User:Undead RVD/Sandbox 3

This is my third sandbox. This one is dedicated to Hard Sci-Fi battles.

=Hard Sci-Fi Battles= These are the battles between warriors that use extremely futuristic weaponry and technology.

=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: Powerhouse= 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: High-Energy Particle-Beam
 * 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: High-Energy Particle-Beam
 * 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: High-Energy Particle-Beam
 * 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: Disruption Beam
 * Damage: Very, Very High (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: Very, Very High (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: Very, Very 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= Custom 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)
Boba Fett vs Zaeed

Physical
90 Physicality 95 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. I am giving to Zaeed as he is much more beefed up.

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
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.

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.

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.

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
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.

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.

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.

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 and crystal dagger. Boba will make a working plan and adapt to it as to take down his prey.

Armor
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 produce an explosive impact when hitting, 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 vaporize or disintegrate 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 the primary limitation. The amount of power the shot produces is limited by the kick-back of the gun, as the most powerful weapons around can only be used by Krogans. It takes allot of power to punch through Mandalorian Armor and for a shot to punch through that would have such a kick-back that it may pull the user's arm out of the socket.

Historical
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.

=Boba Fett vs Samus Aran (Rematch)=

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:
Short Range: Sacros K-11 Blaster Pistol Long Range: EE-3 Carbine Rifle Super: DXR-6 Disruptor Rifle Missile: MM9 rocket system Bomb: 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: High-Energy Particle-Beam
 * 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: High-Energy Particle-Beam
 * 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 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: Disruption Beam
 * Damage: Very, Very High (Disintegration)
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Mag Size: 10 bolts
 * The MM9 mini concussion rocket launcher, also known as an MM9 wrist rocket, was a formidable weapon which utilized computer target tracking.
 * Accuracy: High (Homing)
 * Rounds: High-Explosive Rocket
 * Damage: Very High
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Magazine: 1 rocket at a time
 * This powerful thermal detonator is used by many individuals and can do devastating damage.
 * Accuracy: Medium
 * Rounds: Powerful Thermal Blast
 * Damage: Very, Very High (Vaporization)
 * Area of Effect: 20 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Mag Size: 1 grenade at a time
 * 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: Very, Very High
 * Recoil: Medium
 * Rate of Fire: Single Shot
 * Mag Size: 1 Warhead at a time
 * 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. It has been reenforced so that an accidental hit to it so that it doesn't go haywire like it did in the past.
 * 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.

Samus Aran
Orphaned during a Space Pirate raid on her home of K-2L, Samus Aran was adopted by the mysterious Chozo and taken to Zebes where she was infused with their DNA and raised to become a warrior. Once she reached adulthood, Samus joined the Federation Police where she served under the Commanding Officer Adam Malkovich, but she ultimately left to become a bounty hunter, though she was nonetheless recruited by the Galactic Federation on many occasions.

Armed in her cybernetic Power Suit, Samus has become famous for her accomplishments on missions others thought impossible. Her most renowned achievements are the destruction of the Space Pirate base on Zebes, her role in ending the Galactic Phazon crisis, her extermination of the Metroid species, and her disobedience of orders at the BSL station where she chose to destroy the deadly X Parasites rather than turn them over to the Galactic Federation.

Weapons:
Sidearm: Paralyzer Primary: Power Beam Super: The Plasma Beam Missile: Missile Launcher Bomb: Bombs Special: Screw Attack Armor: Power Suit and Zero Suit
 * When Samus Aran's gunship crashes on planet Zebes, she is not able to use her Power Suit, and is thus left with only her (then unnamed) "rather useless emergency pistol" and Zero Suit.
 * Accuracy: Low
 * Round: Stun Bolt
 * Damage: none (Stun)
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Mag Size: Unknown (likely 50 bolts)
 * The Power Beam is the basic energy unit produced by Samus Aran's standard Arm Cannon. The Power Beam is expelled from Samus' Arm Cannon. Close observation indicates that this is the Bounty Hunter's most frequently used offensive tool.
 * Accuracy: Very High
 * Rounds: Energy Bolt
 * Damage: Low (High if Charged)
 * Rate of Fire: Semi-Auto or Charged
 * Recoil: Low (High if Charged)
 * Mag Size: Unknown (Likely 100 bolts)
 * The Plasma Beam is expelled from Samus Aran's Arm Cannon. Capable of firing bolts of pure molten energy, this weapon becomes even more effective when charged.
 * Accuracy: High
 * Rounds: Plasma Beam
 * Damage: High (Very High if Charged) (Intense Heat)
 * Recoil: Low (High if Charged)
 * Rate of Fire: Semi-Auto (Single Fire if Charged)
 * Mag Size: Unknown (Likely 50 beams)
 * The Missile Launcher adds ballistic weapon capabilities to Samus Aran's standard Arm Cannon. Its ammunition is limited.
 * Accuracy: Medium (Homing)
 * Rounds: High-Explosive Missile
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Magazine: 1 rocket at a time
 * This item you can only use when Samus has become round from using the round ball. It is handy for attacking enemies that crawl on the ground, or to help you destroy narrow passages.
 * Accuracy: Medium
 * Rounds: Explosive Blast
 * Damage: High
 * Area of Effect: 5 meter radius
 * Recoil: none
 * Rate of Fire: Planted
 * Mag Size: 1 bomb at a time
 * Sends energy waves out from Samus's body while spin-jumping that causes damage to nearby enemies.
 * Produce energy waves when doing spin-jump
 * Damage: High
 * Somewhat hard to pull off
 * Samus Aran's Power Suit provides life support functions, and is well shielded from attack. The modular nature of the Power Suit allows for the addition of weapons, visors and other gear as needed. The Power Suit's shielding loses energy with each hit. The origin of this suit is the subject of much speculation.
 * Provides sufficient protection against energy weapons but her agility is hampered severely.
 * She can form into a ball
 * Connected to user's concentration: If Samus is put under enough stress or her concentration is broken, the suit will dissipate
 * While in her Zero Suit, Samus takes much more damage but is more agile. She is capable of grabbing and hanging from ledges and performing Wall Jumps due to her already-present superhuman acrobatic skills from her Chozo DNA and training.
 * Zero allows Samus to use her superhuman agility but provides pretty much no protection to the user.

Special Edges:

 * Experence: Samus has faced and defeated many foes in her time. However, much of her life was spent being trained by the Chozo so her experience is a bit limited.
 * Enhanced Agility: Samus was partially modified by the Chozo and has agility greater than any human.
 * Chozo Training: When her parents where killed by Space Pirates, Samus was saved by the Chozo. She was then trained by them at the age of 3 to the age of 14 to be a deadly warrior. She then joined the Federation Police Force and got more training from that, though it is fairly nothing when compared to her previous training.
 * Adapting: While many of her enemies are alike to each other, Samus is still able to adapt to the situation she is in.
 * Morph Ball: One of the most prominent, integral, and representative items of the Metroid games, the Morph Ball, or the "Maru Mari," is the Alt-Form of Samus Aran, and allows her to turn into a sphere almost 1 meter in diameter. It allows her to enter small tunnels and openings, which often lead to previously inaccessible areas.
 * Heat Vision: Samus is able to activate a vision system that allows her to see heat signatures. It can be limited by thick walls but a user can see through most walls.
 * Oxygen System: Samus has a powerful oxygen providing system that allows Samus to survive in space and underwater. While the limit appears endless, it more realistically gives Samus around 2 or 3 hours of air.

Special Edges (BFvSA)
Boba Fett vs Samus Aran (Power Suit - Zero Suit)

Physical
<p style="text-align: center;">85 <p style="text-align: center;">Brawn <p style="text-align: center;">90 (95-85)

Both warriors are incredibly strong and can take hits without their armor. However, Samus' armor grants her greater strength but is not as strong when not in her armor giving. Boba Fett was able to keep an enraged Bossk back using his strength and fighting skill. Without her armor, Samus and Boba are likely are par but when in her armor, Samus wins.

<p style="text-align: center;">90 <p style="text-align: center;">Finesse <p style="text-align: center;">95 (90-100)

Samus gets the edge of Finesse. Boba Fett is pretty damn fast and agile but Samus has superhuman level speed and agility. However, she can only use this when she is in her Zero Suit. In her Power Suit, her agility is hampered. In the Power Suit, Samus is at par with Boba but not in it, she has the superior agility. At average, Samus is superior in Finesse

Mental
<p style="text-align: center;">94 <p style="text-align: center;">Intelligence <p style="text-align: center;">83

Boba Fett has outwitted Jedi and hunted people almost no one can catch. He is also a tactical genius and has taken down armies. Samus mainly used her firepower and physical abilities to fight her foes and does not utilize incredible intellect to defeat her foes. She is a fast learner as she can use weapons she just picked up pretty fast but in overall intelect, Boba wins.

<p style="text-align: center;">94 <p style="text-align: center;">Brutality <p style="text-align: center;">88

While Samus has defeated foes, she is not inherently brutal and even has a motherly emotion to her as she treated the Baby Metroid as her own child and missed it when it died. Boba use to have a fathering atitude when he was with his ex-wife. However, when his wife was raped by a superior officer, Boba killed the officer with great brutality and was exiled for it. He even hunted down a copycat down, set up a trap, paralyzed him and left the copycat for dead for the copycat's jetpack to blow up and kill him. At the same time, though, Boba still loves his family and has gained many allies, from fellow bounty hunters to criminals that he can sympathize with. Both bounty hunters have careing connections but Boba Fett gets the edge in Brutality as he will brutally kill his enemies with much methodical cruelty and will make his enemies suffer if he wants them to.

<p style="text-align: center;">90 <p style="text-align: center;">Mental Health <p style="text-align: center;">87

Both warriors have suffered traumatic events that damaged their minds but both are able to keep them under control and keep concentrated in their fights. However, Samus has suffered more traumatic events and has shown to be more effected by them. Boba Fett has lost many allies, whether from death or from betrayal, but he did not let this harm his mental health.

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

Boba Fett has been trained in the way of the Mandalorians, who are amongst the deadliest warriors in the Star Wars Universe. However, Samus was trained by the Chozo for almost 11 years of her life, starting around the age of 3 years. She gets the edge in training as she spent much more time training and likely started training at a younger age.

<p style="text-align: center;">95 <p style="text-align: center;">Tactics <p style="text-align: center;">75

Samus is not known for using intense tactics. She prefers a gung ho style of taking down her foes. Boba, on the other hand, prefers intellect tactics. He utilizes strategic plans, even those he makes up on the go, to get his jobs done.

<p style="text-align: center;">95 <p style="text-align: center;">Marksmanship <p style="text-align: center;">80

As stated before, Samus is a fairly "run-and-gun" individual, using shear power over accuracy. Boba Fett is known for being a master marksman, capable of hitting targets from a vast distance away.

<p style="text-align: center;">95 <p style="text-align: center;">Stealth <p style="text-align: center;">80

Again, Samus is a more kill everything person. Boba Fett is much more about staying out of view and taking down enemies without others knowing.

Armor
<p style="text-align: center;">96 <p style="text-align: center;">Armor <p style="text-align: center;">47 (85-10)

Samus' Power Suit armor grants her major protection against energy weapons but it has one weakness: It is based on concentration. If she is put under enough stress or losses her concentration, her armor dissipates and she has only her Zero Suit. Her Zero Suit provides pretty much no protection. Boba Fett's armor is made of Mandalorian Iron, wich can stop high powered slug thrower rounds with ease but are even more effective against energy weapons. It can even stop Lightsaber strikes, which can slice through almost any material. Samus' weapons will not do much harm to Boba as his armor and for this, Boba gets the edge.

Experience
<p style="text-align: center;">98 <p style="text-align: center;">Experience <p style="text-align: center;">93

Both have seen allot of combat and defeated many foes. However, Boba Fett has two powerful advantages over Samus: These two important things are important. Samus may have faced allot in a short time but Boba Fett has spent more time fighting enemies that require more accuracy and tactics to defeat. For this, Boba Fet gets this x-factor.
 * 1) He has faced the likes of Jedi and Sith. They are faster, smarter and vastly more dangerous than the big brutish enemies that Samus is use to. He has also faced giant monsters and robots like Samus.
 * 2) He has been bounty hunting for over 66 years. Samus is likely in her late 20s and spent most of her life training under the Chozo and only spent around 10 to 14 years of her life in combat.

Where: The Location
The Battle will take place in a large ruined city, with lots of small places for Samus to squeeze into when in ball form and high points for Boba to get reach with his Jetpack.

Why: The Reason
Samus is hunting down an individual while Boba Fett is hunting down Samus, Dead or Alive.

=The Stalker vs TBA=

The Stalker


The Stalker is an ominous, vengeful figure that will hunt down and kill the Tenno. It remains unknown who or what the Stalker is. It wears a unique Warframe that grants it very unique powers. He supposedly existed back in the Orikan Era, making him ancient.

Weapons
Melee= Hate:
 * HATE is a scythe with a cruel blade, wielded by the Stalker.
 * Damage Type: Hyper-Sharp Blade
 * Damage: Very High
 * Can charge for greater damage
 * Can hit Multiple targets

Sidearm= Despair:
 * Used by the Stalker, DESPAIR throwing blades have a mono-filament edge, sharp enough to penetrate a Warframe.
 * Accuracy: High
 * Rounds: Hyper-Sharp Throwing Daggers
 * Damage: High (Can go through multiple bodies)
 * Armor Piercing
 * Recoil: none
 * Fire Action: Rapid Throwing (Automatic)
 * Magazine: 10 throwing daggers at hand at a time

Primary= Dread:
 * DREAD is the calling card of the Stalker. It fires arrows that can decapitate.
 * Accuracy: Very High
 * Rounds: Plasma-Tipped Arrows
 * Damage: Very High (Can go through multiple targets)
 * Armor Piercing
 * Head-Shots Decapitate
 * Recoil: none
 * Fire Action: Bow-Charge
 * Magazine: 1 arrow at a time

Armor= Stalker Warframe
 * The Stalker wears a unique Warframe, granting him his incredible powers and attributes while also providing
 * Body Armor provides basic protection against damage
 * Shields provide super heavy protection against both ranged and melee attacks

Powers
Power 1= Slash Dash
 * Just like Excalibur, the Stalker dashes forward, slashing any who get in his way.
 * Projection: Charging Slash
 * Damage: Very High (Melee Damage/Near Instant Death)
 * Travel Distance: 10 meters
 * Width: 2 meters
 * Can hit multiple targets in line

Power 2= Pull
 * Just like Mag, the Stalker uses magnetic force to pull targets towards him, stunning them and bringing them into melee range.
 * Projection: Pulling Force
 * Damage: Medium
 * Range: 25 meters
 * Targets are pulled closer and into a prone position
 * Can pull multiple targets at once

Power 3= Shuriken
 * Just like Ash, the Stalker launches a spinning blade of pain, dealing high damage and impaling enemies to walls.
 * Projection: Hypersharp Throwing Star
 * Damage: Very High
 * Ignores Armor

Power 4= Teleport
 * Again, just like Ash, the Stalker teleports towards the target, bringing them into melee range.
 * Projection: Teleporterion
 * Teleports directly in front of the target
 * Kicks target to knock them back
 * Range: 60 meters

Power 5= Absorb
 * Like Nyx, The Stalker absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
 * Projection: Damage-Absorption Field
 * Damage is absorbed and turned into an explosive field.
 * Explosion Type: Damage Field
 * Damage: Very High (Near Instant Kill)
 * Goes through cover

Power 6= Dispel
 * Stalker's energy purges all kinds of supports, rendering all special abilities useless.
 * Projection: Damaging Dispelling Pulse
 * Dispels all buffs and causes damage to enemies close by
 * Damage: High
 * Area of Effect: 20 meters (Damage), Unlimited (Dispelling)

Special Edges (Stalker)

 * Tenno-like Enhancements: The Stalker displays attributes akin to that of Tenno but to more extreme levels.
 * Superhuman Strength: The Stalker is bigger than most Tenno and displays equivalent strength.
 * Superhuman Durability: The Stalker can take a hell of a beating before going down, more so than most any Tenno around.
 * Superhuman Speed: Despite his great size, the Stalker is crazy fast, capable of moving around quickly and quietly. His teleportation only makes him even faster.
 * Unknown Advanced Training: It is unknown whether the Stalker himself is a Tenno or a separate being. However, his skills match and even surpass most Tenno, being of elite levels.
 * Stealth Master: The Stalker, as his name goes, is incredibly stealthy. His ninja-like skills and speed makes him hard to locate unless he reviles himself.
 * Brutal: The Stalker will kill its target viciously.
 * Experienced: The Stalker likely has killed many Tenno and stands with possibly a few thousand years
 * Determined: While he will leave if he fails to kill its target the first time, the Stalker will work incredibly hard to kill its target in the first place. He believes he is on a mission to punish the Tenno for their sins, both of old and current.
 * Survivor: The Stalker is nearly impossible to kill and has survived many failed hunts.

=Boss vs James Vega=

Boss
RC-01/138—simplified as RC-1138 and also known as Delta-38 or by his nickname of Boss—was a clone of Mandalorian bounty hunter Jango Fett. Born in 32 BBY on the watery world of Kamino, Boss was trained by the Mandalorian Cuy'val Dar training sergeant Walon Vau to become a clone commando in the Grand Army of the Republic. Placed in command of three other commandos, Boss lead the elite special forces unit Delta Squad as their sergeant. When the Clone Wars broke out between the Galactic Republic and the Confederacy of Independent Systems, Boss took his place in the Grand Army's Special Operations Brigade under Jedi General Arligan Zey, and served alongside his clone brothers in Delta Squad on a number of battlefields, ranging from the deserts of Geonosis, the halls of the RAS Prosecutor, and the streets of Coruscant, to snowy Mygeeto and the the plains of Haurgab. Following the transformation of the Republic into the Galactic Empire, Boss and the other members of Delta Squad—minus squadmate RC-1207, whom the squad had been forced to abandon on Kashyyyk in the final days of the Clone Wars—served in the new Imperial Army, as members of the Imperial Commando Special Unit, a specialized unit within the 501st Legion tasked with hunting down clone deserters, fugitive Jedi Knights and Jedi sympathizers.

Weapons
Sidearm: DC-15s Side Arm Blaster Primary: DC-17m Interchangeable Weapon System (Blaster Rifle) Secondary: DC-17m Interchangeable Weapon System (Sniper Rifle) Powerhouse: LJ-50 Concussion Rifle Explosive: DC-17m Interchangeable Weapon System (Anti-Armor Grenade Launcher) Special: Flash-Bang Grenade Armor: Katarn-class commando armor
 * DC-15s pistols were used by clone commandos as a backup in addition to the heavier DC-17m Interchangeable Weapon System. The energy cell kept the blaster recharging at a slow but steady rate.
 * Accuracy: Medium
 * Rounds: Plasma Bolt
 * Damage: Medium
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: Unlimited (Constant Recharging)
 * The DC-17m Interchangeable Weapon System (DC-17m ICWS) was a configurable combat weapons system used by the clone commandos of the Galactic Republic. Perhaps the most often used attachment, the blaster rifle attachment made the DC-17m a powerful, rapid-firing ion pulse assault rifle.
 * Accuracy: High
 * Rounds: Plasma Bolt
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Automatic
 * Magazine: 60 bolts
 * The second attachment for the DC-17m allowed the blaster to convert into a long-range sniper rifle with electromagnetic targeting scope.
 * Accuracy: Very High
 * Rounds: Magnetically-Accelerated Energy-Laced Slug
 * Damage: Very High
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: 5 rounds
 * The LJ-50 Concussion Rifle is a heavy field weapon manufactured by Arakyd Industries, and used in medium to long distance engagements. It utilizes a concussive energy charge that implodes on impact and creates a 500 unit radius area of effect.
 * Accuracy: Very High
 * Rounds: Concussive Explosion
 * Damage: Very High (Near Lethal)
 * Area of Effect: 10 meter radius
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: 5 rounds
 * A third configuration for the DC-17m was made possible by an attachment that transformed the rifle into an anti-armor grenade launcher.
 * Accuracy: Medium-High
 * Rounds: High-Powered Impact Grenade
 * Damage: Very High
 * Area of Effect: 3 meter radius
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: 1 rounds
 * A flash-bang grenade, also known as flash bomb, was a weapon that, when thrown, blinded and deafened the target rather than harming them, allowing the user to either attack or flee.
 * Accuracy: Medium
 * Rounds: Flash-Bang Grenade
 * Damage: none (Blinds and Deafens target)
 * Area of Effect: 3 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 grenade at a time
 * Katarn-class commando armor was armor used by clone commandos during the Clone Wars. It was named after the predatory animal from Kashyyyk.
 * Body Armor provides major protection against damage
 * Shields provide major protection against both energy projectiles and metal projectiles but not against melee attacks

Special Edges

 * Combat Experience: Boss has seen ALLOT of combat in his line of combat. From being a loyal soldier of the Galactic Republic to a loyal soldier of the Galactic Empire, Boss has seen a shit ton of different enemies.
 * Training: Boss is an elite soldier who has training that is near imposable to par with other training systems.
 * Loyal: Boss will not disobey his superior and will never give up in combat.
 * Physicality: Boss is incredibly well built and can use his build in moving fast and can take allot of damage himself.

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 Powerhouse: Carnage Explosive: Frag Grenade Special: Fortification Armor: System Alliance Armor
 * The Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Medium
 * Rounds: Mass-Accelerated Projectile
 * Damage: Low
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Magazine: 15
 * 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: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 16
 * 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
 * Magazine: 3
 * Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby.
 * Accuracy: Medium
 * Rounds: High-Power Accelerated Round
 * Damage: Very High
 * Recoil: High
 * Rate of Fire: Single Shot
 * Magazine: 1
 * Just you basic frag grenade.
 * Accuracy: Medium
 * Rounds: Fragmentation Grenade
 * Damage: Very, Very, Very High
 * Area of Effect: 6.5 meters
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1
 * Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
 * Increases protection for short period of time
 * Vega wears strong body armor that provides great protection along with Kinetic Barriers.
 * Body Armor provides protection against damage
 * Kinetic Barriers provide protection against metal projectiles but not so much against energy projectiles and useless against melee attacks

Special Edges

 * 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.
 * Tenacity: James is hard working and will not give up easily.
 * Major Physicality: James is very heavily built, granting him major strength.

X-Factors (BSvJV)
<p style="text-align: center;">Boss vs Vega

<p style="text-align: center;">90 Physicality 95

<p style="text-align: center;">95 Training 90

<p style="text-align: center;">98 Armor 93

<p style="text-align: center;">90 Intelligence/Tactics 80

<p style="text-align: center;">96 Experience 89

James has seen much combat but compared to many individuals in the Mass Effect world, he is much younger and not as experienced. Boss, for a clone trooper, has seen allot of combat and is hard to par with most units.

Gear
Boss will carry with him: James Vega will have on him:
 * 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.

=War Heroes of Space: Commander Shepard vs William Carter=

Commander Shepard


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 member 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.

For this match, Shepard will be a Vanguard.

Weapons and Armor:
Pistol= M-3 Predator SMG= M-4 Shuriken Assault Rifle= M-8 Avenger LMG= M-76 Revenant Explosive= M-560 Hydra Special Weapon= Armor= N7 Armor
 * Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Slugs
 * Damage: Low-Medium
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Magazine: 15 rounds
 * Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire.
 * Accuracy: Low
 * Rounds: Mass Accelerated Shot
 * Damage: Medium
 * Recoil: Medium
 * Rate of Fire: 6 round burst fire
 * Magazine: 24 rounds
 * A common, versatile, military-grade assault rifle. Accurate when fired in short bursts, and deadly when fired on full auto.
 * Accuracy: Medium
 * Round: Mass Accelerated Slugs
 * Damage: Low
 * Recoil: Medium
 * Rate of Fire: Automatic
 * Magazine: 30 rounds
 * The M-76 Revenant unleashes a storm of high-velocity slugs. It has low accuracy but a high thermal clip capacity, and packs considerable firepower.
 * Accuracy: Low
 * Round: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: Medium
 * Rate of Fire: Automatic
 * Magazine: 60 rounds
 * Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two.
 * Accuracy: High
 * Slow Projectile Movement
 * Round: Missile Barrage
 * Damage: Medium (individually) Very High (together)
 * Recoil: High
 * Rate of Fire: 4 Missile Barrage
 * Must be Fully Charged
 * Magazine: 4 missiles (1 shot)
 * Basic armor of the N7 elite soldiers.
 * Body Armor provides high protection
 * Kinetic Barriers provide high protection against ranges attack but useless against melee attacks and lasers

Powers:
Power 1= Pull Power 2= Charge Power 3= Shockwave Power 4= Nova Power 5= Incendiary Ammo Power 6= Cryo Ammo
 * Shepard is able to use Pull to generate a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the biotic.
 * Lifts target into the air
 * Smash into a target while encased in this biotic barrier, leveling your opponents. Invulnerable while this power is in effect.
 * Damage: High(Knocks target down)
 * Invulnerable while charging
 * When used, the power 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.
 * Damage: High (Blast away target)
 * Transfer the energy of your biotic barrier to charge and spark this deadly blast. Barrier strength determines intensity.
 * Damage: High (Knocks back enemies)
 * Blast Radius: 4 meters
 * Barriers instantly go down
 * Shoot a flaming round that sets enemies on fire.
 * Damage: Medium (Fire Damage)
 * Flash freeze and shatter unprotected enemies. Slow down the rest.
 * Damage: Medium (Freezes targets)

Special Edges:
Strengths: Weaknesses:
 * N7 Training: Shepard is an N7 soldier who has obtained vastly more training than other System Alliance soldiers.
 * Commander: As his name goes, Shepard is a gifted commander and can lead his team into combat.
 * Hand to Hand Combatant: Shepard is a capable hand-to-hand fighter do to his training.
 * Exceptional Physicality: Shepard has good physicality and can take both a beating and give one with his hands.
 * Team-Reliance: Shepard is relies heavily on a team. He almost never fights alone.

William Carter
William Carter joined the Army, December 17, 1941, leaving college to enlist shortly after the attack on Pearl Harbor. He saw action in the Pacific theater and earned the rank of Master Sergeant with commendations for his service in the Burma campaign. His service ended on October 25, 1945, after which he returned to college on the G.I. Bill. Shortly after graduation, the CIA recruited Carter in 1948 as field operative. His quick thinking and bravery served him well and he rose through the ranks, earning personal commendations from both Director Hoover and President Truman. In 1959, during a deep cover assignment in Laos, a fire at his family home in Arlington killed his father, wife, and son. He alternates between blaming himself and the agency for the tragedy--- this, as much as anything else, led to his drinking problem. Following a strong of disciplinary charges in December of 1960, William Carter was reassigned to domestic operations only. Continued problems led to a further demotion to administrative duties in June of 1961. In 1961, Myron Faulke, the Director of the Bureau of Strategic Emergency Command within the United States Government, decides to recruit William Carter into the Bureau. At the same time, extraterrestrials have begun their assault on Earth, in which William Carter serves as the Bureau's leading soldier and commander against the the alien menace.

Weapons (Carter)
Pistol= Heavy Plasma Pistol

SMG= Laser SMG

Assault Rifle= Laser Pulse Rifle

Machine Gun= Rotary Plasma Cannon

Explosive= Blaster Launcher

Special= Lightning Cannon

Powers (Carter)
Power 1= Heal

Power 2= Lift

Power 3= Silacoid

Power 4= Drone

Power 5= Mind Control

=Normandy SR-2 vs Slave 1=

Info (N2vEE)
Boys and Girls, we will have a battle not of two deadly warriors but of two deadly spacecrafts!

<p style="text-align: center;">This is the Battle of the Big-Name Ships in Space!

<p style="text-align: center;">The Normandy SR-2, the well-renown frigate of Commander Shepard!

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

<p style="text-align: center;">USS Enterprise-E the Sovereign-class starship of Captain Jean-Luc Picard!

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

X-Factors (N2vEE)
<p style="text-align: center;">Normandy vs Enterprise

=The Executor=

The Executor, Darth Vader's personal Star Destroyer
""This is my personal battle cruiser…and I did not name it the Executor for nothing!""

- Darth Vader, speaking of the Executor

The Super Star Destroyer Executor was the personal flagship of the Lord Darth Vader, the premier command ship of the Imperial Navy, and the first of the Executor-class Star Dreadnought line. Designed by starship engineer Lira Wessex as a successor to the original Imperial-class Star Destroyer, the Executor, at a monumental 19,000 meters in length, represented the largest traditional warship the galaxy had ever seen by the time of its completion. The Executor bristled with more than 5,000 weapon emplacements, enough firepower to blast any planetary surface to slag in hours, and a military complement capable of annihilating any ground installation. The Executor's presence alone, however, was enough to frighten an entire star system into submission.

Design and Dimensions (Executor)
The Executor was the first of the Executor-class Star Dreadnought line and the premier flagship of the Imperial Navy. Measuring a colossal 19,000 meters long, the Super Star Destroyer marked a crowning achievement in starship engineering for both the Imperial Navy and Kuat Drive Yards, the warship's designer. Nearly twelve times as long as the 1,600-meter-long Imperial I-class Star Destroyer, the Executor represented the largest traditional starship ever constructed by the Imperial Navy at the time of its completion—only the first Death Star and select Torpedo Spheres were larger.

Offensive & Defensive Capabilities (Executor)
Aside from the Star Dreadnought's unprecedented size, the Executor's awesome offensive capabilities set it apart from other warships, bristling with more than 5,000 turbolaser batteries and ion cannons. With 2,000 turbolaser batteries, 2,000 heavy turbolaser batteries, 250 concussion missile batteries, each armed with thirty heavy concussion missiles, 250 heavy ion cannons, 500 laser point-defense cannons, and forty Q7 tractor beam projectors along its city-like surface, the Executor was capable of reducing any planetary surface to slag in a matter of hours. The warship's mere presence in an engagement alone was enough to frighten an enemy force into submission.

