can cause the enemy to kill him - In the "Heartland" level, if you shoot a certain Survivalist instead of stabbing him, his buddies will hear the gunfire, and kill you.

8. Endurance. Both of these guys have been through tough situations, but Robert seems to be tougher than Chris. I mean, this guy has survived numerous falls from over twenty feet in height, survived a simi crashing into the bus he was on - only one other survived, but that MP was in bad shape, until Connor put him out of his misery, being bombarded, and numerous other situations that would have killed your average person. That being said, Chris is pretty damn tough himself - I mean, he's been chased by armed attack helicopters, face 40-1 odds on many occasions, fought single-handed through a large number of foes on several occasions, dealt with limited ammo issues, and more.

9. Healing. When there's gunfire and grenades going off all around you, odds are that you're going to get hit, and thus need to get patched up. In this case, Chris has the advantage, in the form of Medical Kits. Sure, Robert can sit behind cover, and wait for his health to replenish, but a grenade landing next to him tends to ruin that. Chris, on the other hand, can use a Kit while on the run, and use them to revive injured allies, or wounded civilians/Russian deserters.

10. Personal Combat Experience. This one is tricky, but I have to give it to Chris. Chris has been fighting the Russians for at least 8 months, if not longer, and fights mainly Frontline troops, along with more than a few special soldiers. As it is, the Russians want him dead because of how he rallies people to his cause with each victory. As for Robert, I'll give him credit for using vehicles during some of his battles, but for the most part, he fights the Rearguard troops, or the Military Police. Plus, he's only been fighting for a week, maybe two at the most.

11. Allies' Combat Experience. A slight victory to Robert's allies, as they have been fighting for at least a year, if not longer. Still, Chris's allies have been fighting since the war began - some had even fought for the other side once before being abandoned by their comrades.

12. Overall. This is very close, but Chris gets this. However, Robert comes very close, and thus will give Chris a tough fight.

Night of the Living Dead Survivors (1968) Versus Q's Gang
In 1968, George Romero created his famous Night of the Living Dead. In it, a group of five strangers are hold up in a farmhouse, trying to fend off the undead. In 2012, Matt Mitchell, one of many directors following in Romero's footsteps, created the British zombie-comedy Gangsters, Guns, and Zombies, which is about a group of first/small-time bank robbers, who must fend off the zombies. When these two zombie fighters from opposite sides of the Pond collide, who will be Deadliest?

NotLD Survivors (1968)
One of the most famous groups of zombie fighters, Night of the Living Dead is about five strangers trapped in a farmhouse, who try to survive the onslaught of the undead, and try to escape. The survivors included Ben, a black man who tries to lead the group, Tom, an older teenage boy, Judy, a teenage girl, Harry, a cowardly man that only cares for his family, as well as Barbra, a nearly comatose woman, Harry's wife, and Harry's sick/invalid daughter. However, due to a number of internal issues, as well as the undead, everyone gets killed, even Ben, the sole survivor of the Night, when a posse of zombie killers mistake him for one of the undead.



Weapons
The Night of the Living Dead defend the farmhouse using the following -

Long Range - Winchester Model 1894- Lever-action rifle that holds up to 8 .30-30 bullets in the tube.

Medium Range - S&W Model 10- Six-shot revolver that uses .38 Special rounds. This model has a tapered barrel and a half-moon sight. Pre-70's Model.

Special - Molotov Cocktails- Glass bottles with gasoline/petrol and a rag fuse. Fuse is lit, bottle is tossed, and contents are set on fire.

Melee - Claw Hammer- Used for pounding in nails, and bashing in heads.

Also, the fighters can use anything they can find, including boards, kitchen knives, and everything else in the place.

Q's Gang
Q was a small-time hood, in Great Britain, when he joined up with Tony, a pro at bank robbing, who was planning to rob a bank with a number of others, including his Best Mate's Son, Danny. The others were Pat - Bank-Robbery Middle-Management or something, Muscles - Not the sharpest tool in the shed, but every now and then, what he says actually makes sense, Crazy Steve - the guy is nuts, and don't you dare mess with his shoes. However, the bank robbery went awry, with Danny getting shot. Q an the rest try to get him to a hospital to no avail, as the Zombie Apocalypse hit at that moment. The group, who have stolen an armored van, drive out into the countryside, where Danny dies. The group also loses Steve, who'd been bitten in the attempt to bury Danny, while trying to get petrol. The group soon locates a farmhouse, occupied by two armed women, a Racist Grandma, and her adult granddaughter Cassie. When a group of the undead show up, the six work together to fend them off, and the woman allow the men to stay the night. However, Tony had other plans,and tried to take the supplies, along with the women's car, for himself. This causes Q, and the other bank robbers, to argue with him, as they felt it wasn't right to leave the women with nothing. Tony and Grandma fight over the keys, accidentally opening the door to the outside. Tony is killed, and Grandma is bitten. Grandma tells Q to take Cassie with him, and to take care of her, threatening to come after him if he failed. Q, now the leader of the group, leads Pat, Muscles, and Cassie to the car, and gets the supplies, while Grandma distracted the zombies. The four soon make it to the docks, where they had to fight some more undead, before they were able to steal a boat.



Weapons
Q and his gang roam the British Countryside, armed with the following -

Long Range - Double-Barrel side-by-side Shotgun - 12-gauge, two shells, one in each barrel.

Close Range - Beretta 92FS - Semi-Auto pistol that has 15 9mm rounds in a clip.

Special - Chainsaw - Perfect for cutting down trees in a hurry- gasoline powered.

Melee - Shoes - useful in kicking the enemy, and smashing in the faces of downed foes.

Also, the fighters can use anything they can find, including boards, kitchen knives, and everything else in the place.

Explanations
1. Teamwork - Q's gang has this in the bag. While there is some squabbling within the group, they tend to work together more often. The NotLD Survivors though, they argue constantly.

2. Combat Experience - Q's Gang gets a slight lead here - they've been fighting for at least a week. NotLD barely lasted 24 hours.

3. Killer Instinct - NotLD gets a slight lead here, as one member of the group killed someone they -sorta- knew. Q's Gang never killed anyone they knew.

4. Survival Rate - Q's Gang gets this. Out of 8 Members/Allies, 4 are killed, and 4 survive. As for the NotLD, Well, only 1 survived the night, only to get killed by a posse.

5. Training - Q's Gang gets a bit of an edge here. Given that they are criminals, they might know a bit more about fighting than a group of regular civilians.

6. Logistics - Q's Gang get the edge here as well. While there were times that they might have been stuck in one place, they were able to use a few vehicles to get around, like the armored van and then Cassie's car, and later a boat, which aids in the procurement of supplies. NotLD Survivors were stuck in one place, and unable to escape.

7. Overall. Do the math. Q's gang has this. Even with the Survival Rate tossed out, they would hold the lead there. But, who knows, maybe the Night of the Living Dead Survivors will win, for once.

Biker Mice From Mars Versus the Mighty Ducks of Anaheim
Most of us had a childhood, during which we'd wake up on Saturday Mornings, and watch cartoons. Two of my favorites to watch were the Biker Mice From Mars and the Mighty Ducks (Animated Series). Whenever they were on, I'd plunk myself right in front of the TV - Channel 4 or 7 at the time. Both were about humanoid aliens stuck on Earth, one way or another, who fought various alien threats, and were also vigilantes, fighting crime as well, and there was plenty of Action, with some Environmental lessons in the background. So, what happens when these two groups of cartoon alien vigilantes duke it out with each other? Who will be the Deadliest Warrior?

Biker Mice From Mars
Hailing from the Red Planet, the Biker Mice are part of a Resistance group called the Freedom Fighters, and along with the Martian Army, they were busy fighting the Plutarkian invasion. However, it seemed that the Top Brass of the Army, along with most of the Martian Political Leadership, had been bought off, giving their forces useless orders, that is until the Rank-and-File soldiers, along with the honest officers, joined with the Freedom Fighters, and adopted their Hit-and-Run tactics.

The Biker Mice of Mars consist of Throttle, Vinnie, and Modo, who are veterans of the war. When an incident causes the ship that they were on to crashland on Earth, specifically, Chicago, the trio soon encounter a woman named Charley, the owner of The Last Stand Garage, which is in danger of being bought out by one Limburger. When the guys go to check things out, they discover that Limburger is a Plutarkian, who plans to send Earth's resources to his homeworld. Thus, the trio decide to prevent what happened to Mars from happening to Earth, fighting the various goons, mercenaries, and criminals, that were sent their way. After a long time, the boys defeated Limburger, and went back home to Mars.

However, a few years later, Mars was invaded again, fighting Catatonians, who wanted a special device, the Regenerator, which Mars was using to create water, in order to conquer the universe. Circumstances forced them to go to Earth, along with some friends, where they reacquainted themselves with Charley, who was more than happy to see the Biker Mice again, especially since another businessman was threatening her garage. As it turns out, Ronald Rump, the businessman, was working for the Catatonians. The mice, once again, work to protect the Earth from Invading aliens, criminals, and anyone else that came after them, eventually saving both Mars and Earth.



General Weapons
Hand-to-Hand Technique - The Biker Mice From Mars tend to employ a style of fighting more associated to Street Brawls than the Military. The Mice also use their tails like a third arm - in which they can grab people, items, and objects. Strength of the tail is not exactly clear, but in one instance, Modo used his tail to hold onto Thottle, who used his tail to hold onto Vinnie, who was using his tail to hold onto Charley, in order to keep her from falling from a Ferris Wheel, so at least 500 lb can be held by Modo's tail, and with Vinnie picking up a 120lb Charley with his tail on a regular basis, but as mentioned, exact strength is an unknown, but one can safely say that 200lb is something they can handle with relative ease.

Laser Pistol - This is just your basic Martian sidearm - most everyone uses it. Destroys lightly armored robots fairly easily, but tends to stun biological targets. (This was a Children's show after all.)

Laser Rifle - Just your basic Laser rifle, nothing fancy.

Explosives - Some can be set on a timer, similar to C4, and others function like grenades.

Leader
"In this wild and woolly universe, there are three things you can count on: your brains, your bros and your bike!"

- Throttle Throttle is the leader of the Biker Mice on Earth. He possesses a tactical mind, and very rarely lets his anger get the best of him. Due to an incident on Mars, Throttle is, technically, blind, his organic eyes having been replaced by faulty cybernetic ones. However, he's able to compensate for this by wearing a special set of tactical sunglasses, which filter the light enough, so that he can see. Of course, if he were to misplace his glasses, he can use the tactical visor on his helmet, at least until he can find his glasses. At one point, he was to be promoted to the rank of General, and was to be placed in charge of the Western Hemisphere of Mars. However, this decision was revised, upon the realization that he was better off as the Commander of the Biker Mice on Earth, especially since his replacement was, somewhat, less than desirable.

Weapons - Throttle's primary weapon is the Power Nucks - a cestus-like item that enhances the strength of his punches. This item can also shoot lasers, and Throttle also carries a Laser Pistol.

Crazy One
"What a rush!"

- Vinnie Vinnie tends to do lots of crazy, and dangerous, activities. He's the first one to rush into a fight, or to suggest one, especially when friends are in danger. He also thinks that he's quite the lady killer, with an ego to match, always trying to impress Charley, who tends to turn him down. That being said, the quickest way to get on his bad side is to harm Charley. Vinnie wears a special metal mask on the right side of his face, due to the same incident that took Throttle's eyes, and Modo's arm.

Weapons - Vinnie tends to use special Flares, which can cut through most anything. He also uses special explosive throwing stars. He has also been known to use the laser rifle, along with the laser pistol.



Gentle Giant
"RAT?!! My mama didn't raise no stinkin' rat! UNDERSTAND?!!"

- Modo Modo is easily the strongest of the Biker Mice - it's very difficult to find someone who can match him physically - especially since he can hold 500+lb with relative ease, with his tail, plus hold himself onto something. His normal left arm can hold 150+lb, and as for his mechanical right arm, who really knows - that thing's awesome beyond awesome. He got the arm in the same incident that injured Throttle and Vinnie. He's also, easily, one of the nicest guys around, however, there's one thing about this guy that foes should know - don't mess with women, his friends, his bros, or - Heaven help you - his bike - as those things can really piss him off, and you don't want to be around him when he's pissed off.

Weapons - Two Words - His Arm. More Words - Cybernetic prosthetic, that gives him a very powerful punch. The Arm also packs a laser gun that links to his cybernetic eye - yeah, the right got replaced as well, but the left was damaged - which allows him to place some very accurate shots.



Inventor
"You've got ten seconds to vacate this place, or I'm gonna vacate your face!"

- Charley Charlene "Charley" Davidson is the owner of the "Last Chance Garage", not to mention, a native of Chicago. She met the guys when Limburger tried to take over the place, in a rather hostile manner, but they managed to help her out. Ever since then, Charley has been assisting the mice, sometimes as a medic, sometimes helping to infiltrate enemy bases, sometimes actually taking a part in the fighting - though the guys don't like that - but, most of the time, she works behind the scenes, keeping the guys' bikes in top shape, and making new weapons for them, and upgrading their bikes. In many ways, Charley is, arguably, one of the most important members of the team, and without her, the Bros would be in serious trouble, which is why they don't want her to get involved in the fighting too much.

Weapons - While not normally in combat, she has proven herself on many occasions. In fact, she uses a variety of weapons, from laser rifles and pistols, to her work tools, and anything she gets her hands on, including plates.



The Chick
"Without the Regenerator to create our water, Mars will go bone dry."

- Carbine Carbine is the main General in charge of the Martian military, including the Freedom Fighters. She is something of a disciplinarian, preferring to see that protocol is being followed. However, she has been known to loosen up a bit at times, and happens to be the main love interest for Throttle, but her duty is to Mars first and foremost, and thus will sacrifice her own happiness to make sure that Mars survives. She has a scar across part of her face, due to an incident during the Plutarkian Invasion, while searching for information regarding one of the fish-faces' plans to send Mars to Plutark. She was also one of the first regular Martian Army soldiers to join up with the Freedom Fighters, telling the rest that they (the Freedom Fighters) were the real fighters in the war for freedom, prompting the rest of the Army to join them as well, and adopt their tactics.

Weapons - Carbine is known to use explosives, laser pistols, and rifles while in combat.



The Criminal
"Same old, same old. Things look pretty much as I left them. Nothing to do now but wait to see who has the winning hand."

- Stoker Stoker is one of the former commanders of the Martian Military, and had once led the Freedom Fighters. While older than the boys, and getting on in years, you can count on Stoker to have a trick or two up his sleeve. However, his loyalty is questionable at times - having previously done some work for the enemy (against his will mind you - once because he was brainwashed, and once because someone he cared for had a bomb implanted in them (not that the person - Throttle - would remember due to a memory wipe of the time)), but this mouse's true loyalty is to Mars, or at the very least, to the Bros, and thus can be counted on to do the right thing in the end. He also happens to have a bionic tail, due to the same incident that gave the Bros their various handicaps. Stoker is also highly intelligent, having made more than his share of devices in his life, including the Regenerator, which could turn dirt into water, or anything else into anything else, and even a device that could sent people into the Internet.

Weapons - laser pistol, and another handheld laser weapon.

The Wild Card
"What's up, Uncle Modo?"

- Rimfire Rimefire is Modo's nephew. While initially too young to join the Freedom Fighters, he did eventually join them. However, while Rimfire has proven himself to be a competent fighter on occasion, such as when he discovered a traitor in the ranks of the mice, saved Stoker from being a prisoner, and destroyed more than a few Catatonian robots, he has a tendency of being captured by the enemy, and thus, needing to be rescued. Luckily, the Bros aren't the sort to leave a mouse behind. Ironically enough, he'd been trained to take over Throttle's command when the mouse was due to be promoted, but the decision was reversed when Command realized that Throttle was better off leading the Biker Mice From Mars instead, as Rimfire had, once again, got captured.

Weapons - Laser pistol, grenade-like explosives

The Vehicle
The bros wouldn't be the Biker Mice From Mars without their beloved bikes. These machines have Artificial Intelligence that makes them fairly independent if need be. These bikes, which practically every mouse has, are an important part of their war effort, as the bikes allow them to conduct hit-and-run missions, due in part to their high speed, especially compared to those used by their foes, and the fact that each bike has guns mounted on them, allowing them to fend off most would-be attackers, to say nothing about grappling ropes and other weapons. The bikes travel at high speeds, are fast enough to drive up the sides of buildings, and, with the right modifications, can travel in snow, underwater, and into outer space.

Mighty Ducks of Anaheim
Hailing from a place called Puckworld, where hockey is a way of life, almost like a religion, the Mighty Ducks are part of a Resistance group that formed when the planet was invaded by the Saurian race. The group, led by one Canard, who was wearing a special mask, once made/owned by legendary hero Drake DuCaine - who had saved Puckworld in the distant past, decided to launch an attack on the overlord himself, Dragaunus. The attack had the result of destroying the Saurians' base, but they decided to escape by flying their ship through a dimensional gateway. The ducks soon followed, but Dragaunus tried to foil this by sending some sort of elecrto-magnetic worm, which would devour the ducks' ship. To prevent this from happening, Canard sacrificed himself, but not before giving the Mask to Wildwing, his best friend.

The Ducks soon found themselves on Earth, a planet populated by the nearly hairless, and completely featherless, humans. Specifically, they landed in downtown Anaheim. Needing a place to play hockey, in order to keep up their strength, they were directed to the Anaheim Pond by the local comic store owner - "Best Hockey Rink in the World - also the Emptiest." It was here that they met up with Phil Palmfeather, a greedy, yet good-natured, man who was willing to help out the Ducks, when it was made clear to him that the aliens were fantastic hockey players, as they cleared the ice of a team of goons, and that he could make a ton of money using the fact that they were alien hockey-playing ducks as a selling gimmick. They soon became a legitimate NHL team, known as the Mighty Ducks of Anaheim. Thing for Phil, who became the Team Manager, was this - the Ducks used the profits to build a base under the Pond - his lawyer missed that one - the guy (the lawyer) is "making hot dogs now."

The Ducks then began looking for Dagaunus and his goons, only to discover that the Saurians weren't the only threats that the city faced, like the local thugs and criminals. Thanks to some persuasion from Duke, who had once been on the wrong side of the law, Wildwing and the others became vigilantes, helping those who needed help. When they did eventually meet up with Dragaunus again, they foiled his attempt to destroy the city, and made his ship unable to fly far, but its cloaking mechanism prevented the Ducks from capturing him. After that, the Ducks decided that they'd do whatever they could to stop Dragaunus, and protect the planet from other threats.



General Weapons
Hand-to-Hand Technique - The Mighty Ducks tend to use a style more commonly associated with a street brawl than with a military force, but Mallory has been known to utilize the Puckworld version of Martial Arts, which is similar to a hybridized version of karate and kung fu.

Puck Blaster - Pistol-like sidearm that fires explosive pucks.

Puck Bazooka - Bazooka-like weapon that fires explosive pucks.

Explosive Pucks - These aren't your typical hockey pucks - these things act more like grenades, or could be set up to explode after a period of time, like an hour or so after being placed.

