User:Undead RVD/Sandbox

This here is my list of future battles

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

=Alexander Nevsky vs Julius Caesar=

Alexander Nevsky


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

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

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

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

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

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

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

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

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

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

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

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

X-Factors
Nevsky vs Caesar

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

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

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

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

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

=Tomoe Gozen vs Boudica=

Intro (TGvBD)


Today, we shall see who is the better warrior of these two battle-ready women! They are Brave! They are Strong! They are willing to kill their enemies by any means!

THIS IS THE BATTLE OF THE WOMEN OF WAR!

Tomoe Gozen, the Rare Woman Samurai, who fought in the Genpei War and proved herself deadlier than almost any other Samurai!

VS

Boudica, The Harsh Queen of the British Iceni tribe, who led an uprising against the Roman Empire and slaughtered many Roman Soldiers!

WHO IS DEADLIEST!

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

- The Tale of Heike on Tomoe Gozen

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

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

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

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

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

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

Weapons
Close Range: Celtic Sword Mid Range: Lancea Long Range: Sling Special: Pugio Armor: Wooden Shield, Leather Body Armor and Iron Helmet Mount: Chariot
 * The Celtic Long Sword was around three feet in length, with a straight, double-edged iron blade. Greek historian Diodorus Siculus descriped the Celtic swords as being "as long as the javelins of other peoples." The hilt had a very small guard, a single-handed grip, and (most noticeably) two backward-curving quillons near the pommel. The Celtic long sword was primarily a slashing weapon, as the rounded tip was ill-suited for thrusting and stabbing.
 * The Lancea is a 9-foot ash pole mounted with a 14-inch spearhead. The spearhead had a wavy pattern, which reduced friction and allowed it to penetrate more deeply into the body, and to cause more trauma when it hit.
 * The sling is simply two cords (in this case, braided wool) attached to a small pouch. One of the cords ends in a loop which fits over the finger, while the other ends in a knot which is held. The projectiles used were most commonly stones, or sometimes lead weights.
 * The Pugio was a dagger used by Roman soldiers as a sidearm. It seems likely that the Pugio was intended as an auxiliary weapon, but its exact purpose to the soldier remains unknown.
 * Bodica did not utilize heavy armor and rather used a wooden shield, that doubled as a source of protection and a bashing weapon, leather body armor that provided some protection and an iron helmet.
 * Celtic warriors would use chariots in their combat with the Romans as it allowed them to move fast and be hard to stop.

X-Factors (TGvBD)
Tomoe Gozen vs Boudica

75 Physicality 85

Boudica was a large woman of her time and could handle a fight pretty well. Tomoe is pretty tough but she is likely smaller than Boudica

90 Finesse 80

Much like the Samurai, Tomoe is very fast and agile. Boudica is an Celtic and relies on her size and strength over agility.

90 Training 80

The Samurai are well known for being highly well trained warriors and can utilize both strength, speed and endurance. Boudica is Celtic and the Celts are much more savage than the Samurai. Their training likely would reflect it.

90 Brutality 99

The Samurai are to show no mercy and kill without fear. Same goes for the Celts. Boudica gets the win though for the act of luring a Roman army into an empty city and burnt it down with them trapped in it, killing several Roman soldiers.

100 Fearlessness 100

Both are not afraid to die. Tomoe is just like the Samurai and would commit suicide over surrender and capture. Boaudica and her daughters committed suicide before the Roman Army could capture them.

89 Experience 74

Boudica's lasted a little less than a year, giving her a limited amount of combat experience. Tomoe had fought and survived the Genpei War, which lasted from 1180 to 1185, granting her at least 5 years of combat, though she likely took part in other conflicts before as she was a samurai warrior before the conflict. Another thing that gives Tomoe the edge is that she took survived the Genpei War while Boudica died at the end of her revolt.

Who: the Warriors
Tomoe will be joined by 5 Samurai warriors. Boudica will be joined by 5 Celtic warriors.

Why: the Situation
No in-depth conflict for this one.

=Battle of the Formations: The Spartans vs the Landsknecht=

Intro (SvE)


Today, we will pit one of the most powerful forces of Ancient Greece against one of the most destructive forces of Saroun's Army! They are Devastating! They are Fearless! They will fight to the last man and slaughter more foes than anyone!

<p style="text-align: center;">THIS IS THE BATTLE OF THE BRONZE ARMIES!

The Spartans, The Ancient warriors of Sparta, who have shown themselves to be amongst the bravest warriors around!

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

The Easterlings, Saruon's Elite soldiers from the East, who have stricken fear in the eyes of many men of Middle Earth!

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

Spartans


Spartans were the hoplites (heavy infantry) of Sparta, which was an ancient Greek city state. Spartans were one of the most feared military forces in history. It was commonly accepted that one Spartan was worth several other men from any other city state

Weapons and Armor
Close Range: Xiphos
 * The Xiphos is the back up weapon of the Spartan. Made from Iron, this short sword is only good when the spear is gone do to its incredibly short reach
 * Blade made of Iron
 * 30 cm in length
 * Primarily a stabbing weapon

Mid Range: Dory Spear
 * The Primary weapons of the Spartan is the Dory, a basic iron-headed spear with a counter-balance butt-spike.
 * Spear head made of Iron
 * Butt spike made of bronze
 * Staff made of Ash wood
 * 3 meters in length
 * Purely a thrusting weapon

Long Range: Javelin
 * They typically don't do range combat but the Spartan is armed with the Javelin for long range combat.
 * Spear head made of Iron
 * Staff made of unknown wood
 * 1 meter in length
 * Primarily thrown
 * Short range

Armor: Bronze Hoplite Armor and Aspis
 * Spartans utilize heavy bronze armor that is strong but limited to where it protects.
 * It consists of a cuirass, shinguards and a helmet.
 * Made of bronze
 * The Spartan's primary defense is his large shield which provides the majority of his defense.
 * Made of wood with bronze cover
 * 1 meter diameter
 * Used for both protection and as a bashing weapon

Easterlings
Easterlings are the men living in the vast and uncharted lands of Rhûn, East of Mordor and the Sea of Rhun. Most Easterlings were enemies of the Free Peoples. They have shown allegiance to Sauron and are amongst the deadliest warriors to fight for Sauron.

Weapons and Armor
Close Range: Scimitar
 * The three-foot-bladed steel scimitar was carried by all troops as a secondary weapon. The curved blade was used in a downward, diagonal slashing attack and for thrusting. No matter which method of attack the Easterling chose to use with his scimitar, it was extremely effective in his hands
 * Blade made of Steel
 * 1 meter long blade
 * Primarly slashing but can be used for stabbing

Mid Range: Halbard
 * The steel-bladed halberd came in two sizes: the nine-foot halberd was used for porcupine formations and phalanx marches, while the five-foot one was used as a basic soldier's weapon.
 * Blade made of Steel
 * Staff made of strong wood
 * Either 9 feet 5 feet in length
 * Can be used as both a slashing, thrusting and disarming weapon

Long Range: Composite Recurve Long Bow
 * The Composite Bow of the Easterlings was made of multiple layers of wood and was of a recurve type. They were 4 feet long at the very most, and they were carried in holsters.
 * Bow made from layers of wood
 * Bow is 4 feet long
 * Fires arrow
 * Arrow heads made of Steel
 * Very Long Range

Armor: Steel Lamalar Armor and Rectangular Shield
 * The Armor used by the Easterlings is steel lamalar with a gold or brass overlay.
 * Armor consisted of a helmet, a placard (stomach plate), gorget (heart & neck coverage), groin-plate, rerebraces (upper arm), vambraces (forearm), cuisses (thighs), and poleyns (knees)
 * Helmet made to resemble a dragon and to intimidate their enemies
 * Made of steel
 * They also have three foot Scutum-like shields with a gold or brass overlay.
 * Made from strong wood and Steel
 * 3 feet in height, 2 feet in width

X-Factors (SvE)
<p style="text-align: center;">Spartan vs Easterling

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

The Spartans are known for their brutal training and specialized skills. They were trained at a young age and work by forming deadly formation. The Easterling warriors are also known for being elite warriors. They were trained at a young age and speculized in formation combat.

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

The Spartans are known for their near impenetrable phalanx formations. However, their formations have one problem: If it is broken through, the Spartans lose their effectiveness as they are poor at one-on-one combat. The Easterlings have more diverse tactics. They utilize phalanx-like formations but they are also skilled in other combat styles, like long-range combat and one-on-one combat.

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

This one is pretty easy to explain. Spartans utilize bronze armor and iron weapons. The Easterlings utilize steel armor and weapons.

<p style="text-align: center;">94 Fearlessness' 94

Both sides are known for fighting to the last man. The Spartans believe that it is better to die than surrender. They would hold formation, even when death looked at them in the face. This is true of the famous 300, who fought off the Persians for as long as they could but were inevitably wiped out. The same goes for the Easterlings. After the great rout during the later stages of the Battle of the Pelennor Fields, a relatively small (7000-strong) force of Easterlings stood their ground, with their backs to the River Anduin, and fought to the last man while the host of Mordor fled. Both sides are known for their tenacity and will to fight.

=Battle of the Demon Slayers: Simon Belmont vs Sir Arthur=

Simon Belmont


Simon Belmont was the heir to the renowned Vampire Killer whip and of the Belmont clan and became the most famous vampire hunter. He was born around the year 1669. Simon grew up hearing stories of his great ancestors who had defeated Dracula, along with those who helped them. As he trained in the ways of the whip, he would often wonder how he compared to these legendary warriors.

At the age of 22 in 1691, he would be given the opportunity to prove himself worthy of his family's legacy. On Easter Day, 100 years after he was defeated by Christopher Belmont, Count Dracula had returned. He was reawakened by a dark order of humans on Easter Day during a dark mass in an abandoned monastery. Simon was determined to end the threat of a new reign of terror, and entered Dracula's Castle alone to face the Count. Simon slew Dracula's servants and then faced off against Dracula himself as his ancestors had. Unable to kill him in the battle and unbeknownst to Simon at the time, Dracula had managed to place a curse on a wound he inflicted on Simon's back.