Armament
Turbolaser Batteries= Heavy Turbolaser Batteries= Ion Cannons= Concussion Missile Batteries= Point Defense Cannons=
 * The Turbolaser was a heavy laser cannon equipped with large banks of capacitors, allowing them to build up and store far more powerful energy bursts than standard cannons. The entire yield of these Tubolasers vary extensively but most sources put them in the megaton range
 * Rounds: High-Powered Laser
 * Damage Type: Explosive Kinetic Force and Vaporizing Heat
 * Yield: Megatons
 * Capable of vaporizing stone
 * Use: Assault
 * Severely damage enemy vessels from varying distances
 * Firing Action: Rapid Fire
 * Quantity: 2,000
 * The Turbolaser was a heavy laser cannon equipped with large banks of capacitors, allowing them to build up and store far more powerful energy bursts than standard cannons. Heavy Turbolasers vastly more powerful than most ship-mounted Turbolasers, packing fire power possibly in the gigatons.
 * Rounds: High-Powered Laser
 * Damage Type: Explosive Kinetic Force and Vaporizing Heat
 * Yield: Gigatons
 * Capable of vaporizing stone
 * Use: Assault
 * Severely damage enemy vessels from varying distances
 * Firing Action: Rapid Fire
 * Quantity: 2,000
 * Ion cannons fired particles that seriously interfered with the operation of electronics and computer systems, shorting circuits and often disabling them outright, in much the same manner as an electromagnetic pulse. The actual physical damage would sometimes result in fused joints on machines, due to the heat produced.
 * Projectile: Ionized Particle Beam/ Super-Ionized Plasma Blast
 * Damage Type: Electrical Disruption w/ Melting
 * Yield: Kilotons
 * Causes sever damage to electronics
 * Use: Support
 * Disable enemy ship's weapons, shields and other defenses
 * Firing Action: Rapid Fire
 * Quantity: 250
 * Concussion missile batteries were large missile launchers used on Star Destroyers and similar vessels. They fired assault concussion missiles which utilize armor-piercing war heads to extend its damage past the hull and even deal crippling damage to capital ships.
 * Projectile: Assault Concussion Missile
 * Damage Type: Concussion Blast
 * Yield: Megatons
 * Armor-piercing tip penetrates the target's hull before detonating for greater damage
 * Detonation: Delayed-Impact or Proximity
 * Utilizes advance targeting systems to increase accuracy/chance of hitting
 * Use: Assault/Defense
 * Damage enemy ships, either to cause direct damage or to push them back
 * Firing Action: Rapid Fire (1 round every 2 seconds)
 * Quantity: 250
 * A point-defense cannon was a kind of fast-tracking starship emplacement, typically laser cannons, that were used to defend large starships against smaller starfighters. Point-defense cannons were also used to defend against missiles.
 * Projectile: Laser Beam
 * Damage Type: Piercing/Melting/Vaporizing
 * Yield: Kilotons
 * Laser beams have perfect accuracy but limited range
 * Use: Defense
 * Shoot down starfighters and missiles in range
 * Firing Action: Rapid Fire
 * Quantity: 500

Hull and Shields
Deflector Shield= Titanium-Reinforced Alusteel Hull=
 * The Executor was gifted with immensely powerful shields. Provided by two ISD-72x deflector shield generator domes, the shields are easily able to withstanding the kind of force its weaponry unleash. I.e. its shields can easily withstand gigatons of destructive force.
 * Deflector Shield provides immense protection against gigaton-ranged blasts and projectiles
 * Deflects projectiles moving at hypersonic or near lightspeed
 * Does not deflect projectiles and vessels moving slower than hypersonic speeds
 * Deflector shield generators can be damaged as to disable shields but both must be destroyed and are both highly armored and highly guarded
 * The Hull of the Executor consists of titanium-reinforced alusteel. With the titanium's strength and low density and the alusteel's extraordinary durability, the Executor's hull is capable of tanking tubolaser fire and equal firepower even without its shields
 * Armored Hull provides protection against megaton-ranged damage

=The Grustag Three vs=

The Grustrag Three
The Grustrag Three were formerly regular Grineer marines who (while aboard a troop transport) suddenly slaughtered their fellow comrades, claiming that they were growing "impatient for the killing". After being committed to the Grustrag Reconditioning Facility, Facility Director Tengus discovered that the marines suffer from a rare mutation brought about by cloning, vastly increasing their combat potential at the cost of deteriorating mental faculties.

Under Vay Hek's order, Tengus reconditioned them, with the intent of focusing their aggression towards the Tenno instead. Although mostly successful, the Three still had lingering violent behavior towards fellow Grineer. To counteract this, Tengus developed the Grustrag Bolt, a device that limited their effectiveness against other Grineer personnel. Tengus had additional Bolts created, to be used against the Tenno during the Three's operations.

With The Grustrag Three now prepared for combat, Vay Hek deployed them with the sole purpose of attacking those who supported enemies of the Grineer. However, Sargas Ruk criticized Hek's actions, reminding Hek of the soldiers The Three have killed and warning him that they would eventually grow out of his control.

Members (Grustag)
Leekter= Leekter is the melee-only member of The Grustrag Three. He wields a Manticore hammer in battle with deadly skill.

Weapons, Armor and Gear:

Manticore: Grustag Armored Suit:
 * A Grineer-made weapon, the Manticore is a slow but very powerful hammer/ax weapon.
 * Damage Type: Piercing/Blunt Force
 * Damage: Very High
 * The Grustag Three wear identical armored suites, giving them a greater level of protection than any normal Grineer soldier.
 * Armor provides very heavy protection against harm.

Special Edges:
 * Genetic Mutation with Augmentation: The Grustag Three are mutations from the normal Grineer soldiers. Their mutations increase their combat capabilities but also increase their aggression and bloodlust. Also, like all other Grineer units, the Grustag Three are augmented to be stronger and more durable than humans, allowing them to take an ungodly amount of harm.
 * Enhanced Strength: The G3 are notably stronger than most other Grineer units.
 * Enhanced Endurance: The G3 are total bullet sponges, capable of taking an ungodly amount of damage.
 * Enhanced Speed and Agility: The G3 are much faster and more agile than the usual Grineer units.
 * Enhanced Combat Skills: Thanks to their mutations, the G3 are more skillful than most other Grineer marines.
 * Blood Thirsty: Do to their mutation, the G3 are extremely violent and deadly unit
 * Elite Training: The Grustag Three are among the best trained soldiers of the Grineer army, with skills surpassing all.

Shik Tal= Shik Tal is the defensive member of the Grustag Three. He is armed with the Marelok lever-action stubbed-rifle and a Grineer Riot Shield.

Vem Tabook= Vem Tabook is the offensive member of the Grustag Three. He is armed with the Hek shotgun.

=Space-Bound Elites: Tenno vs N7=

Intro (TNvN9)




Today, we pit two teams of elite warriors. They are Brave! They are Disciplined! They are Dedicated to their Cause!

This is the Battle of the Space-Bound Elites!

The Tenno, the Ancient and extremely Deadly warriors, who were awoken from their ancient sleep to retake the Origin System!

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

N7 Spec-Ops, the Elite soldiers of the Systems Alliance, who fight those who fight along side the Galaxy against the Reapers!

<p style="text-align: center;">WHO IS DEADLIEST!

Tenno


The Tenno are descendants of an ancient and mystical civilization of lost warriors from the Orokin era on Earth. Preserved in cryopods for centuries, the Tenno now awaken to a new war, fighting and resisting warring factions as the sole bearers of the Orokin-created Warframes. While the memories of the Tenno have faded over time, their mastery of guns, blades, and Warframe exo-armor has not.

Fragments of history suggest that discipline and chivalry are the cornerstone values of the Tenno: is this true today? The Tenno are emerging into a world unfamiliar to them. One sees a noble warrior, building his strength against an oppressive regime. Another sees an opportunistic mercenary, exploiting the Warframe's superiority for wealth. Regardless of their future, the Tenno stand united against a common foe, loyal only to each other.

Technology (Tenno)
Various Melee Weapons: The Tenno utilize a wide selection of melee weapons.
 * Hypersharp Blade: The majority of the Tenno's weapons have hypersharp blade that can slice through metal, body armor, flesh and bone alike.
 * Plasma Blade: The Tenno also use weapons with blades made of Plasma that can cut through most-anything.
 * Blunt Force: The Tenno also have basic blunt-force weapons, effective against those weak to impact force.
 * Energized Blunt Force: Some of these blunt-force weapons that are energized to grant greater force upon strike.

Super-Accelerated Bullets: The Guns used by the Tenno are likely not like our conventional firearms. The bullets move faster than the rounds of the Lanka sniper rifle, which fires magnetically-accelerated projectiles. This means these rounds move as fast, if not faster than, most magnetically accelerated rounds, like Mass Accelerator weapons. Their is also no visible casings when firing their weapons. The wounds caused by these weapons are massive as it can splatter massive portions of a poor target's torso and take entire limbs off. At my best hypothesis, the guns used by the Tenno are likely propelled by a unique energy propellant that sends good-size caseless bullets at hypersonic speeds.

High-Powered Bolts: The Tenno also have guns that fire Bolts. Bolts are slower than conventional rounds but they are still incredibly powerful as it can pin an individual to a wall. At my best hypothesis, the bolts used are highly dense and have major force behind them do to this.

Hypersharp Throwing Blades: The Tenno will occasionally utilize throwing blades that are hypersharp and are thrown with enough force to pin individuals to walls while being completely silent. These blades can come in the form of kunai or throwing stars.

Unique Bow and Arrows: Some Tenno utilize bows that launch arrows at incredible speeds, with enough force to pin people onto walls. The Paris utilizes a unique magnetic acceleration system that launches arrows with more speed and force than conventional bows.

Sentinels: Sentinels are robotic companions that follow Tenno around and assist in various ways depending on their set Precepts. They can serve as an extra gun that watches the Tenno's back. It also has other abilities like producing a stunning shock wave, a disintegration blast, a cloaking system or an item vacuum

WARFRAME: The Tenno utilize Warframes, special suits that grant the user protection, powers and enhanced attributes. Each Warframe is unique and can deal out major punishment towards enemies, grant incredible boosts to themselves and/or allies or simply make their enemies' lives a living hell. Rarely does one set of Warframe powers overlap another.

Shields: Warframes also provide energy shields that create a first line of defense. Shields protect against high-velocity projectiles, melee attacks and light speed projectiles (like lasers). It does have its weaknesses, though: Shields can be weaken by extreme cold and does not protect against toxins and radiation.

Tenno Enhancements: The Tenno each have enhancements that enhance their physical attributes well beyond human levels. This effectively makes them super soldiers.

Team Members (Tenno)
The Warframes being used in this fight will be Excalibur, Mag, Loki, Volt, Trinity, Frost, Ember, Ash, Rhino, Nyx, Saryn, Banshee, Vauban, Nova, Nekros, Valkyr, Oberon, Zephyr Hydroid, and Mirage. They will also be accompanied by the Lotus, who serves as their guide and informant.

Excalibur=

EXCALIBUR is a simple yet deadly Warframe. He has durability, special offensive abilities and defensive abilities.
 * Excalibur is named after the legendary sword of Britain's legendary King Arthur.

Weapons, Powers and Armor:

Melee: Skana Sentinel: Wyrm Power 1: Slash Dash Power 2: Radial Blind Power 3: Super Jump Power 4: Radial Javelin Armor: Excalibur Warframe
 * Before all other weapons, Tenno master the Skana. This simple blade becomes immensely powerful in the hands of a master. For Tenno, it is the foundation of their fighting style and a pillar of their culture.
 * Damage Type: Hypersharp Blade
 * Damage: High
 * Greater Damaged when Charged
 * With 'Warrior' and 'Crowd Dispersion' as default Precepts, Wyrm is a highly offensive Sentinel.
 * Laser Rifle: A laser rifle developed by reverse-engineering Corpus technology.
 * Crowd Dispersion: Unleashes radial stun damage when multiple enemies are nearby. Increasing level increases range.
 * Warrior: Sentinel will attack first visible enemy in range. Increasing level increases damage and range.
 * Excalibur dashes forward, slashing any who get in his way.
 * Projection: Charging Slash
 * Damage: Very High
 * Hits multiple targets in a row
 * Emits a bright flash of light, blinding all enemies in a small radius for several seconds.
 * Projection: Intensely Bright Light
 * Blinds nearby enemies
 * Excalibur launches into the air, jumping 3 times higher than normal.
 * Projection: Enhanced Jump
 * Used to reach specific locations
 * Launches javelins towards enemies, dealing high damage and impaling the target enemy into walls.
 * Projection: Energy Javelins projected from ground
 * Projects 5 to 15 javelins
 * Javelins always hit
 * Damage: Very High (Near Instant-Kill)
 * Armor Piercing
 * Each Tenno wears strong armor with strong shields. Excalibur has the basic type armor.
 * Body Armor provides basic protection against damage.
 * Shields provide basic protect from projectile attacks and melee attacks.

Attributes and Edges:
 * Tenno Enhancements: The Tenno display levels of strength, endurance, agility and speed well beyond human levels. They can use these enhanced attributes to perform feats of power and grace impossible for most humans.
 * Enhanced Strength: The Tenno wield strength far beyond that of human limitation, allowing them to wield massive weapons with fantastic grace.
 * Heightened Endurance: Mirage is slightly weaker than most Tenno but is still tougher than the conventional human soldier.
 * Greater-Superhuman Speed $ Agility: Mirage among the fastest Tenno around, matched by Nova and surpassed by Loki.
 * Expert Stealth: With his stealth/redirection powers, Loki is far more stealthy than most Tenno.
 * Tenno Training: The Tenno are among the most well trained warriors in existence.

Lotus=

Lotus is a mysterious figure that guides the Tenno through their missions. Little is known about the Lotus or her origins, however the lotus symbol on her helmet/hood suggests allegiance with the Tenno. She serves as a guide and aid to the Tenno, helping them in their missions in retaking the Origin System from the Grineer and Corpus.
 * Lotus is named after the aquatic plant the Indian Lotus (Nelumbo nucifera), known for its beautiful flower.

Weapons (TN)
Pistols= Rapid Fire 1: Lato Rapid Fire 2: Bolto Automatic 1: Furis Automatic 2: AkZina Moderator 1: Sicarus Moderator 2: Ballistica Heavy 1: Lex Heavy 2: Vasto Shotgun: Bronco Silent 1: Kunai Silent 2: Hikou
 * The LATO is a highly accurate pistol used by the Tenno everywhere.
 * Accuracy: High
 * Rounds: Super-Accelerated Bullets
 * Damage: Low
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 15 rounds
 * The BOLTO fires heavy bolts, capable of impaling enemies to walls.
 * Accuracy: Medium
 * Rounds: High-Powered Bolts
 * Damage: Medium
 * Armor Piercing
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 15 bolts
 * The FURIS delivers a high damage output in a short time frame thanks to its high rate of fire.
 * Accuracy: Medium
 * Rounds: Super-Accelerated Bullets
 * Damage: Low
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 35 rounds
 * The choice weapon of Mirage, these fast-firing dual pistols deliver a deadly performance.
 * Accuracy: Medium
 * Rounds: Sper=Accelerated Bullets
 * Damage: Low
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 50 rounds
 * Used akimbo
 * Doubles rate of fire
 * Doubles ammo capacity
 * Reduces accuracy
 * The SICARUS fires 3-round bursts, which provides a balance between the lethality of auto-pistols and the accuracy of semi-automatic pistols.
 * Accuracy: High
 * Rounds: Super-Accelerated Bullets
 * Damage: Medium (High in Burst)
 * Recoil: High
 * Fire Action: 3 round burst
 * Magazine: 15 rounds
 * The Ballistica crossbow features a unique dual firing mechanism, choose between a four bolt volley or a deadly accurate charged shot.
 * Accuracy: Low as Volley/ High as Charged shot
 * Rounds: Plasma-Tipped Bolts
 * Damage: Medium (Very High as Volley)/Very High as Charged shot
 * Armor Piercing
 * Charged shot can hit multiple targets in a row
 * Recoil: High (Sideways)
 * Fire Action: 4 bolt volley or Charged single shot
 * Magazine: 16 round magazine
 * Reduced Awareness Weapon
 * The LEX is a powerful, accurate pistol that has a lower rate of fire and small clip size. Very efficient at long range.
 * Accuracy: High
 * Rounds: Super-Accelerated Bullets
 * Damage: Very High
 * Armor Piercing
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 6 rounds
 * Steady and reliable, the VASTO revolver combines speed and power for a classic gunslinger feel.
 * Accuracy: High
 * Rounds: Super-Accelerated Bullets
 * Damage: High
 * Recoil: High
 * Fire Action: Double Action (Semi-Auto)
 * Magazine: 6 shots
 * Surprisingly fast reload time
 * The BRONCO is a small-scale shotgun that can be wielded with one hand. Only effective at close range, it has limited clip size.
 * Accuracy: Low
 * Rounds: Super-Accelerated Shot
 * Damage: Very High
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: 2 shells
 * KUNAI throwing daggers offer a silent alternative to the traditional sidearm. Perfect for assassins.
 * Accuracy: Medium
 * Rounds: Hypersharp Throwing Knives
 * Damage: High
 * Armor Piercing
 * Recoil: none
 * Fire Action: "Automatic" (thrown rapidly)
 * Magazine: 10 daggers at hand
 * Completely Silent Weapon
 * As an alternative to KUNAI, these Tenno throwing stars do less damage but they come with expanded ammo capacity and a higher rate of fire.
 * Accuracy: Medium
 * Rounds: Hypersharp Shurikens
 * Damage: Medium
 * Armor Piercing
 * Recoil: none
 * Fire Action: "Automatic" (thrown rapidly)
 * Magazine: 20 stars at hand
 * Completely Silent Weapon

Loadout= Excalibur Mag Loki Volt Trinity Frost Ember Ash Rhino Nyx Saryn Banshee Vauban Nova Nekros Valkyr Oberon Zephyr: Hydro: Mirage:
 * Sidearm: Lato
 * Primary: Braton
 * Sidearm: Sicarus
 * Primary: Boltor
 * Sidearm: Hikou
 * Primary: Vulkar
 * Sidearm: Lato
 * Primary: Grakata
 * Sidearm: Bolto
 * Primary: Burston
 * Sidearm: Bronco
 * Primary: Soma
 * Sidearm: Lato
 * Primary: Grakata
 * Sidearm: Kunai
 * Primary: Vectis
 * Sidearm: Lex
 * Primary: Hek
 * Sidearm: Sicarus
 * Primary: Strun
 * Sidearm: Vasto
 * Primary: Tigris
 * Sidearm: Furis
 * Primary: Paris
 * Sidearm: Furis
 * Primary: Burston
 * Sidearm: Bolto
 * Primary: Sobek
 * Sidearm: Lex
 * Primary: Miter
 * Sidearm: Vasto
 * Primary: Soma
 * Sidearm: Ballistica
 * Primary: Penta
 * Sidearm: Furis
 * Primary: Braton
 * Sidearm: Sicarus
 * Primary: Soma
 * Sidearm: AkZani
 * Primary: Boltor

N7 Marines


N7 is a vocational code in the Systems Alliance military. The "N" designates special forces and the "7" refers to the highest level of proficiency. It applies to marines who have graduated from the Interplanetary Combatives Training (ICT) program at the Interplanetary Combatives Academy in Rio de Janeiro, Brazil.

These soldiers are the go-anywhere, fight-anything special forces of the Alliance that were trained. They had to survive combat situations "in an admirable and effective fashion" to receive the N7 rank. During the Reaper invasion, many N7 marines began to train other species in anti-Reaper asymmetric warfare and joined N7 Special Ops squads in battle.

Technology (N7)
Monomolecular Blades: Utilizing super sharp blades, Monomolecular blades are highly deadly as they can cut through armor. However, the blades are very easily breakable and can be destroyed pretty easily.

Omni-Tools: Although melee-combat applications for the omni-tool are almost as old as the device itself, the feature was largely unused prior to the Reaper invasion. The need to take on multiple husks in close quarters forced the Alliance to develop ways to enhance the tool's offensive capability.

Mass Accelerator Weapons: Mass Accelerator Weapons utilize a system to shave off tiny slugs from a small block of metal inside the weapon and propels them to deadly speeds. The speed of the projectiles is not specified but likely stand at hypersonic speeds. There is also no specification on the size of the projectiles but the most logical size would be equal to that of a #12 lead pellet, which is small enough for the internal block to produce plenty of rounds while still having power behind each shot.

Biotics: Biotics is the ability for some lifeforms to create mass effect fields using Element Zero nodules embedded in body tissues. These powers are accessed and augmented by using bio-amps. Unlike true telekinesis, biotics are limited to maneuvers and "shoots" it out like a projectile.

Armor: Armor is protective body covering intended to prevent injury in combat, and is differentiated by species and level of protection. Medium to heavy armor—and almost all turian and krogan armor—is classified as 'hard-suit' because it uses thick ceramic plating to protect non-flexible parts of the body.

Kinetic Barriers: Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. They activate when being hit by a projectile that falls between speeds. They are perfect against solid projectiles going at supersonic and hypersonic speed but provides no protection against lasers (too fast) or melee attacks (too slow). They are also highly vulnerable to electric attacks as well as many Direct Energy Weapons. Kinetic barriers do not protect against extremes of temperature, toxins, or radiation.

Team Members (N7)
The team consists of N7 Fury Adepts, N7 Destroyer Soldiers, N7 Demolisher Engineers, N7 Paladin Sentinels, N7 Shadow Infiltrators and N7 Slayer Vanguards.

N7 Fury Adept=

Fury operatives use implants to fuel biotics and their incredible movement speed. These operatives wind an unpredictable path on the battlefield, moving in and out of combat before returning to unleash a sweeping biotic attack on their unsuspecting targets.

Weapons, Powers and Armor:

Melee: Punch Power 1: Throw Power 2: Annihilation Field Power 3: Dark Channel Power 4: Biotic Strike Armor: N7 Fury Armor
 * The most basic attack a human can perform, the punch is just a blow performed with a fist.
 * Damage Type: Blunt Force
 * Damage: Low
 * Throw uses mass effect fields to hurl targets away, damaging them if they hit an object.
 * Projection: Biotic Pushing Force
 * Damage: High if the target flies into something.
 * This fiery effect spins around the user, which burn nearby enemies. When active, the field can be recast to blast a short-range area and to detonate combos.
 * Projection: Fire Field into Blast
 * Damage (Field): Low
 * Duration: 30 seconds
 * Total Damage: High
 * Damage (Blast): High
 * Plagues an opponent with a persistent, damaging biotic field. Effect transfers to a second target if the first is killed.
 * Projection: Health-Damaging Biotic Field
 * Damage per hit: Low
 * Duration: 30 seconds
 * Total Damage: High
 * Only one at a time
 * The N7 Fury Adept teleports a short distance forward before releasing a powerful biotic burst at the expense of barrier strength.
 * Projection: Biotic Burst
 * Teleports short distance to perform attack
 * Damage: High
 * Sacrifices Protection
 * The N7 Fury Army provides no extra protection than basic System Alliance armor.
 * Body Armor provides basic protection
 * Kinetic Barriers provide basic protection against ranged attacks but not melee attacks

Attributes and Edges:
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 Destroyer Soldier=

The Destroyer's T5-V Battlesuit gives these strong-but-slow soldiers mech-like protection. Driven by eezo-assisted actuators, these frontline troopers carry heavy weapons onto the battlefield.

Weapons, Powers and Armor

Melee: Omni-Blade Power 1: Hawk Missile Launcher Power 2: Multi-Frag Grenade Power 3: Devastator Mode Power 4: Stomp Armor: T5-V Battlesuit:
 * The Omni-Blade is a super-heated blade-type weapon produces by an Omni-Tool
 * Damage Type: Super-Heated Blade
 * Damage: Medium
 * Disintigrates after use
 * Rip a target into shreds with the T5-V's autofiring shoulder cannon.
 * Projection: Missile
 * Damage: High
 * Blast Radius: .5 meters
 * Drains half of Shields
 * Launches multiple frag grenades from the T5-V's right gauntlet.
 * Projection: Barrage of Frag Grenades
 * Damage: High
 * Blast Radius: 10 meters
 * Turns into a powerful turret with the T5-V Battlesuit. Weapons deal greater damage but user can barely move
 * Projection: Combat Mode
 * Weapon Damage increases
 * Rate of Fire increases
 * Movement speed decreases
 * Cannot use Melee attack
 * The N7 Destroyer Soldier stomps the ground, sending nearby weaker enemies flying.
 * Projection: Sysmic Stomp
 * Damage: Medium
 * Targets in radius are launched into the air
 * The N7 Destroyer utilizes the mech-like T5-V Battlesuit to get major protection through shielding.
 * Body Armor provides basic protection
 * Kinetic Barriers provide very heavy protection against ranged attacks but not melee attacks

Attributes and Edges:
 * Superhuman Strength (in suit): With the T5-V Battlesuit, the N7 Destroyer wields more strength than any human.
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 Demolisher Engineer=

The Demolisher uses grenades to attack at range and to terrorize the battlefield. Demolishers can also create a supply pylon that stocks allies with an unending reserve of grenades and thermal reloads.

Weapons, Powers and Armor

Melee: Punch Power 1: Homing Grenade Power 2: Arc Grenade Power 3: Supply Pylon Power 4: Explosive Omni-Tool Armor: N7 Demolisher Armor
 * The most basic attack a human can perform, the punch is just a blow performed with a fist.
 * Damage Type: Blunt Force
 * Damage: Low
 * Launches a seeking grenade to track down a target, causing a massive explosion on impact.
 * Projection: Seeking Grenade
 * Damage: Very High
 * Blast Radius: 2 meters
 * Stun and electrocute your enemies with an EMP-packed grenade. Effective against shields and barriers.
 * Projection: EMP Grenade
 * Damage: Low (High vs Kinetic Barriers)
 * Radius: 6 meters
 * Target is Stunned
 * Deploy an immobile pylon that supplies ammo and grenades. A built-in tech generator also increases maximum shields for nearby allies.
 * Projection: Deplorably Ammo Supply
 * Provides ammo and grenades to allies for limited time
 * Also gives temporary shield boost
 * The N7 Demolisher Engineer punches with an omni-tool that explodes on impact, knocking enemies away.
 * Projection: Explosive Punch
 * Damage: Very High
 * The N7 Demolisher has armor that provides stronger kinetic barriers.
 * Body Armor provides basic protection
 * Kinetic Barriers provide above-basic protection against ranged attacks but not melee attacks

Attributes and Edges:
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 Paladin Sentinel=

The Paladin carries a powerful omni-shield onto the battlefield to block enemy fire. The Paladin also uses the shield as a heavy-melee weapon.

Weapons, Powers and Armor

Melee: Omni-Shield Bash Power 1: Snap Freeze Power 2: Incinerate Power 3: Energy Drain Power 4: Shield Armor: N7 Paladin Armor:
 * The Paladin is able to use his Omni-Shield as a weapon, bashing enemies in the face.
 * Flash-freezes unprotected enemies and slows down the rest with a wave of ice damage
 * Projection: Freezing Blast
 * Damage: Low (High vs Kinetic Barriers)
 * Range: 10 meters
 * Shield-less targets are frozen
 * Shielded targets are slowed
 * Burns opponents and incinerate their armor.
 * Projection: Incineration Blast
 * Damage: High (Fire Damage)
 * Hits an enemy with this energy pulse to inflict damage and to steal barrier and shield power.
 * Projection: Shield Draining Pulse
 * Damage: High
 * Drains target's shield energy
 * Restores user's shields
 * The N7 Paladin can produce an Omni-Shield that absorbs much damage.
 * Projection: Omni-Shield
 * Provides heavy protection from damage
 * Lasts for a limited time and has a limited damage-threshold
 * The N7 Paladin has fancy armor with great kinetic barriers.
 * Body Armor provides basic protection
 * Kinetic Barriers provide heavy protection against ranged attacks but not melee attacks

Attributes and Edges:
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 Shadow Infiltrator=

Shadow infiltrators use implants to dramatically improve agility, making them slippery combatants on the battlefield. Their monomolecular blades are a menace from cover and close range.

Weapons, Powers and Armor:

Melee: Monomolecular Sword Power 1: Tactical Cloak Power 2: Shadow Strike Power 3: Electric Slash Armor: N7 Shadow Armor
 * The Monomolecular sword is a short sword with a hyper-sharp but breakable blade.
 * Damage Type: Hyper-sharp blade
 * Damage: High
 * User becomes invisible for a limited time.
 * Projection: Invisibility
 * User is undetectable to the human eye
 * Cloaks and sneaks behind target to unleash a vicious sword attack.
 * Projection: Clocked Attack
 * Damage (per Hit): High
 * Unleashes a wave of electrical energy from her sword to stun and damage all enemies in a cone.
 * Projection: Electric Energy Wave
 * Damage: Medium (High vs Shields)
 * Stuns target
 * The N7 Shadow's Armor provides no extra protection than basic System Alliance armor.
 * Body Armor provides basic protection
 * Kinetic Barriers provide basic protection against ranged attacks but not melee attacks

Attributes and Edges:
 * Peak Human Finesse: N7 Shadow is exceptionally fast and agile, greater than most soldiers.
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 N7 Slayer Vanguard=

Slayers use implants to dramatically improve mobility. Their dizzying sword attacks can hit multiple opponents, and the Slayer's ability to slip fire makes them hard to pin down on the battlefield.

Weapons, Powers and Armor:

Melee: Monomolecular Sword Power 1: Phase Disruptor Power 2: Charge Power 3: Biotic Slash Armor: N7 Slayer Armor
 * The Monomolecular sword is a short sword with a hyper-sharp but breakable blade.
 * Damage Type: Hyper-sharp blade
 * Damage: High
 * Focuses the energy of his barrier to fire a high-powered beam at a target from afar.
 * Projection: High-Powered Beam
 * Damage: High
 * Drains user's Kinetic Barriers
 * Smashes into a target while encased in this biotic barrier, leveling his opponents. Invulnerable while this power is in effect.
 * Projection: Biotic-Powered Charge
 * Damage: High
 * Charges his sword with biotic energy and slash nearby enemies in a wide swath, flattening unshielded opponents.
 * Projection: Biotic-Powered Slash
 * Damage: High (Low vs Shields)
 * The N7 Slayer's Armor provides no extra protection than basic System Alliance armor.
 * Body Armor provides basic protection
 * Kinetic Barriers provide basic protection against ranged attacks but not melee attacks

Attributes and Edges:
 * Peak Human Finesse: N7 Slayer is exceptionally fast and agile, greater than most soldiers.
 * N7 Training: N7 units have the best training provided by the System Alliance.