Leader
"Wildwing: Canard, all these guys have special skills, but what am I doing here?

Canard: You're going to draw Dragaunus out, so that we can jump him.

Wildwing: Why me?

Canard: Because you're the best goalie I know; you'll be able to take anything Dragaunus can throw at you.

Wildwing: Did I mention I'm half chicken?"

- Wildwing and Canard. Wildwing Flashblade was Canard's best Friend. Wildwing was the first one to join Canard's group, to try to oust Dragaunus from Puckworld. After Canard's apparent demise, Wildwing reluctantly took up the role of Leader. While he's not the most experienced fighter of the group, nor the strongest, or the smartest, he's able to lead the Ducks effectively, without much trouble, due in part because he isn't headstrong, doesn't speak in jargon the others have trouble understanding, and he knows when action is favorable, and acts on it.

Weapons - Puck Launcher in his left Gauntlet, shield, and the Mask of Drake DuCaine, which allows the wearer to see things that are otherwise not view-able - like seeing through cloaking systems, and like an X-Ray, among other things.

Crazy One
"Slammin' gear Canard, we are set for some serious street hockey!"

- Nosedive, after he gets his weapons and armor for the first time. Nosedive Flashblade is Wildwing's younger brother. The main reason he's in the group is because Wildwing wouldn't join unless Nosedive was allowed to join as well. Nosedive is known for being immature at times, always rushing into trouble without thinking things through, but is willing to do whatever it takes to help out his friends when they are in trouble. He also tends to be the one to figure out how to run/ruin vehicles very quickly. Has a tendency to come up with ideas that seem good at the time, but don't pan out so well. He also has a habit of breaking the fourth-wall, moreso than the other Ducks.

Weapons - Commonly uses the Puck Blaster, but has been known to use other weapons as well.

Gentle Giant
"Phil: (Voice Over) And the last member of the team was a guy named Grin. He was so strong, he could bend steel just by looking at it.

Grin: (After smashing a robot with his fists) Pain is an illusion, an illusion that really, really hurts."

- Phil and Grin Check "Grin" Hardwing is the Big Guy of the team. If there is a door that needs to be opened, he's more than happy to oblige his teammates, by smashing it down with his fists. However, unlike the typical stereotype of the muscle-bound type, who has less brain cells than an amoeba, Grin tends to prefer peaceful options, being something of a philosopher, with Zen-like quotes of wisdom, due to some intervention when he was young, as he'd once been a bully, and a goon, and was taught the "true way of hockey", and how to play it honorably, by one Tai Quack Do, whose teachings come in handy from time to time. However, despite being the calmest member of the group, he doesn't hold back when it comes to helping his friends, and has no problems giving foes the beating they deserve.

Weapons - Grin prefers to use his fists in a fight, using moves that would be found in a Wrestling ring, but he'll also use a Puck Blaster on occasion, or other weapons.

Inventor
"Phil: (Voice Over) Then there was Tanya, an expert in science and, you know, technical stuff. She was so good, she actually knew how to set a timer on a V.C.R..

Tanya: (After destroying a robot, with an explosive) Scratch one over-sized toaster oven."

- Phil and Tanya Tanya Gertrude Vanderflock is the inventor of the group. There is, practically, nothing she can't build, and is the one who makes the Ducks' equipment - guns, explosives, armor, bikes, various vehicles, and, usually, the Gadget-of-the-Week, to say nothing about the Ducks' Supercomputer, Drake One. Even more incredible, she gets the parts out of your basic electronics and hardware store catalogs, especially from a place called Electric Land. She's also the group's medic, for when they get injured, or are under the effects of some villain's device. She's not that good in a fight, but she's willing to stand alongside of her teammates. Also, she seems to have a code for anything that could come up, even some that others would consider unlikely, like an invasion involving dinosaurs - real ones - which tends to be commented on by someone.

Weapons - Tanya tends to use a Puck Blaster in a fight. She also uses explosives, and uses a screwdriver-like device, called an omni-tool, with multiple functions, to fix machines. Also, she's strong enough to pick someone up with one hand, as Duke found out when he wrecked the Migrator, and she told him to fix it.

The Chick
"Phil: (Voice over) First up was Mallory, a top flight commando and weapons specialist.

Mallory: I hate machines."

- Phil, and Mallory Mallory McMallard was in one of Puckworld's Special forces, and has plenty of experience when it comes to combat tactics and such. However, she's a stickler for regulations - thus always arguing with ex-thief Duke, is occasionally something of a hot-head - don't call her a freak, and, whatever you do, don't mess with her friends.

Weapons - Mallory tends to use a style of martial arts that seems to be a hybrid of Karate and Kung Fu. She will also use a Puck Blaster, as well as other weapons, depending on the situation.

The Criminal
"Phil: (Voice over) Next was Duke L'Orange, the most notorious jewel thief on Puckworld. But ever since Dragauns hit town, he'd been putting his skills to good use.

Duke: This food belongs to the people, not that tyrant Dragaunus."

- Phil, and Duke Duke L'Orange was once a thief on Puckworld, having run a gang called Brotherhood of the Blade. However, he now works to bring down those who have caused harm to Puckworld, and uses his criminal skills to help people. He is one of the more experienced of the Ducks when it comes to fighting, proving to be very skilled with a sword. He's the one who convinced Wildwing that the Ducks should help out the locals of Anaheim, by dealing with the city's threats, in addition to taking out Dragauns. That being said, he tends to get into arguments with ex-Commando Mallory, especially when one of his former crewmates started stealing for Dragaunus and his loyalty was questioned. However, he's completely loyal to the Ducks, as has been demonstrated time and time again.

Weapons - Ducksaber - basically, an energy sword, and a Puck Blaster. He's also equipped with a grappling-hook-like device mounted to his wrist, which has a rope attached to it - useful for snatching things, or rescuing allies.

The Wild Card
"I can remember when a duck was a meal, not a headline."

- Klegghorn Captain Klegghorn is a police officer of the Anaheim Police Department. Originally, he was antagonistic towards the Ducks, what with them causing quite a deal of property damage, and the fact that he didn't believe their story about Dragaunus and the Saurians, that is until the day the lizards took over the Pond while he was their exercising a Search Warrant, which may have been set up by the lizards. During this event, he fought alongside the Ducks, and afterwards, while he still didn't like the Ducks, had come to a sort of an understanding with them - he'd deal with the locals, they'd deal with the bigger threats.

Weapons - Has a pistol-like blaster (this is a children's show), and has been known to use alien weapons, such as laser rifles, along with Earth Weapons.

The Vehicle
The Migrator is the vehicle that the Ducks travel in. Similar to a tank, the Migrator is a six-wheeled vehicle that has good acceleration, and is armed with a number of laser weapons. It can hold the Ducks, several Duckcycles (basically unarmed motercycles), and whatever supplies they need as they rush into battle.

Reasons for Numbers
Leader Crazy One
 * 1) Leadership - Throttle is always sure of himself when it comes to leading his team - in fact, he was offered a promotion to General due to how well he led them, though that was later changed when it was realized that he was needed on Earth, not Mars. Wildwing, on the other hand, often wonders if someone else should of been picked to lead the group, at least until he found out that the others were worse at leading the team than he was. Edge: Throttle
 * 2) Training - It could be safely assumed that Throttle, due to the fact that he and the other main Biker Mice were once lead by a former Martian Army General, received military-like training. Wildwing, being a civilian before being recruited by the Resistance, has no formal training, but was likely taught things from his friends, which include a former thief and Puckworld's top commando. Edge: Throttle
 * 3) Combat Experience - Both of these guys have fought alien forces, and local thugs. However, Throttle has been fighting quite a bit longer than Wildwing, and thus has the edge in experience. Edge: Throttle
 * 1) Discipline - Neither of these two guys care a thing for discipline. Both are prone to disobeying orders, going off and doing their own thing, to say nothing about reckless use of vehicles. That being said, Throttle did train under a former Martian Army General, meaning he's more likely to obey orders compared to Nosedive, who has no formal training.

Sir Daniel Fortesque Vrs Samurai Jack
Here we have two great heroes, who are known for fighting foes of other worldly origins, and for fighting in eras, other than the one they were born in. Let's give it up for Sir Daniel Fortesque, the skeleton knight without a jaw, who was shot in the eye during his first fight, and Samurai Jack, the guy who tears off his robe in every battle, and was tricked by his arch-nemesis, and hurled through time by him.

When these two warriors, with less than glamorous beginnings encounter each other, who will win?

Sir Daniel Fortesque
Sir Daniel Fortesque served the King of Gallowmere as a knight. To be honest, Daniel only got the job because he was a good storyteller - there hadn't been a war in years, but the king loved a good story. Then one day, the necromancer Zarok, who had once been the king's adviser, until he was found dealing in Black Magic, launched an attack against the kingdom. Dan was told to lead the charge against him. It didn't go so well for him. The battle was won, but he was dead - embarrassingly enough, the knight was the first casualty of the fight. Understandably, the King didn't like that detail, so he had the story changed, making Daniel the Hero, having slayed Zarok in mortal combat, only to die of his wounds shortly after he did, and thus, Daniel was given a Hero's Burial. Problem was, the other Heroes didn't recognize him as one of them.

However, a hundred years later, Zarok returned, and resurrected the dead, thereby giving Daniel a second chance to prove himself, especially since no one else was capable of defeating Zarok, as there were either possessed, or held captive, or terrified out of their wits. Daniel managed to defeat him, saving the kingdom, and was even considered to be a real Hero.

Then, five hundred years later, someone found Zarok's book of spells, and once again, Daniel was called to duty. Some so-called Lord Palethorn wanted to rule the world, and tried to use the book to do so. Daniel woke up, teamed up with this ghost, this professor, and this lovely Egyptian Princess mummy - well, she was lovely to Daniel's eye anyways, what with both of them being undead creatures with good souls, and all that. Daniel managed to defeat this Lord, and the Demon he had Summoned. As for Daniel and his new Girlfriend, well, they used a Time Machine to get back to Daniel's own time. Problem is, let's just say that the Sequel is stuck in Development Hell, as the current ending is something of a Downer.

Sir Daniel Fortesque's Weapons
Unarmed: His Left Arm - Daniel is able to use his left arm as both a melee weapon, and a range weapon, but it's very weak.

Main Weapon: Magic Sword and Gold Shield - The sword is essentially, an enchanted Broadsword, and the shied is an enchanted square shield - can break after a certain amount of damage.

Range Weapon: Hero's Crossbow - This is a very powerful crossbow that Daniel can use in one hand.

Secondary Weapon: Axe - Daniel is able to use a double-bladed battle axe, both for melee attacks, and like a boomerang.

Important X-Factor: Undead Skeleton - Being undead, Daniel is very difficult to kill, and he can put himself back together.

Samurai Jack
Jack's father was an Emperor. As such, it was his duty to protect his people, and a great evil threatened them. That evil was Aku. Thanks to the Gods, who forged a weapon powerful enough to defeat this evil, Jack's father was able to defeat Aku, and saved the kingdom. However, he knew that Aku would free himself, and thus formed alliances with tribes from across the known world; Asia, Africa, Europe, and everything between them. When Aku did break free, Jack was sent from one tribe to another, learning their skills, so that he might be able to defeat Aku one day. Eventually, Jack was ready, and he was able to retrieve his father's sword. Afterwards, Jack set out to free his kingdom, and soon, he engaged Aku in combat.

However, while Jack did come close to defeating him, Aku pulled a trick on him, and sent him through a portal in time, to a future where he ruled. Jack met up with some talking dogs, who were looking for someone to help free them from Aku's rule. He heard their story, and decided to help them. When Jack went to their place, he saw things that reminded him of what his people had been through. Soon enough, Aku's robot minions were sighted in the distance. Thus, with the help of the dogs, he prepared a field of death for those things. Soon enough, they came in range, and Jack engaged them in battle. It took him a while, but he defeated them. Afterwards, Jack set out to defeat Aku.

Since then, Jack has helped out many who have been harmed by Aku's rule, or other evil forces, and he has engaged Aku in many battles, but as of now, Aku has always managed to escape, and has kept Jack from returning to his home. However, Jack vows that he will return to his own time and undo Aku's evil.

Samurai Jack's Weapons
Unarmed: Hand-to-Hand - Jack has been trained in a variety of Martial Arts, including Kung Fu, Karate, and Judo, among others.

Main Weapon: Father's Katana - Forged with the power of Righteousness, this sword can only be used for good, and, in the hands of Evil, cannot harm the Innocent. This sword can cut through most anything, especially with enough force, and especially if the item is not enchanted against magical weapons.

Range Weapon: Yumi-Style Longbow - Standard Japanese Longbow, with some modifications, as seen in the Pilot Movie.

Secondary Weapon: Spear - Used for both Melee attacks and range attacks, as seen in the Pilot Movie.

Important X-Factor: Jack has a photographic memory. Whenever he sees someone use a weapon, he memorizes how it was used, copies the technique, and then modifies it to his own use.

Explanations for Numbers
1. Training - Daniel is self-taught when it comes to using his weapons. Jack, on the other hand, was taught by experts. Edge - Jack

2. Combat Experience - Daniel fought against various undead creatures, zombies, vampires, skeletons, a number of demons, a dragon, or two, and a few necromancers/sorcerers. Jack, on the other hand, fights aliens, robots, demons, the undead on occasion, to say nothing about the dreaded Aku. Edge - Jack.

3. Endurance - Being an undead skeleton, Daniel is very difficult to kill. Also, if his bones are scattered, he can put himself together. Jack, he's tough, enduring wave after wave of opponents, to say nothing about being squashed by the 700 ton sumo - Sumoto - in the Dome of Doom battles, but he's still just a mortal man. Edge - Daniel.

4. Killer Instinct - For the most part, neither warrior has personal reasons for dispatching their foes, aside from protecting those who are in trouble. However, in one instance, after seeing the person he loved end up being killed, Daniel used a time machine to go back in time, and managed to kill the would-be murderer. Jack, on the other hand, aside from protecting those in need, as well as the desire to return to his home time, doesn't have any personal reasons for dispatching his foes, aside from the fact that they tried to kill/capture him. Edge - Daniel.

5. Average - this is in Jack's favor, but Daniel might pull a surprise out of his ribcage - no not that surprise! Edge - Jack.

Battle Situation
Jack will be walking down a road, as usual, when he comes to a fork. He picks up a stick, and tosses it in the air, which lands pointing one way. However, Aku, who has been watching the Samurai, as usual, uses his powers to make it point the other way. However, Jack, having seen this trick before, goes in the direction that the stick originally pointed at. This causes Aku to laugh evilly - he'd known that Jack would go the other way after he'd affected the outcome, and thus has made sure that the Samurai would fall into the trap that awaits him.

After some more traveling, Jack finds himself in a village that is under attack from the undead. After repealing the attack, Jack is told that the Dead would come again, having originated from the nearby cemetery. The villagers give Jack some extra weapons, a few spears and a bow with a quiver full of arrows, and he sets off to vanquish whatever is bringing the dead back to life.

At the same time, Daniel, who is residing in the cemetery, is awoken by an unusual disturbance (mainly because he had slept in, as it were), and sees the undead heading out to attack the town, and tries to stop them, defeating a small batch who were going to be used to scout the village.

A little while later, Jack, who has dealt with other bands of the undead, locates Daniel, and mistakes him for a foe, attacking the skeleton knight, forcing Daniel to defend himself.

Can the Undead Knight prove to the Time-Lost Samurai that he is a good guy, or will his head get knocked off its block, yet again? Will the being that's bringing the Dead, including Sir Daniel Fortesque, back to life be vanquished? Will Jack be forced to tear off his robes again? That's for you, the voters, to decide.

John Marston (Undead Nightmare) Versus Jericho Cross (Darkwatch)


The West is filled with a lot of stories. Many of these stories don't even enter the History books. Some stories are too boring to write down. Others, however, are too scary, or unbelievable, to be written.

One common story is about the creatures of the night, who prowl the lands, seeking victims to dine upon. These creatures go by many names - ghouls, ghosts, vampires and zombies. In each story, these creatures claim the lives of innocent people, and add them to their numbers.

However, in many of these stories, there are tales of those who take up arms against the creatures, some of whom were even affected, and turned into the very creatures they fight, trying to maintain their hold on their Humanity.

One of two such men include John Marston, an outlaw-turned-bounty hunter, who fought zombies in an attempt to save his family, and even became one after his death, but with his soul intact, thus, allowing him to save those caught between the living and the dead. The other is Jericho Cross, an outlaw who becomes a vampire hunter after a botched train robbery turns him into a bloodsucker, and is all but forced to join the DarkWatch society in an attempt to regain his humanity, unless he decides to give into his bloodlust.

These two have taken on impossible odds before, and won. However, what will happen when these undead cowboys turn their weapons on each other?

It's a duel to the death to determine Who is Deadliest?

John Marston (Undead Nightmare)
(As the title indicates, this is for the DLC addition to Red Dead Redemption, Undead Nightmare, specifically, the zombie version of John Marston, though I will use information about the Regular version, whom the Zombie version is based off of.)

John Marston spent many years in the company of a gang, trying to bring about change in society, until the leader, Dutch, went off the deep end. After a certain incident, John decided to go straight, leaving the gang with his wife a young son, to become a rancher. However, in 1911, Government Agents abduct John's wife and son, forcing him to hunt down the former members of his old gang. After many adventures, including participating in a Mexican Revolution, John had either killed or captured the former members of said gang, including his old leader, and was allowed to return home. However, he is betrayed, and is killed, after seeing to it that his wife and son managed to escape.

In the Undead Nightmare DLC, a zombie apocalypse occurs, with John's Wife and Son getting infected. After tying his family up, John sets out to find a cure, saving many towns along the way, until he finds out that one of his past associates had recovered an ancient Aztec mask, which had unleashed the curse. John then returns the mask to its rightful location, and returns home, finding his family cured.

Some months later, after John's death, a friend of John's stole the mask once more, unleashing the curse, waking the dead once more, including John, who, thankfully, was buried with a bottle of Holy Water, which allows his mind and soul to remain intact. Undead John then sets out to undo the curse once more.

John's Weapons
John fought outlaws, the military, animals, the undead, and undead animals with the following weapons -

Melee: Torch - A short stick with a flammable rag, used for burning things, like the undead, and coffins. Roughly two feet in length. Causes both Blunt and Fire Damage.

Secondary Melee: Buttstroke/Pistol Whip - Melee attack done with the butt of a firearm. Known for causing fractures. Blunt Damage.

Primary Handgun: Mauser Pistol - Automatic pistol. Holds 15 rounds.

Secondary Handgun: LeMat Revolver - Revolver. Holds 9 rounds.

Rifle: Evans Repeater - Lever-action rifle. Holds 22 rounds.

Sniper: Carcano Rifle - Bolt-Action rifle - holds 5 Rounds

Shotgun: Pump-Action Shotgun - Pump action - holds 6 rounds

Thrown 1: Boom Bait - A bottle with a strange liquid inside, plus a stick of dynamite. After being thrown, the bottle will break, and the liquid will attract the Undead. A few seconds later, the dynamite blows up, killing/injuring those caught in the blast.