The curse that Dracula had placed upon Simon 7 years ago slowly began to ravage his body. He began to think that his death was near. One night, six years after he returned from the time rift, he was contemplating his situation at his family's cemetery.

Suddenly, a mysterious woman appeared behind Simon standing in the morning mist. She explained to him that this feeling he had was due to a curse that Dracula had placed on him and that his life was in real danger. In order to be free of this curse, he would have to collect Dracula's remains - his nail, heart, rib bone, eyeball, and ring, and burn them all in the ruins of Dracula's castle. While this would defeat him for the time being, she warned him that even this might not be enough to defeat Dracula forever. She then vanished within the mist as mysteriously as she had appeared.

Simon resolved to take up this challenge and began his new quest. The land had once again become infested with monsters and the villagers would board up their houses at night and hide from the creatures that would take over their towns. Some villagers, perhaps grateful to be able to help the man who had saved their land from Dracula years earlier, assisted Simon on his quest by offering him advice on where to go next. Others did so for the money and items he would give them in exchange for their goods. Other villagers, perhaps fearful that Dracula's return would be hastened if Simon was successful in gathering his remains, would refuse to help him or offered him misleading information.

Simon was able to find each of the remains that had been gathered by Dracula's servants and placed in their strongholds in various mansions throughout the land. He returned to the site of the ruins of Dracula's castle, which was abandoned by humans and monsters alike, and placed his remains there. However, through the power of a sixth body piece, the fang, Dracula was revived. Simon managed to defeat him a second time. This time, he burned his remains and his curse was lifted. He buried what was left of Dracula in a graveyard. He was forever remembered for his bravery.

Weapons:
Melee: Vampire Killer Whip Ranged 1 (knife): Dagger Ranged 2 (axe): Axe Ranged 3 (special): Bladed Throwing Cross Fire: Holy Bomb Defensive: Watch
 * The Vampire Killer is the legendary whip wielded by several heroes of the Belmont Family. This whip not only does serious damage to vampires, but to any demon. Even the Grim Reaper, Death himself, is damaged by the whip.
 * Can transform from a leather whip into a chain whip/flail
 * Has a reach of 5 to 7 feet.
 * Can damage and destroy enemies and projectiles.
 * Can be used to swing over large gaps.
 * The dagger sub-weapon is the most basic, and usually weakest, weapon in Castlevania. It is thrown forward in a straight line, and hits enemies in front. This weapon is useless against enemies that move around a lot, however. It is most effective when thrown with dead-on aim and is the fastest of all weapon attacks.
 * Fastest throwing speed
 * Second longest range (35 feet)
 * Lowest damage
 * Thrown strait forward
 * The Axe is normally thrown and arcs down onto enemies. The axe is most useful for enemies that fly in the air a lot, and are usually out of reach. They are also effective at hitting enemies on above floors and enemies underneath (I don't know how they go through the floor but let's not question it).
 * Second lowest throwing speed
 * Second shortest range (around 15 feet)
 * Highest damage
 * Thrown at an arc
 * Can hit enemies above and below
 * Also known as the Boomerang, the Bladed Throwing Crosses can be thrown surprisingly long distances with pinpoint accuracy and speed, hitting targets multiple times before returning to the thrower.
 * Slowest speed
 * Longest range (up to 70 feet)
 * 35 feet forward, 35 feet back
 * Second highest damage
 * Can hit targets two times
 * Thrown strait, then boomberangs back
 * The holy water releases blue or green flames directly upwards and remains on the same for for several moments. This will wear out a ground based hearty creature.
 * Second fastest throwing speed
 * Shortest range (around 3 to 5 feet)
 * Second lowest damage
 * Hit target multiple times
 * Thrown at a short arc
 * Fire can reach 7 feet into the air
 * Fire lasts for one second
 * It is used to slow down/stop time temporarily. It is most useful against enemies that move around a lot, and enemies that are very annoying, or hard to hit.
 * Stops time
 * Lasts for 5 seconds

Strengths:

 * Advanced Training: As a member of the Belmont family, Simon was trained to be a skilled fighter and can use many weapons with phenomenal skill.
 * Mastery of the Whip: Simon has mastered the skills needed to utlize the Vampire Hunter Whip with maximum lethality.
 * Fearless: Simon is very hard to scare. He has slayned many deadly monsters and even beat death TWICE! Literally!
 * Enhanced Physicality: Simon is stronger and tougher than any human. He is able to throw his weapons with incredible speed and power and can shrug off most injuries, even from Death's scythe.
 * Experince: Simon has hunted down Dracula and was able to defeate him. He then found that Dracula has regained power and seeks to return from the dead. Simon then hunted down Dracula's remains and was able to bring him back, only for Simon to finish him off for good. During both adventured, Simon has faced a wide assortment of enemies, from massive monsters and undead horrors to destructive spirits and powerful demons. Simon even fought Death on two occations and beat him both times.

Weaknesses:

 * Strive-to-the-Best: Simon fought Dracula originally to be remembered as a hero. This makes him a little more reckless than most Belmonts. However, Simon grew up allot after the events and became much more cautous.

Sir Arthur


Arthur the brave knight ventures into the depths of Hell to save his beloved wife, Princess Guenivere. Guenivere is captured by Satans minions, and it's up to Arthur to save her.

After saving her from Saton's clutches, Sir Arthur must again save his love, Princess Prin Prin (inconsitancy), from the true ruler of Hades, Lucifer.

Weapons:
Melee: Sword Ranged 1 (knife): Dagger Ranged 2 (axe): Axe Ranged 3 (special): Lance Fire: Torch Defensive: Shield
 * It can't be thrown, but a hit can cause more damage than most weapons.
 * Has a 3 foot reach
 * Only effective at a short distance
 * The Dagger in series is mostly a straight forward throw item that is faster than the Lance
 * Fastest throwing speed
 * Longest range (35 feet)
 * Lowest damage
 * Thrown strait forward
 * The Axe in series is mostly a 45 degree angle thrown item that is slow.
 * Slowest throwing speed
 * Second shortest range range (10 feet)
 * Highest damage
 * Thrown at a short ark
 * The Lance in series is mostly a straight forward throw item that is slower than the Dagger.
 * Medium Speed
 * Longest range (up to 35)
 * Second highest damage
 * Thrown strait forward
 * The Torch burns briefly in a single large flame if it hits the ground, but not if it hits an enemy directly. The flame lasts for nearly a second.
 * Second fastest throwing speed
 * Shortest range (around 3 to 5 feet)
 * Second lowest damage
 * Hit target multiple times
 * Thrown at a short arc
 * Fire can reach out 3 feet
 * Looks like a heart in some versions of the game and is a fast weapon to fire but very limited range. It can destroy enemy projectiles as well as the enemies themselves.
 * Second fastest throwing Speed
 * Second shortest Range (10 feet)
 * Second highest damage
 * Can destroy projectiles
 * Thrown strait forward

Strength:

 * Knight Training: Arthur is a knight and would have training in such combat
 * Fearlees: Arthur went to the depths of hell to save his love Guenivere... or Prin Prin... whatever. He faced many evil monsters and defeated both the Devil and Lucifer! (not back to back)
 * Experince: Having going through hell and back, Arthur has seen allot of combat. He has slain dragons and demons.

Weaknesses:

 * Weak: While Arthur can dish out the pain, he sure can't TAKE the pain. His armor is only useful against one hit and after that, any other hit from anything will be his death.

X-Factors (SBvSA)
<p style="text-align:center;">Simon Belmont vs Sir Arthur

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

Both warriors are trained fighters but Simon wins as he is trained to combat a larger array of enemies. Arthur has fought supernatural creatures but he has the training of a normal knight. Simon is a Belmont, trained to kill supernatural monsters and normal warriors alike.

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

Simon has been stated to have superhuman strength and durability. He has take hits from massive monsters and lived so their probably is merit to that. Arthur, on the other hand, is known for not being able to take as many hits. It doesn't take much to take him down. His armor can only stop one hit, After that, he is easy killing. At the same time, he can throw lances like spears, so he does have some major power in his body. However, Simon's superior strength is what gives him the win.

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

Both warriors are very serious about their missions but Arthur wins namely in that he is solely about saving his princess while Simon originally fought Dracula not only to slay the evil entity but to also prove himself a worthy member of the Belmont clan. He has become more mature after learning he was cursed by Dracula and must defeat him to save his soul but Arthur still wins out.

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

Both warriors have fought through hell. Now, people would quickly thing that the Devil would be a way more powerful foe than Dracula. However, this Dracula has a powerful entity as a servant that the Devil could never control: the Grim Reaper. Dracula's power makes him superior to Death. Simon had to defeat Death before he can finely battle Dracula. Add to the fact that Simon fought both Dracula and the Grim Reaper twice and you can see how he has fought allot. However, Arthur had to battle through hell twice and had to fight the Devil one time and Lucifer the other. He has faced tough warriors. I say they are even as Arthur fought two different incarnations of the Devil while Simon fought a monster powerful enough to have the Grim Reaper as it's servant.
 * Note: Both warriors will be based after their second games (Simon will still be alive for this fight)

Who and What: the Warriors and their Gear
Simon Belmont will start the fight armed with his Vampire Hunter Whip and his Daggers. He will be able to pick up his other weapons as he goes but at the expense of dropping his Daggers or any other special weapons on him. He will always have his Whip on him, though.

Sir Arthur will start with his Lances. He will be able to pick up his other weapons but at the expense of dropping his Lances or any other weapon on him.

When: the Time
This will be just after the events of Castlevania 2: Simon's Quest and Ghouls n' Ghosts.

Why: the Situation
Working on their return but fearing of their ultimate demises, Dracula and the Devil make a pack to get rid of their ultimate enemies once and for all. Dracula has his servant the Grim Reaper mysteriously transport both Simon Belmont and Sir Arthur into a large abandoned castle without them knowing. Then, the Devil places a powerful illusion to make them see each other as an enemy; Arthur sees Simon as a demonic warrior while Simon sees Arthur as an undead knight. The illusion is powerful enough that both of their weapons have full effect on each other.