Weapons (N7)
Pistols= Rapid Fire: M-3 Predator Automatic: N7 Eagle Moderator: M-5 Phalanx Heavy 1: M-6 Carnifex Heavy 2: M-77 Paladin Shotgun: M-358 Talon Silent: M-11 Suppressed
 * Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Slugs
 * Damage: Low
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: 15 rounds
 * When the Alliance's Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol.
 * Accuracy: Low
 * Rounds: Mass Accelerated Slugs
 * Damage: Low
 * Recoil: High
 * Fire Action: Automatic
 * Magazine: 24 rounds
 * The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project that developed a close-in weapon to be used on armored or shielded targets with no loss of stopping power in comparison to the soldier's assault rifle.
 * Accuracy: High
 * Rounds: Mass Accelerated Slugs
 * Damage: Low
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: 12
 * The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon.
 * Accuracy: Medium
 * Round: Mass-Accelerated Slugs
 * Damage: High
 * Recoil: High
 * Fire Action: Semi-Auto
 * Mag Size: 6 rounds
 * The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents.
 * Accuracy: Medium
 * Round: Mass-Accelerated Slugs
 * Damage: High
 * Recoil: High
 * Fire Action: Semi-Auto
 * Mag Size: 3 rounds
 * Firing heavy-gauge shotgun pellets, the Talon is a close-range pistol that delivers massive trauma to unarmored targets.
 * Accuracy: Very Low
 * Rounds: Mass Accelerated Flechett
 * Damage: Medium
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Mag Size: 5 shots
 * The M-11 Suppressor is the product of the Alliance's Offensive Handgun Project that developed an infiltration weapon to be used in close-quarters situations where silence is key.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 12
 * Reduced Awareness Weapon

Loadout= N7 Fury (1) N7 Fury (2) N7 Fury (3) N7 Fury (4) N7 Destroyer (1) N7 Destroyer (2) N7 Destroyer (3) N7 Demolisher (1) N7 Demolisher (2) N7 Demolisher (3) N7 Demolisher (4) N7 Paladin (1) N7 Paladin (2) N7 Paladin (2) N7 Shadow (1) N7 Shadow (2) N7 Shadow (3) N7 Slayer (1) N7 Slayer (2) N7 Slayer (3)
 * Secondary: M-5 Phalanx
 * Primary: M-8 Avenger
 * Secondary: M-3 Predator
 * Primary: N7 Hurricane
 * Secondary: M-6 Carnifex
 * Primary: N7 Crusader
 * Secondary: M-3 Predator
 * Primary: N7 Piranha
 * Secondary: M-77 Paladin
 * Primary: N7 Typhoon
 * Secondary: M-358 Talon
 * Primary: N7 Typhoon
 * Secondary: M-6 Carnifex
 * Primary: N7 Crusader
 * Secondary: M-5 Phalanx
 * Primary: M-23 Katana
 * Secondary: N7 Eagle
 * Primary: N7 Valkyrie
 * Secondary: M-6 Carnifex
 * Primary: M-451 Firestorm
 * Secondary: N7 Eagle
 * Secondary: M-3 Predator
 * Primary: N7 Valkyrie
 * Secondary: M-5 Phalanx
 * Primary: M-37 Falcon
 * Secondary: M-5 Phalanx
 * Primary: N7 Typhoon
 * Secondary: M-11 Suppressed
 * Primary: N7 Valiant
 * Secondary: N7 Eagle
 * Primary: M-98 Widow
 * Secondary: M-11 Suppressed
 * Primary: M-98 Widow
 * Secondary: M-3 Predator
 * Primary: M-8 Avenger
 * Secondary: M-3 Predator
 * Primary: N7 Hurricane
 * Secondary: N7 Eagle
 * Primary: M-8 Avenger

X-Factors (STvTN)
Direct-Offense Units= Excalibur - Volt - Zephyr - Hydroid VS Slayer

95 - 92 - 92 - 92 Strength 80 Excalibur wields strength that goes well beyond human standards, entering super-human levels. Volt, Zephyr and Hydroid at peak-human strength, beating most humans around. While the Slayer has decent strength, he likely doesn't match the physically superior Tenno.

90 - 90 - 98 - 90 Endurance 80 Just like their strength, Excalibur is at near-superhuman toughness while Volt, Zephyr and Hydroid have peak-human endurance. The Slayer is not beyond human levels and loses against the two Tenno.

90 - 90 - 95 - 90 Finesse 90 Excalibur, Zephyr and Hydroid have immense finesse but the Slayer is able to keep up. Zephyr is among the fastest and most graceful Tenno, placing her up top in finesse.

90 - 90 - 90 - 90Stealth 90 Each of them have equal levels of stealth with their high agility and speed, allowing them to move quickly and gracefully as to get past people without notice.

90 - 90 - 90 - 90 Armor 84 The Slayer has basic armor by Systems Alliance standards. The armor the Tenno pack in their Warframes provides more protection and is more versatile, with shields that block lasers and melee attacks.

Crowd-Control Units= Mag - Ember - Saryn - Nova VS Fury

90 - 90 - 96 - 90 Strength 80 Mag and Ember are at peak-human strength, beating most humans Saryn is at a superhuman level, easily beating Mag and Ember. The Fury is strong but she isn't as strong as any of the Tenno.

92 - 92 - 100 - 92 Endurance 80 Mag and Ember are as tough as they are strong, putting them above most people. The Fury is tough but not at peak human like Mag and Ember. Saryn has superhuman durability, capable of taking way more damage than other Tenno

92 - 92 - 86 - 95 Finesse 90 Saryn is one of the least fast Tenno but is still pretty fast and agile, capable of performing wall runs and other feats of speed and agility. Mag, Ember and the Fury are equal as they are at a relative equalness, though the two Tenno may win do to their Tenno physiology. Nove is able to outpace them, though, with her faster-than-peak speed.

90 - 90 - 85 - 90 Stealth 75 Mag, Ember and Mirage are as stealthy as most Tenno while Saryn is not as stealthy as most Tenno, do to her size and slower speed, but she can still be very stealthy. While she is smaller and quicker than Sayrn, the Fury has only basic stealth skills.

94 - 84 - 95 - 88 Armor 84 Mag has significantly stronger shields than most Tenno while Saryn has heavier body armor than most Tenno. Nova is a tiny bit lighter than most. Ember has among the lightest armor of the Tenno but she likely has the same level of protection as the Fury.

Assassin Units= Loki - Banshee - Ash VS Shadow

92 - 92 - 92 Strength 80 Loki, Banshee and Ash are at peak human strength, beating the Shadow, who is strong but not that strong.

88 - 92 - 95 Endurance 80 Loki is the weakest of the Tenno but is still tougher than most humans, while Banshee and Ash are at the usual enhanced level of endurance. All three still beat the Banshee

100 - 94 - 96 Speed and Agility 96 Loki, Banshee and Ash are each well into superhuman levels in speed and agility, with Loki standing as the fastest of the three. The Shadow is nearby, being at a near-superhuman level herself, but even she isn't fast enough to beat Loki.

98 - 98 - 98 Stealth 96 All four are experts in stealth but the Tenno "barely" win do to their greater array of abilities that allow them to manipulate and isolate their enemies.

84 - 84 - 90 Armor 84 Loki has weaker shields than most Tenno and Banshee has among the lightest body armor of the Tenno. However, the two are likely equal to the Shadow. Ash beats them all as he has the highest level of protection in comparison to the other three.

Manipulation Units= Nyx - Vauban - Nekros - Mirage VS Demolisher

92 - 92 - 92 - 92 Strength 80 Where Nyx, Vauban, Nova and Nekros have average Tenno strength, which likely wipes out the human Demolisher

92 - 92 - 92 - 92 Endurance 80 Nyx, Vauban, Nekros and Mirage all have typical Tenno endurance, which falls in the enhanced-endurance level and likely superior to the Demolisher.

90 - 90 - 98 Finesse 82 While the Demolisher can be fast, the Tenno units are much faster. Nyx and Vauban have peak human speed while Nekros and Mirage are superhuman fast, with Nova being the fastest of them all.

90 - 90 - 90 - 90 Stealth 75 The Demolisher's skills bent around being in the open and causing chaos and NOT on being unnoticed, we can see how she looses to the obviously superior Tenno units.

65 - 88 - 95 - 88 Armor 86 The Demolisher is at equalness to Nyx and her light-weight armor, though Vauban and Mirage stand a tiny bit higher and Nekros more so.

Defense-Support Units= Trinity - Oberon VS Paladin

92 - 96 Strength 92 Both Trinity and the Paladin have peak-human strength and are are relative equality. Oberon, however, beats both with his superhuman levels.

90 - 96 Endurance 80 The Paladin is no more durable as any other Systems Alliance unit, putting him at inferiority to the physically enhanced Trinity and superhuman Oberon.

90 - 90 Finesse 82 Trinity and Oberon have typical Tenno speed, which is quite high. The Paladin is surprisingly fast for his build but is still not nearly as fast as the Tenno.

90 - 90 Stealth 75 The Paladin has only basic skills in stealth while Trinity and Oberon have much greater skill in stealth.

84 - 90 Armor 90 The Paladin has greater protection than most N7 units (thanks to his Omni-Shield) and is likely superior to Trinity while paring with Oberon.

Tank Units= Frost - Rhino - Valkyr VS Destroyer

100 - 110 - 100 Strength 98 All four are stronger than the average human, do to Frost's, Rhino's and Valkyr's enhancements and the Destroyer's battle armor. While the Destroyer is neck-in-neck with the likes of Frost and Valkyr, Rhino likely packs more power in this hands than the rest of the Tank Units.

100 - 100 - 90 Endurance 90 While the Destroyer is incredibly tough, he is still human under his armor. Valkyr doesn't have the same level of toughness the other heavy-weight Tenno have but she is still very tough. Frost and Rhino easily beat the Destoryer, though, as their endurance is well into superhuman.

84 - 82 - 92 Finesse 70 While they are big and slower than the rest, Frost and Rhino are still fast and agile units. Valkyr is notable for being very fast. The Destroyer, on the other side, is pitifully slow and stiff, relying on his shields over his actual ability to dodge.

85 - 85 - 85 Stealth 60 While Frost, Rhino and Valkyr are among the least stealthy of the Tenno, they easily beat the Destroyer, who is slow as f**k and loud as all hell with his heavy-as-hell armor

98 - 98 - 98 Armor 96 While the Destroyer almost stands as an equal to heavy Tenno units, his body armor can't match up. He has amongst the heaviest shields in the Mass Effect universe but his personal body armor is, surprisingly, not that good. Frost, Rhino and Valkyr are amongst the heaviest armored units around, capable of tanking in way more hits than any other Tenno around.

Collective=

Tenno VS N7

80 Brutality 80

Neither team have specifically brutal warriors. They are not fazed by killing large numbers of enemies, brutally if need be but they don't take pleasure in it. The only one that stands out is Valkyr, who is full of rage and hate do to her torture from the Corpus and will tear her enemies apart. However, the numbers are so close, neither side gets the edge.

98 Discipline 90

The Tenno are like the Samurai of old, trained to be disciplined warriors and are almost impossible to match. The N7 Spec-Operatives are disciplined in a high degree themselves but they weren't created to be disciplined warriors like the Tenno.

97 Training 95

While the N7 Marines are known for being among the best trained warriors of the Mass Effect universe, the Tenno are likely better trained as they are created to be perfect warriors with equally perfect training

97 Teamwork 90

While both are highly trained soldiers and can work cooperatively with others, the N7 Marines are still very much human, having their own natural limitations while the Tenno's advance discipline and complimentary abilities make them perfect in working together.

Who: The Warriors
The Tenno team will consist of each one of the Warframes.
 * Tenno: Excalibur, Mag, Loki, Volt, Nyx, Trinity, Ember, Saryn, Banshee, Frost, Vauban, Ash, Rhino, Nova, Nekros, Valkyr, Oberon, Zephyr, Hydroid and Mirage:



The N7 Spec-Ops team will consist multiple N7 unit types.
 * N7 Spec-Ops: 4 N7 Furys, 3 N7 Destroyers, 4 N7 Demolishers, 2 N7 Paladins, 3 N7 Shadows and 4 N7 Slayers



Where: The Location:
The Battle will take place on a large Grineer Galleon that had been abandoned for some reason. Their will be several areas for cover and areal hazards. Their will also be range of both relatively wide areas and tight spaces. Their is also allot of Parkour areas. Neither side will gain any major "home-edge" advantage but the Tenno have raided several ships like this, granting them some slight advantages.

How and Why: the Reason
A large N7 Spec-Op team is preparing to combat Reaper forces on a distant colony and are traveling to the colony via Mass Relay. They find themselves in an area of space they didn't expect to find themselves in. They are in Earth's solar system and find a strange, unknown ship floating over Saturn. Fearing that this ship may be connected to the the Reapers, the N7 team goes onto the ship to investigate it. Unknown to them, they are not in their universe. The Mass Relay suffered a "glitch" and actually threw them into a completely different universe. The ship is really a Grineer ship that had recently been abandoned for some unknown reason.

At the same time, Lotus has sent the Tenno to raid the Grineer ship, not knowing the ship has been abandoned yet. Once there, the Tenno begin their raid but find no resistance. This is where the N7 Spec-Ops squad comes in. Do to their strange looks, the N7 think the Tenno are allies to the Reapers and get ready for a fight. Lotus identifies them as being hostile (a correct identification) and tell the Tenno to get ready to fight them.

Voting (TNvN7)
Do to the the level of complexity, the recommended format is as follows:

Warriors (TNvN7)
Each Warrior should be compared to their opposing type.

Direct-Offense Units= Crowd-Control Units= Assassin Units= Manipulation Units= Defense-Support Units= Tank Units=
 * Excalibur vs Slayer
 * Volt vs Slayer
 * Zephyr vs Slayer
 * Hydroid vs Slayer
 * Mag vs Fury
 * Ember vs Fury
 * Saryn vs Fury
 * Nova vs Fury
 * Loki vs Shadow
 * Banshee vs Shadow
 * Ash vs Shadow
 * Nyx vs Demolisher
 * Vauban vs Demolisher
 * Nekros vs Demolisher
 * Mirage vs Demolisher
 * Trinity vs Paladin
 * Oberon vs Paladin
 * Frost vs Destroyer
 * Rhino vs Destroyer
 * Valkyr vs Destroyer

Weapons (TNvN7)
Each weapon type should be compared carefully. Pistol= Shotgun= Automatic Rifles= Sniper Rifle= Special Weapons=
 * Rapid Fire: Lato and Bolto vs M-3 Predator
 * Automatic: Furis and AkZina vs N7 Eagle
 * Moderator: Sicarus and Ballistica vs M-5 Phalanx
 * Heavy: Vasto and Lex vs M-6 Carnifex and M-77 Paladin
 * Shotgun: Bronko vs M-358 Talon
 * Silent: Kunai and Hikou vs M-11 Suppressed
 * Basic: Strun vs M-23 Katana
 * Rapid Fire: Sobek vs N7 Piranha
 * Powerhouse: Hek and Tigris vs N7 Crusader
 * Sub-Machine: Grakata vs N7 Hurricane
 * Assault: Braton and Boltor vs M-8 Avenger
 * Burst Fire: Burston vs N7 Valkyrie
 * Light Machine: Soma vs N7 Typhoon
 * Rapid Fire: Vulkar vs N7 Valiant
 * Single Shot: Vectis vs M-98 Widow
 * Grenade Launcher: Penta vs M-37 Falcon
 * Special Launcher: Paris and Mitter vs M-451 Firestorm

=Red Eagle vs=

Blood Eagle


Nicknamed "butchers" or “buzzards,” the Blood Eagle claim descent from an Order of Imperial Knights sent to pacify the tribes long ago. Their past is said to hide a dark secret, and the Blood Eagle still seem motivated by ancient shame and a deep, abiding fury. One story claims that the ancient Emperor Caanon I, on his deathbed, sent the Blood Eagle to find his immortal brother the Phoenix and return with him to Terra. After swearing a great Oath, the Order searched deep among the stars, but failed to capture the Phoenix by the time Caanon died. Suffering from the dishonor of failure, the Blood Eagle fell upon the so-called Children of Phoenix. The ensuing storm of war was the genesis of the Tribes of Man. The story ends by saying the Blood Eagle cover their shame with rage and exaggerated honor. It also says they still search for the Phoenix, and that if they ever find him, they will take him to Terra and thus fulfill their Oath.

The Blood Eagle maintain a formal military hierarchy marked by Byzantine politics. Succession always involves great uncertainty, as the rank of Great Eagle goes to the candidate who can best seize power. As with most other Tribes of Man, leadership passes by blood unless a rival family seizes power. Heirs to the Great Eagle find themselves under great pressure to build a reputation for strength early.

In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy. Their code of honor closely resembles that of medieval samurai from ancient Earth, and they never break their sworn word. They teach their enemies to fear them, and they obliterate their foes completely. Despite their brutality, Blood Eagle are surprisingly courteous hosts during a parley.

Units (Blood Eagle)
Pathfinder= Pathfinders have amazing speed, making them excellent flag cappers and chasers. In one-on-one combat, the Pathfinder will find himself lacking the firepower to finish a fight with a more equipped class such as the Soldier. In a team, though, he is a valuable unit.

Weapons, Devices and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Pathfinder Armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * Pathfinder armor favors energy and mass reduction, helping Pathfinders boost themselves to greater speed. Like many other tribe armor, it features a self-repair/regeneration system to recover health and armor.
 * Provides moderate protection against damage
 * Repairs armor and regenerates health
 * Mass reduction allows for greater speed

Strengths and Abilities:


 * Enhanced Speed and Agility: Do to the reduced mass and high energy of his armor, the Pathfinder is incredibly fast and agile, almost at superhuman levels.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Sentinel= A sniper capable of dealing damage at extreme range, the Sentinel is exceptional at both attack and defense. His lack of durability is made up by his heightened precision.

Weapons, Items and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Sentinel armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * Sentinel armor is much like Pathfinder armor but made to be more oriented towards accuracy
 * Provides moderate protection against damage
 * Repairs armor and regenerates health

Strengths and Abilities:
 * Enhanced Speed and Agility: Sentinels, much like other Light classes, are very fast and agile do to the low mass of their armor.
 * Intense Accuracy: The Sentinel's primary strength is his accuracy. He works to make every shot count and is highly accurate with his weapons.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Infiltrator= With stealth capabilities and heavy explosives, the Infiltrator can devastate an enemy defense. While lacking in endurance, the Infiltrator has speed, agility and invisibility to make up.

Weapons, Devices and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Pathfinder Armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * Infiltrator armor favors more protection than other light armors, helping the Infiltrator survive close quarters fights.
 * Provides moderate protection against damage
 * Repairs armor and regenerates health
 * Mass reduction allows for greater speed

Strengths and Abilities:
 * Enhanced Speed and Agility: Infiltrators, much like other Light classes, are very fast and agile do to the low mass of their armor.
 * Stealth Expert: The gear of the Infiltrator makes it perfect for stealth-based combat.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Soldier= Medium armor coupled with extra mobility from the energy pack makes the Soldier effective at both attacking and defending.

Weapons, Devices and Armor

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Soldier armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * Built more for combat, the armor of a Soldier makes him a very tough and harmful foe.
 * Provides heavy protection against damage
 * Repairs armor and regenerates health

Strengths and Abilities:
 * Enhanced Strength and Endurance: Thanks to heavy-duty armor, Soldiers are significantly stronger and more durable than un-modified humans.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Technician= The technician is built for defense and repair, keeping base structures online and functional, and deploying light turrets to bolster defenses along the way.

Weapons, Devices and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Technician armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * The armor of Technicians, as is with all other Medium Armor, is built more for strength and durability than speed.
 * Provides heavy protection against damage
 * Repairs armor and regenerates health

Strengths and Abilities:
 * Enhanced Strength and Endurance: Thanks to heavy-duty armor, Technicians are significantly stronger and more durable than un-modified humans.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Raider= The raider is a durable attacking class, with weapons that wreak havoc on defences and packs that offer extra protection.

Weapons, Devices and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Raider armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * The armor of Raider is among the toughest of the Medium class armored suits.
 * Provides heavy protection against damage
 * Repairs armor and regenerates health

Strengths and Abilities:
 * Enhanced Strength and Endurance: The Raider is the strongest and toughest of the Medium Armor classes, being stronger and tougher than the others.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Juggernaut= Juggernauts excel at long range bombardment and devastate the exterior of enemy bases with their mortars.

Weapons, Devices and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Juggernaut armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * The Juggernaut's heavily armored suit is capable to taking almost twice the amount of damage as any Medium-Class.
 * Provides super heavy protection against damage
 * Can withstand high-explosives
 * Repairs armor and regenerates health

Special Edges:
 * Super-Enhanced Strength and Endurance: The Juggernaut, like every other Heavy Armor class, has strength and endurance surpassing that of any Medium Armor class.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Doombringer= Doombringer is a heavy defender with exceptional anti-vehicle capability and defensive tools such as force fields and mines. He is slow but should not be considered one that can be sidestepped.

Weapons, Devices and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Doombringer armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * The Juggernaut's heavily armored suit is capable to taking almost twice the amount of damage as any Medium-Class.
 * Provides super heavy protection against damage
 * Can withstand high-explosives
 * Repairs armor and regenerates health

Special Edges:
 * Super-Enhanced Strength and Endurance: The Doombringer, like every other Heavy Armor class, has strength and endurance surpassing that of any Medium Armor class.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Brute= A heavy hitter with strong but basic weapons, the Brute prefers a direct approach to combat, soaking up damage and dishing out punishment.

Weapons, Devices and Armor:

Melee: Blood Eagle Claw Maneuverability Item 1: Jetpack Maneuverability Item 2: Skiing Field Armor: Doombringer armor
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claw-Blades
 * Damage: Medium
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Do to his light armor, the Sentinel is able to jump and fly faster than others.
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * The Juggernaut's heavily armored suit is capable to taking almost twice the amount of damage as any Medium-Class.
 * Provides super heavy protection against damage
 * Can withstand high-explosives
 * Repairs armor and regenerates health

Special Edges:
 * Super-Enhanced Strength and Endurance: The Brute, like every other Heavy Armor class, has strength and endurance surpassing that of any Medium Armor class.
 * Military Training: The Blood Eagle maintain a formal military system. This would also mean that every member has military-grade training.
 * Blast Jump: Disc Jumping is a technique used by specially armed units to jump and move faster. Commonly used in tangent with Skiing and the Jetpack, the user is able to fly over obstacles and travel distances quickly.
 * Fearlessness: Tribesmen of the Blood Eagle display little to no fear when in battle.
 * Brutal: In battle, the Blood Eagle display unbridled ferocity, raising the flayed bodies of fallen enemies as banners and following a scorched earth strategy.

Weapons and Gadgets (Blood Eagle)
Pathfinder= Primary Weapon

Light-Spinfuser: Bolt Launcher: Light-Twinfuser:
 * Lightweight and quick firing, the light spinfusor is the weapon of choice for pathfinders.
 * Accuracy: High
 * Blast Radius: 3-4 meters
 * Rounds: Explosive Discs
 * Damage: Very High (Explosive Knockback)
 * Recoil: Medium
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * While some would say it's not as elegant as a disc, this bolt packs a strong punch. The Bolt Launcher is a powerful weapon, limited only by preference.
 * Accuracy: High
 * Blast Radius: 3-4 meters
 * Rounds: Explosive Bolts
 * Damage: Very High
 * Recoil: Low
 * Fire Action: Single Shot
 * Magazine: 1 bolt
 * Quickly finding popularity across the wilderzone, the Twinfuser series fires two disks per reload at a fast rate. This light version has been modified for pathfinders.
 * Accuracy: High
 * Blast Radius: 2-3 meters
 * Rounds: Explosive Discs
 * Damage: High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 2 shot

Secondary Weapon

Shotgun: Light Assault Rifle: Shocklance:
 * Just like the shotguns of ancient times (ours), the Tribe's Shotgun deals massive damage over short distances.
 * Accuracy: Low
 * Rounds: Super-Accelerated Shot
 * Damage: High
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 5 shells
 * The LAR fires a three-round burst, and the scope allows it to engage targets at great distance.
 * Accuracy: Medium
 * Rounds: Super-Accelerated Bullets
 * Damage: Medium
 * Recoil: Medium
 * Fire Action: 3 round burst
 * Magazine: 21 rounds
 * Almost considered a melee weapon, the Shocklance fires a short but very high damaging beam of energy. Hits to the back deal bonus damage.
 * Accuracy: High (short beam range)
 * Rounds: High-Powered Energy Beam
 * Damage: Very High
 * Damage is doubled when fired into the back
 * Recoil: Low
 * Fire Action: Charged Up
 * Magazine: Unlimited - Powered by user's Energy

Packs

Energy Recharge: Thrust Pack:
 * The Energy Recharge is a special pack that helps in recharging the user's Energy.
 * Increases Energy's recharge rate
 * The Thrust Pack gives a Pathfinder crazy acceleration, using energy to launch the Pathfinder forward.
 * Provides user with sudden burst of speed

Belt Items

Impact Nitron: Explosion Nitron: Compact Nitron:
 * Impact Nitrons are small impact grenades that deal very little damage, but cause massive knockback and can cause target to drop important items (e.g. flags).
 * Blast Type: Kinetic Blast
 * Damage: High (High Knockback)
 * Disarms target of important items
 * Blast Radius: 6 meters
 * Activation: Impact
 * Carrying Capacity: 3
 * Explosive Nitrons deal extra damage and knockback but cannot disarm.
 * Blast Type: Energy Blast
 * Damage: Very High (High Knockback)
 * Blast Radius: 6 meters
 * Activation: Impact
 * Carrying Capacity: 3
 * Like the impact nitron, compact nitrons deal very little damage but force targets to drop important items. This variant has significantly less knockback, but the compact size allows for extra carrying.
 * Blast Type: Kinetic Blast
 * Damage: High (Low Knockback)
 * Disarms target of important items
 * Blast Radius: 5 meters
 * Activation: Impact
 * Carrying Capacity: 4

Sentinel= Primary Weapons

BXT1 Rifle: Phase Rifle:
 * A unique sniper rifle, the BXT1 can be charged up for increased damage.
 * Accuracy: Very High (Instantaneous Hit)
 * Rounds: Hypersonic Bullet
 * Damage: Low (Uncharged); Very High (Fully Charged)
 * Recoil: Low (Uncharged); High (Fully Charged)
 * Fire Action: Charged Semi-Auto
 * Magazine: 5 rounds
 * Charged with Energy
 * A precision sniper weapon, the Phase Rifle, uses energy to fire.
 * Accuracy: Very High (Instantaneous Hit)
 * Rounds: Energy Beam
 * Damage: Low (Uncharged); Very High (Fully Charged)
 * Recoil: Low (Uncharged); High (Fully Charged)
 * Fire Action: Charged Semi-Auto
 * Magazine: 5 shots
 * Charged with Energy

Secondary Weapons

Nova Blaster: Falcon: Shocklance:
 * The Nova Blaster fires a fast-moving bolt of energy that will ricochet off of most surfaces.
 * Accuracy: High
 * Ricochet can be used to bank shots on enemies
 * Rounds: Energy Bolt
 * Damage: High (Can pierce through multiple targets
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 16 shots
 * A fully automatic pistol, the Falcon adds versatility to any Sentinel caught in a duel.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: Medium
 * Recoil: Medium
 * Fire Action: Automatic
 * Magazine: 20 rounds
 * Almost considered a melee weapon, the Shocklance fires a short but very high damaging beam of energy. Hits to the back deal bonus damage.
 * Accuracy: High (short beam range)
 * Rounds: High-Powered Energy Beam
 * Damage: Very High
 * Damage is doubled when fired into the back
 * Recoil: Low
 * Fire Action: Charged Up
 * Magazine: Unlimited - Powered by user's Energy

Packs

Drop Jammer: Energy Recharge:
 * Jammers hide the user and his allies from enemy sensors and HUB markers, as well as reveal enemy units in stealth.
 * When deployed, user and allies are hidden from enemy sensors
 * Reveals enemy units in stealth
 * The Energy Recharge is a special pack that helps in recharging the user's Energy.
 * Increases Energy's recharge rate

"Belt Items"

Claymore Mine: T5 Grenade: A heavy grenade with a wide explosion radius, the T5 Grenade is a deadly explosive. Motion Mine:
 * Claymores are directional mines with a lot of power; very effective at defending specific locations.
 * Blast Type: Directional Fragmentation
 * Damage: Very High
 * Blast Area: 3 meter cone
 * Activation: Entering area of sensors
 * Carrying Capacity: 1
 * Blast Type: High-Explosive Fragmentation Blast
 * Damage: Super High (Explosive Knockback)
 * Blast Radius: 10 meters
 * Activation: Timer
 * Carrying Capacity: 2
 * The motion mine detonates in a 360 degree radius, but only on enemies traveling at over 120kp/h.
 * Blast Type: Energy Blast
 * Damage: Very High
 * Blast Radius: 2 meters

Infiltrator= Primary Weapons

Rhino SMG: Stealth Spinfusor: Jackal:
 * A silenced SMG, the Rhino has a low report, revealing the Infiltrator from stealth for only a few seconds when fired.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: Medium
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 30 rounds
 * Reduced Sound
 * The Stealth Spinfusor has been modified to fit an Infiltrator's low profile.
 * Accuracy: High
 * Blast Radius: 3-4 meters
 * Rounds: Explosive Discs
 * Damage: Super High (Explosive Knockback)
 * Recoil: Medium
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * Reduced Sound
 * The Jackal bomb-launcher fires up to three rounds that stick to any surface, and are remote triggered for detonation. Perfect for setting up traps and destroying objectives from a safe distance.
 * Accuracy: High (Arcs)
 * Blast Radius: 3-4 meters
 * Rounds: Sticky Bombs
 * Damage: High (Explosive Knockback)
 * Sticks to surfaces and enemies
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 3 rounds
 * Reduced Sound