Thrown 2: Fire Bottle - A bottle containing a flammable liquid - like petrol or high grade alcohol - and a lit rag to cause contents to burst into fire once the glass bottle breaks.

Special Weapon 1: Blunderbuss - Black-powder muzzle-loader weapon, which destroys most Undead. Single Shot. Can be loaded with anything, especially parts of the undead - ribs, teeth, eyes, tongue, ears - to be used as ammo.

Special Weapon 2: Explosive Rifle - Single Shot. Destroys most anything in one shot.

Eye-Power: Dead Eye - Time temporarily slows down for John, allowing him to make careful, and accurate, shots.

Jericho Cross (DarkWatch)
Jericho Cross is a man with a checkered past. At one point, he was a soldier in the American Civil War, on the side of the Union, only to desert for reasons known to himself. One story is that he murdered his slave-owning father, another is that he witnessed those around him committing violent atrocities. He would later become an Outlaw, robbing trains along the Mexican Border, committing murder and other crimes. That is, until his last train, which, instead of having gold, had the granddaddy of all vampires, Lazarus Malkoth, which bit him, causing Jericho to gain vampiric abilities. He was practically forced to join forces with Darkwatch Regulator, Agent Cassidy Sharp, in order to deliver the news about the vampire's release. Along the way, he begins using his abilities, which aid him in combat with the Undead creatures, which attack with a variety of weapons, from blades, strange firearms, brute force, and even supernatural abilities. When Cassidy is murdered by the vampire that sired him, Jericho is given the task to alert Headquarters, the Darkwatch Citadel with Cassidy's spirit guiding and advising/criticizing him. After being put through a life-or-death test by Brigadier General Clay Cartwright, an American Civil War veteran himself - turned - Vampire Hunter, Jericho joins Darkwatch, going with agents on various missions. One such agent, a woman named Tala, has her own plans for power. After one battle with the undead, which had cost the lives of several Innocents, some having been killed by Tala's Regulators, Tala has sex with Jericho, and tricks him into turning her into something like him. Tala then outright betrays the Darkwatch, and lets Lazarus' forces into the Citadel. Jericho and the surviving agents escape, only for Jericho to have to face off against an empowered Lazarus. Afterwards, Jericho makes a choice: Cleanse the West of the Curse (Good), or become the next Vampire King (Evil), joining with either Cassidy or Tala. Afterwards, Jericho faces the consequence of his final choice. If he picked the Good Path, Jericho fights the traitor Tala, and defeats her, his Humanity is restored, and Cassidy goes to Heaven, while Jericho goes to fight more Evil. If he picked the Evil Path, Jericho fights Cassidy, and defeats her, then, betrays Tala, draining her dry, throws of his Darkwatch badge, and rides off, to spread more evil.

Jericho's Weapons
Jericho uses the following weapons to exterminate the Undead, and/or kill angry Regulators and Innocents (Note- caliber/gauge is likely to be similar to conventional firearms, with the bullets being made of a certain material used to bring down the Undead, such as Blessed Silver) -

Melee: Darkwatch Scepter - Ornate 3-foot long iron cross-like mace. Causes Blunt force trauma. Tends to destroy most foes in one to three hits.

Secondary Melee: Buttstroke/Pistol Whip - Each of the firearms utilized by Jericho and Darkwatch Regulators is equipped with a silver-lined ax-like blade of some sort, or, in the case of the Rail Rocket, some sort of sledgehammer, to be used if the weapon is out of ammo, unable to fire, or if the enemy is too close for comfort.

Primary Handgun: Redeemer Revolver - Revolver-like handgun that, when fanned, fires in an automatic-like mood. Holds 24 rounds.

Secondary Handgun: Warmonger Pistol - revolver-like handgun, usually used in pairs. Holds 12 rounds (each).

Rifle: Blackfish Carbine - lever-action-like rifle, repeater-type. Holds 12 rounds

Sniper: Carson Range Rifle - Semi-auto-like action. Holds 4 rounds

Shotgun: Argus Shotgun- Special 4-barrel shotgun. After firing, a slide is pulled, allowing the barrel to rotate, and thus get a fresh round. Holds 16 Rounds

Thrown 1: Splitter Grenade - These grenade-like devices will split into three parts, each causing an explosion, which will harm any enemy caught nearby, even more to those caught between two or more parts.

Thrown 2: Dynamite - While regular dynamite is good for causing explosions, Drakwatch Society modified Nobel's design to make the compound to be more stable for trips on horseback, therefore making it more useful for combat, especially to deny the enemy cover.

Special Weapon 1: Crossbow - This is a Repeating-type of crossbow, loaded with explosive bolts. After a bolt is fired, it will explode within 2-3 seconds, meaning that the bolt doesn't need to hit the target to hurt it, as long as the foe is close to it - along with a number of its friends. Holds 12 bolts.

Special Weapon 2: Rail Rocket - Functions similar to a rocket launcher, used, almost exclusively, on important Structures, like the Marks of Evil, which control the undead, or really tough enemies. And if the rocket rounds don't fo the job, the thing uses a sledgehammer for it's melee attack. Holds 3 rounds.

Eye Power: Blood Vision - Due to being bitten by Lazarus, Jericho's once injured eye has become a glowing red orb, which allows him to see hidden enemies, in fog or smoke, or just plain hiding, as well as other critical items - like weapons and doors. It also allows him to see enemies at a distance, allowing Jericho to aim his weapons more effectively.

Explanations for X-Factors
Here are my reasonings behind the X-Factors

1. Killer Instinct - This is difficult. John Marston tries to save most of the people he comes across, only putting them down if necessary. Jericho Cross on the other hand, kills because he has to, and because sometimes, death is a kinder fate than the alternative. Edge - Jericho Cross

2. Combat Experience - This in another difficult one. John Marston has fought Outlaws, Rebels, the Mexican Army, the American Army, the proto-FBI, wild animals, to say nothing about zombies and zombie animals. Jericho Cross has (presumably) killed many people during his various robberies. He has also fought the undead, many of which were somewhat intelligent, eventually fighting the one who sired him, and then later, either a demon-like Tala (Good Path), or an angel-like Cassidy (Evil Path). Slight edge - John Marston

3. Physical Strength - John, being a zombie, is going to have limitations on how strong he can get. Jericho, on the other hand, is extremely strong, being capable of destroying foes within a few blows. Major edge - Jericho Cross

4. Agility - John's a fairly good runner, but he has issues traversing certain terrains, like steep cliffs. Jericho, on the other hand, can leap like a pronghorn, clearing 20 to 30 feet in a single jump, allowing him to clear cliffs, buildings, bypass rivers, and anything that would trouble someone on foot normally. Edge - Jericho.

5. Endurance - Both of these guys are very tough. However, while John Marston is good to go, Day or Night, Jericho Cross weakens to normal Human levels when the sun rises, which can prove to be dangerous when fighting large numbers of tough undead creatures, especially if there is nothing to create shadows for him to recover his energy in. Edge - John

6. Melee Combat - Both of these fighters are good when it comes to close-quarters fighting, with John having something of a reputation for doing so. However, Jericho's weapons are crafted with blades in them, making melee fighting much easier. Edge - Jericho

7. Range Combat - Both of these fighters are expert marksmen, with John having a reputation for shooting moving targets, taking the hats off of people, and even disarming them, to say nothing about saving people, like Bonnie MacFarlane, from being hung, along with other life-saving shots. Jericho, on the other hand, only had one eye, initially, and proved himself to be an excellent shot, even before his left eye was healed by his newly acquired vampire blood, which gave him the ability to see what a vampire saw - also, the weapons he uses were made for dispatching the undead, including the silver ammunition. Edge - Jericho.

8. Overall - This will be a close fight - John has edges in Combat Experience and Endurance, and, theoretically, should the battle last past dawn, John could win, but Jericho has edges in most everything else, especially Physical Strength and Agility, and, should the fight occur well before sunrise, Jericho has a good chance of winning.

Other Factors

 * 1) Jericho, being a vampire-type creature, weakens to the point of being a normal human when exposed to direct sunlight, loosing all of his vampire abilities - sight, agility, and strength. That being said, Jericho is still an excellent shot, his weapons are made for slaying the undead, Day or Night, and, in a pinch, he can use the shadows of tall trees, large rocks, caves, and abandoned buildings to allow him to use his vampire powers in the daylight.
 * 2) Jericho is capable of summoning Shadow, a demonic horse whom Jericho had infected when in the beginning throws of the Curse - this horse is fast, tireless, and powerful. The pair share a bond with each other, meaning that Shadow will do whatever Jericho wants him to do.
 * 3) John Marston, being a member of the undead, is usually ignored by them, until he makes a move they consider aggressive, like being too close to them, shooting them, having a torch out near them, or trying to rescue their targeted pray.
 * 4) John Marston is weak when it comes to damage from explosives, but can survive falling from greater heights than a living human. He'll also have an undead horse for a mount - very fast, tireless, and highly resistant to damage.

Terms of the battle
After hearing about an independent-minded undead gunslinger (John Marston), who doesn't serve the forces of Lazarus, Darkwatch sends Jericho Cross with orders to capture John, in an attempt to recruit the undead bounty hunter, or kill him is this proves impossible. However, John Marston, having had enough of following other people's orders, must convince Jericho to leave him be, or kill him if necessary.

The battle will start, roughly, an hour before dawn, with Jericho having found John by a campfire.

Abraham Lincoln (Vampire Hunter Film) Versus Abraham Lincoln (Vs. Zombies)


Abraham Lincoln, The 16th President of the United States of America, a man so badass, writers have to make stuff up, just to make him look even more badass!

In 2009, Seth Grahame-Smith was on a tour of the country, and everywhere he looked, Vampire books, especially the Twilight Series, were on tables next to tables with books about Abraham Lincoln. This gave him the idea to combine the two, resulting in the Mashup Novel, Abraham Lincoln: Vampire Hunter, which tells a Secret Tale about how Abraham Lincoln was really a vampire hunter. In 2012, a movie based off of the book, Produced by Tim Burton, and Staring Benjamin Walker as the Titular Character, was made. Shortly after this, The Asylum production company made the Mockbuster Abraham Lincoln vs. Zombies. Staring Bill Oberst Jr. as the Titular Character, this Abraham Lincoln fought Zombies instead of vampires.

What happens when these two Undead Slayers, who are fictionalized versions of the 16th President, pit their skills against each other? Who will be The Deadliest?

Abraham Lincoln (Vampire Hunter Film)


Born in 1809, Abraham Lincoln had his first encounter with vampires in 1818, although he didn't know what they were, when he saw his father ex-boss, Jack Barts, kill his mother in some manner that only left what looked to be a bite.

Nine years later, after his father died, he went after the man who had killed his mother. After shooting Jack Barts in the face, Abraham thought that the matter was done, until the man got up, and began tossing him around, and would have killed him, if not for a stranger's assistance.

The Stranger, Henry Sturges, offers to train Abraham in the ways of killing vampires, with Lincoln's preferred weapon being a simple woodcutting ax, with was later modified to have a silver blade, and a gun hidden in the handle. One of the things that Henry teaches Abraham is to "always have a contingency plan", which proves to be beneficial advice on multiple occasions.

Eventually, Henry sends Abraham to Springfield, Illinois, to kill vampires there, and warns Lincoln not to form attachments. Lincoln manages to slay several vampires, and, against Sturges' advice, begins to court Mary Todd. However, Jack Barts finds out, and comes after Lincoln again. Lincoln, after a chase involving fighting on top of several horses, manages to kill Barts, and finds out that his teacher was also a vampire.

Sturges tells Lincoln the truth about him; he'd been after a vampire named Adam about a hundred years prior, and he'd been in love with a woman. Adam came after him, and killed his wife, just as Lincoln's mother had been killed, and then bit him - those who are pure of heart die, while those who are not end up turning. He then tells him "Only the Living can kill the Dead".

Lincoln leaves him be, but when a childhood friend of his, William Johnson, is kidnapped, Lincoln gets help from the storekeeper he works for, Joshua Speed. Lincoln finds out that Adam has done the job, and planned to use William, among others, who were slaves, to feed on. While Abraham is able to save William, after a difficult fight against many of Adam's best men, he's unable to save the other slaves, and Joshua has to save them. The three then meet up with Harriet Tubman, who takes then to safety, via the Underground Railroad.

Abraham soon marries Mary, gets involved in politics, having put away his silver axe, and is eventually elected President. This cause the South, where most vampires live, to succeed from the Union. Eventually, in 1863, Confederate vampires attack Union troops at Gettysburg. Lincoln formulates a plan - gather up the silver in Washington, and melt it into ammunition and bayonets to fight off the vampires, and puts it on a train.

Picking up his silver axe once more, Lincoln and his friends get on the train heading to Gettysburg, in order to protect the silver. Vampires soon board, forcing Lincoln to fight them once more. It is soon discovered that the train is carrying nothing but rocks, having been a ruse to get Adam and his followers in one place. In truth, the Underground Railroad was carrying the silver to the troops.

Soon enough, the train falls off a collapsing bridge, and Abraham manages to kill Adam. The troops get their special ammo and bayonets, and thus kill the Confederate vampires. Eventually, the South is Defeated, and the vampires flee America. Abraham eventually gives Henry his Diary, which tells his story, and goes to Ford's Theater, where he is, presumably, assassinated.

A hundred years later, Henry meets up with a man in a bar, who seems to be in a similar predicament that Abraham had once been in.

Abraham Lincoln (Vampire Hunter Film)'s Weapons
This Abraham Lincoln fought vampires with the following weapons:

Special - Modified Axe - originally, this was a simple Woodcutter's Axe, like the kind for cutting down trees. However, it was modified to have a silver blade, with a gun barrel hidden in it's handle. After pulling on the head, to expose the trigger, allowing Abraham to fire a musket ball. Single Shot, Likely .50 caliber, range about 10 feet. When not in use, Lincoln hides his axe in his overcoat/topcoat.

Regular Melee - Dagger - Stabbing knife with an 8 inch blade.

Single Shot Pistol - Flintlock pistol - single shot pistol that relies on a piece of flint, and some powder in a pan, to fire. .50 caliber

Revolver - Starr 1858 Army - Six shot double-action revolver. This is a Cap-and-Ball revolver in .44 Caliber. Rage - 50 Yards

Abraham Lincoln (Vs. Zombies)


Born in 1809, Abraham Lincoln had an encounter with some strange creatures in 1818. This encounter cause his father to commit suicide, and forced him to kill his mother, who had become one of the creatures, due to a bite. Said creatures could only die by being shot in the head, or by decapitation. After dealing with his mother, Abraham then went out to help the rest of his neighbors.

By 1863, Lincoln is now the President of the United States of America, in the midst of the Civil War, some time after the Battle of Gettysburg, when he finds out that a Top Secret mission has seriously failed. He then learns that the soul survivor is seriously sick with some sort of affliction. After observing the survivor, and hearing his story, and then "dealing" with him, with a folding half-scythe thing, Lincoln leads twelve men of the newly formed Secret Service into Confederate Territory, specifically, to Fort Pulaski, to figure out what happened, only to find something far worse than Confederates, zombies, as Agent Brown, a former slave who had learned about the word, and its origins, from his mother, begins to call the creatures.

Lincoln losses two men in the attempt to take the fort, one was bit by the creatures, whom Lincoln himself shot to prevent from turning, much to the astonishment of the other agents, and the other to Confederate fire when the agent attempted to shut the fort's doors to keep the creatures from getting in. A third is shot in the shoulder, but survives. The doors are closed, and the three Confederates guarding the fort, including an injured one-armed, and severely coughing, General Stonewall Jackson, and Corporal Pat Garrett, are captured and taken prisoner. Lincoln learns of an infected Confederate soldier that had been locked up, and takes a look, along with his men and the Confederates. Lincoln tells what he knows about the creatures, explaining that they weren't human, and that only by shooting them in the head, or by decapitating them, or some such thing, could the creatures be killed.

He then locks the Confederates up, leaves some men to stand guard, and sets off into town with the rest, to try and locate a working telegraph, to try and get help from anyone. One agent is killed when he, and one John Wilkinson find out that the telegraph was no good, with the office filled with the creatures, and another gets accidentally shot in the leg by a woman, who was an old flame of the President, Mary Owens, who was sheltering her daughter, an employee of hers, and a young Theodore Roosevelt, who had been separated from his family during the turmoil. After creating a diversion, Lincoln manages to get them to the fort, although Mary's employee is killed when she is bitten by one of the creatures.

Lincoln then talks to the Confederates, to try and get a line on additional weapons to use in the fort's defense, as well as to make an attack on the infected. Jackson, believing the infected to merely be sick, refuses to do so, but Pat Garrett decides to help Lincoln, and leads him and a number of the others to a farm filled with implements that could be used to kill the creatures. On the way back, the group is attacked, and thankfully saved when the other agents, fearing trouble, arrive in time to save them, but Mary is infected. Reluctant to kill his old girlfriend, Lincoln has her placed in a bedroom, to try and make her last hours comfortable.

In the morning, Lincoln and a number of his remaining able-bodied men, as well as Mary's daughter, Pat, and Theodore, set out to clear the town of the infected, although John Wilkinson, who refused to take part in the operation, feeling it to be a slaughter, stays behind to watch over Mary. While Abraham, and most of the others, are out, Wilkinson looks at an unconscious Mary, and scoffs at her, talking about how scandalous if would be if everyone in Washington knew that the President had once been in love with a whore. He then visits the infected Confederate, and identifies himself as an agent for the Confederacy, John Wilkes Booth, and tries to release the infected man, only to be forced to kill the dead Confederate when the creature attacks him.

Meanwhile, in town, things don't go so well. While a large number of zombies are killed, five agents are also killed, three due to being surprised/mobbed by zombies, one by suicide (to keep from dying like his partner when he was injured/surrounded), and one was ran over by a train (although he could have stepped to the side, he tried to outrun it instead and how in the hell the train showed up, and was not noticed by the others, is not mentioned or brought up, nor does the train stop, or try to stop), and thus Lincoln is forced to retreat back to the base with the survivors.

Wilkinson decides to kill Lincoln, but prevents himself from doing so when he catches the President praying at the base chapel, as be believed that killing the man during prayer would send the man's soul into Heaven, when he wished it to go to Hell. Garrett talks to Jackson, and manages to convince the Confederate General, and the other soldier, that Lincoln is right, and that his cause is just. Jackson shows Lincoln a cache of gunpowder, and a plan is formed - lure the zombies in the base, get as many as possible into the room, light a fuse, and watch it blow up, destroying both the zombies, and the base.

Jackson, although slightly hindered by a set of bad lungs, manages to call the undead into the fort, using his bugle. The undead come into the fort, and are tricked into the powder room, as the remaining survivors, except for Lincoln, Jackson, and Brown, escape from the fort through a secret passage. However, the fuse goes out. Lincoln is about to go to relight it, when Jackson, who is dying from previously sustained injuries, insists that he do the deed, stating that most of the infected Confederates had served under him, and that it would be more fitting for him to do it. Taking a torch, the General manages to light the fuse, dying in the process. Lincoln and Brown escape, using a Zip Line - like contraption they had made, and the zombies are all killed.

