User:Undead RVD/Sandbox

This here is my list of future battles

=Ancient Battles= These are battles between warriors that existed long ago.

=Alexander Nevsky vs Julius Caesar=

Alexander Nevsky


Alexander Nevsky was the Prince of Novgorod and Grand Prince of Vladimir during some of the most trying times in the city's history. Commonly regarded as the key figure of medieval Rus', Alexander was the grandson of Vsevolod the Big Nest and rose to legendary status on account of his military victories over the German and Swedish invaders while accepting to pay tribute to the powerful Golden Horde.

Weapons
Close Range: Myech Sword
 * A long one handed sword, it could have been used one handed ore two handed.
 * Approximately 3 feet long blade.
 * Could slash or stab with ease.
 * Used on horseback or on foot

Mid Range: Rogatina Bear Spear
 * A medieval type of spear used in hunting for bears and other large animals but also worked fantastically on the battle field.
 * Massive 8 inch long Leif-Shaped spear head
 * Crosspiece underneath head to help keep target at bay
 * Thick 6 foot long staff.
 * Used on horseback or on foot.

Long Range: Luk Composite Bow
 * A bow used in both hunting and fighting
 * Bow was 3 feet long and made of hard wood and horn
 * Could launch foot long arrows far distances
 * Could be used on horseback or on foot

Armor (Alexander and Horsemen): Lameller, Helmet and Kiteshield
 * Alexander and his Horsemen would have used heavier body armor than just chainmail
 * Russian Lamellar is made using multiple steel plates laced over each other. They would also put chainmail underneath it and at areas the lamellar couldn't reach
 * Shishak Helmet were semi cone-shaped and made of Steel. Had a plate of cover part of the face
 * The Kiteshield had a length of 1.25 meters. Made of wood, bound with iron and had a semi-circular metal cover plate fastened over the center.

Armor (Foot-soldiers): Chainmail, Helmet and Kiteshield
 * The Footsoldiers relied more on their shields than their body armor
 * Chainmail is used to its simplicity and light weight
 * Shishak Helmet were semi cone-shaped and made of Steel. Had a plate of cover part of the face
 * The Kiteshield had a length of 1.25 meters. It was Made of wood, bound with iron and had a semi-circular metal cover plate fastened over the center.

Julius Caesar
Gaius Julius Caesar was a Roman general, statesman, Consul and notable author of Latin prose. He played a critical role in the events that led to the demise of the Roman Republic and the rise of the Roman Empire.

Weapons
Close Range: Crocea Mors (Gladius)
 * A short sword used purely one-handed. Crocea Mors was Caesar's personal Gladius.
 * 2 foot long blade
 * Can be used for slashing but was better for stabbing
 * Primarily used on foot

Mid Range: Hasta Spear
 * A long spear, simply said
 * 6 inch long iron spear head
 * Around 6 feet long staff
 * Used on or off horseback

Long Range: Pilum Javelin
 * Famous Roman war javelin
 * 4 foot long wooden staff with a 2 foot breakable shank
 * Range of 50-70 meters
 * Primarily used on foot

Armor (Caesar and Horseman): Lorica Squamata, Montefortino Helmet and Parma Shield
 * Caesar would have been given stronger armor than the ground troops.
 * The Lorica squamata was a type of scale armor that was made up of Iron and bronze scale plates
 * The Montefortino Helmet was conical shaped with a knob on the top. Was made of iron
 * The Parma Shield was 91 cm long, made of wood and bound by iron bands. Was used most by horseback units

Armor (Foot Soldiers): Lorica hamata, Coolus Helmet and Scutum Shield
 * Caesar's foot soldiers would have used weaker body armor but better shields
 * Lorica hamata was a type of chainmail, used do to its simplicity
 * The Coolus Helmet was like the Montefortino minus the knob
 * The Scutum Shield was 1.06 m long, made of thick wood and bound by iron bands. Was primarily used by legionaries.

X-Factors
Nevsky vs Caesar

94 Physicality 78 Caesar has age but not in a good way. He is not as large, as strong or as durable as Alexander Nevsky. Alexander is also younger and has less health problems. Overall, when it comes to the body, Nevsky is far superior.

88 Military Experience 96 Caesar's campaign in the North took much longer than Alexander's conflict with Swiss Pikemen and Teutonic Knights. For that, he gets the win in Military Experience.

94 Combat Experience 86 Combat Experience is different from Military Experience. Caesar did far less fighting and mainly stood behind and watched the conflicts. Alexander Nevsky did more fighting, even leading his men in the Battle of the Ice.

97 Brutality 84 Alexander was cruel to his foes but wasn't overt. He had morals. Caesar, on the other hand, was far crueler. He was perfectly fine with the death of innocent women and children and watching prisoners fight each other to the death.

95 Tactics 93 This one is hard. Caesar was able to conquer a massive amount of Northern territory for Rome and his army slaughtered many enemies. However, his enemies were far less advanced and were not as well trained, and even then, he lost a massive number of men. Alexander and his men, on the other hand, were fighting an uphill battle. His men were not as well trained or as well armed as the Teutonic Knights but were still able to grab victory. The Teutonic Knights were cocky and thought they would win. Caesar isn't much different from the Teutonic Knights. This is why Alexander wins this edge. His tactics and experience are much more applicable in this situation.

=Tomoe Gozen vs Boudica=

Tomoe Gozen
"Tomoe was especially beautiful, with white skin, long hair, and charming features. She was also a remarkably strong archer, and as a swordswoman she was a warrior worth a thousand, ready to confront a demon or a god, mounted or on foot. She handled unbroken horses with superb skill; she rode unscathed down perilous descents. Whenever a battle was imminent, Yoshinaka sent her out as his first captain, equipped with strong armor, an oversized sword, and a mighty bow; and she performed more deeds of valor than any of his other warriors."

- The Tale of Heike on Tomoe Gozen

Tomoe Gozen (巴 御前?) (1157?–1247), was a late twelfth-century concubine of samurai general Minamoto no Yoshinaka, as well as a rare female samurai warrior (onna bugeisha), known for her bravery and strength. She is believed to have fought and survived the Genpei War (1180–1185) between the Minamoto and Taira clans.

After defeating the Heike clan and driving them into the western provinces, Minamoto no Yoshinaka (Tomoe's master) took Kyoto and desired to be the leader of the Minamoto clan. His cousin Yoritomo was prompted to crush Yoshinaka, and sent his brothers Yoshitsune and Noriyori to kill him. Yoshinaka fought Yoritomo's forces at the Battle of Awazu on February 21, 1184, where Tomoe Gozen purportedly took at least one head of the enemy. Although Yoshinaka's troops fought bravely, they were outnumbered and overwhelmed. When Yoshinaka was defeated there, with only a few of his soldiers standing, he told Tomoe Gozen to flee because he wanted to die with his foster brother Imai no Shiro Kanehira and he said that he would be ashamed if he died with a woman.

There are varied accounts of what followed. At Battle of Awazu in 1184, she is known for beheading Honda no Moroshige of Musashi. She is also known for having killed Uchida Ieyoshi and for escaping capture by Hatakeyama Shigetada.

After the battle, according to Heike Monogatari or the Tale of Heike, she gave up the sword. It is also said that she was defeated by Wada Yoshimori and became his wife. After Wada died, she was said to have become a nun in Echizen. These different stories are what give the story of Tomoe Gozen its intrigue. She was never proven to have been a historical figure so she could also be an invention of the author of Heike Monogatari. However, the grave of Yoshinaka's other female attendant Yamabuki Gozen does exist and most of the incidents in The Tale of the Heike are believed by historians to be true.

Weapons
Close Range: Tachi Mid Range: Naginta Long Range: Yumi Special: Tanto
 * A tachi is a long Japanese sword with greater curve and more taper from the hilt. The weapon was about 70-80 cm long and was lighter in weight then the later katana.
 * A Naginata is a Japanese polearm consisting of a long pole about 1.2-2.4 meters in length and a sword blade similar to that of a katana or wakizashi, typically about 30-60 cm in length. The weapon is capable of being used as both a thrusting and a slashing weapon, however, it is often used for making wide slashes in a spinning or turning motion, taking advantage of the weapon's balanced center of mass.
 * The yumi, or Japanese longbow, is a large bow and arrow that was a favorite of weapon of the Samurai of feudal Japan. The weapon holds the distinction of being the longest bow in the world, longer even than the English Longbow. The bow is typically about two meters in length, longer than the archer is tall. The yumi is traditionally made from a composite of wood and bamboo. The traditional wood and bamboo construction, combined with its great length, allows the bow to store large amounts of energy on the draw and release it with great force, giving a range of over 100 meters in the hands of a skilled archer.
 * A Tanto is a Japanese dagger with a blade of about 15-30 centimeters in length. The weapon has a straight, typically single-edged blade with he cutting edge curving up to the point.

Boudica
Boudica was the queen of Celtic tribes who led a rebellion against the Roman Empire. After the death of her husband Prasutagas, the Roman Empire seized her kingdom's lands. Much is not known of her background except that she was born with royal blood and was exceptionally intelligent. In the year 60, Boudica staged her first revolt with the help of her dead husband's people, the Iceni, and other tribesmen. They raided colonies and settlements, wreaking havoc and inspiring fear into the hearts of Roman citizens and soldiers. Roman governor Suetonis feared the raging tribal warriors and abandoned Londinium, a major colony which is home to the future London. Boudica and her warriors slaughtered many. Her kill count rises above 70,000. However, Suetonis helped defend the remaining Roman provinces by gathering whatever force he had and routed Boudica and her troops. The queen did not want to succumb to defeat and humiliation, so she killed herself. It is argued what was the cause of her death, many argue she took poison, others state that she died by her own sword, while scholars believe she died of old age or disease.

Weapons
Close Range: Celtic Sword Mid Range: Lancea Long Range: Sling Special: Pugio
 * The Celtic Long Sword was around three feet in length, with a straight, double-edged iron blade. Greek historian Diodorus Siculus descriped the Celtic swords as being "as long as the javelins of other peoples." The hilt had a very small guard, a single-handed grip, and (most noticeably) two backward-curving quillons near the pommel. The Celtic long sword was primarily a slashing weapon, as the rounded tip was ill-suited for thrusting and stabbing.
 * The Lancea is a 9-foot ash pole mounted with a 14-inch spearhead. The spearhead had a wavy pattern, which reduced friction and allowed it to penetrate more deeply into the body, and to cause more trauma when it hit.
 * The sling is simply two cords (in this case, braided wool) attached to a small pouch. One of the cords ends in a loop which fits over the finger, while the other ends in a knot which is held. The projectiles used were most commonly stones, or sometimes lead weights.
 * The Pugio was a dagger used by Roman soldiers as a sidearm. It seems likely that the Pugio was intended as an auxiliary weapon, but its exact purpose to the soldier remains unknown.

X-Factors
=Modern Battles= These are battles between warriors from the modern world

=R.J. MacReady vs TBA=

R.J. MacReady
R.J. MacReady is a helicopter pilot that was stationed at the American Antarctic research station Outpost 31 and the main protagonist of The Thing. MacReady is one of only two survivors of the Thing infestation at Outpost 31. He is portrayed by actor Kurt Russell. His weapon of choice seems to be a 12 gauge Ithaca 37 shotgun which is seen in use when he went to search the Norwegian base and when they encounter the Kennel-Thing attacking the dogs. Later on Garry gave him his .357 magnum Colt Trooper Mark III revolver.

Weapons
Melee: Fire Axe Sidearm: Colt Trooper Mark III revolver Long arm: Ithaca 37 shotgun Special:
 * With several fire axes in the American Antarctic research station, MacReady will find use of one of them.
 * Heavy metal head with sharp edge to fling down major energy onto a target to chop through it.
 * MacReady makes great use of Garry's Colt Trooper Mark III to kill with precision.
 * Rounds: .357 Magnum
 * Range: 50 meters
 * Magazine: 6 shot Cylinder
 * Rate of Fire: Single Action or Double Action
 * MacReady uses the Ithaca 37 shotgun a great deal to shoot down enemies.
 * Rounds: 12 gauge Buck Shot or Deer Slug
 * Range: 200 meters (shot) or 400 meters (slug)
 * Magazine: 8 shot Tube Mag
 * Rate of Fire: Pump Action

=Martin Q. Blank vs El Mariachi=

Martin Q. Blank


Martin Q. Blank is a former CIA agent turned professional hitman. After graduating from Grosse Pointe Highschool, he joined the US army. However, his time in the army was brief when he took a psychological testing and found that he was very well suited to work as an assassin for the CIA. He spent with the CIA for an undisclosed time but left and became a professional hitman.

Weapons
Short Range: Dual Glock 17s Mid Range: Desert Eagle Long Range: M40 rifle
 * Martin's most well known weapons is his Dual Glock 17s
 * Rounds: 9×19mm Parabellum
 * Magazine: two 17 round box mags (34 rounds)
 * Range: 50 meters
 * Martin has a Desert Eagle kept in his weapon case and uses it in the final shoot-out
 * Rounds: .50 AE
 * Magazine: 7 round Box mag
 * Range: 50 meters
 * Martin is seen using an unidentified sniper rifle. The weapon it is closest to in appearance is the M40 sniper rifle.
 * Damage: 7.62×51mm NATO
 * Magazine: 5 round internal magazine
 * Range: 900 meters
 * Scoped for sniping
 * Silencer for quiet assassination

Special Edges

 * CIA Training: Right after Martin left High-School, Martin joined the army. They had him take a test and his results sparked interest from the CIA. They trained him to be a very effective hitman and after quitting the CIA, he kept the skills he learned during his time in the CIA
 * Intelligince: Martin is a very intelligent individual. He is able to get rid of bodies, negotiate with people and hide his identity.
 * Marksmanship: Martin is a fantastic shot. He is able to use his weapons for maximum effect.
 * Cool Mind: Martin is able to keep his mind on the game and not let personal reasons to get in the way.

El Mariachi


An out-of-work musician, known simply as El Mariachi, travels through Mexico. He arrives in a small border town, hoping to find work in some of the local cantinas and clubs. Unfortunately for the man, local hoodlums mistake him for a recently-escaped convict who has been hunting down his former associates with a guitar case filled with weapons. As the story progresses, Mariachi falls in love with a woman who helps him hide from those who are trying to kill him, and eventually sees her die at the hands of those same men. He seeks revenge for all he has been put through and eventually gets it. At the same time, he finds a new love.

Weapons
Short Range: Duel Ruger KP90 Mid Range: Rossi Overland Sawed Off Shotgun Long Range: Scoped Wildey Magnum
 * El Mariachi packs matching Ruger KP90s as his main weapons.
 * Damage: .45 SCP
 * Magazine: 8 round Box Mag
 * Range: 50 meters
 * El Mariachi makes a good use from a Sawed off Shotgun
 * Damage: 12 Gauge Shotgun
 * Magazine: Two Shells
 * Range: 50 meters
 * El Mariachi uses a scoped Wildey Magnum handgun in an assassination attempt.
 * Damage: .475 Wildey Magnum
 * Magazine: 7 round box magazine
 * Range: 100 meters
 * Scoped for sniping

Special

 * Marksmanship: El Mariachi is a fantastic shot as he will fill a bar with dead bodies without wasting too many rounds.
 * Determination: El Mariachi is seeking vengeance. He will fight to stay alive long enough to kill the men he is after.
 * Brutality: El Mariachi cares little for his enemies die in gruesome ways.

X-Factors
Martin vs Mariachi

93 Training 69 Martin is a trained CIA agent. He was trained to kill with efficacy. Mariachi is a great shot but he doesn't have any training, at least any that can par with Martin's.

94 Accuracy 96 While Martin is a great shot, El Mariachi uses his guns even more than Martin. Martin finds room in Han-to-Hand combat and improvised combat. Mariachi finds more use of his gun.

82 Brutality 94 El Mariachi is a vengeful individual who will kill his with a great level of blood. Martin is very professional and only kills for pay. He is

97 Intelligence 91 El Mariachi is a person who puts his emotions first. He is on a quest for vengeance and will shoot at anyone who stands in his way. Martin is much more clear minded and knows how to cove himself up. He can dispose of bodies and never lets rage get in the way.

=Spike Spiegel vs Revy=

Spike Spiegel
Spike Spiegel is a bounty hunter on the spaceship named Bebop and travels space with Jet, Faye, Ed & Ein. Born and raised on Mars, he is 27 years-old and tall and thin in appearance. He has fluffy green hair and reddish-brown eyes, one of which is artificial and lighter than the other.

Spike has many talents and abilities, including very sharp eyesight, abnormally acute perception, and extraordinary luck. Spike makes use of sleight-of-hand techniques to win card games, pick pockets, and even to slip things onto other people unnoticed. He is well versed in weaponry (such as his personal Jericho 941 as well as other guns and explosives) and hand-to-hand combat skills. He follows Jeet Kune Do, the mindset developed by Bruce Lee, though he has a penchant for high kicks of French boxing.

Weapons
Hand-to-Hand Combat: Jeet Kune Do/French Boxing Handgun 1: Jericho 941 Handgun 2: Beretta 92FS
 * Spike has a mindset for Jeet Kune Do, making him think to move as little as possible but still have maximum effect and with extreme speed. However, Spike is not above graceful and incredibly powerful kicks commonly seen in French Kickboxing. He has been proven to take on groups of men Single Handedly.
 * Spike's most used firearm, the Jericho 941 is a powerful handgun made in Israel.
 * Rounds: .45 ACP
 * Magazine: 10 round box-mag
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Spike is also seen using a Beretta 92FS. He will have it as a backup gun.
 * Rounds: 9×19mm Parabellum
 * Magazine: 15 rounds
 * Range: 50 meters
 * Rate of Fire: Semi-Auto

Special Edges

 * Sharp-Eyesight: Spike has a very keen sense of sight and is capable of firing his gun with fantastic accuracy
 * Extraordinary Agility: Spike is a very agile person. He can climb areas with ease and perform difficult feats of acrobatics on the fly.
 * Slide of Hand: Spike is a master of Slide-of-Hands. He can pickpocket someone with ease, confuse enemies and hide items in a pinch.
 * Quick Wit: Spike is a fast thinker, capable of adapting and creating a plan as he goes.
 * Marksman: Spike is able to shoot weapons out of enemies hands or at least disable them. He doesn't usually aim to kill. He is a bounty hunter. Bounties are worth more alive than dead.
 * Escaping Death: Spike has been in several situations where he was on the verge of death and yet he survives.

Revy
Revy is a merciless and sadistic killer, without a conscience, who will kill anyone at the slightest provocation, even unarmed civilians (as seen in episode 6). Dutch once made reference to University of Texas shooter Charles Whitman in describing Revy after she slaughtered the crew of the Neo-Nazis' boat after a previous conversation with Rock brought up some unpleasant memories, resulting in an internal fit of rage - she even threatened Rock with death if he ever questions or tampers with her way of life. (In the anime, she was stopped by Dutch when she began her killing spree, after she shot one in the leg.) She is also a heavy smoker and drinker.

Her weapons of choice are a pair of modified Beretta M92's. However, Revy has been seen using a variety of other firearms. She is also quite skilled in hand to hand combat as seen when fighting Roberta and multiple other enemies through the series and manga.

Weapons
Hand-to-Hand combat: Street Fighting Handgun 1 & 2: Duel Beretta M92's
 * Revy is capable of taking on groups of enemies at once without any weapons. However, she likely uses street-fighting style and doesn't use that much technique.
 * Revy's weapons of choice are a pair of modifies Beretta M92. She is capable of using both guns at once.
 * Rounds: 9×19mm Parabellum
 * Magazine: 15 rounds
 * Range: 50 meters
 * Rate of Fire: Semi-Auto

Special Edges

 * Duel Wielding: Revy can use both her guns without any penalty.
 * Marksman: Revy is a crack shot, capable of blasting the brains out of people with ease.
 * Brutality: Revy is a very brutal woman. She is willing to blow the brains out of someone if they even look at them funny.
 * Agility: Revy is very agile. She can flip and fire her guns at the same time and preform great feats of gracefulness.

X-Factors
Spike vs Revy

98 Accuracy 98 While both are are very accurate, they are accurate in different ways. Revy is great at shooting a person's vitals. Spike, on the other hand, is very good at aiming for spots that will disarm or disable. Where Revy would aim for the head, Spike would shoot out the hand.

86 Brutality 99 Spike will beat a person to a pulp but he will make sure they are still breathing. Revy, on the other hand, takes glee in killing people. She will not give a rat's ass if a civilian dies in the possess.

98 Fighting Style 84 While Revy is a very good hand-to-hand fighter, Spike has her beat by a mile. His fighting style is based on Bruce Lee's Jeet Kune Do philosophy. He can make short but incredibly fast and devastating attacks. He also throws in a good deal of Kickboxing to add in graceful and very powerful kicks. Once the two get close enough.

92 Intelligence 75 Revy is primarily a fighter. She knows her guns and how to kill but that's pretty much it. Spike, on the other hand, is very intelligent. He is a skilled Space-Racer pilot, a master excape artist, capable of using his surrounding to his advantage, can confuse people in lighting speed, able to infiltrate a military building and make up a plan as he goes. Revy is an attack dog, skilled in fighting and killing. Spike is a hunter, skilled in taking down his prey with wits and skill.

=Lara Croft vs Nathan Drake=

Weapons
Melee: Ice Pick Handgun: Duel Heckler & Koch USP Match Shotgun: Ithaca 37 "Stakeout" Assault Rifle: Colt Model 727 Explosive: Sticky Grenades
 * The Ice Pick is a good improvised weapon do to its durability, damage and ability to parry well. (TR 2013)
 * Lara's signature guns are the duel H&K USP Matchs. She is ambidextrous so she can use both without any harm to her accuracy. (TR Legend and TR Underworld)
 * Rounds: .45 ACP
 * Magazine: 24 rounds (12 round Box Mag each)
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * During her first adventures, she is seen using a Ithaca 37 "Stakeout" . (TR 2013)
 * Rounds: 12 Gauge Shotgun shells
 * Magazine: 8 shells
 * Range: 200 meters
 * Rate of Fire: Pump Action
 * Lara uses a Colt Model 727 assault rifle for long range combat. (TR Underworld)
 * Rounds: 5.56×45mm NATO
 * Magazine: 30 round Box Mag
 * Range: 500 meters
 * Rate of Fire: Automatic-950 RPM
 * Special Grenades that will stick to any surface it is thrown at and explode. (TR Underworld)

Weapons
Melee: Bare fists Handgun: Para 9 Shotgun: SAS-12 Assault Rifle: AK-47 Explosives: Mk-NDI
 * Nathan uses his bare hands in combat against people when up close.
 * One of Nathan's primary guns is the Para 9.
 * Rounds: 9x19mm
 * Magazine: 15 round Box Mag
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * The SAS-12 is a Pump Action version of the well known SPAS-12
 * Rounds: 12 Gauge Shotgun shells
 * Magazine: 8 shells
 * Range: 200 meters
 * Rate of Fire: Pump Action
 * Nathan uses the AK-47 allot
 * Rounds: 7.62×39mm
 * Magazine: 30 round Box Mag
 * Range: 300 meters
 * Rate of Fire: Automatic-600 RPM
 * Nathan uses the basic Mk-NDI hand grenade. Plain and simple, but very powerful.

X-Factors
<p style="text-align:center;">Lara vs Drake

<p style="text-align:center;">95 Intelligence 83 Lara is an extraordinarily intelligent archeologist. She is also a gifted improvisor and a very fast learner. Drake is skilled with his guns and can appraise artifacts the best he can but he is not as knowledgeable or creative as Lara.

<p style="text-align:center;">92 Brutality 94 While Lara initially detests killing people, she eventually puts this behind her and will kill without worry. However, Drake is a little more incline and isn't phased by killing people.

<p style="text-align:center;">99 Agility 86 Drake is pretty agile himself but compared to the likes of Lara, Nathan comes off as an idiot. Lara can leap, swing and climb with amazing grace, allowing her to get to almost any location through parkor. She can also flip and dodge with almost inhuman skill.

<p style="text-align:center;">95 Strength 98 Both warriors are very strong but Drake is naturally stronger do to being a fully developed male. He can also overpower other strong individuals.

<p style="text-align:center;">95 Adapting 86 Drake is tough and had to deal with hardship but it is nothing to what Lara had to suffer. She was thrown into a world far harsher and darker than Drake's and had to adapt far faster. She can adapt to nearly any environment and reach locations faster than Drake.

<p style="text-align:center;">97 Experience 90 Drake has dealt with warlords and their militias but Lara faced more influential men and far better trained soldiers. She has also faced a larger variety of enemies, from savage animals to undead creatures to supernatural monsters. Drake isn't packing anything that will surprise Lara in any way.

=Ash Williams vs Rick Grimes=

Ash Williams
Ash Williams is an employee of S-Mart when he and his friends stayed in a cabin in the forest which was previously owned by Professor Knowby who discovered the Necromicon Ex-Mortis aka 'The Book of the Dead' when they played the tape recorder they unleashed demons that killed his frind leaving him the sole survivor. After he cut off his right hand after it was possessed and replaces it with a Chainsaw he took on the Deadites. He even traveled to the 1300AD in the past after being sucked into a vortex and return to his own time..

Weapons
Close Range: Chainsaw Mid Range: Sawed-Off Shotgun Long Range: Winchester Model 1892 Explosive: Stick o' Dynamite
 * Ash's most iconic weapon is the Chainsaw. Ash is able to use his chainsaw with remarkable skill and slice and enemy with ease.
 * Ash's other most iconic weapon is his Sawed Off shotgun, which he can use with impeccable aim with one hand.
 * Rounds: 12 Gauge Buck Shots or 12 Gauge Deer Slugs
 * Range: 50 meters (Buck shot) or 100 meters (Dear Slug)
 * Mag Size: 2
 * Rate of Fire: Double Trigger
 * Ash has been seen using this weapons to kill a Deadite when it attacked at his S-Mart.
 * Rounds: .44-40 Winchester
 * Range: Unknown; Presumed Long
 * Mag Size: 15
 * Rate of Fire: Lever Action
 * Ash is a very intelligent person as he is able to craft Dynamite from scratch.
 * Fuse and blast radius vary depending on need

Rick Grimes
Rick Grimes was a King County sheriff's deputy who was shot and put in a coma only to wake up and find himself in the middle of an undead apocalypse. He traveled to Atlanta, Georgia looking for his family, Lori Grimes, his wife and Carl Grimes, his son who had traveled to Atlanta with his best friend, Shane Walsh, in search of a safe-haven. He meets up with a young Korean-American by the name of Glenn. He joins Glenn's group and proceeds on an adventure of rescuing other survivors and battling the walking dead.

Weapons
Close Range: Gator Machete Mid Range: Colt Python Long Range: Remington Model 700 BDL Explosive: Flash Bang
 * This versatile tool, meant for cutting ropes and branches, was used by Rick when a quite melee weapon is needed.
 * Ricks most used hand gun is the Colt Python.
 * Rounds: .357 Magnum
 * Range: 50 meters
 * Mag Size: 6 rounds
 * This hunting rifle is used by Rick and his group to kill zombies from afar
 * Rounds: .308 Winchester
 * Range: Unknown; Presumed Long
 * Mag Size: 1
 * Rate of Fire: Bolt Action
 * The Walking Dead gang have been seen using the Flash Grenade for surprise attacks.
 * Non-lethal but will blind and deafen anyone hit.

X-Factors
<p style="text-align:center;">Ash vs Rick

<p style="text-align:center;">88 Physicality and Stamina 85 Both are relatively fit men and can take hurting but Ash BARELY gets the Edge because, unlike Rick, Ash is not as malnourished and won't tire as bad.

<p style="text-align:center;">30 Training 50 Ash has little training. Rick was a small town sheriff. It may not be much but Rick has more training than Ash.

<p style="text-align:center;">75 Mental Health 60 Both of them are a bit nutty. During his time at the Cabin, Ash killed his possessed girlfriend Twice and was possessed twice himself. His mind was a wreck. However, he started to grab a hold on reality and by the time he went back in time, Ash was very mentally sound. Rick is not as fortunate. He started off very stable but his best friend trying to kill him and the death of his wife had led to his mind breaking down. He started to make bad plans and killed many people on the whim. He is currently trying to get it together but he is still having a hard time. For this, Ash gets the edge.

<p style="text-align:center;">94 Intelligence 89 Ash is very intelligent. During his time in the past, He was able to create TNT from scratch and use it effectively against the Deadite Army. Rick is smart himself but he is also prone to making mistakes. Ash is a little more careful.

<p style="text-align:center;">90 Experience 90 Both warriors have faced very deadly warriors, and while Rick has faced better armed enemies, Ash has faced stronger and very mentally sound enemies. Rick is in conflict with the Governor who has allot of weapons on his side but is very unsound and ended up killing more of his own men. The Walkers are tough but they are slow and very stupid. Ash, on the other hand, has faced creatures that don't use guns but they are stronger and much more mentally sound than the Governor and much faster and smarter than the Walkers. Overall, the two have faced deadly foes but of different kinds.

=Mad Dog vs TBA=

Mad Dog
Tama's attack dog, Mad Dog is a deadly individual. During the police raid on Tama's apartment complex, Mad Dog and Tama's men began their ambush and slaughtered a massive number of the police squad. He takes a cop at point plank and takes him into an apartment. There, he disarms and fights the cop in hand to hand combat and brutalizes him. He is then told by Tama to take Andi, Tama's former right hand man, and torture him. He was then intervene by Rama, Andi's bother and member of the Police squad. Rama and Andi fight Tama in hand-to-hand combat but are initially losing the fight. Rama then gets his hands on a broken light filament, jabs it into Mad Dog but continues to get their asses beaten in till Mad Dog loses enough blood for the brothers to get the upper hand and kill him.

Mad Dog is capable of using a firearm but he prefers to use his bare hands to kill his enemies. He is proficient in Pencak Silat, a martial art that heavily relies on swift and unpredictable kicks.

Weapons
Hand-to-Hand:Pencak Silat Handgun: SIG Sauer P220
 * Mad Dog prefers to use his bare-hands and martial-arts prowess to kill his enemies over guns and knives. His skills rival that of some of the best martial artists, including Chuck Norris and Bruce Lee. He uses lightning-fast kicks, elbow strikes and knee strikes to shatter bones.
 * Mad Dog is seen using a SIG Sauer P220 for range combat.
 * Rounds: .45 ACP
 * Magazine: 8 round Box Mag
 * Range: 50 meters
 * Rate-of-Fire: Semi-Auto

=Sci-Fi Battles= These are the battles between warriors that use futuristic weaponry

=ARC Troopers vs Forerunner Warrior-Servent=

ARC Troopers
Advanced Recon Commandos—also known as Advanced Recon Clone troopers or simply ARC troopers—were an elite variant of clone trooper in the Grand Army of the Republic during the Clone Wars. Although less numerous than the other clones, they were also among the most skilled soldiers in the galaxy.

Weapons
Handgun: Duel DC-17 hand blasters SMG: WESTAR-M5 blaster rifle Rifle: DC-15A blaster rifle Explosive: PLX-1 portable missile launcher
 * The DC-17 hand blaster was a heavy blaster pistol wielded by the clone troopers of the Galactic Republic during the Clone Wars. They were carried in quick-release holsters, and elite clone troopers sometimes wielded dual pistols in battle.
 * Accuracy: Medium
 * Rounds: Plasma Bolt
 * Level of Damage: High
 * Recoil: Low
 * Mag Size: 50 bolts
 * Rate of Fire: Semi-Auto
 * The WESTAR-M5 blaster rifle was a blaster rifle that was very efficient and deadly weapons. The blaster rifle could be calibrated to fire in semi-automatic, automatic, and burst-fire modes.
 * Accuracy: Medium
 * Rounds: Plasma Bolts
 * Level of Damage: High
 * Recoil: Low
 * Mag Size: 100 bolts
 * Rate of Fire: Semi-auto, Automatic or 3 Round burst
 * The DC-15A blaster rifle was one of the standard issue weapons for clone troopers.
 * Accuracy: Very High
 * Rounds: Plasma Bolts
 * Level of Damage: Very High
 * Mag Size: 50 rounds
 * Rate of Fire: Semi-auto or Automatic
 * The Merr-Sonn Munitions, Inc PLX-1 portable missile launcher was a versatile piece of ordinance. Using a miniature mass-driver barrel, the weapon launched specially designed projectiles which could be fired either ‘dumb’ (firing the projectile straight, to hit slow or non-moving line-of-sight targets) or in the ‘smart’ GAM.
 * Accuracy: High (dumb fired) or Very High (Homing)
 * Rounds: High-Powered Concussion Missiles
 * Level of Damage: Very High
 * Mag Size: 2
 * Rate of Fire: Semi-Auto

Forerunner Warrior-Servant
Warrior-Servants or Warriors were the second-lowest rate in Forerunner society. As their name suggests, they were responsible for defense and warfare in the Forerunner Ecumene. The Warrior-Servants were presumably all subordinate to the Warrior-Servant Corps. They utilized many different war machines, including War Sphinxes. A particular group of Warrior-Servants known as the Prometheans created "Warrior Keeps" known as Cryptums. They were also strong proponents of the Mantle. While Forerunner society was peaceful by nature, Warrior-Servants were ruthless in executing warfare against other races, as they believed that defying the Forerunners was to show contempt for the Mantle.

Weapons
Handgun: Z-110 Directed Energy Pistol/Exotic (Boltshot) SMG:Z-130 Directed Energy Automatic Weapon (Suppressor) Rifle: Z-250 Directed Energy Engagement Weapon (Light Rifle) Sniper: Z-750 Special Application Sniper Rifle (Binary Rifle) Special: Z-390 High-Explosive Munitions Rifle (Incineration Cannon) Armor: Combat Skin
 * A close-range precision weapon, the Boltshot excels at destroying organic matter. Can fire small Hard Light rounds or one very big charged blast.
 * Rounds: Hard Light
 * Level of Damage: Low (basic) or Very High (charged)
 * Ammo Capacity: 10 rounds
 * Accuracy: Medium
 * Rate of Fire: Semi-Auto
 * The Suppressor fires bolts of charged hard light that pierce and destroy any organic material.
 * Rounds: Hard Light
 * Level of Damage: Medium
 * Ammo Capacity: 48 rounds
 * Accuracy: Low
 * Rate of Fire: Automatic
 * The Light Rifle fires in three-round bursts of hard light when fired from the hip but fires a single, focused hard light round, when the scope is toggled.
 * Rounds: Hard Light
 * Level of Damage: High (three round) or Very High (big round)
 * Ammo Capacity: 36
 * Accuracy: High
 * Rate of Fire:
 * The Binary Rifle includes two core-mounted particle accelerators with unparalleled stopping power to bring down distant foes with one shot.
 * Rounds: Hard Light
 * Level of Damage: Very High
 * Ammo Capacity: 2
 * Accuracy: Very High
 * Rate of Fire: Semi-Auto
 * A highly destructive weapon, the Incineration Cannon fires four streams of explosive particles in a tight spread which release upon detonation in four different directions then detonating again individually.
 * Rounds: Hard Light Missiles
 * Level of Damage:
 * Ammo Capacity: 1
 * Accuracy: High
 * Rate of Fire: Single Shot
 * It is unknown how strong Combat Skin is but we know it is stronger and more advanced than MJOLNIR Armor

=Turians vs Elites=

Turians
Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.

Turians adhere to a strict moral code: "The needs of the group outweigh that of the individual." Discipline is the foundation of turian society. A turian line never collapses; its troops fall back in order, setting ambushes as they go. You will only see a turian's back when they're dead.

Turians receive the best military training in the galaxy. Their proficiency with a wide range of weapons, as well as their unmatched focus and determination, make up for their lack of speed and agility. They are a redoubtable ally on any battlefield.