Secondary Weapons

SN7 Silenced Pistol: Throwing Knives: Shocklance:
 * A precision weapon, the SN7 is perfect for finishing off an enemy after an ambush.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: High
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 16 rounds
 * Reduced Sound
 * Throwing knives deal impressive damage on a direct hit, and have a small splash damage radius as well.
 * Accuracy: Medium
 * Rounds: Super-Heated Blades
 * Damage: Very High (Comes with Splash-Damage)
 * Recoil: none
 * Fire Action: Thrown in fast succession
 * "Magazine": 5 knives
 * Silent
 * Almost considered a melee weapon, the Shocklance fires a short but very high damaging beam of energy. Hits to the back deal bonus damage.
 * Accuracy: High (short beam range)
 * Rounds: High-Powered Energy Beam
 * Damage: Very High
 * Damage is doubled when fired into the back
 * Recoil: Low
 * Fire Action: Charged Up
 * Magazine: Unlimited - Powered by user's Energy

Belt Items

Sticky Grenade: Prism Mine: Smoke Grenades:
 * Sticky Grenades deal a massive amount of damage to armored targets such as Base Turrets, Generators, and Vehicles. Not bad against humans either.
 * Blast Type: High-Explosive Fragmentation Blast
 * Damage: Very High
 * Blast Radius: 6 meters
 * Deployment: Thrown
 * Sticks to surfaces
 * Activation: Timer
 * Carrying Capacity: 4
 * Several tribal curses were invented just to describe Infiltrators who sneak around enemy bases placing mines.
 * Blast Type: Energy Blast
 * Damage: Super High
 * Blast Radius: 10 meters
 * Deployment: Dropped
 * Activation: Trip Laser
 * Carrying Capacity: 3
 * Smoke Grenades allows an Infiltrator to instantly vanish without waiting the normal reveal time from taking damage or firing a weapon.
 * Blast Type: Smoke Screen
 * Obscures enemy vision
 * Gives boost to invisibility
 * Blast Radius: 6 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 3

Soldier= Primary Weapons

Assault Rifle: Spinfusor: Twinfusor:
 * With good damage and a decent rate of fire, the Assault Rifle is a good weapon to have in almost any situation.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: High
 * Recoil: Medium
 * Fire Action: Automatic
 * Magazine: 24 rounds
 * The Spinfusor is the most popular weapon used in the Wilderzone. Versatile, it packs a powerful punch.
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Explosive Discs
 * Damage: Super High (Explosive Knockback)
 * Recoil: Medium
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * Quickly finding popularity across the Wilderzone, the Twinfusor fires two disks per reload. Sleek and sexy, much of the success is being attributed to it's simple marketing slogan: "Think Twice"
 * Accuracy: High
 * Blast Radius: 2-3 meters
 * Rounds: Explosive Discs
 * Damage: Very High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 2 shot

Secondary Weapons

Thumper D: Eagle Pistol: Spare Spinfusor:
 * A more compact version of the Thumper, the D-variant offers less damage and knockback acceleration than the classic Spinfuser but is still an effective back-up weapon.
 * Accuracy: Medium
 * Blast Radius: 4-5 meters
 * Rounds; Impact Grenades
 * Damage: Super High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * The Eagle fires near instantaneous supersonic rounds, making it an exceptional finishing weapon against wounded enemies.
 * Accuracy: Very High
 * Rounds: Hypersonic Rounds
 * Damage: Very High
 * Recoil: High
 * Fire Action: Semi Auto
 * Magazine: 20 rounds
 * Some Soldiers like to bring an extra Spinfusor as a secondary. This variant has a reduced direct-hit damage bonus compared to Thumpers or other Spinfusors, but retains all other benefits of the disk.
 * Accuracy: High
 * Blast Radius: 3-4 meters
 * Rounds: Explosive Discs
 * Damage: Super High (Explosive Knockback)
 * Recoil: Medium
 * Fire Action: Single Shot
 * Magazine: 1 shot

Packs

Energy Pack: Utility Pack:
 * The Energy Pack provides extra energy to those wearing it.
 * Boosts energy supply
 * The Utility Pack is a very powerful pack, providing extra energy, health, grenades and run speed.
 * Boosts energy, grenade capacity (+1), health and running speed

Belt Items

Frag Grenade XL: Anti-Personnel Grenades: Proximity Grenade:
 * The Frag Grenade XL has a larger than normal blast radius. Stand back.
 * Blast Type: High-Explosive Fragmentation Blast
 * Damage: Super High
 * Blast Radius: 10 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 2 (3)
 * AP Grenades deal massive damage to humans, but are very poor against heavily armored targets such as Base Turrets, Generators, and Vehicles.
 * Blast Type: High-Explosive Concussive Blast
 * Damage: Super High (Humans); Low (Machines)
 * Blast Radius: 8 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 2 (3)
 * Proximity Grenades do less damage, but will detonate early if close to an enemy.
 * Blast Type: Energy Blast
 * Damage: Very High
 * Blast Radius: 6 meters
 * Deployment: Thrown
 * Activation: Proximity Detector
 * Carrying Capacity: 2 (3)

Technician= Primary Weapons

TCN4 SMG: Thumper: TC24:
 * The TCN4 is a well-balanced and capable SMG.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 28 rounds
 * The full-sized Thumper gives technicians much needed stopping power indoors, as well as added maneuverability.
 * Accuracy: Medium
 * Blast Radius: 8 meters
 * Rounds: Impact Grenades
 * Damage: Super High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * The TC24 can fire four short range explosive projectiles before having to reload.
 * Accuracy: Medium
 * Blast Radius: 3-4 meters
 * Rounds: Miniature Impact Grenades
 * Damage: Very High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 4 shots

Secondary Weapon

Improved Repair Tool: Sawed-Off Shotgun: Sparrow:
 * Repair tools can bring Base Turrets, Generators, and Sensors back online. They can also repair Vehicles. This tool has a higher rate than standard tools.
 * Accuracy: none (Short Range)
 * Rounds: Repair Beam
 * Repairs machinery, devices and vehicles
 * Recoil: none
 * Fire Action: Continues Beam
 * Magazine: Unlimited
 * The sawed-off shotgun deals incredible damage at close range.
 * Accuracy: Low
 * Rounds: Super-Accelerated Shot
 * Damage: High
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 2 shells
 * The Sparrow fires instantaneous supersonic rounds, making it an exceptional finishing weapon against wounded enemies.
 * Accuracy: Very High
 * Rounds: Hypersonic Rounds
 * Damage: Very High
 * Recoil: High
 * Fire Action: Semi Auto
 * Magazine: 28 rounds

Packs

Light Turret: EXR Turret:
 * The primary tools of Technicians, Light Turrets excel at generator and flag defense.
 * Accuracy: Very High (Automated)
 * Rounds: Hypersonic Rounds
 * Damage: Medium
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unlimited
 * Capacity: 1
 * The EXR Turret has a longer range than the Light Turret and fires a small explosive rocket. It deals less focused damage than the Light Turret, but makes up for it with flexibility.
 * Accuracy: High (Automated + Guided)
 * Blast Radius: 1-2 meters
 * Rounds: Guided Rockets
 * Damage: Very High
 * Recoil: none
 * Fire Action: Semi-Auto
 * Magazine: Unlimited
 * Capacity: 1

Belt Item

TCNG: Motion Sensor: Repair Kit:
 * A balanced trade of damage and radius.
 * Blast Type: High-Explosive Fragmentation Blast
 * Damage: Super High (Explosive Knockback)
 * Blast Radius: 10 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 2
 * Motion Sensors drain energy from enemies when tripped, and provide a warning when tripped or destroyed.
 * Projection: Miniature Sensor
 * Used to drain enemy energy
 * Provides warning when tripped or destroyed
 * Deployment: Dropped
 * Activation: Proximity Sensor
 * Capacity: 3 sensors
 * This small device will automatically repair any damaged structures or targets around it.
 * Projection: Repair Device
 * Repairs vehicle/machinery that device is attached to
 * Deployment: Placed
 * Activation: On Attachment
 * Capacity: 1 device

Raider= Primary Weapons

ARX Buster: Grenade Launcher: Plasma Gun:
 * Designed for use against armored defenses, the ARX Buster fires a triple shot of sticky explosives.
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Sticky Bombs
 * Damage: Super High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 3 shots
 * The grenades from the Grenade Launcher explode on contact with enemies, and its expanded clip and radius give it more flexibility than the ARX Buster.
 * Accuracy: High
 * Blast Radius: 8 meters
 * Rounds: Impact Grenades
 * Damage: Very High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 5 shots
 * A flexible weapon, the Plasma Gun fires massive balls of energy that explode on contact, with excellent rate of fire compared to Spinfusors.
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Explosive Plasma Blast
 * Damage: Very High (Explosive Knockback)
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 6 shots

Secondary Weapons

NJ4 SMG: NJ5-B SMG: Shocklance:
 * The NJ4 is a solid SMG, capable in most combat situations.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 24 rounds
 * The NJ5-B has a slower rate of fire than its predecessor, but deals more damage per hit. It can also fire while in scope.
 * Accuracy: High
 * Rounds: High-Velocity Bullets
 * Damage: Very High
 * Recoil: Medium
 * Fire Action: Automatic
 * Magazine: 20 rounds
 * Almost considered a melee weapon, the Shocklance fires a short but very high damaging beam of energy. Hits to the back deal bonus damage.
 * Accuracy: High (short beam range)
 * Rounds: High-Powered Energy Beam
 * Damage: Very High
 * Damage is doubled when fired into the back
 * Recoil: Low
 * Fire Action: Charged Up
 * Magazine: Unlimited - Powered by user's Energy

Packs Shield Pack: Jammer Pack:
 * When a Shield Pack is activated, damage is applied to the energy pool rather than your health.
 * Projection: Energy Shield
 * Provides heavy protection against ranged and melee attacks
 * Powered by Energy
 * When active, the Jammer pack hides you and nearby friends from Sensors and HUD markers. It will also remove Stealth from nearby enemy Infiltrators.
 * Projection: Jamming Pulse
 * Hides user and allies from enemy sensor systems
 * Removes cloaking system of enemies
 * Powered by Energy
 * Constantly Worn

Belt Items

EMP Grenades: Blackout Grenades: Cluster Grenade:
 * EMP Grenades cause damage and Energy drain to those caught in the blast.
 * Blast Type: EMP Blast
 * Damage: Super High
 * Drains Energy
 * Blast Radius: 10 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 1
 * Blackout Grenades disable enemy turrets and lower shields on base assets for a short time. They also disable HUD tracking icons on enemy players
 * Blast Type: Technology-Disabling Pulse
 * Damage: Medium
 * Disables shields and turrets
 * Damages Sensor systems
 * Blast Radius: 8 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 2
 * The Cluster Grenade breaks apart in to several smaller bomblets on detonation, each exploding for additional damage.
 * Blast Type: High-Explosive Initial Blast w/ 5 High-Explosive Bomblet Blasts
 * Damage (Initial): Very High (Explosive Knockback)
 * Damage (Bomblets): Very High (Explosive Knockback)
 * Damage (Total): Super High
 * Blast Radius: 16 meters (total)
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 1

Juggernaut= Primary Weapon

Fusion Mortar: MIRV Launcher:
 * Perhaps the most destructive hand held weapon in the Wilderzone, the Fusion Mortar can turn almost any defense into instant rubble.
 * Accuracy: High (Arc)
 * Blast Radius: 10 meters
 * Rounds: Impact Explosive
 * Damage: Extremely High (Explosive Knockback)
 * Recoil: Low (Juggernaut)
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * A modified version of the Fusion Mortar, the MIRV Launcher can spread its damage over a larger area.
 * Accuracy: High (Arc)
 * Blast Radius: 10 meters
 * Rounds: Cluster Bombs
 * Damage (Initial): High (Explosive Knockback)
 * Damage (Bomblets): Very High (Explosive Knockback)
 * Damage (Total): Extremely High (Explosive Knockback)
 * Recoil: Low (for Juggernaut)
 * Fire Action: Single Shot
 * Magazine: 1 shot

Secondary Weapon

Spinfusor MKD: X1 LMG: Heavy Twinfusor:
 * The Spinfusor MKD has been modified for a larger radius.
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Explosive Discs
 * Damage: Super High (Explosive Knockback)
 * Recoil: Low (for Juggernaut)
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * The X1 LMG provides a Juggernaut with a strong automatic weapon and improved anti-air capability.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: High
 * Recoil: Low (for Juggernaut)
 * Fire Action: Automatic
 * Magazine: 70 rounds
 * Quickly finding popularity across the Wilderzone, the Twinfusor fires two disks per reload. This version has been modified for Juggernauts.
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Explosive Discs
 * Damage: Super High (Explosive Knockback)
 * Recoil: Low (for Juggernaut)
 * Fire Action: Semi-Auto
 * Magazine: 2 shot

Packs

Health Regen Pack:
 * Reduces the delay until Health Regeneration starts when out of combat.
 * Regeneration becomes more frequent

Belt Items

Heavy AP Grenades: Spinfusor Disc:
 * Heavy AP Grenades are still not as good against machines but are much more destructive to both than the normal AP grenades.
 * Blast Type: High-Explosive Concussive Blast
 * Damage: Extremely High (Humans); Very High (Machines)
 * Blast Radius: 8 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 2
 * Freehand throwing a Spinfusor disc may seem crazy, but for Juggernauts it is a favored sport and a valued show of strength. Discs explode on contact with any surface.
 * Blast Type: Energy Explosion
 * Damage: Super High
 * Blast Radius: 5-6 meters
 * Deployment: Frisbee Toss
 * Activation: Contact
 * Carrying Capacity: 1

Doombringer= Primary Weapon

Chain Gun: Heavy Bolt Launcher: Chain Cannon:
 * The most powerful of the automatic weapons found in the Wilderzone, the Chaingun is relentless, with no need to reload.
 * Accuracy: Medium
 * Rounds: High-Velocity Bullets
 * Damage: High
 * Recoil: Low (for Doombringer)
 * Fire Action: Automatic
 * Magazine: 200 rounds (no reloading)
 * The heavy version of the Bolt Launcher deals more damage per hit than its lighter counterpart.
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Explosive Bolts
 * Damage: Super High (Explosive Knockback)
 * Higher damage against machinery
 * Recoil: Low
 * Fire Action: Single Shot
 * Magazine: 1 bolt
 * If the Chaingun is relentless, the Chain Cannon is the right hand of oblivion. While not technically a cannon, it's been tooled for larger rounds and more damage, resulting in the popular if incorrect name.
 * Accuracy: Medium
 * Rounds: High-Velocity High-Calibure Bullets
 * Damage: Very High
 * Recoil: Low (for Doombringer)
 * Fire Action: Automatic
 * Magazine: 200 rounds (no reloading)

Secondary Weapons

Saber Launcher: Titan Launcher: Shocklance:
 * The Saber Launcher fires a tracking missile that will only lock onto vehicles or Humans who are in the air.
 * Accuracy: High (Targeting)
 * Targets onto vehicles and airborn humans
 * Blast Radius: 3-4 meters
 * Rounds: Targeting Missile
 * Damage: Super High (Explosive Knockback)
 * Higher damage against Vehicles
 * Recoil: none
 * Fire Action: Single Shot
 * Magazine: 1 missile
 * The Titan is a dumb-fire rocket that travels in a straight line. It's designed with a very short fuse, to aid in mid-air supression, and explodes on any surface contact.
 * Accuracy: High
 * Blast Radius: 3-4 meters
 * Rounds: Dumb-Fire Rocket
 * Damage: Super High (Explosive Knockback)
 * Higher damage against Vehicles
 * Recoil: none
 * Fire Action: Single Shot
 * Magazine: 1 rocket
 * Almost considered a melee weapon, the Shocklance fires a short but very high damaging beam of energy. Hits to the back deal bonus damage.
 * Accuracy: High (short beam range)
 * Rounds: High-Powered Energy Beam
 * Damage: Very High
 * Damage is doubled when fired into the back
 * Recoil: Low
 * Fire Action: Charged Up
 * Magazine: Unlimited - Powered by user's Energy

Packs

Force Field:
 * Force Fields block all weapons fire. Humans can move through force fields, but will take damage based on how fast they are going when they do.
 * Projection: Force Field
 * Stops enemy fire (bullets, explosives and energy projectiles)
 * Harms enemies that go through it
 * Damage: High (Slow Movement) Super High (Fast Movement)
 * Deployment: Tossed
 * Capacity: 1

Belt Items

Frag Grenade: Mine:
 * The most basic and common grenade found in the Wilderzone. The design has lasted over 2000 years, and is still effective.
 * Blast Type: High-Explosive Fragmentation Blast
 * Damage: Super High
 * Blast Radius: 8 meters
 * Deployment: Thrown
 * Activation: Timer
 * Carrying Capacity: 1
 * Mines explode when enemies travel over them, and give the Doombringer added defensive capabilities.
 * Blast Type: High-Explosive Concussive Blast
 * Damage: Very High
 * Blast Radius: 3-4 meters
 * Deployment: Tossed Down
 * Activation: Stepped on
 * Carrying Capacity: 2

Brute= Primary Weapon

Heavy Spinfusor: Spinfusors are the most common weapons found among the tribes, and this one was made bigger and harder-hitting. Gladiator:
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Explosive Discs
 * Damage: Extra Super High (Explosive Knockback)
 * Recoil: Low
 * Fire Action: Single Shot
 * Magazine: 1 shot
 * The Gladiator fires a charged round that sticks to walls and releases multiple shockwaves. Detonates instantly in a focused blast if it hits an enemy.
 * Accuracy: Medium
 * Blast Radius: 5-6 meters (Shockwave); 3-4 meters (Direct Hit)
 * Detonates on Impact (on Hostile) or Remote (on Wall)
 * Rounds: Multi-Shockwave Sticky Bomb
 * Damage: High (Explosive Knockback)(Shockwave); Very High (Explosive Knockback)(Direct Hit)
 * Recoil: Low
 * Fire Action: Single Shot
 * Magazine: 1 shot

Secondary Weapon

Automatic Shotgun: Plasma Cannon: Nova Blaster:
 * With a magazine feed and an automatic rate of fire, the Automatic Shotgun is a weapon no one wants to be on the other end of.
 * Accuracy: Low
 * Rounds: High-Velocity Shot
 * Damage: High
 * Recoil: Medium
 * Fire Action: Automatic
 * Magazine: 8 shells
 * Big brother to the Plasma Gun, the Plasma Cannon is a flexible weapon,firing massive balls of energy that explode on contact.
 * Accuracy: High
 * Blast Radius: 5-6 meters
 * Rounds: Explosive Plasma Blast
 * Damage: Super High (Explosive Knockback)
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 8 shots
 * A classic 6-shooter reborn, the Nova Colt fires a super high velocity round that does massive damage.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: Very High
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: 6 shots

Packs

Energy Pack: Heavy Shield Pack:
 * The Energy Pack provides extra energy to those wearing it.
 * Boosts energy supply
 * More powerful than the normal Shield Pack, the Heavy Shield Pack creates a more protective energy shield to absorb damage.
 * Projection: Energy Shield
 * Provides very heavy protection against ranged and melee attacks
 * Powered by Energy

Belt Items

Heavy Sticky Grenade: Fractal Grenade:
 * Heavy Sticky Grenades deal a massive amount of damage to armored targets such as Base Turrets, Generators, and Vehicles.
 * Blast Type: High-Explosive Fragmentation Blast
 * Damage: Super High
 * Greater damage to turrets and
 * Blast Radius: 6 meters
 * Deployment: Thrown
 * Sticks to surfaces
 * Activation: Timer
 * Carrying Capacity: 2
 * Fractal grenades suppress an area by shooting out dozens of small projectile beam over a timed duration.
 * "Blast" Type: Multi-Beam Bursts
 * Damage: Medium: Low
 * Bursts 28 times within 8 seconds
 * "Blast" Radius: 8 meters
 * Activation: Impact
 * Carrying Capacity: 2

=Brotherhood of Steel Paladins vs=

Brotherhood of Steel Paladins
The Brotherhood of Steel is a quasi-religious organization operating across the ruins of post-war North America, with its roots stemming from the American military and the government-sponsored scientific community from before the Great War.

The Paladins are the soldiers of the Brotherhood, generally accepted as the toughest they have to offer. They are the protectors of the Brotherhood, fighting and protecting its interests across the wasteland, equipped with protective power armor and an array of highly advanced and highly lethal weapons.

Weapons and Armor (Paladin)
Melee: Super Sledge Pistol: AEP7 Laser Pistol Shotgun: Tri-Beam Laser Rifle Assault Rifle: Laser RCW Battle Rifle: AER9 Laser Rifle Machine Gun: Gatling Laser Sniper Rifle: Gauss Rifle Explosive: Missile Launcher Elemental: Tesla Cannon ArmorT-51b Power Armor
 * The Super Sledge is a heavy two-handed hammer, and contains a kinetic energy storage device to increase the knockback effect of the weapon.
 * Damage Type: Energized Blunt Force
 * Damage: Very High (Knock Back)
 * With a generous battery size, tight shot grouping at range, resilience to extended use, and fairly decent damage output, the AEP7 laser pistol is a very good choice for a sidearm.
 * Accuracy: High
 * No travel time
 * Rounds: Laser Beams
 * Damage: Low
 * Possibility of Disintegration
 * Recoil: none
 * Rate of Fire: Fast Semi-Auto
 * Magazine: 30 shots
 * The Tri-beam laser rifle has the appearance of a "sawed-off" laser rifle, being rather shorter than other models, and having a new emitter aperture and attached wires. The new emitter fires three laser beams with each shot.
 * Accuracy: High
 * No travel time
 * Rounds: 3 Laser Beams
 * Damage: High
 * Possibility of Disintegration
 * Recoil: none
 * Rate of Fire: Semi-Auto
 * Magazine: 8 shots
 * The unique feature of Laser RCW is the addition of a "drum", which gives this weapon its unique look, high rate of fire, and unusual name.
 * Accuracy: Very High
 * No travel time
 * Rounds: Laser Beams
 * Damage: Low
 * Possibility of Disintegration
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: 60 shots
 * The AER9 laser rifle was actually not the top laser rifle in service at the time of the Great War. The reason that the AER9 is much more commonly found is that it was much sturdier and more reliable than the models that followed.
 * Accuracy: Very High
 * No travel time
 * Rounds: Laser Beams
 * Damage: Medium
 * Possibility of Disintegration
 * Recoil: none
 * Rate of Fire: Fast Semi-Auto
 * Magazine: 24 shots
 * The Gatling laser is not only fully automatic with a large ammo supply and power, but was also mass produced for military use, making it a common tool for the most advanced factions in the Wasteland.
 * Accuracy: High
 * No travel time
 * Rounds: Laser Beams
 * Damage: Low
 * Possibility of Disintegration
 * Recoil: none
 * Rate of Fire: Super-Fast Automatic
 * Magazine: 240 shots
 * The scoped Gauss rifle is an advanced sniper rifle that uses a series of eleven electromagnetic coils to energize and magnetize a preloaded standard projectile round to a tremendous speed.
 * Accuracy: Very High
 * Rounds: Magnetic-Accelerated Bullet
 * Damage: Very High
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Magazine: 1 round
 * The missile launcher is a shoulder-mounted Explosives launcher that is heavy but powerful, and can fire several types of missiles.
 * Accuracy: High
 * Slow Projectile Movement
 * Round: High-Explosive Missile
 * Damage: Very High
 * Blast Radius: 5 meters
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 1 missile
 * The Tesla cannon is a pre-War, portable, directable energy weapon. It was designed to be used as a lightweight, compact anti-tank weapon.
 * Accuracy: High
 * Round: Electric/Plasma Blast
 * Damage: Very High (electric after-damage)
 * Blast Radius: 3 meters
 * Recoil: none
 * Rate of Fire: Semi-Auto
 * Magazine: 4 shots
 * T-51b powered infantry armor, or power armor, represented the peak of armored infantry technology before the Great War. Anyone wearing it had the protection of a tank, capable of shrugging off heavy firepower and explosives with little trouble.
 * Armor Plating and shock absorbers provide super-heavy protection against damage
 * Power Armor also grants user an enhancement to their strength

Special Edges (Paladin)

 * Paladin Training: Paladins are the best trained of the Brotherhood of Steel forces. Their training is a combination of training given to U.S. Soldiers and training made to handle the harshness and hostiles of the Wasteland.
 * Fitness: Do to the combination of their training and the harsh world they live in, Brotherhood Paladins are very strong, incredibly tough and surprisingly agile.
 * Enhanced Strength: Thanks to their power armor, Paladins have borderline-superhuman strength.
 * High-Perception: On of the Paladin's most efficient attributes is its vision. They can notice things from far away and are very accurate.
 * Marksman: Do to their training, great perception and need to conserve ammo, Brotherhood Paladins are very accurate with their weapons.

Who and What: The Warriors and their Gear
Brotherhood of Steel Paladins:
 * Rifleman: Super Sledge, Laser Pistol, Laser RCW
 * Marksman: Super Sledge, Laser Pistol, Laser Rifle
 * Shotgunner: Super Sledge, Laser Pistol, Tri-Beam Laser Rifle
 * Sniper: Super Sledge, Laser Pistol, Gauss Rifle
 * Bomber: Super Sledge, Laser Pistol, Missile Launcher
 * Elemental: Super Sledge, Laser Pistol, Tesla Cannon

=EXALT vs=

EXALT
EXALT is a secret human paramilitary society determined to seize power while the governments of Earth are distracted with resisting the alien invasion in 2015.

While not allied with the aliens, EXALT harbor transhumanist ideals and sympathize with the aliens' effort to evolve the human species; where others fear or resist the alien invasion, EXALT see it as their opportunity to acquire the resources they need to seize power. So, like XCOM, EXALT is operating in the shadows and endeavoring to recover alien technology and develop sophisticated human genetic modification protocols, but unlike XCOM, their ultimate goal is to establish a world government under their control.


 * Note: The operatives appearing in this battle are Elite operatives as to give them the best possible chance.

Technology (EXALT)
Laser Weaponry: Obtained through reverse engineering both alien and XCOM technology, EXALT operatives commonly carry hyper-advance laser weaponry that can easily melt through metal and organic material alike.

Various Explosives: Using both conventional Earth and unique alien designs, EXALT is perfectly at home using high-explosives in combat.

Genetic Enhancements: With extremely advance genetics labs at their disposal and a lack of acceptable ethnics, EXALT is able to modify its operatives to extreme levels, giving them superhuman physical attributes and unique abilities.

Units (EXALT)
Elite Operative= EXALT Elite Operatives are highly trained and genetically enhanced operatives. They surpass more conventional military forces and proove to be a deadly threat to XCOM operatives.

Weapons, Powers and Armor:

EXALT Laser Rifle: Alien Grenade: Adrenaline Surge: Armored Vest:
 * Reviling that of XCOM's design, EXALT's Laser Rifle fires a powerful super-heated laser that can burn through organic matter and melt through armor of any form.
 * Accuracy: High
 * Rounds: Super-Powered Laser
 * Damage: High (Burn-Cutting)
 * Recoil: none
 * Fire Action: Semi-Auto
 * Magazine: Unknown
 * The Alien Grenade is a unique explosive weapon, producing a deadly plasma blast that destroys almost anything in its blast radius.
 * Accuracy: Medium
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Thrown
 * Upon taking damage, an EXALT Elite Operative will gain an Adrenalin Surge that grants the operative a boost to mental processing and accuracy.
 * Projection: Adrenaline Boost
 * Increases accuracy and mental processing
 * Occurs when damage
 * Elite Operatives typically wear armored vests that give them extra protection.
 * Armored Chest Plate provides basic protection against damage

Attributes and Edges:
 * EXALT Elite Training: EXALT is a paramilitary organisation, so top-of-the-line training is not likely to be on the racket. However EXALT Elite display training and skills matching elite military soldiers.
 * Extraordinary Will: EXALT Elite hold immense will, allowing them to resist fear and psionics.
 * Genetic Modification: Thanks to EXALT's immense resources and complete disregard for ethical limitations, EXALT operatives are modified to be physically better than human soldiers.
 * Enhanced Endurance: EXALT Elite are noted for being extremely tough, capable to taking more hits than most any human.
 * Ruthless: EXALT's transhumanist beliefs connects to their complete disregard of human life.
 * Completely Loyal: Operatives hold a loyalty to EXALT that is unmatched by few. If one is about to be captured, an operative will actively kill himself.

Elite Medic= Serving as support, the EXALT Elite Medic's gear consists more of providing the cover of smoke bombs and healing others with either his Medikit or his unique Regen Pheromone ability.

Weapons, Powers and Armor:

EXALT Laser Rifle: Smoke Grenade: Medikit: Regen Pheromones: Armored Vest:
 * Reviling that of XCOM's design, EXALT's Laser Rifle fires a powerful super-heated laser that can burn through organic matter and melt through armor of any form.
 * Accuracy: High
 * Rounds: Super-Powered Laser
 * Damage: High (Burn-Cutting)
 * Speed of Light
 * Recoil: none
 * Fire Action: Semi-Auto
 * Magazine: Unknown
 * Smoke Grenade is a highly tactical item, used to disrupt enemy vision.
 * Accuracy: Medium
 * Blast Type: Smoke Screen
 * Limits enemy vision
 * Blast Radius: 8 meters
 * Fire Action: Thrown
 * Medikits are small hand-held devices that can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.
 * Heals wound
 * Can be used on ally or on self
 * 3 uses before depletion
 * As a useful alternative to using Medikits, an EXALT Elite Medic can produce Regen Pheromones that heals both himself and all nearby allies.
 * Projection: Regeneration Pheromone
 * Heals wounds of self and allies
 * Activated at will
 * Elite Operatives typically wear armored vests that give them extra protection.
 * Armored Chest Plate provides basic protection against damage

Attributes and Edges:
 * EXALT Elite Training: EXALT is a paramilitary organisation, so top-of-the-line training is not likely to be on the racket. However EXALT Elite display training and skills matching elite military soldiers.
 * Extraordinary Will: EXALT Elite hold immense will, allowing them to resist fear and psionics.
 * Genetic Modification: Thanks to EXALT's immense resources and complete disregard for ethical limitations, EXALT operatives are modified to be physically better than human soldiers.
 * Enhanced Endurance: EXALT Elite are noted for being extremely tough, capable to taking more hits than most any human.
 * Ruthless: EXALT's transhumanist beliefs connects to their complete disregard of human life.
 * Completely Loyal: Operatives hold a loyalty to EXALT that is unmatched by few. If one is about to be captured, an operative will actively kill himself.