18 months later, Lincoln visits a zombified Mary, whom Lincoln had left in the care of a trustworthy doctor, to try and find a cure for her condition, and talks to her, mentioning that John Wilkinson was really John Wilkes Booth, and that the man was plotting his kidnapping, or assassination. When he tries to wash her hands, Mary bites Lincoln, thus infecting him. After killing her with a derringer, Lincoln writes a letter, and gives it to the doctor, giving him instructions to send it to Wilkinson.

The next day, an ailing Lincoln gets on a carriage, and goes to Ford's Theater, where, presumably, John Wilkes Booth kills him, mainly for Booth's own reasons, and, as Lincoln hoped, to prevent another outbreak from happening.

Abraham Lincoln (Vs. Zombies)'s Weapons
This Abraham Lincoln slayed zombies with the following weapons:

Special: Modified Scythe - This Lincoln likes to use a modified scythe - it has a handle that is approximately three feet in length with a hand grip, and a three foot blade. The blade can be folded down when not needed, like with a switchblade, or opened with the flick of a wrist, much like a switchblade. Lincoln is able to use this modified farm implement to slice the heads off of his foes with ease. When not in use, Lincoln hides his sythe, in folded form, under his overcoat/topcoat.

Regular Melee: Dirk - Stabbing weapon with an eight inch blade.

Single Shot Pistol: Philadelphia Derringer - this is a cap-and-ball muzzle-loading handgun. It requires a percussion cap to be placed on a nipple before it can be fired. .50 Caliber, Range 10 Feet.

Revolver: Colt 1860 Army - Six-shot single action revolver, using a paper cartridge using a .44 caliber round. Range 50 Yards

X-Factor Explainations
Note - Lincoln (VHF) refers to the Abraham Lincoln (Vampire Hunter Film) version, while Lincoln (VZ) refers to the Abraham Lincoln (Vs. Zombies) version.

1. Training - Lincoln (VHF) was trained by one Henry Struges in the art of slaying vampires, and made sure that he was up to the job. Lincoln (VZ) on the other hand was most likely self-taught, or taught by others who were self-taught themselves, although, given that he did lead men into battle, he might have had some basic training, or was presumably well-read in such matters, given his real counterpart like to read as well, or at least learned how to from his advisers. Edge: Lincoln (VHF)

2. Killer Instinct - Lincoln (VHF) had to deal with vampires, including those who had killed his family members, kidnapped his friends, threatened his loved ones, and all in all, threatened the whole of the Union. Lincoln (VZ) had to kill several of those he'd known who had become, or were turning into, zombies, including his mother, one of his bodyguards, a woman he once loved, and, after he'd been infected, arranged for his own assassination in order to prevent another Outbreak from occurring. Edge: Lincoln (VZ)

3. Marksmanship - When it came to using firearms, Lincoln (VHF) always had trouble when it came to shooting, either he'd drop something, or he'd have to trick his foes, or ambush them up close, and generally didn't like using firearms due to past trouble. Lincoln (VZ) on the other hand was more comfortable shooting, even instructing a young Theodore Roosevelt on how to use a firearm, and how to aim, all while the kid was on his shoulders to snipe at zombies on the other side of a hedgerow/brick wall, although he preferred to use firearms when there wasn't a danger of being surrounded/ambushed by the zombies. Edge: Lincoln (VZ)

4. Close Quarters Combat - Now, this is where Lincoln (VHF) really shines - he almost always uses his axe for dispatching his foes, though he does engage in a little hand-to-hand fighting on occasion, when he has to. That being said, Lincoln (VZ) is no slouch at close quarters combat himself, using his scythe to behead plenty of his foes. Still, most of his foes aren't as fast as Lincoln (VHF)'s. Edge: Lincoln (VHF)

5. Physical Strength - Both Lincolns are quite strong, as it is not easy to decapitate your foes. That being said, Lincoln (VHF) trained alongside an actual vampire, not that he knew what the guy was, learning martial art-like abilities, and increasing his strength, and thus can cut down a good-sized tree in one blow. Lincoln (VZ) is no slouch when it comes to physical strength, in one instance, he had a young (about 10-12 years old) Theodore Roosevelt on his shoulders, shooting a 1861 Springfield rifle at some zombies in the yard next to the one they were staying in, in order to clear the way - no easy task. Still, Lincoln (VHF) once had to deal with a horse being tossed at him. Edge: Lincoln (VHF)

6. Agility - As mentioned, Lincoln (VHF) has been trained in Martial Arts-like moves, and is very agile - fighting on top of horses, and trains, is not easy. As for Lincoln (VZ), he has his moments, like when he zip-lined out of an exploding Fort Pulaski to a nearby tree, to say nothing about when he carried a struggling Theodore Roosevelt shortly after the death of a young woman that had been shot by one of AQbraham's memn after she'd been bitten, and is a fairly good runner, being able to avoid being bitten by the zombies he dealt with at the fort, he's not as agile as his Vampire Hunter counterpart. Edge: Lincoln (VHF)

7. Intelligence - Both Lincolns are very smart, and came up with plans to defeat their foes, which were quite good. Lincoln (VHF)'s plan was to lure the vampires to the train that he was on, which was carrying rocks, while his wife was with the Underground Railroad, carrying the silver to the troops. The plans of Lincoln (VZ) were also good - slowly, and methodically, kill the undead in the town - the only reason that failed was because of mistrust, a lack of teamwork, and underestimating the number of the infected - and his second plan, upon finding the gunpowder was good as well, lure the undead into the powder chamber, and blow the place sky high - it almost failed due to a zombie stepping on the fuse, but the problem was soon fixed, thanks in part to the sacrifice of General Stonewall Jackson. Also, after being infected, Lincoln (VZ) was smart enough to set up his own assassination, which would prevent an outbreak, and keep people from discovering the real reason for his death, as people would have questioned him committing suicide, among other things. Edge: Lincoln (VZ)

8. Average - Abraham Lincoln (Vampire Hunter Film) seems to be the winner here, but Abraham Lincoln (Vs. Zombies) comes in fairly close. Edge: Abraham Lincoln (Vampire Hunter Film)

Battle Conditions
After hearing reports of strange creatures from the soul, and dying, survivor of a Mission-Gone-Wrong, Abraham Lincoln (Vampire Hunter Film) sets out to discover what happened. He encounters his counterpart, Abraham Lincoln (Vrs. Zombies), who is in the process trying to dispatch the undead, and thus believes him to be an impostor sent to take his place. Abraham Lincoln (Vrs. Zombies) is now forced to to protect himself.

Who will win? The Vampire Hunter from the 20th Century Film, or the Zombie Slayer from the Asylum Mockbuster? There can be only One Honest Abe!

Army of Darkness Versus Armies of Rome Total War
When it comes to fighting forces, most units of men, in the same fighting force, will resemble the other units of men, in terms of uniform, and weaponry. These two forces, are very different, in terms of weaponry, and more. One the one side we have the Army of Darkness - an army of skeletons brought back to life to steal the Necronomican from Ash and his Medieval Allies, including King Author. On the other side, we have the Armies of Rome Total War, a group of factions that, through politics, trade, and military forces, try to conquer each other, and the world. When these two forces collide, who will be the Deadliest?

Army of Darkness
The Army of Darkness is a force of skeletons summoned to try and take the Necronomican, so that they could possibly create an even larger army. Each skeleton carries their own weapons, armor, and are all individuals. No two look alike. Under the command of Ash's Evil, and Undead, Counterpart, they attacked the castle Ash was staying at, and came close to taking the book, but, thanks to stiff resistance from the castle defenders, as lead by King Author, plus the timely presence of Henry the Red's forces coming to aid the defenders, along with the defeat/death of their commander, the Army of Darkness was defeated - those not destroyed fled in terror.

Army of Darkness's Weapons
Each "soldier" in the Army of Darkness has its own weapon, and armor. Here are some of the more common ones -

Longsword - common Medieval sword.

Double-headed Battleaxe - a common Medieval weapon.

Pike - long spear for dealing with cavalry.

Crossbow - useful for attacking foes from a distance.

Catapult - useful for hurling boulders.

Some are mounted on horses, forming a cavalry of sorts.

Some soldiers also have a shield of some sort, as well as a helmet, some even have basic chain-mail-type armor, but just as many do not have armor, or helmets, or shields.

However, the quality of said weapons, armor, and shields, is somewhat questionable, looking as if they'd seen better days, or decades even, depending on how long the soldier in question had been dead for.

Armies of Rome Total War
In Rome Total War, the various factions - the Senate, the Julii, the Brutii, the Scipii, Greek City States, Macedon, Seleucid Empire, Thrace, Carthage, Numidia, Spain, Parthia, Armenia, Pontus, Egypt, Gaul, Briton, Germany, Scyathia, Dacia and the Rebels - all fight for control of the Roman World - and interact with each other through trade, alliances, diplomacy, and warfare. Eventually, one of the factions will take control of Rome, plus 50 provinces/settlements, becoming Imperator, and, optionally, the taking over the rest of the world - 103 provinces/settlements. Each faction's forces have their own strengths and weaknesses - Romans (the Senate, the Julii, the Brutii, and the Scipii) have highly disciplined infantry, and later get forces that can form a testudo formation, but tend to be weak in cavalry, at least early on. Greek-style forces (Greek City States, Macedon, Seleucid Empire, and Thrace) make use of phalanx-type formations, although the Seleucids are very diverse, and the Thracians are half barbarian. Carthaginian forces - Carthage, Numidia, Spain - are all different - Carthage uses some phalanx-type forces, and elephants, to crush its foes, Numidia is prepared to fight in the desert with camels and skirmisher-type forces, while Spain uses some basic Carthaginian infantry and cavalry, with Barbarian type infantry. Egypt uses phalanx-type spearmen, good archers, and chariots to fight their foes. Eastern factions (Parthia, Armenia, and Pontus) deal in cheap/weak infantry, but high-quality cavalry. Barbarian forces (Gaul, Briton, Germany, Scyathia, and Dacia) generally use warriors that use War Cry to psych themselves up for battle, while trying to terrify their enemies into submission. Rebels - representing Brigands, Pirates, Independent Cities/Tribes, Rebellious Slaves, Deserters, and Remnants of defeated factions - generally only have access to the most basic units of each civilization type, with a few exceptions - peasants, militia-types, basic infantry, basic skirmishers, basic cavalry - but there is a lot of them. Then, there's the Mercenaries, local forces in each province that sell their services to Generals with the money do hire them, regardless of which faction the General serves - a wealthy General, with only 400 men can quickly gain an extra 1500+ troops by simply recruiting the local mercenaries within a few of the nearby provinces - expensive, but useful for beefing up your forces when in Enemy-controlled territory. Only by working around their weaknesses, and utilizing their strengths, can a General gain victory for their faction, and eventually control the world.

(Note - due to the sheer size of the information about each faction's units, and the like, I'm only going to give out a brief summary of each faction, and the units, and provide a link to a site that has more information about the units, as well as the factions themselves, plus other useful information, for those who wish to know more. Of course, others are free to create pages for the Individual Factions as well as the Mercenaries - I shall even provide images of these individual factions, their forces, and all that.)

(Note- I'm separating the factions by Civilization Type - Roman (Julii, Brutii, Scipii, Senate), Greek (Greek City States, Macedon, Seleucid Empire, Thrace), Carthaginian (Carthage, Numidia, Spain), Eastern (Parthia, Armenia, and Pontus), Egyptian (Egypt), Barbarian (Gaul, Briton, Germany, Scyathia, and Dacia), followed by Rebels and Mercenaries.)

(Note - I'm going to list the units as they show up on Large Scale, in terms of numbers.)

This is a Unit Guide, which talks about the Special Abilities, and the Costs, and Stats of most Units I did not make this page, so I'm not responsible for the errors, especially the part where the info on the Testudo is actually the info for the ability above it.

A collection of Unit Images for the various factions - though is seems that the page maker accidentally used the units for Macedon for Numidia by mistake, but even they have an image for their units.

The House of Julii


Named after Gaius Julius Caesar - a man who took over most of the Gauls' territory in real life, and parts of Germany, among other important things, the Julii, as they are commonly called, color their uniforms with red and black, and, being based just north of Rome, are poised to try to conquer Gaul, as well as other Barbarian forces. Of course, once the Roman Civil War hits, they'll turn their attention to the other Roman Families, as well as the Senate. Like the other Roman Factions, their basic military force in comprised of men that carry shields the size of their body, some throwing spears, and a short sword - the spears soften the enemy, swords are used to kill the survivors, and the shield is used to protect the soldier, with the more advanced troops - after the Gaius Marius Reforms - utilizing the Testudo formation, which protects the unit from missiles, like slings, arrows, and javelins.

(Note - since the Senate, Brutii, and Scipii share the same units as the Julii (with the exception of the Gladiators - each family having a different one), I'm only going to post the link to the Roman Units once, right here.)

These are the Roman Units - they are the same for the Senate, the Julii, the Brutii, and the Scipii

More Info on Roman Units

Important Info on the Julii

Julii Units
Peasants - 120 Men. Weapon - dagger. Untrained, poor moral. Little more than arrow fodder or ram pushers. Very cheap to recruit.

Town Watch - 80 Men. Weapon - Stabbing Spear, Large Shield. Untrained, poor moral. Used for policing recently conquered settlements, and defending them.

Hastati - 80 Men. Weapon - Pila, sword, large shield. Trained, Okay Moral. Throws Pila before charging into melee. Common Pre-Marian soldier.

Principes - 81 Men (including Standard Bearer). Weapon - Pila, sword, large shield (Standard Bearer carries the unit's Standard, and is only armed with a sword). Similar to Hastati, only tougher to kill. Common Pre-Marian soldier.

Triarii - 82 Men (Including Centurion and Standard Bearer - both armed with swords) More experienced than Hastati and Principes, Triarii are armed with long spears, to hold off cavalry, and large shields for protection. Pre-Marian Soldier.

Roman Archer - 80 Men. Weapon - Bow and Arrow, sword. Useful at killing foes from a distance, but poor in a melee. Can set their arrows on fire, which can terrify the enemy. Pre-Marian Soldier.

Velites - 80 Men. Armed with javelins, a shield, and a sword, these soldiers act as skirmishers, and are really good for fighting elephants and chariots. They are poor in a melee fight. Pre-Marian Soldier.

Samnite Gladiators - 40 Men. Armed with a sword, these soldiers can take twice the killing damage as it takes to kill the average soldier.

Cavalry Auxilia - 54 Men. Fighting from horseback, these soldiers are armed with javelins, sword, and shield. Useful for attacking from a distance, and retreating from hostile forces, they are poor in melee. Can preform the Cantabrian circle, where the units run in a circle, hurling their javelins.

Equites - 54 men. Fighting from horseback, these men are armed with a spear. Used primarily for scouting and attacking from the flanks, they are not very good in combat. Can form a Wedge, which adds damage to a charge. Pre-Marian Soldier.

Incendiary Pigs - 24 men and 48 pigs. Handlers are armed with swords. Pigs are coated with tar, which is set on fire, bcausing the pigs to panic and run, usually into the enemy ranks. Used mainly to remove elephants, the sight of a flaming pig will make a number of men become nervous.

War Dogs - 24 men, 48 dogs. Handlers are armed with a sword, while dogs use their teeth. These dogs are terrifying for the enemy to face, and many horses have found themselves hamstrung by these beasts.

Arcani - 32 men. Doubly armed with swords, these men can hide anywhere, instead of just the tall grasses and woods that most men can hide in. Useful to ambush, and terrify the enemy.

General's Bodyguard - 24+ Men. These are the men who protect the Faction's leader, and his relatives, when they are in combat. Fighting from horseback, they are armed with spears and swords. Their main function is to inspire the other fighters, rally those who have lost the will to fight, and attack the enemy at decisive moments. Pre-Marian Soldier.

Light Auxilia - 81 Men, including Standard Bearer. Armed with Javelins, Sword and Shield. Upgraded Velites basically. Useful against Chariots and Elephants. Post-Marian Soldier.

Auxilia – 81 men, including Standard Bearer. Armed with Thrusting spears and shields. Post-Marian Soldier.

Archer Auxilia – 81 men, including Standard Bearer. Armed with Bow and Arrows, and Sword. Far range. Can use Fire Arrows. Post-Marian Soldier.

Early Legionary Cohort – 81 men, including Standard Bearer. Armed with Pila, Sword, and large Shield. Standard infantry soldier Post-Marian Reforms. Can form a Testudo, where the soldiers cover themselves, and their neighbors, with their shields, to protect them from missiles.

Early Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as the regular Early Legionary Cohort, only larger, and carries an Eagle-type Standard, which inspires the nearby troops.

Legionary Cohort – 81 men, including Standard Bearer. Same as the Early Legionary Cohort, just with better Armor.

Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as Legionary Cohort, with more men, and an Eagle-type Standard to inspire nearby troops.

Praetorian Cohort – 81 men, including Centurion. Similar to Legionary Cohort, with better armor and weapons.

Urban Cohort – 82 men, including Standard Bearer and Centurion. Better weapons and armor than Praetorian Cohort.

Roman Cavalry – 54 men. Upgraded version of Equites. Armed with Spear and Sword, plus shield. Can form a Wedge.

Legionary Cavalry – 54 men. Improved version of Roman cavalry.

Praetorian Cavalry – 54 men. Improved version of Legionary cavalry.

General’s Armored Bodyguard – 24+ men. Improved version of the General’s Bodyguard, who’s soul job is to protect the faction leader and their family. Armed with Spear and Sword, they inspire the other men to fight.

Ballista – 24 men. This unit is armed with two Ballista engines, which fire large bolts, which can be lit on fire, which, while reducing accuracy, terrifies the enemy even more. The handlers are also armed with swords, but are not that good in a melee fight. They can be used against wooden walls and gates, but have issues against stone walls, and are useless against more advanced ones.

Repeating Ballista – 48 men. This unit has two engines, which fire bolts twice as fast as regular Ballista, but said bolts can’t be set on fire, and it can’t be used against fortifications. Handlers are also armed with swords, but are poor in melee.

Onagers – 32 men. Two engines that use heavy boulders, or jars of flammable oil, as ammunition. Useful for dealing with slow moving units of soldiers, such as Legionnaires in Testudo Formation, or Hoplites in Phalanx Formation, or for destroying buildings, and causing terror to the enemy. Handlers are armed with swords.

Heavy Onagers – 32 men. Deadlier version of the Onagers.

Scorpions – 24 men. Like a giant crossbow, practically. Accurate at a distance, with bolts that can pierce multiple men. Can use flaming missiles.

The House of Brutii


Named after Marcus Junius Brutus, the man who helped to assassinate Gaius Julius Caesar, the Brutii, as they are normally called, use the colors green and white on their uniforms. Situated in the heal and toe of Italy, the Brutii's initial aim is to take over Greece, before they eventually turn their attention to their Roman Rivals. They share the same units as the other Roman Factions.

Important Info on the Brutii

Brutii Units
With the exception of the Gladiator unit, the Brutii shares the same units as the Julii.

Peasants - 120 Men. Weapon - dagger. Untrained, poor moral. Little more than arrow fodder or ram pushers. Very cheap to recruit.