Weapons
Melee: Omni-Blade Handgun: M-77 Paladin Rifle: Phaeston Sniper:Krysae Sniper Rifle Explosive: Proximity Mine Armor: Turian Armor
 * The most common melee design is the "omni-blade," a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.
 * The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents.
 * Rounds: Accelerated Projectiles
 * Level of Damage: Mid
 * Ammo Capacity: 3
 * Accuracy: Mid to High
 * Rate of Fire: Semi-Auto
 * Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun.
 * Rounds: Accelerated Projectiles
 * Level of Damage: Low
 * Ammo Capacity: 50
 * Accuracy: Medium
 * Rate of Fire: Automatic
 * This turian antimateriel rifle is modified to kill Reaper enemies.
 * Rounds: Explosive Projectiles
 * Level of Damage: Very High
 * Ammo Capacity: 3
 * Accuracy: Very High
 * Rate of Fire: Very Slow Semi-Auto
 * Fire this sticky mine into traffic. It will detonate when an enemy steps within range.
 * Rounds: Small Explosive Mine
 * Level of Damage: Very High
 * Area of Effect: 3 meter Radius
 * Ammo Capacity: 1
 * Accuracy: Medium
 * Rate of Fire: Single Shot
 * Turians wear hard armor that provides strong protection and kinetic barriers.
 * Body Armor provides strong protection against most Mass Accelerator weapons.
 * Kinetic Barriers protect against projectiles but vulnerable against energy weapons.

Special Edges
Strengths:
 * Training: Turian soldiers are some of the most well trained warriors around, surpassing even some of the best human soldiers in the galaxy.
 * Disciplined: The Turian's most prized trait is their discipline, making them calm minded and hard to make panic.

Elites
The Sangheili (Latin Macto cognatus meaning "I glorify my kin") are a saurian species of fierce, proud, strong, agile, and intelligent warriors, as well as skilled combat tacticians. The Sangheili are named after their home planet, Sanghelios. They are known to Humans as Elites. Due to their skill in combat, the Sangheili have formed the military backbone of the Covenant for almost the entirety of its existence. They had a very strong rivalry with the Brutes, which finally boiled over into open hatred during the Great Schism, and the conclusion of the Human-Covenant war.

Originally a founding member of the unified conglomerate of races known as the Covenant, they later led the breakaway faction known as the Covenant Separatists, who sided with the humans against their former allies due to the fact that the Prophets of Truth and Mercy had ordered the genocide of the entire Sangheili race. This was established after the assassination of the Prophet of Regret at the hands of the "Demon", as it was the Sangheili who were ultimately held responsible for Regret's death, and they were seen as "unfit" to continue to guard the Prophets. The Prophets sought to achieve this through use of the other Covenant races, primarily the Brutes.

Weapons
Melee: Type-1 Energy Weapon/Sword Pistol: Plasma Pistol Rifle: Storm Rifle
 * The Energy Sword is a weapon that creates two partially ionized 'blades' of free moving electron based gas held in blade-like form.
 * Damage: Very High (Lethal when with a lunge)
 * The Type-25 Directed Energy Pistol fires small but deadly shots of Superheated Plasma.
 * Rounds: Superheated Plasma. Can be charged for greater damage.
 * Damage: Medium (Very High if charged)
 * Accuracy: Medium (basic), Very High (Charged (Homing))
 * Mag Size: 400 shots
 * Rate of Fire: Semi-Auto (basic), Single Shot (Charged)

=The Locust vs Super Mutants=

Units
Basic Unit: Drones Brute Unit: Grenadiers Elite Unit: Therons Heavy Unit: Boomers
 * Drones or Grubs are the foot soldiers of the Locust Horde. Completely loyal to their Queen, the Drones are willing to toss their lives away in a second to kill a single Gear.
 * Grenadiers are stronger than Drones and usually used shotguns and grenades.
 * The elite Therons are easily distinguishable from standard Drones thanks to the long, leather-like cloaks and metallic masks that they wear, in addition to ornate armor, which is apparently superior to the generic Drone armor.
 * Boomers were large, brutish, unintelligent Locust who earned their reputation as the Locust Horde's heavy weapon specialists. Though unbelievably unintelligent, they are deadly in battle and are tough opponents to deal with. There are three types to worry about.
 * Grenade Boomer: Used the Boomer Grenade Launcher in combat.
 * Flame Boomer: Used the Scorcher Flamethrower
 * Grinder: Used the Mulcher Mini-gun

Weapons
Melee: Cleaver Shotgun: Gnasher Shotgun Rifle: Hammerburst II Machine Gun: Mulcher Explosive: Boomshot Special: Scorcher Flamethrower
 * The Butcher Cleaver was a tool that Butchers used to cut Rockworms meat and feed it to the Drones. They are also used as weapons by Butchers and Therons.
 * Uses heavy blade to slice through flesh
 * The Gnasher Shotgun was a short-barreled, lever-action military shotgun that is commonly deployed by the Coalition of Ordered Governments' Gears.
 * Rounds: 12-Gauge Shotgun Shells
 * Magazine: 8 shell internal mag
 * Accuracy: Medium
 * Rate of Fire: Lever-Action
 * The Hammerburst II was the Locust standard-issue high-powered battle rifle. It possessed an automatic and a semi-automatic fire mode.
 * Rounds: 7.62×51mm (approximately)
 * Magazine: 20 round Box Mag
 * Accuracy: High
 * Rate of Fire: Automatic (250 rpm)
 * The Mulcher was a heavy, hand-cranked, rotary gatling gun developed by the Coalition of Ordered Governments. However, like most COG weapons, it soon found it's way into the hands of the Locust, more specifically, Grinders
 * Rounds: 5mm
 * Magazine: 500 Belt
 * Accuracy: Low-Medium
 * Rate of Fire: Crank (1200 rpm)
 * The Boomshot Grenade Launcher is a single-shot grenade launcher primarily used by Locust Boomers.
 * Rounds: Cluster Grenades
 * Magazine: 1 grenade
 * Accuracy: Medium
 * Rate of Fire: Singe Shot
 * The Scorcher was a lightweight, man-portable, dry chemical-fuel flamethrower. The Scorcher propels a stream of flame that damages and sets enemies on fire, dealing major damage over several seconds.
 * Rounds: Flame
 * Magazine: 350 ml canister
 * Accuracy: Low
 * Rate of Fire: Stream

Units
Basic Unit: Super Mutants Brute Unit: Super Mutant Brutes Elite Unit: Super Mutant Masters Heavy Unit: Super Mutant Overlords
 * These are the youngest and weakest of the Capital Wasteland super mutants. They are usually encountered in groups of two or three, led by a stronger super mutant.
 * Super mutant brutes are stronger and tougher opponents than regular super mutants, as they are better armed and armored.
 * Super mutant masters are considered to be the group leaders of the mutant bands which plague the Capital Wasteland.
 * Super Mutant Overlords are aged, even more powerful than super mutant masters, and much harder to bring down. Super mutant overlords appear to be evolving into behemoths. Their intelligence (in comparison with other types of super mutants) is questionable, but they are smart enough to wield Energy Weapons with some degree of skill.

Weapons
Melee: Supersledge Shotgun: Tri-beam Laser Rifle Rifle: Type 93 Chinese assault rifle Machine Gun: Minigun Explosive: Missile Launcher Special: Gatling Laser
 * The Supersledge has a slow swing speed, but makes up for this with high damage. With a well maintained super sledge, a user can kill most enemies with a single hit.
 * Uses heavy hammer head to do massive crushing damage
 * The tri-beam laser rifle has the appearance of a shortened laser rifle. It lacks the tube on the bottom length of the barrel, but has a new emitter aperture, wire assembly, and a darker color. The new emitter fires three laser beams with each shot.
 * Rounds: Three Micro-fusion Cell blasts
 * Magazine: 8 blast Battery
 * Accuracy: Medium-Long
 * Rate of Fire: Semi-Auto
 * The Type 93 Chinese assault rifle was designed and manufactured by a Chinese industrial conglomerate for the People's Liberation Army during the Resource Wars, for the purpose of equipping the Chinese infiltrators and American fifth-columnists.
 * Rounds: 5.56mm
 * Magazine: 24 round box magazine
 * Accuracy: High
 * Rate of Fire:480 rpm
 * A Rockwell CZ53 personal minigun is capable of firing 5mm ammunition at over 60,000 RPM.
 * Rounds: 5mm
 * Magazine: 240 round belt box
 * Accuracy: Medium-High
 * Rate of Rife: 60,000 rpm
 * A very common and very powerful big gun, the potential of the missile launcher is somewhat reduced by its long reload time and inability to kill anything stronger than a super mutant brute in a single shot.
 * Rounds: Missiles
 * Magazine: One Missile
 * Accuracy: Medium-High
 * Rate of Fire: Singe Shot
 * The Gatling laser is one of the most advanced energy weapons. It is similar to the minigun but fires lasers at a long range.
 * Rounds: Electron Charge Pack Blasts
 * Magazine: 240 blast Battery
 * Accuracy: High
 * Rate of Fire: Single Beam (Automatic)

=Final Echo Elite vs Clonial Mariens=

Final Echo
These guys are not the run-of-the-muck soldiers. These are the Confederate Soldiers that actually survived their time on Stygia during Operation Anarchy. One notable soldier is Trishka Novak. While the operation was a failure, it was due to the hyper mutations, like the Burnouts and Man-Eaters, which no-one calculated. Despite all this, though, those who survived had killed many enemies and proved themselves to be very deadly.

Weapons
Handgun: Screamer Revolver Shotgun: Boneduster Shotgun Rifle: Peacemaker Carbine (PMC) Special: Energy Leash Melee: Gravity Boots
 * A powerful and incredibly accurate Revolver
 * Primary: High-Power Magnum Rounds
 * Secondary: Explosive Flares
 * Magazine (Primary): 8 round Cylinder with 40 spare rounds
 * Magazine (Secondary): 1 Flare with 7 spare flares
 * Accuracy: High (Primary and Secondary)
 * Rate of Fire: Double Action (Primary), Single Shot (Secondary)
 * Reloaded with moon clip
 * Four barrel semi-auto shotgun
 * Primary: Four High-Pressure Shotgun Shells
 * Secondary: High-Power Explosive Shell
 * Magazine (Primary): 4 four-shell Internal Mag with 40 spare four shells
 * Magazine (Secondary): 8 explosive shells
 * Accuracy: Low (Primary and Secondary)
 * Rate of Fire: Semi-Auto (Primary), Pump Action (Secondary)
 * The Confederacies' signature weapon, a heavy-duty mufti-purpus assault rifle
 * Rounds: High-Power Pulse-Rifle Rounds
 * Secondary: Incinerary Energy Beam
 * Magazine (Primary): 60 round Box Mag with 600 spare rounds
 * Magazine (Secondary): 8 Energy beams
 * Accuracy: Mid to High (Primary and Secondary)
 * Rate of Fire: Automatic (Primary), Bolt Action (Secondary)
 * Personal energy stream that grabs people and objects and pull them in super fast
 * Primary: Energy stream that pulls in people
 * Secondary: Thumper Explosion
 * Magazine (Primary): Unlimited
 * Magazine (Secondary): 8 Thumper Explosions
 * Accuracy: Mid to High (Primary and Secondary)
 * Rate of Fire: Use, recharge and reuse (Primary and Secondary)
 * Anyone hit is trapped in stasis (slow-mo time warp)
 * Special boots used to scale buildings at to 90 degree angles. Impact can send people flying and traped in stasis.

Colonial Marines
The United States Colonial Marines Corps (USCMC), commonly known as the Colonial Marines, are the successor to the United States Marine Corp. They are known for their “force-in-readiness”, who are all times ready to operate in environment far from home. The primary duty of the USCMC is to maintain the security of the United Americas signatories and colonies, and serves as the vanguard of any major problem. The USCMC has fought on more then two dozen planets.

Weapons
Pistol: Armat M4A3 Service Pistol Shotgun: Armat M37A22 Rifle: M41A Mark 2 Pulse Rifle Special: M240 Flamethrower Melee: Combat Knife
 * Stranded Issue Handgun
 * Primary: High Velocity .45 rounds
 * Secondary: none
 * Magazine: 8 round Box Mag and 40 spare rounds
 * Accuracy: Mid
 * Rate of Fire: Semi-Auto
 * Basic pump-action combat shotgun
 * Primary: 12 gauge shotgun shells
 * Secondary: Short-Range Explosive Shell
 * Magazine (Primary): 8 shells and 40 spare shells
 * Magazine (Secondary): 8 shells
 * Accuracy: Low to Mid
 * Rate of Fire: Pump Action (Primary and Secondary)
 * Revised version of the High-Power M41A Pulse Rifle
 * Primary: High-Velocity Pulse Rifle Rounds
 * Secondary: Underbarrel Grenade Launcher
 * Magazine (Primary): 40 round Box Mag with 400 spare rounds
 * Magazine (Secondary): 8 grenades
 * Accuracy: Mid to High (Primary), Low to Mid (Secondary)
 * Rate of Fire: Automatic (Primary), Pump Action (Secondary)
 * Military Grade flamethrower
 * Primary: Stream of Fire
 * Secondary: none
 * Magazine: 1 gallon canister
 * Accuracy: Close to Mid
 * Rate of Fire: Single Stream
 * Useful knife for close range combat. Can be used for slashing or stabbing.

X-Factors
<p style="text-align:center;">Final Echo Elite vs Colonial Marine

<p style="text-align:center;">95 Training 95 Both soldiers are extremely well trained and can use their weapons with major use. Final Echo is trained to kill and survive with style. The Colonial Marines are trained in both combat and tech but not so much in the combat aspect as Final Echo.

<p style="text-align:center;">97 Teamwork 97 Both soldiers use teamwork extensively. They can work together and give each other cover. Without them, they wouldn't be as successful as they are.

<p style="text-align:center;">99 Brutality 92 Final Echo had to be brutal and cruel to their enemies. They were trained to kill people in brutal and very creative ways in order to survive. The Colonial Marines are not nice but they won't kill anyone they see. When the two groups find each other, Final Echo will be the first to open fire.

<p style="text-align:center;">94 Confidence 98 Both warriors are very confident and think they can win but the Colonial Marines win this edges do to thinking themselves to be the greatest damn badasses across the galaxy, even finding joy in the adrenalin-pumping combat drops they commonly take.

<p style="text-align:center;">84 Intelligence 97 The Colonial Marines are not only skilled in killing people but also skilled in technology and tactics. The Final Echo Elite priorities in killing and survival but the Colonial Marines can hack into computers and locate people using technology. They can also use welding skills to break into locations and weld doors shut.

<p style="text-align:center;">100 Creativity 85 Final Echo members were trained to kill and survive in style. They would use their environment as a weapon and their weapons in very creative ways.

=Battle of the Badasses! Duke Nukem vs Grayson Hunt=

Intro
Today, we have two of the most Badass Warriors in Video-Games History fight each other in a fierce fight! They are Tough! They are Brutal! They are Foul as Hell!

This is the Battle of the Badasses!

Duke Nukem, the Foul-Mouthed Protector of Earth, who fought off the threat of alien invasions on several times...

VS

Grayson Hunt, the Elite Soldier turned Rogue Pirate, who fought the Confederacy for many years and their most wanted man...

'''WHO! IS! DEADLIEST!'''

Duke Nukem
Duke Nukem (briefly known as Duke Nukum) was your average womanizing, alcoholic, weapon toting United States citizen during the 90s. He spent most of his days throwing money at strippers and the bottle, but then the aliens attacked. At first Duke was indifferent, but then...they stole our chicks. Vowing to abort the entire alien species, Duke began to fight the invaders and the mutants they created- including the LARD (Pig versions of the LAPD), Alien footsoldiers and giant monsters. During this time he would show borderline super-human feats, such as ripping a giant monster's head off so he could defecate down it's neck, and killing aliens just as big as he was with nothing more than his "mighty boot". When he finally confronted and killed the Alien Queen, he had his ego inflated to obscene levels, and humanity didn't exactly try to squash this- building monuments to his greatness and declaring him a hero. But then the aliens returned. Fortunatly for the world, whenever invaders come knocking, the Duke is there to show them the door...and his foot.

Weapons
Melee: Mighty Boot and Throwing Knife Thrown: Throwing Knife Handgun: Golden M1911 Shotgun: Gripped Mossberg 500 Cruiser Shotgun Machine Gun: Ripper Chaingun Snipe Rifle: RailGun
 * Duke Nukem's one and only melee attack, it consists of a swift foot planted squarely into the enemy's face.
 * Simple knives that can be thrown
 * Primary: Throwing Knives
 * Secondary: none
 * Magazine: 1 Knife at a time with 10 spare knives
 * Accuracy: Mid
 * Rate of Fire: Thrown
 * A golden .45 caliber handgun Duke loves greatly.
 * Primary: .45 rounds
 * Secondary: none
 * Magazine: 8 round Box Mag and 64 spare rounds
 * Accuracy: Mid
 * Rate of Fire: Semi-Auto
 * Basic pump-action combat shotgun
 * Primary: 12 gauge shotgun shells
 * Secondary: none
 * Magazine: 7 shells and 24 spare shells
 * Accuracy: Low to Mid
 * Rate of Fire: Pump Action
 * A Nordenfelt-type machine gun with three barrels that fires standard bullets.
 * Primary: Basic Rifle Rounds
 * Secondary: none
 * Magazine: 50 rounds with 200 spare rounds
 * Accuracy: Low to High
 * Rate of Fire: Automatic
 * Laser-Shooting sniper rifle
 * Primary: Red Laser Beam
 * Secondary: none
 * Magazine: 3 shots with 12 spare shots
 * Accuracy: Very High
 * Rate of Fire: Semi-Auto

Grayson Hunt
Grayson Hunt was the leader of Dead Echo, an elite band of soldiers and the pride of General Sarrano's army. After a revelation of the true nature of the work they did for Sarrano, Gray and his team went AWOL and have since become a band of rogue pirates. Extremely cynical, resentful and harbouring a drunken disposition, Gray is pissed at the world, a ticking time bomb ready to explode at any second, which makes him both a dangerous and a skilled soldier to be reckoned with.

His gun is as dry as his sarcastic wit. Gray often acts first and never thinks about the consequences. Fighting is what keeps him busy and helps him forget about what happened in the past. Gray was seen battling the Ulysses, the warship of General Sarrano before both men went down in flames. After landing on the planet Stygia, Gray is forced to find his way off the planet while, in the meantime, teaming up with some rather unusual partners. Gray was last seen in an escape pod with Trishka on his way off of Stygia.

Weapons
Melee: Gravity Boots Thrown: Energy Leash Handgun: Screamer Revolver Shotgun: Boneduster Assault Rifle: Peacemaker Carbine (PMC) Sniper Rifle: Head-Hunter Rifle
 * Special boots used to scale buildings at to 90 degree angles. Impact can send people flying and traped in stasis.
 * Personal energy stream that grabs people and objects and pull them in super fast
 * Primary: Energy stream that pulls in people
 * Secondary: Thumper Explosion
 * Magazine (Primary): Unlimited
 * Magazine (Secondary): 8 Thumper Explosions
 * Accuracy: Mid to High (Primary and Secondary)
 * Rate of Fire: Use, recharge and reuse (Primary and Secondary)
 * Anyone hit is trapped in stasis (slow-mo time warp)
 * A powerful and incredibly accurate Revolver
 * Primary: High-Power Magnum Rounds
 * Secondary: Explosive Flares
 * Magazine (Primary): 8 round Cylinder with 40 spare rounds
 * Magazine (Secondary): 1 Flare with 7 spare flares
 * Accuracy: High (Primary and Secondary)
 * Rate of Fire: Double Action (Primary), Single Shot (Secondary)
 * Reloaded with moon clip
 * Four barrel semi-auto shotgun
 * Primary: Four High-Pressure Shotgun Shells
 * Secondary: High-Power Explosive Shell
 * Magazine (Primary): 4 four-shell Internal Mag with 40 spare four shells
 * Magazine (Secondary): 8 explosive shells
 * Accuracy: Low (Primary and Secondary)
 * Rate of Fire: Semi-Auto (Primary), Pump Action (Secondary)
 * The Confederacies' signature weapon, a heavy-duty mufti-purpus assault rifle
 * Primary: High-Power Pulse-Rifle Rounds
 * Secondary: Incendiary Energy Beam
 * Magazine (Primary): 60 round Box Mag with 600 spare rounds
 * Magazine (Secondary): 8 Energy beams
 * Accuracy: Mid to High (Primary and Secondary)
 * Rate of Fire: Automatic (Primary), Bolt Action (Secondary)
 * High-Powered Sniper Rifle that fires remote-controlled rounds.
 * Primary: Remote-Controlled High-Powered Sniper Rounds
 * Secondary: Remote-Controlled High-Explosive Rounds
 * Magazine (Primary): 8 round Replaceable Cylinder with 24 spare rounds
 * Magazine (Secondary): 8 Explosive rounds
 * Accuracy: Very, Very High(Primary and Secondary)
 * Rate of Fire: Semi-Auto (Primary), Pump Action (Secondary)

X-Factors
<p style="text-align: center;">Duke vs Grey

<p style="text-align: center;">70 Training 94

Duke has had training during his time in the US military. However, it can't compare to Gray's. Grayson was the leader of Dead Echo, a futuristic Special Operation squad that were trained to hunt down and kill their targets. His training has proven to be more than a match for Heavy Echo, who were suppose to be Dead Echo's successor.

<p style="text-align: center;">90 Physicality 90

Both warriors are ripped and can unleash the pain. At the same time, neither are the healthiest. Both Duke and Gray drink excessively and find themselves drunk at a fairly frequent basis.

<p style="text-align: center;">69 Mentality 78

Duke is not the most serous man in the universe (MAJOR UNDERSTATEMENT). The only reason he fights off the alien invasions is for fame, women and beer. Grayson isn't above that. He loves a gorgeous woman more than the next man and drinks excessively. However, he has been living a life driven by guilt and anger and his mission to kill Sarrano is to avenge himself for Sarrano's trickery and to avenge the lives Sarrano tricked them into killing. Grayson is able to get serous and tactical when the time requires it.

<p style="text-align: center;">94 Experience 90

Duke has definitely gone through hell and back. He has fought off several different alien invasions. Grayson isn't inexperienced, though. He has been attacking the Confederacy, one of the most powerful forces in the future, for several years and became their #1 most wanted. However, Duke still beats him, though not by much.

=Isaac Clarke vs Gordon Freeman=

Isaac Clarke


Isaac Clarke is the sole survivor of the Necromorph infection of the USG Ishimura and one of the few who survivors of the Necromorph infestation of Titan Station.

Isaac was part of a repair crew sent to the Ishimura to fix its engines. However, once in the ship, they were attacked by a group of undead organisms and Isaac was separated. He took any tool and weapon he could find and fought off the Necromorphs the best he could. He was able to repair the ship. He also found his girlfriend on a few occasions. He soon found the Marker that created the creatures and was able to send it back down to the planet and crashed the Ishimura on it. He was able to escape the explosion just on time in a shuttle but the realization that she has been dead the whole time took a massive tool on his mind.

Soon he was found and sent to an asylum on Titan Station. The station then was infested by the Necromorphs and Isaac was stuck on it. He was freed and seek to find the source. He soon meets Ellie Langford and she helped her find the Marker and deactivate it. He fights off Necromorphs and takes down the station's security, lead by the insane station director Hans Tiedemann. He finds he was used to create another Marker and soon takes revenge. He is able to kill Teidmann and fight off his hallucinations. He was waiting for death but was saved by Ellie who shows up just in time to save him.

The third time he encountered the Necromorphes was when a military group found him and had him join them in finding Ellie Langford and her crew, who have found the "Marker Homeworld". With this knowledge, they seek to destroy the evil of the marker once and for all. However, they get scattered on the Marker Moon and find they are trapped on the surface with thousands of Necrmorphs

Weapons
Close Range: Plasma Cutter Mid Range: Force Gun Long Range 1: Pulse Rifle Long Range 2: Seeker Rifle Special: Stasis Module and Kinesis Module Armor: Advanced Suit
 * The 211-V Plasma Cutter, also referred to as the "Plasma Cutter", is a hand-portable mineral cutter manufactured by Schofield Tools. It has enough power to slice limbs off with ease.
 * Primary: Plasma Blast
 * Secondary: none
 * Magazine: 20 Plasma Energy Batteries
 * Accuracy: Medium-High
 * Rate of Fire: Semi-Auto
 * Shape of Blast can be adjusted
 * Yhe Handheld Graviton Accelerator, commonly referred to as the Force Gun, is a short-range kinetic booster device. Its function is to provide blasting power beyond conventional explosive charges. Can also fire a Concentrated energy projection for longer ranges.
 * Primary: High-Power Kinetic Burst
 * Secondary: High Power Kinetic Beam
 * Magazine: 10 Force Energy Batteries
 * Accuracy: Low-Medium (Primary); Medium (Secondary)
 * Rate of Fire: Semi-Auto
 * The SWS Motorized Pulse Rifle is a military-grade, triple-barreled assault rifle with a rapid rate of fire and large magazine ammunition capacity. Fires Pulse rifle rounds and Impact Grenades.
 * Primary: Pulse-Powered Rifle rounds
 * Secondary: Impact Grenades
 * Magazine: 175 Pulse Rounds or 7 grenades
 * Accuracy: Medium-High
 * Rate of Fire: Automatic (Primary); Single Shot (Secondary)
 * The Seeker Rifle is a powerful sniper rifle capable of delivering long-range fire. It can sever limbs if properly aimed and can pull off headshots, leaving Necromorphs swinging around blindly while you fire away. Its secondary function provides an enhanced zoom, thus allowing even greater precision and damage.
 * Primary: High Velocity Bullet
 * Secondary: none
 * Magazine: 7 Seeker Shells
 * Accuracy: Very High
 * Rate of Fire: Semi-Auto
 * Features Scope for sniping
 * Stasis Module: The Stasis Module is a supplementary accoutrement to a RIG suit. The device is capable of producing a temporary time dilation, making objects move at an extremely slow rate for a period of time.
 * Damage: Slowed Down significantly
 * Accuracy: Medium-High
 * Kinesis Module: Telekinesis ("Kinesis"), is a small modular plug-in resembling a thick, six-vaned heat sink designed for use with the Stasis Module. Kinesis is used to suspend and handle objects both heavy and light via an artificial gravity field created by the module.
 * smallish objects or Spear-Shaped objects can be launched
 * Damage: Dependent on Object
 * Accuracy: Medium-High
 * The Advanced Suit is a state-of-the-art suit used by elite combat teams. Thrusters are located on the legs and clavicles and also includes a separating, folding helmet.
 * Light weight but provides tremendous protection
 * Helmet helps protect head
 * Allows for free movement

X-Factor

 * Engineer: Isaac is fluent in advanced technology and solving situations requiring engineering and Tech.
 * Hacker: Isaac is great at hacking computers and advanced tech. He is able to open doors with military grade locks, turn off security system and get locked vehicles working.
 * Puzzle Solver: Isaac is able to solve problems with incredible precision.
 * Experienced: While Isaac has the most experience in combating the unintelligent Necromorphes, he has combated intelligent humans with weapons and end up on top.
 * Creativity: Surviving doesn't just require advanced knowledge and being a good shot. Isaac is able to get around problems and create weapons on the go. He was able to get past a line of soldiers by sneaking into security room and turn off the systems that were keeping the Necromorphs at bay, letting in an army of the undead creatures to slaughter the soldiers.

Gordon Freeman
"The right man in the wrong place can make all the difference in the world."

- G-Man

Dr. Gordon Freeman is a theoretical physicist who is forced to defend himself and the human race against hostile aliens and other enemies following an experiment gone wrong. In the process, he becomes an almost legendary resistance hero, eventually becoming one of the leaders of an uprising against the alien invaders.

Weapons
Close Range: USP Match Mid Range: SPAS-12 Long Range 1: Overwatch Standard Issue Pulse Rifle Long Range 2: Resistance Crossbow Special: Gravity Gun Armor: HEV Suit
 * The USP Match, also known as the 9mm Pistol, is a semi-automatic handgun and the first firearm Gordon Freeman acquires.
 * Rounds (Primary): 9mm Rounds
 * Rounds (Secondary): none
 * Magazine: 18 rounds
 * Accuracy: Low-Medium
 * Rate of Fire: Semi-Auto
 * The Combine SPAS-12 is a powerful pump-action shotgun that fires buckshot in a cone-shaped pattern. Can fire or two shells at a time.
 * Primary: 12 gauge Shotgun Shells
 * Secondary: Two Shells
 * Magazine: 6 shell internal tube magazine or 3 two-shell shots
 * Accuracy: Low-Medium
 * Rate of Fire: Semi-Auto (Primary); Two-Shot Burst (Secondary)
 * The Overwatch Standard Issue Pulse Rifle (OSIPR), also known as the AR2, is a Dark Energy / pulse-powered assault rifle manufactured by the Combine.
 * Primary: Pulse-Powered Rifle Rounds
 * Secondary: Dark Mater Blast
 * Magazine (Primary): Three 30 round mags
 * Magazine(Secondary): 3 Orbs
 * Accuracy: Medium
 * Rate of Fire: Automatic (Primary); Singe Shot (Secondary)
 * The Resistance Crossbow is ruthlessly effective against distant, unsuspecting opponents, but is difficult to utilize in melee combat or against fast moving opponents due to its very slow reload and the low velocity of the shot.
 * Primary: Red-Hot Steel Rebar Bolt
 * Secondary: none
 * Magazine: One Bolt
 * Accuracy: Very High
 * Rate of Fire: Single Shot
 * Has scope for sniping
 * The Zero Point Energy Field Manipulator (ZPEFM), most commonly known as the Gravity Gun, is a tractor beam-type weapon that was originally designed for handling hazardous materials, but was primarily used for heavy lifting.
 * Smallish objects being picked up can be launched
 * Damage: Depends on Object
 * Accuracy: Low-Medium
 * The HEV Suit, or Hazardous Environment suit, often called the "hazard suit" for the sake of convenience, is a full-body hazardous materials suit developed at the Black Mesa Research Facility. It protects the user from radiation, energy discharges, and blunt-force trauma.
 * Protects the Body as long as the battery is charged
 * Head is left vulnerable
 * Strong but Cumbersome

Special Edges

 * Scientist: Gordon is a theoretical physicist, well versed in the field of quantum mechanics and relativity. However, his time at Black Mesa had him do little more than move boxes and press buttons
 * Experienced: Gordon was able to fight off both savage monsters and intelligent organisms wielding guns.
 * Basic Training: Gordon obtained some weapons training during his time at Black Mesa.

X-Factors
<p style="text-align:center;">Isaac vs Gordon

<p style="text-align:center;">87 Intelligence 97 While Isaac is a well versed engineer and is very creative, Gordon has a PH.D. in theoretical physics. Hard to beat someone who has a PH.D.

<p style="text-align:center;">96 Creativity 62 Gordon may be the smarter of the two but Isaac's intellect is far more applicable. He is able to craft powerful weapons on the run and use his enemies against each other. Sure, Gordon can use his Gravity Gun as a weapon, launching objects at enemies with massive force, but at the same time, Isaac can too. Overall, Isaac is far more creative and his wits are much more applicable.

<p style="text-align:center;">83 Sanity 94 Isaac is not the most stable chair at the table. He has suffered from hallucinations on a common bases. However, he is able to keep them under control and no longer suffers from them. Gordon never had to deal with this problem, though. For that, he gets the edge in Sanity

<p style="text-align:center;">97 Technology 86 Isaac is packing the more advanced weapons. Gordon has the HEV suit, the Gravity gun and the Pulse Rifle but that's it. The SPAS-12 and USP Match are 21st Century and the Crossbow is probably the least advanced weapon in the match. Isaac is packing weapons made in his time. They use advanced ammunition and his armor is capable of being used in space.

<p style="text-align:center;">90 Experience 93 While Both have had a long and very painful run, Gordon barley gets the win do to fighting more enemies that use firearms and the such.

<p style="text-align:center;">95 Accuracy 87 Gordon is not as accurate as Isaac. Gordon usually fires from the hip and his enemies don't require extraordinary accuracy to take down. Isaac aims significantly more than Gordon and has to fight enemies that require precision to take down. For that, Isaac gets the win here.

<p style="text-align:center;">97 Armor 95 While Gordon's HEV Suit is arguably stronger than Isaac's Advanced Suit, the HEV suit has two major flaws that make it lose this edge Those two reasons are why Isaac gets the edge here.
 * 1) Head Protection: Gordon's head is left vulnerable, leaving it open for a head shot. If Isaac hits Gordon in the head, Gordon will go down. Isaac's armor provides a helmet as to protect his head from space and damage.
 * 2) Batteries: For Gordon's armor to function, he needs his suit's batteries to be full. If his suit battery is depleted, his armor will provide little to no protection. Isaac's armor doesn't have this problem. His armor will always work.

=Cybermen vs CIS Battle Droids=

Cybermen


The Cybermen were created in a parallel universe by John Lumic, a terminally ill and insane genius. To find a way to survive, by 2007 he perfected a method to sustain the human brain indefinitely in a cradle of chemicals, bonding the synaptic impulses to a metal exoskeleton. Lumic began to trick and abduct homeless people and convert them into Cybermen. He assassinated the President of Great Britain after the President rejected his plans.

Using the EarPods he designed and sold, Lumic took mental control of the people of London, marching thousands to be cyber-converted. After his life-support systems were damaged by his assistant, Mr. Crane, Lumic was converted into the Cyber-Controller. However, the Tenth Doctor and his companions, having accidentally landed on the parallel Earth, managed to foil his plans. They freed London from mental control and disabled the Cybermen's emotional inhibitors, causing them to go insane and in some cases explode. Lumic himself fell to his apparent death into the burning remains of his factory. A human resistance group, the Preachers, then set about to clean up the remainder of Lumic's factories around the world.

Following the destruction of the Cybus Factory and the Cyber Controller in Britain, the Preachers moved around the rest of the world to carry out assaults on the rest of the Cybus Factories. One of their earliest victories came in Paris, where a stolen Cybus airship under the command of Mickey Smith fought its way through the streets, saving civilians and destroying attacking Cybermen along the way with a new weapon attached to the ship. Once the airship reached the factory, it destroyed it using an EMP. After the Cyber threat in Paris was ended, Mickey sent a video message to those who were sent on the mission, congratulating and thanking them.

Eventually, the Preachers had Cyber resistance and bases set up all over the world, just as the Cybermen had factories. Soon they were ready to begin their assault on what remained of Lumic's legacy. The mission was commanded overall by Jake Simmonds. The Preachers managed to develop firearms which were effective against the Cybermen and sent troops into other countries, where they recruited others to aid them in their cause. Battles ensued when a squad moved into Cyber territory but successful battles ultimately gained them control of countries where a Cyber Factory was located. From there, the Preachers would surround the factory while a single commando unit entered the factory and fought their way to the emotion inhibitor and taking it out, thus destroying the factory and all the Cyber units converted there.

However, the Cybermen also sought to do the same thing: expand, "recruit", take over, and destroy the Preacher bases. The conflict was fought all over the planet. Ultimately though, the Preachers were victorious as they succeeded in sealing the Cybermen inside their factories. Jake congratulated the resistance, but it was known that the Cybermen were not completely defeated, they had only been delayed, as Jake seemed aware of when he gave his congratulations: "You did it! The Cybermen are sealed up in their factories. We're safe for now."

Weapons:
Melee: Electro Attack Mid Range: Cyber Wrist Blaster Long Range: Energy Blaster
 * This weapon is belt into the Cyberman's hand and can produce an electric shock strong enough to kill a human and disable other machines with one touch.
 * Damage: Lethal
 * The secondary weapon of the Cybus Cybermen, the wrist blaster was a retractable mounted weapon housed within the Cyberman's forearm. It consisted of a small segmented steel gun that fired a red particle discharge that could kill a human instantly.
 * Accuracy: Very high (auto-targeting)
 * Rounds: Particle Discharge Laser
 * Damage: Very High
 * Hits Instantly
 * Mag Size: Unlimited
 * Rate of Fire: Semi-Auto
 * These energy blasters were used by the Preachers on Pete's World to kill the Cybermen. They could easily blow off a Cyberman's head. The Tenth Doctor soon modified them so it can go through the Dalek's shields. The Cybermen soon incorporated this weapon and made deadly use of it.
 * Accuracy: Very High (auto-targeting)
 * Rounds: Intense Energy Discharge
 * Damage: Very, Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto or Automatic

Special Edges
Strengths:
 * Intelligence: The Cybermen are relativly smart machines. They have been able to create space crafts and other advanced pieces of technology. They are also capable of adapting technology into their arsenal and make their weapons deadlier.
 * Enhanced Physicality:

=Boba Fett vs Zaeed Massani=

Boba Fett
""There's no star system Slave I can't reach, and there's no planet I can't find. There's nowhere in the galaxy for you to run. Might as well give up now.""