Elite Heavy= The EXALT Elite Heavy packs heavier firepower and endurance than normal Elite units. He also packs a rocket launcher for extra killing power.

Weapons, Powers and Armor:

EXALT Laser Rifle: EXALT Rocket Launcher: Alien Grenade: Iron Skin: Armored Vest:
 * Reviling that of XCOM's design, EXALT's Heavy Laser gun fires multiple bolts of lasers that can burn through various materials.
 * Accuracy: High
 * Rounds: Super-Powered Lasers
 * Damage: High (Burn-Cutting)
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: Unknown
 * EXALT's rocket launcher is a high-quality conventional recoiless weapon, useful in various situations.
 * Accuracy: High
 * Blast Radius: 12 meters
 * Rounds: HEAT Rocket
 * Damage: Very High
 * Recoil: Low (Recoiless)
 * Fire Action: Single Shot
 * Magazine: 1 rocket
 * The Alien Grenade is a unique explosive weapon, producing a deadly plasma blast that destroys almost anything in its blast radius.
 * Accuracy: Medium
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Thrown
 * Elite Heavies utilize a unique gene modification that grants them natural armor to resist harm.
 * Iron Skin provides heavy protection against damage
 * Elite Operatives typically wear armored vests that give them extra protection.
 * Armored Chest Plate provides basic protection against damage

Attributes and Edges:
 * EXALT Elite Training: EXALT is a paramilitary organisation, so top-of-the-line training is not likely to be on the racket. However EXALT Elite display training and skills matching elite military soldiers.
 * Extraordinary Will: EXALT Elite hold immense will, allowing them to resist fear and psionics.
 * Recoil Resistance: An Elite Heavy is capable of handling the immense recoil of his heavy machine gun.
 * Genetic Modification: Thanks to EXALT's immense resources and complete disregard for ethical limitations, EXALT operatives are modified to be physically better than human soldiers.
 * Enhanced Endurance: EXALT Elite are noted for being extremely tough, capable to taking more hits than most any human.
 * Ruthless: EXALT's transhumanist beliefs connects to their complete disregard of human life.
 * Completely Loyal: Operatives hold a loyalty to EXALT that is unmatched by few. If one is about to be captured, an operative will actively kill himself.

Elite Sniper= EXALT Elite Snipers are long-range specialist, prioritizing in sniping enemies out with extreme precision.

EXALT Laser Sniper Rifle: Armored Vest:
 * Reviling that of XCOM's design, EXALT's Laser Sniper Rifle fires an incredible powerful, long range beam that can burn through most matter with ease.
 * Accuracy: High
 * Rounds: Super-Powered Laser
 * Damage: Very High (Burn-Cutting)
 * Speed of Light
 * Recoil: none
 * Fire Action: Charged Shot
 * Magazine: Unknown
 * Elite Operatives typically wear armored vests that give them extra protection.
 * Armored Chest Plate provides basic protection against damage

Attributes and Edges:
 * EXALT Elite Training: EXALT is a paramilitary organisation, so top-of-the-line training is not likely to be on the racket. However EXALT Elite display training and skills matching elite military soldiers.
 * Extraordinary Will: EXALT Elite hold immense will, allowing them to resist fear and psionics.
 * Precision Aiming: Elite Snipers are about precise aim, taking careful shots to take out their enemies.
 * Genetic Modification: Thanks to EXALT's immense resources and complete disregard for ethical limitations, EXALT operatives are modified to be physically better than human soldiers.
 * Enhanced Endurance: EXALT Elite are noted for being extremely tough, capable to taking more hits than most any human.
 * Ruthless: EXALT's transhumanist beliefs connects to their complete disregard of human life.
 * Completely Loyal: Operatives hold a loyalty to EXALT that is unmatched by few. If one is about to be captured, an operative will actively kill himself.

=Grineer vs Cerberus=

Intro (GvC)


Today, we shall pit two of the most brutal forces against each other to see who is the deadliest of Humanity's worse! They are Brutal! They are Fearless! They seek to take power for themselves!

<p style="text-align: center;">It is the Battle of the Worst of Humanity!

The Grineer, the Freakish Rulers of Earth, who created an empire through great technology and vast destruction!

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

Cerberus, the Pro-Human Terrorist Organization, who seek to bring humanity to ultimate power though death!

<p style="text-align: center;">WHO IS DEADLIEST?

Grineer
The Grineer are a controlling faction of the Origin System. They utilize technologically crude but undeniably effective weapons and legions of clones. More than one Tenno has fallen because they underestimated the accuracy of a Grineer Lancer with their Grakata SMG-rifles while waiting for shields to recharge.

Their homeworld is a polluted, ecologically ruined Earth. They are people acting on an ultimate xenophobia, fueled by hereditary psychoses, and a burning hate of anything and anyone not like themselves. In the end, should they succeed, there will only be Grineer left alive in the solar system.

Weapons and Technology (Grineer)
Hypersonic Bullets: The guns used by the Grineer fire bullets at around hypersonic speeds, likely utilizing an advance energy propellant.

Plate/Mesh Armor: The armor used by the Grineer appear to be a combination of armored plates and mesh. The combination makes even Lancers a task to kill. They utilize different materials, primarily Ferrite and Alloy.

Cloning and Augmentation: To a man, the Grineer are a race of clones; products of ancient, half-remembered technologies. Copies of copies, Grineer are produced in industrial quantities, and all Grineer are genetically defective, their genome damaged by the invasive cloning procedures used to birth each generation. However, these defects are as mass-produced as the Grineer themselves, allowing for the rapid standardization of techno-augmetic adaptation between such generations. Indeed, it could be argued that the Grineer are better at fixing broken bodies than they are at making ones that function to begin with.

Grineer Units
Lancers= Lancers are the most basic and prevalent form of Grineer infantry. They wield Grakatas and occasionally throw plasma grenades.

Weapons, Armor and Gear:

Shock Baton: Grakata Assault Rifle: Plasma Grenades: Basic Grineer Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Equipped with a huge magazine and impressive rate of fire, the GRAKATA is the preferred weapon of Grineer Lancers.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: High
 * Fire Action: Automatic
 * Magazine: 60 rounds
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Lancers wear heavy body armor that allow them to soak more bullets than other faction's base-units.
 * Body Armor provides heavy protection against damage

Special Edges:
 * Basic Military Training: Grineer Lancers are given basic military-grade training in weapon use and tactics.
 * Grineer Augmentation: Grineer augmentation grants Grineer units superior strength and durability over normal humans.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Trooper= Troopers are the shotgun-wielding counterparts of the Lancers. Armed with Sobeks, they lack the accuracy and range of Lancers, but are more effective in close quarters.They also appear to have slightly better armor than lancers.

Weapons, Armor and Gear:

Shock Baton: Sobek: Plasma Grenades: Reinforced Grineer Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * SOBEK is a rapid-firing Grineer shotgun that has reduced damage per shot but boasts extra large clip capacity.
 * Accuracy: High
 * Rounds: Hypersonic Shot
 * Damage: High
 * Recoil: Medium
 * Fire Action: Automatic
 * Magazine: 20 shells
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Troopers wear armor that provide greater protection than Lancer armor.
 * Body Armor provides very heavy protection against damage

Special Edges:
 * Basic Military Training: Grineer Troopers are given basic military-grade training in weapon use and tactics.
 * Grineer Augmentation: Grineer augmentation grants Grineer units superior strength and durability over normal humans.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Scorchers= Scorches are medium Grineer units that use fire. Scorches wield the Ignis flamethrower, dealing massive continuous damage in short range as long as the victim is in range. While their effective range is limited, even a single one is enough to rip down shields in a matter of seconds, making them incredibly lethal in a successful ambush.

Weapons, Armor and Gear:

Shock Baton: Ignis: Basic Grineer Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * The IGNIS produces a stream of intense heat that burns people to death.
 * Accuracy: High
 * Limited Range
 * Rounds: Intensely Hot Fire
 * Damage: Very High (Fire)
 * Recoil: none
 * Fire Action: Constant Cone
 * Can hit multiple targets with ease
 * Magazine: 100 units of fuel
 * Scorchers wear armor that provide as much protection as Grineer Lancers.
 * Body Armor provides heavy protection against damage

Special Edges:
 * Basic Military Training: Grineer Scorchers are given basic military-grade training in weapon use and tactics.
 * Flushing Tactics: Grineer Scorchers work to get close and flush enemies out of areas.
 * Grineer Augmentation: Grineer augmentation grants Grineer units superior strength and durability over normal humans.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Shield Lancers= Shield Lancers carry large metal shields in one hand and a Viper pistol in the other. They slowly press forward while firing over their shields. Nearby Grineer will often use them as mobile cover to variable effectiveness.

Weapons, Armor and Gear:

Shock Baton: Viper Machine Pistol: Combat Shield: Super-Light Grineer Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Though it has a small clip size, the VIPER has a very high fire rate and ultra-fast reload times thanks to a simplified magazine design.
 * Accuracy: Medium
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 14 rounds
 * Near Instant Reload
 * The Shield Lancer can use their shields for both defense and offense.
 * Damage Type: Blunt Force
 * Damage: Medium (Knock-Back)
 * Near-Invulnerable to firearm fire
 * Weak-point: Eye-slot is open to careful shots
 * Behind their combat shield, Shield Lancers have little protection from harm.
 * Body Armor provides minimum protection against damage

Special Edges:
 * Basic Military Training: Grineer Shield Lancers are given basic military-grade training in weapon use and tactics.
 * Defender Tactics: Shield Lancers utilize defensive tactics that help other units advance while having protection from the Shield Lancer's shield.
 * Grineer Augmentation: Grineer augmentation grants Grineer units superior strength and durability over normal humans.
 * Firm Footing: Thanks to their augmentation and training, Shield Lancers are able to handle the kinetic force behind high-powered, hypersonic rounds that hit their shields.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Ballistas= Ballistae are Grineer female cyborgs that utilize the Vulkar for long range support. While they have a slower fire rate than other Grineer units, Ballistas deal more damage and are smaller targets.

Weapons, Armor and Gear:

Shock Baton: Vulkar Sniper Rifle: Basic Grineer Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Built by the Grineer for their elite troops, the VULKAR is a devastating distance weapon. In the right hands it is capable of taking down targets long before they get into attack range.
 * Accuracy: Very High
 * Rounds: Hypersonic Bullets
 * Damage: Very High
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 4
 * Ballistas have body armor that provide protection at par with Lancer armor.
 * Armor provides heavy protection against damage

Special Edges:
 * Advance Military Training: Grineer Ballistas are well trained and know how to use their Vulkar Sniper Rifles with maximum potential.
 * Grineer Augmentation: Grineer augmentation grants Grineer units superior strength and durability over normal humans.
 * Accurate Shot: Ballistas are trained to be accurate shots as they serve as sniper units.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Seekers= The Seeker is a Grineer with yellow-green armor and darker markings. Aside from using the Kraken pistol, they will also deploy Latchers to flush enemies out.

Weapons, Armor and Gear:

Shock Baton: Kraken Heavy Pistol: Viper Machine Pistol: Latcher Bomb: Heavy Grineer Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * The KRAKEN is a heavy pistol of Grineer design that fires two shots in succession with a single pull of the trigger.
 * Accuracy: Very High
 * Rounds: Hypersonic Bullets
 * Damage: High
 * Recoil: High
 * Fire Action: 2 round burst
 * Magazine: 14 rounds
 * Though it has a small clip size, the VIPER has a very high fire rate and ultra-fast reload times thanks to a simplified magazine design.
 * Accuracy: Medium
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 14 rounds
 * Near Instant Reload
 * Latchers are small mechanical balls deployed by Seekers that will chase a target in an attempt to latch on to them; if it succeeds, it will enter a flashing primed state and explode within a few seconds.
 * Projection: Rolling Latching Bomb
 * Blast Radius: 4 meters
 * Blast Type:: Fragmentation Blast
 * Damage: Very High
 * Rolls and Latches onto target
 * Are likely ignored by turrets and such
 * Seekers have body armor that can stop twice the amount of damage Lancer armor can.
 * Armor provides very heavy protection against damage

Special Edges:
 * Advance Military Training: Grineer Seekers are well trained and know how to use their Kraken Heavy Pistols and Latchers with maximum potential.
 * Hide-and-Seek Tactics: Grineer Seekers use a "hide-and-seek" tactic of moving around without enemies knowing while hitting them from different locations.
 * Grineer Augmentation: Grineer augmentation grants Grineer units superior strength and durability over normal humans.
 * Accurate Shot: Seekers are very accurate with their Kraken Heavy Pistol. They are not as accurate with the Viper Machine Pistol
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Hellion= Grineer Hellions are a Mid-Armored Grineer. Equipped with personal jet packs, these special troops can jet-jump across terrain quickly as well as hover high in the air, giving them mobility even greater than that of light units.

Weapons, Armor and Gear:

Shock Baton: Grakata Assault Rifle: Rocket Barrage: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Equipped with a huge magazine and impressive rate of fire, the GRAKATA is the preferred weapon of Grineer Lancers.
 * Accuracy: Medium-High
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: High
 * Fire Action: Automatic
 * Magazine: 60 rounds
 * When in the air, Hellions can unleash a barage of rockets to rain down death on their enemies.
 * Accuracy: High (Targeting)
 * Rounds: High-Powered Rockets
 * Damage: High
 * Recoil: none
 * Fire Action: 4 rockets at a time
 * Magazine: Unknown
 * Hellions wear heavy duty body armor into combat.
 * Body Armor provides heavy protection against damage

Special Edges:
 * Jetpacks: Hellions have jetpacks that allow them to leap incredible distances and hover in the air for an extensive amount of time. Their fuel supply is very high and have almost unlimited uses for their
 * Advanced Military Training: Grineer Hellions have extensive military-grade training in use of their guns, jetpacks and rockets.
 * Flushing Tactics: When using their jetpacks, Hellions will serve to fly over enemy cover and flush them out with its missiles.
 * Enhanced Grineer Augmentation: Elite Lancers are augmented further to pack twice the strength and durability of a normal Lancer.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Flameblades= Flameblades are unique melee units that have the ability to teleport short distances and batons that deal fire-damage.

Weapons, Armor and Gear:

Fire Baton: Super-Light Grineer Armor:
 * The Flameblade's baton are unique as they deal fire damage alongside stun damage.
 * Damage Type: Blunt Force w/ Burning
 * Damage: Very High (Stuns and sets target on Fire)
 * Flameblades do not use armor that is as heavy as most Grineer units
 * Body armor provides very light protection

Special Edges:
 * Teleportation: Flameblades can teleport major distances, cutting them quickly.
 * Advance Military Training: Grineer Flameblades are given advanced military-grade training so that they can use their teleportation abilities to maximum potential.
 * Fast: Fireblades are fast and can cut distances quickly.
 * Sneaker: Flameblades are vastly more quiet than the likes of Scorpions and other melee fighters and can sneak up on their enemies.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Elite Lancers= Elite Lancers are the Elite counterpart of the Grineer Lancers. Their armor resembles closely that of the typical Lancer, but is bulkier and has a slightly different helmet design, similar to a hoodie.

Weapons, Armor and Gear:

Shock Baton: Hind: Karak: Plasma Grenades: Extra-Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * A powerful midrange rifle used by Grineer shock troops, the HIND fires in five round bursts.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: High
 * Recoil: Medium
 * Fire Action: 5 Round Burst Fire
 * Magazine: 65 rounds
 * Solid, dependable and deadly; The Karak is a standard issue rifle in many Grineer platoons.
 * Accuracy: Very High
 * Rounds: Hypersonic Bullets
 * Damage: High
 * Recoil: Medium
 * Fire Action: Automatic
 * Magazine: 30 rounds
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Elite Lancers wear very heavy body armor, capable of taking twice the amount of damage of Lancer armor.
 * Body Armor provides very heavy protection against damage

Special Edges:
 * Elite Military Training: Elite Lancers are among the best trained soldiers of the Grineer army, having elite military-grade training in weapon use and tactics.
 * Accurate Shot: Elite Lancers are pretty damn accurate with their Hind and Karak assault rifles.
 * Enhanced Augmentation: Elite Lancers are further augmented from normal Grineer units, being twice as tough as a Lancer.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Commanders= Commanders are controllers of the battle field. They employ a similar ability as the Loki warframe to switch places with a distant target.

Weapons, Armor and Gear:

Shock Baton: Grakata Assault Rifle: Plasma Grenades: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Equipped with a huge magazine and impressive rate of fire, the GRAKATA is the preferred weapon of Grineer Lancers.
 * Accuracy: Medium-High
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: High
 * Fire Action: Automatic
 * Magazine: 60 rounds
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Commanders have strong body armor, twice as tough as normal Lancer armor.
 * Body Armor provides heavy protection against damage

Special Edges:
 * Switch-Teleport: Often, a Commander will teleport an enemy target into the middle of a group of Grineer, causing some disorientation in the process.
 * Commanders' switch teleport can work through walls and doors.
 * Advance Military Training: Grineer Commanders are well trained and know how to use their Grakata Assault Rifles, teleportaion ability and commanding skills with maximum potential.
 * Commander: Commanders are the leaders of Grineer troops and can organize the troops the best.
 * Super-Enhanced Grineer Augmentation: A Commander's augmentation allows it survive an ungodly amount of damage, being 5 times more durable than Grineer Lancers.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Heavy Gunners= One of the most dangerous Grineer units, the Heavy Gunner is a walking tank equipped with a Gorgon machine-gun. Identified by their taller, thinner frame and female voice, Heavy Gunners are capable of laying down suppressive fire to support their teammates.

Weapons, Armor and Gear:

Shock Baton: Gorgon Heavy Machine Gun: Seismic Shockwave: Super-Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: High (Stun)
 * Stronger than other units so they can hit harder
 * The GORGON sports a large clip that allows it to provide suppressing fire and sustain a high damage rate over a long time.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: Medium-High
 * Recoil: Medium
 * Fire Action: Automatic
 * Magazine: 90 rounds
 * Punching the ground with charged punch, the punch discharges the energy inside creating air turbulence and tremors around it.
 * Blast Type: Seismic Shockwave
 * Damage: High (knocks back enemies in radius)
 * Area of Effect: 5 meter radius
 * Heavy Gunners have incredibly strong armor that can absorb ungodly damage.
 * Body Armor provides super heavy protection against damage

Special Edges:
 * Military Training: Grineer Heavy Gunners likely pack military-grade training at par with Lancers.
 * Super-Enhanced Grineer Augmentation: Heavy Gunners are augmented to be walking tanks, being 3 times stronger and tougher than Lancers.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Bombards= Bombards are heavy Grineer units that wield rocket launchers. In larger areas their rockets are more easily avoidable, but they can be quite dangerous in enclosed areas, due to the large blast radius of the rockets.

Weapons, Armor and Gear:

Shock Baton: Homing Ogris: Seismic Shockwave: Super-Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: High (Stun)
 * Stronger than other units so they can hit harder
 * The Ogris fires detonite infused casings. The ones used by Bombards have minor homing abilities.
 * Accuracy: High (Minor Homing)
 * Blast Radius: 5 meters
 * Rounds: Detonite Infused Casing Rockets
 * Damage: Very High
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 5 Rockets
 * Punching the ground with charged punch, the punch discharges the energy inside creating air turbulence and tremors around it.
 * Blast Type: Seismic Shockwave
 * Damage: High (knocks back enemies in radius)
 * Area of Effect: 5 meter radius
 * Bombards have incredibly strong armor that can absorb ungodly damage.
 * Body Armor provides super heavy protection damage.

Special Edges:
 * Advance Military Training: Grineer Bombards are well trained and know how to use their Rocket Launchers with maximum potential.
 * Super-Enhanced Grineer Augmentation: Bombards are augmented to be walking tanks, being 3 times stronger and tougher than Lancers
 * Immune to Stealth Attacks: Napalms cannot be one-hit-killed with Stealth Attacks, such as from units that are invisible or attack from behind.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Napalms= These red-black armored Grineers are very hard to hurt and wield incendiary grenade launchers that shoot flaming projectiles, which leave temporary balls of flames where they explode. These can be very dangerous in confined spaces, as there is increased difficulty in avoiding the flames.

Weapons, Armor and Gear:

Shock Baton: Incendiary Grenade Launcher: Seismic Shockwave: Super-Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: High (Stun)
 * Stronger than other units so they can hit harder
 * Grineer Napalms use grenade launchers that fire powerful incendiary grenades.
 * Accuracy: High
 * Rounds: Incendiary Impact Grenades
 * Damage: Very High (Fire Damage)
 * Area of Effect: 10 meter radius
 * After blast radius lasts for 30 seconds
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: Unknown size
 * Punching the ground with charged punch, the punch discharges the energy inside creating air turbulence and tremors around it.
 * Projection: Seismic Shockwave
 * Damage: High (knocks back enemies in radius)
 * Area of Effect: 5 meter radius
 * Napalms have incredibly strong armor that can absorb ungodly damage.
 * Body Armor provides super heavy protection against damage.

Special Edges:
 * Advance Military Training: Grineer Napalms are well trained and know how to use their Incendiary Grenade Launchers with maximum potential
 * Super-Enhanced Grineer Augmentation: The Napalm's heavy augmentation makes it as the most powerful Grineer regular, being 6 times stronger and tougher than the Grineer Lancer.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Terra Frame= The Terra Frame is a powerful robotic "suit" utilized by Councilor Vay Hek. It has several built-in weaponry, capable of taking on Tenno units along side Grineer regulars.


 * While primarily seen being used by Councilor Vay Hek, there is evidence that there are several Terra Frames around. For this match, the Grineer will have a specialized pilot attached in the frame.

Weapons, Armor and Gear:

Charge: Hek: Hek Cannon: Hek Barrage: Shockwave: Propaganda Drones Orbital Strike Drone: Armored Hull:
 * By using its body as a deadly weapon, the Terra Frame is able to charge at enemies for immense damage.
 * Damage Type: Ramming Force
 * Damage: Very High
 * High Knockback
 * A HEK shotgun has been integrated onto the Terra Frame as an arm.
 * Accuracy: Medium
 * Rounds: Super-Accelerated Shot
 * Damage: Very High
 * Armor Piercing
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: Unknown
 * Usually holds 4 shells when in its hand-held form but it appears to have a greater capacity when on the Terra Frame.
 * The Hek Cannon is a powerful missile launcher, firing unique missiles that predicts the movements of its targets, allowing it to hit with incredible accuracy.
 * Accuracy: Very High
 * Predicts target's movement
 * Blast Radius: Roughly 10 meters
 * Rounds: High-Explosive "Smart" Missiles
 * Damage: Very High
 * Recoil: Low
 * Fire Action: Semi-Auto
 * Magazine: Unknown
 * The Hek Barrage is a powerful multi-missile barrage fired to rain as much death on its enemies as possible.
 * Accuracy: Very High
 * Predicts target's movement
 * Blast Radius: Roughly 10 meters
 * Rounds: High-Explosive "Smart" Missiles
 * Damage: Very High
 * Recoil: Low
 * Fire Action: 4-5 Missile Barrage
 * Magazine: Unknown
 * By jumping up high and landing down hard, the Terra Frame is able to create a powerful shockwave that sends enemies far away.
 * Produces knock-back blast
 * Damage: Low
 * Knocks enemies back
 * Blast: 5/10 meters
 * A small blue drone that is launched by the Terra Frame, Propaganda Drones give a boost to all Grineer defense and damage output while also dampening enemy shields.
 * Provides Grineer units with boosts to defense and damage
 * Dampens enemy shields
 * Can deploy between 1-4 drones at once
 * A red drone also launched by the Terra Frame, Orbital Strike Drones get close to any enemy and call in an orbital strike do rain death down on the foes.
 * Locates target and calls down orbital strike
 * Damage: Very High
 * Blast Radius: Roughly 15 meters
 * The Terra Frame is almost purely machine, save for the pilot inside. The machine is heavily protected by armored plating.
 * Armor provides super heavy protection against damage

Special Edges:
 * Specialized Pilot: The only way an individual can pilot the Terra Frame is through cybernetic modification and a lot of training on how to work the device.
 * Mostly Machine: As a unit made almost purely of machine (save for the organic pilot, who is only a head), the Terra Frame comes with several advantages over organic units.
 * Machine Strength and Endurance: The Terra Frame is an incredibly powerful and durable unit. It can take far more damage than any other Grineer soldier and is able to use its strength in deadly charges.
 * Pain Immunity: The Terra Frame does not feel pain.
 * Machine Stamina: The Terra Frame is not as dependent on subsidence as organic units are. As such, it does not tire while in battle.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

Tactics (Grineer):
Ambush: Grineer units commonly use ambush tactic with decent effect, letting enemies charge in and then hit them with heavy fire-power when they are not prepared.

Flanking: The Grineer commonly use flanking maneuvers with their ambush tactics to get their enemies trapped and unable to move without getting riddled with bullets.

Fire and Movement: The Grineer will also utilize Fire-and-Movement tactics, where one team provides suppressive fire while the other moves in to a better spot as to hit the enemy harder.

Cerberus
Cerberus is a human-survivalist paramilitary group led by the enigmatic Illusive Man. Cerberus' core belief is that humans deserve a greater role in the galactic community, and that the Systems Alliance is too hamstrung by law and public opinion to stand up effectively to the other Citadel races. Cerberus supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Cerberus operatives accept that these methods are brutal, but believe history will vindicate them. Nevertheless, both the Systems Alliance and the Citadel Council have declared Cerberus to be a terrorist organization and will prosecute identified Cerberus agents accordingly.

Weapons and Technology (Cerberus)
Mass Accelerator Weapons: A mass accelerator propels a small, solid-metal projectile using precisely-controlled electromagnetic attraction and repulsion. The full speed of these weapons are far from specified but they likely reach speeds our weapons can't reach.

Armor: Armor is protective body covering intended to prevent injury in combat, and is differentiated by species and level of protection. Medium to heavy armor—and almost all turian and krogan armor—is classified as 'hard-suit' because it uses thick ceramic plating to protect non-flexible parts of the body.

Kinetic Barriers: Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. They activate when being hit by a projectile that falls between speeds. They are perfect against solid projectiles going at supersonic and hypersonic speed no protection against lasers (too fast) or melee attacks (too slow). They are also highly vulnerable to electric attacks as well as many Direct Energy Weapons. Kinetic barriers do not protect against extremes of temperature, toxins, or radiation.

Indoctrination: Cerberus personnel are put through an "integration" process - a combination of Reaper-inspired indoctrination, implantation or other conditioning - and become the various troop variants. Cerberus troops retain the mental capacity to perform their roles while maintaining complete loyalty to Cerberus' cause.

Cerberus Units
Assault Trooper (SMG)= Assault troopers are the backbone of Cerberus forces. Those candidates who make it through the grueling basic training are submitted to an intensive psychological program that renders them fearless, disciplined, and unrelenting.

These Assault Troopers will be using M-25 Hornet Sub-Machine Guns.

Weapons, Armor and Gear:

Stun Baton: M-25 Hornet: Frag Grenades: Basic Body Armor:
 * Cerberus units carry with them Stun Batons for melee combat.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * The M-25 Hornet is a long-range submachine gun created by Cerberus.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Slugs
 * Damage: Low
 * Recoil: High
 * Rate of Fire: 3 round burst
 * Magazine: 24 rounds
 * Assault Troopers use fragmentation grenades for fluxing enemies out.
 * Accuracy: Low
 * Blast Radius: 6.5 meters
 * Blast Type: Fragmentation Blast
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Cerberus Assault Troopers wear thick armor for protection.
 * Body Armor provide basic protection against damage

Special Edges:
 * Paramilitary Training: Assault Troopers have training that is decent but do not compare to conventional military training.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Loyal: Because of the indoctrination process they have undergone, Cerberus units hold brutal loyalty to Cerberus.

Assault Trooper (Shotgun)= Assault troopers are the backbone of Cerberus forces. Those candidates who make it through the grueling basic training are submitted to an intensive psychological program that renders them fearless, disciplined, and unrelenting.

These Assault Troopers will be using M-22 Eviscerator shotguns.

Weapons, Armor and Gear:

Stun Baton: M-22 Eviscerator: Frag Grenades: Basic Armor:
 * Cerberus units carry with them Stun Batons for melee combat.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator..
 * Accuracy: Low
 * Rounds: Mass Accelerated Shot
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: 3 shots
 * Assault Troopers use fragmentation grenades for fluxing enemies out.
 * Accuracy: Low
 * Blast Radius: 6.5 meters
 * Blast Type: Fragmentation Blast
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Cerberus Assault Troopers wear thick armor that lack Kinetic Barriers of any kind.
 * Body Armor provide basic protection against damage

Special Edges:
 * Paramilitary Training: Assault Troopers have training that is decent but do not compare to conventional military training.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Loyal: Because of the indoctrination process they have undergone, Cerberus units hold brutal loyalty to Cerberus.

Guardian=

Guardians, the Cerberus equivalent of human tanks, are slow-moving soldiers who carry enormous polycrystalline-composite shields.