Town Watch - 80 Men. Weapon - Stabbing Spear, Large Shield. Untrained, poor moral. Used for policing recently conquered settlements, and defending them.

Hastati - 80 Men. Weapon - Pila, sword, large shield. Trained, Okay Moral. Throws Pila before charging into melee. Common Pre-Marian soldier.

Principes - 81 Men (including Standard Bearer). Weapon - Pila, sword, large shield (Standard Bearer carries the unit's Standard, and is only armed with a sword). Similar to Hastati, only tougher to kill. Common Pre-Marian soldier.

Triarii - 82 Men (Including Centurion and Standard Bearer - both armed with swords) More experienced than Hastati and Principes, Triarii are armed with long spears, to hold off cavalry, and large shields for protection. Pre-Marian Soldier.

Roman Archer - 80 Men. Weapon - Bow and Arrow, sword. Useful at killing foes from a distance, but poor in a melee. Can set their arrows on fire, which can terrify the enemy. Pre-Marian Soldier.

Velites - 80 Men. Armed with javelins, a shield, and a sword, these soldiers act as skirmishers, and are really good for fighting elephants and chariots. They are poor in a melee fight. Pre-Marian Soldier.

Velite Gladiator - 40 men. Armed with spear and shield. Take twice the killing blows as a regular fighter.

Cavalry Auxilia - 54 Men. Fighting from horseback, these soldiers are armed with javelins, sword, and shield. Useful for attacking from a distance, and retreating from hostile forces, they are poor in melee. Can preform the Cantabrian circle, where the units run in a circle, hurling their javelins.

Equites - 54 men. Fighting from horseback, these men are armed with a spear. Used primarily for scouting and attacking from the flanks, they are not very good in combat. Can form a Wedge, which adds damage to a charge. Pre-Marian Soldier.

Incendiary Pigs - 24 men and 48 pigs. Handlers are armed with swords. Pigs are coated with tar, which is set on fire, bcausing the pigs to panic and run, usually into the enemy ranks. Used mainly to remove elephants, the sight of a flaming pig will make a number of men become nervous.

War Dogs - 24 men, 48 dogs. Handlers are armed with a sword, while dogs use their teeth. These dogs are terrifying for the enemy to face, and many horses have found themselves hamstrung by these beasts.

Arcani - 32 men. Doubly armed with swords, these men can hide anywhere, instead of just the tall grasses and woods that most men can hide in. Useful to ambush, and terrify the enemy.

General's Bodyguard - 24+ Men. These are the men who protect the Faction's leader, and his relatives, when they are in combat. Fighting from horseback, they are armed with spears and swords. Their main function is to inspire the other fighters, rally those who have lost the will to fight, and attack the enemy at decisive moments. Pre-Marian Soldier.

Light Auxilia - 81 Men, including Standard Bearer. Armed with Javelins, Sword and Shield. Upgraded Velites basically. Useful against Chariots and Elephants. Post-Marian Soldier.

Auxilia – 81 men, including Standard Bearer. Armed with Thrusting spears and shields. Post-Marian Soldier.

Archer Auxilia – 81 men, including Standard Bearer. Armed with Bow and Arrows, and Sword. Far range. Can use Fire Arrows. Post-Marian Soldier.

Early Legionary Cohort – 81 men, including Standard Bearer. Armed with Pila, Sword, and large Shield. Standard infantry soldier Post-Marian Reforms. Can form a Testudo, where the soldiers cover themselves, and their neighbors, with their shields, to protect them from missiles.

Early Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as the regular Early Legionary Cohort, only larger, and carries an Eagle-type Standard, which inspires the nearby troops.

Legionary Cohort – 81 men, including Standard Bearer. Same as the Early Legionary Cohort, just with better Armor.

Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as Legionary Cohort, with more men, and an Eagle-type Standard to inspire nearby troops.

Praetorian Cohort – 81 men, including Centurion. Similar to Legionary Cohort, with better armor and weapons.

Urban Cohort – 82 men, including Standard Bearer and Centurion. Better weapons and armor than Praetorian Cohort.

Roman Cavalry – 54 men. Upgraded version of Equites. Armed with Spear and Sword, plus shield. Can form a Wedge.

Legionary Cavalry – 54 men. Improved version of Roman cavalry.

Praetorian Cavalry – 54 men. Improved version of Legionary cavalry.

General’s Armored Bodyguard – 24+ men. Improved version of the General’s Bodyguard, who’s soul job is to protect the faction leader and their family. Armed with Spear and Sword, they inspire the other men to fight.

Ballista – 24 men. This unit is armed with two Ballista engines, which fire large bolts, which can be lit on fire, which, while reducing accuracy, terrifies the enemy even more. The handlers are also armed with swords, but are not that good in a melee fight. They can be used against wooden walls and gates, but have issues against stone walls, and are useless against more advanced ones.

Repeating Ballista – 48 men. This unit has two engines, which fire bolts twice as fast as regular Ballista, but said bolts can’t be set on fire, and it can’t be used against fortifications. Handlers are also armed with swords, but are poor in melee.

Onagers – 32 men. Two engines that use heavy boulders, or jars of flammable oil, as ammunition. Useful for dealing with slow moving units of soldiers, such as Legionnaires in Testudo Formation, or Hoplites in Phalanx Formation, or for destroying buildings, and causing terror to the enemy. Handlers are armed with swords.

Heavy Onagers – 32 men. Deadlier version of the Onagers.

Scorpions – 24 men. Like a giant crossbow, practically. Accurate at a distance, with bolts that can pierce multiple men. Can use flaming missiles.

The House of Scipii


Named after Publius Cornelius Scipio, the man who eventually defeated Hannibal during the Second Punic War, the Scipii, as they are commonly called, use the colors blue and white on their uniforms. With only one city on mainland Italy - just south of Rome - and another on the island of Sicily, their first job is to unite the island under their banner - fighting a force each of Greeks and Carthaginians respectively, before taking on Carthage itself, trying to take over Africa, before eventually turning their attention to the other Romans. As with all Roman Factions, the Scipii share most of the same units.

Important Info on the Scipii

Scipii Units
Except for the Gladiator, the Scipii have the same units as the Julii.

Peasants - 120 Men. Weapon - dagger. Untrained, poor moral. Little more than arrow fodder or ram pushers. Very cheap to recruit.

Town Watch - 80 Men. Weapon - Stabbing Spear, Large Shield. Untrained, poor moral. Used for policing recently conquered settlements, and defending them.

Hastati - 80 Men. Weapon - Pila, sword, large shield. Trained, Okay Moral. Throws Pila before charging into melee. Common Pre-Marian soldier.

Principes - 81 Men (including Standard Bearer). Weapon - Pila, sword, large shield (Standard Bearer carries the unit's Standard, and is only armed with a sword). Similar to Hastati, only tougher to kill. Common Pre-Marian soldier.

Triarii - 82 Men (Including Centurion and Standard Bearer - both armed with swords) More experienced than Hastati and Principes, Triarii are armed with long spears, to hold off cavalry, and large shields for protection. Pre-Marian Soldier.

Roman Archer - 80 Men. Weapon - Bow and Arrow, sword. Useful at killing foes from a distance, but poor in a melee. Can set their arrows on fire, which can terrify the enemy. Pre-Marian Soldier.

Velites - 80 Men. Armed with javelins, a shield, and a sword, these soldiers act as skirmishers, and are really good for fighting elephants and chariots. They are poor in a melee fight. Pre-Marian Soldier.

Mirmillo Gladiator - 40 men. Armed with spear, and with plenty of armor. Take twice the killing damage as regular soldiers.

Cavalry Auxilia - 54 Men. Fighting from horseback, these soldiers are armed with javelins, sword, and shield. Useful for attacking from a distance, and retreating from hostile forces, they are poor in melee. Can preform the Cantabrian circle, where the units run in a circle, hurling their javelins.

Equites - 54 men. Fighting from horseback, these men are armed with a spear. Used primarily for scouting and attacking from the flanks, they are not very good in combat. Can form a Wedge, which adds damage to a charge. Pre-Marian Soldier.

Incendiary Pigs - 24 men and 48 pigs. Handlers are armed with swords. Pigs are coated with tar, which is set on fire, bcausing the pigs to panic and run, usually into the enemy ranks. Used mainly to remove elephants, the sight of a flaming pig will make a number of men become nervous.

War Dogs - 24 men, 48 dogs. Handlers are armed with a sword, while dogs use their teeth. These dogs are terrifying for the enemy to face, and many horses have found themselves hamstrung by these beasts.

Arcani - 32 men. Doubly armed with swords, these men can hide anywhere, instead of just the tall grasses and woods that most men can hide in. Useful to ambush, and terrify the enemy.

General's Bodyguard - 24+ Men. These are the men who protect the Faction's leader, and his relatives, when they are in combat. Fighting from horseback, they are armed with spears and swords. Their main function is to inspire the other fighters, rally those who have lost the will to fight, and attack the enemy at decisive moments. Pre-Marian Soldier.

Light Auxilia - 81 Men, including Standard Bearer. Armed with Javelins, Sword and Shield. Upgraded Velites basically. Useful against Chariots and Elephants. Post-Marian Soldier.

Auxilia – 81 men, including Standard Bearer. Armed with Thrusting spears and shields. Post-Marian Soldier.

Archer Auxilia – 81 men, including Standard Bearer. Armed with Bow and Arrows, and Sword. Far range. Can use Fire Arrows. Post-Marian Soldier.

Early Legionary Cohort – 81 men, including Standard Bearer. Armed with Pila, Sword, and large Shield. Standard infantry soldier Post-Marian Reforms. Can form a Testudo, where the soldiers cover themselves, and their neighbors, with their shields, to protect them from missiles.

Early Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as the regular Early Legionary Cohort, only larger, and carries an Eagle-type Standard, which inspires the nearby troops.

Legionary Cohort – 81 men, including Standard Bearer. Same as the Early Legionary Cohort, just with better Armor.

Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as Legionary Cohort, with more men, and an Eagle-type Standard to inspire nearby troops.

Praetorian Cohort – 81 men, including Centurion. Similar to Legionary Cohort, with better armor and weapons.

Urban Cohort – 82 men, including Standard Bearer and Centurion. Better weapons and armor than Praetorian Cohort.

Roman Cavalry – 54 men. Upgraded version of Equites. Armed with Spear and Sword, plus shield. Can form a Wedge.

Legionary Cavalry – 54 men. Improved version of Roman cavalry.

Praetorian Cavalry – 54 men. Improved version of Legionary cavalry.

General’s Armored Bodyguard – 24+ men. Improved version of the General’s Bodyguard, who’s soul job is to protect the faction leader and their family. Armed with Spear and Sword, they inspire the other men to fight.

Ballista – 24 men. This unit is armed with two Ballista engines, which fire large bolts, which can be lit on fire, which, while reducing accuracy, terrifies the enemy even more. The handlers are also armed with swords, but are not that good in a melee fight. They can be used against wooden walls and gates, but have issues against stone walls, and are useless against more advanced ones.

Repeating Ballista – 48 men. This unit has two engines, which fire bolts twice as fast as regular Ballista, but said bolts can’t be set on fire, and it can’t be used against fortifications. Handlers are also armed with swords, but are poor in melee.

Onagers – 32 men. Two engines that use heavy boulders, or jars of flammable oil, as ammunition. Useful for dealing with slow moving units of soldiers, such as Legionnaires in Testudo Formation, or Hoplites in Phalanx Formation, or for destroying buildings, and causing terror to the enemy. Handlers are armed with swords.

Heavy Onagers – 32 men. Deadlier version of the Onagers.

Scorpions – 24 men. Like a giant crossbow, practically. Accurate at a distance, with bolts that can pierce multiple men. Can use flaming missiles.

The SPQR


The Senatus Populusque Romanus, or The Senate and People of Rome, or, as they are more commonly called, The Senate, use the colors purple and white on their uniform. Ruling from Rome, the Senate initially tells the other Roman Families (the Julii, the Brutii, and the Scipii) to do various tasks in the name of Rome - conquer certain settlements, blockade enemy ports, make trading deals with other factions - and in return, the Senate will reward that faction with money, special troops, positions of power, and other such things. Failure to do so can cause that faction to be penalized in some form. Eventually, however, one or more of the Roman factions will grow so powerful the Senate will demand the Suicide of that faction's leader, to prove that they are loyal - the refusal of which triggers the Roman Civil War, and, potentially, the removal of the Senate itself.

Important Info on the Senate

SPQR Units
The Senate has the same units as the Julii.

Peasants - 120 Men. Weapon - dagger. Untrained, poor moral. Little more than arrow fodder or ram pushers. Very cheap to recruit.

Town Watch - 80 Men. Weapon - Stabbing Spear, Large Shield. Untrained, poor moral. Used for policing recently conquered settlements, and defending them.

Hastati - 80 Men. Weapon - Pila, sword, large shield. Trained, Okay Moral. Throws Pila before charging into melee. Common Pre-Marian soldier.

Principes - 81 Men (including Standard Bearer). Weapon - Pila, sword, large shield (Standard Bearer carries the unit's Standard, and is only armed with a sword). Similar to Hastati, only tougher to kill. Common Pre-Marian soldier.

Triarii - 82 Men (Including Centurion and Standard Bearer - both armed with swords) More experienced than Hastati and Principes, Triarii are armed with long spears, to hold off cavalry, and large shields for protection. Pre-Marian Soldier.

Roman Archer - 80 Men. Weapon - Bow and Arrow, sword. Useful at killing foes from a distance, but poor in a melee. Can set their arrows on fire, which can terrify the enemy. Pre-Marian Soldier.

Velites - 80 Men. Armed with javelins, a shield, and a sword, these soldiers act as skirmishers, and are really good for fighting elephants and chariots. They are poor in a melee fight. Pre-Marian Soldier.

Samnite Gladiators - 40 Men. Armed with a sword, these soldiers can take twice the killing damage as it takes to kill the average soldier.

Cavalry Auxilia - 54 Men. Fighting from horseback, these soldiers are armed with javelins, sword, and shield. Useful for attacking from a distance, and retreating from hostile forces, they are poor in melee. Can preform the Cantabrian circle, where the units run in a circle, hurling their javelins.

Equites - 54 men. Fighting from horseback, these men are armed with a spear. Used primarily for scouting and attacking from the flanks, they are not very good in combat. Can form a Wedge, which adds damage to a charge. Pre-Marian Soldier.

Incendiary Pigs - 24 men and 48 pigs. Handlers are armed with swords. Pigs are coated with tar, which is set on fire, bcausing the pigs to panic and run, usually into the enemy ranks. Used mainly to remove elephants, the sight of a flaming pig will make a number of men become nervous.

War Dogs - 24 men, 48 dogs. Handlers are armed with a sword, while dogs use their teeth. These dogs are terrifying for the enemy to face, and many horses have found themselves hamstrung by these beasts.

Arcani - 32 men. Doubly armed with swords, these men can hide anywhere, instead of just the tall grasses and woods that most men can hide in. Useful to ambush, and terrify the enemy.

General's Bodyguard - 24+ Men. These are the men who protect the Faction's leader, and his relatives, when they are in combat. Fighting from horseback, they are armed with spears and swords. Their main function is to inspire the other fighters, rally those who have lost the will to fight, and attack the enemy at decisive moments. Pre-Marian Soldier.

Light Auxilia - 81 Men, including Standard Bearer. Armed with Javelins, Sword and Shield. Upgraded Velites basically. Useful against Chariots and Elephants. Post-Marian Soldier.

Auxilia – 81 men, including Standard Bearer. Armed with Thrusting spears and shields. Post-Marian Soldier.

Archer Auxilia – 81 men, including Standard Bearer. Armed with Bow and Arrows, and Sword. Far range. Can use Fire Arrows. Post-Marian Soldier.

Early Legionary Cohort – 81 men, including Standard Bearer. Armed with Pila, Sword, and large Shield. Standard infantry soldier Post-Marian Reforms. Can form a Testudo, where the soldiers cover themselves, and their neighbors, with their shields, to protect them from missiles.

Early Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as the regular Early Legionary Cohort, only larger, and carries an Eagle-type Standard, which inspires the nearby troops.

Legionary Cohort – 81 men, including Standard Bearer. Same as the Early Legionary Cohort, just with better Armor.

Legionary First Cohort – 122 men, including Standard Bearer and Centurion. Same as Legionary Cohort, with more men, and an Eagle-type Standard to inspire nearby troops.

Praetorian Cohort – 81 men, including Centurion. Similar to Legionary Cohort, with better armor and weapons.

Urban Cohort – 82 men, including Standard Bearer and Centurion. Better weapons and armor than Praetorian Cohort.

Roman Cavalry – 54 men. Upgraded version of Equites. Armed with Spear and Sword, plus shield. Can form a Wedge.

Legionary Cavalry – 54 men. Improved version of Roman cavalry.

Praetorian Cavalry – 54 men. Improved version of Legionary cavalry.

General’s Armored Bodyguard – 24+ men. Improved version of the General’s Bodyguard, who’s soul job is to protect the faction leader and their family. Armed with Spear and Sword, they inspire the other men to fight.

Ballista – 24 men. This unit is armed with two Ballista engines, which fire large bolts, which can be lit on fire, which, while reducing accuracy, terrifies the enemy even more. The handlers are also armed with swords, but are not that good in a melee fight. They can be used against wooden walls and gates, but have issues against stone walls, and are useless against more advanced ones.

Repeating Ballista – 48 men. This unit has two engines, which fire bolts twice as fast as regular Ballista, but said bolts can’t be set on fire, and it can’t be used against fortifications. Handlers are also armed with swords, but are poor in melee.

Onagers – 32 men. Two engines that use heavy boulders, or jars of flammable oil, as ammunition. Useful for dealing with slow moving units of soldiers, such as Legionnaires in Testudo Formation, or Hoplites in Phalanx Formation, or for destroying buildings, and causing terror to the enemy. Handlers are armed with swords.

Heavy Onagers – 32 men. Deadlier version of the Onagers.

Scorpions – 24 men. Like a giant crossbow, practically. Accurate at a distance, with bolts that can pierce multiple men. Can use flaming missiles.

The Greek Cities


Long known for following tradition, the Greeks are a scattered people - Syracuse on Sicily, threatened by the Scipii and Carthage, two on mainland Greece, Sparta and Thermon, the island of Rhodes, and Pergamum on Anatolia, using cream and red as the colors of their uniform. A traditional people, most of the Greeks troops, which are usually a type of Hoplite, utilize the Phalanx formation, which is a wall of spears that impales anyone foolish enough to run into it, but forces the unit to walk slowly, and unable to react quickly to sudden changes.

These are the Greek Units

More Info on Greek Units

Important Info on the Greeks

Greek Units
Peasant – 120 men. Armed with little more than daggers, Greek Peasants are just like their Roman cousins – only good for digging and pushing rams.

Peltasts – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Archers – 80 men. Armed with Bow and arrows, and Sword. Fights the enemy at a distance, can set their arrows on fire to scare their foes, but tend to be poor in a melee situation.

Heavy Peltasts – Basically the same as a regular Peltast, just with some armor, and a better shield.