- Boba Fett on his famous starship, Slave I.

Boba Fett was a Mandalorian warrior and bounty hunter. He was the clone son of Bounty Hunter Jango Fett and learned almost all he knew from his father and several books he was able to get his hands on. His father educated him how to fight, hunt and kill while his books allowed him to learn sciences and other knowledge of the mind. When he and his father went to Geonosis, his father was decapitated by Mace Windu. He then grew a deep hatred for Jedi and decided to avenge his father. Over the course of his life, he has hunted down, captured and killed hundreds of people, good many being dangerous force sensitives, pirate lords, masterminds and other deadly foes. He has even lead a Mandalorain Fighting Force to infiltrate the Yuuzhan Vong, a powerful alien race that almost brought the end of the New Galactic Republic, and eventually pushed them out of at least three planets under Vong control.

He has spent almost 66 years a bounty hunter and mercenary, standing with an age of 76 years old, and yet he still has a great physical condition. While not as muscular as his father, he was able to hold a Trandoshan (known for their massive strength) at bay. He is also capable of hunting down enemies with or without any advanced technology and is a master hand-to-hand combatant. His best skills lay in his weapons and intelligence. He is able to use his guns at ranges they were not meant to go and plan, hunt and take down his targets without them knowing. He has also proven his skills as a tactician during Yuuzhan Vong War by leading the Mandalorians to the liberation of Ord Mantell, Tholatin, Gyndine and many other planets. He is well known to be able to process information at extreme levels and quickly find out who he is going up against, what they will do, and exactly how to counter them.

Weapons:
Pistol: Sacros K-11 Blaster Pistol Rifle: EE-3 Carbine Rifle Sniper: LD-1 Target Blaster Rifle Super: DXR-6 Disruptor Rifle Grenade: Class-A thermal detonator Special: Z-6 Jetpack w/ Homing Missile Armor: Mandalorian Armor w/ Power Armor Liner:
 * Boba Fett carried with him a Sacros K-11. It likely functions like many other heavy blaster pistols.
 * Accuracy: High
 * Round: Plasma Bolt
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Mag Size: Approximately 50 bolts
 * The EE-3 is Boba Fett's iconic carbine blaster, which surpass the E-11 in range, power and versatility. It has amazing range and enough power to punch through any armor.
 * Accuracy: Very High
 * Rounds: Hight-Powered Plasma Bolt
 * Damage: Very High
 * Rate of Fire: Single Action or Burst Fire
 * Recoil: Low
 * Mag Size: Approximately 100 bolts
 * Features a scope and stock for Long Range shooting
 * The Merr-Sonn LD-1 target blaster rifle was technically a sporting blaster, but in actuality it is nearly as powerful as a military-grade blaster rifle
 * Accuracy: Very High
 * Rounds: Plasma Bolt
 * Level of Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Mag Size: 50 bolts
 * The DXR-6 Disruptor Rifle, a generally illegal weapon, could disintegrate matter at the molecular level and rip apart living material with ease and speed.
 * Accuracy: Very High
 * Rounds: Disruptor Beam
 * Damage: Disintegration
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Mag Size: 10 bolts
 * This powerful thermal detonator is used by many individuals and can do devastating damage.
 * Accuracy: Medium
 * Rounds: Powerful Thermal Blast
 * Damage: Vaporization
 * Area of Effect: 20 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Mag Size: 1 grenade
 * One of Boba Fett's most well known tools is his Z-6 Jetpack. It allows him to fly distances and fire a powerful homing missile off his back.
 * Accuracy: High (Homing)
 * Rounds: High Explosive War Head
 * Damage: Extremely High
 * Recoil: Medium
 * Rate of Fire: Single Shot
 * Mag Size: 1 Warhead
 * Boba Fett's iconic Mandalorian Armor is made of Mandalorian Iron, a metal regarded to be on of the strongest metals in the Star Wars Universe. It is backed with Power Armor Liner to help absorb excess kinetic energy from the attacks.
 * Mandalorian Armor consists of plating on the chest, wrists, knees and shoulders, a Helmet and strong mesh armor, all made of Mandalorian Iron.
 * Can protect user from Lightsabers, accelerated projectiles, plasma blasts and explosives with great ease.
 * The Power Armor Liner has a micro energy field projector and two layers of thin ceramic plates, in order to disperse physical and blast impacts.

Special Edges

 * Experience: Boba Fett has been hunting and fighting for almost 66 years. Many of the warriors he has faced include Jedi and Sith. He has even fought Vader on two occasions.
 * Peak Human Physicality: Despite his old age, he is physically superior to many other warriors. He is able to keep back Bossk, a Trandoshan bounty hunter who is stronger than almost any human.
 * Mandalorian Training: His father trained him a little in the ways of Mandalorians before his father's death. He was able to continue it later in his life.
 * Master Tactician and Strategist: Boba is a master strategist, tactician and hacker. He is also well known processing information at extreme levels and quickly finding out who he is going up against, what they will do, and exactly how to counter them.
 * Stealth: As a bounty hunter, Boba knows how to stay out of sight and stalk his target without them knowing.
 * Versatility: Boba is able to use a vast array of weapons. His skill with a lightsaber can par with many Jedi and can hit almost any target from a great distance with his blasters.
 * Adapting: Boba is able to use whatever he need to use to get his prey. He will even forgo his tech to hunt down a bounty that is able to detect his technology.
 * Jetpack: The fuel tank holds enough fuel for three 20-second blasts, 20 three-second blasts or one minute of continuous operation. Each three second blast moves Fett up to 100 meters horizontally or 7 meters vertically. Fett can reach a top speed of 145 kilometers per hour with a maximum range of two kilometers. Directional thrusters features gyro-stabilizers to apply counter-thrust for maneuvering and landing.
 * Helmet Gear: Boba Fett's helmet had several special features other than being extremely strong and great at preventing head shots.
 * Boba Fett's Mandalorian helmet can record video and play it back on command, compensate automatically for low or high light conditions, pick up on minute sounds and amplify them and could connect with the onboard computer of Slave I
 * Fett can control weapons, sensors, and his jet pack with verbal commands. His helmet's HUD (heads-up-display) features information on the surrounding environment as well as a 360-degree field of vision. The HUD's data streams can be controlled by eye movements and blinking. In addition, an advanced penetrating radar allows his HUD to provide information on nearby rooms, and can be used to scan the HoloNet and connect with databases, allowing him to perform tasks which would normally require a computer terminal, such as searching databases for individuals or even trading on the stock market and buying real estate, from anywhere that was accessible through the HoloNet. The macrobinocular viewplate can be magnified to allow Fett to see great distances, and is equipped with, among other things, an infrared scanner that could be magnified up to 50 times. The infrared scanner magnifies light up to 100 times or displays heat gradations.
 * The helmet's broad band antenna is capable of intercepting and unscrambling comlink and starship comm transmissions. Also, with assistance from his ships computer, jamming transmissions or sending fake transmissions, even while not in his ship. At the top of the antenna is a rangefinder capable of tracking up to 30 targets from a distance of 100 meters. The rangefinder feeds data to a display overlay inside the helmet showing range and movement for targets in a 360 degree radius. The overlay also links to Fett's weapons systems to display fire vector and range data. The rangefinder could be deployed horizontally or vertically.
 * The environmental filter system can filter out poisons and contaminants as well as provide Fett with a two hour reserve air tank.

Zaeed Massani
"Rage is a hell of an anesthetic"

- Zaeed Massani

Zaeed Massani is the most feared and skilled bounty hunter/mercenary in the Mass Effect universe. Zaeed has seen it all: He was a soldier in the human Systems Alliance military, one of the co-founders of the Blue Suns mercenary group, and, of course, a bounty hunter and mercenary. He's even survived a point-blank shot to the head. He is tough, brave, and always ready to fight.

Weapons
Pistol: M-3 Predator heavy pistol Rifle: M-96 Mattock rifle Sniper: M-92 Mantis sniper rifle Super: Carnage Grenade: Inferno Grenade Special: Concussive Round Armor: Human Body Armor
 * A reliable, accurate sidearm, The Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Projectiles
 * Damage: Low to Medium
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Mag Size: 15 rounds
 * Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch.
 * Accuracy: Medium to High
 * Rounds: Mass-Accelerated Projectiles
 * Damage: Very High
 * Recoil: Low
 * Rate of Fire: Single Fire
 * Mag Size: 16 rounds
 * The Mantis is a powerful sniper rifle which is able to take out most targets in a single shot. It's incredibly accurate at long range, but rate of fire is dreadfully slow.
 * Accuracy: Very High
 * Rounds: Mass-Accelerated Projectiles
 * Damage: Very High
 * Recoil: Very High
 * Rate of Fire: Single Shot
 * Mag Size: Single Shot
 * Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby. Zaeed will use the Mattock Rifle to fire this blast
 * Accuracy: Medium
 * Rounds: Hyper-Accelerated round
 * Damage: Very High
 * Area of Effect: 1.5 meter radius
 * Recoil: Very High
 * Rate of Fire: Single Shot
 * Mag Size: 1 round
 * This deadly grenade sprays fire on anyone unlucky enough to be close enough.
 * Accuracy: Medium
 * Rounds: Fire-Spray
 * Damage: High
 * Area of Effect: 5 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Mag Size: 1 grenade.
 * When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.
 * Accuracy: High
 * Rounds: High-Powered Concussive round
 * Damage: High (Stun Damage)
 * Recoil: High
 * Rate of Fire: Single Shot
 * Mag Size: 1 round
 * Zaeed's body armor, despite its unique look, is not really special combat wise. It provides decent but limited protection against Mass-Accelerator weapons and Kinetic Barriers that help in defense.
 * Body armor primary strong at the chest, back, right shoulder and forearm, left arm and legs. Head and left arm are not protected.
 * Body armor provides protection against Mass-Accelerator weapons.
 * Kinetic Barriers provide good protection against Mass-Accelerator weapons and explosives but performs poorly against energy weapons and does not protect against intense heat, radiation and lasers.

Special Edges

 * Military Training: Zaeed is a former System Alliance marine and has fought in many fights. However, his training isn't at a level of N7.
 * Veteran: A grizzled veteran, Zaeed is a former System Alliance marine and has seen combat.
 * Toughness: Zaeed is hard as nails to hurt. He has even taken a shot to the face a while back and survived.
 * Brave: Zaeed has nerves of steel. He will fight hard and never surrender.

X-Factors (BvZ)
<p style="text-align: center;">Boba Fett vs Zaeed

Physical
<p style="text-align: center;">90 Physicality 90 Both warriors can put up a fight and take hits other warriors can't. Boba Fett is strong enough to kill a man in one hit and hold back an enraged Trandoshan bounty hunter (Trandoshans are vastly stronger than humans). Zaeed, on the other hand, has taken a shot to the face and somehow survived.

<p style="text-align: center;">95 Finesse 80 While both warriors are pretty old, Zaeed is showing his age vastly more. Not as fast or agile as most members, Zaeed relies on his toughness over all. This is where Boba Fett is opposit. He relies on his agility and wits to get out of situations. His jet pack also grants him boosts to his jumps and movement, and while not as fast as them, Boba can keep up with the likes of Jedi, who are crazy fast and agile. Overall, Boba Wins by far.

Mentality
<p style="text-align: center;">99 Intelligence 82 While no idiot, Zaeed does not compare to Boba in brains. He constantly studies his enemy and notes any weaknesses and can exploit them with master ease. Zaeed can think tactically but is usually a simple "gun them down" kind of guy. Boba has faces men like Zaeed and can deal with them perfectly.

<p style="text-align: center;">94 Brutality 99 Both warriors are tough grizzled fighters and will kill their enemies quite fiercely. From fake sithlords to war-criminals, Boba will kill many targets and come on top. He will even torment some people, such as a bounty hunter who was copying Boba and taking his name. Boba lured him a trap, paralyze the copy-cat, place three vials in front of him, telling him one is the antidote to the toxin, and activates a bomb that grants the copy-cat a few seconds to do anything (he can't, as he is paralyzed), leaving the copy-cat to his death. However, Boba does not do this kind of stuff allot, mainly because Boba has a cool mind, never letting things get to him and will work hard not to fuck up. Zaeed, however, doesn't act like a as cool as Boba. Zaeed is OK with blowing his enemies apart his his devastating weapons. As such, Zaeed Barely gets the edge.

<p style="text-align: center;">95 Clear Mindedness 75 As stated before, Boba is very cool minded and thinks carefully and without anger. Zaeed, however, will get angry over stupid things, like trying to get win at a crane game and getting angry at it. Even he will day "Rage is a hell of an anesthetic". He is OK with letting the rage out but this will lead to problems. He will be sloppy and Boba will find an opening and capitalize on it hard.

<p style="text-align: center;">96 Bravery/Courage 99 Both warriors are though to scare but Zaeed is much more "head-first-into-combat" than Boba. Boba is not dumb enough to just run into a fight. He will hang back and study his enemies, and if things get too sticky, Boba will say "f**k it" and leave. Better to be alive to get other bounties than die to get one. Zaeed doesn't care, though. He will fight hard. He doesn't even wear a helmet into combat. He is that ballsy.

Skill
<p style="text-align: center;">95 Training 90 This is a hard place to pick a winner. Zaeed was a former System Alliance marine and has gotten a great deal of training. However, Boba was trained in the way of the Mandalorians, who are regarded as some of the most skilled and feared warriors in their galaxy. Mandalorian training is likely at the same level as Turain training (not as militaristic but just as effective) and as such, Zaeed's System Alliance training just doesn't compare.

<p style="text-align: center;">99 Stealth 80 Zaeed is able to find a good sniping location that grants him good cover and keep out of sight. However, Boba has him beat. Boba is capable of sneaking up on individuals without them noticing and take them out before they can do anything.

<p style="text-align: center;">99 Accuracy 90 Both warriors are deadly with a rifle but Boba is the deadlier marksman. Zaeed is a feared bounty hunter but is not known for being a master marksman. Boba, on the other hand, is a crack shot since he was young: During the Clone Wars, Boba sneaked into a group of Clone children who under went training procedures. In one situation, Boba and the Clones were to shoot down targets. Where the other clones were struggling to hit one, Boba was able to take down each target with one shot each. Boba wins this category.

<p style="text-align: center;">99 Preparation 86

Both warriors are ready for a fight, never walking around unarmed. However, Zaeed does not prepare plans as intensely as Boba. Boba always does research on his targets and prepares a plan that is perfect for them. Zaeed will occasionally think tactically but usually he goes with mass damage. Boba always thinks about his target. He is also a master of adapting to his target. One of his targets was able to detect Boba's tech so Boba forgo his armor and weapons and successfully captured his target using a spear with a spear and crystal dagger. Boba will make a working plan and adapt to it as to take down his prey.

Armor
<p style="text-align: center;">99 Armor 84

The most hotly debated X-Factor here is in the realm of armor. Zaeed's body armor has Kinetic Barriers to stop bullets and body armor that can block those bullets. Boba has armor crafted from Mandalorian Iron, a near indestructible metal that renderes most accelerated projectiles and energy weapons useless. Even the mesh part of his armor can stop most weapons. His helmet is the strongest of the bunch, making head shots out of the question.

It really comes down to the weapons they are using and Boba's weapons will punch through significantly faster. Using powerful energy bolts that are intensely hot and explode on impact, Boba's blasters will punch through Zaeed's barriers and his body armor won't even help him absorb them. They are allot like body armor used in the Star Wars universe before blasters were invented: perfect against bullets but useless against blaster fire. What's worse for Zaeed, Boba's thermal detonator and Disruptor Rifle won't even be effected by Zaeed's barriers as they use extreme heat or unstable partials to disintegrate or vaporize its target, which Kinetic barriers don't block.

Now, many think that Mass Accelerator weapons can easily get through Mandalorian Iron with ease and kill Boba fast, but their are three things that prove they are not perfect weapons.
 * 1) The only thing that keeps a Mass Accelerator weapon ungodly power is its recoil. The amount of force to punch through Mandalorian Armor would be so great that only a Krogan could withstand it.
 * 2) Mass Accelerator weapons fire projectiles at supersonic speeds. This is incredible but not imposable to reach with our weapons, and our weapons can easily be blocked by conventional Star-Wars armor.
 * 3) Zaeed survived a shot to the face with one. If Zaeed's head can survive a shot to the head from a Heavy Pistol (presumably), Boba's armor can take vastly more, including sniper fire. Of the two, Boba has the better armor.

Historical
<p style="text-align: center;">99 Experience 85 One of the most important X-factors to remember is Experience. Both warriors are grizzled veterans who has gone though hell and back. Of the two, though, Boba has seen vastly more. We don't know how much of Zaeed other than he was a System Alliance Marine and then a co-founder of the Blue Suns in till his partner back stabbed him and shot him in the face. After that, Zaeed became a freelance mercinary and bounty hunter that gets recruted by Shepard. Boba has fought the Likes of Sith and Jedi, enemies that Zaeed would not be able to handle. Fett has also handled war criminals, veterans and fellow bounty hunters, basically warriors allot like Zaeed. Boba has 66 years of experience under his belt, likely more than Zaeed. Overall, Boba wins in the realm Experience

Gear
Boba will be armed with: Zaeed will carry with him:
 * K-11 Blaster Pistol with 300 spare rounds
 * EE-3 Carbine Rifle with 600 spare rounds
 * LD-1 Target Blaster Rifle with 300 spare rounds
 * DXR-6 Disruptor Rifle with 20 spare rounds
 * 3 Class-A thermal detonator
 * Z-6 Jetpack with 3 Homing Missiles
 * M-3 Predator with 90 spare rounds
 * M-96 Mattock with 96 spare rounds
 * M-92 Mantis with 9 spare rounds
 * 3 Carnage shots
 * 3 Inferno Grenades
 * 3 Concussive Rounds

Where and Why
Boba has been hired to hunt down Zaeed. Not much else I can think of. The Battle will take place in large ship. The corridors will be high and wide and provide space to jet-pack use and tumbling. Their is also the danger of a hull breach, opening up a hole into space for them to fly into.

=Normandy SR-2 vs Slave 1=

Info (N2vS1)
<p style="text-align: center;">

Normandy SR-2


The Normandy SR-2 is a starship that appears in 2185, serving as the "successor" to the SR-1. The Illusive Man had Cerberus build the SR-2 for the newly revived Commander Shepard's team to aid them in their mission to stop the Collectors' galaxy-wide campaign of human abductions.

Weapons
Javelin Disruptor Torpedoes Thanix Cannon
 * Initially, the Normandy is armed with two Javelin disruptor torpedo launchers mounted on the joints between its wings and primary hull.
 * Damage: Very High
 * Accuracy: Medium
 * Rate of Fire: High
 * Ammo Capacity: Medium
 * The Thanix Magnetic-Hydrodynamic Weapon is a turian-developed, miniaturized version of the weapon used by Sovereign during its attack on the Citadel.
 * Damage: Very, Very High
 * Accuracy: High
 * Rate of Fire: Low
 * Ammo Capacity: Medium

Defenses
Kinetic Barriers Heavy Ship Armor GARDIAN Lasers
 * The Normandy is equipped with a standard system of kinetic barrier shielding. Kinetic barriers are specialized mass effect fields that halt incoming projectiles. They are ineffective against extremes of heat or radiation, such as lasers and particle weapons.
 * Effective against Projectile Weapons
 * Ineffective against Energy Weapons
 * The Normandy is plated with ablative armor, meant primarily to defend against the directed energy weapons that kinetic barriers cannot impede. The armor "boils away" when heated. The vaporized armor material scatters a DEW beam, rendering it ineffectual.
 * Effective against Energy Weapons
 * Ineffective against Projectile Weapons
 * The Normandy is also armed with an array of anti-missile and anti-fighter craft GARDIAN (General ARea Defensive Integration Anti-spacecraft Network) point defense lasers.
 * Effective against Missiles
 * Useless against Projectile and Energy Weapons

Special
Sensors Stealth Systems
 * The Normandy SR-2 uses a variety of passive and active scanners, such as visual, thermographic, and radio detectors, radar, and LADAR (LAser Detection and Ranging). LADAR has a narrower field of view than radar, but ladar resolution allows images of detected objects to be assembled.
 * Sensor Effectiveness: Medium
 * Along with the Tantalus Drive Core, the Normandy is able to temporarily sink its heat within the hull. Combined with refrigeration of the exterior hull, the ship can travel undetected for hours, or drift passively for days of covert observation. This is not without risk. The stored heat must eventually be radiated, or it will build to levels capable of cooking the crew alive. This stealth system apparently does not fool the scanners of Collector ships, though the means by which the Collectors are able to circumvent the Normandy's stealth measures and detect the ship are unknown.
 * Effective against heat-based sensor systems
 * Does nothing to other sensor systems

Slave 1


Slave I is a modified prototype Firespray-31-class patrol and attack craft used by famed bounty hunters Jango Fett and his cloned "son", Boba Fett. It is greatly modified with advanced weapons systems by both Fetts during their respective use.

Weapons
Two Twin-Blaster Cannons Concussion Missile Launcher Ion Cannon Proton Torpedo Minelayer w/Void-7 Seismic Charge
 * Twin-blaster cannons are large heavy-hitting rapid-firing blaster cannons with two barrels as to double its rate of fire. Slave 1 has two as to create a barrage of blaster fire.
 * Damage: High
 * Accuracy: High
 * Rate of Fire: Very High
 * Ammo Capacity: Very High
 * Concussion missile launchers fire powerful semi-homing missiles that deal great damage. Not as fast as blaster fire but more damaging. Boba Fett has replaced one of Slave 1's two former Laser Cannons with a Concussion Missile Launcher.
 * Damage: Very High
 * Accuracy: Medium
 * Rate of Fire: High
 * Ammo Capacity: Medium
 * An ion cannon is a weapon which fires highly ionized particles or highly ionized plasma. They are the weapon of choice for subduing, rather than destroying, enemy starships, vehicles, shields, or droids. Boba Fett replaced the other Laser Cannon on Slave 1 with an Ion Cannon
 * Damage: Special
 * Very High against Ship Systems
 * Very High against Shield Systems
 * Very High against Computer Systems
 * Very High against Weapons Systems
 * Medium against Actual Hull
 * Accuracy: Medium-High
 * Rate of Fire: Low-Medium
 * Ammo Capacity: Very High
 * The proton torpedo is a type of ordnance used throughout the galaxy. Very accurate, very powerful and impossible to shoot down by point defense laser systems, Boba Fett saw the deadliness of these weapons and integrated them to his ship.
 * Damage: Very High
 * Accuracy: Very High (Homing)
 * Immune to Point-Defense Laser Systems
 * Rate of Fire: Medium
 * Ammo Capacity: Medium
 * Slave 1 has on it a Minelayer that uses Void-7 seismic charges. The Void-7 seismic charge comprised a large, rounded canister containing a mix of unstable liquid baradium and volatile collapsium gas that activates a powerful energy wave. The Void-7's explosion was characterized by a powerful implosion followed by an expanding energy wave of massive power roughly equivalent to 12 gigatons of TNT.
 * Damage: Instant Destruction
 * Massive Area of Effect
 * Accuracy: Medium-High
 * Rate of Fire: Low
 * Ammo Capacity: Medium

Defenses
XS-12 Experimental Combat Shield System (Deflector Shields) Armored Hull Tractor Beam Projector
 * Deflector shields, also known as deflector screens, deflectors or simply shields, are translucent or transparent energy fields produced by deflector shield generators. The primary purpose of the shield is to block or deflect projectiles and lasers from hitting the object under protection. The shield system Slave 1 has is exceptionally strong and can take major massive hits.
 * Very Effective against Projectile and Energy Weapons and Missiles
 * Slave 1 also has a strong hull as to take hits after the shields go down.
 * Effective against Projectile and Energy Weapons and Missiles (lesser extent)
 * A tractor beam was a projected force field used by spaceports, planetary bases, space stations and starships to effectively grasp and guide vessels to a safe designated landing.
 * Effective at catching Smaller Vessels

Special
Military Grade Sensor Array Sensor Mask Sensor Jammer Cloaking Device
 * One of the most important systems on any starship were the starship sensor arrays. Without sensors, ships would be unable to navigate, spot approaching obstacles, detect incoming ships or projectiles, or chart interstellar phenomena. Sensor arrays gathered information about the surrounding space or environment using a variety of sensors and then an advanced computer would process and analyze the data for the crew to use.
 * Sensor Effectiveness: Very High
 * Sensor masks were devices added to starships so that they would be more difficult for other vessels to detect.
 * Very Effective against all sensors
 * A sensor jammer was a type of device capable of blocking or fooling sensors. This could effectively cause a ship to go unnoticed by any possible observers, and also to prevent an attacker from gaining a weapons lock on the ship.
 * Damages sensor systems as to make the jammed ship unlikely to detect or target on to the user ship
 * The cloaking device was a mechanism capable of rendering an object invisible to both sensors and/or the naked eye.
 * Extremely Effective against Sensors

X-Factors (N2vS1)
Normandy vs Slave-1

80 Mobility 97

The Normandy is faster and can better moving than Dreadnaughts and Cruisers but smaller ships are still more manuverable. Slave 1 is larger than most fighters but is just as fast and agile. Slave 1 can fly laps around the Normandy and pops multiple heavy hitting shots.

99 Durability 97

The Normandy has the bigger build and can take more hits than Slave 1. However, it is not much stronger. Slave 1, as a Firespray-31-class patrol and attack craft, has incredibly strong armor which can take incredibly damage. Despite its size, it can survive incredibly powerful attacks and deal even more. The Normandy wins this x-factor but it is a relatively insignificant win.

80 Versatility 100

Slave 1 is a vastly more versatile ship than the Normandy. The Normandy is more versatile than Cruisers do to its size but it doesn't have allot of different weapons and what weapons it does have are powerful but slow to charge up and needs time to target. Its cloaking systems only work on heat-signature sensors. Slave 1 has vastly more weapons and its cloaking system can fool vastly more sensors. Slave 1 also has a weapons that do more than hurt. Its tractor beam can make raiding tactics useless as Boba can grab hold of the raiding vessel and blast it apart. Its Ion canon can disable ships and make them easier to damage. Boba's senor array can detect more things than heat signatures, making the Normandy's "cloaking" systems relatively ineffective. Lastly, Slave 1 has an FTL system that does not need a Mass Rely, granting it the ability to reach locations faster and can leave a fight more efficiently. Overall, Slave 1 stomps the Normandy in versatility.

99 Pilot skills 99

Both Boba and Joker are master pilots. Both can pilot their ships and avoid hits.

=Gabriel Tosh vs Garrus=

Gabriel Tosh
Gabriel Tosh was a rebellious Terran Spectre who lead several other Spectres into combat against the Terran Dominion.

When he was a child, he was shunned for his Psionic powers and banished as a practitioner of Voodoo. He was later conscripted into the Confederate Armed Forces, where they recognized his psionic talents. He was trained to be a Ghost and proved to be a deadly operative.

During the Transformation of the Confederacy into the Dominion, Tosh sided with the Dominion. He worked with several other ghosts and grew strong connections. However, when many were mind wiped and he discovered he was immune, Tosh found that the Dominion has stepped out of line and became a rebel.

During his time, he enlisted several Spectres (Super Ghosts) and attempted to bring down the Dominion. However, many of his personal operations were not successful. He soon found major aid in well-renown Terran Rebel, Jim Raynor. They soon gained an alliance and Tosh aided in the destruction of the Dominion.

Weapons and Powers
Rifle: AGR-28 Rifle Melee: Balisong and Martial Arts Light Power: Mind Blast Heavy Power: Nuke Special Power: Psionic Shield Armor: Spector Armor
 * Tosh most commonly uses thee AGR-28 when in gun fights. It is a enhanced model of the 8mm AGR-14 gauss rifle. It fires 8mm projectiles accelerated to ultra-sonic speeds that can hit targets miles away.
 * Accuracy: Very High
 * Rounds: 8mm Hyper-Accelerated Spike
 * Damage: Very, Very, Very High
 * Mag Size: 24 rounds
 * Rate of Fire: Semi-Auto
 * A balisong, otherwise known as a butterfly knife, is a folding pocket knife with two handles counter-rotating around the tang such that, when closed, the blade is concealed within grooves in the handles. Tosh makes fantastic use of it in combat
 * Damage: High
 * Tosh is proficient in mix-martial arts combat and can kill people with it with lightning speed.
 * Damage: Low to Very High
 * A mind blast is a psionic power that stuns and injures opponents. Tosh can use this attack with deadly skill.
 * Accuracy: High
 * Rounds: Psionic Blast
 * Damage: Very, Very, Very High (Extra Stun damage)
 * Area of Effect: 10 meter radius
 * Mag Size: 5 (Recharge)
 * Rate of Fire: Single Use
 * Gabriel can, like many Ghosts and Spectres, call down a Nuke onto a location to do devastating damage.
 * Accuracy: Very High (Laser Targeting)
 * Rounds: Nuclear Bomb
 * Damage: Instant Kill
 * Area of Effect: Miles around
 * Mag Size: 1
 * Rate of Fire: Single Use
 * Tosh is capable of summoning up a shield of Psionic energy that grants him greater protection without any hitting him.
 * Provides Level 30 protection when activated
 * Tosh's armor is incredibly strong and grants him vast protection. His armor can take guass fire with little effect to his overall health.

Special Edges
Strengths Weaknesses
 * Experience: Having fought for and against the Terran Confederacy and Terran Domain, Tosh has faced many enemies and killed many of them.
 * Peak Physical Condition: Tosh is incredibly fit and can perform gymnatic level feats in combat. He is also very strong and durable, capable of killing a person in melee combat and taking a beating.
 * Cloaking System: Gabriel Tosh can cloak himself for an unlimited amount of time and be undetectable by any means.
 * Ghost Training: Tosh was a Ghost and have some of the best training around.
 * Accuracy: As a Ghost, Tosh is a master marksman and can hit most targets from a long ways away.
 * Speed: Tosh is vastly faster than most Terran troops and can chase down most targets.
 * Brutal: Tosh is willing to do anything to get his job done. He will brutally slaughter several soldiers to complete his goal and has no remorse about it.
 * Strait Minded: Tosh is almost never distracted. He makes sure he is on top of things and not being made a fool of.
 * Not Mentally Sound: Tosh may not be the most sound and may have some insanity moving in his head. However, this doesn't harm his capabilities or compromise his missions.

Garrus Vakarian
Garrus Vakarian was a proud turian member of C-Sec, the police force operating on the Citadel, but the years of swimming in red tape had taken their toll on him, and by the time the rogue spectre Saren managed to get away, protected from investigation because of his status, the final straw was broken. Teaming up with Commander Shepard as a member of Shepard's Crew, Garrus traveled from Feros, to the Artimus Tao cluster, to Virmire, to Noveria and finally to Illos.

When the Commander and the original Normandy were killed by the Collectors, Garrus drifted around, and eventually found his way to Omega, a crime-ridden hell hole of a space station. Deciding to assemble a team to fight control of the station out of criminal hands, Garrus became an acclaimed hero- nicknamed "Archangel" by the common people, and earning him the intense hatred of the three dominant merc groups on Omega. Despite their relative success, Garrus was betrayed when one of his own, another turian named Sidonis, made a deal with the mercs that lured Garrus away and butchered his entire squad. Abandoned, betrayed and alone, Garrus holed up in an isolated building to make a final stand as the Mercenary forces of the Eclipse, Blue Suns and Blood Pack teamed up to take him down. He was here for days before Commander Shepard arrived. Overjoyed to meet again, the two were able to work together to weaken the Mercs and escape, but a gunship horribly scarred Garrus' face.

As a former C-Sec, Garrus is very well trained and was an excellent law-enforcer. Garrus' skill as a sniper and steady use of assault rifles makes a huge asset in battling the Geth, Krogan Warlords and even brainwashed Rachni. He is also a renowned tactician, capable of leading a squadron into Omega and cause large enough damage to get the attention of three major mercenary groups, though he inevitably failed in his mission.

Weapons and Powers
Rifle: M-15 Vindicator Battle Rifle Melee: Rifle Butt Light Power: Concussive Shot Heavy Power: Overload Armor:Medium Agent Turian Armor
 * A battle rifle that fires in three-round bursts. Favored by assassins and elite mercenaries, and deadly at any range.
 * Accuracy: High
 * Rounds: Accelerated Bullets
 * Damage: Medium
 * Recoil: Low
 * Rate of Fire: Three-Round Burst
 * Mag Size: 24 rounds
 * Garrus is deadly at a range but very poor upfront. He can use the but of his gun offensively, though.
 * Damage: Low
 * When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.
 * Accuracy: High
 * Rounds: Concussive Round
 * Damage: Low (Short-term Stun)
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Mag Size: 1
 * Overload is typically used to take down shields or synthetics, doing twice as much damage to shields as it does to synthetics. Can cause stun damage.
 * Accuracy: Medium
 * Rounds: Electronic Blast
 * Damage: None (Short-Term Stun)
 * Disable shields
 * Recoil: None
 * Rate of Fire: Single Shot
 * Mag Size: 1
 * Agent Armor is the standard armor issued for Turian C-Sec officers. It has a Kinetic Barrier generator to grant extra protection

Special Edges
Strengths: Weaknesses:
 * Turain Physical Condition: Turians are usually stronger and tougher than Humans.
 * Experience: Garrus has been a follower of Shepard for a long time and has fought many enemies during that time.
 * C-Spec Training: Garrus, as a Turian, was trained at the age of 15. He then gained training to become a C-Spec officer.
 * Accuracy: Garrus is one of the best marksman of C-Spec and is a deadly ally against enemies from a ways away.
 * Least Disciplined Turain: As Turian standards go, Garrus is one of the least disciplined soldiers they had. He quit C-Spec and became a vigilante on Omega. He is also a little more hot-headed than some Turains. He has even half-jokingly pointed out that he is not a very good Turian.
 * Slow: Turains are not known for being super fast or agile. Their disciplined training is typically a way for them to confincate for their lack of speed.

Spectre


Spectres are terran special forces operatives with psionic powers granted by the psionic reagent terrazine. Many are or were elite ghost agents which have been exposed to terrazine. However, some were neurally resocialized troops who were subjected to the procedure, and would have lesser psionic power. Spectres were created as part of Project Shadowblade

As a result of an alliance with the Umojan Protectorate and using their advanced technology, plus that stolen from Sector 9, spectres are difficult to detect via detectors or mind-reading (except by other terrans exposed to terrazine). Their hostile environment suits give a greater boost to strength and agility than the standard Dominion version.

Weapons and Powers
Rifle: AGR-14 Rifle Melee: Martial Arts Light Power: Psionic Lash Heavy Power: Nuke Special Power: Ultrasonic Pulse
 * The AGR-14 is a terran 8mm gauss assault rifle. It is commonly used by the Spectres with impeccable accuracy.
 * Accuracy: Very High
 * Rounds: 8mm Hyper-Accelerated Spike
 * Damage: Very, Very High
 * Mag Size: Unknown (likely 24 rounds)
 * Rate of Fire: Semi-Auto
 * Spectres are trained in martial arts and can kill individuals with their bare hands.
 * Damage: Low to Very High
 * Spectres can create blasts of Psionic energy that send out devastating damage on its target.
 * Accuracy: Very High
 * Rounds: Psionic Blast
 * Damage: Very, Very, Very, Very High (Near-instant Kill)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Use
 * Spectres can call down a Nuke onto a location to do devastating damage.
 * Accuracy: Very High (Laser Targeting)
 * Rounds: Nuclear Bomb
 * Damage: Instant Kill
 * Area of Effect: Miles around
 * Mag Size: 1
 * Rate of Fire: Single Use
 * Spectres can fire out special Ultrasonic Pulse rounds that deal stun damage.
 * Accuracy: Very High
 * Rounds: Ultrasonic Pulse Rounds
 * Damage: Low (Short Term Stun)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot

Special Edges
Strength
 * Peak Physical Condition: Spectres are tougher, stronger and vastly more agile than most Terran units.
 * Cloaking System: Spectres can activate their armor's cloaking system which works for quite a while.
 * Advanced Training: Tosh trained his Spectres with the same level of effectiveness of Ghost training.
 * Loyalty: Spectres are loyal to Tosh and will die with him or for him.