Weapons, Armor and Gear:

M-358 Talon: Combat Shields: Cerberus Armor:
 * The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets.
 * Accuracy: Low
 * Rounds: Mass Accelerated Shells
 * Damage: High
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Magazine: 4 shells
 * Guardians wield heavy shields that grant major protection that also function melee weapons.
 * Damage: Medium
 * Near-Invulnerable to firearm fire
 * Weak-point: Eye-slot is open to careful shots
 * Cerberus Guardians wear thick body armor without kinetic barriers.
 * Body Armor provide basic protection against damage

Special Edges:
 * Paramilitary Training: Guardians have training that is decent but do not compare to conventional military training.
 * Defender Tactics: Guardians utilize defensive tactics that help other units advance while having protection from the Guardian's shield.
 * Augmentation: Guardians utilize hydraulic assists and a dedicated power supply as to move their heavy shields.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Loyal: Because of the indoctrination process they have undergone, Cerberus units hold brutal loyalty to Cerberus.

Nemesis= The Nemesis is a Cerberus sniper specialist. Customized implants allow the Nemesis to withstand the crippling kickback of most sniper rifle, turning a redoubtable opponent into a force capable of inflicting instant death.

Weapons, Armor and Gear:

M-13 Raptor: Nemesis Armor:
 * The Raptor is a human version of a turian weapon developed for conflict on the low-gravity world Amar.
 * Accuracy: High
 * Rounds: Mass Accelerated Slugs
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 15
 * Nemesis' wear light armor that pretty much provide little protection by itself but has basic kinetic barriers for protection.
 * Kinetic Barriers provide basic protection against ranged weapons but not melee weapons

Special Edges:
 * Advance Training: Nemesie is well trained in the use of the M-13 Raptor.
 * Accurate Shot: Nemesie are very skilled with their sniper rifles and can hit accurately with them.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Loyal: Because of the indoctrination process they have undergone, Cerberus units hold brutal loyalty to Cerberus.

Combat Engineer=

Cerberus combat engineers are specialized support units that assist primary forces while staying out of the line of fire. They wear lighter armor than the typical Cerberus combatant, using a modified mesh that allows greater mobility.

Weapons, Armor and Gear:

M-5 Phalanx: Combat-Engineer Armor:
 * 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: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Magazine: 12 rounds
 * Cerberus Combat Engineers wear lightweight body armor that also have kinetic barriers for extra light protection.
 * Body Armor provide light protection against damage
 * Kinetic Barriers provide basic protection against ranged attacks but not melee attacks

Special Edges:
 * Lesser Training: Because they are not meant to be in as much up-front combat as other units, Combat Engineers are not as well trained as most Cerberus units
 * Hiding Tactics: Combat Engineers will use cover allot as they are useless in an upfront gun fight.
 * Deploy Turret: The Combat Engineer's primary means of offense is deploying a powerful stationary Turret.
 * See notes for Turret

Turret= A Turret is a portable installation that is carried and deployed by Cerberus Combat Engineers. They are stationary attack platforms that can lock on to any target that enters their range.

Weapons, Armor and Gear:

Mass Accelerator Machine Gun: Metal Body w/ Kinetic Barriers
 * Turrets use Mass Accelerator Machine Guns
 * Accuracy: Medium
 * Rounds: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: Unknown (likely very high)
 * Turrets utilize their tough metal body and strong Kinetic Barriers.
 * Metal Body provides basic protection against damage
 * Kinetic Barriers provide basic protection against ranged but not melee

Special Edges:
 * Turret Programming: Turrets are program to shoot at anyone that isn't a Cerberus unit and in visible view.
 * Pain Immunity: As machines, Turrets do not feel plan.
 * Fearless: As machines, Turrets do not suffer from fear.

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.

Weapons, Armor and Gear:

Monomolecular Sword: Palm Blaster: Phantom Armor:
 * The primary weapon of the Phantom is their sword that deals deadly damage.
 * Damage Type: Hypersharp Blade
 * Damage: High
 * Phantoms have small blasters in their palms.
 * Accuracy: Medium
 * Rounds: Pulse Blast
 * Damage: Medium
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: Unknown (likely low)
 * Phantoms wear armor that provide light protection and have a biotic barrier system in their palm that provides extra protection.
 * Armor provides light protection against damage
 * Biotic Barriers provide basic protection against ranged attacks but must be activated

Special Edges:
 * Advanced Training: Phantoms are trained in special melee combat and stealth missions.
 * Tactical Cloak: Phantoms are able to turn invisible for a shot time when need be.
 * Fast: Phantoms are very fast and utilize their speed allot.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Loyal: Because of the indoctrination process they have undergone, Cerberus units hold brutal loyalty to Cerberus.

Centurion= Centurions are Cerberus's front-line tacticians. They are meant to enact the Illusive Man's strategic goals, although it is clear that they have leeway to adapt as an encounter develops.

Weapons, Armor and Gear:

Stun Baton: M-96 Mattock: Frag Grenades: Smoke Grenades: Centurion Armor:
 * Cerberus units carry with them Stun Batons for melee combat.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * 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 Slugs
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Magazine: 16 rounds
 * Centurions use fragmentation grenades for fluxing enemies out.
 * Accuracy: Low
 * Blast Radius: 6.5 meters
 * Blast Type: Fragmentation Blast
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Centurions can launch Smoke Grenades from their rifles.
 * Accuracy: Medium
 * Blast Type: Smoke
 * Damage: none (obscures vision)
 * Area of Effect: 5 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Centurions wear armor that have body armor just as strong as normal Assault Trooper armor but has Kinetic Barriers.
 * Body Armor provides basic protection against damage
 * Kinetic Barriers provide basic protection against ranged weapons but not melee

Special Edges:
 * Elite Training: Centurions are the best trained units in the Cerberus army, besting most other Cerberus units and can keep up with Systems Alliance Marines.
 * Accurate: Centurions will utilize their Rifles with relative accuracy. best trained units in the Cerberus military.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Loyal: Because of the indoctrination process they have undergone, Cerberus units hold brutal loyalty to Cerberus.

Rampart Mech= Rampart Mechs are LOKI security mechs modified to be used by Cerberus units on Omega. While tough, it is primarily used as a highly expendable unit.

Weapons, Armor and Gear:

Omni-Blade: M-23 Katana Energy Shield: Armored Body:
 * Rampart Mechs are able to deploy Omni-Blades for melee combat.
 * Damage Type: Super-Heated Force
 * Damage: High
 * Used only in Hunter-Killer Mode
 * Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with varren infestations.
 * Accuracy: Low
 * Rounds: Mass Accelerated Flechett
 * Damage: Medium
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Mag Size: 5 shots
 * A Rampart Mech can throw down an Energy Shield to get protection but cannot advance while it is up.
 * Deploys energy shield for temporary protection.
 * The Rampart Mech has an armored body that provides it with superior protection over normal armored suits.
 * Armored Body provides heavy protection against damage

Special Edges:
 * Basic Programming: Rampart Mechs have the most basic programming, having as much skill as a low-level military grunt.
 * Machine: The Rampart Mech is purely machine, giving it a superiority in physicality.
 * Machine Strength: The Rampart Mech is stronger than most humans.
 * Pain Immunity: The Rampart Mech does not feel pain
 * Loyal: As a machine, Rampart Mechs is completely loyal to its leader.

Atlas=

With the Atlas, Cerberus's research arm has combined the deadly armor and firepower of a YMIR mech with the tactical superiority of a trained human pilot.

Weapons, Armor and Gear:

Claw: Mass Accelerator Cannon: Rocket Launcher: Smoke Grenade: Smoke Grenades: Armored Hull w/ Kinetic Barriers:
 * The Atlas has a large claw to deal major melee damage.
 * Damage Type: Blunt Force
 * Damage: Very High
 * The Atlas uses a massive Mass Accelerator Cannon for ranged combat.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Cannon Round
 * Damage: Very High
 * Recoil: Medium
 * Rate of Fire: Single Shot
 * Magazine: Unknown (likely large)
 * The Atlas also has a rocket launcher in its arm.
 * Accuracy: Medium
 * Rounds: Rockets
 * Damage: Very High
 * Recoil: High for Atlas
 * Rate of Fire: Single Shot
 * Magazine: Unknown (Likely Small)
 * Atlas Mech can also fire out smoke grenades.
 * Centurions can launch Smoke Grenades from their rifles.
 * Accuracy: Medium
 * Blast Type: Smoke
 * Damage: none (obscure vision)
 * Recoil: none
 * Rate of Fire: Thrown
 * The Atlas has a thick hull that is very hard to punch through and kinetic barriers that are just as strong.
 * Hull provides major protection against damage
 * Shoulder and crotch are vulnerable to enemy fire
 * Kinetic Barriers provide major protection against ranged attacks but not melee damage

Special Edges:
 * Any Pilot: The Atlas is so easy to control than anyone can ride it. That means that if the pilot is killed, a new rider can hop in.
 * Mostly Machine: As it is entirely machine (save for the pilot), the Atlas has several advantages over normal organic units.
 * Machine Strength and Endurance: As a mech, the Atlas can lift incredible weights. It can also take more hits than lesser units.
 * Pain Immunity: While the pilot can feel pain, the Atlas itself does not feel any.
 * Machine Stamina: The Atlas is not as dependent on subsidence as organic units are. As such, it does not tire while in battle.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Loyal: Because of the indoctrination process they have undergone, Cerberus units hold brutal loyalty to Cerberus.

Tactics (Cerberus)
Charge: In most battles, Cerberus units will use a Charge tactic to plow through their enemies with great force.

Fire and Movement: Cerberus will also utilize, to a lesser extent, Fire-and-Movement tactics, where one team provides suppressive fire while the other moves in to a better spot as to hit the enemy harder.

X-Factors (GvC)
Soldier Units:= <p style="text-align: center;">Lancer vs Assault Trooper

<p style="text-align: center;">85 Physicality 78

While Assault Troopers are tough hombres, they are still only human. The Grineer Lancers are augmented to be stronger and tougher than human soldiers and easily beat the Assault Troopers.

<p style="text-align: center;">70 Finesse 75

Neither units are known for their speed and agility. However, Assault Troopers are likely a tad bit more agile as their armor is not as restricting and can perform combat rolls.

<p style="text-align: center;">75 Training 70

Grineer Lancers are packing military-grade training. It does not stack up to the like of the Tenno but they are on a whole-other level. The Assault Troopers are made up mostly of indoctrinated civilians. This process gives Cerberus soldiers in good quantity but not in good quality. Their training likely doesn't stand up against military-grade soldiers.

<p style="text-align: center;">80 Accuracy 75

The Grineer Lancer shows surprising skill with his gun, taking short, controlled bursts to keep good accuracy while providing good power. It may not be amazing but it is pretty good. The Cerberus units, on the other hand, show only a basic level of accuracy.

<p style="text-align: center;">85 Armor 75

Despite their heavy-looking armor, Assault Trooper armor provides only basic-level protection. Lancers, like many Grineer units, are bullet sponges, capable to taking immense damage before being brought down.

Close-Quarters Units:= <p style="text-align: center;">Trooper and Scorcher vs Assault Trooper

<p style="text-align: center;">90 - 90 Physicality 75

While stated before, Assault Troopers are tough but still human. Troopers and Scorches, however, are tougher than the average Grineer Lancer, putting them are a level of strength and durability well above most Cerberus units.

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

Neither units are known for their speed and agility. However, Assault Troopers are likely a tad bit more agile as their armor is not as restricting and can perform combat rolls.

<p style="text-align: center;">75 - 75 Training 70

Grineer Troopers and Scorches are packing military-grade training. It does not stack up to the like of the Tenno but they are on a whole-other level. The Assault Troopers are made up mostly of indoctrinated civilians. This process gives Cerberus soldiers in good quantity but not in good quality. Their training likely doesn't stand up against military-grade soldiers, like Grineer Troopers or Scorchers.

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

Neither units is particularly accurate as both use short range weapons and need to be close to be effective.

<p style="text-align: center;">90 - 85 Armor 75

Assault Troopers pack basic body armor for only basic protection. Grineer Troopers pack heavier body armor than the already well-armored Lancers, making them even more of a bullet sponge. Scorchers have body armor at par with Lancers, meaning that they are not as durable as the Trooper but still damn durable.

Shield Units:= <p style="text-align: center;">Shield Lancer vs Guardian

<p style="text-align: center;">85 Physicality 85

Both are strong, durable units. What gives the Guardian a better number than most Cerberus soldiers is that they have augmentation to handle the heavy weight of their shields, relatively at par with the Shield Lancer.

<p style="text-align: center;">65 Finesse 65

Both are relatively slow and non-agile units. They both carry around heavy shields that provide incredible protection but that doesn't change the fact that both move at snail's pace.

<p style="text-align: center;">75 Training 72

Guardians are likely better trained than Assault Troopers but it likely doesn't stack up the Shield Lancer's military-grade training.

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

Neither are that accurate as their weapons have short effective ranges.

<p style="text-align: center;">90 Armor 95

While both units have super-durable shields, the Guardian packs decent body armor behind the shield, unlike the Shield Lancer, who utilizes light body body armor.

Sniper Units:= <p style="text-align: center;">Ballista vs Nemesis

<p style="text-align: center;">85 Physicality 70

The Nemesis is weak and very vulnerable to most any damage. The Ballista, on the other hand, is as tough as a Lancer, meaning it is stronger and tougher than humans.

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

Both rely on their agility and reaction speed to avoid getting hit, compared to most other units who rely more on their toughness.

<p style="text-align: center;">78 Training 75

The Nemesis' training is superior to the basic Assault Trooper, reaching military grade. However, the Ballista is better trained than the average Lancer so chances are she is better trained than the Nemesis.

<p style="text-align: center;">85 Accuracy 85

Both are very accurate units as they are the snipers of their teams. Neither are at a master-marksman level of accuracy but they are still more accurate than the rest of their teammates.

<p style="text-align: center;">85 Armor 60

The Nemesis relies on basic-level kinetic barriers for protection. Once it is gone, though, the Nemesis has little to no protection. The Ballista, on the other hand, has body armor at par with the Lancer's armor, making it a bullet sponge like other Grineer units.

Support Units:= <p style="text-align: center;">Seeker and Hellion vs Combat Engineer and Turret

<p style="text-align: center;">85 - 95 Physicality 75 - --

The Seeker is augmented like most Grineer units, being stronger and tougher than most humans. The Hellion has further augmentations to make it even harder to kill. The Combat Engineer, on the other hand, is amongst the weakest Cerberus units around, unable to handle damage. His Turret, as an automated turret, doesn't have "toughness" in the human sense, as it is purely metal.

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

None of the units have any amazing agility or speed but neither are slow either. The Turret is the only one that can't keep up, as it is stationary and cannot move from its spot.

<p style="text-align: center;">80 - 80 Training 50 - --

The Combat Engineer has little combat training and relies on its turret to do most of the fighting, which has only basic programing and no real training. The Seeker and Hellion are better trained than than Lancers and Troopers as the two use very unique weapons and tactics.

<p style="text-align: center;">85 - 75 Accuracy 75 - 80

The Hellion has moderate accuracy with its gun while the Seeker's accuracy is at sniper level, capable of making difficult shots. The Combat Engineer has only average accuracy with his pistol. His turret, on the other hand, has good accuracy do to its computer programming.

<p style="text-align: center;">95 - 85 Armor 50 - 95

The Seeker has super heavy body armor, twice as strong as the Lancer's armor. The Hellion, however, has only Lancer level armor. Either way, they are total bullet sponges and will not go down easily. The Combat Engineer, on the other hand, has very little protection and will go down only after a few shots. The Turret, on the other hand, can take a good deal of damage before being destroyed.

Suprise Units:= <p style="text-align: center;">Flameblade vs Phantom

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

Neither are that tough. The Phantom relies on her speed to avoid getting hit, as getting hit is bad for him. The Flameblade lacks the toughness that most other Grineer units have and can't take as much damage.

<p style="text-align: center;">85 Finesse 95

The Flameblade is faster than most other Grineer units. On foot, though, he cannot compete with the the Phantom. She is referred to as a "Goddamn ninja on speed!" The Flameblade's Teleportaion ability will help a lot, as he can cut the distance between the two instantly, giving the Phantom no reaction time. Either way, both are super fast and have skills and abilities that work on each other.

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

Both units have the same level of training, as both are highly skilled with their strange and unique weapons and abilites.

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

Both warriors are primarily melee fighters, making accuracy something that is not necessary. However, the Phantom is able to use its palm blaster with decent accuracy, giving it an actual score.

<p style="text-align: center;">20 Armor 30

Neither have good armor that protects them from damage when in combat. Phantoms have Biotic Barriers for protection against ranged attacks but she has to activate it and it is useless against melee attacks. Both rely on dodging and getting the first hit on. The Phantom wins only because she can pull up her biotic barriers for protection, even though it means nothing for the Flameblade's melee attacks.

Elite Units:= <p style="text-align: center;">Elite Lancer and Commander vs Centurion

<p style="text-align: center;">95 - 110 Physicality 80

Centurions are tough soldiers but, like Assault Troopers, are still human and limited to human capability. Elite Lancers are twice as durable as Lancers, putting them at borderland-superhuman levels. Commanders beat them all, though, as they are far more durable than any other Grineer unit.

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

None of the Elite units have above-average agility, staying at a relatively basic level of speed and agility.

<p style="text-align: center;">85 - 90 Training 85

The Centurion is vastly better trained than any Cerberus unit, passing even basic military personnel. However, the Elite Lancer and Commander pack amazing skill and training by Grineer standards. The Elite Lancer likely matches the Centurion while the Commander beats them both

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

The Centurion has good accuracy and can hit things vastly better than Assault Troopers. The Elite Lancers and Commander are at a parable level as well.

<p style="text-align: center;">95 - 84 Armor 90

With his kinetic barriers, The Centurion's armor packs twice the protection compared to the Assault Trooper. The armor of the Elite Lancer, however, is twice as heavy-duty as the Lancer's armor, providing even more protection than the Centurion. The Commander, strangely, has the weakest armor, being a little weaker than Lancer Armor.

Heavy Units:= <p style="text-align: center;">Heavy Gunner, Bombard and Napalm vs Rampart Mech

<p style="text-align: center;">110 - 110 - 120 Physicality 100

While the Rampart Mech is likely far stronger than the normal human being, the Heavy Grineer units likely surpass the simple Mech, as the Grineer Heavies have shown to take far more damage than normal Grineer units.

<p style="text-align: center;">65 - 65 - 65 Finesse 65

Neither are particularly agile, as they are big, heavy and rely more on durability than finesse.

<p style="text-align: center;">78 - 78 - 78 Training 70

Rampart Mechs have only rudimentary programming, easily nothing compared to the more advance soldier training. Grineer Heavies likely have more advance combat training than normal Grineer units like the Lancer.

<p style="text-align: center;">75 - 80 - 75 Accuracy 65

The Rampart Mech fails to match the Heavy Grineer units, not do to incompetents but do to the inaccuracy of its weapon, which has miserable range.

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

The Rampart Mechs and the Grineer Heavies likely tie in the level of armor, both utilizing heavy-duty armor for protection.



Tank Units:= Terra Frame vs Atlas

<p style="text-align: center;">150 Physicality 150

The two units likely match in strength and durability while also having vulnerable pilots.

<p style="text-align: center;">50 Finesse 50

Both are

<p style="text-align: center;">78 Training 70

The Atlas is notably easy to pilot, requiring little training and can be used by almost anyone. Terra Frame, which requires a pilot with the proper augmentation, would require more specific and advance training on how to use the frame.

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

Both have relatively high accuracy do to their targeting systems and homing weaponry.

<p style="text-align: center;">120 Armor 120

Both Tank units pack heavy armoring and each have strengths over the other. The Atlas packs kinetic barriers for extra help while the Terra Frame has fewer weaknesses.

Collective= <p style="text-align: center;">Grineer vs Cerberus

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

Both have soldiers that have deep and unbreakable loyalty to the faction they are fighting for. They are willing to die for their faction and will never flee unless ordered to.

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

Both are highly brutal and are fueled by xenophobia and a superiority complex, believing that their race is superior over all. Cerberus will experiment on people and ravage their basic rights as living creatures. The Grineer love to torture, mutilate and/or brutally murder their enemies, with some leaders having a love of skinning their enemies.

<p style="text-align: center;">95 Experience 80

Cerberus has been existing since the First Contact War but hadn't been noticeable till the last few years of their existence, while the Grineer Empire has been existing for possibly hundreds of years.

While in their shorter time span, Cerberus has dealt some major damage to the System Alliance. However, they have been thwarted on several occasions, typically by a single individual (i.e. Shepard), and also carry a line up of experiments and research that either went nowhere in significance or screwed them over severely.

The Grineer have been fighting powerful enemies on a more daily basis for a vastly longer time and having more success. From the Corpus and the Infested to the returning Tenno, the Grineer have a lot on their hands but are still a major faction in the system. The Grineer are flooded with issues themselves (such as the constant deterioration of their soldiers and taking sever damage from the Tenno) but they are able to either fix these problems or persevere through them.

Who: The Units
The Battle will be between 36 Grineer units vs 35 Cerberus units
 * Soldier: 10 Lancers vs 10 Assault Troopers (SMGs)
 * Close Quarter: 4 Troopers and 2 Scorchers vs 6 Assault Troopers (Shotguns)
 * Shield: 4 Shield Lancers vs 4 Guardians
 * Support: 2 Seekers and 2 Hellions vs 2 Combat Engineers and their 2 Turrets
 * Sniper: 3 Ballistas vs 3 Nemesie
 * Surprise: 2 Flameblades vs 2 Phantoms
 * Elite: 1 Commander and 3 Elite Lancers vs 4 Centurions
 * Heavy: 1 Heavy Gunner, 1 Napalm and 1 Bombard vs 3 Rampart Mechs
 * Tank: Terra Frame vs Atlas

Where: The Location
Thee battle will take place on a Grineer Base on a new planet. The Grineer will have a bit of a home-field advantage but they are on the defense

Why: The Reason
I don't have a good idea, yet.

=The Corpus vs The Geth=

The Corpus


The Corpus are a dominating proto-corporation/Merchant Cultof humans that maintain and operate the trade routes of the Solar Rails, built on the foundation of salvaged technology and Robotics. They are rarely seen by others and are better known for the robot proxies that serve for them. The social structure of the Corpus is said to reflect ancient mercantile guilds from the Old Earth.

Technology (Corpus)
Robotics: One of the Corpus' most heavily used technology is their automated 'security proxies' known as MOAs and Ospreys.
 * MOA: MOAs are robotic bipedal walkers used by the Corpus as a form of support. Essentially, they are walking turrets that will run towards players, firing at them once within range.
 * Ospreys: Ospreys are flying robotic units used by the Corpus. Relatively fragile, they provide support with buffs and debuffs instead of blunt firepower.

Energy Weaponry: The Corpus utilize a wide selection of energy weaponry, from plasma assault rifles to high-powered cutting lasers.

Railguns: The Corpus also utilize railguns to fire out powerful projectiles. The Lanka rifle and Railgun MOA's turret-head are examples of the Corpus' uses of railguns.

Energy Shields: The Corpus have a love of Energy Shields. They provide the user protection from both ranged and melee attacks.

Corpus Units
Standard MOA= Standard MOAs are identified by their green color and basic plasma turret and are the most common type of MOA. They will often attempt to overwhelm superior enemies with sheer numbers.

Weapons:

Plasma Turret Head: Shields:
 * Standard MOAs have turrets for "heads" that fire bolts of plasma at an incredible rate of fire.
 * Accuracy: Medium-High
 * Rounds: Plasma Bolts
 * Damage: Medium-High
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: Unlimited
 * The body of MOAs are made of metal but are not very durable. They utilize strong energy shields that provide necessary protection against damage.
 * Shields provide heavy protection against ranged and melee attacks

Special Edges:
 * Fast: MOAs are built to sprint at high speeds. They can cut distances very quickly.
 * Kick Up: If knocked down, an MOA is capable of kicking back up and getting back into the fight.
 * Basic Combat Programing: MOAs have basic level of training programed into them.
 * Fearless: MOAs, as machines, never feel fear and will fight till they are destroyed.
 * Pain Immunity: MOAs, as machines, are immune to pain.
 * Poison Immunity: MOAs, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.
 * Produced: Standard MOAs are typically constructed and sent out from "constructors", which can produce mass numbers of them for combat.

Shockwave MOA= Shockwave MOAs are unique MOAs that utilize a special shockwave "stomp" that creates a shockwave that sends enemies flying.

Weapons:

Plasma Turret Head: Shockwave Stomp: Shields:
 * Shockwave MOAs have turrets for "heads" that fire bolts of plasma at an incredible rate of fire.
 * Accuracy: Medium-High
 * Rounds: Plasma Bolts
 * Damage: Medium-High
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: Unlimited
 * Stomping the ground with incredible force, the shockwave ripples away from the epicentrum, capable of tumbling down those who got caught.
 * Blast Type: Shockwave
 * Damage: Medium
 * Targets fly away
 * Radius: 7 meters
 * The body of MOAs are made of metal but are not very durable. They utilize strong energy shields that provide necessary protection against damage.
 * Shields provide heavy protection against ranged and melee attacks

Special Edges:
 * Fast: MOAs are built to sprint at high speeds. They can cut distances very quickly.
 * Kick Up: If knocked down, an MOA is capable of kicking back up and getting back into the fight.
 * Basic Combat Programing: MOAs have basic level of training programed into them.
 * Fearless: MOAs, as machines, never feel fear and will fight till they are destroyed.
 * Pain Immunity: MOAs, as machines, are immune to pain.
 * Poison Immunity: MOAs, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.
 * Mass Producible: Standard MOAs are typically constructed and sent out from "constructors", which can produce mass numbers of them for combat.

Railgun MOA= Railgun MOAs are blue MOAs that utilize special railgun turrets.

Weapons:

Railgun Head: Shields:
 * The Railgun MOAs utilize powerful railgun for "heads", similar to the Lanka Railgun.
 * Accuracy: High
 * Features high-powered scope for Sniping
 * Surprisingly slower than most bullet weapons
 * Rounds: High-Power Magnetically-Accelerated Bullets
 * Damage: Very High
 * Goes through cover and armor
 * Silent
 * Recoil: Medium
 * Fire Action: Charged Semi-Auto
 * Magazine: Unlimited
 * The body of MOAs are made of metal but are not very durable. They utilize strong energy shields that provide necessary protection against damage.
 * Shields provide heavy protection against ranged and melee attacks

Special Edges:
 * Fast: MOAs are built to sprint at high speeds. They can cut distances very quickly.
 * Kick Up: If knocked down, an MOA is capable of kicking back up and getting back into the fight.
 * Basic Combat Programing: MOAs have basic level of training programed into them.
 * Fearless: MOAs, as machines, never feel fear and will fight till they are destroyed.
 * Pain Immunity: MOAs, as machines, are immune to pain.
 * Poison Immunity: MOAs, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.
 * Mass Producible: Standard MOAs are typically constructed sent out from "constructors", which can produce mass numbers of them for combat.

Crewman= The Crewman is the standard crewman who uses a Corpus Dera rifle.

Weapons:

Shock Baton: Dera Automatic Plasma Rifle: Plasma Grenades: Crewman Suit:
 * When they are unarmed, Corpus units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: Low (Stun)
 * The Dera is a repeater that fires super-heated plasma, standard issued to Corpus Crewmen.
 * Accuracy: Medium
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: 45 bolts
 * Although inaccurate with their grenade throws, Crewmen can easily down most enemies with their plasma grenades.
 * Accuracy: Low
 * Rounds: Plasma Grenades
 * Damage: Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Fire Action: Thrown
 * Magazine: 1 at a time
 * Corpus Crewmen wear suits that allow them to survive in space. Their helmets are particularly helpful as they provide immense protection against gun fire to the head. They also have heavy shielding.
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons
 * Shields provide heavy protection against ranged and melee attacks

Special Edges:
 * Basic Training: Despite having the title of "crewmen", Corpus Crewmen function more like trained soldiers.
 * Basic Tactics: Corpus Crewmen use basic group tactics and stay behind cover as much as possible.
 * Loyalty: Corpus Crewman are deeply loyal to the Corpus, willing to die for them.
 * Brutal: The Corpus are cruel to their enemies. Those captured by the Corpus are treated as salvage; meticulously dissected and integrated, with the remains sold to the highest bidder.

Detron Crewman= Detron Crewmen carry Detron shotgun pistols and wear bright white suits compared to beige suits that other Crewmen wear.

Weapons:

Shock Baton: Detron Hand-Cannon: Plasma Grenades: Crewman Suit:
 * When they are unarmed, Corpus units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: Low (Stun)
 * The sleek lines of the Detron conceal it's ferocious nature. The hand cannon's semi-automatic action takes down enemies with speed and efficiency.
 * Accuracy: Medium
 * Rounds: Radiation Shotgun Blast
 * Damage: High (Very High against Synthetics)
 * Causes Confusion (Unit will start attacking allies)
 * Recoil: Medium
 * Fire Action: Semi-Auto
 * Magazine: 5 blasts
 * Although inaccurate with their grenade throws, Crewmen can easily down most enemies with their plasma grenades.
 * Accuracy: Low
 * Rounds: Plasma Grenades
 * Damage: Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Fire Action: Thrown
 * Magazine: 1 at a time
 * Corpus Crewmen wear suits that allow them to survive in space. Their helmets are particularly helpful as they provide immense protection against gun fire to the head. They also have heavy shielding.
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons
 * Shields provide heavy protection against ranged and melee attacks

Special Edges:
 * Basic Training: Despite having the title of "crewmen", Corpus Crewmen function more like trained soldiers.
 * Loyalty: Corpus crewmen are deeply loyal to the Corpus and are willing to die for them.
 * Brutal: The Corpus are cruel to their enemies. Those captured by the Corpus are treated as salvage; meticulously dissected and integrated, with the remains sold to the highest bidder.