How: the Conditions
This battle will be done in mind of an old Nintendo Game. Imagine it on a 2D plane and in 8-bit (or 16-bit if you prefer Super Nintendo). Simon will be able to carry his Vampire Hunter Whip and one other weapon on him at a time while Arthur will carry one weapon on him at a time. Both can pick up new weapons if they want, or need, to. Their will be multiple platforms for him to jump on and areas for them to fall down to for an instant death.

Some of the more scientific facts, like the effects of armor (or lack there of) or how their Daggers defy the laws of physics by never falling down, will be left as this will be in a retro video-game world. Don't think about it too much.

=Captain Jack Sparrow vs The Dread Pirate Roberts=

Captain Jack Sparrow


The son of the infamous pirate Captain Teague, and born on a ship in the middle of the Indian Ocean in the middle of a hurricane, Jack Sparrow was born to be one of the greatest pirates of all time. His enemies may call him a drunk, insane coward, but appearances can be deceiving...Jack always has a plan brewing in his head amidst all the rum, and always finds a way to win. Jack's exploits (although many have doubtless been exaggerated) are many, and he has seen and done almost everything. Captain Sparrow has been victorious against his mutinous undead crew, the ruler of the seas, Davy Jones, the powerful East India Trading Company, and has even come back from the dead. Although it is hard to imagine what Jack will do next, he will doubtless be ready, rum bottle in hand and smile on his face.

Weapons:
Sword: Hanger
 * The Hanger Cutlass is a variant of the machete-like cutlass with a slightly more curved blade and a hilt guard. Jack Sparrow's particular sword is slightly longer than any other sword and has a cup based hilt and guard.
 * Blade is around 3' long, single bladed with a Clip Point, and made of worn steel
 * Has an all-together weight of 3 lbs
 * Primarily used for slashing with some stabbing

Special Edges:

 * Skilled Swordsman: Jack Sparrow is very skilled with his sword. He has learned swordplay from an Italian fencing master in exchange for captured Chinese silk. He isn't a perfect swordsman, though, as he has been disarmed from time-to-time.
 * Tricky: Jack Sparrow's effective style comes not from amazing skill, but from his tricky nature. He will use any weapon he can find and will run away instead of fighting when need be.
 * Incredible Intellect: Jack Sparrow is known for being incredibly smart. He can craft plans and make it up as he goes. He will utilize the most insane ideas ingeniously. He will also utilize his surrounding as a tool.
 * Escape Artist: Jack Sparrow is a master of escaping bad situations. During Barbarossa's attack on the Endevour, Sparrow used the recoil of a cannon, some rope and some rigging to fling himself off the Endeavour and onto the Black Pearl. However, his greatest escape was when he escaped the after life. Though he needed the aid of old allies and former enemies, Jack figured out how to return from the dead by himself, along with bringing back the Black Pearl and its crew.

Weaknesses:

 * Flight-over-Fight:: Jack Sparrow has been called a coward by many of his enemies. However, they aren't entirely wrong. While willing to fight, he prefers to run from fights. He will try sneaking out before someone knows he is in a room with him or just run like a bat out of hell.
 * Insanity: Jack has been established as a bit crazy. His stay in Davy Jones' Locker had taken a massive tole on his mind as he would hallucinate multiple different Jack Sparrows aboard his ship, which was stuck in the middle of the ocean. This madness would still follow him when he escaped and would still see multiple Jack Sparrows.

The Dread Pirate Robers (Westley)


A pirate of near-mythical reputation, The Dread Pirate Roberts is feared across the seven seas for his ruthlessness, intellect and swordfighting prowess, and is well known for taking no prisoners. The truth of this great man, though, is that he is not one man, but several. The original Dread Pirate Roberts had retired 15 years before Westley took the title.

Westley, before becoming the swash-buckling hero we came to love, was originally a simple farm hand who had an initally rough relationship with the ever-beutiful Buttercup in till she realized that his common saying of "As you wish" really meant "I love you". Knowing that he doesn't have the money for the two to get married, Westley set out to find his fortune and then marry Buttercup. However, his boat was captured by the infamies Dread Pirate Roberts, who held a reputation of killing anyone abord the vessel he has attacked. When everyone on the boat begged for mercy and tried to pay him off, Westley merely told him to let him live. Roberts asked why he should let him live, and Westley explains his mission to get enough money to reunite with his true love, Buttercup. Westley's description of Buttercup's beauty moves Roberts to the point that he hires Westley as a personal attendant. While Roberts is impressed with Westley's work, he continues to keep Westley's future in doubt by saying each night "Good night, Westley. Good work. Sleep well. I'll most likely kill you in the morning."

After about three years, Roberts and Westley have grown close, and Roberts promotes Westley to his second-in-command. Shortly after that, Roberts reveals to Westley the truth of the Dread Pirate Roberts and that he is actually a man named Ryan. Ryan then gives his title to Westley and retired himself. Westley, now the Dread Pirate Roberts, then sailed back as to reconnect with Buttercup but finds he is now involved in a massive conspiracy crafted by Prince Humperdinck.

Weapons:
Sword: Rapier
 * Westley's weapon of choice is the rapier, a slender, sharply pointed sword, ideally used for thrusting attacks and characterized by a complex hilt which is constructed to provide protection for the hand wielding it.
 * Blade is around 3'3" long, double sided and made of steel
 * Has an all-together weight of 2.2 lbs
 * Primarily used for thrusting with some slashing

Special Edges:

 * Athletic Build: Westley is an incredibly fast, incredibly agile man. He was able to perform a triple swing on a thing of ruin and was able to dodge all of Fezzik's attacks in till he had the opening to leap on his back and use a sleeper-hold on the giant.
 * Fast Healer: As stated by himself, Westley is an incredibly fast healer. When he was mostly dead for many hours, he was paralyzed for the most part. However, he was able to get some movement in his finger, neck and was even able to stand up for a short time.
 * Incredible Intellect: Westley is incredibly intelligent. He can craft plans that serve as alternatives to ones that need more time. During Inigo's, Fezzik's and Westley's attack on Humperdinck's castle, he used Fezzik's great size, a holocaust cloak, a wheel barrel and fire, creating the illusion of the supernatural Dread Pirate Roberts was attacking, which successfully scares off all 60 guards. He can also think during combat. While his skills are likely at par with Inigo, Westley utilized the terrain and Inigo's other weaknesses. He is also a fast learner, figuring out the secrets of the Fire Swamps and survive it with ease.
 * Tricky: Westley is a bit of a trickster himself. In his Battle of Wits with Vizzini, he had him believe that one of their glasses was poisoned with Iocaine Poweder and that he must figure out which one is the safe one. However, Westley poisoned both and he had already built up an immunity to Iocaine. His skills in trickery also work through simple verbal bluffs. When he was still partially paralyzed from being mostly dead for so long, he bluffs his way out of a sword fight with Humperdinck, who shows himself to be a coward..
 * Master Swordsman: Westley's skills with a sword are fantastic. He had bested Inigo Montoya, a man who studied fencing his whole life and proved himself amongst the greatest swordsman around. This was likely do to his ability to take advantage of the terrain and other weaknesses. However, his swordsmanship skills are amongst the best in fictional history. He was able to fight left handed for quite a while, showing that he is deadly with both hands.

Weaknesses:

 * Merciful: Despite taking the title of the Dread Pirate Roberts, Westley avoids killing his foes. He refused to kill Inigo as he was respectable and relatable. He refused to kill Fezzik as he was nice and honorable. He refused to kill Humperdinck as he wanted him alive for a long, miserable life with his obvious cowardice as his only companion. Westley had no quarrel with killing Vizzini, though, as Vizzini was far from being honorable, respectable, worthy of living or even likable.

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

=R.J. MacReady vs TBA=

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

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

=Martin Q. Blank vs El Mariachi=

Martin Q. Blank


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

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

Special Edges

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

El Mariachi


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

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

Special

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

X-Factors
<p style="text-align:center;">Martin vs Mariachi

<p style="text-align:center;">93 Training 69 Martin is a trained CIA agent. He was trained to kill with efficacy. Mariachi is a great shot but he doesn't have any training, at least any that can par with Martin's.

<p style="text-align:center;">94 Accuracy 96 While Martin is a great shot, El Mariachi uses his guns even more than Martin. Martin finds room in Han-to-Hand combat and improvised combat. Mariachi finds more use of his gun.

<p style="text-align:center;">82 Brutality 94 El Mariachi is a vengeful individual who will kill his with a great level of blood. Martin is very professional and only kills for pay. He is

<p style="text-align:center;">97 Intelligence 91 El Mariachi is a person who puts his emotions first. He is on a quest for vengeance and will shoot at anyone who stands in his way. Martin is much more clear minded and knows how to cove himself up. He can dispose of bodies and never lets rage get in the way.

=Battle of the Crazy Smiles: The Joker vs Deadpool vs Arsene Lupin III=

=Battle of the Crime Lords: Black Mask vs Tony Montana=

Intro (BMvTM)


Today, two of the most iconic crime-lords are pit against each other and we will see who will win. They are Brutal! They are Dominating! They are willing to do Anything to keep their Criminal Empires!

<p style="text-align: center;"> This is the Battle of the Crime-Lords!

Black Mask, the "Faceless" Mobster of Gotham, who destroyed everything of his past and tranformed himself into the most powerful criminal overlord around...

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

Tony Montana, the Cuban Drug Kingpin of Miami, who immigrated from his Cuban Prison and became the most destructive and cold-hearted drug lord around...

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

Black Mask
Roman Sionis, better known by his criminal alias Black Mask, is a longtime enemy of Batman and one of the most prominent figures in Gotham City's organized crime.

Roman Sionis was born into one of Gotham City’s elite families, to wealthy and utterly self-absorbed parents, caring more about their social status than their son; moments after his birth, the doctor carelessly dropped him on his head. Roman's parents were less concerned about their son's well-being and more concerned about covering up theentire incident out of fear of how their wealthy friends would react to the news of their son's injury. A second incident occurred when he was a child. While at the Sionis family country estate he was attacked by a rabid raccoon. This incident was also covered up by the Sionis family, who forbid Roman to mention it to anyone.