=Jim Raynor vs James Vega=

Jim Raynor


James "Jim" Raynor has always been a persistant warrior. When the Guild Wars began pressuring the Terran government, the Confederacy, Raynor signed up for the Confederate Marine Corps. During the course of the war, Jim was disgusted by the governments lack of care for Terran life, at one point was jailed for punching out a superior officer, and eventually he and his friends quit the Confederacy and became outlaws. When that fell through, James became the Marshall of Mar Sara, and eventually joined the Sons of Korhal, a rebellion group led by Arcturus Mengsk, after encounters with the alien monsters known as the Zerg and zealots called the Protoss. During his time with the rebels he met Sarah Kerrigan, an ex-Ghost and skilled sniper, and the two began to fall in love. However, Mengsk sent her on a suicide mission, and left her to the Zerg, causing Raynor to defect. The Sons of Korhal managed to defeat the Confederacy and became a new government- the Dominion. Raynor's Raiders, the troops that followed him when he defected, became friends of the Protoss and helped defeat the Zerg, before returning to the fight against Mengsk. While he was at first unaware that the Zerg had converted Kerrigan into the mighty Queen of Blades, he swore to battle her and Mengsk, and eventually managed to cure her back to a mostly human state. Time pasts and Raynor obtains many powerful allies, from the mysterious Spectre Gabriel Tosh to a reinfested Karrigan. He had finely advanced a powerful fighting force onto Mengsk and finely killed him.

Weapons
Sidearm: Revolver Primary: C-14 Assault Rifle Secondary: HEV Rifle Special Round: MK. 12 Penetrator Round Powerhouse: Experimental Plasma Gun Explosive: Grenades Non-Lethal: Chrono Rift Device
 * Raynor has frequently used his Revolver to kill. It is crazy powerful and crazy accurate. It can punch through Marine armor, proof that it has major power in it.
 * Accuracy: High
 * Rounds: High-Power Slug
 * Damage: Very High
 * Recoil: High (Low in CMC Armor)
 * Mag Size: 6
 * Rate of Fire: Double Action (Semi-Auto)
 * The C-14 Impaler gauss rifle is the Marine's standard issue assault rifle.
 * Accuracy: Very High
 * Rounds: Accelerated Hypersonic 8mm Armor-Piercing metal "Spikes"
 * Damage: Very High
 * Recoil: Very High (Low in CMC armor)
 * Mag Size: 200 Rounds
 * Rate of Fire: Automatic
 * The HEV rifle (a.k.a. "commando rifle") is a bolt-fed rifle of terran design. Equiped with a scope and two laser targeters.
 * Accuracy: Very High
 * Rounds: 24mm Accelerated Slug
 * Damage: Very, Very High
 * Recoil: Very High (Medium in CMC armor)
 * Mag Size: Unknown (likely 10 Slugs)
 * Rate of Fire: Bolt-Action
 * This deadly round can be shot with the HEV rifle and can go through almost any armor, even capable of going through a line of Marines in CMC armor.
 * Accuracy: Very, Very High
 * Rounds: 24mm Super-Accelerated Slug
 * Damage: Very, Very, Very, Very, Very High
 * Recoil: Very High (High in CMC armor)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * One of Raynor's most powerful weapons is his Experimental Plasma Gun, whish launches a blast of intensely hot plasma at his target with deadly power.
 * Accuracy: High
 * Rounds: Massive Plasma Blast
 * Damage: Very, Very, Very, Very High
 * Recoil: Very High (Low in CMC Armor)
 * Mag Size: 1
 * Rate of Fire: Single Shot
 * Raynor can throw out grenades that do major damage.
 * Accuracy: Medium
 * Rounds: High-Explosive Fragmentation Grenade
 * Damage: Very, Very, Very High
 * Area of Effect: 10 meter radius
 * Recoil: none
 * Mag Size: 1
 * Rate of Fire: Thrown
 * The device slows down an enemy unit and hampers its attack rate.
 * Accuracy: High
 * Rounds: Time-Rift Field
 * Damage: none (Slows target's movement, attacks and abilities
 * Recoil: none
 * Mag Size: 1
 * Rate of Fire: Single Blast

Strengths

 * Tactical Genius: Raynor is regarded to be a gifted tactician. Rather than plan in depth, Raynor is an excellent improviser, able to achieve victory by using what is on hand. In a situation most tacticians would regard as impossible to win, Raynor can grab victory with incredible ease.
 * CMC-400 Powered Combat Suit: The Confederate Marine Corps Powered Combat Suit is a Terran armored exoskeleton. The CMC-400 Powered Combat Suit is an upgraded version of the CMC-300. The CMC suits provided more than ungodly protection.
 * Raynor's Armor is highly modified and grants him vastly more protection than the CMC Powered Combat Suit Marines typically use.
 * Advanced NBC shielding.
 * Aural Directional Enhancers: Help clarify the source of external and transmitted sounds.
 * Full life support.
 * Gravity Generator: The suit is compatible with gravity accelerators for use on space platforms. Grav-boots may provide an alternative though.
 * HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems, is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor. The visor itself may be lowered/raised and/or (un)polarized at the user's discretion, though will automatically (un)polarize based on the intensity of light hitting it. Colors that can result include black and gold.
 * Integrated communication system.
 * At least some versions of the suit pump narcotics into the wounded wearer's bloodstream when its user is wounded, which can cause the wearer to fall unconscious.
 * Mufflers which reduce the amount of noise the suit makes and the user's heat signature. The CMC-300 model have vastly superior Mufflers than previous models.
 * Structural Support: Users were granted immense strength, speed and durability, making stamina a worry of the past. The servos enable a wearer to dash up steep slopes and safely land from heights of twenty feet.
 * Great Physicality: Despite his age, Raynor is incredibly fit and can dish out a beating along with taking a beating.
 * Crack Shot: Raynor is a great shot, capable of using guns from great ranges.
 * Unpredictable: Raynor thinks vastly different from most people and hard to to predict what he will do next.
 * Tenacity: Raynor is hard working, not willing to give up. He will fight hard and defeat his enemies without surrender.
 * Experience: Raynor developed good leadership and excellent tactical acumen through practical experience; a lack of formal training allowed him to avoid the preconceived notions of "accepted" knowledge. Raynor has fought a wide array of enemies, consisting of the Terran Confederacy/Dominion, the Zerg and even the Protoss, though he has found allies in the Protoss.

Weaknesses

 * Lack of "Formal Training": Raynor didn't obtain major training. Now, becoming a Terran Marine and making it to Marshal require some major training but he doesn't use his training as much as other soldiers. However, one may look at this also as a strength as a lack of formal training allows him to avoid the preconceived notions of "accepted" knowledge, granting him an much more "think-outside-the-box" point of view.

James Vega


Lieutenant James Vega is a human Systems Alliance Marine and a member of Commander Shepard's squad in 2186. While Vega is an experienced soldier, he is unfamiliar with the seedy underbelly and political workings of the galaxy.

Unlike many allies of Shepard, James does not use intellect as mush as he uses his combat skills. He is tough, fierce and brave. He will fight with lots of tenacity.

Weapons
Sidearm: M-3 Predator Pistol Primary: M-96 Mattock Rifle Secondary: M-22 Eviscerator Special Rounds: Incendiary Ammo Powerhouse: Carnage Explosive: Frag Grenade Non-Lethal: Fortification
 * The Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Medium
 * Rounds: Mass-Accelerated Projectile
 * Damage: Low
 * Recoil: High
 * Mag Size: 15
 * Rate of Fire: Semi-Auto
 * Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch.
 * Accuracy: High
 * Rounds: Mass-Accelerated Projectile
 * Damage: Medium
 * Recoil: Low
 * Mag Size: 16
 * Rate of Fire: Semi-Auto
 * The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator.
 * Accuracy: Low
 * Rounds: Mass-Accelerated Projectile
 * Damage: High
 * Recoil: Medium
 * Mag Size: 3
 * Rate of Fire: Semi-Auto
 * When activated, the user's weapon causes fire damage to enemies, burning through armor and setting them on fire.
 * Accuracy: High
 * Rounds: Incendiary Rounds
 * Damage: Very High
 * Recoil: High
 * Mag Size: 1
 * Rate of Fire: Single Shot
 * Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby.
 * Accuracy: High
 * Rounds: High-Power Accelerated Round
 * Damage: Very, Very, Very High
 * Recoil: High
 * Mag Size: 1
 * Rate of Fire: Single Shot
 * Just you basic frag grenade.
 * Accuracy: Medium
 * Rounds: Fragmentation Grenade
 * Damage: Very, Very, Very High
 * Area of Effect: 6.5 meters
 * Recoil: none
 * Mag Size: 1
 * Rate of Fire: Thrown
 * Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
 * Increases protection for short period of time

Strengths

 * Combat Experience: Vega has seen allot of combat and made it out alive from a mission where his entire team was slaughtered.
 * Training: Vega is a trained System Alliance Marine who uses his training as much as he can.
 * Heavy Armor: Vega wears strong body armor that provides great protection along with Kinetic Barriers.
 * Armor blocks bullets yet allows for free movement.
 * Kinetic Barriers Aid in blocking bullets, but is useless against plasma attacks.
 * Tenacity: James is hard working and will not give up easily.
 * Major Physicality: James is very heavily built, granting him major strength.

Weaknesses

 * Not very Intellectual: James doesn't use his brains and tactical abilities that much. He prefers action and usually has someone leading him. He is not a planner, whether it be careful thinking or go as it flows.

X-Factors
<p style="text-align: center;">Jim Raynor vs James Vega

<p style="text-align: center;">100 Physicality 90

James is younger, stronger and overall bigger than Raynor. Raynor is big and strong but James looks as if he is on steroids. Now, how could James loss this edge with his natural superiority? Well, when Raynor is his CMC suit, James is nothing. Raynor has superhuman strength and unlimited stamina when in his CMC suit and can easily out perform James, who's armor doesn't give him any major physical enhancements.

<p style="text-align: center;">90 Accuracy 80

James is not inaccurate but he isn't as good as Raynor. Raynor is capable of fighting enemies from a long ways with deadly accuracy. James prefers up-close combat and hitting them hard in close range combat. Between the two, when they start fighting from a long range, Raynor will be doing the majority of the hitting.

<p style="text-align: center;">90 Training 96

Both are well trained but James just barely takes the edge. His training was much more specific and he will find more use of it. Raynor relies more on his brains and experience than training.

<p style="text-align: center;">105 Armor 95

Raynor's CMC Powered Combat Suit provides even more protection than the typical Terran Marine suits. James' body armor grants him greater protection than typical System Alliance Marine armor. Between the two, though, Raynor's armor will grant him more protection. His armor can block most of Jame's weapons with ease while most of Ryanor's weapons can punch through Jame's armor and shields.

<p style="text-align: center;">99 Intelligence/Tactics 80

James is not stupid by any means. He knows a good deal. However, he is not the most tactical individual. Typically having a leader to follow, James mainly just fires and cause damage. Raynor, on the other hand, is incredibly intelligent. He can look at a situation that should end in obvious defeat and find victory real quick. There is no way James can top that.

<p style="text-align: center;">95 Tenacity 95

Neither of them will give up on their missions. They will fight to the end, willing to endure pain to find success.

<p style="text-align: center;">95 Experience 89

Between the two, Raynor is the more experienced of the two. James has seen much combat but compared to many individuals in the Mass Effect world, he is much younger and not as experienced. Raynor has seen allot more in his time. He has not only fought with the Terran Confederacy and against the Zerg and the Protoss, He has fought against the Terran Dominion and with the Zerg and Protoss. He has vastly more points of view and is definitely the more experienced of the two.

Gear
Jim Raynor will carry with him: James Vega will have on him:
 * His Revolver w/ 36 spare rounds
 * The C-14 Guass Rifle w/ 1200 spare rounds
 * The HEV Rifle w/ 60 spare rounds
 * 6 MK. 12 Penetrator Rounds to use
 * 10 shots from the Experimental Plasma Gun
 * 3 grenades
 * 3 uses of the Chrono Rift Device
 * Modified CMC-400 Powered Combat Suit
 * The M-3 Predator w/ 90 spare rounds
 * The M-96 Mattock w/ 96 spare rounds
 * The M-22 Eviscerator w/ 15 spare rounds
 * 6 Incendiary Ammo rounds to use
 * 10 Carnage shots to use
 * 3 Frag Grenades
 * 3 uses of Fortification
 * Heavy Body Armor

Location
This will take part on a planet that is mixed terrain. The area will be unknown to either so neither can get an unfair advantage.

=Captain Kirk (Alternate Universe) vs Commander Shepard=

Captain Kirk
James Tiberius Kirk was a 23rd century Human Federation Starfleet officer. As a Starfleet cadet, he was instrumental in the defeat and death of Nero, a Romulan bent on the obliteration of the United Federation of Planets. As a result, he was commissioned directly to the rank of captain and appointed as commanding officer of the service's flagship, the USS Enterprise.

About a year later in 2259, Kirk faced Khan, an enhanced human with superior strength and intellect. However, the crew of the Enterprise managed to stop him, following the sacrifice of Kirk. Spock managed to capture Khan with the help of Uhura and Dr. McCoy managed to revive Kirk. In 2260, the Enterprise set out on the first five-year mission. (Star Trek Into Darkness)

Weapons
Handgun: Captain's Phazer Assault Rifle: Starfleet Phaser Rifle Sniper Rifle: Starfleet Type III Rifle Armor: Personal Deflector Shields
 * Specially made for Captain Kirk by Scotty, the Captain's Phaser is fater, heavier hitting, more accurate and overall better than the typical star-fleet hand-held pahser.
 * Accuracy: High
 * Rounds: Phaser Bolt
 * Damage: Very High (Possible One-Hit kill)
 * Secondary: Stun Laser
 * Damage: none (Stun)
 * Recoil: Non-Existent
 * Mag Size: Unlimited (Fast Recharge)
 * Rate of Fire: Semi-Auto
 * For longer range combat, the Starfleet Phaser Rifle is a deadly burst-fire energy rifle.
 * Accuracy: Very High
 * Rounds: Phaser Bolt
 * Damage: Very, Very High (Possible One-Hit kill)
 * Secondary: High-Power Deflector Shield
 * Effect: Provides Major Protection
 * Recoil: Low
 * Mag Size: 45 bolts
 * Rate of Fire: 3-round burst
 * The Type III Rifle is a powerful energy-based sniper rifle that can kill pretty much any unit in one shoot.
 * Accuracy: Very, Very High (Single Shot); High (Burst Fire)
 * Rounds: High-Powered Phaser Bolt
 * Damage: Very, Very High (Possible One-Hit kill)
 * Recoil: Medium
 * Mag Size: Very High
 * Rate of Fire: Single Shot or 3-Bolt Burst Fire
 * While lacking any significant armor, Kirk has been seen using special personal deflector shields that protect him from radiation (to a limit), phaser bolts, plasma and kinetic projectiles. This is seen in the new Star Trek Game and it is somewhat cannon to the new Star Trek universe, so I'll allow it.
 * Provides decent protection against hostile fire.

Special Edges

 * Surprising Intellect: Despite his peculiar nature, dashing looks and suave personality, Kirk is an amazing tactition and superb thinker. Believing their is no such thing as a "no-win" situation, he will make it so that any situation, no matter how bleak it looks. He can outwit people with amazing speed and class and think up a working plan on the go.
 * Hand-to-Hand Master: Using a wide variety of hand-to-hand combat moves, Kirk is capable of blending Karate, Judo, classic wrestling and boxing to perform deadly chops, kicks, punches and throws.
 * Finesse: Surprisingly fast and agile, Krik can leap around reach hard to reach places with speed and efficiency.
 * Proper Mind Set: Nice when he needs to be or brutal when necessary, Kirk will either be a fairly nice guy to talk down people or be willing to kill a person with his bare hands.

X-Factors
Kirk vs Shepard

<p style="text-align: center;">94 Training 97

Both are well trained and can beat the training of their regulars. Shepard has N7 training, which surpasses Starfleet training. Kirk is very well trained in fire arms, hand to hand combat and tactics, making most System Alliance Marines look like idiots. Of the two, though, Shepard wins as he is a better infantry fighter while Kirk is much more of a leader.

<p style="text-align: center;">96 Tactics 67

This is where the two differ the most. Shepard is primarily a run-and-gun fighter. His tactics are not that good. Cerberus wouldn't regard him as the Tactical Genius they need. Nothing more than a "by-the-book" thinker, he is a capable leader but his actual tactical skills is insignificant. Kirk, on the other hand, is a fantastic tactition. Capable of creating fool-proof plans on the run for both ship combat and ground combat, Kirk is an "out-side-the-box" thinker, making him efficient but unpredictable. Kirk will figure out Shepard's tactics real fast (They are not special) and create a plan that perfectly counteracts Shepard and make the killing shot.

<p style="text-align: center;">100 Audacity 90

While he will do things unheard of, Shepard's overall plans end the same way. The most unthinkable things he does are usually more destructive and yet pointless acts. Kirk, however, will step out of line more often. Having reprogrammed a simulator that is not supose to be beatable as to make it possible, trick Spock into showing his inner emotions and tern him incapable to lead and put himself in dangerous situations for the greater good, even though he can easily send out people in his place, Kirk is well renowned for his Audacity. He even stole a car from his step-father when he was a kid and crashed it. Kirk will push the limits way more than Shepard.

<p style="text-align: center;">90 Brutality 90

Both are brutal when they need to be but will be nice when needed. Neither can beat the other in Brutality.

<p style="text-align: center;">89 Experience 91

Both have faced a good many enemies. Shepard had been fighting the Reapers and their great allies for a few years. One would think the Reapers would be worse than Nero or Kahn. However, Nero had a weapon capable of destroying entire planets, a weapon greater than any weapon used by the Reapers. Shepard wins in experience but it is so close that it it shouldn't matter too much.

=Battle of Tomorrow's Armies! Terran Dominion vs System Alliance=

Two future armies of Earth decedents will fight each other to see who is the more dominant army of future Humanity! They are advanced! They are tenacious! They are menacing! This is the Battle of Tomorrow's Armies!

The Terran Dominion, the powerful successors of the Terran Confederacy, who grew in power and became on of the dominant forces in the Milky Way...

VS

The System Alliance, the Human government, who has proved themselves to be a power not to be underestimated...

WHO IS DEADLIEST?

Terran Dominion
The Terran Dominion, sometimes simply known as the Dominion, was created shortly after the fall of the Confederacy at the height of the war between the terrans, the zerg and the protoss from the Sons of Korhal and many other terran factions. Korhal IV is the throne world of the Dominion.

The roots of the Terran Dominion spring from the Rebellion of Korhal, a "terrorist" faction which emerged when the Terran Confederacy put down a rebellion against them on the world of Korhal. The Confederate attempts to weaken the Rebellion backfired when they slew its first leader; Arcturus Mengsk became its new leader and was even more effective. When Mengsk forged an alliance with the Umojan Protectorate, the Confederates destroyed the world of Korhal using nuclear weaponry. Mengsk renamed the Rebellion the Sons of Korhal. The rebel movement fought against the Confederacy, allying themselves with former Confederacy Alpha Squadron leader General Edmund Duke and eventually destroying it using psionic devices to lure the zerg to the Confederate homeworld of Tarsonis.

The successful destruction of Tarsonis caused the fall of the Confederacy. Most Confederate survivors joined the Sons of Korhal, including the remaining Confederate squadrons, which were forcefully conscripted, giving the Dominion military supremacy. The former rebels saved many terran lives, but refused to assist worlds that did not welcome their intervention, as Mengsk remarked that the planet's local government had ultimate authority on that planet. Many survivors were taken to Ursa.

Mengsk announced that a new government, the Terran Dominion, was necessary to keep watch over the terran worlds asking for help. He promised victory over the aliens. For the first time, all of the terran colonies within the Koprulu Sector (including Umoja and Moria) were united under one sovereign ruler. A few exceptions, such as Raynor's Raiders and an elite commando squad led by one Samir Duran remained outside its control.

The Dominion government became based out of Augustgrad, the capital of the throne world of Korhal IV. The Dominion set up a powerful defense grid on Korhal consisting of battlecruisers, nukes and other deterrents.

Ground Units
SCV= The T-280 SCV is used to construct and maintain everything from remote outposts to space platforms as well as harvest resources. They are used by both military and civilian interests throughout the Koprulu Sector for their versatility and reliability. During the reign of the Terran Confederacy, volunteering to pilot an SCV appeared to be an alternative to military service. The PEB (Preferred Experience Base) was hostile environment engineering, with combat experience a plus.

The T-280 model became prominent for its performance during the construction of Tarsonis' space platforms. It was widely adopted and became a staple in terran engineering by 2489 and is used for general resconstruction efforts. The T-280 stands just over twelve feet tall. It is equipped with fusion cutters and plasma welders.

Within a few months of the end of the Brood War, a new SCV model had been introduced, albeit still retaining T-280 designation. It features improved motivators, allowing smoother operations.

Weapons:

Fusion Cutter: Special Edges: Marines= Marines compose the bulk of most terran front-line forces, ranging from officially government-sanctioned units and local militias to renegades and mercenaries. Koprulu Sector marines are generally equipped with powered armor suits and rapid-fire C-14 rifles. The suit provides full life-support and NBC protection, allowing marines to deploy into environments that would otherwise be inimical to human life. To improve their effectiveness and odds of survival, many marines make heavy use of stimpacks.
 * While not meant for combat, the SCV's Fusion cutter can be used as a deadly melee weapon.
 * Damage: Very High
 * Repair: SCV's are fantastic as fixing damaged vehicles and structures in record time.
 * Build: SCV's can build structures in surprising speed, including Missile Turrets.
 * Armored Hull: While not the most powerful, the SCV's hull is pretty strong.
 * Armored Hull provides Level 4 Protection

A significant proportion of the Confederate Marine Corps was manned by "culturally challenged" individuals who had been "resocialized" via brain surgery, implants such as aggression inhibitors, and resocialization tanks. Counseling and drug therapy were also used to help overcome criminal and/or anti-social tendencies. Despite this source of manpower, it was not always sufficient to replace battlefield losses, and instances of law-abiding persons being conscripted and subjected to "resoc" were not unknown. In any case, volunteers were few.

By the time of the protoss attack on Chau Sara, each Confederate marine was officially issued a CMC-300/CMC-400 combat suit and a C-14 rifle.

Weapons:

C-14 Gauss Rifle: Super Punch:
 * The C-14 Impaler Gauss Rifle is a Terran standard issue marine weapon of the Confederate and Dominion Marine Corps.
 * Accuracy: Very High
 * Rounds: Accelerated Hypersonic 8 mm Armor-Piercing metal "spikes"
 * Damage: Very High
 * Magazine: 200 rounds
 * Rate of Fire: Automatic
 * While not one of their primary attacks, Marines are able to use their enhanced strength to deal devastating damage.
 * Damage: High

Special Edges: Reaper= Reapers specialize in hit-and-run, close-quarters combat. They are more mobile than marines as their jet packs allow them to surmount obstacles independently. Reapers are clad in self-contained body suits, and are armed with dual P-38 "Scythe" gauss pistols[1] and deuterium-eight demolition charges.
 * Stimpack: The stimpack is an in-field chemical delivery system filled with a variety of stimulants. Grants the user twice as fast movement.
 * Advanced Training: While being the most expendable units, Terran Marines are very well trained, making superb soldiers.
 * CMC-400 Powered Combat Suit: The Confederate Marine Corps Powered Combat Suit is a Terran armored exoskeleton. The CMC-400 Powered Combat Suit is an upgraded version of the CMC-300. It features NBC shielding and life support, an integrated stimpack system, immunity to most small arms fire and a communications array. At the same time, the CMC suits provided more than ungodly protection.
 * Armor provides Level 5 protection
 * Advanced NBC shielding.
 * Aural Directional Enhancers: Help clarify the source of external and transmitted sounds.
 * Full life support.
 * Gravity Generator: The suit is compatible with gravity accelerators for use on space platforms. Grav-boots may provide an alternative though.
 * HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems, is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor. The visor itself may be lowered/raised and/or (un)polarized at the user's discretion, though will automatically (un)polarize based on the intensity of light hitting it. Colors that can result include black and gold.
 * Integrated communication system.
 * At least some versions of the suit pump narcotics into the wounded wearer's bloodstream when its user is wounded, which can cause the wearer to fall unconscious.
 * Mufflers which reduce the amount of noise the suit makes and the user's heat signature. The CMC-300 model have vastly superior Mufflers than previous models.
 * Structural Support: Users were granted immense strength, speed and durability, making stamina a worry of the past. The servos enable a wearer to dash up steep slopes and safely land from heights of twenty feet.
 * Combat Shields: Marines are able to use shields to enhance their durability.
 * Increases level of Protection provided to Level 9
 * Obedience: Like all Terran units, Marines follow orders and never retreat from battle unless ordered to.

Reapers are drawn from marine recruits that could not be successfully subjugated by neural resocialization. These resistant recruits tend to be among the most hardened of criminals, and are sent instead to the "Icehouse" in the Torus System to be inducted into the Reaper Corps. Reaper recruits are chemically altered to make them even more aggressive before being subjected to brutal training in close-quarters combat and the use of their jet packs.

Weapons:

P-45 Reaper Pistol: G-4 cluster bomb: Special Edges: Ghost= Ghosts were chosen from psychically-gifted individuals who were quarantined by the Terran Confederacy and trained from infancy to channel their psionic energies to augment their natural physical strength and endurance. Conscripts who successfully completed the Ghost Program's rigorous training and augmentations then served as commandos and assassins.
 * The P-45 Reaper pistol is a weapon commonly used by reapers, who frequently dual-wield them.
 * Accuracy: Very High
 * Rounds: Hyper-Accelerated Projectiles
 * Damage: High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Fire both guns, one after the other
 * G-4 cluster bombs are powerful explosives used to kill multiple targets.
 * Accuracy: Medium
 * Rounds: High-Explosive Blast
 * Damage: Very, Very, Very High
 * Splash Damage
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Thrown
 * Jet Pack: Reapers have jet packs that allow them to jump up to areas unreachable by most units.
 * Reaper Armor: Reapers have relatively good armor.
 * Armor provides Level 5 protection
 * Combat Drugs: Reapers are able to step out of combat and regenerate health
 * Advanced Training: Reapers are better trained then Marines as their weapons and gear require more skill to use.
 * Obedience: Like all Terran units, Reapers follow orders and never retreat from battle unless ordered to.
 * Guerrilla Tactics: Reapers use their speed, jet pack and weapons extensively in hit-and-run combat.

Ghosts are trained in target shooting, close-quarters combat (martial arts and possibly other techniques) and vehicular expertise. Ghosts are also trained to move quickly and are desensitized to combat. Ghosts were frequently tasked with locating targets and provide targeting for tactical nuclear strikes. Their reconnaissance role was aided by cybernetic enhancements to their eyes.

Weapons:

C-10 Rifle: Balisong and Martial Arts EMP Shot Snipe Round: Nuclear Missile Special Edges: Marauder= Primarily a support unit for marines, the marauder arose from post-Brood War studies by the Dominion Armed Forces, showing a greater need of combat units better able to defeat zerg carapaces. To meet this requirement, the 5-4 Armored Infantry Suit was developed from the firebat's CMC-660 and equipped with two Quad K12 "Punisher" grenade launchers on each arm. The suit's grenade auto-loader is stocked with components that allow it to manufacture and load hundreds of standard Punisher grenades. By 2503, marauders were being fielded.
 * The C-10 is a terran canister rifle issued to ghosts.
 * Accuracy: Very, Very High
 * Rounds: Hyper-Accelerated Energy-Based 25mm Explosive Rounds
 * Damage: Very, Very High
 * Mag Size: Unknown (Presumably 10 rounds)
 * Rate of Fire: Semi-Auto
 * Many Ghosts have been seen using large, combat-efficient Balisongs. They are likely stronger than normal knives and can easily go through some body armor.
 * Damage: Medium
 * Ghosts are also masters of Martial Art combat. They can easily kill an individual in melee combat.
 * Damage: Low to High
 * The EMP shot does no damage but has a greater range, and area of effect and causes shields to go down and revile invisible enemies.
 * Accuracy: Very, Very High
 * Area of Effect: Around 10 meter radius
 * Rounds: EMP Pulse Round
 * Damage: none (Disables Shields and Uncloaks enemies)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Ghosts are able to enhance the power of their rounds with their Psionic powers, making it even more powerful and go through armor.
 * Accuracy: Very, Very High
 * Rounds: Psionic-Enhanced Hyper-Accelerated Energy-Based 25mm Explosive Rounds
 * Damage: Very, Very, Very High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * The nuclear missile, or nuke, is a Terran weapon of mass destruction, fired from a structure, vehicle, or starship. The modern version must be guided to its destination by a ghost. The shear power the Terran tactical Nuke is twice as powerful than the nukes of the 20th century.
 * Accuracy: Instant (Always hits its target)
 * Area of Effect: Several Miles
 * Rounds: Nuclear Blast
 * Damage: Instant Kill
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Drop
 * Cloaking: Ghosts are able to turn invisible and be undetectable. This allows them to reach locations without being shot at.
 * Special Forces Training: Ghosts are among the best trained soldiers the Terran have. They were trained since they were children and can take down most enemies with little aid.
 * Ghost Armor: Smaller but far more protective than Marine Armor, Ghosts are able to use their psionic powers to enhance their durability, much like the Protoss.
 * Armor provides Level 10 protection
 * Obedience: Like all Terran units, Ghosts follow orders and never retreat from battle unless ordered to.
 * Super Human Attributes: Ghosts are super fast, super agile, super strong and super durable.
 * Combat Prediction: Ghosts are able to use their Psionic powers to read enemies' minds and know what to do to counter act.

Weapons:

Quad K12 "Punisher" Grenade Launcher: Concussive Shell: Special Edges: Hellon= In use by 2490, the hellion is a high-speed raider built around a lightweight four-wheel chassis. Hellions are capable of causing damage disproportionate to their size, particularly against enemy infantry, thanks to their heavy Infernal flamethrowers. Additionally, their remarkable acceleration allows for improvisational tactics in the field. Some hellion drivers will deliberately outrun their enemies only to turn and attack when they have reached maximum range. The low cost, exceptional agility, and devastating firepower of these vehicles have made them extremely popular with mercenary companies.
 * The Quad K12 "Punisher" grenade launcher is the primary weapon of the marauder. The marauder mounts a pair of K12s on each arm.
 * Accuracy: Very High
 * Rounds: High-Power Impact Grenades
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Concussive Shells actually form a gravitational warp when they detonate. This warp not only damages the target, but it also slows the movement speed of all nearby units to a crawl for a short period of time.
 * Accuracy: Very High
 * Rounds: Concussive Warp Grenade
 * Damage: Very, Very High
 * Any target in the blast radius is slowed
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * The 5-4 Armored Infantry Suit: The 5-4 Armored Infantry Suit is a heavily remodelled version of the CMC-660 used by marauders. It is armed with two Quad K12 "Punisher" grenade launchers on each arm. The suit's autoloader is equipped to quickly manufacture and load hundreds of standard Punisher grenades. The suit's tolerance against impacts is much greater than the wearer's. By the Second Great War, Wolfe Industries had released a kinetic foam undersuit that better protected, and improved the survivability of, the wearer.
 * Armor and Kinetic Foam provides Level 12 protection
 * Advanced NBC shielding.
 * Aural Directional Enhancers: Help clarify the source of external and transmitted sounds.
 * Full life support.
 * Gravity Generator: The suit is compatible with gravity accelerators for use on space platforms. Grav-boots may provide an alternative though.
 * HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems, is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor.
 * Integrated communication system.
 * At least some versions of the suit pump narcotics into the wounded wearer's bloodstream when its user is wounded, which can cause the wearer to fall unconscious.
 * Mufflers which reduce the amount of noise the suit makes and the user's heat signature. The CMC-300 model have vastly superior Mufflers than previous models.
 * Structural Support: Users were granted immense strength, speed and durability, making stamina a worry of the past. The servos enable a wearer to dash up steep slopes and safely land from heights of twenty feet.
 * Obedience: Like all Terran units, Marauders follow orders and never retreat from battle unless ordered to.
 * Advanced Training: Marauders are specialized soldiers and are better trained than Marines.

Weapons:

Infernal Flamethrower: Special Edges: Hellbat= The hellbat, formerly called the battle hellion, is a transforming terran vehicle based on the hellion.
 * The Infernal flamethrower is the Hellion's weapon of choice.
 * Accuracy: Very High
 * Rounds: Metal-Melting Fire
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Stream
 * Super Fast: Hellions are very fast and maneuverable. They can move up t0 250 miles per hour and yet can avoid hazards with ease. This makes up for their weak hull.
 * Hull: While Not as powerful as armor used by most combat vehicles, Hellions can still take a beating before going down.
 * Armor provides Level 9 protection
 * Guerrilla Tactics: Hellions can make use of their fast movements and quick bursts of fire to use hit-and-run tactics and ambush tactics.
 * Obedience: Like all Terran units, Hellions follow orders and never retreat from battle unless ordered to.
 * Advanced Training: Hellions/Hellbat pilots are experts. They need to be to be able to pilot both wheeled vehicles and mechs.

By the second phase of the Second Great War, the Terran Dominion developed a special robotic upgrade for the hellion. The battle mode's heat shielding expands and reforms to protect both the robot and the driver.

Weapons:

Napalm Spray: Special: Viking (Assualt Mode)= The A2 Viking Armored Mechanical Hybrid is a terran unit with the ability to transform between a ground unit ("Assault mode") and an air unit ("Fighter mode").
 * Hellbats can create an intensely hot wall of fire that can melt through most metals.
 * Accuracy: Low
 * Rounds: Metal-Melting Fire
 * Damage: Very, Very High
 * Splash Damage
 * Mag Size: Unknown (Allot)
 * Rate of Fire: Single Stream
 * Armored Fuel Tank: Hellbats have extremely strong fuel tanks that keep from blowing up on them and killing the pilot.
 * Armored Hull: The Hellbat can take up major damage and is almost invulnerable to extreme heat attacks.
 * Armored Hull provides Level 13 protection
 * Obedience: Like all Terran units, Hellbat follow orders and never retreat from battle unless ordered to.
 * Advanced Training: Hellions/Hellbat pilots are experts. They need to be to be able to pilot both wheeled vehicles and mechs.

Based heavily on the transformation design of the siege tank, the Viking was designed to be the ultimate anti-air and ground-support weapon system, armed with MT50 Lanzer Torpedoes and twin gatling guns for both respective tasks. A targeting system exists for both, along with displaying height and location. The ability to self-destruct is also present.

Weapons:

Twin Gatling Cannon: Special Edges: Siege Tank= The dual-mode siege tank concept was a response to the Guild Wars and the goliath. Prior to the war, work had progressed on a static "final defense" cannon. However, the conflict demonstrated the need for mobility and as a result an effort was made to make the cannon more mobile. The solution was creative. An existing tank design was modified so that it could operate as a conventional tank in addition to being able to deploy the cannon and become a static artillery emplacement at will. Mobile siege tanks were in existence by 2480, several years before the official beginning of the Guild Wars. These tanks were able to be fueled by oil.
 * In In its Assault Mode, the Viking uses two powerful Gatling Cannons.
 * Accuracy: Very High
 * Rounds: High-Power Acceleration Rounds
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Both guns fire at the same time
 * Transformation: Vikings can transform from Assault Mode to Fighter Mode.
 * Armored Hull: Vikings have extremely strong hulls, allowing them to take powerful hits.
 * Armor provides Level 13 protection
 * Obedience: Like all Terran units, Vikings follow orders and never retreat from battle unless ordered to.
 * Large Unit: Vikings are very large and weigh around 10 tons

Siege tanks function in two modes. First is the "tank" or "assault mode" in which the vehicle may be used in the familiar armored support role using relative light weapons. The second is the more radical "siege mode" in which the vehicle becomes a static emplacement able to deploy a much more powerful and longer ranged weapon.