Sniper Crewman= Sniper Crewman are crewman that are trained in the use of the Lanka railgun/sniper-rifle

Weapons:

Shock Baton: Lanka Railgun: Plasma Grenades: Crewman Suit:
 * When they are unarmed, Corpus units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: Low (Stun)
 * The Lanka fires a high velocity projectile through magnetic induction. It features a high-powered scope for sniping.
 * Accuracy: High
 * Features high-powered scope for Sniping
 * Surprisingly slower than most bullet weapons
 * Rounds: High-Power Magnetically-Accelerated Bullets
 * Damage: Very High (added electrical damage)
 * Goes through cover and armor
 * Silent
 * Recoil: Medium
 * Fire Action: Charged Semi-Auto
 * Magazine: 10 rounds
 * Although inaccurate with their grenade throws, Crewmen can easily down most enemies with their plasma grenades.
 * Accuracy: Low
 * Rounds: Plasma Grenades
 * Damage: Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Fire Action: Thrown
 * Magazine: 1 at a time
 * Corpus Crewmen wear suits that allow them to survive in space. Their helmets are particularly helpful as they provide immense protection against gun fire to the head. They also have heavy shielding.
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons
 * Shields provide heavy protection against ranged and melee attacks

Special Edges:
 * Advanced Training: Sniper Crewmen are better trained than normal Crewman as they used the more specialized Lanka railgun.
 * Support: Sniper Crewmen can serve as support as they can eliminate dangerous units as to help their fellow crewmen.
 * Accurate: Sniper Crewman are well trained in the use of their guns.
 * Loyalty: Corpus crewmen are deeply loyal to the Corpus, willing to die for them.
 * Brutal: The Corpus are cruel to their enemies. Those captured by the Corpus are treated as salvage; meticulously dissected and integrated, with the remains sold to the highest bidder.

Tech= The Corpus Tech is a large crewman in an orange suit and a dark blue visor. They utilize heavy weaponry and deploy Shield Ospreys to protect themselves and their fellow Corpus, making them an incredible support unit.

Weapons:

Shock Baton: Supra Plasma Machine-Gun: Shield Osprey Deployment: Tech Suit:
 * When they are unarmed, Corpus units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: Low (Stun)
 * The Supra is a heavy, triple-barreled laser gun with a short wind up time.
 * Accuracy: Medium
 * Rounds: Plasma Bolt
 * Damage: High
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: 90 bolts
 * Corpus Techs infrequent deploy Shield Ospreys as to increase protection of any Corpus unit near it.
 * See notes on Shield Osprey
 * Corpus Techs wear suits that provide the heaviest shielding of all basic crewmen
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons
 * Shields provide super heavy protection against ranged and melee attacks

Special Edges:
 * Advanced Training: Techs better trained than other Corpus Crewmen, save for the Elite Crewmen.
 * Advance Support Tactics: Techs will frequently deploy Shield Ospreys while laying down heavy fire on enemies. This works well for allies as it keeps the enemies at bay while boosting the durability of their allies.
 * Heavy Augmentation: Techs are larger and vastly more durable than any other crewman, being able to take more than 11 times the damage of the average Crewman.
 * Loyalty: Corpus Crewmen are deeply loyal to the Corpus, willing to die for them.
 * Brutal: The Corpus are cruel to their enemies. Those captured by the Corpus are treated as salvage; meticulously dissected and integrated, with the remains sold to the highest bidder.

Fusion MOA w/ Fusion Drone= The latest in Corpus Robotics. These Moas have been augmented with salvaged Orokin technology. Their focused beam attack is deadly. A fusion Moa will deploy a Fusion Drone when sufficiently damaged.

Weapons:

-Fusion MOA:

Heat Laser: Armored Body w/ Shields:
 * Fusion MOAs are fire out powerful lasers that produce intense heat, enough to set enemies on fire.
 * Accuracy: High
 * Hits target instantly
 * Limited Range
 * Round: Super Hot Laser
 * Damage: High
 * Also sets targets on fire
 * Recoil: none
 * Fire Action: Constant Laser
 * Magazine: Unknown (Near-Unlimited)
 * Fusion MOAs are the the toughest MOAs around, capable of taking more hits than any other MOA.
 * Armored Body provides heavy protection against damage
 * Shields provide very heavy protection against ranged and melee attacks

-Fusion Drone:

Plasma Blasters: Armored Body w/ Shields
 * Osprey Drones utilize 2 plasma blasters on it that pack major punches.
 * Accuracy: High
 * Round: Plasma Bolt
 * Damage: High
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: Unlimited
 * Drones are tougher than most Osprey, with an armored build and energy shields.
 * Armored Body provides basic protection against damage
 * Energy Shield provides basic protection against ranged and melee attacks

Special Edges:

-Fusion MOA: -Fusion Drone:
 * Advanced Programing: Fusion MOAs utilize superior programing compared to normal MOAs.
 * Fast: MOAs are built to sprint at high speeds. They can cut distances very quickly.
 * Fearless: MOAs are programed to never feel fear and will fight till they are destroyed.
 * Kick Up: If knocked down, an MOA is capable of kicking back up and getting back into the fight.
 * Pain Immunity: MOAs, as machines, are immune to pain.
 * Poison Immunity: MOAs, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.
 * Flight: Ospreys are capable of flying relatively fast and with allot of control. This makes melee attacks unlikely.
 * Fearless: Ospreys are programed to never feel fear and will fight till they are destroyed.
 * Pain Immunity: Ospreys, as machines, are immune to pain.
 * Poison Immunity: Ospreys, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.

Elite Crewman= The Elite Crewman is a more powerful version of the regular Crewman. These Elite Crewmen have personal shielding and wield the Flux Rifle, which fires a sustained laser beam capable of dealing devastating damage.

Weapons:

Shock Baton: Flux Laser Rifle: Plasma Grenades: Elite Crewman Suit:
 * When they are unarmed, Corpus units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: Low (Stun)
 * Laser Rifle with Corpus safe-guards removed.
 * Accuracy: Perfect
 * Limited Range
 * Hits target instantly
 * Rounds: Cutting Laser
 * Damage: Very High
 * Armor Piercing
 * Cuts targets using intensely-hot laser
 * Also sets targets on fire
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: 100 units of power
 * Elite Crewmen are fairly accurate with their plasma grenades.
 * Accuracy: High
 * Rounds: Plasma Grenades
 * Damage: Very, Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Fire Action: Thrown
 * Magazine: 1 at a time
 * Elite Cremen wear suits that provide heavier shielding than normal crewman suits.
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons
 * Shields provide very heavy protection against ranged and melee attacks

Special Edges:
 * Elite Training: As their names imply, Elite Crewmen are the best trained Corpus unit as their weapons require much skill and discipline
 * Loyalty: Corpus Crewmen are deeply loyal to the Corpus, willing to die for them.
 * Brutal: The Corpus are cruel to their enemies. Those captured by the Corpus are treated as salvage; meticulously dissected and integrated, with the remains sold to the highest bidder.

Shield Osprey= Shield Ospreys project a shield over every nearby Corpus unit (including leech and mine osprey) except other Shield Ospreys.

Weapons:

Shield Generator: Shields:
 * Shield Ospreys are capable of producing shields onto any ally unit within a 10 meter radius and only to those that are not being obstructed by surfaces like walls or rocks.
 * Units without shields get an energy shield that grants basic protection against ranged and melee attacks
 * Units already with shields get a boost in their shields
 * Shield recharge vastly faster than normal shields
 * Shield Ospreys have small, metal bodies that can't take much damage. However, they have light energy shields for protection.
 * Shields provide light protection against ranged attacks and melee attacks

Special Edges:
 * Flight: Ospreys are capable of flying relatively fast and with allot of control. This makes melee attacks unlikely.
 * Small: Ospreys are small and make for difficult targets.
 * Fearless: Ospreys are programed to never feel fear and will fight till they are destroyed.
 * Pain Immunity: Ospreys, as machines, are immune to pain.
 * Poison Immunity: Ospreys, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.

Support Unit 2: Mine Osprey= Mine Ospreys drop spherical energy mines that can deal major damage.

Weapons:

Energy Mines: Shields:
 * Mine Ospreys drop energy mines that deal great damage.
 * Blast Radius: 5 meters
 * Blast Type: Intense Heat and Concussive Blast
 * Damage: High
 * Detonation: 1 minute timer or upon stepping on it
 * Production: Produces 1 mine every 15 seconds
 * Magazine: Unknown (Near Unlimited)
 * Mine Ospreys also feature light shields for protection.
 * Shields provide light protection against ranged attacks and melee attacks

Special Edges:
 * Flight: Ospreys are capable of flying relatively fast and with allot of control. This makes melee attacks unlikely.
 * Small: Ospreys are small and make for difficult targets.
 * Fearless: Ospreys are programed to never feel fear and will fight till they are destroyed.
 * Pain Immunity: Ospreys, as machines, are immune to pain.
 * Poison Immunity: Ospreys, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.

Leech Osprey= The Leech Osprey is possibly the most offensive osprey around, firing out energy-draining "leeches" that can bring down the most powerful shields quickly.

Weapon:

Leech:
 * Leech Osprey fires out cybernetic leeches that drain out energy from units that use shields and powers.
 * Accuracy: High
 * Leech has slow travel time
 * Rounds: Energy Draining Leeches
 * Drains Shield Energy
 * Recoil: none
 * Fire Action: Semi-Auto
 * Magazine: Near Unlimited

Special Edges:
 * Flight: Ospreys are capable of flying relatively fast and with allot of control. This makes melee attacks unlikely.
 * Small: Ospreys are small and make for difficult targets.
 * Fearless: Ospreys are programed to never feel fear and will fight till they are destroyed.
 * Pain Immunity: Ospreys, as machines, are immune to pain.
 * Poison Immunity: Ospreys, do to their machine nature, are immune to poisons and diseases that specifically harm organic creatures.

Hyena Pack= The Hyena Pack is made up of four different models. Each Hyena wields unique abilities related to certain elements.

 Hyena LN2 

Hyena LN2 (Liquid Nitrogen) is capable of releasing a path of icicles towards it's target; this guarantees Cold proc and inflicts significant damage. Hyena LN2's Repeater deals Cold Damage, and Hyena LN2 itself generates a freezing aura effect, which constantly inflicts Cold proc nearby, drastically slowing down those in its vicinity.

Weapons:

Kick: Cold Repeater: Ice Wave: Heavy Armored Body w/ Shield
 * With its strong legs, a Hyena is capable of dealing major damage by kicking enemies.
 * Damage Type: Blunt Force
 * Damage: High
 * The Hyena LN2 caries a repeater cannon that fires blasts of freezing cold energy.
 * Accuracy: Medium
 * Rounds: Super-Cold Energy Bolts
 * Damage: High (freezes and slows targets)
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: Unknown (Near Unlimited)
 * The Hyena LN2 sends a wave of razor sharp, crystallized ice towards an enemy, dealing heavy damage.
 * Projection: Wave
 * Area of Effect: 20 meters long, 4 meters wide
 * Damage Type: Wave of Ice Spikes
 * Damage: Very High
 * Enemies are frosted and slowed
 * Each Hyena carries heavy-duty shields and have heavily armored bodies, giving them immense durability.
 * Heavy Armored Body provides heavy protection against damage
 * Shields provide extremely heavy protection against ranged and melee attacks

Special Edges:
 * Advance Programming: Each and every Hyena is a specialty built killing machine with highly advance programming.
 * Cold Resistance: The Hyena LN2 has a strong resistance to sub-zero attacks.
 * Very Fast and Agile: Thanks to its long swift legs and very advance joints, a Hyena is incredibly fast and can sprint very fast.
 * Fearless: Each Hyena is programmed to never feel fear and will fight till it is destroyed.
 * Pain Immunity: A Hyena cannot feel pain do to its lack of nerves.
 * Poison Immunity: The Hyena, do to its machine nature, is immune to poisons and diseases that specifically harm organic creatures.

 Hyena 

Hyena Ng (Nitroglycerin) is armed with heavy AoE firepower, it will occasionally fire a Blast Grenade capable of knocking down the player. It is also capable of performing Fire Wave, which lights a path of ground on fire and also guarantees Fire proc. Hyena Ng's Repeater deals Heat Damage and it is highly resistant to Heat damage due to its Fire Resistance aura.Weapons:

Kick: Heat Repeater: Blast Grenade: Fire Wave: Heavy Armored Body w/ Shield
 * With its strong legs, a Hyena is capable of dealing major damage by kicking enemies.
 * Damage Type: Blunt Force
 * Damage: High
 * The Hyena Ng caries a repeater cannon that fires bolts of fire and extreme heat.
 * Accuracy: Medium
 * Rounds: Super-Heated Fire Bolts
 * Damage: High (freezes and slows targets)
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: Unknown (Near Unlimited)
 * The Hyena Ng shoots a volatile, burning grenade which will explode in a blast on physical contact.
 * Projection: Lobbed Grenade
 * Blast Radius: 10 meter radius
 * Damage Type: Incendiary Blast
 * Damage: Very High (Incarceration w/knock back)
 * Each Hyena carries heavy-duty shields and have heavily armored bodies, giving them immense durability.
 * Heavy Armored Body provides heavy protection against damage
 * Shields provide extremely heavy protection against ranged and melee attacks

Special Edges:
 * Advance Programming: Each and every Hyena is a specialty built killing machine with highly advance programming.
 * Heat Resistance: The Hyena Ng has a strong resistance to fire and extreme-heat attacks.
 * Very Fast and Agile: Thanks to its long swift legs and very advance joints, a Hyena is incredibly fast and can sprint very fast.
 * Fearless: Each Hyena is programmed to never feel fear and will fight till it is destroyed.
 * Pain Immunity: A Hyena cannot feel pain do to its lack of nerves.
 * Poison Immunity: The Hyena, do to its machine nature, is immune to poisons and diseases that specifically harm organic creatures.

 Hyena Pb 

Hyena Pb (Lead) does not have any specific elemental effects or abilities, it however makes itself up by possessing heavy firepower. Occasionally, it will perform Lead Storm, where it will jump into the air, spin, and fire a large number of projectiles to all directions as an anti close-combat measure. Hyena Pb's Repeater fires conventional but still powerful bullets that are both armor-piercing and anti-personal; and it will occasionally project a shield aura that will replenish a small amount of shields nearby, including its own.

 Hyena Pb 

Hyena Th (Thorium)'s special attacks are Electric Surge, a wave of electricity that travels quickly across the ground; a Shock Bolt that guarantees Electric proc; and the ability to Charge at nearby enemies. Hyena Th's Repeater deals Electricity Damage and Hyena Th itself possesses a constant Disruption Aura. Simply being near it will induce the Magnetic proc, scrambling the screen and instantly draining all energy as well as a large chunk of shields.

Jackal= The Jackal is a massive killing machine that was made to combat and kill Warframes by itself. It packs several weapons on it and had met and defeated several Warframes in combat.

Weapons:

Stomp: Heavy Gatling Guns: Guided Missile Barrage: Plasma Grenade Wave: Rippling Shockwave: Heavily Armored Body w/ Shield
 * With its large legs and great strength, the Jackal is capable of dealing major damage by stomping on its enemies.
 * Damage Type: Blunt Force
 * Damage: Very High
 * The Jackal's main weapon is its duel Heavy Gatling Guns, which fire incredibly fast and with incredible power.
 * Accuracy: Medium-High
 * Rounds: High-Powered Hypersonic Bullets
 * Damage: High
 * Recoil: none
 * Fire Action: Automatic
 * Magazine: Unknown (Near Unlimited)
 * The Jackal is capable of firing out a barrage of missiles up into the air which then fly down towards its targets.
 * Accuracy: High (Guided)
 * Blast Radius: 1 meter
 * Rounds: High-Explosive Missiles
 * Damage: Very High
 * Recoil: none
 * Fire Action: 6 missile Barrage
 * Magazine: Unknown (Near Unlimited)
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Accuracy: High
 * Blast Radius: 3 meters
 * Rounds: High-Explosive Grenade
 * Damage: Very High
 * Recoil: none
 * Fire Action: one "Wave" (15 grenades)
 * Magazine: Unknown (Near Unlimited)
 * Stomping the ground with incredible force, the shockwave ripples away from the epicentrum, capable of tumbling down those who got caught.
 * Blast Type: Shockwave
 * Damage: Medium
 * Targets fly away
 * Radius: 7 meters
 * The Jackal has heavy, incredibly strong armor on its body. It can withstand bullets and explosives very well. It also has shields that are near impossible to break through.
 * Heavy Armored Body provides super heavy protection against damage
 * Shields provide incredibly heavy protection against ranged and melee attacks

Special Edges:
 * Advance Programing: The Jackal is a specialty built killing machine with incredible programing.
 * Fearless: The Jackal is programed to never feel fear and will fight till it is destroyed.
 * Pain Immunity: The Jackal, as a machine, is immune to pain.
 * Poison Immunity: The Jackal, do to its machine nature, is immune to poisons and diseases that specifically harm organic creatures.

=Alien Invaders vs=

Alien Invaders
The Alien Invaders are a collective of aliens that are lead by the Ethrals. The Uber Ethral (the prime leader) wants to subjugate the Human species while acquiring some of the finest, most psionically-gifted specimens.

Units (Invaders)
Sectoid= Sectoids is a small, grey and highly frail alien. Every Sectoid is a perfect genetic copy of each other and are augmented with cybernetic implants to support their frail physiques in combat situations.

Weapons, Abilities and Armor:

Plasma Pistol: Mind Merge:
 * Attached to a Sectoid's wrist, the Plasma Pistol performs far beyond the capabilities of any projectile based sidearm.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: Unlimited
 * The Mind Merge is a special psionic ability that allows a Sectoid to connect minds with another Sectoid to give the receiver an boost to its health and combat capability. However, if the merging Sectoid dies, the merged Sectoid dies as well.
 * Projection: Psionic Connection
 * Grants a targeted Sectoid a boost to its health and accuracy
 * If killed, the merged Sectoid dies as well

Traits and Edges:
 * Unique Physiology: While their alien physiology is notably weak, Sectoids are able to get a few advantages.
 * Small Target: Sectoids stand around 4 feet tall and weigh very little. Do to their small stature, Sectoids are able to utilize cover to the best of their abilities.
 * Tactical: Sectoids are notably smarter than several other alien units, able to use cover and flanking tactics and are fairly good at teamwork.
 * Loyalty: Sectoids are loyal to their alien masters.

Thin Man= Unnervingly human-looking, the Thin Man apparently serves as an infiltrator for the invaders. They have short black hair and wear black suits. While they might initially pass as human, their elongated bodies and unnatural flexibility betray their true nature.

Weapons, Abilities, and Armor:

Light Plasma Rifle: Poison Spit:
 * The Light Plasma Rifle functions on the same principle as the Alien's other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of the weapon.
 * Accuracy: Very High
 * Rounds: Plasma Bolts
 * Damage: Medium
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unknown
 * Thin Men also have the unique ability to unhinge their jaws and spit poison that, on impact, produces a toxic poison cloud that poisons any in the area.
 * Projection: Poison Spit
 * Damage: none (Poisons target)
 * Target takes damage over time
 * Creates poison cloud that lasts for a while

Traits and Edges:
 * Unique Physiology: Thin Men share a unique physiology that explains their strange physical attributes.
 * Super Agility: Thin Men are known for being far more agile and flexible than humans, capable of performing flips with ease and bend their bodies in strange ways.
 * Super Jump: Thin Men have incredibly powerful leg muscles and are able to leap immensly great heights, up to 2 stories.
 * Super Speed: Thin Men are incredibly fast, surpassing human speed for the most part.
 * Explosive Death: If killed, a Thin Man will produce an explosion of poisonous gas, poisoning any who are in the cloud (before or after the fact)
 * Tactical: Thin Men are quite tactical, using cover carefully and work to flank enemies with caution.
 * Marksman: Thin Men are notable for being accurate units for the Aliens and make for effective marksmen.
 * Loyalty: Tall Men are loyal to their alien masters.

Floater= The Floater is a monstrous cyborg powered by a pair of twin back-mounted jets, which give it the ability to fly and hover around. They are highly maneuverable and incredibly aggressive.

Weapons, Abilities and Armor:

Light Plasma Rifle:
 * The Light Plasma Rifle functions on the same principle as the Alien's other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of the weapon.
 * Accuracy: Very High
 * Rounds: Plasma Bolts
 * Damage: Medium
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unknown

Traits and Edges:
 * Cybernetics: The Floater is an organism that has major cybernetic augmentation.
 * Jets: The Floater has powerful jets integrated into its body, granting it flight capabilities and high mobility.
 * Evasion: Do to being in the air allot while also being highly maneuverable, Floaters are very difficult targets.
 * Launch: A Floater can launch itself high into the air and then set down almost anywhere in the area.
 * Imprinted Memories: Floaters likely utilize imprinted memories as they are susceptible to psionic attacks, which are ineffective against robotic units.
 * Aggression: Floaters are notable for being highly aggressive, taking what appears to be glee in killing and causing terror.
 * Loyalty: Floaters are loyal to their alien masters.

Muton= Standing over 2 meters, the Muton is a physically powerful and aggressive soldier. While appearing to be the least intelligent of the aliens, studies have shown that their memories are imprinted with high amounts of knowledge in combat, tactics and weaponry. It is also evident that Mutons have a hightened pain tolerance and wear armor that removes the need to reload their weapons. Due to these attributes, the Mutons are highly suited as the invaders' front-line combatant

Weapons, Abilities and Armor:

Plasma Rifle: Alien Grenade: Blood Call: Muton Armor:
 * The full-sized Plasma Rifle fires a jet of ionized gas through a focused magnetic field — an extremely effective plasma-based weapon.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unlimited
 * The Alien Grenade is a unique explosive weapon, producing a deadly plasma blast that destroys almost anything in its blast radius.
 * Accuracy: Medium
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Thrown
 * A special call that a Muton can perform as a support measure, every Muton (including Elites and Berserkers) that can hear the call are given a boost to their will, speed and combat capabilities.
 * Projection: Battle Cry
 * All Mutons in the area are given a boost to speed, will and accuracy
 * Mutons are noted for wearing heavy body armor. This armor grants them enhanced durability against harm. To make it even better, Muton armor gives their weapons a near-unlimited supply of energy to their weapons, making it so that they never have to reload.
 * Muton Armor provides heavy protection against damage
 * Provides near-unlimited ammo to weapons

Traits and Edges:
 * Augmented Physiology: Do to their augmentation, Mutons are vastly stronger and more durable than normal humans.
 * Large: A Muton soldier stands around 2.5 meters tall and weigh 180 kilograms without armor, making them huge and well built warriors.
 * Super Strength: A Muton soldier can easily overpower even the strongest humans with its physical prowess.
 * Super Durability: A Muton can easily take more damage than a human, even up to surviving a blast from a high-powered rocket launcher.
 * Imprinted Memory: Muton soldiers have imprinted memories that give them enhanced combat skill and knowledge in weaponry and tactics.
 * Combat Training: The imprinted memories of Muton soldiers give them more combat training than most basic human soldiers.
 * Marksmanship: Thanks to its great combat skills and knowledge of weaponry, the Muton soldier is a highly accurate unit, hitting with greater accuracy than most other warriors.
 * Tactics: Mutons have shown a great deal of knowledge over combat and tactics.
 * Aggression: Mutons are noted for being very aggressive. They will fight in till their target is dead.
 * Intimidation: If hurt, a Muton will act in a fearsome and unpredictable manor, striking fear in those unfamiliar with them and/or are not entirely fearless.
 * Loyalty: Mutons are loyal to their alien masters.

Drone= The Drone is a lightly armoured flying robotic engineer that lacks fire power but makes up for it by being able to repair fellow robotic units.

Weapons, Abilities and Armor:

Drone Beam: Overcharge: Repair:
 * The primary weapon of the Drone is its Drone Beam, a weak energy weapon.
 * Accuracy: High
 * Rounds: Energy Bolt
 * Damage: Low
 * Recoil: none
 * Rate of Fire: Semi-Auto
 * Magazine: Unlimited
 * A Drone is capable of overloading its power source, causing it to explode in a relatively deadly blast.
 * Blast Type: Energy-Fragmentation Blast
 * Damage: Very High
 * Blast Radius: 8 meters
 * Drones are able to repair robotic units, giving them back lost health.
 * Projection: Repairing
 * Heal robotic unit when near it

Traits and Edges:
 * Robotic: Droins are 100% machine and take advantages from this.
 * Fire-Proof: Do to not having any organic or highly flammable material, Drones do not take damage from fire.
 * Electricity Resistance: Drones have high resistance to electricity, only being stunned by a charge tailored to them.
 * Chemical Immunity: Drones are immune to foreign chemicals.
 * Flight: Drones utilize pulse thrustors that allow them to fly with decent speed.
 * Evasive: Drones, as fast flying units, are very difficult to target onto.
 * Basic Programming: Drones have only basic programming.
 * Fearless: Drones do not suffer from panic or intimidation.
 * Loyalty: Drones are completely loyal to its alien masters.

Seeker= The Seeker is a biomechanic floating android in the form of a squid-like creature. It is notable for having a highly-effective cloaking system and powerful tentacles to strangle people.

Weapons, Abilities and Armor:

Internal Plasma Pistol: Strangle: Stealth:
 * Seekers have a built in Plasma Pistol to fire plasma bolts at distances.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: Unlimited
 * A Seeker is able to sneak up on a target and strangle them to death with their powerful tentacles.
 * Damage Type: Strangulation
 * Damage: Low (leads to death after time)
 * Other tentacles wrap around body to hold target as to keep them from struggling away
 * Produces a smoke-screen that makes it difficult to aim onto
 * Seekers have a unique surface that interacts with a special vapor produces that full cloaks the user.
 * Projection: Cloaking
 * Turns invisible
 * Decloaks just as it attacks

Traits and Edges:
 * Robotic: Despite its smooth, almost organic appearance, Seekers are almost completely made of synthetic material. This gives them a few nice advantages.
 * Super Strong: Seekers are incredible strong, capable of getting an unbreakable hold on its prey.
 * Super Agile: Seekers are notably nimble and highly agile units.
 * Pain Immunity: Seekers do not suffer from pain like many other units.
 * Fire-Proof: Do to not having any organic or highly flammable material, Seekers do not take damage from fire.
 * Electricity Immunity: Seekers are also immune to high voltage shocks.
 * Chemical Immunity: Seekers are immune to foreign chemicals.
 * Flight: Seekers utilize an anti-gravity system, allowing them to fly around all sorts of obstacles.
 * Evasive: Combining their agility and flight capabilities, Seekers are highly evasive and can dodge in-coming attacks.
 * Quiet: Do to its unique design and capabilities, the Seeker makes little to no sound. This makes its cloaking vastly more effective as the target can neither see nor hear it before it is too late.
 * Advance Programming: Seekers utilize unique programming, more advance than anything humanity has made.
 * Tactical: Seekers are highly tactical units, using hit-and-run tactics and will actively hunt down any units that stray from the pack.
 * Fearless: Seekers do not suffer from fear or intimidation.
 * Loyalty: Seekers are completely loyal to their alien masters.

Heavy Floater= The Heavy Floater is a hulking monster with tons of health and a powerful degree of firepower to match, along with the maneuverability of their lesser kin.

Weapons, Abilities and Armor:

Plasma Rifle: Alien Grenade (w/Bombard): Armored Body:
 * The full-sized Plasma Rifle fires a jet of ionized gas through a focused magnetic field — an extremely effective plasma-based weapon.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unlimited
 * The Alien Grenade is a unique explosive weapon, producing a deadly plasma blast that destroys almost anything in its blast radius. Heavy Floater are able to fling their grenades greater distances than what normal soldiers can throw.
 * Accuracy: High
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Thrown
 * Heavy Floaters have much more heavily armored bodies than the normal Floaters.
 * Armor provides heavy protection against damage

Traits and Edges:
 * Advance Cybernetics: The Heavy Floater is significantly more advance in cybernetics than normal Floaters, wielding greater strength, capabilities and armor.
 * Super Strength: The Heavy Floater is far stronger than any human and can easily rip one to pieces.
 * Jets: The Heavy Floater has powerful jets integrated into its body, granting it flight capabilities and high mobility.
 * Evasion: Do to being in the air allot while also being highly maneuverable, Heavy Floaters are very difficult targets.
 * Launch: A Heavy Floater can launch itself high into the air and then set down almost anywhere in the area.
 * Imprinted Memories: Floaters likely utilize imprinted memories as they are susceptible to psionic attacks, which are ineffective against robotic units.
 * Superhuman Durability: The Heavy Floater can take
 * Advance-Imprinted Memory: The Heavy Floater likely have imprinted memories that surpass normal Floater weapons.
 * Accuracy: Heavy Floaters hold greater accuracy than its lesser kin.
 * Tactics: Heavy Floaters yield tactics surpassing normal Floaters.
 * Aggression: Heavy Floaters will actively seek and kill targets with extreme prejudice.
 * Loyalty: Heavy Floaters are completely loyal to its alien masters.

Elite Muton= Muton Elites resemble standard Mutons in physiology but the similarities end there. Physically stronger and more durable, the Muton Elites are also equipped with a heavier and more regal armor and Heavy Plasma cannons; Elites also tend to show greater intelligence and coordination than their ordinary counterparts. Muton Elites are smart and capable squad fighters and a force to be reckoned with.

Weapons, Abilities and Armor:

Heavy Plasma Cannon: Alien Grenade (w/Bombard): Muton Elite Armor:
 * The Heavy Plasma cannon uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything humanity fielded previously.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: Very High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unlimited
 * The Alien Grenade is a unique explosive weapon, producing a deadly plasma blast that destroys almost anything in its blast radius. Elite Mutons are able to fling their grenades greater distances than what what normal soldiers can throw.
 * Accuracy: High
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Thrown
 * Mutons are noted for wearing heavy body armor. This armor grants them enhanced durability against harm. To make it even better, Muton armor gives their weapons a near-unlimited supply of energy to their weapons, making it so that they never have to reload.
 * Muton Elite Armor provides heavy protection against damage
 * Provides near-unlimited ammo to weapons

Traits and Edges:
 * Further-Augmented Physiology: Muton Elites are notably stronger and more durable than conventional Muton soldiers, making them a vastly more powerful and destructive.
 * Large: Muton Elites are significantly larger than their lesser brethren, being nearly 3 meters tall.
 * Super Strength: A Muton Elite is significantly more powerful than Muton soldiers, capable of dealing more damage in melee combat.
 * Super Durability: A Muton Elite can take almost twice the amount of damage a weaker Muton soldier can take.
 * Heightened Agility: Elite Mutons are much more agile than normal Mutons and are very difficult targets.
 * Advance-Imprinted Memory: Muton Elites have more advance imprinted memory, giving them even more combat knowledge and skill.
 * Elite Training: The imprinted memories of Muton Elites surpass normal Muton soldiers, putting them at a level greater than conventional soldiers.
 * Improved Accuracy: The Muton Elite is more accurate than its lower kin, capable of hitting enemies with far greater skill.
 * Advance Tactics: Muton Elites wield vastly more advance and effective tactics than normal Mutons.
 * Loyalty: Elite Mutons hold deep loyalty to the Ethrals.