Further adding to the cauldron was his father's "friendship" with Thomas Wayne; both of Roman's parents disliked the Waynes and were quite vocal about it in private with their son. However, to their son's dismay, they continued to associate with Thomas and Martha Wayne and pretended to be friends with the couple, to the extent of literally forcing him to become friends with their son, Bruce. His parents' hypocrisy had a deep impact on him, and he grew to hate and resent them and the "masks" they wore in public.

After his high school graduation, Sionis was given a high ranking position inside his father's company, Janus Cosmetics. There, he met and fell in love with Circe, a working class secretary. His parents didn't approve of the relationship and made it clear that they wanted it ended. Enraged, Roman burned down the family's mansion, killing both of his parents. Upon their deaths, he inherited the family fortune and business. Roman wasn't the businessman his father was, however, and eventually ruined Janus Cosmetics by funding a line of face-paint make-up which failed. In desperation, he threw large sums of money at the staff chemists to create a product to save the company, and what came back to him was a kind of water-proof makeup. The product was rushed to market without proper testing, and once it hit the market turned out to be a deadly toxin which disfigured several hundred women.

Circe, now Sionis' fiancée, broke up with him in front of his entire staff. At that time, now successful mogul Bruce Wayne offered to bail out the company on the condition that Sionis give up control and allow Wayne to appoint his own Board of Directors. Sionis agreed, but was furious at the humiliation he had suffered. He went to the family mausoleum and broke his mother's ebony coffin lid. From a piece of this, Sionis carved a mask, becoming 'Black Mask'. As the police investigated his disappearance, Roman gathered several other items from his home and from Janus Cosmetics - an automatic pistol, several thousand dollars in cash, his entire mask collection, and the remaining jars of the defective waterproof makeup - and debuted as Gotham's newest crime lord, Black Mask.

Black Mask was easily able to gather a legion of followers from the ranks of Gotham's underworld, beginning with two petty criminals whom he dubbed "Thespis" and "Tupeng". The " False Face Society", as Black Mask called the gang, was highly distinctive, and cult-like in several aspects - each member wore a different mask, which Black Mask himself assured would "recreate" the wearers' personalities into stronger ones. Operating from a base in the Sionis family crypt, the False Face Society soon buried Gotham beneath a crime wave, attracting the attention of both the police and Batman.

As the forces of law and order began to piece together Black Mask's true identity, the crime lord pursued his vendetta against those who had wronged him. With only Thespis and Tupeng at his side, Black Mask personally murdered three of Janus Cosmetics' new, Wayne-appointed executives, forcing each to don a mask laced with the failed waterproof makeup. The toxic chemicals made short work of the executives, killing each one painfully and leaving his face horrifically disfigured. This done, Black Mask next kidnapped Circe from her new career as a magazine model and forced her to don a mask laced with a diluted form of the makeup, sparing her life but permanently disfiguring her face. Black Mask then demanded that Circe rejoin him, or face the "full facial treatment", as the Wayne executives had. Left with no choice, Circe agreed, and was given a "mannequin" mask intentionally designed to mock her former life.

In the meantime, Batman had deduced Black Mask's true identity, and correctly predicted that Bruce Wayne would be the crime lord's next target. Hoping to set a trap for Black Mask, he held a masquerade ball at Wayne Manor, knowing that Sionis would not be able to resist attending. True to his predictions, Sionis, with Circe as his "date", infiltrated the ball and mingled with the guests. Sionis subsequently lured Bruce to the mansion's conservatory, intending to kill him with a gun. Bruce successfully fought off and disarmed Sionis, forcing the latter to flee the premises and allowing Robin to trail him to his hideout in the Sionis crypt.

The Dynamic Duo soon followed Black Mask into the graveyard, fighting off the hordes of the False Face Society with ease. Black Mask himself, however, escaped through a false bottom installed in his father's coffin, and fled the graveyard in a hearse. With the Batmobile hot on his heels, Black Mask drove to the Sionis family estate, chalking up his failure to kill Bruce Wayne to the "weakness" of Roman Sionis, and intending to fully sever the aforementioned identity from that of Black Mask. As Batman and Robin battled with the remaining members of the False Face Society, Black Mask entered Roman Sionis' old bedroom and set fire to the old toys inside, intending to burn the mansion to the ground.

Though empowered by the symbolism of the act, Black Mask's sense of invincibility was shortly-lived, for he emerged from the room to see that the entire membership of his False Face Society had been defeated by Batman and Robin. Unnerved, the crime lord immediately fled back into the burning bedroom. In an attempt to save him from a fiery death, Batman flung a Batarang-attached cable around Black Mask's knees, causing him to fall face-first just as the bedroom's rafters began collapsing. The rafters pinned Black Mask's face into the pile of burning toys; though Batman and Robin were able to tow him out of the fire, it was soon revealed that the flames had burned the mask into his face, ironically accomplishing his goal of eliminating all traces of Roman Sionis.

Weapons
Melee: Switchblade Hand Gun: Duel Colt Double Eagle SMG: Thomson Sub-Machine Gun Rifle: H&K G36 Explosive: Mk 2 "Pineapple" grenade
 * The Switchblade is currently an illegal weapon as it can be kept in the pocket and flicked open for a surprise attack.
 * Used for slashing and stabbing
 * The Colt Double Eagle functions almost identically to the M1911, especially as it was based on the gun and share the same magazine clips. Black Mask can use two Colt Double Eagles simultaneously without a harm to his accuracy.
 * Rounds: .45 ACP
 * Muzzle Velocity: around 251 m/s
 * Range: 50 meters
 * Action: Semi-Auto
 * Magazine: 8 round clip magazine each (16 rounds together)
 * The "Tommy Gun" is a classic gangster gun known for its power and vast number of rounds.
 * Rounds: .45 ACP
 * Muzzle Velocity: 285 m/s
 * Range: 50 meters
 * Action: Automatic
 * Rate of Fire: 1050 rounds/min
 * Magazine: 100 round drum magazine
 * The Heckler & Koch G36 is a German-made assault rifle known for its great range and accuracy.
 * Rounds: 5.56×45mm NATO
 * Muzzle Velocity: 920 m/s
 * Range: 800 meters
 * Action: Automatic
 * Rate of Fire: 750 rounds/min
 * Magazine: 30 round clip magazine
 * The Mk 2 "pineapple" grenade is an American made grenade, used in WW2 and other military conflict.
 * Blast Type: Fragmentation
 * Blast Radius: roughly 5 meters for death and 10 for injury
 * Launching System: Thrown
 * Activation: percussion cap & time fuse: 5 second delay

Special Edges:

 * Criminology: Black Mask is arguably the greatest criminal strategist and organiser in Gotham, having taken almost full control of the city's underworld on at least two occasions.
 * Tactical Analysis: Black Mask has the mastered ability to strategize and develop complex plans of actions.
 * Disguise: Black Mask is a formidable master of disguise as well as a highly gifted actor, as he was able to fool even the deductive skills of Batman when disguised as Orpheus. He most often uses face putty or plastic masks to hide his skull-head and look like someone else.
 * Acting: He has led almost all of Gotham to believe he was Batman when donning his suit.
 * Marksmanship: Roman Sionis is an excellent marksman who always carries at least two semi-automatic handguns. He has proven capable of hitting highly nimble athletes (like Jason Todd and Catwoman) in mid-air with relatively little effort and has also shot mid-flight batarangs away from himself.
 * Hand-to-Hand Combat (Advanced): Black Mask is a highly accomplished athlete and hand to hand combatant who has been shown fighting on par with the likes of Nightwing, Red Hood, Robin, Catwoman, and even Batman himself on at least one occasion.
 * Skilled Torturer: Perhaps Black Mask's most defining skill is his mastery of both physical and psychological torture, which he often uses either to extract information, or simply to torment his enemies.

Weaknesses:

 * Criminal Insanity: While not traditionally insane by any recognizable disease or mental defect, Roman is criminally insane which means he cannot tell the difference between right and wrong.

Tony Montana
In May 1980, Fidel Castro opens Mariel Harbor in Mariel, Cuba, allowing departing Cubans, former convicts, and criminals to emigrate to Miami, Florida, on boats. Tony is one of the many 125,000 Cubans on the Mariel Boatlift to Miami, an estimated 25,000 of whom had a criminal record. When he gets to Miami, he is questioned by U.S. officials; he lies about his whole life, telling them that his entire family is dead or stayed behind in Cuba and that he was a "political prisoner". However, because of a tattoo on his right hand, which indicates that he was an assassin in prison, he is not granted a green card.

Tony and his friend Manolo "Manny" Ribera are sent to "Freedomtown," a refugee camp under I-95 that held Cuban immigrants without green cards. After one month in the camp, Frank Lopez, head of a Miami drug cartel, offers to obtain them green cards in return for murdering Emilio Rebenga. Soon after Rebenga arrives at the camp, Manny and his accomplices cause a riot, where Tony stabs Rebenga while rioting Cubans yell "Libertad".

Tony and Manny are granted green cards and released, and the two get jobs as dishwashers for a small food stand in Little Havana, Miami. In August 1980, after another month of working, they are approached by Omar Suarez, Frank Lopez's right-hand man who contacted Manny for the Rebenga hit. He offers Tony and Manny $500 each to work for Lopez to help unload 500 kilograms of marijuana from a boat from Mexico. Tony is unsatisfied with this offer and demands at least $1,000, which angers Omar and as he reaches his gun to murder Tony, he is stopped by his driver. Omar offers Tony a cocaine deal with Colombians instead, for $5,000 each, which Tony accepts.