Weapons:

90mm Twin Cannons: 180mm Shock Cannon: Special Edges: Thor= The thor is a huge and powerful terran mechanical walker. Despite the thor being smaller than the Odin, the thor is still heavily armed and armored, and known to be one of the most heavy and powerful mechanical units in the Dominion Armed Forces.
 * The Siege Tank is armed with 90mm Twin Cannons when in Tank Mode
 * Accuracy: Very High
 * Rounds: 90mm Plasma Blast
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Tank Mode Only
 * The Primary weapon of the Siege Tank in Siege Mode is the 120mm Shock Cannon.
 * Accuracy: Very, Very High
 * Rounds: 180mm Super-Heated Tungsten Blast
 * Damage: Very, Very, Very High
 * Splash Damage
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Siege Mode Only
 * Transform: Siege Tanks can transform from Tank Mode to Siege Mode and vice verse.
 * Armored Hull: Siege Tanks have heavy hulls, allowing them to take a hell of a beating.
 * Armored Hull provides Level 15 protection
 * Obedience: Like all Terran units, Siege Tanks follow orders and never retreat from battle unless ordered to.
 * Large Unit: Siege Tanks are massive units. They weigh around 20 tons.

A thor's primary role is to act as the spearhead: a big tough unit that can push past an artillery barrage or fortified positions or push into an enemy base and lead marines into battle.

Weapons:

Thor's Hammer: Javelin Missiles: Punisher Cannons: 250mm Strike Cannons: Special Edges:
 * The Thor's Hammer is a powerful Particle Accelerator cannon that can destroy powerful units in one shot. They have two and fire both in one shot.
 * Accuracy: Very, Very, Very High
 * Anti-Ground
 * Rounds: Participial Accelerator Blast
 * Damage: Very, Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Two Shots at a time
 * The Thor carries powerful anti-air homing missiles.
 * Accuracy: Very High (Homing)
 * Anti-Air
 * Rounds: High-Explosive Missiles
 * Damage: Very, Very High
 * Splash Damage
 * Mag Size: Unknown
 * Rate of Fire: 4 Missiles at a time.
 * The Punisher Cannons are powerful Anti-Air Accelerated Projectiles Cannons.
 * Accuracy: Very, Very, Very High
 * Anti-Air
 * Rounds: Giant Accelerated Explosive Shells
 * Damage: Very, Very, High
 * Mag Size: Unknown
 * Rate of Fire: Two Shots at a time
 * These powerful cannons fire several powerful shells that are perfect at destroying almost anything.
 * Accuracy: Very, Very, Very High
 * Anti-Ground
 * Rounds: 250mm Accelerated Explosive Shells
 * Damage: Very, Very, Very, Very High
 * Stuns target
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Four Cannons
 * Heavily Armored Hull: The Hull of the Thor renders it near indestructible. Most attacks against it are near useless. It can even take a hit from a Terran Nuke or Yamato Cannon.
 * Heavily Armored Hull provides Level 40 protection
 * Immortality Protocol: If downed, the Thor will shut itself down and start self-repairing itself with crazy speed.
 * Obedience: Like all Terran units, Thors follow orders and never retreat from battle unless ordered to.
 * Massive Unit: The Thor is a giant mech, weighing at least 100 tons.

Air Units
Wraith= By 2499, the Wraith was still considered the newest in a line of space superiority fighters. Traditionally, most space battles had taken place between capital ships and smaller gunships. However, Tarsonian technicians found that small, dynamic high-speed fighters could repeatedly deal damage to large ships while evading most defensive battery attacks. They primarily use missiles for their air/space attacks but could also use lasers for air/space targets. Against ground targets however, their lasers lacked punch.

Known for their maneuverability, piloting a Wraith was no small task however, and aspiring Colonial Fleet Wraith pilots already had to be certified combat pilots before gaining access to the new craft. Wraith pilots were typically "lionized" in a manner similar to destroyer captains.

Weapons:

Gemini Missiles: Burst Lasers: Special Edges: Raven= Operationally linked to an AI,[7] the Raven is an all-around workhorse that combines the functions of a surveillance drone and a combat engineer. A common sight among the Fringe Worlds, these robust air-mobile vehicles are built to operate independently in harsh climates. Ravens excel in protection and reconnaissance due to their defensive auto-turrets and their advanced sensors, which can detect cloaked or burrowed enemies. The Terran Dominion initially designed the Raven to give low-level protection to its most isolated outposts, but recently the Raven has been used in escalating levels of conflict to replace the older and costlier science vessel.
 * The Wraith's primary Air-to-Air weapon, Gemini Missiles don't pack major punches individually but two together are deadly.
 * Accuracy: Very High (Homing)
 * Rounds: High-Explosive Anti-Mater Missiles
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Fires both missile launchers at once
 * The Wraith's Air-to-Ground weapon is the Burst Lasers
 * Accuracy: Very High
 * Rounds: High-Power Laser
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Cloaking: Wraiths are able to cloak themselves both visually and detector wise.
 * Super Fast: Wraiths are capable of moving at super-sonic speeds, making them hard to par in speed. They are also very maneuverable, capable of dodging hazards with ease.
 * Armored Hull w/ Energy Shields: Wraiths have strong hulls and light energy shields, which together can take vastly more damage than Marines and can par the Viking in toughness.
 * Armored Hull provides Level 12 protection
 * Obedience: Like all Terran units, Wraiths follow orders and never retreat from battle unless ordered to.

Weapons:

Auto-Turret: Point Defense Drone: Raven's are also able to deploy Point Defense Drones to increase defenses. Missile Strike: Special Edges: Banshee= The Banshees were heavily optimized for its intended role. Armament was limited to air-to-ground Backlash rockets. The aircraft was powered by relatively low-thrust and inexpensive turbofans capable of operating only in an atmosphere, or allowing the aircraft to be dropped from orbit; the engines were incapable of attaining escape velocity. However, Banshees are outfitted with special propulsion systems only used in space.
 * Raven's are able to deploy Auto-Turrets to bring in a defensive-offensive edge.
 * Look up Auto-Turret in Defensive Units section.
 * Look up Point Defense Drone in Defensive Units Section.
 * The only offensive power it has, the Raven can launch a seeker missile to cause deadly damage.
 * Accuracy: Very, Very High (Laser Targeting)
 * Area of Effect: 100 meter radius
 * Rounds: Seeker Missile
 * Damage: Very, Very, Very, Very High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Missile
 * Detection: Ravens can detect cloaked and burrowed enemies.
 * Does not reveal friendly cloaked units to enemies.
 * Armored Hull: Raven's have armored hulls stronger than Wraiths.
 * Armored Hull provides Level 14 portection
 * Obedience: Like all Terran units, Ravens follow orders and never retreat from battle unless ordered to.

The Banshee received cloaking devices after entering service with militias and guerilla forces. Salvaged cloaking devices from Wraiths allowed the Banshee to become an effective raider. By the Second Great War, the Dominion Armed Forces were equipping their Banshees with the DN51 cloak generator; at the time, the DN51 was such a sophisticated example of Dominion technology that special teams were deployed to recover them from crashed aircraft. Wolfe Industries developed an upgrade that embedded cross-spectrum, light dampening, materials into the hull; this enhanced the cloaking effect by allowing it to be maintained with less power.

Weapons:

Backlash Missiles: Special Edges: Viking (Fighter Mode)= The A2 Viking Armored Mechanical Hybrid is a terran unit with the ability to transform between a ground unit ("Assault mode") and an air unit ("Fighter mode").
 * The Backlash rocket is a type of terran air-to-ground ordnance. They are carried by AH/G-24 Banshees. The installation of a shockwave missile battery allows these missiles to be fired in a straight line with each shot, allowing the Banshee to hit multiple ground targets. This makes the Banshee extremely potent against clustered ground targets.
 * Accuracy: Very, Very High (Laser Targeting)
 * Splash Damage
 * Rounds: High-Explosive Air-to-Ground Missile
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Fires both missile launchers at once
 * Cloaking: Banshees are able to cloak themselves both visually and detector wise.
 * Armored Hull: Banshees can take as much punishment as Ravens.
 * Armored Hull provides Level 14 protection
 * Obedience: Like all Terran units, Banshees follow orders and never retreat from battle unless ordered to.
 * Large Unit: Banshees are big and would weigh around 5 tons

Based heavily on the transformation design of the siege tank, the Viking was designed to be the ultimate anti-air and ground-support weapon system, armed with MT50 Lanzer Torpedoes and twin gatling guns for both respective tasks. A targeting system exists for both, along with displaying height and location. The ability to self-destruct is also present.

Weapons:

Lanzer Torpedoes: Special Edges: Medivac Dropship= The medical evacuation dropship, officially designated as the G-226 medical transport, is a terran aerospace transport that also provides medical support for wounded troops.
 * When in Fighter Mode, the Viking uses Lanzer Torpedoes to take down aerial units.
 * Accuracy: Very, Very High (Homing)
 * Anti-Aerial
 * Rounds: High-Powered Missiles
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Fires both missile launchers at once
 * Transformation: Vikings can transform from Assault Mode to Fighter Mode.
 * Armored Hull: Vikings have extremely strong hulls, allowing them to take powerful hits.
 * Armored Hull provides Level 12 protection
 * Obedience: Like all Terran units, Vikings follow orders and never retreat from battle unless ordered to.
 * Large Unit: Vikings are very large and weigh around 10 tons

Special Edges: Battlecruiser= The battlecruiser is a type of terran capital ship employed in the Koprulu Sector. Battlecruisers were employed during the Guild Wars when space engagements were fought by capital ships and medium-sized gunships. The development of anti-capital ship starfighters, such as Wraiths, did not spell the end of battlecruisers. The large warships adapted to carry strike craft which augmented and complemented the combat value of both. Battlecruisers continue to be an integral part of terran space forces as general purpose warships and command ships during extended campaigns.
 * Medical Aid: Medivac Dropships can heal friendly biological units below it.
 * Pick Up/Drop Off: Like most dropships, the Medivac Dropship is able to pick up and drop off units.
 * Thor Load: A Medivac Dropship is big and strong enough to transport a Thor around.
 * Armored Hull: Medivac Dropships are able to take major hits and keep going. This is useful as it can pick up wounded units and fly them away from the conflict.
 * Armored Hull provides Level 15 protection
 * Obedience: Like all Terran units, Medicac Dropships follow orders and never retreat from battle unless ordered to.
 * Large Unit: Medivac Dropships are very large and weigh several tons. They need to be to carry several units and carry medics and their proper gear.

While there are many classes of battlecruisers, all are armed with lasers and protected by neosteel armor. Gravity accelerators are also found on all battlecruisers. Battlecruisers use force fields for protection, but because they consume vast amounts of energy, these are only used when a battlecruiser is vulnerable, such as leaving warp space or entering an atmosphere. Otherwise the battlecruiser relies on its heavy armor for protection. The deadliest weapon they wield is the Yamato Cannon, which fires a concentrated beam with the same destructive power as multiple nuclear bombs.

Weapons:

ATS Laser Batteries: ATA Laser Batteries: Yamato Cannon: Missile Pods: Special Edges:
 * Battlecruisers frequently use multiple light, rapid-fire ATS Laser Batteries in combat.
 * Accuracy: Very High
 * Anti-Ground
 * Rounds: High-Power Laser Bolts
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Rapid Fire
 * Have multiple batteries to fire from.
 * For Air-to-Air combat, the Battlecruiser uses multiple ATA Laser Batteries.
 * Accuracy: Very High
 * Anti-Aerial
 * Rounds: High-Power Laser Bolts
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Rapid Fire
 * Have multiple batteries to fire from.
 * The Yamato cannon (a.k.a. Yamato gun) is a feared Terran particle weapon. It uses an intense magnetic field to focus a small nuclear explosion into a cohesive beam of energy.
 * Accuracy: Very, Very, Very High
 * Rounds: Nuclear Beam
 * Damage: At par with the Terran Nuke (otherwise, instant destruction)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * A new weapon of the Battlecruiser, it can fire out a laser-targeted volly of missiles that do massive damage.
 * Accuracy: Very, Very High (Laser-Targeting)
 * Anti-Aerial
 * Rounds: Multiple high-power missiles
 * Damage: Very, Very, Very, Very High
 * Splash Damage
 * Mag Size: Around 4 (Recharge)
 * Rate of Fire: Rapid Fire
 * Warp Engine: Battlecruisers are able to enter Warp-Space and reach locations in record time.
 * Heavily Armored Hull w/ Energy Shields: The heavily armored hull and energy shields of the Battlecruiser renders it near indestructible. Most attacks against it are near useless. It can even take a hit from a Terran Nuke or Yamato Cannon.
 * Heavily Armored Hull provides Level 55 protection
 * Defensive Matrix: Battlecruisers area able to activate a powerful Force Field around them to enhance their already incredible durability. They can still fire their weapons without hitting their defensive matrix. It can block energy weapons and missiles.
 * Defensive Matrix boosts protection to Level 75
 * Obedience: Like all Terran units, Battlecruisers follow orders and never retreat from battle unless ordered to.
 * Massive Unit: Battlecruisers are said to range from 500 feet to 1 kilometer. They will weigh well more than 1000 tons.
 * Multi-Functional: Battlecruisers also function as carriers of fighters.
 * Internal Defenses: Battlecruisers carry in them several marines for protection against boarding-attacks, making boarding WAY out of the question.

Defensive Units
Widow Mine= The widow mine is a terran-designed weapon, developed from the spider mine by Victor Kachinsky. It includes short-range jump jets and a fusion reactor.

Unlike most mines, the Widow Mine fires buries underground and fires missiles at the closes enemy to them.

Weapons:

Sentinel Missile: Special Edges: Auto-Turret= This simple robot gun emplacement is suitable for driving off smaller hostile life forms for an extended period of time. Auto-Turrets are diploid by Ravens.
 * Widow Mines fire small but very powerful explosives that home in at their target.
 * Accuracy: Very High (Homing)
 * Rounds: High-Explosive Missiles
 * Damage: Very, Very High
 * Mag Size: Unknown (Allot)
 * Rate of Fire: Single Shot
 * Movable: Unlike most mines, Widow Mines can move and burrow themselves by themselves.
 * Self-Burrowing: Widow Mines can burrow themselves.
 * Natural Camouflage: Because they are underground, they can't be detected the same way as invisible units.
 * Durability: As a machine, Widow Mines can take far more damage than units with pilots ore other basic organic aspect.
 * Machine Mentality: As a machine, Auto-Turrets will keep fighting, even if it it means its destruction.

Weapons:

12mm Gauss Cannon: Special Edges: Missile Turret= Missile turrets are inexpensive structures that fire the Longbolt missile. The system may be computer controlled to automatically engage aerial targets. Turrets are also equipped with a tracking scanner that allows powerful sensors capable of detecting cloaked vessels to center in on an identified target. Running on a set of power cells, a missile turret is able to operate independently for at least forty years.
 * The Auto Turret uses a powerful 12mm Gauss Cannon that does allot of damage.
 * Accuracy: Very High
 * Rounds: 12mm Accelerated Projectiles
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Durability: As a machine, Auto-Turrets can take far more damage than units with pilots ore other basic organic aspect.
 * Armored Hull: Auto-Turrets have armored hulls to provide more protection.
 * Armored Hull provides Level 15 protection
 * Machine Mentality: As a machine, Auto-Turrets will keep fighting, even if it it means its destruction.

Weapons:

Longbolt Missiles: Special Edges: Point Defense Drone= The defensive drone is a defensive device deployed by the Raven. The drone intercepts missiles and projectiles fired by certain enemy units and buildings.
 * Longbolt Missiles are deadly anti-air missiles used by Missile Turrets.
 * Accuracy: Very, Very High (Homing)
 * Rounds: High-Power Explosives
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Two Missiles at a time
 * Detection System: Missile Turrets have powerful sensors that allow them to detect cloaked aerial units.
 * Durability: As a machine, Missile Turrets can take far more damage than units with pilots ore other basic organic aspect.
 * Armored Hull: Missile Turrets have incredibly strong armor to increase their ability.
 * Armored Hull provides Level 25 armor
 * Machine Mentality: As a machine, Missile Turrets will keep fighting, even if it it means its destruction.

Weapons:

Point Defense Lasers: Special Edges:
 * Point Defense Drones area able to fire lasers to intercept most projectiles, from organic projectiles high-grade lasers to powerful missiles. Doesn't work on super-powerful weapons, such as the Yamato Cannon blast or Nukes.
 * Accuracy: All ways hits
 * Rounds: Anti-Projectile Lasers
 * Damage: Complete destruction of hostile projectiles
 * Mag Size: 10 lasers before recharging
 * Rate of Fire: Semi-Auto
 * Can fire multiple projectiles at once
 * Durability: As a machine, Missile Turrets can take far more damage than units with pilots ore other basic organic aspect.
 * Machine Mentality: As a machine, Missile Turrets will keep fighting, even if it it means its destruction.

System Alliance
The Systems Alliance is the representative body of Earth and all human colonies in Citadel space. Backed by Earth's most powerful nations, the Alliance has become humanity's military, exploratory, and economic spearhead. While the Alliance is relatively new to the galactic community, it has already made a name for itself, gaining humans an embassy on the Presidium. The Alliance is governed by a parliament based at Arcturus Station, which also serves as the Alliance's capital.

The Alliance military is respected by the Citadel races for its novel tactics and technology. Their strength lies in fire support, flexibility, and speed. The Council regards the Alliance as a "sleeping giant" as only 3% of humans volunteer for military service. They make up for low numbers with sophisticated technical support in the form of VIs, drones, artillery, and electronic warfare, and emphasis on mobility and individual initiative. Their military doctrine is not based on absorbing and dishing out heavy shocks like the turians and krogan. Rather, they bypass enemy strong points and launch deep into their rear, cutting supply lines and logistics, destroying headquarters and support units, leaving enemies to "wither on the vine".

Ground Units
Soldier= Alliance soldiers are renowned for their impressive fire support, flexibility, and speed. Humans have quickly integrated new technology into their combat gear and can unleash VIs, drones, and artillery on the battlefield.

Weapons:

M-8 Avenger: Omni-Blade: Frag Grenade: Special Edges: Engineer= Human engineers are support specialists that set up ambushes, provide fire support, and destroy enemy tech. Their value is not lost on an ally when a battlefield is cleared of turrets.
 * A common, versatile, military-grade assault rifle. Accurate when fired in short bursts, and deadly when fired on full auto.
 * Accuracy: Low
 * Rounds: Accelerated Rounds
 * Damage: Low
 * Mag Size: 30
 * Rate of Fire: Automatic
 * A disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin.
 * Damage: High
 * Rip your enemies apart with this shrapnel-packed grenade.
 * Accuracy: Low
 * Radius: 2 meters
 * Rounds: Fragmentation Blast
 * Damage: High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Thrown
 * Heavy Body Armor: Soldiers use heavy armor with Kinetic Barriers.
 * Heavy Armor and Kinetic Barriers provide Level 3 protection (Level 2 without Barriers)
 * Protection decreases against energy-based weapons
 * Fitness: Alliance Soldiers are very fit and can role out of danger.
 * Adrenaline Rush: For a brief moment, the user moves significantly faster.

Weapons:

M-12 Locust: Incendiary Omni-Blade: Overload Special Edges: Adept= Human adepts specialize in biotic crowd control, a valuable and renowned asset on the battlefield.
 * The Kassa Fabrications Model 12 Locust is a compact submachine gun developed for the Alliance but now favored by gang enforcers and hit men.
 * Accuracy: High
 * Rounds: Accelerated Projectiles
 * Damage: Low
 * Mag Size: 20
 * Rate of Fire: Automatic
 * The Human Engineer strikes with an omni-blade charged with incendiary energy.
 * Damage: High
 * Overload electronics with this power surge.
 * Accuracy: High
 * Rounds: Electronic Pulse
 * Damage: none (Damage shields, barriers, synthetics and flamethrowers)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Combat Drone: Engineers area able to deploy Combat Drones in combat.
 * Attack: Short-Range Stun
 * Durability: Low
 * Medium Body Armor: Engineers use medium armor and Kinetic Barriers.
 * Armor and Kinetic Barriers provide Level 2 Protection (Level 1 without shields)
 * Protection decreases against energy-based weapons
 * Fitness: Alliance Engineers are very fit and can role out of danger.

Weapons:

M-5 Phalanx: Biotic Blast: Shockwave: Warp: Singularity: Special Edges: Vanguard= Human vanguards are feared frontline opponents that can charge across the battlefield, surprising enemies before devastating them in hand-to-hand combat.
 * The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle.
 * Accuracy: Medium
 * Rounds: Accelerated Projectiles
 * Damage: Low
 * Mag Size: 4
 * Rate of Fire: Semi-Auto
 * The Human Adept blasts a wave of biotic energy with a palm strike.
 * Damage: High
 * When used, Shockwave sends out a series of explosive biotic impacts in front of the user ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets.
 * Accuracy: Medium
 * Rounds: Biotic Wave
 * Damage: None (Topples those hit)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Warp works by creating rapidly shifting mass effect fields that shred a target apart.
 * Accuracy: Medium
 * Rounds: Biotic Blast
 * Damage: High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * This gravitational power sucks multiple enemies within a radius to a single area, leaving them floating helplessly and vulnerable to attack.
 * Accuracy: Medium
 * Rounds: Biotic Orb
 * Damage: Low (Pulls Human-Size units)
 * Mag SIze: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Biotic Barriers: To make up of their pitiful protection, Adepts can use their powers to improve their powers.
 * Light Body Armor: Adepts use pathetic armor. Rely more on Kinetic Barriers.
 * Kinetic Barriers and Biotic Barriers provide Level 2 protection (None if both barriers are out)
 * Protection decreases against energy-based weapons
 * Fitness: Alliance Adepts are very fit and can role out of danger.

Weapons:

M-23 Katana Biotic Strike: Shockwave: Nova: Special Edges: Infiltrator= Human infiltrators focus on taking out enemies from afar without detection, but they also specialize in flanking and misdirection, allowing their allies to make short work of disorientated opponents on the battlefield.
 * Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with Varren infestations.
 * Accuracy: Low
 * Rounds: Accelerated Shotgun-Projectiles
 * Damage: Medium
 * Mag Size: 5
 * Rate of Fire: Semi-Auto
 * The Human Vanguard strikes at enemies with a biotically-charged fist.
 * Damage: High
 * When used, Shockwave sends out a series of explosive biotic impacts in front of the user ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets.
 * Accuracy: Medium
 * Rounds: Biotic Wave
 * Damage: Low (Topples those hit)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Nova is a close-range shock wave power which utilizes the Vanguard's high-risk, high-reward combat system.
 * Accuracy: Low
 * Area of Effect: 4 meter radius
 * Rounds: Biotic Wave
 * Damage: Medium
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Note: Sacrifices remaining Biotic Barriers
 * Charge: Vanguards can use their Biotic Powers to move at super speed at their target.
 * Biotic Barriers: Vanguards are able to use their Biotic powers to enhance their protection.
 * Medium Body Armor: Vanguards use medium armor that come with Kinetic Barriers.
 * Armor, Kinetic Barriers and Biotic Barriers provide Level 3 protection (Level 1 without Barriers)
 * Protection decreases against energy-based weapons
 * Fitness: Alliance Vanguards are very fit and can role out of danger.

Weapons:

Black Widow: Disruptor Omni-Blade Sticky Grenade: Cryo-Blast: Special Edges: Sentinel= Master of nothing but proficient in everything, human sentinels are often relied upon to draw fire on the battlefield. Sentinels relish their opponents' look of surprise when they realize they were focusing on the wrong enemy all along.
 * The Alliance wanted to reduce the reload time of the original Widow rifle, without sacrificing its stopping power.
 * Accuracy: High
 * Rounds: Accelerated Rounds
 * Damage: High
 * Mag Size: 3
 * Rate of Fire: "Automatic"
 * Slow as hell
 * The Human Infiltrator slashes with a forked omni-blade discharging electrical energy.
 * Damage: High
 * Stick this grenade to your opponent, and the explosion will tear apart the target and shrapnel will damage other enemies caught in the blast. Ineffective against large, super-armored units.
 * Accuracy: Low
 * Radius: 2 meters
 * Rounds: Fragmentation Blast
 * Damage: High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Thrown
 * Sticks to hit target.
 * When activated, the user's omni-tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius.
 * Accuracy: High
 * Radius: 1 meter
 * Rounds: Super-Cold Blast
 * Damage: None (Slows target)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Tactical Cloak: Infiltrators are able to turn invisible and avoid sight.
 * Medium Body Armor: Infiltrators use medium armor. They also have Kinetic Barriers.
 * Armor and Kinetic Barriers provide Level 2 protection (Level 1 without Kinetic Barriers)
 * Protection decreases against energy-based weapons
 * Fitness: Alliance Vanguards are very fit and can role out of danger.

Weapons:

M-5 Phalanx: Dual Omni-Blades Throw: Warp: Special Edges: M35 Mako= The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. It is designed to fulfill the role of rapid deployment that its predecessor, the M29 Grizzly, fell short of accomplishing. Though the interior is cramped, an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world.
 * The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle.
 * Accuracy: Medium
 * Rounds: Accelerated Projectiles
 * Damage: Low
 * Mag Size: 4
 * Rate of Fire: Semi-Auto
 * The Human Sentinel generates two omni-blades and slashes horizontally.
 * Damage: High
 * Throw is mostly used in combat to keep opponents at a distance, by either launching them away or knocking them over, rendering them helpless when they land.
 * Accuracy: Medium
 * Rounds: Biotic Blast
 * Damage: None (launches target away)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Note: Weight Limit; Cannot live overly large units.
 * Warp works by creating rapidly shifting mass effect fields that shred a target apart.
 * Accuracy: Medium
 * Rounds: Biotic Blast
 * Damage: High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Tech Armor: Tech Armor generates an energy armor suit that boosts the user's shields.
 * Biotic Barriers: To make up for the pitiful protection their armor gives, Sentinels can use their powers to improve their durability.
 * Fitness: Alliance Sentinels are very fit and can role out of danger.
 * Light Armor: The armor Sentinels wear are incredibly weak but have Kinetic Barriers.
 * Kinetic Barriers, Biotic Barriers and Tech Armor provide Level 3 protection (None if both Barriers and Armor are broken)
 * Protection decreases against energy-based weapons
 * Fitness: Alliance Sentinels are very fit and can role out of danger.

Weapons:

155mm Mass Accelerator Cannon: Coaxial-Mounted Machine Gun Special Edges: M-080= The M-080 is a large infantry fighting vehicle, or IFV. This class of vehicle is equipped with a turret with two coaxial barrels: the machine gun and main cannon. Like the M29 Grizzly and the M35 Mako, the M-080 is equipped with six wheels.
 * The Mako caries with it a powerful 155mm Mass Accelerator Cannon on top.
 * Accuracy: Very High
 * Rounds: 155mm Accelerated Shells
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Note: Not very accurate when moving
 * Another gun the Mako has is a coaxial-mounted machine gun.
 * Accuracy: Medium
 * Rounds: Accelerated Projectiles
 * Damage: High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Maneuverability: Lacking the strength and durability of many variants, The Mako makes up in mobility as it can drive over most terrain.
 * Armored Hull: While not as powerful as most of the hulls of many Terran vehicles, the Mako has a strong hull that can take hits.
 * Armored Hull provides Level 9 protection
 * Pick-Up/Drop Off: The Mako functions as a transport as they will drive units from one location to another. However, it is rather small and can only carry a small few.

Weapons:

Mass Accelerator Cannon: Mass Accelerator Machine Gun: Special Edges:
 * The M-080 has a large Mass Accelerator Cannon on its back.
 * Accuracy: Very High
 * Rounds: Accelerated Shell
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Can only hit what's in front of it
 * The M-080 also has a Mass Accelerator machine gun to add to its tiny arsenal.
 * Accuracy: High
 * Rounds: Accelerated Projectiles
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Can only hit what's in front of it
 * Armored Hull: The Hull of the M-080 is extremely strong and can take a viscous beating.
 * Armored Hull provides Level 13 Protection
 * Large Unit: The M-080 is big and heavy, weighing around 10 tons.

Air Units
F-61 Trident Fighter= A mainstay of the Alliance Navy, deployed in deep space engagements from carriers. Highly maneuverable in low atmosphere conditions.

Weapons:

Mass Accelerator Machine Guns: Disruptor Torpedoes: Special Edges: Kodiak Drop Shuttle= Nicknamed the "Combat Cockroach" by Alliance marines due to its durability and looks, the Kodiak drop shuttle is an interplanetary vehicle operated by a pilot and a co-pilot. It can carry up to 14 people, including the pilots, with a total of 12 in a cramped cargo space with full complement, as well as a VI. A true contragravitic vehicle, the Kodiak's substantial element zero core allows flight by entirely countering the vehicle's mass. Its small thrusters are for directional control only, so if the mass effect field fails, the vehicle becomes a proverbial "three-million-credit coffin".
 * The primary weapon of the Trident Fighter is its Mass Accelerator Machine Guns.
 * Accuracy: Medium
 * Rounds: Accelerated Projectiles
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Disruptor torpedoes are powered projectiles with warheads that create random and unstable mass effect fields when triggered.
 * Accuracy: High
 * Anti-Air Only
 * Rounds: Disruptor Blast
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Maneuverability: Maneuverability is the F-61's primary advantage.
 * Hull: Protection wise, the Trident is pretty weak and works best at avoiding getting hit.
 * Hull provides Level 8 protection

Weapons:

Duel Mass Accelerator Cannons: Special Edges:
 * Though rarely used, the Kodiak Drop Shuttles are fitted with two Mass Accelerator Cannons.
 * Accuracy: Medium
 * Anti-Air Only
 * Rounds: Mass Accelerator Cannons
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Action
 * One cannon fires after the other.
 * Armored Hull w/ Kinetic Barriers: Shuttles have strong hulls and kinetic barriers.
 * Armored Hull and Kinetic Barriers provide Level 14 protection
 * Pick Up/Drop Off: Despite their relatively small size, Shuttles can transport multiple individuals from location to location, though it will take time to pick up and drop off and they will be a little cramp.

A-61 Mantis Gunship= The Gunship is driven by vectored-thrust engines. First rolled off the assembly lines in 2170, the Mantis remains in service in dozens of armies across the galaxy. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship, a fighter, a high-altitude bomber, or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. The only role the Mantis cannot perform is that of a true deep-space fighter, as it has no FTL drive.

Weapons:

Mass Accelerated Machine Guns: Inferno PKRs (Precision Kill Rockets): Special Edges: Frigates= Frigates are light escort and scouting vessels. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and groundside duty. Unlike larger vessels, frigates are able to land on planets.
 * A pair of belly-mounted M350 mass-accelerator machine guns are a main part of the Gunship's arsenal.
 * Accuracy: High
 * Rounds: Accelerated Projectiles
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * The Inferno PKRs serves as the Gunship's heavy hitting weapons.
 * Accuracy: High
 * Rounds: Precision Kill Rockets
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Maneuverability: Gunships are very maneuverable aircraft that can take off vertically and fly relatively quickly.
 * Armored Hull w/ Kinetic Barriers: Gunships are better armored than most units and have kinetic barriers that provide extra (unnecessary) protection.
 * Armored Hull and Kinetic Barriers provide Level 12 protection
 * Protection decreases against energy-based weapons
 * Large Unit: Gunships are very big and can weigh possibly up to 6 tons

Weapons:

Mass Accelerator Cannons: Javelin Disruptor Torpedoes System: Special Edges: Cruiser= Cruisers are middle-weight combatants, faster than dreadnoughts, and more heavily-armed than frigates. Cruisers are the standard patrol unit, and often lead frigate flotillas. Cruisers cannot land on medium or high-gravity worlds, but do possess the ability to land on low-gravity planets.
 * The Frigate has with it one single Mass Accelerator Cannon.
 * Accuracy: High
 * Anti-Air Only
 * Rounds: Accelerated Shell
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * The Javelin is an experimental close-assault weapon fitted on a handful of newer Alliance warships. It consists of a "rack" of two or more disposable disruptor torpedo tubes bolted or magnetically "slung" on to a ship’s exterior armored hull.
 * Accuracy: Low
 * Anti-Air Only
 * Rounds: Disruptor Blast
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Transport: Frigates are good at picking up and dropping off soldiers and vehicles.
 * "Cloaking": Normandy-Class Frigates have heat-collection system that allows it to sneak past ships with detection systems based on heat.
 * Does not effect visual or detection on proximity-detection systems
 * GUARDIAN: A starship's General ARea Defense Integration Anti-spacecraft Network (GARDIAN) consists of anti-missile and anti-fighter laser turrets on the exterior hull.
 * Useless against accelerated projectiles and energy weapons
 * Armored Hull w/ Kinetic Shields: Frigates are bigger and stronger than fighters.
 * Armored Hull and Kinetic Shields provide Level 18 protection (Level 12 without shields)
 * Protection decreases against energy-based weapons
 * Large Unit: Frigates are incredibly big and weigh around 40 tons

Weapon:

Duel-Barrel Mass Accelerator Cannon: Disruptor Torpedoes: Special Edges: Large Unit: Cruisers are big ships, weighing around 100 tons in weight Dreadnought= Dreadnoughts are kilometer-long capital ships mounting heavy, long-range firepower. They are only deployed for the most vital missions. A dreadnought's power lies in the length of its main gun. Dreadnoughts range from 800 meters to one kilometer long, with a main gun of commensurate length.
 * The primary weapon of the Cruiser is its large Duel-Barrel cannon on its back.
 * Accuracy: High
 * Anti-Air Only
 * Rounds: Accelerated Shell
 * Damage: Very, Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Fires one Barrel after the other
 * Can only fire at what's in front of the ship
 * Disruptor Torpedoes are powered projectiles with warheads that create random and unstable mass effect fields when triggered.
 * Accuracy: High
 * Anti-Air Only
 * Rounds: Disruptor Blast
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * GUARDIAN: A starship's General ARea Defense Integration Anti-spacecraft Network (GARDIAN) consists of anti-missile and anti-fighter laser turrets on the exterior hull.
 * Perfect against (detectable) fighters and missiles.
 * Useless against accelerated projectiles and energy weapons
 * Armored Hull w/ Kinetic Shields: Cruisers are better protected than Frigates but less than Dreadnoughts.
 * Armored Hull and Kinetic Shields provide Level 30 protection (Level 25 without shields)
 * Protection decreases against energy-based weapons

Weapons:

Primary Mass Accelerator Cannon: Broadside Mass Accelerator Cannons: Special Edges:
 * The primary weapon of the Dreadnought is their massive Mass Accelerator Cannon that fires twenty-kilogram slugs.
 * Accuracy: High
 * Anti-Air Only
 * Rounds: Twenty-Kilogram Accelerated Projectile
 * Damage: Very, Very, Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Can only fire at what's in front of the ship
 * These weapons mainly serve as Protection when ships are attacking from the side.
 * Accuracy: Low
 * Anti-Air Only
 * Rounds: Accelerated Projectiles
 * Damage: Very High
 * Rate of Fire: Semi-Auto
 * Have multiple cannons
 * Can only shoot at what's to the side of the ship
 * GUARDIAN: A starship's General ARea Defense Integration Anti-spacecraft Network (GARDIAN) consists of anti-missile and anti-fighter laser turrets on the exterior hull.
 * Perfect against (detectable) fighters and missiles.
 * Useless against accelerated projectiles and energy weapons
 * Armored Hull w/ Kinetic Shields: Dreadnoughts have the thickest hulls and strongest Kinetic Shields of all the ships in Mass Effect.
 * Armored Hull and Kinetic Shields provide Level 40 protection (Level 30 without shields)
 * Protection decreases against energy-based weapons
 * Massive Unit: Dreadnoughts are the biggest ships the System Alliance has, weighing in more than 1000 tons.

Defensive Units
Advance Assault Drone= Advanced Assault Drones are employed by the Systems Alliance and other armed forces for support of their ground operations. Assault Drones are armed with a Mass Accelerator Machine Gun.