Berserker= The Berserker appears to be a larger, more heavily armored Muton. As a melee-only attacker the Berserker relies on its superior health, agility and speed to close the distance with its enemies; the Berserker also benefits from a higher Will compared to basic Mutons. The Berserker has the Bull Rush ability, allowing it to charge towards its targets and obliterate anything in its path.

Weapons, Abilities and Armor:

Berserker Bladed: Bull Charge: Berserker Armor:
 * Berserkers utilize unique wrist-mounted blades (that I have dubbed "Berserker Blades"), allowing them to deal devastating damage to those close to it.
 * Damage Type: Piercing/Cutting Blade w/ Kinetic Force
 * Damage: Very High
 * A unique ability the Berserker can perform is the Bull Charge, a powerful charge attack that destroys any and all in the way.
 * Projection: High-Speed High-Force Charge
 * Damage: Very High
 * Can break through walls and blockades
 * Line of Effect: Unknown
 * Unlike the Berserkers of the Viking era (who wore little more than bear skins), the Muton Berserker wears incredably heavy and extremely protective body armor.
 * Berserker Armor provides very heavy protection against harm

Traits and Edges:
 * Further-Augmented Physiology: Berserkers are notable for being far larger and physically more powerful than any other Muton unit.
 * Very Large: They stand almost 3 meters tall and may weigh around 1 ton
 * Super Strength: The Berserker wields far greater strength than any other Muton, easily capable of killing even a well armored soldier in one blow.
 * Super Durability: The Berserker can take far more harm than any other Muton unit. It can easily take 3 direct rockets and still be able to fight.
 * Super Speed: The Berserker is incredibly fast, sprinting at horrific speed.
 * Heightened Agility: The Berserker is incredibly agile for its size and is surprisingly difficult to target onto.
 * Minor Imprinted Memory: The Berserker does not appear to utilize a great level of intellect as it prioritizes on killing.
 * Aggression: The Berserker is noted for being the more violent of the Muton units, having an immense bloodlust unseen in almost any other soldier of the Alien Invaders, only being matched by the near-mindless Chryssilids.
 * Intimidation: If hurt, a Berserker will act in a fearsome and unpredictable manor, striking fear in those unfamiliar with them and/or are not entirely fearless. It will then respond by charging right to the individual who attacked it.

Chryssalid= The Chryssalid is a savage murderous insect. Taller than a man in height, Chryssalids serve the alien forces as terror agents. They are swift runners, pack immense physical prowess and, above all, blood-thirsty as all hell.

Weapons, Abilities and Armor:

Poisoned Claws: Implant: Armored Exoskeleton:
 * Chryssalids utilize extremely deadly claws that are also highly poisonous.
 * Damage Type: Poisonous Claws
 * Damage: High (Poisons target)
 * After killing a target, a Chryssalid will impregnate an embryo into the body. Shortly after implantation, the embryo transforms the body into a zombie. After a good while, the embryo will hatch, unleashing a fresh, combat-capable Chryssalid into battle.
 * Projection: Embryo Implantation
 * Implants embryo into dead body
 * Body turns into zombie
 * Body explodes when young Chryssalid hatches
 * Chryssalids have extremely strong and durable exoskeleton that provides the creatures immense protection.
 * Armored Exoskeleton provides heavy protection against damage

Traits and Edges:
 * Alien Physiology: Chryssalids have unique alien physiology. This physiology gives them extensive advantages over most humans.
 * Super Strength: Chryssalids wield strength that surpasses any normal human.
 * Super Endurance: Chryssalids are notably tougher than a normal human being, capable of withstanding grenades and rockets.
 * Super Fast: Chryssalids are far faster than any human.
 * Super Agile: Chryssalids are also extremely agile, capable of dodging enemy fire.
 * Super Jump: Combining its agility and strength, Chryssalids are capable of superhuman jumps, leaping over 2 stories high.
 * Chemical Immunity: Chryssalids are immune to forign chemicals.
 * Electricity Immunity: Chryssalids appear to be immune to electricity-based harm.
 * Extremely Violent: Chryssalids are known for their bloodthirsty nature and want to kill anything that they are directed towards.
 * Great Will: Possibly do to their near-mindless nature, Chryssalids are not easily scared and hold a great resistance to psionics.

Mechtoid= The Mechtoid is a Sectoid in a Mech suit. They are armed with twin Plasma Mini-Cannons and an immense amount of health. They retain the adaptive mind of the Sectoid while having the many benefits of being a robotic unit.

Weapons, Abilities and Armor:

Plasma Mini-Cannons: Psi Shield: Heavily Armored Mech-Suit:
 * The Mechtoid has twin Plasma Mini-Cannons for arms which pack immense firepower.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: Very High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unlimited
 * If a Sectoid or Sectoid Commander Mind Merges with a Mechtoid, that Mechtoid gains a special psionic shield that reduces and absorbs incoming attacks.
 * Requires Mind Merge
 * Psi Shield provides heavy protection against harm
 * The Mechtoid is inside of a heavy-duty mech-suit, giving it heavy armor for heavy protection as well as enhancements in other areas.
 * Armored Mech-Suit provides very heavy protection against damage

Traits and Edges:
 * Mech-Suit: The Mechtoid utilizes a powerful alien Mech-Suit that enhances the user's strength and while also giving the user immense protection and immunity
 * Super Strength: The suit allows the Mechtoid to lift weights beyond normal human capabilities.
 * Increased Pace: With long powerful legs and a good motor system, a Mechtoid is able to move at a greater pace than normal Sectoids and most humans.
 * Fire-Proof: Mechtoids do not take damage from fire.
 * Chemical Immunity: Mechtoids are immune to foreign chemicals.
 * Electricity Immunity: Mechtoids do not take harm from electricity and cannot be stunned.
 * Tactical: Mechtoids still have the organic minds of Sectoids and will work tangential with other normal Sectoids as to have protection while the Mechtoid pulls fire away from the little guys.
 * Advance Training: Mechtoids likely have superior training over normal Sectoids as they are the units chosen to utilize their Mech-Suits.
 * Loyal: Mechtoids are deeply loyal to the Ethrals.

Cyberdisk= Little is known about Cyberdiscs; they may be robotic or sentient beings. About the size of a small car, Cyberdiscs can change from two modes: Open and Close. When close, the Cyberdisk appears like a miniture UFO. When opened, however, it becomes a horrific machine, revealing a terrifying mass of tentacles and claws bustling with heavy weaponry.

Weapons, Abilities and Armor:

Cyberdisc Cannon: Plasma Grenade Catapult (Bombard): Death Blossom: Armored Hull:
 * The Cyberdisc utilizes a deadly energy-pulse cannon to deal out deadly damage to its prey.
 * Accuracy: High
 * Rounds: Energy Bolts
 * Damage: Very High
 * Recoil: Low
 * Fire Action: Automatic
 * Magazine: Unlimited
 * Using one of its tentacle-like appendages as a catapult, the Cyberdisk is able to launch grenades great distances for distant bombardment.
 * Accuracy: High
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Catapulted
 * Magazine: 1 grenade
 * Used both defensively and offensively, the Death Blossom is a deadly energy pulse that causes great harm to all around it.
 * Projection: Energy Pulse
 * Damage Type: Unknown Energy
 * Damage: Very High
 * Blast Radius: 12 meters
 * Requires recharge between uses
 * The Cyberdisc uses heavy-duty armor to keep itself from being destroyed.
 * Armored Hull provides very heavy protection against damage

Traits and Edges:
 * Robotic: The Cyberdisc is predominantly robotic. With that, it comes with various advantages.
 * Pain Immunity: Cyberdiscs do not suffer from pain like many other units.
 * Fire-Proof: Do to not having any organic or highly flammable material, Cyberdiscs do not take damage from fire.
 * Electricity Immunity: Cyberdiscs are also immune to high voltage shocks.
 * Chemical Immunity: Cyberdiscs are immune to foreign chemicals.
 * Flight: The Cyberdisc uses a pulse-thruster system for flight.
 * Self-Destruct: If destroyed, the Cyberdisc will explode in a blast of highly-destructive energy.
 * Advance Programming: Cyberdiscs utilize advance programing to handle its flight capabilities and arsenal of weapons.
 * Fearless: Cyberdiscs do not suffer from fear or intimidation.
 * Loyalty: Cyberdiscs are completely loyal to its alien masters.

Sectopod= The Sectopod is a massive, bipedal war-machine, carrying heavy weaponry and just as heavy armor. One alone can lay waist to the battle field and slaughter any and all in its path.

Weapons, Powers and Armor:

Chest Cannon: Cluster Bomb Launcher: Reinforced Armor:
 * The primary weapon of the Sectopod is its Chest Cannon, a cannon that fires a powerful energy beam with explodes on impact.
 * Accuracy: Very High
 * Blast Radius: 8 meters
 * Rounds: High-Powered Energy Beam
 * Damage: Very, Very High
 * Recoil: Low
 * Fire Action: Charged Shot
 * RoF is doubled while stationary
 * Magazine: Unlimited
 * The Sectopod is able to launch multiple mini-bombs to destroy all in its wake.
 * Accuracy: Very High
 * Blast Radius: 4 meters (each bomb), 16 meters (collective)
 * Rounds: Mini-Bombs
 * Damage: High
 * Recoil: Low
 * Fire Action: 12 Mini-Bomb Barrage
 * Three waves of 4 bombs
 * Magazine: Unknown
 * The Sectopod utilizes reinforced armor that can withstand heavy fire power and explosives with utter ease.
 * Reinforced Armor provides super heavy protection against damage

Traits and Edges:
 * Robotic: The Sectopod is almost purely a machine, immune to all the things organisms are
 * Pain Immunity: The Sectopod does not suffer from pain like many other units.
 * Fire-Proof: Do to not having any organic or highly flammable material, the Sectopod does not take damage from fire.
 * Electricity Immunity: The Sectopod is also immune to high voltage shocks.
 * Chemical Immunity: The Sectopod is immune to foreign chemicals.
 * Giant: Standing nearly 20 feet tall at its tallest and weighing around 2 tons, the Sectopod is the largest ground unit of the Alien Invaders.
 * Basic Programming: The Sectopod has basic programming for a tank-based unit.
 * Fearless: The Sectopod does not suffer from fear or intimidation.
 * Loyalty: The Sectopod is completely loyal to its alien masters.

Sectoid Commander=

Although they look similar to their weaker brethren, Sectoid Commanders have larger heads covered in thick veins, and glowing red eyes. Like Sectoids, they are all genetically identical clones, but have been engineered with greater endurance and incredible psionic powers.

Weapons, Abilities and Armor:

Plasma Pistol: Alien Grenade: Mindfray: Greater Mind Merge: Mind Control: Psi Panic:
 * Attached to a Sectoid's wrist, the Plasma Pistol performs far beyond the capabilities of any projectile based sidearm.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: Unlimited
 * The Alien Grenade is a unique explosive weapon, producing a deadly plasma blast that destroys almost anything in its blast radius.
 * Accuracy: Medium
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Thrown
 * Mindfray causes the target to lose grip on reality, inflicting penalties to accuracy, will and mobility, as well as physical damage.
 * Projection: Psionic Mind Attack
 * Damage: High
 * Causes damage to mind
 * Reduces target's accuracy, will power and movement
 * A more powerful form of Mind Merge, Greater Mind Merge allows a Sectoid Commander to merge minds with all other Sectoid units to provide major boosts to their health, accuracy and will-power.
 * Projection: Multiple Psionic Connections
 * Grants all nearby Sectoid units a boost to their health and accuracy
 * If killed, the merged Sectoids die as well
 * One of the Sectoid Commander's deadliest powers is Mind Control; the ability to take over the minds of most any organic being.
 * Projection: Psionic Take-Over
 * Takes control of target organism's mind
 * With a burst of psionic energy, the Sectoid Commander is able to cause a target organism to have a sever panic attack.
 * Projection: Panic-Inducing Psionic Attack
 * Causes a target to undertake a sever panic attack

Traits and Edges:
 * Unique Physiology: The Sectoid Commander has a similar physiology to the Sectoid but has a few differences that gives it a major boost.
 * Enhanced Durability: Sectoid Commander is far more durable than normal Sectoids. It is unknown if this is natural, biological enhancment or a boost from its psionic powers.
 * Small Target: Sectoids stand around 4 feet tall and weigh very little. Do to their small stature, Sectoids are able to utilize cover to the best of their abilities.
 * Increased Intellect: The Sectoid Commander is vastly smarter than most other units,
 * Leader: The Sectoid Commander is able to hold command over lesser units.
 * Loyalty: Sectoids hold deep loyalty to the Ethrals.

=The Enclave vs =

The Enclave


The Enclave is a secretive political and military organization who are said to be descended directly from members of the pre-War United States government, and claim to be the legal continuation of the state while styling themselves as such. The Enclave comprises mostly descendants of government officials and military elite, and some others such as those with ties to powerful corporations who retreated to the Poseidon Energy Oil Rig.

Technology (Enclave)
Laser Weaponry: Laser weaponry consist of high-tech weapons that emit a concentrated beam of coherent light, with sufficient wattage to do considerable damage

Plasma Weaponry: Plasma weaponry consists of high-tech weapons which find numerous applications in military and industrial fields. They fire superheated bolts of plasma powered by either microfusion cells or heavy energy cells. The bolt forms in a special chamber, which is then sent down a superconducting barrel, propelled by, and in some models stabilized by electromagnetic claws upon exiting it.

Power Armor: The powered Infantry armor is the peak of armored infantry technology, initially developed in the West Tek Research Facility laboratories. Now, only the most technologically advanced factions with ties to pre-War military or government, such as the Brotherhood of Steel or the Enclave, have access to them, and only the latter possesses the technology required to manufacture new power armor models, such as the advanced power armor, Tesla power armor and Hellfire power armor.

Robotics: A robot is a machine that is capable of autonomously completing tasks. Depending upon the robot, these tasks may be simple or complex, and may require little human intervention or complete oversight.

Enclave Units
Soldier Units: Enclave Soldier= Enclave soldiers are the main infantry of the Enclave, and are the toughest, strongest, fastest and most well-equipped human fighters the Lone Wanderer faces in the Capital Waistland. Enclave soldiers wear Enclave power armor, and are usually armed with a selection of weapons.

Weapons:

Ripper: AER9 Laser Rifle: Plasma Rifle: Flamer: Plasma Grenades: Advanced Power Armor Mk. II (Enclave Power Armor):
 * In its best description, the Ripper is a miniaturized chainsaw, using small but sharp rotating-blades to cut through metal, ceramic, cloth, flesh and bone alike.
 * Damage Type: Rotating Blades
 * Damage: Very High
 * The AER9 was actually not the top laser rifle in service at the time of the Great War. However, the AER9 is much more commonly found as it is much sturdier and more reliable than the models that followed.
 * Accuracy: Very High
 * Hits instantly
 * Rounds: Laser Bolts
 * Damage: Medium
 * Recoil: none
 * Rate of Fire: Fast Semi-Auto
 * Magazine: 24 shots
 * This plasma rifle is a lightweight urban warfare weapon created by REPCONN Aerospace for the US Army.
 * Accuracy: High
 * Has travel time
 * Rounds: Plasma Bolt
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 12 shots
 * The Flamer is a large flamethrower that projects an ignited stream of flammable liquid, and requires a source of fuel to operate.
 * Accuracy: High
 * Limited Range
 * Rounds: Flaming liquid
 * Damage: Low (Fire)
 * Recoil: none
 * Rate of Fire: Constant Cone
 * Can hit multiple targets with ease
 * Magazine: 60 units of fuel
 * The plasma grenade is a magnetically-sealed plasma delivery unit, with detonating explosives, creating a large blast of green superheated plasma on detonation.
 * Accuracy: Medium
 * Explosive: Plasma Blast
 * Blast Damage: Very High
 * Area of Effect: 10 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * The advanced power armor Mk II, also known as Enclave power armor, is a model of power armor used exclusively by the Enclave military forces.
 * Composite Chassis provides very heavy protection against damage
 * User's strength is enhanced by the armor
 * Provides great resistance to radiation

Special Edges:
 * Basic Military Training: Enclave Soldiers undergo intense military training that is identical to the training given to U.S. Soldiers before the Great War.
 * Heightened Physicality: The combination of their rigorous training and the harsh world they live in makes Enclave soldiers incredibly tough.
 * Enhanced Strength: Thanks to their Power Armor, Enclave Soldiers have enhanced strength to handle the weight of heavy weaponry.
 * Brutal: Despite the Enclave's quest to bring America back to the "good old days", Enclave soldiers are heartless individuals, perfectly fine with killing innocents, including children.

Heavy Unit: Tesla Soldier= Tesla Soldiers are better trained Enclave Soldiers that wear Tesla power armor and utilize more powerful energy weapons than lesser Enclave soldiers.

Weapons:

Ripper: Plasma Rifle: Gatling Laser: Missile Launcher: Plasma Grenades: Tesla Power Armor Mk. II (Tesla Armor):
 * In its best description, the Ripper is a miniaturized chainsaw, using small but sharp rotating-blades to cut through metal, ceramic, cloth, flesh and bone alike.
 * Damage Type: Rotating Blades
 * Damage: Very High
 * This plasma rifle is a lightweight urban warfare weapon created by REPCONN Aerospace for the US Army.
 * Accuracy: High
 * Has travel-time
 * Rounds: Plasma Bolt
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 12 shots
 * The Gatling Laser is not only fully automatic and with a back-mounted battery pack, but was also mass produced for military use.
 * Accuracy: High
 * Hits instantly
 * Rounds: Laser Bolts
 * Damage: Low
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: 240 shots
 * The Missile Launcher is a powerful explosives launcher that is used across the Wasteland by the most advanced warriors.
 * Accuracy: High
 * Blast Radius: 5 meters
 * Rounds: High Explosive Missile
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 1 Missile
 * The plasma grenade is a magnetically-sealed plasma delivery unit, with detonating explosives, creating a large blast of green superheated plasma on detonation.
 * Accuracy: Medium
 * Explosive: Plasma Blast
 * Blast Damage: Very High
 * Area of Effect: 10 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * This armor is a variant of the Enclave's post-War advanced power armor Mk II jury-rigged with a Tesla device that is capable of dispersing a large percentage of the damage done by directed-energy attacks.
 * Composite Chassis provides very heavy protection against damage
 * Tesla System provides extra power to energy weapons
 * Provides immense resistance to radiation

Special Edges:
 * Advanced Military Training: Tesla Soldiers undergo are significantly better trained than most Enclave soldier.
 * Heightened Physicality: The combination of their rigorous training and the harsh world they live in makes Enclave soldiers incredibly tough.
 * Boost to Energy Weapons: the Tesla armor of Tesla Soldiers provide a boost to the accuracy and power of energy weapons used by the Tesla soldiers.
 * Brutal: Despite the Enclave's quest to bring America back to the "good old days", Enclave soldiers are heartless individuals, perfectly fine with killing innocents, including children.

Super-Heavy Unit: Hellfire Trooper= Enclave Hellfire troopers are super-heavy duty Enclave soldiers that pack major fire-power. They are easily identified by their unique armor and heavy incinerators.

Weapons:

Ripper: Plasma Rifle: Heavy Incinerator: Plasma Grenades: Enclave Hellfire Armor:
 * In its best description, the Ripper is a miniaturized chainsaw, using small but sharp rotating-blades to cut through metal, ceramic, cloth, flesh and bone alike.
 * Damage Type: Rotating Blades
 * Damage: Very High
 * This plasma rifle is a lightweight urban warfare weapon created by REPCONN Aerospace for the US Army.
 * Accuracy: High
 * Has travel-time
 * Rounds: Plasma Bolt
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 12 shots
 * The heavy incinerator is essentially a napalm launcher; it lobs flammable fuel with a splash damage possibility at the target in an arc.
 * Accuracy: High
 * Arcs
 * Blast Radius: 5 meters
 * Rounds: Flaming liquid
 * Damage: High (Fire)
 * Recoil: none
 * Rate of Fire: Constant Cone
 * Can hit multiple targets with ease
 * Magazine: 60 units of fuel
 * The plasma grenade is a magnetically-sealed plasma delivery unit, with detonating explosives, creating a large blast of green superheated plasma on detonation.
 * Accuracy: Medium
 * Blast Radius: 10 meters
 * Explosive: Plasma Blast
 * Blast Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * As the state of the art power armor, Enclave Hellfire Power Armor is one of the advanced set of power-armor around. Its unique Duraframe alloy and composite chassis allows it to provide more protection than any other model of power armor around.
 * Duraframe/Composite Chassis provides super-heavy protection against damage
 * User's strength is enhanced by the armor
 * Provides enhanced resistance to radiation

Special Edges:
 * Advanced Military Training: Hellfire Troopers are possibly the best trained units of the Enclave, as they utilize the most advanced set of power armor they have.
 * Heightened Physicality: The combination of their rigorous training and the harsh world they live in makes Enclave soldiers incredibly tough.
 * Enhanced Strength: Thanks to their Power Armor, Enclave Hellfire Troopers have enhanced strength to handle the weight of heavy weaponry.
 * Brutal: Despite the Enclave's quest to bring America back to the "good old days", Enclave soldiers are heartless individuals, perfectly fine with killing innocents, including children.

Support Unit: Mister Gutsy= Mister Gutsies are the combat variant of the popular Mister Handy service and maintenance robots. The Enclave will utilize these robots for effective support for their soldiers.

Weapons:

Flamethrower: Plasma Caster: Armored Body:
 * On another arm, a Mister Gusty has a built-in flamethrower that is useful for close-range enemies.
 * Accuracy: High
 * Limited Range
 * Rounds: Flaming liquid
 * Damage: Low (Fire)
 * Recoil: none
 * Rate of Fire: Constant Cone
 * Can hit multiple targets with ease
 * Magazine: Unknown
 * On the last arm, a Mister Gusty has a powerful Plasma Caster to strike with deadly ranged attacks.
 * Accuracy: High
 * Has travel-time
 * Rounds: Plasma Bolt
 * Damage: High
 * Recoil: none
 * Rate of Fire: Semi-Auto
 * Magazine: Unknown
 * Mister Gusties have heavily armored bodies, granting them extensive protection in combat.
 * Armored Body provides heavy protection against damage

Special Edges:
 * Hover: Thanks to their thrusters, Mister Gusties hover over the ground, granting them an advantage over grounded units, such as being able to fly over mines without activating them and going over liquids without sinking.
 * Multiple Sensors: Mister Gusties have three optical sensors fitted on top of their spherical chassis. This gives it 360 degree vision and can detect enemies from both in-front and behind it.
 * Basic Combat Programing: A Mister Gusty utilizes combat programing that gives it must-needed capabilities to the user.
 * Pain Immunity: As machines, Mister Gusties do not feel plan.
 * Fearless: As machines, Mister Gusties do not suffer from fear.

Tank Unit: Sentry Bot= Sentry bots are security robots made before the Great War with the express purpose of participating in the heaviest of firefights during war. The Enclave will utilize these robo-tanks with their already-tough soldiers.

Weapons:

Gatling Laser Arm: Missile Launcher Arm: Super-Heavy Chassis:
 * For its right arm, a Sentry Bot is armed with a large Gatling.
 * Accuracy: High
 * Hits instantly
 * Rounds: Laser Bolts
 * Damage: Low
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: Unknown
 * For its left arm, a Sentry Bot has a Missile launcher to grant deadly damage to foes.
 * Accuracy: High
 * Blast Radius: 5 meters
 * Rounds: High Explosive Missiles
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: Unknown
 * The body of the Sentry Bot is super heavy, granting it immense durability against incoming attacks.
 * Super-Heavy Chassis provides super-heavy protection against damage

Special Edges:
 * High-Mobility: Sentry bots have high mobility thanks to wheels mounted on its three legs.
 * Advanced Combat Programing: A Sentry bot utilizes advanced combat programing as so it has peak capability with its weaponry.
 * Pain Immunity: As machines, Sentry bots do not feel plan.
 * Fearless: As machines, Sentry bots do not suffer from fear.

Enclave Tactics
=Battle of Tomorrow's Armies! Terran Dominion vs Systems Alliance=

Intro (TDvSA)


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!

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

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

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

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

Systems 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 (TDvSA)
<p style="text-align: center;">Terran Dominion vs Systems Alliance

Personnel
<p style="text-align: center;">97 Obedience/Discipline 97 System Alliance units are very loyal and obedient to the System Alliance but they are not the most disciplined units in the Mass Effect universe, as the Turians have that title. They have had several units that disobeyed their superiors. The Terran are not above disobedience. They have had several members who deserted and fought against them. However, these members are incredibly rare as many Terran units have undergone Neural Resocialization, which makes them unquestioning and always follow orders.

<p style="text-align: center;">95 Training 95 Both sides have incredibly well trained units and neither can beat the other in training.

Collective
<p style="text-align: center;">94 Tactics 90 Both sides have great tacticians and are able to create functioning plans. However, the primary tactic of the Systems 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 is far faster to create. They will be able to send out more forces at once than the Systems 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, showing great adaptability and ability to learn from their enemies.

<p style="text-align: center;">95 Brutality 75 The Terran Dominion are vastly more brutal than the Systems 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 Systems Alliance are far more willing to find peace. 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;">97 Experience 85 This one might be the most arguable of the x-factors. The Systems 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 Situation (TDvSA)
=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. Mental 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, Abilities and Armor:

Warp Blades: Void Prison: "Shadows": Blink: Enhanced Dark Templar Armor w/ Plasma Shields:
 * 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.
 * The Dark Templar are capable of bending light and shrouding themselves in shadows, effectively making themselves invisible.
 * Permanent invisibility
 * Zeratul can teleport from spot to spot, allowing him to move even faster than most units.
 * Instant teleportation
 * Zeratul has vastly stronger armor and Plasma Shields than most Dark Templar.
 * Armor and Plasma Shields provide Level 40 protection (Level 30 without shields)

Special Edges:
 * Mind Reading: The Dark Templar can read the minds of individuals.
 * Super Speed and Agility: Dark Templar warriors are incredibly agile and can fight with amazing speed and grace.
 * 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, Abilities and Armor:

Prismatic Beam: Heavily Armored Hull w/ Plasma Shields:
 * 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
 * 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)

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
 * 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.

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 Training: 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, Abilities and Armor:

Interceptor Control: Purification Cannon: Heavily Armored Hull w/ Plasma Shields
 * 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
 * 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)

Special Edges:
 * Warp Space: The Carrier is capable of traveling through warp space.
 * 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, Abilities and Armor:

Interceptor Beams: Hull w/ Plasma Shields: 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
 * 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)
 * 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.

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, Abilities and Armor:

Duel Psionic Blade: Power Suit w/ Plasma Shields:
 * 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
 * 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)

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.
 * 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.
 * 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, Abilities and Armor:

Psionic Blade: Psionic Storm: Feedback: Light Armor w/ Plasma Shields:
 * 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
 * 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)

Special Edges:
 * 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.
 * Protoss Physicality: The Protoss are vastly larger and stronger than humans. They can also move faster and hit harder.

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.

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, Abilities and Armor:

Warp Blades: Dark Templar Armor w/ Plasma Shields: "Shadows":
 * Warp blades, powerful Dark Templar melee weapons, were based on modified psi blade technology.
 * Damage: Very, Very, Very High
 * 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)
 * The Dark Templar are capable of bending light and shrouding themselves in shadows, effectively making themselves invisible.
 * Permanent invisibility

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.
 * Mind Reading: The Dark Templar can read the minds of individuals.
 * Super Speed and Agility: Dark Templar warriors are incredibly agile and can fight with amazing speed and grace.
 * Protoss Physicality: The Protoss are vastly larger and stronger than humans. They can also move faster and hit harder.

Weapons:

Disruption Beam: Force Field: Hull w/ Plasma Shields:
 * 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
 * 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.
 * Produces a Force Field to provide unbreakable protection
 * The Sentry has an armored hull with light shields.
 * Armored Hull and Plasma Shields provide Level 8 protection (Level 4 without shields.

Special Edges:
 * Hover: The Sentry hovers across the battle field and can float over mines.

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.

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: Blink: Armored Body w/ Plasma Shields:
 * 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
 * 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.
 * Instant teleportation
 * 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)

Special Edges:
 * Durability: Mostly machine, the Stalker does not take damage the same way organic beings do.

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.

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: Heavily Armored Hull w/Plasma Shields:
 * 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
 * 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)

Special Edges:
 * Hardened Shields: If hit with a weapon that can do incredible damage, the Immortal's shields strengthen and nullify devastating attacks. Some weapons, 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.

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.

Weapons:

Thermal Lances: Heavily Armored Hull w/ Plasma Shields:
 * 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
 * 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)

Special Edges:
 * 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.
 * Massize Unit: The Colossus can dwarf many large units, weighing around 50 tons.

Archon= The first archon(s) were created unexpectedly and their formation was soon legally sanctioned by Khala.

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: Psionic Shields:
 * 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.
 * The Archon has incredibly powerful shielding that make them incredibly hard to hurt.
 * Psionic Shields provide Level 36 protection (Level 1 protection without shields)
 * Shields regenerate at extraordinary speeds

Special Edges:
 * Energy-Based Life-form: The Archon is an energy-based being, making it neither organic nor mechanical. This makes attacks that specifically target mechanics or organics useless.
 * 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.