A few days later, Tony, Manny, and two associates — Angel and Chi Chi, Cubans who also spent time in Freedomtown — drive to a small hotel in Miami Beach to meet with the Colombians for the deal. While Manny and Chi Chi wait in their car, Tony and Angel go to the hotel room to meet with the Colombians. The cocaine dealer, Hector "The Toad," says he does not have the cocaine with him; Tony replies that he does not have the money either. Suddenly, the deal goes bad and Angel and Tony are handcuffed to a shower pole at gunpoint by a couple of Colombian enforcers. Hector demands the money, implying that he plans to kill Tony instead of selling them the cocaine, but Tony refuses. Hector then murders Angel with a chainsaw. Manny — instructed to stay in the car with Chi Chi and come in case they do not return in fifteen minutes — and Chi Chi approach the hotel, and hear the commotion. Manny bursts through the door with an uzi. After a short gunfight in which Manny is shot in the arm, and Hector is killed by Tony along with Hector's associates, Tony, Manny, and Chi Chi escape with the cocaine and the money. Instead of allowing Omar to take the cocaine to Frank, however, Tony takes it to Frank personally. Frank and Tony take a liking to each other, but Tony later confides to Manny that Frank may be too "soft" to be a major player for long. Tony and Manny end up working under Frank in the drug dealing business. Meanwhile, Tony takes an interest in Frank's girlfriend, Elvira Hancock. Frank takes Tony, Manny, and his associates out to the Babylon Nightclub, a high-class venue that Frank frequents. Although Tony flirts with Elvira, she shows no interest in him.

Weapons
Melee: Stiletto Pistol: Beretta 81 SMG: MAC-10 Rifle: AR-15 Explosive: M203 grenade launcher
 * The Stiletto is another name the switchblade.
 * Used for slashing and stabbing
 * The Beretta 81 is an Italian-made handgun and cousin of the more popular Beretta 92 and Beretta M9.
 * Rounds: .32 ACP
 * Muzzle Velocity: Around 270 m/s
 * Range: 50 meters
 * Action: Semi-Auto
 * Magazine: 12 rounds
 * The MAC-10 is a small automatic pistol that has created an iconic image for itself.
 * Rounds: .45 ACP
 * Muzzle Velocity: 280 m/s
 * Range: 50 Meters
 * Action: Automatic
 * Rate of Fire: 1,090 rounds/min
 * Magazine: 30 round clip magazine
 * The AR-15 is the predecessor of the M16 and the gun that Tony wields when saying the line everyone remembers from that film: "Say Hello to my Little Friend!"
 * Rounds: 5.56×45mm NATO
 * Muzzle Velocity: 975 m/s
 * Range: 550 meters
 * Action: Automatic
 * Rate of Fire: 800 rounds/min
 * Magazine: 30 rounds
 * The M203 is an American made underbarrel grenade launcher made for the M16 and weapons that share the same design.
 * Rounds: 40mm grenade
 * Detonation: Impact
 * Range: 150 meters (effective) 400 meters (maximum)
 * Action: Single Shot
 * Magazine: 1 grenade

Special Edges:

 * Marksmanship: Tony Montana is quite skilled with a gun and can utilize a gun effectively.
 * Knife Fighter (Advanced): Tony is a deadly knife fighter. He can utilize many deadly techniques with his blades and kill his enemies very fast
 * Master Torturer: Tony is a brutal man, perfectly fine with making his enemies suffer. Whether it is through terrifying threats to physical butchery.

Weaknesses:

 * Overconfident: Tony is a bit overconfident. He view many to not be threats and is overly calm about bad situations. While many times this has gotten him far, he will be surpised when things don't go the way he thought they would.

X-Factors (BMvTM)
<p style="text-align:center;">Black Mask vs Tony Montana

<p style="text-align:center;">87 Physicality 87

Neither of these warriors are elite gymnasts. They are both deadly fighters but they neither of them have peak agility or peak strength. They are both tough, though, as both have survived getting shot and taking a beating.

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

Both of these two warriors are smart leaders but the Black Mask is a master of Criminology, Tactical Analysis, Disguises and Acting. He has created a disguise that fooled Batman and even created a Batman Disguise that fooled Gotham. He is also a master of hypnosis, allowing him to take over the mind of several Arkham Inmates to take control of it.

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

Tony may mot have perfect mental health but he has Black Mask under him. While not traditionally insane by any recognizable disease or mental defect, Roman is criminally insane which means he cannot tell the difference between right and wrong. Tony does know the difference between good and evil but he doesn't care. He cares about power over what is right.

<p style="text-align:center;">92 Combat Ability 88

This one is close, yet not too close. Tony is a very skilled gunman and can utilize knives pretty well, but his hand-to-hand combat abilities are not the greatest and he lacks any major combat skills. The Black Skull is a skilled gunman also but his gunman skills are vastly more impressive as he can utilize two handguns without his accuracy being damaged. He is also a skilled melee fighter and his hand-to-hand combat abilities are amazing enough to par with Nightwing and even Batman on one occasion.

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

Both gangsters are perfectly OK with killing and will slaughter anyone that is a threat to them, even when personally.

<p style="text-align:center;">92 Leadership 90

Neither of them are trained leaders but both were able to make themselves into deadly crime lords. The Black Mask, however, has been around longer, granting more experience to use, and can use his hypnosis to make his men ever more loyal.

Who: The Warriors
The Black Mask will be joined by 3 henchmen. Montana will have 3 men joining him too.

Why: The Reason
Montana is expanding his drug empire and has is reaching into Gotham City. However, this is digging into the control of Black Mask and he will not allow this Colombian kingpin take control. Black Mask has planed out an assassination of Montana and will kill him personally.

=Ash Williams vs The Goon=

Ash Williams


Ash Williams is an employee of S-Mart when he and his girlfriend stayed in a cabin in the forest which was previously owned by Professor Knowby who discovered the Necronomicon Ex-Mortis aka 'The Book of the Dead' when they played the tape recorder they unleashed demons that possessed his girlfriend, forcing him to kill her in self defense. He was then possessed by a demon himself but was freed by the morning light. However, he was trapped in the forest and started to lose his mind. He then lost control of his hand and he was forced to saw it off. He then encountered the daughter of the Professor but she and her friends believe he has gone mad and killed her parents. Ash was soon freed and after many deaths, he was then armed up to kick some Deadite ass. They succeed in sending the evil through a time vortex but Ash was sucked in too. He was dropped off in 1300AD and was captured, declared an enemy by King Arthur. He was soon released and finds that he is part of a "prophecy" of retrieving the Necronomicon and freeing the land from the influence of the Deadites. Ash only wants the book as to send himself back to his time. Ash is able to find and retrieve the book but accidentally summoned a thousand evil undead warriors, lead by an evil undead doppelganger of Ash. Ash, however, looks back at his cowardice and his mistakes and he decided to lead to King Arthur and his men into fighting off the Army of Darkness. While the undead army first has an edge at first, an enemy-turned-friend of King Arthur had come in to fight the undead army and helped Ash and Arthur into victory. He is then given an elixir that would put him into an ancient sleep and return to his own time.

Weapons:
Unarmed Melee: Metal Hand Bladed Melee: Medieval Longsword Special Melee: Chainsaw Hand Ranged: Sawed-Off Shotgun
 * Ash's right hand was possesed and Ash was forced to cut it off. He eventually made a working synthetic hand out of a gauntlet.
 * Ash can punch with allot more damage than with a normal fist and grants him the strength to crush goblets with amazing speed.
 * During his time in the middle ages, Ash has learned how to use a longsword with much lethality.
 * Ash's most iconic weapon is the Chainsaw Hand. Ash is able to use his chainsaw with remarkable skill and slice and enemy with ease.
 * Ash's other most iconic weapon is his Sawed Off shotgun, which he can use with impeccable aim with one hand.
 * Rounds: 12 Gauge Buck Shot or Dear Slug
 * Range: 50 meters (Buck shot) or 100 meters (Dear Slug)
 * Rate of Fire: Double Trigger
 * Magazine: 2 Shells in two side-by-side barrels (though has been seen firing more than that)

Special Edges:

 * Major Intellect: Ash is incredibly smart. He was able to craft a working metal mechanical hand (something we are STILL working on), was able to create black powder from scratch and transformed his old car into a massive death-machine. His intellect in mechanics and chemistry are off the charts.
 * Strong Will: Ash is one of the few individuals to resist the Evil Spirits of the Forest when they possessed him, showing great will power.
 * Very Brave: Ash's events through time had forced him to harden up and become braver than ever before. He is not entirely fearless, though, as he is still afraid of the Evil Spirits of the Forest.
 * Strong: Ash has shown to be a strong individual. He is able to swing around chainsaw with one hand when he first attached it to his arm.

The Goon
The Goon grew up as an orphan, raised by his Aunt Kizzie, a strong-woman for a carnival. When wanted gangster Labrazio made the carnival his hiding place, Goon snuck into his trailer after hearing about the man's reputation for viciousness. Labrazio showed the young Goon a book containing the names of his enemies, people who had done him favors, and people who owed him money. The police managed to track Labrazio down, however, and surrounded the trailer. In the resulting shoot-out, Goon's Aunt Kizzie, while trying to protect her nephew, was gunned down by stray bullets from Labrazio's firearm. When Labrazio dismissed Kizzie as a "stupid broad" for getting in the crossfire, the young Goon snapped and beat the mobster's skull in with a rock. Figuring the late gangster owed him something, Goon took Labrazio's book (and the man's hat) and took over the entire operation, collecting money and offing deadbeats, all the while insisting that Labrazio was still alive and the Goon was merely his "enforcer." He met and befriended the cowardly-turned-overconfident Franky and the two became big. However, the rise of the Zombie Priest and the increase of zombies, monsters and other weird ass s#!+ have forced The Goon and Franky to change from criminals into heroes. They have fought undead creatures, killer Sasquatches and Skunkapes, robots, aliens, dimensional monstrosities and demons. They have also gained many powerful allies, from a powerful gypsy enchantress to a super-intelligent scientist with technology far beyond ours.

The Goon is a hulking figure, normally wearing green pants, a white or black shirt, and the hat he removed from Labrazio. Occasionally he wears a faded blue shirt with green stripes on the sleeves—the uniform from his football days. The left side of his face is horribly scarred, caused in a fight with a Triad leader who could turn himself into a dragon by the use of dark magic (as explained in The Goon graphic novel Chinatown). His eyes are blue, with the scarring on the left side of his face rendering his left eye blind. He has brown hair cropped short, almost always covered by his trademark cap.