Weapons:

Mass Accelerator Machine Gun: Special Edges: Machine Mentality: As a machine, Advanced Assault Drone will keep fighting, even if it it means its destruction. Alliance Heavy Turret= Alliance Heavy Turrets are turrets that are used by the Systems Alliance to defend their installations planetside. Alliance Turrets are deadly weapons. While firing at a slow pace, they can do enormous damage to infantry or vehicles if their missiles impact their targets.
 * The Advance Assault Drone uses a Mass Accelerator Machine Gun for combat.
 * Accuracy: High
 * Rounds: Accelerated Projectiles
 * Damage: High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Durability: As a machine, Advanced Assault Drones can take far more damage than units with pilots ore other basic organic aspect.
 * Armor w/ Kinetic Barriers: Advance Assault Drones are made of strong metal and have strong Kinetic Barriers.
 * Armor and Kinetic Barriers provide Level ll protection (Level 5 without Kinetic Barriers)
 * Loses protection against energy weapons

Weapons: Rocket Launcher: Special Edges: Machine Mentality: As a machine, Alliance Heavy Turrets will keep fighting, even if it it means its destruction.
 * Alliance Heavy Turrets fire rockets to blow any threat to pieces
 * Accuracy: Medium (Slow)
 * Rounds: Slow Rockets
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Durability: As a machine, Alliance Heavy Turret can take far more damage than units with pilots or other basic organic aspect.
 * Armor w/ Kinetic Barriers: Alliance Heavy Turret are made of strong metal and have strong Kinetic Barriers.
 * Armor and Kinetic Barriers provide Level ll protection (Level 5 without Kinetic Barriers)
 * Loses protection against energy weapons

X-Factors
<p style="text-align: center;">Terran Dominion vs Systems Alliance

Technology
<p style="text-align: center;">120 Weapon Technology 100 When it comes to weapon technology, the Terran win by far. The System Alliance has deadly weapons but their infantry weapons are vastly weaker than the infantry weapons used by the Terran Domain. Their weapons function much like the System Alliance weapons but with ten times the power. They will lave little problem killing Alliance troops while the System Alliance Marines will struggle to even hurt the Terran Marines. From the smallest units, the same can be said about their biggest units. Dreadnoughts have Mass Accelerator Cannons that have 2 1/2 times the power of the Atom Bomb dropped on Hiroshima. However, the Yamato Cannon used by the Battlecruisers are over almost 48 times as powerful as that of the Hiroshima bomb and is an energy based weapon, so Kinetic Shields will provide little protection. Overall, the Terran carry with them the superior weapon technology.

<p style="text-align: center;">110 Armor Technology 105 In the technological field of armor, the Terran's are still ahead but not as much. The System Alliance has Kinetic Barriers, which will enhance their durability. However, the Terran Domain have weapons that will make short work of these Kinetic Barriers, and have some weapons that can go right past them. On the other side, the armor used by the Terran are incredibly strong and can withstand most hits the System Alliance throws at them. System Alliance Dreadnoughts can be taken down by shots from other Dreadnought Cannons, while Battlecuisers can take a hit from the Yamato cannon, which is almost 24 times more powerful than the the Cannons. Overall, the Terran Dominion have the most powerful armor of the two forces.

<p style="text-align: center;">120 Special Technology 115 This is an interesting field. Both of them are very advanced but in different ways. The System Alliance have Biotics and how to reach FTL travel but only with the use of a Mass Relay. Their technology is highly dependent on Prothian technology. The Terran Domain is highly advanced in Warp Space travel without the need of Mass Relays and are highly advanced in controlling psionics. Their cloaking technology is also extensively more advanced than what the System Alliance can muster out. The ability to move at the FTL speed without the need of a Mass Relay gives and superior cloaking systems are what give the Terran Dominion the edge.

Personnel
<p style="text-align: center;">99 Obedience/Discipline 94 System Alliance units are very loyal to the System Alliance but they have had several units that went against their superiors. They are not the most disciplined units in the Mass Effect universe. The Terran are not above disobedience. They have had several members who deserted and fought against them. However, these members are incredibly rare the likely hood that a unit in this battle disobeying orders.

<p style="text-align: center;">99 Training 99 Both sides have incredibly well trained units and neither can beat the other in training.

Collective
<p style="text-align: center;">95 Tactics 90 Both sides have great tacticians and are able to create functioning plans. However, the primary tactic of the System Alliance is to attack the "feed line" of their enemy and let them "Wither on the vine". However this will likely not work on the Terran. They are able to build their supplies, buildings and vehicles on the spot and in crazy speed. The amount of time it takes the System Alliance to build a Dreadnought is several months, maybe even a few years. For the Terran Dominion, building a Battlecruiser takes only minuets. They will be able to send out more ships forces at once than the System Alliance can.

The Terran Domain get this edge also do to their more versatile tactics. They have fought the Protoss, the Zerg and even other Terran groups. They know how to deal with them and made effective tactics against all.

<p style="text-align: center;">100 Brutality 75 The Terran Dominion are vastly more brutal than the System Alliance. They are in a three-way war with the Protoss and the Zerg. They had to adapt to combat with both sides and without showing any mercy. The System Alliance are far more willing to give up and flee. They are also not the kind to attack colonies. The Terran Dominion are vastly more brutal.

<p style="text-align: center;">90 Adaptability 90 Both military forces are willing to adapt to their wars and make changes for the better.

<p style="text-align: center;">99 Experience 89 This one might be the most arguable of the x-factors. The System Alliance have faced the Reapers, an alien force hard to match. However, they still needed the aid of the Turians, Asari, Salarians and other military factions. The Terran Domain, on the other hand, had to fight their battle without any aid. They had two enemies and were alone in their war. However, they were able to prove themselves to be one of the dominant species in the Milky Way, a feat incredibly hard to reach, as they are at the lines of the hyper-advanced Protoss and the near-unstoppable Zerg. Add in the fact they have been fighting both sides for several more years and were able to even out with each other and you can see how the Terran Military packs far more experience under their wings.

=The Protoss vs TBA=

Protoss
<p style="text-align: center;">

The protoss are a sapient humanoid race native to Aiur. Their advanced technology complements and enhances their psionic mastery.

Alongside the zerg and terrans, the protoss stand as one of the three dominant species of the Milky Way.

The protoss are considered a "warrior race", although they were not constantly at war. They trained incessantly for combat, however, and prior to the Great War warred with the Kalathi and "other types" of protoss.

Physicality=

Protoss are about two meters (seven feet) to three meters tall and have two glowing eyes, digitigrade legs, semi-permeable skin covered in scales, four digits on their hands (of which two are thumbs) and toes, broad chests and shoulders, and narrow waists with slim midsections. Extending back from the crown of the head, protoss have a bony crest. Beneath it, emerging from the back of the head, are the nerve cords, allowing them to access their racial psionic gestalt. This gestalt is the basis of the Khala.

The xel'naga considered these beings to have purity of form as the protoss are incredibly adaptable to harsh natural conditions and climates, and their strength and speed were unparalleled amongst the other races known to the xel’naga. Protoss even have sharp claws, which can be deadly weapons if a protoss is caught unarmed.

Protoss derive sustenance from light, capable of living off of moonlight (reflected sunlight), and can go without light for extended periods of time. What little water they need is absorbed through the skin. The Dark Templar modified themselves biologically and used other techniques to survive on the formerly lightless world of Shakuras.

The protoss used to hunt, but they did so to collect the blood and hides of animals for various purposes, not for sustenance.

Protoss hear and smell through their skin, and it is believed that their primary sense is sight. Protoss have a sense of smell sharp enough to identify other protoss and see very well at night. A protoss' skin color may change in response to changes in its emotions. They are bereft of mouths, noses, or visible ears and are without a sense of taste. They possess three hearts. Metal Abilities=

Protoss are extraordinarily focused, to a degree unmatched by humans. Their powerful psionic abilities extend further than that of human ghosts.

The protoss brain is similar in structure to a human brain. The most noticeable differences lie in the cerebellum, primarily in its size — it is elongated in comparison to humans.

Protoss have been described as "devastatingly intelligent", but their thought processes work very differently than those of terrans.

Protoss are natural mind-readers. Protoss must learn to filter the thoughts they read and filter (or block) the thoughts that they release (which would prevent other protoss from reading their minds). The ability to block thoughts is compromised by the Khala, which prevents the protoss which follow that philosophy from hiding from each other. During the Aeon of Strife, Protoss regularly used their mind-screening abilities to ambush each other.

Protoss can use their psionic abilities to shield themselves, charge their tools and weapons, and to make, manipulate or meld matter. At least some of these abilities can only be used by a small minority of protoss without technological assistance (such as the creation of shields).

Protoss can sometimes access memories and strands of experience from protoss who have died and entered the Khala, but only preservers have full access to this knowledge. Protoss warriors can learn from the spirits of fallen warriors at the Templar Archives. Technology=

Protoss technology is a blend of psionics and mundane technology and has shown itself to be far more advanced than many other species of the galaxy, including humanity. Some of their technology requires vespene gas as a catalyst.

Protoss armor contains teleportation technology which whisks the warrior away to safety when they are injured to the point of death. Injured and crippled protoss can be transformed into cybernetic warriors.

Due to their low population, the protoss frequently use robots in their military.

Protoss pilots are an integral part of their ship, and using it drains their energies.

The protoss developed powerful crystal technology and incredibly powerful weapons of war, such as the colossus and the mothership, and could develop more powerful technology if they wished. The protoss limit their use of technology, as they are frightened of what they could do with it and feel they have perfected a slow but steady and methodical system of technological development.

Despite the Fall of Aiur, the protoss can still produce starships on other planets, and they have also inventories of them in many places.

Leaders
Zeratul= Zeratul is a revered Dark Templar mystic. He will take part in the Protoss defense.

During the Great War, Zeratul allied with the Khalai Tassadar, despite his hatred for the Conclave that once banished his forbears. The Dark Templar personally slew the cerebrate Zasz, but in turn accidentally gave the Overmind the location of Aiur.

Zeratul was manipulated by Kerrigan during the Brood War into killing the Second Overmind and Raszagal, the Dark Templar Matriarch.

These events, and the discovery of the hybrids, led Zeratul to go into seclusion to contemplate his actions and investigate. As the Second Great War approached he began to take a more active role once again.

Zeratul recorded what he had learned into an Ihan crystal. During the Second Great War, he clandestinely boarded the Hyperion and gave the crystal to Raynor. Zeratul warned the terran to ensure Kerrigan's survival, and cryptically alluded to both her pivotal role and the coming struggle with the hybrids. The prelate urged the terran to review the crystal's contents and then departed.

Zeratul reappeared sometime later, as Kerrigan attempted to rebuild the Swarm. As he appeared before Kerrigan aboard her leviathan, she attacked him on sight. After enduring a brief beating, Zeratul telepathically showed her Zerus, the birthplace of the zerg. The primal zerg that reside there constantly fight to survive and evolve. He told her to go there is she was to gain the power to challenge the fallen xel'naga, Amon.

In combat, Zeratul fights like many Dark Templars but has many deadly powers unobtainable by many units.

Weapons:

Warp Blades: Void Prison: Special Edges:
 * Warp blades, powerful Dark Templar melee weapons, were based on modified psi blade technology.
 * Damage: Very, Very, Very, Very High
 * Void Prison is a psionic power able to be cast by Zeratul. It temporarily disables any unit or building while keeping it frozen in place. While a unit is trapped in the Void Prison, the unit is unable to attack, move, use special abilities or detect cloaked units.
 * Accuracy: Automatic
 * Damage: Time-Space Entrapment
 * Damage: none (Temporary Disablement)
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Use.
 * Mind Reading: The Dark Templar can read the minds of individuals.
 * "Cloaking": The Dark Templar are capable of bending light and shrouding themselves in shadows, effectively making themselves invisible.
 * Blink: Zeratul can teleport from spot to spot, allowing him to move even faster than most units.
 * Super Speed and Agility: Dark Templar warriors are incredibly agile and can fight with amazing speed and grace.
 * Dark Templar Armor w/ Plasma Shields: Zeratul has vastly stronger armor and Plasma Shields than most Dark Templar.
 * Armor and Plasma Shields provide Level 40 protection (Level 30 without shields)
 * Protoss Physicality: The Protoss are vastly larger and stronger than humans. They can also move faster and hit harder.
 * Vast Experince: Several hundred years old, Zeratul has faced many units, from enemy Protoss to the Zerg to the Terran Confederacy/Dominion.
 * Capable Leader: Zeratul is a very skilled leader, capable of leading warriors into victory and rally units in a major last-stand.

Mohandar= Mohandar is the elderly leader of the Nerazim and member of the Hierarchy. He believes that Zeratul should return to Shakuras. He has been described as quiet and inscrutable. He will take part in the Protoss' first attack.

He took part in the mission to Ehlna. Once at the Alys'aril (the center where Nerazim memories were preserved) he met Jake Ramsey (the terran carrying Zamara's essence) and Zeratul. The latter made ready to leave. Mohandar told him his place was on Shakuras within the Hierarchy. Zeratul promised to return to Shakuras soon.

Zerg forces under the command of Ethan Stewart appeared at the Alys'aril, prompting Mohandar to blame Rosemary Dahl for leading them there. He wished to have only the Nerazim defend the place, with the others fleeing, but Selendis managed to stall Stewart for a time. Mohandar approved of a plan by Dahl and Vartanil to repair a number of protoss vessels located at the site, while one more vessel would try to reach Shakuras and bring warning of the battle. However, it was destroyed by the zerg.

Ulrezaj arrived on the battlefield, followed by the Terran Dominion. Ulrezaj and the zerg were defeated, leaving the Dominion victorious. Mohandar and the other protoss fled the site in a vessel, leaving the Alys'aril for a time. Later, a protoss force arrived and forced the Dominion out.


 * Vast Experience: An elder leader of the Dark Templars, Mohander has fought in many fights with enemy Protoss, the Zerg and Terran Confederacy/Dominion.
 * Experienced Leader: As a leader of the Dark Templars, Mohander can lead his allies into a deadly fight.

Mohandar's Ship

Mohandar pilots a custom made Void Ray. It can take more of a beating and its weapons do more damage. However, it is slower.

Weapons:

Prismatic Beam: Special Edges: Selendis= Selendis is the current protoss executor. She is sometimes referred to as a "high executor". She will take part in the final battle
 * The Void Ray's Prismatic Beam is a powerful weapon that can render some of the most powerful ships into ruble. The longer the beam is fires, the more powerful the beam becomes.
 * Accuracy: Very High
 * Both Anti-Air and Anti-Ground
 * Rounds; Incendiary Energy Beam
 * Damage: Very, Very High to Very, Very, Very, Very High*
 * *Damage increases over time
 * Damage Increases at an even greater rate
 * Mag Size: Unknown
 * Rate of Fire: Continues Beam
 * Prismatic Beam: The Void Ray's damage output gradually increases the longer it remains on a single target. If fast enough, the Void Ray can shift from one target to another with the same damage output it charged up earlier.
 * Heavily Armored Hull w/ Plasma Shields: Mohandar's Void Ray is vastly tougher and can take major hits.
 * Heavily Armored Hull and Plasma Shields provide level 80 protection (Level 50 without shields)

Selendis was a student of Artanis. In the reorganization following the Great War she was promoted to executor, acting as Artanis' assistant and commanding the combined military forces of the protoss.

Shortly after the Fall of Aiur and the successful defense and activation of the xel'naga temple of Shakuras, she took part in a mission to rescue three heroes from Aiur. However, the mission was interrupted by Ulrezaj, who slew two of the three heroes before being captured along with three of his followers. She also became aware of the Shel'na Kryhas (protoss survivors) stranded on Aiur, but didn't believe it was possible to save them. She, Zeratul and Artanis agreed to keep their presence secret. She would later oversee Ulrezaj's defeat over Shakuras.

Special Edges:
 * Grand Mentor: Selendig learned under Artanis, who has reached high-executor statis when he was at a young 262 years old (Young for Protoss).
 * Tactical: Selendig is a power attacker, using hard-hitting attacks that render enemies utterly devastated.

Selendig's Carrier

Selendig controls a massive and incredibly powerful Carrier that can take vastly more damage and produce interceptors that deal even more damage.

Weapons:

Interceptor Control: Purification Cannon: Special Edges:
 * The carrier can produce and control Interceptors, a collection of small, super fast robotic fighters.
 * Interceptors home into target from a long ways away.
 * Can produces 8 interceptor at once
 * The Carriers carry large energy cannons that they rarely. They use it when a large number of them plan to wipe out all life on a planet, usually to get rid of a Zerg infestation they can't clear out normally.
 * Accuracy: Very, Very, Very high
 * Rounds: Massive Energy Beam
 * Damage: Instant Kill/Destruction
 * Mag Size: Unknown
 * Rate of Fire: Continues Beam
 * Note: Carriers rarely use this so it shouldn't be thought of too much
 * Warp Space: The Carrier is capable of traveling through warp space.
 * Heavily Armored Hull w/ Plasma Shields: Selendig's Carrier is vastly more powerful than any Carrier around.
 * Heavily Armored Hull and Plasma Shields provide Level 45 protection (Level 30 without shields
 * Massive Unit: The Carrier is one of the Largest ships the Protoss has ever own. It weighs well more than 100 tons.

The Interceptors used by Selendig are not much different except they do more damage.

Weapons:

Interceptor Beams: Special Edges:
 * The Primary (and only) weapon of the Interceptors.
 * Accuracy: High
 * Rounds: Ion Bolts
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Fires one beam after the other
 * Super Fast: Interceptors are crazy fast, reaching an target far way in seconds.
 * Home-and-swarm: Interceptors home onto their target and swarm it, bombarding it with several small but signifigant shots.
 * Hull w/ Plasma Shields: Despite their small size, the Interceptor has a decently strong hulls with Plasma Shields.
 * Hull and Plasma Shields provide Level 8 protection (Level 4 without shields)

Ground Units
Zealots= Zealots are lower-ranked Templar who have yet to reach the upper levels of the Khala. Each zealot is trained for decades in hand-to-hand combat, tactics, pain tolerance and martial discipline. Zealots are taught to hate their enemies with a white hot passion and to hunt them down without mercy. Through the path of the Khala, zealots learn to hone their innate battle rage to a fine edge, though they can invoke a near-berserker rage when in battle if need be. They form the backbone of the protoss military.

All protoss have a degree of psionic power, the zealots using theirs exclusively on the art of war. Using a limited form of precognition, zealots can predict enemy movements, striking with deadly accuracy and dodging attacks. After the Brood War, some zealots developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning-fast speeds and strike suddenly against an enemy that thinks they are out of range. Seething with shame at the loss of Aiur, the zealots have dedicated themselves to more intense physical training as well. This includes duels at the end of their training, which appears to have the potential to be shortened.[5]

In battle, zealots wield psionic blades channelled through forearm units in their power suits. Augmented by cybernetic implants, zealots also use their psionic powers to surround themselves with a plasma shield. Even a handful of zealots can easily control an entire colony of lesser species, as they are capable of tearing through armored structures and vehicles alike.

A severely injured zealot may be transported off the battlefield upon the moment of defeat, in order to be transformed into a dragoon or an immortal.

Weapons:

Duel Psionic Blade: Special Edges: High-Templar= High templar are veteran Templar who forgo the rage and traditional forms of combat common to zealots in order to better develop their psionic powers into potent tools and weapons through the Khala. Although they are equipped with light armor suits and sometimes through them, psionic blades, this is not their standard form of attack.
 * A psionic blade (or psi blade) is a type of protoss close-combat weapon. Through a protoss generating psionic energy, forearm units contain and channel this energy, said units being located on power and light armor suits, used by zealots and high templar respectively.
 * Damage: Very High
 * Zealots have two and can attack with both.
 * Always on
 * Combat Prediction: Zealots can use their psionic powers to predict the moves of opponents.
 * Charge: Zealots can enter a state of "energy" were they can move at unmatchable speeds for a quick charge.
 * Given Experience: Zealots are able to take the memories of fallen warriors and add their skills and experience to theirs.
 * Power Suit w/ Plasma Shields: The Power Suit consists of a series of overlapping segmented shells providing flexibility and protection. The suit may be configured to provide full life support in vacuum or hostile environments (via a crystaline respirator) and nuclear/biological/chemical (NBC) shielding. A transceiver to communicate without telepathy may also be fitted. The suit enhances and channels the psionic powers of the wearer. Teleportation mechanisms are built into power suits. When a protoss wearing one of these suits nears death, they disappear in a flash of bright light as the user seemingly disapears to a place of safety. These mechanisms can also be activated manually. Their armor also allows them to channel their psionic powers into a plasma shield for greater protection
 * Power Armor and Plasma Shields provide Level 15 protection (Level 10 without plasma shields)
 * Superior Physicality: Zealots are ungodly tough, despite being one of the most expendable warriors of the Protoss. The can take hits from Gauss rifles and still be in fighting condition. Their strength is also vastly stronger than any human.
 * Note: the Gauss Rifle is like many Mass Accelerator weapons the Turians use but heavier and far more powerful.
 * Brutality: Zealots are extremely brutal to their enemies, working to leave them a splatter of gibbets and blood.

High Templar use the archives to directly commune with their ancient ancestors and thereby gain knowledge inaccessible to ordinary warriors. They may also wear amulets carved from khaydarin crystals to improve their connection with the Khala and thus channel their psionic abilities with greater efficiency.

Those treading the path of the Khala are taught to close their minds to the outside world. For powerful psychics like the protoss this may produce psychic ripples that are harmful to other life forms. High templar are trained to focus these ripples into terrible storms of psychic energy that destroy the minds of other living creatures.

Weapons: Psionic Blade: Psionic Storm: Feedback: Special Edges: Dark Templar= The Nerazim, or the Dark Templar as they are known to outsiders, is a tribe of protoss who reject the Khala. To demonstrate this they cut their nerve appendages, severing themselves from the psionic communal link. There is a history of mistrust and hatred between the Dark Templar and the Khalai. However, when in war, they will settle their differences for the time and fight the common enemy.
 * A psionic blade (or psi blade) is a type of protoss close-combat weapon. Through a protoss generating psionic energy, forearm units contain and channel this energy, said units being located on power and light armor suits, used by zealots and high templar respectively. High Temlar rarely use this weapon, though.
 * Damage: Very High
 * The High Templar can create a storm of raw psychic energy. This is achieved by one closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms.
 * Accuracy: High
 * Area of Effect: 50 meters
 * Rounds: Psionic Pulse
 * Damage:Very, Very, Very High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Pulse
 * Initially the power of Dark Archons, the High Templar can create a beam that drains energy and health from its target, withering them down.
 * Accuracy: Very High
 * Rounds: Energy-Draining Beam
 * Damage: Equal to energy drained
 * Mag Size: 1 (Fast Recharge)
 * Rate of Fire: Single Beam
 * Mind Reading: High Templar can read the minds of individuals.
 * Given Experience: High Templar can obtain the memories of dead Templar and know what they knew.
 * Great Intelligence: High Templar are increasingly intelligent can know more than some of the smartest humans in existence.
 * Light Armor w/ Plasma Shields: While not as powerful as the Power Armor of the zealots, High Templar wear relatively strong armor, granting them good protection and can produce equally strong plasma shields.
 * Light Armor and Plasma Shields provide Level 8 protection (Level 4 without shields)
 * Protoss Physicality: The Protoss are vastly larger and stronger than humans. They can also move faster and hit harder.

The Nerazim use a verdant green as their tribal color while platinum is the dominant color on the field of battle.

Dark Templar were taught to hide from the Conclave by the powerful Templar Adun. This ability has been described as "bending light" and "merging with shadows".

Dark Templar wield the energies of the Void. These energies are harmful to the zerg cerebrates and Overmind due to the similarities of the cosmic energies they wield. The Dark Templar consider their powers to be the "true gifts" of the protoss, and consider the Khala to be diluted and narrowed by the (former) leaders of the protoss. Their own powers are considered "wider". This power protects Dark Templar from zerg infestation.

Weapons:

Warp Blades: Special Edges: Sentry= Used to support zealots in light of the protoss race's diminishing population, sentries are protoss combat drones. They are capable of deploying guardian shields, decreasing the effects of ranged enemy attacks. They can also project force field barriers to stall or split up opposing forces. Sentries also have the ability to create hallucinatory images that can draw enemy fire while a real protoss strike force maneuvers into position to deliver the killing blow.
 * Warp blades, powerful Dark Templar melee weapons, were based on modified psi blade technology.
 * Damage: Very, Very, Very High
 * Mind Reading: The Dark Templar can read the minds of individuals.
 * "Shadows": The Dark Templar are capable of bending light and shrouding themselves in shadows, effectively making themselves invisible.
 * Super Speed and Agility: Dark Templar warriors are incredibly agile and can fight with amazing speed and grace.
 * Dark Templar Armor w/ Plasma Shields: The Dark Templar, like the High Templar, wear armor that isn't as strong as the armor of the Zealots but still strong. However, their shields are vastly stronger than the High Templar's and can survive major hits.
 * Armor and Plasma Shields provide Level 12 protection (Level 4 without shields)
 * Protoss Physicality: The Protoss are vastly larger and stronger than humans. They can also move faster and hit harder.

Weapons:

Disruption Beam: Special Edges: Stalker= The fall of Aiur demonstrated to the Dark Templar that more than just stealth and guile were required to defeat the zerg. Hence, the Dark Templar developed the stalker, a war machine inspired by the Khalai dragoon. While dragoons were piloted by crippled protoss, the stalker is controlled by the shadow-essence of a Dark Templar warrior fused into a metal body. The new walkers are armed with carapace-mounted particle disruptors adept against both ground and aerial targets.
 * While the Sentry uses more tricks than attacks, it does have a powerful Disruption Beam for fights.
 * Accuracy: Very High
 * Rounds; Disruption Beam
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Force Field: A Sentry can create a nearly invincible "globe" over a small area that blocks the movement of ground units. Units caught under the shield when it is placed may escape but not reenter; while under the field they may attack and may be attacked.
 * Hover: The Sentry hovers across the battle field and can float over mines.
 * Hull w/ Plasma Shields: The Sentry has an armored hull with light shields.
 * Armored Hull and Plasma Shields provide Level 8 protection (Level 4 without shields.

Stalkers have been credited with many fantastic powers since their battlefield début. (as early as 2502). However, only one is witnessed consistently: an ability to instantly teleport, or "blink", from one spot to another. This ability requires augmentation to a stalker, but the improved mobility allows the stalker to conduct ambushes, catch fleeing foes, and generally engage on their own terms.

Weapons:

Particle disruptors: Special Edges: Immortal= Historically, crippled veteran templar could volunteer to continue serving by being transplanted into dragoon exoskeletons. This honored tradition was broken by the fall of Aiur when the shrine dedicated to dragoon creation was infested by the zerg. Following the Brood War, crippled templar were transplanted into the new immortal exoskeletons instead. The first were in service by 2502. The remaining dragoons were transformed into immortals.
 * Stalkers strike using their Particle disruptors, which can damage a target from a ways away.
 * Accuracy: Very High
 * Rounds: Particle disruption bolts
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Two Particle disruptors to shoot from
 * Blink: Blinking is a form of short-range teleportation. Through augmentation, stalkers are able to blink. This improved mobility allows stalkers to conduct ambushes, catch fleeing foes, and generally engage on their own terms.
 * Armored Body w/ Plasma Shields: Stalkers are essentially cyborgs and have a heavily armored body. They also have strong Plasma armor
 * Armored Body and Plasma Shields provide Level 16 protection (Level 8 without shields)

Immortals are outfitted with two twin phase disruptors as their primary attack form; they give critical fire support to legions of zealots against ground targets, deployed when the protoss are faced with heavy enemy firepower and are even able to shrug off rounds fired by siege tanks. When deployed, immortals give critical support by eliminating enemy artillery and ranged attackers. However, the specially hardened energy shields of immortals only activate when struck by powerful attacks, which leaves them more vulnerable to the pinprick attacks of lesser foes.

Weapons:

Phase Disruptors: Special Edges: Colossus= The colossus is an antiquated protoss war machine, dating back to the Kalath Intercession. It is a towering construct, striding across the battlefield on four tall, slender legs which give it an extremely high level of mobility. The great height of the machine allows it to step up and down cliffs and other steep elevations with little difficulty, and gives it a dominating field of fire. The heavily armored hull of the colossus carries two powerful thermal lances: one mounted on each side of its body. Complex focusing and targeting systems are used to pinpoint the continuous damage output of the thermal lances for optimal efficiency. A colossus's beam cuts a fiery swathe of destruction through multiple enemies with each firing cycle, able to reduce a group of marines to ashes in an instant.
 * These deadly cannons are used by the Protoss Immortal and can do tremendous damage.
 * Accuracy: Very High
 * Rounds: Phase Disruption Blast
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Two Disruptors to fire from
 * Heavily Armored Hull w/Plasma Shields: The Immortal has an extremely strong hull with strong plasma shields to make it hard to hurt.
 * Armored Hull and Plasma Shields provides Level 30 protection (Level 20 without shields)
 * Hardened Shields: If hit with a weapon that can do incredible damage, the Immortal's shields strengthen and nullify devastating attacks. Some attacks, such as the Yamato Cannon and the Terran Nuke, can hit without the the Hardened Shields activating but many powerful weapons, like the Siege Cannon's 120 mm shock cannon, are no more effective than a hand-held assault rifle.
 * Massive Unit: The Immortal is titanic in size, weighing almost 100 tons.

Weapons:

Thermal Lances: Special Edges: Archon= The first archon(s) were created unexpectedly and their formation was soon legally sanctioned by Khala.
 * The Thermal Lances are the weapons used by the Colossus. The Colossus has two Thermal Lances so it can fire at multiple enemies.
 * Accuracy: Very, Very High
 * Rounds: Beam of Intents Heat
 * Damage: Very, Very High
 * Splash Damage
 * Mag Size: Unknown
 * Rate of Fire: Semi-Auto
 * Durability: As a machine, the Colossus can take far more damage than units with pilots or other basic organic aspects.
 * Climbing: The Colossus has long but stable legs that grant it the ability to climb up high cliffs with ease.
 * Heavily Armored Hull w/ Plasma Shields: The Colossus is a war machine with an incredibly strong hull and Plasma Shields to make it even harder to hurt.
 * Armored Hull and Plasma Shields provide Level 35 protection (Level 20 without Shields)
 * Massize Unit: The Colossus can dwarf many large units, weighing around 50 tons.

The creation of an archon is a serious affair for it requires the reluctant sacrifice of valuable Templars for a short-term gain.[4] Archons radiate energy like stars and burn out when depleted. The merging results in the abandonment of the physical form and the loss of self, but those who do so are bequeathed great honor and a place in the templar archives.

The loss of most of the psionic powers of the two merging templar is more than compensated for by the archon's formidable psychic gestalt. Archons can independently erect a resilient shield and direct psionic shockwaves. Emotionally, archons are manifestations of pure rage, though this may be "twisted" should the merging be in error. Archons are much feared by their enemies.

Weapons:

Psionic Shockwave: Special Edges:
 * The Archon kills using a blast of Psionics, powerful enough to brutally kill.
 * Accuracy: High
 * Rounds: Psionic Blast
 * Damage: Very, Very, Very High
 * Splash Damage
 * Mag Size: Unlimited
 * Rate of Fire: Single Bean.
 * Non-Organic: The Archon is an energy-based being, making it neither organic nor mechanical. This makes attacks that specifically target mechanics or organics useless.
 * Psionic Shields: The Archon has incredibly powerful shielding that make them incredibly hard to hurt.
 * Psionic Shields provide Level 36 protection (Level 1 protection without shields, but shields regenerate so fast that it doesn't do that much
 * Super Physicality: The Archon is incredibly strong and can cause damage with its strength.
 * Massive Unit: The Archon is titanic in size and weighs many tons.

Air Units
Observer= he observer is a small aerospace drone used to survey space and record events for analysis in the protoss archives. The complex sensor array is power intensive but may detect cloaked and concealed objects.

Observers may be equipped for warp space travel and deployed for deep-space exploration. Units used for this purpose often lack defensive systems. They may re-enter real space within planetary atmospheres and transmit data in real-time over interstellar distances. In addition observers may drop navigational beacons as homing devices.

Special Edges: Phoenix= In use by 2502, the Phoenix is a deadly spacecraft that is rapidly replacing the older Scouts and Corsairs in the role of air superiority fighters for the protoss. Highly maneuverable, the Phoenix is able to outmaneuver almost any foe. Phoenix patrols are a common sight on the outer rim of protoss territory, where they sweep deep space for alien threats. The twin ion blaster armament of a Phoenix is highly suited for air-to-air combat.
 * Detector: The Observer can reveal cloaked and buried units just by coming up close to them.
 * Cloaked: The Observer is itself cloaked and cannot be seen by most systems.
 * Durability: As a machine, the Observer can take far more damage than units with pilots or other basic organic aspects.
 * Hull w/ Plasma Shields: The Observer has some armoring and Plasma Shields for protection.
 * Hull and Plasma Shield provides Level 6 protection (Level 4 without shields)

When confronted by more dangerous enemies, a Phoenix pilot can unleash a short-lived gravity beam by overloading the ship’s warp field through its inertial drive. The beam can immobilize an opponent for a few precious seconds.

Weapons:

Ion Cannons: Special Edges: Oracle= A psionic warship, the oracle was developed by the protoss after the first phase of the Second Great War, in order to maximize the effectiveness of their war machine against their enemies. They are agile support vessels, and feature some of the most advanced protoss technologies in existence.
 * The Ion Cannons are the weapon-of-choice of the Phoenix. They are fast and deadly.
 * Accuracy: Very High
 * Anti-Air only
 * Rounds: Ion Blast
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Two Cannons to fire from
 * Gravitation Beam: The Phoenix can create a special beam that lifts up a large, but not too massive, target and render them completely helpless.
 * Can lift targets weighing up to 30 tons.
 * Super Fast: The Phoenix is capable of paring the Wraith in Flight Speed. Once again, it is very mobile as it can avoid crashes with ease.
 * Armored Hull with Plasma Shields: The Phoenix is a durable fighter with a strong hull and plasma shields.
 * Armored Hull and Plasma Shields provide Level 18 protection (Level 12 without shields)

Oracle pilots hail from an order of young Nerazim dedicated to understanding and controlling time. Their abilities allow them to calculate how and when to use their ships to most effectively win a battle. The order believes it can change the fate of the protoss race.

Weapons:

Pulsar Beam: Special Edges: Warp prism= The warp prism is an automated vessel, controlled by a robotic mind created through a psionic manufacturing process. Its programming is built into the molecules of an advanced crystal lattice. This "crystal computer" is able to manipulate matter and energy with great precision.
 * This weapon is quite deadly but not used allot by the Oracle.
 * Accuracy: Very High
 * Rounds: Energy Beam
 * Damage: Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * Envision: The Oracle can reveal cloaked and buried units just by coming up close to them.
 * Revelation: It won't reveal hidden units but it will show several units at a location the Oracle or any of its allies can't already see.
 * Fast: Not as fast as the Phoenix but the Oracle can still move faster than most units.
 * Armored Hull w/ Plasma Shields: The Oracle has a strong hull and Plasma Shields to grant it good protection.
 * Armored Hull and Plasma Shields provide Level 16 protection (Level 10 without shields)

The protoss use warp prisms in several ways. The primary function of a warp prism is to transport protoss forces on the battlefield. Living and inorganic subjects are transformed into energy, and their unique signature imprinted into the prism's crystal lattice core. On reaching the desired destination the operation is reversed and the stored energy signatures are reconfigured into matter in proximity to the warp prism. A secondary but no less vital function of the warp prism is to act as a mobile focus for the protoss psionic matrix. Once the Prism is deployed it can power protoss structures around it. In this configuration warp prisms can be used to temporarily replace destroyed pylons in a colony or enable the rapid establishment of a forward base of operations.