Militia Hoplites – 80 men. Armed with long spear, sword, and shield. Basically, just the average Greek shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield. Can use the Phalanx formation, where the soldiers have their shield overlap those of their neighbors, and have their spears point at the enemy, skewering those that get too close. However, despite being a basic militia, they can hold their own in a fight, especially when in Phalanx formation.

Hoplites – 80 men. Armed with long spear, sword, shield. Wealthier than their Militia brethren, they have slightly better weapons, and training, but are still basic troops.

Armored Hoplites – 81 men, including Greek Standard, who carries just a sword. They are like their regular Hoplite relations, only they come from the upper parts of society, and can afford armor, better weapons, and better training.

Spartan Hoplites – 80 men. Dressed in red robes, these are the top of Hoplite society – even their enemies, who are also trained to make a Phalanx Formation, respect them.

Militia Cavalry – 54 men. Armed with Javelin, Dagger, and small shield. Useful for disrupting formations, and then running away. Can perform Cantabrian Circle.

Greek Cavalry – 54 men. Armed with spears, this group of horsemen is useful for flanking maneuvers and attacking skirmishers. It can’t stand long in a serious fight. Can form a Wedge.

General’s Bodyguard – 24+ men. Armed with spears, these men protect the ruling family of Greece, and inspire the other soldiers in a fight.

General’s Armored Bodyguard – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Incendiary Pigs – 24 men, 72 pigs. The pigs are coated in tar, set on fire, and turned loose upon the enemy – mainly good against elephants. Handlers are armed with swords, but are not much good in a fight. Similar to their Roman cousins

Onagers – 32 men. Operate the same as their Roman cousins.

Heavy Onagers – 32 men. Same as their Roman cousins.

Ballistae – 24 men. Same as their Roman cousin.

Macedon


The descendants of those who once followed Alexander the Great, the Macedons use the colors black and orange for their uniforms. Like their Greek neighbors, they too tend to utilize the phalanx formation in battle, but their pikemen tend to come in larger numbers, and carry longer spears. They also make use of heavy cavalry in battle - pikemen hold the enemy in place, while the cavalry attack from the flanks.

These are the Macedon Units

More Info on Macedon Units

Important Info on the Macedonians

Macedonian Units
Peasant – 120 men. Armed with little more than daggers, Greek Peasants are just like their Roman cousins – only good for digging and pushing rams.

Peltasts – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Archers – 80 men. Armed with Bow and arrows, and Sword. Fights the enemy at a distance, can set their arrows on fire to scare their foes, but tend to be poor in a melee situation.

Militia Hoplites – 80 men. Armed with long spear, sword, and shield. Basically, just the average Greek shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield. Can use the Phalanx formation, where the soldiers have their shield overlap those of their neighbors, and have their spears point at the enemy, skewering those that get too close. However, despite being a basic militia, they can hold their own in a fight, especially when in Phalanx formation.

Levy Pikemen – 120 men. Armed with Very Long spears, swords, and small shields. Operates similar to Hoplites.

Phalanx Pikemen – 120 men. Better versions of Pikemen.

Royal Pikemen – 121 men, including Standard Bearer. Elite Pikemen.

Militia Cavalry – 54 men. Armed with Javelin, Dagger, and small shield. Useful for disrupting formations, and then running away. Can perform Cantabrian Circle.

Greek Cavalry – 54 men. Armed with spears, this group of horsemen is useful for flanking maneuvers and attacking skirmishers. It can’t stand long in a serious fight. Can form a Wedge.

Light Lancer – 54 men. Armed with swords and spears, they are mainly used for attacking the flanks, as they are not armored for serious combat. Can form a Wedge.

Macedonian Cavalry – 54 men. Armed with Sword and Spear, they are better at attacking than their light cousins, due to being far wealthier. Can form a Wedge.

Companion Cavalry – 54 men. Armed with sword and spear, these are the descendants of those who rode with Alexander the Great and his father Philip of Macedon. These men are the elite in the Macedonian military.

General’s Bodyguard – 24+ men. Armed with spears, these men protect the ruling family of Macedon, and inspire the other soldiers in a fight.

General’s Armored Bodyguard – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Onagers – 32 men. Operate the same as their Roman cousins.

Heavy Onagers – 32 men. Same as their Roman cousins.

Ballistae – 24 men. Same as their Roman cousin.

The Seleucid Empire


Formed by one of Alexander's lieutenants, Seleukos, the Seleucid Empire uses the colors silver and black for their uniforms. Starting off with only a few provinces in Anatolia, the Seleucids have the potential to create a very diverse army, combining phalanx-type troops with legionary-type troops, along with elephants and chariots, providing that they survive long enough that is.

These are the Seleucid Units

More Info on Seleucid Units

Important Info on the Seleucid Empire

Seleucid Units
Peasant – 120 men. Armed with little more than daggers, Greek Peasants are just like their Roman cousins – only good for digging and pushing rams.

Peltasts – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Archers – 80 men. Armed with Bow and arrows, and Sword. Fights the enemy at a distance, can set their arrows on fire to scare their foes, but tend to be poor in a melee situation.

Militia Hoplites – 80 men. Armed with long spear, sword, and shield. Basically, just the average Greek shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield. Can use the Phalanx formation, where the soldiers have their shield overlap those of their neighbors, and have their spears point at the enemy, skewering those that get too close. However, despite being a basic militia, they can hold their own in a fight, especially when in Phalanx formation.

Levy Pikemen – 120 men. Armed with Very Long spears, swords, and small shields. Operates similar to Hoplites.

Phalanx Pikemen – 120 men. Better versions of Pikemen.

Silver Shield Pikemen – 121 men, including Standard Bearer. Elite Pikemen.

Silver Shield Legionaries – 81 men, including Standard Bearer. Direct copies of Roman Legionaries, the Seleucids made these units to make their forces all the more deadly. Armed with sword, pila, and large shield. Can form Testudo.

Militia Cavalry – 54 men. Armed with Javelin, Dagger, and small shield. Useful for disrupting formations, and then running away. Can perform Cantabrian Circle.

Greek Cavalry – 54 men. Armed with spears, this group of horsemen is useful for flanking maneuvers and attacking skirmishers. It can’t stand long in a serious fight. Can form a Wedge.

Companion Cavalry – 54 men. Armed with sword and spear, these are the descendants of those who rode with Alexander the Great and his father Philip of Macedon. These men are the elite in the Macedonian military.

Scythed Chariots – 18 men. Always willing to learn from the locals, the Seleucids got chariots with scythe blades attached to them. These devices are used to mow down opposing infantry, and terrify the enemy foot soldiers.

Elephants – 12 men, including 12 elephants. Very basic elephant troops, useful for trampling the enemy and bashing down weak wooden walls and gates. Enemy soldiers are terrified of elephants, but given that these ones are unarmored, and lack archers, these elephants aren’t worth much beyond the fear factor.

War Elephants – 36 men, including 12 elephants. In addition to their drivers, these elephants, which are larger than regular ones, carry two archers, which make them very deadly.

Armored Elephants – 36 men, including 12 elephants. Similar to War Elephants, only with heavy armor, making them a force to be reckoned with.

Cataphracts – 54 men. Armed with spear and mace, this group of horsemen make sure that, in addition to themselves, their horses are well armored.

General’s Bodyguard – 24+ men. Armed with spears, these men protect the ruling family of Seleucid, and inspire the other soldiers in a fight.

General’s Armored Bodyguard – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Onagers – 32 men. Operate the same as their Roman cousins.

Thrace


Starting with only two provinces on the west coast of the Black Sea, Thrace has a mixture of Greek and Barbarian style forces to do its fighting. The uniform colors of these people, who tend to spend their time drinking and fighting, are light blue and black. While their unit selection is fairly small, their fighters are very fierce.

These are the Thracian Units

More Info on Thracian Units

Important Info on Thrace

Thracian Units
Peasant – 120 men. Armed with little more than daggers, Greek Peasants are just like their Roman cousins – only good for digging and pushing rams.

Peltasts – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Archers – 80 men. Armed with Bow and arrows, and Sword. Fights the enemy at a distance, can set their arrows on fire to scare their foes, but tend to be poor in a melee situation.

Militia Hoplites – 80 men. Armed with long spear, sword, and shield. Basically, just the average Greek shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield. Can use the Phalanx formation, where the soldiers have their shield overlap those of their neighbors, and have their spears point at the enemy, skewering those that get too close. However, despite being a basic militia, they can hold their own in a fight, especially when in Phalanx formation.

Phalanx Pikemen – 120 men. Armed with Very Long spears, swords, and small shields. Operates similar to Hoplites.

Falxmen – 81 men, including Standard Bearer. Armed with the two-handed falx, these warriors are devastating to those they attack, but lack shields and armor themselves. Can perform a Warcry to temporarily increase their damage and lower enemy moral.

Bastarnae – 80 men. Armed with a sickle-like rhomphaia, and a small shield, they are the elite of Thracian warriors, taking twice the killing damage of their fellow soldiers. Can perform a Warcry to temporarily increase their damage and lower enemy moral.

Militia Cavalry – 54 men. Armed with Javelin, Dagger, and small shield. Useful for disrupting formations, and then running away. Can perform Cantabrian Circle.

Greek Cavalry – 54 men. Armed with spears, this group of horsemen is useful for flanking maneuvers and attacking skirmishers. It can’t stand long in a serious fight. Can form a Wedge.

General’s Bodyguard – 24+ men. Armed with spears, these men protect the ruling family of Thrace, and inspire the other soldiers in a fight.

General’s Armored Bodyguard – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Carthage


Starting out with 6 provinces - 2 in Africa, one on Sicily, one in Spain, one on an island just northwest of Sicily/north of the city Carthage, and one on a small island east of Spain, Carthage uses the colors White and Blue on its uniforms. Right off the bat, it will have to deal with the Scipii Romans, and possibly the Greeks, Numidia, the Spanish, and the Gauls, unless Carthage can act first, either diplomatically or militarily. Starting off with basic swordsman, they can get spearmen trained in the phalanx style of fighting, and, some of the most fearsome, and toughest units of them all, elephants, which many soldiers can't stand up to.

These are the Carthaginian Units

More Info on Carthaginian Units

Important Info on Carthage

Carthaginian Units
Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Skirmishers – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Slinger – 80 men. Armed with Slings, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Town Militia – 80 men. Armed with spear, and shield. Basically, just the average Carthaginian shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield.

Iberian Infantry – 80 men. Armed with sword and shield. Basic swordsmen, they perform well early on, but not so well after the Romans go through their reforms.

Libyan Spearmen – 81 men, including Standard Bearer. Armed with spears and shields, they are good against cavalry.

Poeni Infantry – 81 men, including Standard Bearer. Armed with spear, sword, and shield. Can form a phalanx, like Greek Hoplites.

Sacred Band – 81 men, including Standard Bearer. Armed with spears, sword, and shield. These men are the Elite of Carthage’s foot soldiers. Can form a phalanx.

General’s Bodyguard – 24+ men. Armed with spears and sword, these men protect the ruling family of Carthage, and inspire the other soldiers in a fight.

General’s Armored Bodyguard – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Elephants – 12 men, including 12 Elephants. Basic elephant-troops, who are only good for scaring enemy troops and bashing down wooden gates and walls.

War Elephants – 36 men, including 12 Elephants. Each elephant caries a driver and two archers. Can also scare enemy troops.

Armored Elephants – 36 men, including 12 elephants. Same as War Elephants, only more heavily armored.

Round Shield Cavalry – 54 men. Armed with swords and shields, very basic cavalry. Can form a Wedge.

Long Shield Cavalry – 54 men. Armed with sword, spear, and shield, but fairly basic for heavy cavalry. Can form a Wedge.

Sacred Band Cavalry – 54 men. Armed with spear and sword, they are the best Carthage has in terms of horse cavalry.

Onager – 32 men, and two machines. Operates much like those of the Romans.

Heavy Onagers – 32 men. Operates the same as their Roman cousins.

Numidia


Using the colors Blue and Silver for its uniforms, the tribes of Numidia are united in this game, with 4 settlements, and are home to the desert, using light cavalry, skirmishers, and camels as their main force, with imitations of the Roman-type troops to help them try to deal with their neighbors, Carthage and Egypt, to say nothing about the local Rebels.

These are the Numidian Units

More Info on Numidian Units

Important Info on Numidia

Numidian Units
Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Numidian Javelinmen – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Slinger – 80 men. Armed with Slings, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Archer – 80 men. Armed with Bow and arrows, and dagger. Fights the enemy from a distance. Can set arrows on fire to scare enemy.

Desert Infantry – 80 men. Armed with spears and shields. Good troops for fighting in the desert.

Numidian Legionaries – 81 men, Including Standard Bearer. Armed with swords, javelins, and shields, they operate similar to Roman Legionaries, but lack the training to utilize the Testudo Formation.

General’s Bodyguard – 24+ men. Armed with spears and sword, these men protect the ruling family of Numidia, and inspire the other soldiers in a fight.

General’s Armored Bodyguard – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Numidian Cavalry – 54 men. Armed with javelins, daggers and shields. Used for harassment, and retreating before getting into hand-to-hand fighting. Can use Cantabrain Circle to pepper the enemy with javelins with.

Numidian Camel Riders – 54 men. Armed with Spear and shield. Act like light cavalry. Scares horses, due to the unfamiliar smell.

Long Shield Cavalry – 54 men. Armed with sword, spear, and shield, but fairly basic for heavy cavalry. Can form a Wedge.

Onager – 32 men, and two machines. Operates much like those of the Romans.

Spain


Half Carthaginian, and half Barbarian, Spain uses the colors Dark Gold and Light Brown for its uniforms. Located on the Iberian Peninsula (Modern-Day Spain and Portugal), Spain owns 4 settlements, but starts out in a place where they don't need to worry too much about being attacked from behind, especially once they deal with the local Carthaginians and Gauls. One of their units, the Scutarii, was an inspiration that was used to create the Roman Hastati, and thus Legionaries, for it attacked with throwing spears, and a sword, all while carrying a large shield.

These are the Spanish Units

More Info on Spanish Units

Important Info on Spain

Spanish Units
Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Skirmishers – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Slinger – 80 men. Armed with Slings, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Town Militia – 80 men. Armed with spear, and shield. Basically, just the average Spanish shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield.

Iberian Infantry – 80 men. Armed with sword and shield. Basic swordsmen, they perform well early on, but not so well after the Romans go through their reforms.

Scutarii – 81 men, including Standard Bearer. Armed with sword, javelins, and shield. Similar to the Roman Hastati, which were created after encountering troops like these.

Naked Fanatics – 80 men. Armed with sword and shield. Wearing little more than a loincloth, they can terrify enemy troops. Can preform a Warcry to temporarily increase their damage and lower enemy moral.

Bull Warriors – 81 men, including Standard Bearer. Armed with swords, javelins and shields, they are named after their unique helmets, and are a force to be reckoned with. Take twice the killing damage of other troops.

General’s Bodyguard – 24+ men. Armed with spears and sword, these men protect the ruling family of Spain, and inspire the other soldiers in a fight.

General’s Armored Bodyguard – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Round Shield Cavalry – 54 men. Armed with swords and shields, very basic cavalry. Can form a Wedge.

Long Shield Cavalry – 54 men. Armed with sword, spear, and shield, but fairly basic for heavy cavalry. Can form a Wedge.

Onager – 32 men, and two machines. Operates much like those of the Romans.

Warhounds – 24 men, including 72 dogs. Handlers are armed with swords. Dogs are used to terrify enemy troops.

Parthia


Using the colors Purple and Black for their uniforms, Parthia is as far East as one can get in the world of Rome Total War. Their infantry is weak and pathetic at best, only used to support the cavalry, and to allow the use of siege engines, like ladders and battering rams. Their cavalry on the other hand, is among the best in Rome Total War, with some of their better units being heavily armored. However, their connections to the Far East have the potential to make them very wealthy.

These are the Parthian Units

More Info on Parthian Units

Important Info on Parthia

Parthian Units
Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Hillmen – 80 men. Armed with spears and small shields. Not a good soldier to use.

Eastern Infantry – 120 men. Armed with spears and large shields. Useful for carrying siege machines, like rams, but not much else.

Slinger – 80 men. Armed with Slings, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Archer – 80 men. Armed with Bow and arrows, and dagger. Fights the enemy from a distance. Can set arrows on fire to scare enemy.

Cataphracts – 54 men. Armed with spear and mace. This group of cavalry wears heavy armor and can form a Wedge.

Catapract Camels – 54 men. Armed with spear and mace. These are heavily armored camels, which scare horses. Can form a Wedge.

Horse Archers – 54 men. Armed with Bow and arrows, and Dagger. Tends to fight foes from a distance, and shouldn’t be used in hand-to-hand fighting. Can perform the Cantabrian Circle.

Persian Cavalry – 54 men. Armed with Bow and Arrows, and Sword. Improved version of the Horse Archers, with better weapons and armor, and can handle themselves in a melee fight, if need be. Can perform the Cantabrian Circle.

War Elephants – 36 men, including 12 elephants. Armed with Bows and Arrows, each elephant carries three men, driver and two archers. Scares the enemy forces.

Eastern General – 24+ men. Armed with Javelins and daggers, these men protect the ruling family of Parthia, and inspire the other soldiers in a fight. Unlike most other General Units, they have a Range Attack.

Armored Eastern General – 24+ men. Armed with spears and maces, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Onager – 32 men, and two machines. Operates much like those of the Romans.

Armenia


Much like its cousin, Parthia, and using the colors Green and Blue for their uniforms, Armenia starts off with some weak infantry, but they are capable of training Greek-style spearman, and imitations of Roman Legionaries - which, while not as good as their Roman Counterparts, are fairly effective at killing their enemies. They also have fairly decent cavalry.

These are the Armenian Units

More Info on Armenian Units

Important Info on Armenia

Armenian Units
Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Hillmen – 80 men. Armed with spears and small shields. Not a good soldier to use.

Eastern Infantry – 120 men. Armed with spears and large shields. Useful for carrying siege machines, like rams, but not much else.

Heavy Spearmen – 81 men, Including Standard Bearer. Armed with Spear, Sword, and Shield. Can form a Greek-style Phalanx.

Armenian Legionaries – 81 men, Including Standard Bearer. Armed with Sword, javelins, and Shield. Throws Pila before charging.

Peltast– 80 men. Armed with javelins, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Archer – 80 men. Armed with Bow and arrows, and dagger. Fights the enemy from a distance. Can set arrows on fire to scare enemy.

Cataphracts – 54 men. Armed with spear and mace. This group of cavalry wears heavy armor and can form a Wedge.

Catapract Archers – 54 men. Armed with Bow and arrows, and Sword. These are heavily armored. Can perform the Cantabrian Circle.

Horse Archers – 54 men. Armed with Bow and arrows, and Dagger. Tends to fight foes from a distance, and shouldn’t be used in hand-to-hand fighting. Can perform the Cantabrian Circle.

Eastern General – 24+ men. Armed with Javelins and daggers, these men protect the ruling family of Armenia, and inspire the other soldiers in a fight. Unlike most other General Units, they have a Range Attack.