Weapons:
Unarmed Melee: Street Fighting (w/Wrestling) Bladed Melee: Ax Special Melee: Chainsaw Ranged: Goon's Revolver (Taurus Raging Bull)
 * The Goon is not trained in any hand to hand combat techniques. However, his street-fighter fighting style, mixed with his near superhuman strength, makes him very deadly up close. He can use the environment to his advantage and produce the mother of all hay-makers. He may have some wrestling in his combat as he will commonly throw his enemies around and put them into holds if he can combat their strength. He will also work to dismembering his enemies and may even use their leg against them.
 * Consists of heavy punching, unruly kicks and grappling attacks, usually with a limb flying somewhere
 * The Goon has used an ax to kill several enemies, including zombies, mutants and other monsters. It has a heavy head and a sharp blade.
 * The Goon has used a chainsaw that he keeps for big enemies. He has used it to dismember massive creatures.
 * The Goon is armed with a very large revolver. The exact model is unknown (do to it's exaggerated look). However, its size and power (blasted away a zombies head) likely puts it in a similar area as the Taurus Raging Bull.
 * Rounds: Really big bullet (similar to .454 Casull)
 * Range: 50 meters
 * Rate of Fire: Double Action
 * Magazine: 5 round revolving cylinder (though may be able to fire more)

Special Edges:

 * Near-Superhuman Strength: The Goon's strength is beyond any human. He is capable of bending metal pipes with ease, par an enraged gorilla in strength, kill a man in one punch, and rip a zombies head off with ease.
 * Heightened Speed and Reflexes: Despite his hulking size, the Goon is quite fast on his feet and can close distances very quickly. He also has fantastic reflexes. He can dodge gunfire and other incoming attacks.
 * Experienced: Ever since he was a teen, the Goon has been killing zombies. After his aunt was killed by Labrazio and the Goon killed him in rage, the Goon went his way and grew up becoming an "enforcer" for Labrazio. He soon found himself a respected member of the the community do to the many jobs he has done and his combating of the vast assortments of enemies that come to the city. He has fought zombies, mutants, robots, aliens, gangsters, trans-dimensional monsters, demons and other crazy ass stuff.
 * Improvised Fighter: The Goon will find use in any object. From stuff not meant for combat to strange weapons he has no idea what they are for, the Goon an use anything. He has even used a concrete block to kill a monster and wrapped an iron pipe around his hand to punch out a robot.
 * Brutal: The Goon is not shy of killing. He has brutalized several men who tried to kill him and slaughtered hords of zombies. He even pushed a murderous man and his manipulative wife off into the sea with their feet stuck in a bucket of concrete. He is very vengeful and will fight to make sure his foe is dead.
 * Strait Mind: The Goon rarely gets distracted. His cold, bitter nature makes it very hard for women to woo him and he has seen things that would make a man crap himself, making fear and intimidation a useless tool against him.

=Spike Spiegel vs Revy=

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

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

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

Special Edges

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

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

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

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

Special Edges

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

X-Factors
<p style="text-align:center;">Spike vs Revy

<p style="text-align:center;">98 Accuracy 98 While both are are very accurate, they are accurate in different ways. Revy is great at shooting a person's vitals. Spike, on the other hand, is very good at aiming for spots that will disarm or disable. Where Revy would aim for the head, Spike would shoot out the hand.

<p style="text-align:center;">86 Brutality 99 Spike will beat a person to a pulp but he will make sure they are still breathing. Revy, on the other hand, takes glee in killing people. She will not give a rat's ass if a civilian dies in the possess.

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

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

=Lara Croft vs Nathan Drake=

Lara Croft
Fresh from education and in search of lost relics, a 21-year-old Lara Croft journeys to an island off the coast of Japan aboard the Endurance, a salvage vessel helmed by Captain Conrad Roth. The crew had begun their long journey to find the lost Japanese kingdom of Yamatai. While venturing through the Dragon's Triangle, the Endurance is struck by a violent storm and splits in two, stranding everyone on an isolated island. Lara then found herself separated from the rest of the crew. She was then kidnapped by a savage native but escaped. She then had to start surviving on her own, taking up arms and making use of her incredible agility and instincts. Her time on the Island had transformed her from a naïve, vulnerable girl into a deadly, hardened survivor, willing to take a life when need be and pass any obstacle in her way.

Weapons
Melee: Ice Pick Handgun: Duel Remington Model 1911 R1 Enhanced SMG: Type 100 Submachine Gun Shotgun: Franchi SPAS-12 Assault Rifle 1: AK-47 Assault Rifle 2: Ultimax 100 Mark 3 Explosive: Homemade Grenade Launcher Special: Compound Bow
 * The Ice Pick is a good improvised weapon do to its durability, damage and ability to parry other weapons.
 * The Remington Model 1911 R1 Enhanced is an improved version of the classic M1911 semi-auto pistol. Lara learns how to use both pistols simultaneously over the coarse of the Tomb Raider reboot
 * Rounds: .45 ACP
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 10 round detachable box mag each (20 rounds together)
 * The Type 100 submachine gun is a Japanese submachine gun used during World War II, and the only submachine gun produced by Japan in any quantity.
 * Rounds: 8×22mm Nambu
 * Range: 100 meters
 * Rate of Fire: Automatic
 * Magazine: 30-round detachable curved box mag
 * The Franchi SPAS-12 is a powerful shotgun used by many law-enforcement groups.
 * Rounds: 12 gauge buck shot
 * Can fire Incendiary shells
 * Range: 200 meters
 * Rate of Fire: Pump Action
 * Magazine: 9 shell internal mag
 * The AK-47 is a Soviet Made weapon. It is very powerful and reliable but not very accurate.
 * Rounds: 7.62×39mm
 * Range: 400 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable box mag
 * The Ultimax 100 Mark 3 is a light-machine gun that Lara obtains and uses it much like an assault rifle.
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Rate of Fire: Automatic
 * Magazine: 60 round box magazine
 * Lara obtains a homemade grenade launcher from killing a high-ranking cult enforcer.
 * Rounds: Grenades
 * Explodes if impacts a target or after a 5 second fuse
 * Range: 50 meters
 * Rate of Fire: Single Shot
 * Magazine: 1 grenade at a time
 * Given to her by her friend Jonah Maiava, Lara has learned how to use her bow with deadly skill.
 * Rounds: Arrows
 * Special Rounds: Fire Arrow
 * Special Rounds: Rope Arrow
 * Range: 50 meters
 * Rate of Fire: Single Shot
 * Magazine: 1 arrow

Special Edges:

 * Major Speed and Agility: Lara is quite acrobatic and has good finesse, performing wall scrambles to reach higher levels or swinging on cloth banners as if it were a trapeze. As she hardens into a survivor, she can combine her scramble move to attack enemies in their weak spots. She is also very skilled in parkour, as she can move at a constant speed while reaching different locations.
 * High Pain Tolerance: Lara has gained a major resistance to pain do to the events on the Island. She can fight for long periods of time and not be distracted by painful injuries.
 * Skilled Melee Fighter: Despite having no major training, Lara is a skilled fighter.
 * Accurate Shot: Lara may have obtained some training in weapons from Roth, as she remembered what Roth said about using any weapon, that concentration is key to using any gun or bow with accuracy.
 * Resourcefulness: Lara also shows resourcefulness, using salvage found around various parts of Yamatai to improve her weapons.
 * Survivor: Lara is a hardened survivor. She has learned how to stay out of sight and sneak up on her foes, how to climb up places carefully and how to get food.
 * Very Intelligent: Lara is a very intelligent. She has much knowledge of East Asian history and culture, as shown when she could read the scroll inside the hilt of the katana, which is used by the storm guard general to commit seppuku. She could also identify Chinese antiquities from many different dynasties.
 * Fast Learner: Lara can learn how to use any weapon very quickly.

Nathan Drake
Nathan "Nate" Drake is a treasure hunter and fortune seeker, as well as a deep-sea salvage expert, action-pro, and professional thief, having competed with several enemies such as Atoq Navarro, Zoran Lazarević, Katherine Marlowe and Roberto Guerro. Nate believes himself to be the descendant of the famous English explorer Francis Drake.
 * We will be using Nathan Drake somewhat during the events of Drake's Fortune for the sake of fairness. When Tombraider 2 comes out, we may give Drake some expedience from the second Uncharted game.

Weapons
Melee: Bare fists Handgun: Beretta 92F2 SMG: MP40 Shotgun: SAS-12 Assault Rifle 1: AK-47 Assault Rifle 2: M4 Explosives: Mk-NDI Special: Flaming Barrel
 * Nathan uses his bare hands in combat against people when up close.
 * The 92FS is an Italian made semi-auto pistol.
 * Rounds: 9x19mm
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 15 round detachable box mag
 * The MP40 is an German SMG used by German Nazis by german.
 * Rounds: 9×19mm
 * Range: 100 meters
 * Rate of Fire: Automatic
 * Magazine: 35 round detachable box mag
 * The SAS-12 is a Pump Action version of the well known SPAS-12
 * Rounds: 12 gauge buck shot
 * Range: 200 meters
 * Rate of Fire: Pump Action
 * Magazine: 8 shell internal mag
 * The AK-47 is a Soviet-made weapon. It is very powerful and reliable but not very accurate.
 * Rounds: 7.62×39mm
 * Range: 400 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable box mag
 * The M4 is an American made carbine and a variant of the M16.
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Rate of Fire: Automatic
 * Magazine: 32 round detachable box mag
 * Nathan uses the basic Mk-NDI hand grenade. Plain and simple, but very powerful.
 * Rounds: Grenade
 * Explodes after 5 second fuse
 * Range: 10 meters
 * Rate of Fire: Thrown
 * Magazine: 1 grenade at a time
 * Nathan has made use of large wooden barrels to knock over charging enemies and set them on fire.

Special Edges:

 * Skilled Hand-to-Hand Combatant: Drake lacks any formal training but he is very deadly with his fists.
 * Accurate Shot: Again, Drake lacks any proper training in firearms but he is capable of using guns effectively.
 * Quick Thinking: Drake is capable of making up the plan as he goes.