Special Edges: Void Ray= In use by 2502, the void ray is a Dark Templar protoss escort ship; the result of combining Nerazim and Khalai technologies. It is built around a prismatic core, which serves as a virtually eternal power source. The core derives its energy from both the Void and psionic matrix, forming a self-sustaining reaction. Normally the core is kept in check by an arrangement of flux field projectors. When the void ray has locked onto a target and deployed these projectors however, it can shoot searing beams of energy that grow exponentially more powerful over time. Even heavily armored structures and warships have been incinerated by the void ray, leading some terrans to believe that it will eventually replace the carrier as the flagship of the Great Fleet.
 * Durability: As a machine, the Warp Prism can take far more damage than units with pilots or other basic organic aspects.
 * Pick Up/Drop Off: Like most dropships, the Warp Prism is able to pick up and drop off units.
 * Super Load: The Warp Prism can pick up Massive Units, like the Immortal or the Colossus.
 * Armored Hull w/ Plasma Shields: The Warp Prism has a strong hull with strong plasma shields.
 * Armored Hull and Plasma Shield provides Level 20 protection (Level 10 without shields)

Weapons:

Prismatic Beam: Special Edges: Tempest= A capital ship, the tempest, was developed by the protoss after the first phase of the Second Great War in order to maximize the effectiveness of their war machine against their enemies, specifically dealing with the long-range weaponry of the zerg and terrans.
 * The Void Ray's Prismatic Beam is a powerful weapon that can render some of the most powerful ships into ruble. The longer the beam is fires, the more powerful the beam becomes.
 * Accuracy: Very High
 * Both Anti-Air and Anti-Ground
 * Rounds; Incendiary Energy Beam
 * Damage: Very High to Very, Very, Very High*
 * *Damage increases over time
 * Mag Size: Unknown
 * Rate of Fire: Continues Beam
 * Prismatic Beam: The Void Ray's damage output gradually increases the longer it remains on a single target. If fast enough, the Void Ray can shift from one target to another with the same damage output it charged up earlier.
 * Armored Hull w/ Plasma Shields: The Void Ray's Hull and Shield make it tough enough to shrug off most attacks.
 * Armored Hull and Plasma Shields provide level 25 protection (Level 15 without shields)

Tempest pilots build up volatile energies in the kinetic matrix that powers the tempest, then propels the energy through the ship's hull. This, fused with a contained sphere of highly-charged particles, can then be launched at distant targets. The fanatic tempest pilots must wear bulky dampening armor to protect them from the energies coursing through the ships.

Weapons:

Kinetic Overload: Resonance Coil: Special Edges: Carrier and Interceptors= Carriers are large, heavily armored and shielded warships. They form the core of the Great Fleet, serving as command centers for fleet commanders, though some terrans think this position will be taken by the void ray.
 * The Tempest's deadly anti-air weapon is the Kinetic Overload, dealing maddening damage to ships.
 * Accuracy: Very, Very, Very, Very High
 * Rounds: Intents Energy Beam
 * Damage: Very, Very, Very, Very High
 * More Powerful Against Massive Units
 * Mag Size: Unknown
 * Rate of Fire: Single Beam
 * The Tempest's anti-ground weapon is its Resonance Coil.
 * Accuracy: Very, Very, Very, Very High
 * Rounds: Intents Energy Blast
 * Damage: Very, Very, Very, Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Blast
 * Heavily Armored Hull w/ Plasma Shields: The Tempest is incredibly durable and can take a hit from a Yamati Cannon.
 * Heavily Armored Hull and Plasma Shields provide Level 45 protection (Level 30 without shields
 * Massive Unit: The Tempest is a behemoth. It weighs almost 100 tons.

Carriers have forward mounted energy weapons used for purification; they lack other armament beyond interceptors. The computer-controlled Interceptors are unleashed in swarms against other ships. The hangers may also carry other craft such as scouts and arbiters.

Carriers may make warp space jumps and can operate in both atmospheric and deep space conditions. Carrier commanders have private quarters.

Weapons:

Interceptor Control: Purification Cannon: Special Edges:
 * The carrier can produce and control Interceptors, a collection of small, super fast robotic fighters.
 * Interceptors home into target from a long ways away.
 * Can produces 8 interceptor at once
 * The Carriers carry large energy cannons that they rarely. They use it when a large number of them plan to wipe out all life on a planet, usually to get rid of a Zerg infestation they can't clear out normally.
 * Accuracy: Very, Very, Very high
 * Rounds: Massive Energy Beam
 * Damage: Instant Kill/Destruction
 * Mag Size: Unknown
 * Rate of Fire: Continues Beam
 * Note: Carriers rarely use this so it shouldn't be thought of too much
 * Warp Space: The Carrier is capable of traveling through warp space.
 * Heavily Armored Hull w/ Plasma Shields: The Carrier is known for its incredibly powerful Armored hull and powerful Plasma Shields.
 * Heavily Armored Hull and Plasma Shields provide Level 45 protection (Level 30 without shields
 * Massive Unit: The Carrier is one of the Largest ships the Protoss has ever own. It weighs well more than 100 tons.

Interceptors are fast, maneuverable, computer-guided strike craft. They may deploy to engage enemy strike craft or ground units. The plasma charges of a flight of interceptors may threaten capital ships.

Carriers manufacture interceptors. When deployed the strike craft attack and retreat rapidly to the carrier for repairs and rearmament. The details of the smooth orchestrated deployment of carrier-borne interceptors is a matter of interest to terran scientists.

Weapons:

Interceptor Beams: Special Edges: Mother Ship= Motherships are mighty protoss support vessels. At the heart of each mothership is a huge khaydarin crystal infused with an incredible amount of psionic energy. By tapping into this energy, a mothership can warp or crack the very fabric of space-time itself. The devastating power of a mothership can wipe out squadrons of enemy ships in the blink of an eye or lay waste to entire planets. Other aspects of a mothership's interior include a waking chamber for its commander, crew quarters and a med-bay. A number of escape pods are also featured.
 * The Primary (and only) weapon of the Interceptors.
 * Accuracy: High
 * Rounds: Ion Bolts
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Fires one beam after the other
 * Super Fast: Interceptors are crazy fast, reaching an target far way in seconds.
 * Home-and-swarm: Interceptors home onto their target and swarm it, bombarding it with several small but signifigant shots.
 * Hull w/ Plasma Shields: Despite their small size, the Interceptor has a decently strong hulls with Plasma Shields.
 * Hull and Plasma Shields provide Level 8 protection (Level 4 without shields)

Weapons:

Purifier Beams: Special Edges:
 * The Mothership has with it multiple cannons that fire Purifier Beams at its targets.
 * Accuracy: Very, Very High
 * Rounds: Energy Beam
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Single Shot
 * Six cannons to fire from. Can fire all six at one target or hit six separate targets.
 * Cloaking Field: The Mothership passively cloaks nearby friendly units and buildings within 5 kilometers.
 * Mass Recall: The Mothership summons all ally units in 6 1/5 kilometers area.
 * Vortex: This deadly ability can open a hole in the vary fabric of space and time. This ability is capable of removing an army or armada from a fight in seconds.
 * Time Warp: This ability is capable of wraping targets in a time-slowing field, making them twice as slow to do anything.
 * Heavily Armored Hull w/ Plasma Shields: The Mothership stands as one of the most durable ships the Protoss can muster, with a hull and Plasma Shields hard to par.
 * Heavily Armored Hull and Plasma Shields provide Level 70 protection (Level 35 without shields
 * Massive Unit: The Mothership is titanic in size, weighing far more than 200 tons.

TBA
=The Reapers vs the Zerg=

Reapers
<p style="text-align: center;">

The Reapers, known by the geth as the Old Machines, are a highly advanced machine race of synthetic-organic starships. The Reapers reside in dark space, the vast, mostly starless space between galaxies. They hibernate there, dormant for fifty thousand years at a time, before they are given the signal to return. The first Reaper known to have communicated with organic life, referred to by Saren Arterius as Sovereign, claimed that the Reapers have neither beginning nor end. Even their true name is a mystery; "Reapers" was a name bestowed by the Protheans, and Sovereign stated that whatever the Protheans chose to call them was of little concern to its kind.

Ground Units:
Husk=

Husks are the aggressive, mindless foot soldiers of the Reaper armies. They are created by impaling either living or dead humans on mechanical spikes that rapidly extract water and trace minerals and replace them with cybernetics. These cybernetics reanimate the lifeless flesh and tissue, transforming the bodies into horrifying killing machines.

The Reapers use large groups of husks to overwhelm the enemy. The husks' inability to feel pain, as well as their tendency to attack in groups, makes them particularly deadly adversaries.

Weapons:

Claws: Grab: Special Edges: Cannibal= Cannibals are front-line Reaper units created from corrupted batarians. The nickname refers to their propensity to devour the bodies of fallen comrades. This triggers a biochemical process through which the cannibals spontaneously heal themselves and grow new chitinous armor. The transformation also appears to give cannibals a greater awareness of their surroundings, leading to more strategic behavior and careful use of battlefield cover.
 * Husks use their claws to attack.
 * Damage: Low
 * Husks can grab hold of their targets and try to hold them still.
 * Damage: None (Holds Target)
 * Mindless: Because the Husks are mindless, they are fearless.

Weapons:

Automatic Cannon Arm: Frag Grenades: Special Edges: Banshee= Banshees are the corrupted asari often found leading a Reaper strike force. The Reapers create them specifically from asari with active or latent predispositions to becoming Ardat-Yakshi, a rare neurological condition that enhances the asari's biotic power while causing the immediate death of anyone she mates with.
 * Cannibals possess a large gun held in place by a human corpse that serves as an arm.
 * Accuracy: Medium
 * Rounds: Mass-Accelerated Projectiles
 * Damage: Very High
 * Mag Size: Unknown
 * Rate of Fire: Automatic
 * From this same arm cannon, they can also launch Frag Grenades.
 * Accuracy: Low
 * Rounds: Fragmentation Grenades
 * Damage: Very High
 * Splash Damage
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Shot
 * Consume: Cannibals have the ability to regenerate health by consuming other fallen enemies on the battlefield.
 * Armored Skin: Cannibals have thick skins that make them tough.
 * Armored Skin provides Level 3 Protection
 * Mindless: Because the Husks are mindless, they are fearless.

Lumbering as though in constant pain, the emaciated banshees are surprisingly durable opponents. They are devastating biotics able to hurl lethal balls of energy and create shockwaves as they regenerate. What Alliance military finds most disturbing is the Banshee's ability to spawn her own warp field and seemingly teleport during combat. Although their wails have no apparent physiological effect, the psychological impact is undeniable.

Weapons:

Nova: Warp: Impale: Special Edges: Brute= The brute is a hulking amalgamation of turian and krogan victims of the Reapers. Because tissue from dextro-protein species like the turians is incompatible with levo-protein species like the krogan, implants regulate the brute's body chemistry to combat organ rejection.
 * Nova is a close-range shock wave power which utilizes the Vanguard's high-risk, high-reward combat system.
 * Accuracy: Low
 * Rounds: Biotic Shockwave
 * Damage: High
 * Mag Size: 1
 * Expense of Biotic Barriers
 * Rate of Fire: Single Use
 * Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships.
 * Accuracy: Medium
 * Round: Disruption
 * Damage: High
 * Mag Size: 1 (Recharge)
 * Rate of Fire: Single Use
 * They also have the ability to grab their enemies and subsequently impale them with their hands, resulting in heavy damage
 * Damage: Very High
 * Must grab target first
 * Charge: Banshees can "teleport" Short distances to make up for their pitiful speed.
 * Barriers: Biotic Barriers use mass effect fields to protect a user from damage similar to that of a kinetic barrier, but with some unique characteristics.
 * Barriers ineffective against melee attacks.
 * Armored Skin: Banshees have incredibly strong skin to prevent damage internally.
 * Armored Skin and Barriers provide Level 10 protection (Level 7 without barriers)
 * Mindless: Because the Husks are mindless, they are fearless.

It is the fusion of turian military skill and krogan blood rage that makes the brute such a formidable enemy, capable of destroying armored vehicles to get to the soldiers inside. Troops are advised to keep their distance, and, whenever possible, not engage a brute alone.

Weapons:

Swipe: Ground Shockwave: Charge: X-Factors: Marauder= Marauders are harvested turians that command and protect other Reaper troops. The lean, armored creatures present a significant threat in and of themselves, but they are especially dangerous when leading a Reaper task force.
 * The Brute used its brute (no pun intended) and strike with devastating strength.
 * Damage: Very High
 * The Brute can also leap up and slam its arms into the ground and create a shockwave to tople enemies.
 * Damage: Low (Stuns small units)
 * Area of Effect
 * The Brute can do a high-speed charge that toples enemies away.
 * Damage: Very, Very High
 * Needs time to Charge
 * Thick Armored Skin: The Brute has a thick skin that can stop bullets with ease.
 * Thick Armored Skin provides Level 6 protection
 * Mindless: Because the Husks are mindless, they are fearless.

Alliance marines have observed marauders fortifying husks and cannibals by enveloping them in a ribbon of energy that forms a scabby shell of armor. For this reason, when Alliance soldiers encounter a marauder alongside husks or cannibals, standing orders are to target the marauder first.

Weapons:

Phaeston: Rifle Butt: Special Edges:
 * Marauders are armed with Phaeston assault rifles, which they fire at short to medium range in several-second bursts.
 * Accuracy: Low
 * Rounds: Mass Accelerated Rounds
 * Damage: Low
 * Mag Size: 50
 * Rate of Fire: Automatic
 * Up close, they can also use them to gun-butt their enemies.
 * Damage: Low

=Mixed Genre Battles= These are battles between warriors from the many worlds of fiction.
 * What time period or genre they come from doesn't matter

=Rancor vs Olog-Hai=

Rancor
The Rancor is a massive semi-sentient Reptomammal (organisms with both reptilian and mammal qualities) native to Dathomir. It is found on several other planets but those from Dathomir are the strongest and smartest. They are extremely rare and to encounter one usually ends in death. They are powerful killing machines, used by the Witches of Dathomir to take down their foes. Adults can reach heights from a short 5 meters (15 feet) tall to great 10 meters (30 feet) to a titanic 19 meters (57 feet) tall. An adult rancor is capable of taking down an AT-ST using its claws and immense strength. The skin of a rancor is tough enough to deflect blaster bolts, making it near indestructible.

Weapons
Primary: Massive Claws Secondary: Bite
 * The claws of a rancor is a powerful weapon. A fully grown adult has the strength to destroy a AT-ST by itself.
 * The amount of force that does into the bite of a rancor would be enough to bite a chunk out of a tank.

Special Edges

 * Titanic size: Rancors can grow to gargantuan sizes. For this battle, the rancor will be around 9 meters tall (27 ft).
 * Ungodly Strength: The strength that resides in a rancor is massive.
 * Brutality: The kill of a rancor is a bloody mess, taring its prey to pieces.
 * Armored Hide: The hide of a Rancor is powerful enough to deflect blaster rounds. It can take a massive beating.

Olog-Hai
Toward the end of Middle Earth's third age, Sauron the Dark Lord sought to create a new race of Trolls, a race which could survive sunlight, have human intelligence, and wickedness rivaling that of the orcs. Taking some trolls, he bred the Olog-Hai, the ultimate shock troops of Mordor. These agile warriors, though intelligent, kept the bestial, savage natures of their less intelligent trolls ancestors

Weapons
Primary: Scimitar and Claws Secondary: Bite
 * The Olog-Hai have been seen to use the Scimitar in combat. When unarmed, the Olog-Hai will use its bare hands
 * Trolls can use their massive jaws to bite big chunks out of smaller creatures.

Special Edges

 * Large Size: Olog-Hai can reach great heights. The troll in this fight stands 15 feet tall.
 * Great Strength: The Olog-Hai is stronger than most trolls.
 * Brutality: Trolls kill anything that isn't them. They will smash it to a pulp.
 * Thick Hide and Armor: The Hide of a Cave-Troll is hard to pierce, even with an elven blade.
 * Intelligence: While not the smartest beasts, they are intelligent enough to use weapons.

X-Factors
<p style="text-align:center;">Rancor vs Olog-Hai

<p style="text-align:center;">120 Strength 108 Despite the Olog-Hai being stronger than most trolls, the rancor is far stronger. It is far larger and known to tear apart AT-STs without any weapons. Rancors are far larger.

<p style="text-align:center;">53 Speed 67 Both are slow as hell but the Olog-Hai is smaller and much more able to maneuver around.

<p style="text-align:center;">63 Intelligence 76 The Olog-Hai are known for being smarter than most trolls. They are said to have the intellect of a human, though it is likely a very primitive human. The common rancor usually have semi-sentient, much more animal like than the Olog-Hai. Their are some that are sentient, even intelligent, but this is really rare.

<p style="text-align:center;">99 Durability 90 Despite the Olog-Hai having armor to aid its toughness, it can't compete with the rancor's near indestructible hide. It can protect it from blaster bolts and other powerful weapons.

<p style="text-align:center;">100 Brutality 100 Both the rancors and Olog-Hai are fierce and destructive beasts, slaughtering its enemy without fear of repercussions.

<p style="text-align:center;">100 Fearlessness 100 Neither are willing to give up and will keep fighting. This is why they are such effective killing machines.

=The Telekinetic Killing Machines!: Jack (Subject Zero) vs Ermac=

<p style="text-align: center;">

They are masters of the telekineses, capable of destroying people with their mere thoughts! They are powerful! They are viscous! They were made to slaughter! They are the Telekinetic Killing Machines!

Jack, the "Psychotic Biotic", who seeks to bring vengeance upon Cerberus for the torment they've inflicted on her...

VS

Ermac, the "Soul-Bound Telekinetic", who was created by Shau Kahn to serve as his deadliest warrior....

WHO IS DEADLIEST

Jack (Subject Zero)
Kidnapped by Cerberus as a child, Subject Zero was implanted with powerful bionic implants to create a human weapon through a tortures process and hated by her peers do to her powers frequently killing them. As she grew, in both age and anger, here powers became more powerful. A riot induced by several other "biotic-enhanced" children rioted and Subject Zero escaped. She changed her name to Jack and lived a life of crime. She was alter on arrested and sent to prison. There, she was raped by several inmates and prison guards, further damaging her psyche. She then quickly killed them off. Time passed and she soon meets Shepard, who takes her in as an ally and eventually gained her loyalty.

Jack's Biotic abilities surpass many individuals, even the Asari, who are known for their biotic powers. She can fling individuals with ease and render them to pieces. She is unsympathetic, willing to tear her enemies apart. Her biggest weakness, however, is her state of mind. Her poor level of sanity will make her sloppy, likely to make her slip up.

Weapons
Primary: Biotics Secondary: Shields.
 * Jack was made by Cerberus to be a living biotic killing machine. She was enhanced with several different biotic implants to enhance her biotic abilities. Her primary moves are Pull, Shockwave and Warp
 * Pull: Jack can use her Biotic powers to pull them in closer. Does relatively little damage but leaves them open for a free attack.
 * Shockwave: Jack can send out a cascade of biotic energy to topple anyone in the blast's way.
 * Warp: Jack can create a rapidly shifting mass effect fields that tears anyone grabbed by it. Does tremendous damage but isn't an instant kill. Great when combined with Pull.
 * Enhancement: Jack has been seen using her biotic powers to enhance her strength to perform massive melee attacks but this is extremely rare and likely wasts a massive amount of helth.
 * While Jack doesn't wear body armor, she still has use of Kinetic Barriers. Perfect against bullets and other super-fast projectiles but relativly useless against telepathic/biotic attacks and melee attacks.

Special X-Factors
Strengths: Weaknesses
 * Training: Jack was trained to kill people with her Biotic powers at a young age.
 * Brutality: Jack will tear her enemies apart with enthusiasm, frequently yelling at her enemies to die.
 * Fearless: Jack is not afraid of death, willing to die to get what she wants done.
 * Peak Speed and Agility: While not extremely strong or durable, Jack is fast and very agile, more so than many warriors
 * Weak Psyche: Jack has an incredibly weak state of mind. Her entire life was filled with trauma, suffering and hardship. Her psyche will cause her to make more mistakes and screw up her openings.

Ermac


Combining the souls of several great warriors he had faced, Shau Kahn created a powerful and fighting force we would come to call Ermac. He served his Shau Kahn for several years in till his met his demise. He wandered aimlessly for several years till he met Kenshi, who helped him escape Kahn's control and in exchanged, Ermac taught Kensi further in the way of telekinesis.

Ermac is not one person, but an entire collection of warriors brought together in physical form through magic, courtesy of Shao Kahn and thus, refers to himself as a group instead of a singular. Because of this, Ermac possesses powers related to the souls, mostly used in the form of telekinesis, which allows him to manipulate every aspect of living and non-living objects with his mind. In addition, he is able to manipulate soul energy because of his composition, which he uses in the form of both levitation and firing projectile attacks. Ermac's skills and powers are capable of defeating the likes of Shao Kahn and other powerful forces.
 * For this battle, this will be a combination of the original and new time lines.

Weapons
Primary: Soul-Telekineses Secondary: Other Soul-Powers
 * Ermac's physical state allows him to use a form of telekinesis, capable of lifting people and objects without actually touching them. Ermac has many uses for this power. Here is a list of common uses:
 * Force Lift: Using his telekinetic powers, Ermac lifts his opponent and slams them hard on the ground, allowing him to follow up with a combo. He can modify it so he can slam them down several more times. He can slam them down enough time times to splatter them into a bloody mess.
 * Levitation: Ermac uses his telekinesis to propel himself into the air. He can then follow up with slamming down onto the ground with enough force to topple anyone standing or shatter the spine of anyone underneath him, drop kick his opponent, teleport or blast out a Force-Ball
 * Force Push: Ermac lifts his opponent via telekinesis, floating them backwards helplessly until he strikes them with a telekinetic blast. He can modify it so he can flip his opponent upside down and smash them on their face with tremendous force, enough to shatter their skull and neck.
 * Dismemberment: Ermac can use his telekinetic powers to tear an individual to pieces. Unlike the biotic Warp, this use of Ermac's powers will kill or at least permanently cripple any opponent for good. One of his most well known uses of this skill is when he tore off Jax' arms off.
 * Ermac can also use his powers to create strong projectiles, enhance his strength, teleport and even shrink people down in size.
 * Force Ball: Ermac can consintrate his soul energy to fire out a fast green blast at his opponent. Can be used while in the air and the blast can be enhanced to increase its size and damage.
 * Force Port: In a bright flash, Ermac can vanish and reappear behind his opponent, typically followed with some powerful melee attacks. He can teleport several times in a row without any problems.
 * Power-Enhancement: Ermac can use his powers to enhance his own speed and strength to throw out powerful melee attacks.
 * Shrinking: Ermac shrinks his opponent with his powers, usually followed up with a simple stomp to squash his enemy like a bug.

Special X-Factors
Strengths: Weaknesses:
 * Training: Ermac's was fighting since he was technically 2 and can outmatch many warriors.
 * Martial-Arts Expert: Ermac is as deadly with his body as he is with his powers. He can concentrate his strength and speed for powerful bone-breaking strikes and create deadly combos of strikes.
 * Enhanced Physicality: Ermac is very strong and very durable. He can take a beating and give one out. He can also use his powers to enhance is physical capabilities.
 * Fearless: Ermac does not fear death. He will fight to the death, never worrying about personal gain.
 * Stable Mind: Ermac is an incredibly stable minded person. He thinks carefully and never acts rashly. At the same time, he never lets ambitions get in his way.
 * Anti-Magic: Becouse Ermac's souls are bound together by magic, anything that absorbs or destroys magic will severly weaken him.

X-Factors
<p style="text-align:center;">Jack vs Ermac

<p style="text-align:center;">87 Combat Prowess 99 Both are very powerful and capable warriors but when it comes down to it, Jack still uses guns extensively. Ermac doesn't need guns. He can kill using his powers and his martial arts abilities alone. He is also a master of creating powerful combos of both unarmed combat and powers to maximize damage.

<p style="text-align:center;">85 Versatility 97 Jack has some decent uses of her powers but are much more limited to maneuvers. Her moves consist primarily of moving her targets or warping them. Ermac's powers are far more versatile and unpridictable, from basic telekinetic throws and slams to fast teleportation attacks to even shrinking people down to squashing size.

<p style="text-align:center;">87 Physicality 98 Ermac's beats Jack in the subject of Physicality. Jack makes most of her use from her powers and the guns she carries. She doesn't need to make herself extremely strong. Ermac relies on his body almost as much as he relies on his powers. He goes into melee combat quite frequently. Now, both are able to enhance tehir strength using their powers. However, Jack rarely uses her powers in this form and Ermac has been proven to use this power far more frequently and easily uses it more effectivly.

<p style="text-align:center;">94 Stamina 99 Both have far more stamina than the typical biotic user and never tire as easily. However, where Jack tires signifigantly more than Jack, Ermac never tires. His spirit-bound state grants him ni-unlimited energy and stamina and stay in a fight far longer than any biotic, even longer than Jack or Wrex.

<p style="text-align:center;">99 Brutality 90 Ermac is willing to kill his opponent but he isn't inherently brutal. He doesn't care if they are dead, just that they are out of the way for good. Jack, on the other hand, is far more likely to make sure her enemy is dead.

<p style="text-align:center;">100 Fearlessness 100 Neither are afraid of dying, more than willing to go into a near suicidal situation. Neither will give up and both will keep on fighting to the death.

<p style="text-align:center;">65 Mental Health 98 This is where they differ the most. Jack has an indescribably damaged psyche, being very unstable and unsafe. She is much more likely to make mistakes and leave herself open for capitalization. Ermac, on the other hand, is incredibly stable. The souls that make up his body may conflict with each other but Ermac is able to keep them under control.

<p style="text-align:center;">92 Experience 96 This is close. Jack has been fighting since she was a child and fought a wide variety of enemies. However, Ermac never really had a childhood (He was fighting since he was technically 2) and has faced supernatural enemies. The piece that gives Ermac the win is the experience he carries in the souls that makes up his being. He is made up of thousands of souls, all of which were warriors that stood up against Shau Kahn, and all that experience they hold is also in him.

Who and What: The Warriors and Their Gear
The Battle will be a one-on-one fight between Jack and Ermac. Their will be no guns and melee weapons. This fight will between these two warriors' powers and combat skills.

Where and When: The Location
The battle will take place in a large circular arena on an undisclosed planet. Their is no cover and no traps, nothing to give either warrior any special advantage.

=The Cyber Ninjas!: Cyrax and Sector vs Cerberus Phantoms= Time to pit the Original Cyborg Ninjas of Mortal Combat against the Futuristic Cyber Assassins of Mass Effect! They are fast! They are brutal! They are beyond human capability! It is time for the The Battle of the Cyber Ninjas!

Cyrax and Sector, the Lin Kuei’s elite cyborg ninjas, who would kill without any questions...

VS

Kai Leng, The elite assassin of Cerberus, who would slay anyone Cerberus found a threat...

WHO IS DEADLIEST?!

Cyrax and Sektor
The Lin Kuei wanted to make their ninjas more effective and overall deadlier. They decide to turn to science and created a project to turn all of their best warriors into cybernetic killing machines. Their two most successful cyborg-ninjas were LK-4D4 and LK-9T9, best known as Cyrax and Sektor. They were once humans with souls but after their transformation, they became utterly obedient and will almost never give up.

Cyrax= Cyrax was reluctant to being transformed but was forced into the process. He was a gifted ninja before becoming a cyborg, relying on old-fashion ninja weapons. As a cybernetic ninja, Cyrax is well-equipped, both in martial arts involving ninjutsu and weaponry. Cyrax houses a number of weapons in his chest cavity designed for both incapacitating and destroying targets. Of the main cyborg ninjas, Cyrax is most associated with bombardment, his arsenal full of timed explosives with a seemingly unlimited supply. He also has access to an 'energy net' capable of incapacitating his targets completely. In addition, his armor is heat-resistant, as he was able to completely submerge himself in molten rock without severely damaging himself in the process. He also containes a buzzsaw-like appendage in both his chest and his hand, used for mid-range combat. Cyrax is also able to relocate himself across short distances by separating all of his limbs and head as his torso would transport to a different area where all of the discarded limbs would rejoin.

Weapons and Powers:

Melee: Ninjisu and Pulse Blade Powers: Cybernetics
 * Sektor was deadly at a Close Quarters combat
 * Ninjisu: Just like Cyrax, before he was cybernized, Sektor was a gifted ninja, capable of using ninjisu to kill people with speed. He is capable of both stealth and hand-to-hand combat skills with deadly skill.
 * Pulse Blades: Sektor carries with him two Pulse Blades or close quarter combat
 * Sektor, just like all his fellow cyborg ninjas, is chalk full of cyborg implants. He carries with him missiles, a teleportation device, pulse blasters and flamethrowers.
 * Missiles: Sektor fires a missile at his opponent from his chest. He can fire it strait forward or fire it into the air and have it crash down on them. He can also fire two missiles in a burst fire fashion, miniture missiles that can be fired 4 at a time and very strong homing missiles.
 * Flame-Thrower: Sektor fires flames at the opponent with his arm implanted flamethrower. He can enhance it so he ca fire even hotter flames.
 * Teleportation: Sektor can teleport through binary portals from many different locations. He usually follows it up with and uppercut and sometimes even follow with a heavy strike back to the ground.
 * Force Palm: Sektor has pulse thrusters on his palms and feet, granting him the ability to fly. He can use one of his palm pulse-thruster to produce a strong palm strike which stuns his foe briefly. Powerful enough to break through defenses.
 * "Scarecrow": Sektor has with him a special device that he can launch onto his opponent's chest. He can then enter a code to his arm and the device separates, tearing apart the arms, legs, torso, and head of the opponent.
 * Invisibility: While not his most used tool, Sektor has a cloaking system that grants him invisibility and can avoid detection.

Special Edges:

Strengths Weakness:
 * Enhanced Physicality: Sektor's cyber implants grants him enhanced strength, durability, speed and agility. He also lacks the need for natural blood, making bleeding out is harder.
 * Stealth: Sektor is a talented ninja and a master of stealth and can infiltrate locations with ease. His enhanced speed and agility grants him the ability to sneak behind people with ease. His ability to turn invisible also helps him allot.
 * Determination: Sector fears nothing. He will never surrender or plea for mercy.
 * Creativity: The large number of weapons and attacks Sektor's carries with him grants him many potential combos
 * Ambition: Sektor seeks to become powerful and lead the Lin Kuei.

Kai Leng and Cerberus Phantom
One of Cerberus' deadliest warriors are their Phantoms, cyberneticly enhanced assassins. They rely on speed and agility to slay their targets, being described as a "ninja on speed". One of Cerberus' top assassins is Kai Leng.

Kai Leng= Kai Leng is an assassin working for the human-survivalist organization Cerberus. Leng was formerly a lieutenant and N7 marine in the Systems Alliance known for having anti-alien attitudes. He is described as being Earth-born with features that show his dominant Chinese heritage.

Kai Leng is amongst the forces that Cerberus sends against Commander Shepard. Like Cerberus Phantoms, he is equipped with a palm device that projects a kinetic barrier, a projectile weapon in his right gauntlet, a tactical cloak and a sword for close-range combat.

Weapons and Powers
Melee: Monomolecular Sword Powers: Cybernetic Enhancements
 * Phantoms are almost exclusively melee fighters.
 * Monomolecular Blade: Kai Leng is known for killing people with a monomolecular blade. However, the blade can be broken
 * Hai Leng has several cybernetic enhancements, making him an immense threat.
 * Kinetic Barrier: In his left palm, Kai Leng can activate a Kinetic Barrier to protect himself. He needs to considerate on using it and not move. He can't move without his barrier weakening.
 * Palm Blaster: Kai Leng has a miniature blaster in his right palm. It is dangerus but not as deadly as his Monomolecular blade.
 * Electric Slash: Kai Leng can unleash a wave of electrical energy from his sword to stun and damage all enemies in a cone.

Special Edges:

Strengths: Weaknesses: Cerberus Phantom= Phantoms are agile Cerberus agents with a wide array of offensive and defensive capabilities, including particular specialization in evasive maneuvers and firing from cover. Although intelligence on their implants still evades the Alliance, phantoms are known to be able to create a personal barrier for greater protection.
 * Enhanced Speed and Agility: Kai Leng is faster than the average human combatant and can out maneuver many.
 * Stealth: Like many Phantoms, Kai is very stealthy, though not as stealthy.
 * Determination: He is very determined. He will not give up easily.
 * N7 Training: Kai was a N7 lieutenant before he became a Cerberus assassin

Monomolecular blades and biotic shielding allow phantoms to engage in close-quarters combat, and phantoms can briefly cloak in order to recover from injuries. Because of this ability, the Alliance recommends personal confirmation of a phantom's death.

Weapons and Powers: Melee: Monomolecular Blade Powers: Cyber Enhancements
 * Phantoms are almost exclusively melee fighters, making use of their Monomolecular blades to slash and stab.
 * Monomolecular Blade: Phantoms are armed with monomolecular blades that they use to deliver lethal strikes. One well aimed stab can kill but it hes one major flaw: The blade is fairly breakable.
 * Cerberus Phantoms are granted with Cybernetic Enhancements
 * Biotic Barrier: In their left palm, Phantoms can activate a Biotic Barrier to protect them from. While in use, the phantom stays in one place but becomes resistant to high-speed projectiles.
 * Palm Blaster: Phantoms also possess a powerful semi-automatic projectile-based weapon in their right palm. However, they rarely use it as they prefer melee combat.
 * Tactical Cloak: Phantoms have the ability to turn invisible for a very short time, used only to get out of combat.

Special Edges:

Strengths: Weakness:
 * Enhanced Speed and Agility: Phantoms have enhanced speed and agility.
 * Stealth: Phantoms use their speed, agility and invisibility to infiltrate relatively secure areas.
 * Predictable: Phantoms don't have that many special attacks. They rely on their simple weapons and advantages. It is easy to adapt to fighting them.
 * Simple Mind: They are extremely simple minded, not relying on creativity and only on basic orders.

X-Factors
<p style="text-align:center;">(Cyrax-Sektor) C-Ninjas vs Phantoms (Leng-Phantom)

<p style="text-align:center;">(89-89) 89 Training 86 (94-78) Cyrax and Sektor were trained to be deadly assassins since they were young children. Now, Leng was a former N7 lieutenant, granting him the edge in training. However, his fellow Phantom is nowhere near as well trained as any of them.

<p style="text-align:center;">(95-96) 95 Killer Instinct 95 (95-96) Both duos are willing to kill their target or severely cripple them.

<p style="text-align:center;">(98-98) 98 Fearlessness 94 (98-90) While Kai is hard to scare off, Kai is much more about surviving his missions and Phantoms are more incline to disappear when they are at a bad point. Cyrax and Sektor only survive when their enemies grant them life. They will otherwise stay in the fight.

<p style="text-align:center;">(92-91) 92 Speed/Agility 94 (95-94) Cyrax and Sektor are very fast themselves but Cerberus' Phantoms are much more known for moving crazy fast and with amazing grace, with Kai Leng even faster. They have been called "ninjas on speed".

<p style="text-align:center;">(94-96) 95 Strength/Durability 90 (91-89) Phantoms are not known for being really strong or really tough. Cyrax and Sektor, on the other hand, have greater physicality. They have metal plates, enhanced nerves and reinforced bodies that grants them enhanced strength and durability.

<p style="text-align:center;">(98-96) 97 Versatility 90 (93-87) Leng and his fellow Phantoms have a very single-hit mentality, thinking only about simple attacks. The Cyborg Ninjas are, on the other hand, hold a very versatile arsenal, all great at taking enemies down the way they need them to be taken down.

Who and What: The Warriors and their Gear
Cyrax and Sektor will be fighting together. Cyrax will have his unlimited supply of bombs, nets and buzzsaws. Cyrax will be armed with his Pulse Blade. Sektor will have his never-ending supply of missiles and flamethrower fuel. He will also have his duel Pulse Blades.

Kai Leng will be joined by one Cerberus Phantom. Kai Leng will have his pulse blaster in his right palm, his Kinetic Barrier projector in his left palm and his Monomolecular Blade. His fellow Phantom will have a palm blaster in its right palm, a Biotic Barrier projector in its left palm and a Monomolecular Blade.

When and Where: The Time and Place
The Battle will take place in a building belonging to the Lin Kuei. The time is presumably modern.

Why: The Reason
Kai was sent by the Illusive Man to hunt down a major leader of the Lin Kuei and assassinate him. Kai and three Phantoms go to earth and find the temple the Lin Kuei leader is staying at. As they take out the surprisingly easy guards and are in the large room the leader supposedly is, only to find that this was a ruse, two of his Phantoms have been killed and are attacked by two cybernetic ninjas.

Sektor and Cyrax were sent by the Lin Kuei to assassinate a major member of Human- Extremest Para-Military force. They infiltrate a temple he is supposedly hiding at, making quick work of the guards and killing two strange assassins. They find the room their target is said to be and find Kai. They are convinced this is their target and they attack.