Armored Eastern General – 24+ men. Armed with spears and maces, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Onager – 32 men, and two machines. Operates much like those of the Romans.

Pontus


Using the colors of Blue, Black, and Red, Pontus has learned a bit from its Eastern and Greek neighbors, and uses an infantry force that uses a combination of Eastern Types and Greek Types. Their cavalry is fairly good, using a mixture of missile troops and chariots. Their initial goal is to take over Anatolia before the rest of the world.

These are the Pontic Units

More Info on Pontic Units

Important Info on Pontus

Pontic Units
Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Hillmen – 80 men. Armed with spears and small shields. Not a good soldier to use.

Eastern Infantry – 120 men. Armed with spears and large shields. Useful for carrying siege machines, like rams, but not much else.

Phalanx Pikemen – 80 men. Armed with Long Spear, Sword, and Shield. Can form a Greek-style Phalanx.

Bronze Shields – 121 men, Including Standard Bearer. Armed with Long Spear, Sword, and Shield. Can form a Greek-style Palanx.

Peltast– 80 men. Armed with javelins, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Archer – 80 men. Armed with Bow and arrows, and dagger. Fights the enemy from a distance. Can set arrows on fire to scare enemy.

Cappadocain Cavalry – 54 men. Armed with spear and sword. This group of cavalry wears heavy armor and can form a Wedge.

Pontic Heavy Cavalry– 54 men. Armed with Javelins, and Sword. These are heavily armored. Can perform the Cantabrian Circle.

Pontic Light Cavalry – 54 men. Armed with Javelins, and Dagger. Tends to fight foes from a distance, and shouldn’t be used in hand-to-hand fighting. Can perform the Cantabrian Circle.

Scythed Chariots – 18 men. Special blades are mounted to their vehicles, allowing foes to be cut down when trampled over. Frighten enemy Infantry.

Chariot Archers – 54 men. Each vehicle has two men armed with bows and arrows, and one driver. Scares enemy infantry. Can perform Cantabrian Circle.

Eastern General – 24+ men. Armed with Javelins and daggers, these men protect the ruling family of Pontus, and inspire the other soldiers in a fight. Unlike most other General Units, they have a Range Attack.

Eastern General (improved) – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Onager – 32 men, and two machines. Operates much like those of the Romans.



Egypt


Based more on the New Kingdom Egypt of 1570BC - 1177BC instead of the Ptolemaic Kingdom of 323 BC - 30 BC, Egypt uses the colors Gold and Black for their uniforms. Using a mixture of phalanx-type forces, archers, and chariots, Egypt's military is at home in the desert, occupying most of the area around Egypt and Jerusalem. Their immediate rivals are the Numidians, the Seleucids, and Rebels.

These are the Egyptian Units

More Info on Egyptian Units

Important Info on Egypt

Egyptian Units
Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Slingers – 80 men. Armed with slings, daggers, and small shield. Fights the enemy at a distance, but poor in melee situation.

Skirmisher – 80 men. Armed with javelins, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Bowmen – 80 men. Armed with Bow and arrows, and dagger. Fights the enemy from a distance. Can set arrows on fire to scare enemy.

Pharaoh’s Bowmen – 81 men, including Standard Bearer. Armed with Bow and Arrows, and daggers. Better armored than regular Bowmen. Can set arrows on fire to scare the enemy.

Nubian Spearmen – 80 men. Armed with Spears and swords and shields. Basically, the Egyptian version of Militia Hoplites. Can use Phalanx formation.

Nile Spearmen – 80 men. Armed with Spears and swords and shields. Basically, the same as Greek Hoplites. Can use Phalanx formation.

Desert Axemen – 81 men. Armed with axes and shields. Useful for fighting in deserts, alongside the Spearmen.

Pharaoh’s Guards – 81 men. Armed with spears and swords. Similar to Greek Armored Hoplites, minus the shields. Can use Phalanx formation.

Desert Cavalry – 54 men. Armed with axes and shields. Light cavalry to be used against weaker infantry and skirmishers. Can use Wedge formation.

Nubian Cavalry – 54 men. Armed with spears, shield and sword. Basic light cavalry. Can form a Wedge.

Nile Cavalry – 54 men. Armed with spears, and sword. Heavy cavalry. Can form a Wedge.

Camel Archers – 54 men. Armed with bow and arrows, and daggers. Scares horse cavalry. Can perform Cantabrian Circle.

Egyptian Chariots – 54 men. Special blades are mounted to their vehicles, allowing foes to be cut down when trampled over. Frighten enemy Infantry. Two of the three men crew are also armed with swords, while the other drives.

Chariot Archers – 54 men. Each vehicle has two men armed with bows and arrows, and one driver. Scares enemy infantry. Can perform Cantabrian Circle.

Egyptian Chariot General – 24+ men. Armed with bows and arrows, these men protect the ruling family of Egypt, and inspire the other soldiers in a fight. Unlike most other General Units, they have a Range Attack. Their chariots terrify enemy troops.

Egyptian Cavalry General – 24+ men. Armed with spears and swords, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Onager – 32 men, and two machines. Operates much like those of the Romans.

Heavy Onagers – 32 men and 2 machines. Operates much like those of the Romans.

Gaul


Coloring their outfits with green and red, the Gauls own a good chunk of Western Europe, especially the area around Modern-day France, with the exceptions of Briton and Spain, plus some parts that are populated by Rebels. They also have two towns in Italy, which are under the threat of Roman aggression, especially that of the Julii faction. The Gauls must also deal with their British cousins, the Spanish, the Carthaginians, and of course, the Germans, in addition to the ever present Rebels, before they can expand to the rest of the world. A number of their Infantry possess the mighty Warcry, which raises their attack, while lowering the enemy's moral.

These are the units of Gaul

More on the Units of Gaul

Information about Gaul itself

Gaul Units
Barbarian Peasant – 120 men. Armed with little more than daggers, these peasants are slightly better at defending than their Greek/Roman cousins, but weaker offensively than their desert dwelling cousins. Useful in wood and snow. Still, they are mainly used to transplant population, and to push rams.

Skirmisher Warband – 80 men. Armed with javelins, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Forester Warband – 80 men. Armed with Bow and Arrows, and Spears. Better armored than regular archer-types. Can set arrows on fire to scare the enemy. Can hide anywhere.

Warband – 121 men, including Standard Bearer. Armed with Spears and shields. Good in woods and snow. Can perform a Warcry to increase their fighting capabilities.

Swordsmen – 81 men, including Standard Bearer. Armed with swords and shields. Good in woods and snow. Can perform a Warcry.

Chosen Swordsmen – 81 men, including Standard Bearer. Armed with swords and shields, they are also wearing armor. Performs well in woods and snow. Can perform a Warcry.

Naked Fanatics – 80 men. Armed with sword and shield. Performs well in woods and snow. Can use Warcry.

Druid – 32 men. Armed with sickle-sword and shield. Chanting inspires nearby units.

Barbarian Cavalry – 54 men. Armed with spears and shields. Basic light cavalry. Can form a Wedge.

Barbarian Noble Cavalry – 54 men. Armed with spears and shields. Armored Cavalry. Can form a Wedge.

Barbarian Warlord – 24+ men. Armed with spears, these men protect the ruling family of Gaul, and inspire the other soldiers in a fight.

Barbarian Chosen Warlord – 24+ men. Armed with spears, the job of these men is to protect the ruling family, and inspire the other soldiers in a fight.

Warhounds – 24 men, and 72 dogs. Handlers are armed with swords. Dogs terrify enemy troops.

Germania


Coloring their outfits with dark red and white, this barbarian faction is at home in the area around Modern-day Germany. Commonly using axes as their standard weapon, the Germans also use a weak hoplite-like force of spearmen, Berserkers, screaming women, and fairly good archers and cavalry. Their immediate rivals include the Gauls, Britons, Rebels, and potentially Dacia. A number of their Infantry possess the mighty Warcry, which raises their attack, while lowering the enemy's moral.

These are the units of Germania

More on the units of Germania

Information about Germania itself

Germania Units
Barbarian Peasant – 120 men. Armed with little more than daggers, these peasants are slightly better at defending than their Greek/Roman cousins, but weaker offensively than their desert dwelling cousins. Useful in wood and snow. Still, they are mainly used to transplant population, and to push rams.

Skirmisher Warband – 80 men. Armed with Javelins, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Chosen Archer Warband– 81 men, including Standard Bearer. Armed with Bows and Arrows, and Sword. Can set arrows on fire to scare enemy.

Spear Warband – 121 men, including Standard Bearer. Armed with Spears and shields. Good in woods and snow. Can perform a Phalanx-like maneuver, to make them deadly to cavalry.

Axemen – 81 men, including Standard Bearer. Armed with axes and shields. Good in woods and snow. Can perform a Warcry.

Chosen Axemen – 81 men, including Standard Bearer. Armed with two-handed axes. Performs well in woods and snow. Can perform a Warcry.

Naked Fanatics – 80 men. Armed with sword and shield. Performs well in woods and snow. Can use Warcy.

Berserkers – 24 men. Armed with strange two-handed pickaxes. Can perform a Warcry, which causes them to enter a Berserk mood, which turns them into uncontrollable killing machines, which terrify the enemy.

Screeching Women – 80 women. Armed with axes. These women can perform a screeching cry, that inspires allies, and terrifies enemies.

Night Raiders – 80 men. Armed with Axes and shields. Scares enemy infantry. Can perform a Warcry.

Barbarian Cavalry – 54 men. Armed with spears. Basic light cavalry. Can form a Wedge.

Barbarian Noble Cavalry – 54 men. Armed with spears. Armored cavalry. Can form a Wedge.

Gothic Cavalry – 36 men. Armed with spears. Heavily armored cavalry. Can form a Wedge.

Barbarian Warlord – 24+ men. Armed with spears, these men protect the ruling family of Germania, and inspire the other soldiers in a fight.

Barbarian Noble Warlord – 24+ men. Armed with spears, it’s the job of these men to protect the ruling family, and inspire the other soldiers in a fight.

Warhounds – 40 men, and 80 dogs. Handlers are armed with swords. Dogs terrify enemy troops.

Britannia


Hailing from the British Islands, the Britons are very similar to their neighbors, the Gauls, sharing many units. Coloring their outfits blue and white, these barbarians lack conventional cavalry, using chariots instead. They also lack archers, relying on slingers to do the job, along with Head Hurlers, which are terrifying to face. A number of their Infantry possess the mighty Warcry, which raises their attack, while lowering the enemy's moral.

These are the Units of Britannia

More on the units of Britainnia

Information about Britannia itself

Britannia Units
Barbarian Peasant – 120 men. Armed with little more than daggers, these peasants are slightly better at defending than their Greek/Roman cousins, but weaker offensively than their desert dwelling cousins. Useful in wood and snow. Still, they are mainly used to transplant population, and to push rams.

Slingers – 80 men. Armed with Slings, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Head Hurlers – 80 men. Armed with Severed heads coated in quicklime, and Sword. Nothing is scarier than finding someone’s head being tossed at you, especially when it can burn you. Can use Warcry.

Warband – 121 men, including Standard Bearer. Armed with Spears and shields. Good in woods and snow. Can perform a Warcry to increase their fighting capabilities.

Swordsmen – 81 men, including Standard Bearer. Armed with swords and shields. Good in woods and snow. Can perform a Warcry.

Chosen Swordsmen – 81 men, including Standard Bearer. Armed with swords and shields, they are also wearing armor. Performs well in woods and snow. Can perform a Warcry.

Woad Warriors – 81 men, including Standard Bearer. Armed with sword and shield. Performs well in woods and snow. Can use Warcy.

Druid – 32 men. Armed with sickle-sword and shield. Chanting inspires nearby units.

Briton Light Chariots – 36 men. Armed with Bow and arrows. Chariots scare enemy forces. Can perform Cantabrian Circle.

Briton Heavy Chariots – 36 men. Armed with swords. Chariots scare enemy forces.

Barbarian Warlord – 36+ men. Armed with swords, these men protect the ruling family of Britannia, and inspire the other soldiers in a fight. They also ride in chariots, which scare the enemy.

Warhounds – 24 men, and 72 dogs. Handlers are armed with swords. Dogs terrify enemy troops.

Dacia


Using the colors Brown and Black for their outfits, the Dacians start off with two provinces, surrounded primarily by Rebels, along with Germans, Macedonians, Thracians, and Scythians. Having a fairly small roster of fighting units, they do have access to artillery, in the form of ballista and onagers. They also have the Falxman, which they share with Thrace, and they have highly skilled archers.

These are the Units of Dacia

More info on the units of Dacia

Information on Dacia itself

Dacia Units
Barbarian Peasant – 120 men. Armed with little more than daggers, these peasants are slightly better at defending than their Greek/Roman cousins, but weaker offensively than their desert dwelling cousins. Useful in wood and snow. Still, they are mainly used to transplant population, and to push rams.

Archer Warband – 80 men. Armed with Bows and Arrows, and Daggers. Can set arrows on fire to scare enemy.

Chosen Archer Warband– 81 men, including Standard Bearer. Armed with Bows and Arrows, and Sword. Can set arrows on fire to scare enemy.

Warband – 121 men, including Standard Bearer. Armed with Spears and shields. Good in woods and snow. Can perform a Warcry.

Falxmen – 81 men, including Standard Bearer. Armed with two-handed Falx. Good in woods and snow. Can perform a Warcry.

Chosen Swordsman – 81 men, including Standard Bearer. Armed with Sword and Shield. Wears armor. Performs well in woods and snow. Can perform a Warcry.

Naked Fanatics – 80 men. Armed with sword and shield. Performs well in woods and snow. Can use Warcry.

Barbarian Cavalry – 54 men. Armed with spears. Basic light cavalry. Can form a Wedge.

Barbarian Noble Cavalry – 54 men. Armed with spears. Armored cavalry. Can form a Wedge.

Barbarian Warlord – 24+ men. Armed with spears, these men protect the ruling family of Dacia, and inspire the other soldiers in a fight.

Barbarian Noble Warlord – 24+ men. Armed with spears, it’s the job of these men to protect the ruling family, and inspire the other soldiers in a fight.

Warhounds – 24 men, and 72 dogs. Handlers are armed with swords. Dogs terrify enemy troops.

Ballistas – 24 men, including two machines. Operates the same as their Roman counterparts.

Onagers – 32 men, including two machines. Operates the same as their Roman counterparts.

Scythia


Using the colors Dark Orange and Light Orange, the Scythians are a nomadic-style people, fighting primarily from horseback, with the bow as their main weapon. Preferring to pepper their foes from a distance, before running them down, Scythians are a force to be reckoned with, as their horses can outrun infantry. They also employ women in their ranks, as the Steeps are equally unforgiving to either sex, meaning that everyone works, and everyone fights, in order to survive.

These are the units of Scythia

more info on the units of Scythia

Information on Scythia itself

Scythian Units
Barbarian Peasant – 120 men. Armed with little more than daggers, these peasants are slightly better at defending than their Greek/Roman cousins, but weaker offensively than their desert dwelling cousins. Useful in wood and snow. Still, they are mainly used to transplant population, and to push rams.

Archer Warband – 80 men. Armed with Bows and Arrows, and Daggers. Can set arrows on fire to scare enemy.

Chosen Archer Warband– 81 men, including Standard Bearer. Armed with Bows and Arrows, and Sword. Can set arrows on fire to scare enemy.

Axemen – 81 men, including Standard Bearer. Armed with Axes and Shields. Good in woods and snow. Can perform a Warcry.

Barbarian Cavalry – 54 men. Armed with spears. Basic light cavalry. Can form a Wedge.

Scythian Nobles – 54 men. Armed with spears. Armored cavalry. Can form a Wedge.

Head Hunting Maidens – 54 women. Armed with Axes and Shields. Basic light cavalry. Can form a Wedge.

Scythian Horse Archers – 54 men. Armed with bows and arrows, and dagger. Basic missile cavalry. Can perform Cantabrian Circle.

Scythian Noble Women – 36 men. Armed with Bows and Arrows and Swords. Somewhat better than regular Horse Archers. Can perform Cantabrian Circle.

Scythian Noble Archers – 54 men. Armed with Bows and Arrows and Swords. Much better than regular Horse Archers. Can perform Cantabrian Circle.

Barbarian Warlord – 24+ men. Armed with spears, these men protect the ruling family of Scythia, and inspire the other soldiers in a fight.

Barbarian Noble Warlord – 24+ men. Armed with spears and swords, it’s the job of these men to protect the ruling family, and inspire the other soldiers in a fight.

Warhounds – 40 men, and 80 dogs. Handlers are armed with swords. Dogs terrify enemy troops.

Onagers – 32 men, including two machines. Operates the same as their Roman counterparts.

Rebels


Coloring their uniforms in Grey and Black, and representing Independent Cities, Independent Tribes, Brigands, Pirates, Rebellious Slaves, Gladiator Uprisings, Deserters, and the like, Rebels are a diverse people, comprising 30 of the 103 territories of RTW, and use the forces of all civilizations, but (unless one modifies them) they are limited to just the very basic forces - Peasants, Militia, Basic Infantry, Basic Skirmishers, and Basic Light Cavalry - for the most part. However, they do have some unique units - Judean Zealots, a group of light spearman, appear in the area known as Jerusalem fairly frequently, to oppose those trying to hold the city when it is not in Rebel hands. Amazonian Chariots from the northern area known as Themiskyra - which have two female archers using bows to pepper the enemy riding with the, again, female, driver in the chariot. Then, there's the Yubtseb Elephants - creatures that are 40 feet tall with platforms to carry a dozen archers - exactly what sorcery is used to summon these creatures, which are believed to be the servants of G'nitek'ram - the God of Shiny Things That Man Does Not Need But Desires Anyway - is unknown, but terrible things happen to those who oppose their masters, though these creatures are, thankfully for most people, very rare and hard to get. Their ranks can also include Out-of-Work Mercenaries, who are not hired by visiting generals, but those will be covered in their own section, and will not be included in the Rebel Army itself.

While I normally would give a link to the page containing an Army's forces, the Rebels do not have a page showing their units - thankfully, I've done the footwork for you, and I'll tell you which units to look for, as they are described in the pages of their respective factions.

Roman Units - Peasants, Town Watch, Hastati, Velite Gladiators, Mirmillo Gladiators, Samnite Gladiators, Velites, Equites.

Greek Units - Peasants, Militia Hoplites, Hoplites, Peltasts, Heavy Peltasts, Militia Cavalry, Greek Cavalry

Cartaginian Type Units - Peasants, Town Militia, Skirmishers, Numidian Javelinmen, Iberian Infantry, Numidian Cavalry, Round Shield Cavalry, Long Shield Cavalry

Egyptian Type Units - Peasants, Skirmishers, Bowmen, Egyptian Chariots

Eastern Units - Peasants, Eastern Infantry, Archers, Horse Archers, Pontic Heavy Cavalry

Barbarian Units - Peasants, Warband, Druids, Naked Fanatics, Archer Warband, Barbarian Cavalry, British Heavy Chariots, Barbarian Noble Cavalry, Scythian Horse Archers

General Units - Greek General Bodyguard, Rebel General (Generic), Roman General Bodyguard, Barbarian Warlord, Eastern Rebel General, Egyptian Chariot General (all these are just regular General units with no special abilities - Real Generals or Fake Generals (these guys have portraits at any rate) can gain special followers and traits that affect how well they lead their forces, rule cities, get money, and keep people happy. General Units themselves have no special abilities.)