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

<p style="text-align:center;">92 Intelligence 80 Lara is an extraordinarily intelligent archeologist. She is also a gifted improvisor and a very fast learner. Drake is skilled with his guns and can appraise artifacts the best he can but he is not as knowledgeable or creative as Lara.

<p style="text-align:center;">80 Brutality 90 While Lara initially detests killing people, she eventually puts this behind her and will kill without worry. However, Drake is a little more incline and isn't phased by killing people.

<p style="text-align:center;">96 Agility 82 Drake is pretty agile himself but compared to the likes of Lara, Nathan comes off as a stumbling idiot. Lara can leap, swing and climb with amazing grace, allowing her to get to almost any location through parkor.

<p style="text-align:center;">93 Strength 98 Both warriors are very strong but Drake is naturally stronger do to being a fully developed male. He can also overpower other strong individuals.

<p style="text-align:center;">95 Adaptability 85 Drake is tough and had to deal with hardship but it is nothing to what Lara had to suffer. She was thrown into a world far harsher and darker than Drake's and had to adapt far faster. She can adapt to nearly any environment and reach locations faster than Drake. She can also learn things quickly and improve her weapons fairly fast.

<p style="text-align:center;">25 Training 10 Neither have any major training in combat but Lara BARELY wins out as she likely got more training from Roth. He may have given her some training in firearms while Drake likely never got any training and has novice training in firearms.

<p style="text-align:center;">90 Experience 90 Drake has dealt with warlords and their militias while Lara faced a massive cult full of deadly killers and supernatural samurai warriors. What gives her a bit of an edge is that the Island she was trapped on was cursed and she had to face the wilderness in it. Drake has the edge in time but Lara has faced a much more diverse selection of enemies. I say even as Lara has more diverse training while Drake has more experience dealing similar enemies.

=Battle of the Master Thieves: Arsène Lupin III vs Diabolik=

Intro (LvD)


Today, we shall see who is the superior of these two master thieves! Their skills are grand and their gadgets are unexpecting! They are Sneaky! They are Calculating! They are Masters of Disguise!

<p style="text-align: center;"> THIS IS THE BATTLE OF THE MASTER THIEVES!

Arsène Lupin III, the Gentleman Thief, who loves to prove that he is the greatest thief around...

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

Diabolik, the Mysterious Super-Thief, who has mastered the arts of stealth, theft and assassination...

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

Diabolik (Represented by The Whole F'n Show)
The mysterious Diabolik is a professional thief who preys on other criminals. Despite carrying out an illegal far, he has healthy roots and ethical principles (honor, protect the weak, the sense of friendship and gratitude, respect for noble souls), and therefore hates the Mafia, drug dealers, moneylenders and torturers. Diabolik's name remains an utter mystery, so great that not even he knows. When he was still an infant, he was the only survivor of a shipwreck and was saved by the men of a certain King, the head of a powerful criminal organization that has his base on an island far from any route. Diabolik grows among offenders of any kind, learning from each expert. It is thanks to the teachings of Dr. Wolf, the head of the chemistry lab, that Diabolik first created his famous masks.

He eventually reveled against the King and slayed the crimelord. He then robbed him of his greatest covenants and escaped the island to begin his own, unstoppable criminal activity. Diabolik took his name from a dangerous black panther that the head of the combine killed on the secret island. He has traveled around the world to enhance his skills, most notably in the East. He then traveled to Clerville and became the most wanted thief in the world. He was soon joined by Eva Kant, a beautiful woman who was initially an informant for Diabolik but soon ungraded her to his partner and then his lover.

Weapons:
Melee: Dagger and Martial Arts Pistol: Dart Gun Explosives: Varies Explosives Gadgets: Varies Gadgets Vehicle: Jaguar E-Type
 * Diabolik is a deadly hand to hand fighter. He had traveled around the world and studied many different things, including martial arts.
 * Consists of many different Eastern martial arts.
 * Diabolik is also very deadly with his dagger, as he use it in a knife fight and throw it with incredible accuracy. He caries at least two on him at a time.
 * Blade is 20 cm long, made of steel and double edge
 * Can be thrown with uncanny accuracy
 * Diabolik carries with him a semi-automatic dart gun that fires darts with a powerful knock-out toxin.
 * Rounds: Darts
 * Features instantaneous knockout toxin
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 10 dart detachable clip
 * Diabolik carries with him a large selection of explosives on him. Include but not limited to:
 * Dynamite Charge: Used to blow holes through walls
 * Flash Bangs: Used to severely disorient his enemies
 * Smoke Bombs: Used to obscure the vision of his enemies
 * Fire Bomb: Used to surprise and scare enemies
 * Diabolik utilizes a wide selection of gadgets to infiltrate locations, escape custody and achieve other difficult tasks. Include but not limited to:
 * Grappling Hook: Used to scale places real fast. Can be used offensively
 * Suction Scalling Devices: Used to scale placed the Grappling hook can't reach
 * Super Acid: Used to melt through thick metals. Can be used offensively
 * Smoke Pellets: Used to cause misdirection and distraction
 * Gas Bomb: Used to release a non-lethal nerve gas onto his enemies
 * Realistic Cut Outs: Used to fool people and cause misdirection
 * Truth Serums: Used to get people to tell the truth
 * Mind-Control Drugs: Used to take over people's minds
 * Hacking Devices: Used to hack security cameras and electronic doors
 * Computer Watch: He has a small computer in his watch. Used to obtain information on the go
 * Masks: Diabolik carries with him a large selection of incredibly realistic masks that can fool most humans.
 * Diabolik drives around in a solid black Jaguar E-Type with tinted windows and several modifications. Modifications include:
 * Grease Slick: Used to cause enemy cars to slide around and crash
 * Smoke Screen: Used to obscure vision of enemy drivers
 * Bombs: Used to cause explosives behind the car
 * Armored Reinforcement: Used to protect the car further
 * Boosters: Used to increase the speed of the vehicles
 * Built-in Computer: Used just like his watch computer

Special Edges:

 * Genius Intellect: Diabolik is a super genius. He is a master of multiple kinds of science, including chemistry, herbalism, biology, engineering, mechanics and computers. He also knows many languages and is a master planner.
 * Peak Human Agility: Diabolik has borderline-superhuman agility and is hard to par agility wise.
 * Trained Since a Child: Diabolik had learned the ways of being a master criminal when he was a child. He learned many sciences, assassination techniques, subterfuge and other things he can use in his life as a master thief.
 * Further Teachings: After escaping the island he grew up in, Diabolik would then travel around the world to further enhance his already great skills.
 * Master of Stealth: Diabolik is capable of appearing out of nowhere and disappearing just as sudden. He is able to use his mastery of stealth to sneak into locations, steal his target item and leave undetected. He can also use this skill in assassinations.
 * Evasion: Diabolik has never been captured in during his time as a master thief. He has evaded arrest on so many occasions and has almost never been taken to jail. Diabolik has been caught before but it is typically by an individual who is just as smart, if not smarter, than Diabolik.
 * Escape Artist: Even if Diabolik has been captured, he is able to escape from almost anything, from cuffs to holding cells.
 * Master of Disguise: Diabolik is almost unbeatable in the art of disguises. He is able to create life-like masks, change his voice and poster and fool even the most keen-eyed individuals.
 * Hypnosis: Diabolik is a master of hypnosis, capable of taking over the mind of people through either drugs or the classic swinging-pocket-watch tactic.
 * Master Chemist: Diabolik is a master of chemistry. He has used this to kill people
 * Hand-to-Hand Combat (Advanced): Diabolik has learned many different martial arts as he traveled through the East. He is almost unmatchable in the art of unarmed combat. He is able to take out a group of armed men single-handedly.
 * Swordsmanship: Diabolik is a highly skills swordsman. If he is able to get his hands on a sword, he can fight with deadly skill.
 * Incredibly Accuracy: Diabolik is accurate as hell with any weapon in his hands, from his signature dagger to his dart gun.
 * Ruthless: Diabolik has not issue with killing criminals. He has a deep hatred for Mobsters, murderers, drug dealers and other such criminals.
 * Concentration: Diabolik is known for his steel-hard concentration. He does not act cocky and is very careful about what he does.

Weaknesses:

 * Mental Instability: Diabolik is not the most stable individual.

X-Factors (LvD)
<p style="text-align: center;">Lupin vs Diabolik

Physical
<p style="text-align: center;">77 Strength/Durability 90

Lupin can throw a wicked punch but Diabolik is much better built and can hit vastly harder with his punches and kicks.

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

Both are highly agile and can perform feats of finesse that no normal person can do.

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

Both are relatively equal in intellect as both are incredibly intelligent and are incredibly creative. They do differ, though, as Lupin utilizes surprise while Diabolik utilizes effectiveness. They are also geniuses in science and tactics.

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

While Lupin does not kill and prefers to leave his enemies alive, Diabolik has nor quarrel with killing his foes. If need be, he will kill his enemies. He will not harm civilians and law-enforcement but if his enemy is a criminal, Diabolik won't regret it.

<p style="text-align: center;">98 Unpredictability 90

Both are highly unpredictable but I have to give a slight edge to Lupin. His smile has fooled many and holds a master mind in his head. Diabolik has much more of a poker face, hard to figure out what he is thinking. His mask helps out allot, too. However, Lupin is much more known for being unpredictable.

Combat Skills
<p style="text-align: center;">25 Training 90

Lupin is much more of a self-taught man, crafting his skills himself. He may have learned some things from his father but he doesn't have as much training on his side. Diabolik, however, grew up on an island full of skilled criminals and had learned their crafts. He had also traveled around the world, studying many crafts. He is vastly better trained than the self-made Lupin.

<p style="text-align: center;">95 Ranged Combat Abilities 85

Both are highly skilled marksmen but I have to give it to Lupin, as he utilizes guns vastly more than Diabolik, who prefers up-close combat. Lupin is a skilled marksman and when their is distance between the two fighters, his skills with a gun will help.

<p style="text-align: center;">79 Melee Combat Abilities 95

Both are well skilled fighters but Diabolik has traveled the world and enhanced his fighting skills. He is also a skilled swordsman and knife fighter. Lupin is primarly works using simpler punches and karate chops. Once up close, Diabolik will Dominate.