=Deahtstroke vs the Black Panther=

It is now time to pit two of the deadliest comic book warriors together. Both have powerful weapons, both have near indestructible armor, and both have deadly skill!

Deathstroke, the biologically and technologically enhanced super-soldier…

VS

The Black Panther, the deadly Clan leader of the Panther people of Wakanda…

WHO IS DEADLIEST

Deathstroke
Imbued with enhanced physical powers by secret army experiments attempting to create metahuman super soldiers for the U.S. military, Deathstroke is a mercenary that is physically and mentally enhanced to be the deadliest soldier that could be made. His skills have proven him to be one of the deadliest individuals in the D.C. universe, having taken an the Justice League single-handedly and being one of the few people to par with Batman.

Weapons and Gear

 * Promethium Sword: Deathstrokes deadliest tool, his Promethium Sword allows him to slice and pierce through anything.


 * Energy Staff: His Energy Staff appears to use some kind of laser technology that allows him to use it in melee or as a range weapon


 * Promethium Mesh Armor: Deathstroke wears a suit of armor made of Promethium mesh and it does not hinder his abilities but is is as powerful as a suit made of Vibranium mesh.

Abilities and Powers
Powers Due to a botched military enhancement procedure, Slade Wilson's physiology was changed permanently. First, the procedure crippled his mind and body. Then, the experiment rebuilt his physical and mental faculties further than a human could process or build. These enhancements make Deathstroke an enhanced human, not superhuman and afford him the enhancements.


 * Enhanced Intellect: Able to think 9 times faster and utilize that much more of his mind than your average human for information processing and sorting, Deathstroke's mind is virtually a computer built for strategy and problem-solving, one that works at optimal ability even when under stress and fatigue. He is also ingenious in devising solutions against superior aspects of opponents, can observe and exploit, and can calculate distance, speed, and time at lightning speeds; his sense of timing is superb, bordering on perfection.
 * Enhanced Reflexes: Deathstroke possesses enhanced reflexes. The speed at which he reacts allows him to dodge fast-moving projectiles such as arrows and bullets. He can usually out-react even the fastest humans, no matter how well-trained.
 * Enhanced Speed: Ability to run at speeds of up to 30mph and long distances far out-performing any Olympic athlete.
 * Enhanced Stamina: Deathstroke can exert himself at peak capacity greater than any human could.
 * Enhanced Strength: His entire muscular system was hardened and strengthened, allowing Deathstroke to be "as strong as 10 men".
 * Enhanced Senses: Deathstroke's senses have been augmented to higher levels of ability. He can perceive things better than a normal human. This includes, but is not limited to:
 * Enhanced Hearing
 * Enhanced Sense of Smell
 * Enhanced Vision
 * Regenerative Healing Factor: With an enhanced ability to heal damaged tissue, the rate at which Deathstroke's body recovers from injury and capable of being repaired before death. As such, Deathstroke's body can take a tremendous amount of punishment before succumbing to death. Simple gunshot and stab wounds, cuts, and broken bones can heal faster than normal. He was once impaled clean through his chest, and it did nothing but slow him down and cause great pain.
 * Enhanced Immunity: Deathstroke's regenerative abilities have some effect on his body's ability to process through harmful, foreign substances and he has become naturally immune to deadly poisons and illnesses.
 * Retarded Aging: An important aspect to note is that while Deathstroke is apparently aging, he does so very slowly, appearing younger than he actually is.
 * Tactical Analysis: Slade is a great strategist and tactician. Always calculating his opponents moves beforehand; he even single handedly defeated the JLA roster that lacked the "Big Three". He has been compared to Batman in terms of tactical methods. Even against metahumans he has proven more than a match for them all at once with time to prepare. Roy Harper once claimed the Slade was, "The world’s greatest tactician."
 * Hand-to-Hand Combat (Advanced): Slade trained in hand-to-hand combat and when he was in the Army, he proved himself to be one of their best fighters. Later he received martial arts training in various styles. After mastering these martial arts he furthered his studies when he sought an assassin known as Natas to train him in the ways of Ninja and had studied assassination techniques. His physical prowess is so great that he has defeated Batman in hand to hand combat.
 * Swordsmanship: Using his superior problem-solving skills, Deathstroke can work out a battle ahead of time for many possibilities and predict enemy movements and tactics after the battle has engaged by recalling and utilizing memorized mannerisms acquired through past experience on a moment's notice.

Weakness

 * Missing Eye: Deathstroke only has one eye, though he feels confident enough in himself to allow his opponents full knowledge of this weakness with his mask. It also doesn’t seem to hamper his abilities, skills or even eyesight any.

=Sci-Fi Horrors vs Old Fiends! Xenomorphs vs Vampires=

They are Vicious! They are Horrific! They are the fuel for our Nightmares... but from Different Genres !

THIS IS A BATTLE OF THE SCI-FI HORROR AGAINST THE OLD FIELDS!

The Xenomorphs! The Hive-Mind Killing Machines, who only live only through the deaths of Others...

VS

The Vampires! The Blood Sucking Fiends of Old, who live forever off the blood of the Living....

WHO IS DEADLIEST?

Xenomorphs
<p style="text-align: center;">

Unlike many other recurring enemy extraterrestrial races in science fiction, the Aliens are not an advanced civilization, but predatory creatures with no higher goals than the propagation of their species and the destruction of any life that could pose a threat to them. Like wasps or termites, Aliens are eusocial, with a single fertile Queen breeding a host of subordinate castes. The creatures are known for their potent acidic blood and their pharyngeal jaws, although their biological life cycle, in which their offspring are implanted inside living hosts before erupting violently from their chests, is in many ways their signature aspect. Their design deliberately evokes many sexual images, both male and female, to illustrate a blurring of human sexual dichotomy.

Alien Warrior
The Warrior, also known as the Soldier or Hunter, is the primary assault caste of Xenomorph and as such it is almost certainly the most numerous caste of Xenomorph in existence. They are fast, reasonably tough, and savage combatants. Even in death the Warrior is dangerous, as its pressurised bloodstream will cause it to burst apart, drenching nearby enemies in acid. Warriors are identified by their ridged heads and stand around 8 feet tall on their hind legs. They are about 16 feet long, including their tail.

Weapons
Second Jaw:
 * Aliens have a powerful "inner jaw" that they can launch from their mouth, usually at one's head to punch a hole through it. It has enough power to punch through a predator's mask, making it incredibly powerful

Claws:
 * Aliens have claws strong enough to shear flesh from bone. They can also use their strength to make their claw attack even more devastating

Bladed Tail:
 * Alien Warriors have segmented, blade-tipped tails. One can stab through a Predator and lift him up a ways with just the strength of their tails. They can also be used as a blunt weapon to smack someone a ways.

Acid Spit:
 * Aliens can spit acid at individuals. As powerful as the acid that coarse through their bodies, it can burn through flesh and melt through metal with ease.

Explosive Death:
 * Alien Warriors have have highly pressurized bloodstreams that cause them to burst out acid if shot or slashed at, sending lethal acid flying.

Head Ram:
 * Alien Warriors have extremely strong heads that they can use as a battering ram with much force.

Special Edges

 * Superior Physicality: Aliens are always bigger, stronger and more durable than their host. They have the strength and durability to match a Predator in one-on-one melee combat. Warriors are vastly stronger than drones and can give off more of a fight.
 * Speed and Agility: Aliens are known for being crazy fast when they need to be and moving with cat like agility. They can leap over 20 feet at their target.
 * Acid Blood: One of the Alien's most iconic aspects is its acid blood, which is powerful enough to melt through most metals with ease.
 * Wall Climbing: Aliens can climb walls with amazing speed and even crawl on the ceiling with little problem.
 * Smart: Aliens are surprisingly smart. They can solve problems with strange speed and skill. They can figure out how to cut wires as to take out the power of an area, sacrifice one of their own to escape an area and even use technology to their advantage.
 * Camouflage: Aliens are able to camouflage into their surroundings and stay still so well that they can't be detected by sensors.

Vampires
<p style="text-align: center;">

Vampires are a type of demonic undead creature that has superhuman traits and endurance. Their appearance is either humanlike, many times attractive, to being skinny, hunchback, discolored, pale, corpselike and with enlarged claws or teeth. Some vampires can switch between humanlike and demonlike at will, normally by retracting their fangs and claws, allowing them to blend in with human society while hunting. But most vampires cannot change the fact that they have no shadows or reflections. Many vampires can shapeshift, normally into a bat or bat-like creature to give them flight. Vampires also can control many types of black magic depending on the story, though a common ability is hypnotizing people with their eyesight or levitation. Almost every culture in history has had legends about vampires or vampire-like creatures, from the blood-drinking demons of Sumerian mythology, to the Chupacabra of modern Latin American folklore. The most famous Vampires, however, originate from Eastern European folklore. It was believed that especially evil people, or those who had been cursed in some way, would return from the grave as vampires, preying on the living. Only certain methods were believed to be able to destroy a vampire, the most common being thrusting a wooden stake through the heart, and beheading the corpse. Technically, 'vampire' is defined as "any parasite that drains and feeds on the blood or life of the host".

Weapons
Fangs: Claws:
 * The Vampire's most iconic weapon is their fangs. They can bite an individual and suck vast quantities of blood out of their prey.
 * Vampires have strong claws that can tear through metal with ease and cause massive trauma and lacerations to its victim.

Special Edges

 * Superior Physicality: Vampires are stronger than human, able to claw through flesh and bone with massive trauma.
 * Speed and Agility: Vampires can move incredibly fast and leap amazing distances.
 * Intelligence: Vampires are not naturally super-smart but they still have human level intelligence and can use human technology.

X-Factors
<p style="text-align: center;">Xenomorphs vs Vampires

<p style="text-align: center;">110 Strength 110

Both monsters are stronger than the host they can through. They also grow stronger as they age.

<p style="text-align: center;">110 Durability 75

<p style="text-align: center;">95 Speed 100

<p style="text-align: center;">70 Intelligence 80

Aliens are by no means dumb. They are fast learners and can figure out their domain with vast speed. However, they are not at the level humans are at, unable to create technology use it in a conventional sense. The Vampires are much more at human levels. However, while some are old and have gain knowledge through time, many vampires are by no means geniuses. They can work technology and build things but they are not super geniuses. Overall, they are smarter than the Xenomorphs but is not super note worthy.

<p style="text-align: center;">100 Cur 80

The vampires are scary as hell. They live by the night and feed of the blood of the living. They are shadows, hiding till they have their victims where they need them to be. However, the Aliens won't care. They are fearless creatures they care only for the life of the queen. The aliens also strike feat at the same time.

<p style="text-align: center;">100 Teamwork 100

Notes to take into mind
=Battle of the Scientific Monsters: Killer Croc vs Tyrant R= Today, we shall pit two Brutal Creatures! They are Huge! They are Destructive! They are Horrors created when Science goes Wrong!

It's the Battle of the Biological Destroyers!

Killer Croc, The Massive Reptilian Monstrosity, that has become one of Batman's most fearsome enemies...

VS

Tyrant R, The Giant Bio-Weapon, who was created to find and kill but went haywire and got out of control...

WHO IS DEADLIEST?

Killer Croc
Waylon Jones was born with a condition that gave him a thick scaly hide and razor-sharp claws and teeth. As a child he was relentlessly bullied because of his monstrous appearance. When he was only eight years old he snapped and almost killed one of his schoolyard tormentors. For that little incident he spent the next eight years of his life in reform school. He didn't like it much. Over this time his contempt for humanity grew; and so did his body, mutating to grotesque proportions and becoming increasingly reptilian in appearance. The now sociopathic Waylon Jones celebrated his eighteenth birthday by becoming a cold-blooded murderer. He served twenty years for that crime and emerged from jail to join a traveling carnival. He quickly became the main attraction as the alligator-wrestler "Killer Croc". After a while Croc's ambitions and travels led him to Gotham, where he began his reign of savagry.

Killer Croc is an enemy of Batman with incredible super-strength and a crocodile-like appearance. This mutation was originally a birth defect, although he becomes more reptilian over time due to genetic experimentation. Despite his brutal savagery and heightened reflexes, his animalistic mentality results in lower intelligence.

Weapons, Powers and Skills

 * Regressive Atavism: Killer Croc is afflicted with what seems to be some form of regressive atavism, meaning he has inherited some of the traits of ancestral species of the human race. Over time the primal reptilian part of his brain gains more control of his psyche.
 * Regenerative Healing Factor: He has superhuman regenerative powers, able to heal even lost limbs.
 * Armored Skin: His skin has hardened to the point where it is invulnerable to most forms of abrasion and even high caliber weapons fired from a distance. Even his insides are incredably tough, as he was able to survive a bundle of grenades going off in his throat.
 * Superhuman Strength: He has grown so physically powerful and quick over the years that Batman has had to resort to planting explosive devices on Croc's chest to knock him unconscious. He has also been able to rip a large bank vault door right off its hinges with ease. He can lift up to a maximum of 10 tons, and growing stronger as his reptilian genetics take over.
 * Superhuman Speed and Reflexes: Despite his massive size, Croc is incredibly fast and very responsive. It is harder to sneak up on and can cut distances with surprising speed.
 * Superhuman Agility: Once again, Killer Croc can surprises his enemies with amazing agility and can maneuver around with strange skill.
 * Enhanced Senses: His senses are far greater than any human and most animals. He can track anyone down just by going off their sent.
 * Size: Killer Croc stands around 7'5" to 8 feet.
 * Claws and Teeth: Like most reptiles, Killer Croc has deadly claws and teeth. He can claw through strong sheets of metal and can easily take a bite out of a tank.
 * Hand-to-Hand Combat (Above Basic): Killer Croc spent a good deal of his early life as a wrestler of both humans and alligators. He knows how to grapple people and how to swing devastating punches and kicks
 * Master Swimmer: Croc is an expert swimmer and can hold his breath far longer than normal humans.

Tyrant R
The Tyrant R was equipped with various cybernetic components; It could be programmed for various objectives, and was outfitted with a small but powerful explosive in its neck. Its strength was far greater than that of other Tyrants, and so even a rocket launcher would only knock it unconscious rather than blow it to pieces.

Prior to the Raccoon City Destruction Incident, Hunters were being created in large numbers (via the Nursery, or by transportation) to combat the Tyrant R in a number of strength tests. However, the Tyrant still hadn't been activated by the time of the Outbreak, and the Hunters escaped.

The Tyrant was activated at the early hours of October 1st by Umbrella scientist Dr.Carter to combat the renegade Hunter Rs lost in the facility. Just prior to the escape of the survivors in the lab, the Tyrant became self aware, killing Carter, destroying the Tyrant virus vaccine and knocking both Linda and the detonator for its internal bomb off a catwalk.

Weapons, Powers and Skills

 * Tyrant Biology: Tyrant R was a highly modified Tyrant. It grants is a physical superiority to humans and make for fantastic Bio-Organic Weapon.
 * Regenerative Ability: The Tyrant R has a minor healing factor, allowing it to heal loss of body mass and damaged skin.
 * Armored Skin: The Tyrant R has extremely strong body, allowing it to shrug off a RPG blast with complete ease. Bullets have no effect on it.
 * Super Strength: The Tyrant R was bigger and stronger than most Tyrants. It can lift in the low tons.
 * Super Sprint: The Tyrant R can move at surprising speed, allowing it to
 * Super Jump: Tyrant R can jump an amazing distance.
 * Claws: The Tyrant R has massive claws that can slice a man in half and tear through steel.
 * Size: The Tyrant R stands at a freakish height. His leg is around 6'1" in length, making him around 12 feet at the shortest.
 * Surprising Intellect: This Tyrant displays intelligence unseen in most of its brethren: it actually took the time to hunt down and kill Carter, who was the one who held the switch to its internal bomb and posed the greatest threat to it at the time.

X-Factors
<p style="text-align: center;">Killer Croc vs Tyrant R

<p style="text-align: center;">120 Strength 120 Both warriors are very powerful. Killer Croc has a well-estimated level of 10 tons while the Tyrant R is not as known but can easily throw a few tons.

<p style="text-align: center;">150 Durability 150 Killer Croc and the Tyrant R can take high explosives and keep going. Taking them out require allot.

<p style="text-align: center;">100 Speed 90 Croc has been show to move at surprising speeds, levels imposable for most humans. The Tyrant R can cut distances in shot time but Corc barely takes the Edge.

<p style="text-align: center;">90 Agility 75 Croc has the benefit of being smaller of the two and much more proportional, and even with his size, Croc can move with surprising finesse. The Tyrant R can jump very well but it isn't the most nimble.

<p style="text-align: center;">75 Intelligence 85 Killer Croc relies on his survival instincts and does not use his intelligence that much. The Tyrant R is smarter, as it knew who is the most dangerous to him during the Raccoon City outbreak and took him down carefully.

<p style="text-align: center;">100 Brutality 100 Both warriors are cruel and will tear their enemies apart. They have no remorse and care only for their survival.

=Situational Battles=

These battles are not about one side killing the other. It is about one side getting a situation done or they lose the situation.

=A Blood-Bound Fiend in Citadel Space: Shepard's Team vs the Thing!=

Info (STvtT)
<p style="text-align: center;">

We believe that Saren, the Collectors and the Reapers stand as the greatest threat the Mass Effect Universe. However, we may find that the deadliest enemy they could face is not a big lingering army but an infection that destroys us from the inside.

A planet in Citadel space is being researched and terraformed for inhabiting by other races. However, the personnel of the terraforming facility and research station finds a strange organism. Soon, the colony disappears and the Citadel is worried.

One individual decides to investigate this on his own. The well renowned Commander Shepard fears that this may be related to the Reapers and he seeks to save the personnel and the terraforming station.

Upon arrival, Shepard finds the facility is in discord but not because of the Reapers. Unknown to our heroes, the researchers and workers uncovered the "remains" of an organism with a cell structure unlike any other. It can absorb people and then "mimic" them perfectly. It can only be slay.

This Thing has been released and now Shepard and his Team must battle it as so they can survive. Will Shepard and his Team defeat the Thing or will the Thing take over them and release itself into the galaxy for it to conquer? YOU DECIDE!

Shepard's Team
Commander Shepard will be joined by Ashley Williams, Garrus Vakarian, Tali'Zorah vas Normandy, Liara T'Soni and James Vega.

Commander Shepard= Lieutenant Commander Shepard is the human protagonist of Mass Effect, Mass Effect 2, and Mass Effect 3, whose gender, appearance, skills and pre-service history are all customizable and have an impact on the story. Shepard's first name is also customizable, but is never stated in-game. The default pre-made Shepard is a male Soldier named John, with the Earthborn/Sole Survivor profile. Shepard was born on April 11, 2154, is a graduate of the Systems Alliance N7 special forces program (service no. 5923-AC-2826), and is initially assigned to the SSV Normandy as Executive Officer. Shepard later becomes the first human to join the Spectres, an elite special task force for the Citadel Council in order to track down another membr of the organization gone rogue- a turian terrorist named Saren. Saren commanded an army of synthetics, called the Geth, and funded multiple projects to cure the krogan genophage in order to turn the species into a glorified slave race. Shepard was forced to quickly build a team to stop Saren's forces throughout the galaxy- stopping the mind-control of the Thorian on the Feros colony, rescuing Liara T'Soni from the Geth in the Artimis Tau Cluster and stopping her mother and Saren's right-hand woman Matriarch Benezia on Noveria. Shepard discovered that Saren was only a puppet of an ancient genocidal machine-race known as the Reapers. The vanguard of the Reapers, Soverign, was pretending to be Saren's ship as he indoctrinated the turian and planned to bring about his fellow Reapers, but his plans were stopped by Shepard, who's actions resulted in the deaths of both Soverign and Saren.

After that, Shepard was ambushed by the Collectors, who destroyed his original ship, the Normandy, and killed him- forcing the pro-human terrorist organization Cerberus to bring him back to life using the Lazarus Project. Leading a Cerberus-funded suicide mission, Shepard put together an elite strike force to cross through the Omega-4 Relay, an act no ship had ever returned from, to destory the Collector Base and stop the Reapers once again- an act the Commander succeeded in. When the Reapers threatened to once more invade the galaxy, Shepard was able to slow them down substantially by ramming a massive asteroid into the Alpha Mass Relay they were going to use- at the cost of 300,000 innocent lives. When the Reapers did manage to begin their invasion, Shepard was forced to abandon Earth to assemble all the races and factions in the galaxy under a single banner before leading them on an assault to stop the Reaper threat once and for all.

Weapons:

Omni-Blade: M-3 Predator: M-23 Katana: M-8 Avenger: Frag Grenades: N7 Armor:
 * A disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin.
 * Damage: High
 * A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Low
 * Rounds: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Mag Size: 15 rounds
 * The Katana is a common mercenary weapon, and is also popular on colonies with Varren infestations. It's deadly at short range, but ineffective at long range.
 * Accuracy: Low
 * Rounds: Mass Accelerated Shot
 * Damage: Medium-High
 * Rate of Fire: Semi-Auto
 * Mag Size: 5 shots
 * The Avenger is a common, versatile, military-grade assault rifle manufactured by the Elkoss Combine.
 * Accuracy: Low
 * Rounds: Mass Accelerated Slugs
 * Damage: Low
 * Rate of Fire: Automatic
 * Mag Size: 30 rounds
 * The Soldier throws a shrapnel-packed grenade that rips enemies to pieces.
 * Accuracy: Medium
 * Rounds: Frag Grenade
 * Damage: Very High
 * Rate of Fire: Thrown
 * Mag Size: 1 grenade at a time
 * Shepard is dressed in N7 armor that grants him strong protection plus free movement.
 * Armor is strong yet flexible.
 * Kinetic Barriers can stop Mass Accelerator Weapons but not melee weapons.

Special Edges:
 * N7 Training: Shepard is a N7 soldier and has some of the greatest military training in the System Alliance.
 * Adrenaline Rush: Accelerates reflexes, granting time to line up the perfect shot.
 * Commander: While not a tactical genius, Shepard is a great leader as he can lead small groups into combat.
 * Experience: Shepard has faced Saren, the Collectors and the Reapers in his time. He has also fought criminals and mercenaries.

Garrus Vakarian= ""Fighting a rogue Spectre with countless lives at stake and no regulations to get in the way? I'd say that beats C-Sec.""

- Garrus Vakarian

Garrus Vakarian was a proud turian member of C-Sec, the police force operating on the Citadel, but the years of swimming in red tape had taken their toll on him, and by the time the rogue spectre Saren managed to get away, protected from investigation because of his status, the final straw was broken. Teaming up with Commander Shepard as a member of Shepard's Crew, Garrus traveled from Feros, to the Artimus Tao cluster, to Virmire, to Noveria and finally to Illos.

When the Commander and the original Normandy were killed by the Collectors, Garrus drifted around, and eventually found his way to Omega, a crime-ridden hell hole of a space station. Deciding to assemble a team to fight control of the station out of criminal hands, Garrus became an acclaimed hero- nicknamed "Archangel" by the common people, and earning him the intense hatred of the three dominant merc groups on Omega. Despite their relative success, Garrus was betrayed when one of his own, another turian named Sidonis, made a deal with the mercs that lured Garrus away and butchered his entire squad. Abandoned, betrayed and alone, Garrus holed up in an isolated building to make a final stand as the Mercenary forces of the Eclipse, Blue Suns and Blood Pack teamed up to take him down. He was here for days before Commander Shepard arrived. Overjoyed to meet again, the two were able to work together to weaken the Mercs and escape, but a gunship horribly scarred Garrus' face.

As a former C-Sec, Garrus is very well trained and was an excellent law-enforcer. Garrus' skill as a sniper and steady use of assault rifles makes a huge asset in battling the Geth, Krogan Warlords and even brainwashed Rachni. He is also a renowned tactician, capable of leading a squadron into Omega and cause large enough damage to get the attention of three major mercenary groups, though he inevitably failed in his mission.

Weapons:

Rifle Butt M-15 Vindicator Battle Rifle: M-92 Mantis Sniper Rifle: Concussive Shot: Proximity Mines: Overload: Medium Agent Turian Armor:
 * Garrus is deadly at a range but very poor upfront. He can use the butt of his gun offensively, though.
 * Damage: Low
 * A battle rifle that fires in three-round bursts. Favored by assassins and elite mercenaries, and deadly at any range.
 * Accuracy: Medium
 * Rounds: Mass-Accelerated Bullets
 * Damage: Medium
 * Recoil: Low
 * Rate of Fire: Three-Round Burst
 * Mag Size: 24 rounds
 * The Mantis is a powerful sniper rifle that can kill most targets in one hit but its rate of fire is extremely slow.
 * Accuracy: Very High
 * Rounds: Mass-Accelerated Bullets
 * Damage: Very High
 * Recoil: High
 * Rate of Fire: Single Shot
 * Mag Size: 1
 * When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.
 * Accuracy: High
 * Rounds: Concussive Round
 * Damage: Low (Short-term Stun)
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Mag Size: 1
 * Sticky mine can fired but is only shot at the ground. It will detonate when an enemy steps within range.
 * Accuracy: Medium
 * Proximity: 3 meter radius
 * Rounds: Small Mine
 * Damage: Very High
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Mag Size: 1
 * Only activate if you step near it.
 * Overload is typically used to take down shields or synthetics, doing twice as much damage to shields as it does to synthetics. Can cause stun damage.
 * Accuracy: High
 * Rounds: Electronic Blast
 * Damage: None (Short-Term Stun)
 * Recoil: None
 * Rate of Fire: Single Shot
 * Mag Size: 1
 * Can Disable shields
 * Agent Armor is the standard armor issued for Turian C-Sec officers. It has a Kinetic Barrier generator to grant extra protection
 * Uses thick ceramic plating to protect non-flexible parts of the body to protect against metal projectiles
 * Kinetic Barriers can block projectiles and explosives but is vulnerable to intense heat and energy weapons

Special Edges:
 * Advanced Training: As a Turian, Garrus was trained at the age of 15 to become a soldier. Garrus then was a trained C-Spec agent and still has that training. His skills nominated him to be a Spector but his father kept him from getting the training needed.
 * Marksmanship: Garrus's skills and weapons make him a great long range fighter.
 * Tactician: Once going under the alias of Archangel, Garrus lead a squadron down to Omega and began his mission of bringing justice to the world.
 * Soldier Physicality: As a Turian Soldier, he has an incredible build, surpassing most humans.
 * Kuwashii Visor: Developed by Ariake Technologies, the Kuwashii Visor exchanges full protective coverage for visibility, unencumbered mobility, and increased accuracy.

Tali'Zorah vas Normandy= ""Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?""

- Tali'Zorah vas Normandy

Tali'Zorah nar Rayya is a quarian and a member of Commander Shepard's squad. She is the daughter of Rael'Zorah, a member of the Admiralty Board. Though young, Tali is a mechanical genius.

In 2183, she is on her Pilgrimage, the rite of passage to prove her worth and bring something of value back to her people aboard the Migrant Fleet. In 2185, having completed her Pilgrimage, Tali has been entrusted with leading an important research mission for the Admiralty Board.

Weapons:

Arc Pistol: M-23 Katana Shotgun: Sabotage: Drain Energy: Quarian Armor: Special Edges:
 * An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector that only requires thermal clips, to solve its power problems.
 * Accuracy: High
 * Rounds: High-Ampere Electric Shock
 * Damage: Low
 * Higher Damage if Charged, but takes up 3 shots worth of energy
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 18 (Normal) or 6 (Charged)
 * The Katana is a common mercenary weapon, and is also popular on colonies with Varren infestations. It's deadly at short range, but ineffective at long range.
 * Accuracy: Low*
 * Rounds: Mass-Accelerated Shot
 * Damage: Medium*
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: 5 shots
 * Accuracy and Damage decreases in longer ranges
 * Sabotage weapons and hack synthetics. Compromised synthetics fight on your side. Affected weapons overheat.
 * Accuracy: Medium
 * Rounds: Electronic Damaging Blast
 * Damage: none (hacks synthetics and overheats weapons)
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 1 blast
 * Hit an enemy with this energy pulse to inflict damage and to steal barrier and shield power.
 * Accuracy: Medium
 * Rounds: Energy Absorption Blast
 * Damage: Medium (Absorb Shield Energy)
 * Area of Effect: 1.5 meter radius
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 1 blast
 * Tali has lightweight body armor used by other Quarians.
 * Armor provides light protection against slugs.
 * Kinetic Barriers can aid in deflecting Mass Accelerated Projectiles but useless against melee attacks.
 * Engineering Genius: Tali is regarded as a engineering genius. She is young but knows how to work and repair engines and other important parts of technology.
 * Tech Drones: Tali can spawn tech drones as to grant must needed help to the team.
 * Combat Drone: This tech drone is mobile and provides both extra fire and a distraction.
 * Uses melee-range stun blast
 * Mobile
 * Defense Drone: This tech drone is stationary and provides a defensive cover fire for the team.
 * Uses stun blast with 5 meter range
 * Stationary

James Vega=

Lieutenant James Vega is a human Systems Alliance Marine and a member of Commander Shepard's squad in 2186. While Vega is an experienced soldier, he is unfamiliar with the seedy underbelly and political workings of the galaxy.

Unlike many allies of Shepard, James does not use intellect as mush as he uses his combat skills. He is tough, fierce and brave. He will fight with lots of tenacity.

Weapons:

M-22 Eviscerator: M-96 Mattock: Incendiary Ammo: Carnage: Frag Grenade: System Alliance Armor: Special Edges:
 * The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator.
 * Accuracy: Low
 * Rounds: Mass-Accelerated Projectile
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Mag Size: 3
 * Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch.
 * Accuracy: High
 * Rounds: Mass-Accelerated Projectile
 * Damage: Medium
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Mag Size: 16
 * When activated, the user's weapon causes fire damage to enemies, burning through armor and setting them on fire.
 * Accuracy: High
 * Rounds: Incendiary Rounds
 * Damage: Very High (Fire Damage)
 * Recoil: High
 * Rate of Fire: Single Shot
 * Mag Size: 1
 * Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby.
 * Accuracy: High
 * Rounds: High-Power Accelerated Round
 * Damage: Very, Very, Very High
 * Recoil: High
 * Mag Size: 1
 * Rate of Fire: Single Shot
 * Just you basic frag grenade.
 * Accuracy: Medium
 * Rounds: Fragmentation Grenade
 * Damage: Very High
 * Area of Effect: 6.5 meters
 * Recoil: none
 * Mag Size: 1
 * Rate of Fire: Thrown
 * Vega wears strong body armor that provides great protection along with Kinetic Barriers.
 * Armor blocks bullets yet allows for free movement.
 * Kinetic Barriers Aid in blocking bullets, but is useless against energy weapons.
 * Fortification: Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
 * Increases protection for short period of time
 * Combat Experience: Vega has seen allot of combat and made it out alive from a mission where his entire team was slaughtered.
 * Training: Vega is a trained System Alliance Marine who uses his training as much as he can.
 * Major Physicality: James is very heavily built, granting him major strength.

The Thing
The Thing is an extremely hostile extraterrestrial organism and the primary antagonist of The Thing and its Prequel. The Thing has the ability to assimilate other life forms in order to survive and flourish. The original physical characteristics of The Thing are unknown as it could have assimilated hundreds if not thousands of other species before it crashed on Earth.

The biology of The Thing is the same as the body it has replicated or is in the process of replicating. The Thing has the ability to heal itself from immense damage, however it is vulnerable to fire since it destroys the creature at a cellular level. It is very tolerant of cold, placing itself in cryogenic stasis until found by unsuspecting victims. When changing form, it bursts open and allows a variety of strange and terrifying forms and bits of previously assimilated anatomy to form, such as: tentacles, insect like limbs, eyes, teeth, claws, even faces, eventually re-arranging its cellular structure to mimic its desired shape. Kate Lloyd discovers the creature is unable to mimic inorganic material, when she finds a small pool of blood with metal fillings; surmising the creature spat them out when it assimilated its victim. The Thing is also capable of continuing normal functions even when lacking eyes, ears, sense of smell or other ways of interacting with the environment. This shows that not only has The Thing evolved an unrivaled capability to mimic any life form, but has also evolved a way of being aware of it's environment.

Any form of the Thing is capable of frightening amounts of strength, speed and stamina, such as the case with the Kennel Thing, which subdued and assimilated multiple sled dogs, and especially the Centipede-Thing, which overpowered Jonas in moments, despite the vaste size difference.

The Research station and Terriforming facility will have had up to 10 humans facility workers, 5 salarien facility supervisors, 5 asari researchers and 5 turian security officers.

Weapons and Powers
The Thing also has a wide array of powers in its disposal that retains to its organic abilities. Its powers also consist of:
 * Bodily Assimilation: The Thing is capable of absorbing an organism and mimicking them perfectly. It can be just a cell to take control of an organism as it can absorb each individual cell in an organism.
 * Super Physicality: Even when its is small, the Thing has incredible strength, durability, speed and stamina. One the size of a Human can easily overpower a normal human. With enough mass, the thing can remove an entire generator.
 * Mass-Gain: The Thing can collect more mass as to make itself larger and stronger. Also by increasing its mass, the thing increases the amount of intellect it can carry, making it very intelligent when in human sizes.
 * Cellular Independence: Each cell in its body is self-aware and can survive on its own. The Thing can tear itself apart and make multiple smaller versions of itself.
 * Hive Mind: The Thing is capable of controlling all of its cells and coordinate them perfectly.
 * Shape Shifting: The Thing can change its form on demand. It can turn from a normal looking organism to a strange, unearthly creature in seconds as to increase its own fighting abilities. It can grow large, tooth-filled mouths on its body, elongate its claws to increase slashing damage, grow tentacles and tails out of its body
 * Memory and Knowledge Copying: The Thing obtains the knowledge and memories of an organism it assimilates, making it easier to mimic the organism and increases the collective knowledge the Thing carries.
 * Power Mimic: Any ability or power an organism has can be assimilated and mimicked perfectly by the thing.
 * Super Resistance: The Thing is resistant to the cold and will undergo a cellular hibernation when the temperature reaches a level almost no organism can survive in. The thing is also resistant to most chemicals as it can produce acids and toxins of its own. Even killing it with fire is hard, as large quantities of itself is able to survive and it takes allot of fire to kill the Thing.
 * Self-Repair: The Thing cannot be harmed by conventional weaponry. Bullet holes will only go through it and its cells will repair itself. The only way one can kill a "thing" is by destroying it at a cellular level. Tearing it apart will not harm it either as every cell in its body is self-aware and it can repair itself. While some explosives work on it, mainly the ones that cause fire and pure blast energy, fragmentation grenades will do relatively little damage as the damage it inflicts is the same as that of firearms.
 * Acid Production: The Thing is able to produce acids and chemicals from its body, similar to that produce in the stomachs of organisms. This grants is an unexpected range weapon.

Conventional Weapons: The Thing does not need weapons as it can produce natural weapons like claws, teeth and whip-like or spear-like tails. However, the Thing is capable to using weapons and in this match the research station will have weapons at hand as they have other things to worry about, such as aggressive animals (indigunis or stow-away) or criminal raiders. Its arsenal of weapons consist of:
 * M-3 Predator:
 * Accuracy: Low
 * Rounds: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Mag Size: 15 rounds
 * M-22 Eviscerator:
 * Accuracy: Low
 * Rounds: Mass-Accelerated Shot
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Mag Size: 3 shots
 * M-8 Avenger:
 * Accuracy: Low
 * Rounds: Mass Accelerated Slugs
 * Damage: Low
 * Rate of Fire: Automatic
 * Mag Size: 30 rounds

Special Edges

 * Fast Learner: The Thing is very fast at learning things (pun not intended). During its time at the Norwegian base on earth, it was very brash and showed itself allot. However, the Thing started to tone down and use stealth more often.
 * Stealthy: The Thing relies on stealth and getting its prey alone so that others cannot interfere in its assimilation of the prey.
 * Super Smart: The Thing has assimilated the memories and knowledge of many organisms during its time. It has proven itself capable of making a space ship from helicopter parts and plan carefully.
 * Adapting: The Thing can adapt to its surroundings incredibly fast. It is also adaptable to certain things that can harm it other than fire.

Weaknesses

 * Pyrointolerant The Thing's primary weakness is fire, as it can actually destroy cells and cause wounds it cannot heal from.