Unique Units - Judean Zealots, Amazon Chariots, Yubtseb Elephants

Important Info on Rebels

More info on Rebels

More Info on Rebels

Rebel Units
Roman Units –

Peasants - 120 Men. Weapon - dagger. Untrained, poor moral. Little more than arrow fodder or ram pushers. Very cheap to recruit.

Town Watch - 80 Men. Weapon - Stabbing Spear, Large Shield. Untrained, poor moral. Used for policing recently conquered settlements, and defending them.

Hastati - 80 Men. Weapon - Pila, sword, large shield. Trained, Okay Moral. Throws Pila before charging into melee. Common Pre-Marian soldier.

Velite Gladiator - 40 men. Armed with spear and shield. Take twice the killing blows as a regular fighter.

Mirmillo Gladiator - 40 men. Armed with spear, and with plenty of armor. Take twice the killing damage as regular soldiers.

Samnite Gladiators - 40 Men. Armed with a sword, these soldiers can take twice the killing damage as it takes to kill the average soldier.

Velites - 80 Men. Armed with javelins, a shield, and a sword, these soldiers act as skirmishers, and are really good for fighting elephants and chariots. They are poor in a melee fight. Pre-Marian Soldier.

Equites - 54 men. Fighting from horseback, these men are armed with a spear. Used primarily for scouting and attacking from the flanks, they are not very good in combat. Can form a Wedge, which adds damage to a charge. Pre-Marian Soldier.

Greek Units –

Peasant – 120 men. Armed with little more than daggers, Greek Peasants are just like their Roman cousins – only good for digging and pushing rams.

Militia Hoplites – 80 men. Armed with long spear, sword, and shield. Basically, just the average Greek shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield. Can use the Phalanx formation, where the soldiers have their shield overlap those of their neighbors, and have their spears point at the enemy, skewering those that get too close. However, despite being a basic militia, they can hold their own in a fight, especially when in Phalanx formation.

Hoplites – 80 men. Armed with long spear, sword, shield. Wealthier than their Militia brethren, they have slightly better weapons, and training, but are still basic troops.

Peltasts – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Heavy Peltasts – Basically the same as a regular Peltast, just with some armor, and a better shield.

Militia Cavalry – 54 men. Armed with Javelin, Dagger, and small shield. Useful for disrupting formations, and then running away. Can perform Cantabrian Circle.

Greek Cavalry – 54 men. Armed with spears, this group of horsemen is useful for flanking maneuvers and attacking skirmishers. It can’t stand long in a serious fight. Can form a Wedge.

Cartaginian Type Units –

Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Town Militia – 80 men. Armed with spear, and shield. Basically, just the average Carthaginian shopkeeper/farmer dragged from his home, given weapons and shield, some basic training, and sent to the battlefield.

Skirmishers – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Numidian Javelinmen – 80 men. Armed with Javelins, Daggers, and Shield. Useful for dealing with Elephants and Chariots.

Iberian Infantry – 80 men. Armed with sword and shield. Basic swordsmen, they perform well early on, but not so well after the Romans go through their reforms.

Numidian Cavalry – 54 men. Armed with javelins, daggers and shields. Used for harassment, and retreating before getting into hand-to-hand fighting. Can use Cantabrain Circle to pepper the enemy with javelins with.

Round Shield Cavalry – 54 men. Armed with swords and shields, very basic cavalry. Can form a Wedge.

Long Shield Cavalry – 54 men. Armed with sword, spear, and shield, but fairly basic for heavy cavalry. Can form a Wedge.

Egyptian Type Units –

Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Skirmisher – 80 men. Armed with javelins, daggers and small shield. Fights the enemy at a distance, but tend to be poor in a melee situation.

Bowmen – 80 men. Armed with Bow and arrows, and dagger. Fights the enemy from a distance. Can set arrows on fire to scare enemy.

Chariot Archers – 54 men. Each vehicle has two men armed with bows and arrows, and one driver. Scares enemy infantry. Can perform Cantabrian Circle.

Eastern Units –

Peasant – 120 men. Armed with little more than pitchforks, these peasants are slightly better at attacking/defending than their Greek/Roman cousins, and are better on the offensive than their Barbarian cousins, but not quite as good defensively. Still, they are mainly used to transplant population, and to push rams/dig tunnels.

Eastern Infantry – 120 men. Armed with spears and large shields. Useful for carrying siege machines, like rams, but not much else.

Archer – 80 men. Armed with Bow and arrows, and dagger. Fights the enemy from a distance. Can set arrows on fire to scare enemy.

Horse Archers – 54 men. Armed with Bow and arrows, and Dagger. Tends to fight foes from a distance, and shouldn’t be used in hand-to-hand fighting. Can perform the Cantabrian Circle.

Pontic Heavy Cavalry– 54 men. Armed with Javelins, and Sword. These are heavily armored. Can perform the Cantabrian Circle.

Barbarian Units –

Barbarian Peasant – 120 men. Armed with little more than daggers, these peasants are slightly better at defending than their Greek/Roman cousins, but weaker offensively than their desert dwelling cousins. Useful in wood and snow. Still, they are mainly used to transplant population, and to push rams.

Warband – 120 men. Armed with Spears and shields. Good in woods and snow. Can perform a Warcry to increase their fighting capabilities.

Druid – 32 men. Armed with sickle-sword and shield. Chanting inspires nearby units.

Naked Fanatics – 80 men. Armed with sword and shield. Performs well in woods and snow. Can use Warcry.

Archer Warband – 80 men. Armed with Bows and Arrows, and Daggers. Can set arrows on fire to scare enemy.

Barbarian Cavalry – 54 men. Armed with spears and shields. Basic light cavalry. Can form a Wedge.

Briton Heavy Chariots – 36 men. Armed with swords. Chariots scare enemy forces.

Barbarian Noble Cavalry – 54 men. Armed with spears and shields. Armored Cavalry. Can form a Wedge.

Scythian Horse Archers – 54 men. Armed with bows and arrows, and dagger. Basic missile cavalry. Can perform Cantabrian Circle.

General Units –

Greek General Bodyguard – 24 men. Armed with spears.

Rebel General (Generic) – 24 men. Armed with spears.

Roman General Bodyguard – 24 men. Armed with spears.

Barbarian Warlord – 24 men. Armed with spears.

Eastern Rebel General – 24 men. Armed with javelins and daggers.

Egyptian Chariot General – 24 men. Armed with Bows and arrows. Ride on chariots, which terrify the enemy.

Unique Units –

Judean Zealots – 120 men. Armed with Spears and Shields. Located around Judea. Made from deserters and temple guards. Weak, but fanatical.

Amazon Chariots – 54 women. Armed with Bows and Arrows. Much like other chariots with archers, there are two archers and one driver per chariot.

Yubtseb Elephants – 54 men, including 4 40-foot tall elephants. Obviously inspired by the Mûmakil/Oliphaunts from the Lord of the Rings, these large elephants carry 14 men each, 1 driver and 12-13 archers. When the archers aren’t using their bows, these giant elephants will trample anything in their path, friend and foe alike, though, aside from some minor inconvenience of having to reform their ranks/lines, allies are unharmed by this, unless said elephant has gone Amok. Still, the sight of these creatures is enough to frighten even the toughest of warriors, as these creatures are hard to kill.

Mercenaries


In Rome Total War, Mercenary forces serve in many armies from all across the world for one reason - money. A mercenary unit will happily serve in a foreign army, and help them conquer other provinces, including their own, so long as they are paid in gold. Coloring their uniforms in Green, regardless of who hires them, mercenaries will work for anyone, so long as they have money. However, Generals can only hire certain mercenaries in certain areas - Some are very common, and widespread, like Barbarian Mercenaries and Mercenary Hoplites, some are uncommon, and limited in certain areas, but appear often enough, like Eastern Mercenaries in Anatolia and the Middle East, while others are very rare, and only show up on occasion, like Mercenary War Elephants. In any case, as long as they get paid, a Mercenary will remain loyal to whomever hires them, regardless of their politics. Many a General has arrived in a foreign land with a small force from his homeland, and has boosted their numbers by hiring the local mercenaries, along with the forces of those who are enemies of the people the General plans to take over.

(While typically found in the forces of different Factions' Armies, in this situation - or in case someone wishes to make a page for them, in other battles - the Mercenaries shall fight as their own force.)

These are the Mercenary Units - Note - I'm not using the Mercenary Norse Vikings, as those are a Downloadable Mod thing that isn't included in the regular version of the game.

Important Info on Mercenaries

Mercenary Units
Barbarian Mercenaries – 120 men. Armed with Spear and Shield. Can be found all across Europe, from Spain to the Steeps, and even in Anatolia, where remnants of Gaul’s attempt to expand there can be found. Can use Warcry.

Barbarian Cavalry Mercenaries – 54 men. Armed with Spear and Shield. Found most any place Barbarian Mercenaries are found, except for Briton and Spain. Can use Wedge Formation.

Balearic Slingers – 80 men. Armed with Slings, Daggers, and Small Shield. Matched only by their Rhodian counterparts, these are the best slingers on the West side of the Mediterranean. Found in Spain, the Balearic Islands, parts of Sicily, and North Africa.

Spanish Mercenaries – 80 men. Armed with Sword, javelins, Shield. Found only in Spain, these troops throw their javelins before charging into battle.

Mercenary Peltasts – 80 men. Armed with Javelins, sword, and shield. Skirmisher fighter. Located in Greece, Balkans, and Anatolia. Useful against Chariots and Elephants.

Illyrian Mercenaries – 80 men. Armed with Javelins, sword, and shield. Skirmisher fighter. Located in Greece, and Balkans. Useful against Chariots and Elephants.

Thracian Mercenaries – 80 men. Armed with curved sword-like weapons called sica or rhomphaia, and a shield. Found in Northern Greece and Eastern Balkans. Can use Warcry.

Bastarnae Mercenaries – 80 men. Armed with curved sword-like weapons called sica or rhomphaia, and a shield. Takes twice the killing damage of average soldiers. Found in Carpathia and Dacia. Can use Warcry.

Cretan Archers – 80 men. Armed with Bows and Arrows, and Dagger. Well-trained archers. Located in Greece, Crete, and southern Anitolia. Can set Arrows on Fire to scare enemies.

Mercenary Hoplites – 80 men. Armed with Spears, Sword, and Shield. Heavily armored, especially for mercenaries, these men can be located in Greece, parts of Italy, Sicily, Africa, Anatolia, Balkans, and even parts of the Middle East. Can use the Phalanx Formation.

Rhodian Slingers – 80 men. Armed with Slings, Daggers, and Small Shield. Matched only by their Balearic counterparts, these are the best slingers on the East side of the Mediterranean. Located around parts of Anatolia.

Samnite Mercenaries – 80 men. Armed with Spear and Shield. These people were once Rome’s mortal enemies, handing them several of their earliest defeats. Now, they find work fighting for Rome, among other forces. Located in Italy.

Scythian Mercenaries – 54 men. Armed with Bow and Arrows, and Dagger. Located East of the Vistula River, and near the Caucasus Mountain range. The horsemen are known for peppering their foes with arrows. Can perform Cantabrian Circle.

Sarmatian Mercenaries – 54 men. Armed with Spear and Sword. These are heavily armored cavalry. Located East of the Vistula River, and near the Caucasus Mountain range. Can form a Wedge.

Cilician Pirates – 80 men. Armed with Axe and Javelin. Historically, the people of Cilicia were engaged in piracy for a long time, having the run of the Mediterranean when the naval capabilities of the powers that be were weak, like Greece, Rome, and Persia. Eventually, the Romans decided to clean them out, often times actually hiring them to join their naval forces, especially after it was found that most became pirates out of desperation.

Bedouin Warriors – 54 men. Armed with Swords and Shield. These men from the desert regions of the Middle East live their lives on the back of a camel. For some reason, horses don’t like the smell of camels, and don’t do well against them. Can form a Wedge.

Bedouin Archers – 54 men. Armed with Bows and Arrows, and Dagger. These men from the desert regions of the Middle East live their lives on the back of a camel. For some reason, horses don’t like the smell of camels, and don’t do well against them. Can perform Cantabrian Circle.

Arab Cavalry – 54 men. Armed with Sword and Shield. These horsemen are found in the deserts of the Middle East. Useful mainly for scouting and flanking. Can form a Wedge.

Eastern Mercenaries – 120 men. Armed with Spear and Shield. These poor souls are found in the Middle East and parts of Anatolia. More useful for garrison duty or pushing rams/digging runnels than actually fighting.

Numidian Mercenaries – 54 men. Armed with Javelins, daggers, and shields. These men, found in the deserts of Africa, these men pepper the enemy with their Javelins before retreating behind other forces. Can perform Cantabrian Circle.

Libyan Mercenaries – 80 men. Armed with Javelins, daggers, and shields. These men, while weak in melee, are useful for dealing with elephants and chariots, or pushing rams and digging tunnels. Found all across Africa, all the way into Egypt.

Mercenary War Elephants – 36 men including 12 elephants. Each elephant carries a driver and two archers. Used to scare troops. Found in various parts of Africa and the Middle East, but are very rare.

Reasons for Numbers
1. Experience - The Armies of Rome Total War have had 200+ years of fighting each other in a number of different types of terrain and weather, and situations - wood, grassland, desert, urban warfare, rain and snow. Granted, the Army of Darkness might of

Sir Daniel Fortesque Versus The Scotsman
Previously, on Deadliest Fiction, in one of my past battles, the time-lost Samurai Jack had a battle with the undead skeleton knight Sir Daniel Fortesque, and defeated him, and probable would have destroyed the knight, if not for a common foe, who was attacking the village that Sir Dan was sworn to protect. After laying the good knight to his eternal rest, Jack left, to continue on his journey.

However, I ended the story with the following -

''Meanwhile, back in his hidden throne room, Aku had watched what had happened. “So, once again, my enemy has managed to elude death. Personally, what puzzles me is why that one skeleton managed to assist him. Why was he able to remain free of that sorcerer’s control, while others became little more than slaves? Hmm. I must find out more about him. Perhaps I should send another one of my foes after him, like that annoying and rude-mouthed bagpipe-playing haggis-eating Scotsman. Yes, I’ll send him that way, and waken Sir Daniel myself. Muwahahaha!”''

Well, here is that battle. Aku comes to Sir Dan's Crypt, Awakens the good knight, Tricks him into battling a murderous, and utterly evil haggis-eating, bagpipe-playing loudmouthed rude lout known as the Scotsman, who actually isn't evil, though we can argue about the murderous part, but he does enjoy a joy a good fight.

There are questions to be Asked and Answered. Will Sir Dan find out the truth? Will he lose his head, again? Will the Scotsman learn to play the pipes right? Will haggis be involved? We shall find out.

Sir Daniel Fortesque


Sir Daniel Fortesque served the King of Gallowmere as a knight. To be honest, Daniel only got the job because he was a good storyteller - there hadn't been a war in years, but the king loved a good story. Then one day, the necromancer Zarok, who had once been the king's adviser, until he was found dealing in Black Magic, launched an attack against the kingdom. Dan was told to lead the charge against him. It didn't go so well for him. The battle was won, but he was dead - embarrassingly enough, the knight was the first casualty of the fight. Understandably, the King didn't like that detail, so he had the story changed, making Daniel the Hero, having slayed Zarok in mortal combat, only to die of his wounds shortly after he did, and thus, Daniel was given a Hero's Burial. Problem was, the other Heroes didn't recognize him as one of them.

However, a hundred years later, Zarok returned, and resurrected the dead, thereby giving Daniel a second chance to prove himself, especially since no one else was capable of defeating Zarok, as there were either possessed, or held captive, or terrified out of their wits. Daniel managed to defeat him, saving the kingdom, and was even considered to be a real Hero.

Then, five hundred years later, someone found Zarok's book of spells, and once again, Daniel was called to duty. Some so-called Lord Palethorn wanted to rule the world, and tried to use the book to do so. Daniel woke up, teamed up with this ghost, this professor, and this lovely Egyptian Princess mummy - well, she was lovely to Daniel's eye anyways, what with both of them being undead creatures with good souls, and all that. Daniel managed to defeat this Lord, and the Demon he had Summoned. As for Daniel and his new Girlfriend, well, they used a Time Machine to get back to Daniel's own time. Problem is, let's just say that the Sequel is stuck in Development Hell, as the current ending is something of a Downer.

The Scotsman


The Scotsman, known for being loud, and rude, and always playing his bagpipes, makes his debut when he encounters the one known as Samurai Jack, while crossing a rather long, and narrow bridge, from opposite ends. The two of them have an argument over who would get to their destination, and come to blows over this. This results in a swordfight that lasts three days, which had no clear winner, with both warriors eventually being unable to fight, yet refusing to quit. The two are then forced to work together, due in part to being handcuffed to each other, in order to fend off bounty hunters. The two come to a mutual understanding, and, once freed of each other, part as friends.

The pair would later encounter each other again, when the Scotsman came looking for the time-lost samurai, after his bonny wife gets kidnapped by Celtic Demons, and was only allowed to rescue her with the help of a stranger, and Jack was the only stranger he knew. The pair journeyed to the Scotsman's home, where Jack is introduced to the clan, who are just as loud and rude as he is, though he claims to be the mellow one of the family, although he has no problems intimidating them if need be. After proving himself, Jack soon helps the Scotsman save his wife, although, as it turns out, said wife didn't need help, especially after the head Celtic demon called her Fat, and signed his proverbial death warrant - the Scotsman's Wife is actually stronger than he is, and is very scary when angry.

Later, the pair would encounter each other, when the Scotsman finds an amnesiac Jack working as a waiter named Bret Worthington. The Scotsman points out the Samurai's true identity, with catches the interests of several nearby bounty hunters. The Scotsman is forced to protect the Samurai, who has forgotten how to defend himself, and has lost his sword as well. After this, the Scotsman takes Jack with him, as the pair go on a journey to recover Jack's memory, the Scotsman battling various threats along the way. Eventually, they end up on an island, with several sirens, who were the reason that Jack had forgotten who he was. Jack had come to the place, to try to convince them to stop abducting sailors, but they'd beaten him, in part because of their singing, causing him to forget who he was, and took his sword. The Scotsman proves to be immune to their singing, and soon fights to free them. As it turns out, the creatures can't stand his bagpipes, so he begins to play them. This has the effect of freeing their slaves, including Jack.The Sirens merge together, like a hydra, and try to constrict the Scotsman. However, Jack, his mind now free, looks at his sword, and remembers who he is. Grabbing his sword, Jack attacks the creatures, saving the Scotsman, who was still playing his pipes. Afterwards, having found out that the sailors have abandoned them, save for a rowboat, the Scotsman and Jack have a contest over who rows the boat. The Scotsman looses, meaning that Jack gets to row them to shore, much the the Scotsman's chagrin, as he wanted to do the rowing.