Stealth Skills
<p style="text-align: center;">TBA Normal Stealth 95

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

Planing Skills
<p style="text-align: center;">TBA Planning 98

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

Experience
<p style="text-align: center;">TBA Experience 97

Why: The Reason
Both thieves are planning on stealing a highly valuable gem from a major crime lord in Clerville. However, both find themselves on the verge of snatching it for themselves and they don't feel like sharing. This is where the conflict comes in.

How: The Conditions of Victory
Conditions:
 * Death of Enemy: The classic way of victory, the winner wins through the death of his opponent.
 * Get Away with the Prize: Another way for one to win is by getting away with the gem while the other doesn't.
 * Escape Arrest: The final way for one to win is by evading arrest while the other fails to.

=Survivor Army vs Woodbury Army=

Survivor Army (Warm Bodies)
The Survivor Army is an army of human survivors that fight off the Corpses and Skeletons and protect the remaining humans. They are strong and have lasted many years after the events of the zombie apocalypse. They eventually learn that the Corpses are turning back and soon start fighting with the zombies in their battle with the vastly more destructive Skeletons.

Not much is given about the soldiers but they likely have some second-hand military training and even a few original U.S. military personal. Leader: Colonel Grigio= The father of Julie Grigio, Colonel Grigio is a firm footed leader who is harsh to his enemies, especially the undead, but protective of his fellow living. His wife was bitten and and has ever since grown a deep hatred for the corpses. When first seeing his daughter with the zombie-turning-human R, Gordio would not allow it and attempts to kill R. However, he sees that R has turned back into a human, he realizes that the Corpses are turning back and changes the orders of his men for them to fight with the zombies to wipe out the Skeletons.

Special Edges:
 * Strong Leader: Grigio is a very strong leader who stays firm on his believes and spot in the battle. This does make him stubborn, though, as he will not move easily.
 * Experienced: Girigio had been leading people since the apocalypses began.

Soldiers: Surviver Soldiers= The Army was created a little after the events of the apocalypse and have held strong for a few years. Their training is a bit mixed but they seem to have some decent military training on their side.

Special Edges:
 * Para-Military Training: Their training may not compare to the training of the late U.S. Military but they appear to be better trained than most zombie-apocalypse survivors.
 * Experience: Having existed long after the events of the Undead Takeover, the Survivor Army must have seen allot of combat. They likely had some comflict with other humans but are mainly fighting the undead.
 * Body Armor: Survivor Soldiers have been seen wearing body armor and even wearing helmets. This will make hurting them harder.
 * Weapon Attachments: Many soldiers have visual aids and other attachments for their weapons to make their shots much more accurate. Attachments include:
 * Flashlights
 * Holo sights
 * Forgrips
 * Red-Dot scope

Weapons= Melee: Combat Knifes Pistols: Taurus PT92AFS Pistol 2: Beretta 92FS Pistol 3: Ruger SR9 Shotgun: Heckler & Koch FABARM FP6 Assault Rifle 1: M4A1 Assault Rifle 2: SIG SG 552 Assault Rifle 3: M16A2
 * The Survivor Army have been seen carrying combat knives on them.
 * Blade is 7 inches long and made of steel
 * Features a clip-point for better stabbing
 * Primary used in melee
 * The Taurus PT92 is a Brizilian licensed reproduction of the Beretta 92. It functions just like it, to.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire System: Semi-Auto
 * Magazine: 17 round detachable clip
 * The Beretta 92FS is a variant of the original Italian Beretta 92.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire System: Semi-Auto
 * Magazine: 15 round detachable clip
 * The Ruger SR series are a line of U.S. made semi-automatic pistols. The original SR9 is armed in the small but accessible 9×19mm Parabellum.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire System: Semi-Auto
 * Magazine: 17 round detachable clip
 * The Heckler & Koch FABARM FP6 a series of Italian made shotguns sold by the German firearms manufacturing company Heckler & Koch GmbH
 * Rounds: 12G Buck Shot
 * Range: 200 meters
 * Fire System: Pump action
 * Magazine: 6 shell internal tube magazine
 * The M4A1 is an American carbine derived from the older M16 series of rifles.
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Fire System: 3-round burst
 * Magazine: 30 round detachable clip
 * The SG 552 is the carbine model of the Swedish SIG SG 550 series of assault rifles.
 * Rounds: 5.56×45mm NATO
 * Range: 400 meters
 * Fire System: Automatic
 * Magazine: 30 round detachable clip
 * The M16A2 is an improved model of the unreliable M16A1 assault rifle.
 * Rounds: 5.56×45mm NATO
 * Range: 550 meters
 * Fire System: 3-round burst
 * Magazine: 30 round detachable clip

Woodbury Army
Lead by the secretly insane Governor, The Woodbury Army is a massive group of armed Woodbury citizens rounded together by The Governor in order to kill Rick Grimes' group for The Prison, and for his own personal vengeance against the group.

Little is known about The Woodbury Army prior to the apocalypse. The Governor has stated that a few were veterans of the military.

Leader: The Governor= Philip, better known as "The Governor", is the main antagonist The Walking Dead. He is a survivor of the undead apocalypse who is in command of the fortified town of Woodbury after the outbreak. The Governor was a family man, having had a wife and daughter. He was dissatisfied with his life, having a mediocre job and house. His wife died in a car accident eighteen months prior to the outbreak, leaving him and his daughter to rely on one another. Philip eventually arrives at the town of Woodbury where he takes over and becomes the leader for the township.

Special Edges:
 * Brutality: The Governor is a brutal leader who will kill anyone that pisses him off. However, this may also be a problem as he will be brutal enough to kill his own men if they fail him.
 * Experience: The Governor had taken control of Woodbury since it was created and stayed in control for a while.

Soldiers: Woodbury Soldiers= Not much is known about the Woodbury military but they might have some former military personal and some second-hand military training to the others. They are grizzled soldiers and can take allot of heat, though they are not OK with going into an unknown battle ground and will lose their trust for their leader, for the right reasons.

Special Edges:
 * Para-Military Training: The Woodbury Army has some second-hand military training and some even have military veterans with more in-depth training.
 * Experience: Having gone strong since the apocalypse started, the Governor and his army have seen allot of combat in their time.

Weapons= Melee 1: Bowie Knife Pistol 1: Beretta 92SB Nickel Pistol 2: Walther P99 Pistol 3: Walther P38 Shotgun: Remington 870 Police Magnum Assault Rifle 1: Colt Law Enforcement Carbine Assault Rifle 2: Steyr AUG A1 Assault Rifle 3: Norinco Type 56
 * The Bowie knife is a large survival knife named after Colonel James "Jim" Bowie.
 * Blade varies in length and is made of steel
 * The Bowie knife used by the Governor has a blade over 24 inches long
 * Features a clip-point for better stabbing
 * Primary used in melee
 * The Beretta 92SB Nickel is a variant of the original Italian Beretta 92 semi-auto handgun.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire System: Semi-Auto
 * Magazine: 15 round detachable clip
 * The Walther P99 is a German made handgun produced by Walther arms.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire System: Semi-Auto
 * Magazine: 17 round detachable clip
 * The Walther P38 is a semi-automatic handgun created, produced and used by German Nazis during WWII.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire System: Semi-Auto
 * Magazine: 8 round detachable clip
 * The Remington 870 Police Magnum is a model of the Remington 870 series of pump-action shotguns that is used primary by Law Enforcement
 * Rounds: 12G Buck Shot
 * Range: 200 meters
 * Fire System: Pump action
 * Magazine: 6 to 8 shell internal tube magazine
 * The Colt Law Enforcement Carbine is simply an M4 carbine used by Law Enforcement.
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Fire System: 3-round burst
 * Magazine: 30 round detachable clip
 * The Steyr AUG A1 is an Austrian made bull-pump assault rifle.
 * Rounds: 5.56×45mm NATO
 * Range: 300 meters
 * Fire System: Automatic
 * Magazine: 30 round detachable clip
 * The Norinco Type 56 is a Chinese copy of the Russian AK47 assault rifle.
 * Rounds: 7.62×39mm
 * Range: 400 meters
 * Fire System: Automatic
 * Magazine: 30 round detachable clip

Leaders
<p style="text-align: center;">Colonel Grigio vs The Governor

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

Neither are specifically well trained and rely on their brains and ability to lead over full-pledge combat.

<p style="text-align: center;">74 Mental Health 43

The Governor is know for being insane and casing more harm to his people than help. Grigio isn't the most stable either but he won't cause harm onto his enemies.

<p style="text-align: center;">77 Brutality 90

The Governor wins this easy, as he will torture his enemies and savagely kill anyone that opposes him.

<p style="text-align: center;">90 Leadership 83

Both are fairly good leaders but the Governor has lost more men do to them being afraid of him. Grigio is much more careful with his men and will lead them carefully

<p style="text-align: center;">67 Physicality 78

Grigio is older and not as strong and durable than the younger Governor. It is safe to say that the Governor wins this edge.

The Soldiers
<p style="text-align: center;">Survivor Soldiers vs Woodbury Soldiers

Who and What: The Warriors and their Gear
Colornel Grigio will be leading 5 Survivor Soldiers. Grigio will be armed with a Combat Knife, his Taurus PT92AFS and an M4A1 with a Foregrip. His soldiers will carry a variety of different weapons. They will each have (at least) one knife, one pistol and one long-arm (Assault Rifles and Shotguns).

The Governor will be joined by 5 Woodbury Soldiers. The Governor will be armed with his Bowie Knife, his Beretta 92SB Nickel and his Steyr AUG A1. His men will be armed with a variety of different weapons. They will each have (at least) one knife, one pistol and one long-arm (Assault Rifles and Shotguns).

Where and When: The Location and Time
The battle will take place in an abandoned U.S. Military base camp. Their won't be that much in accessible ammo but their will be cover, close quarters and open areas

The Battle will take slightly before the events of Warm Bodies and during Third Season of the Walking Dead

Why: The Reason
Grigio has been given information about the a large military base camp that may have a large stockpile of weapons and ammo, non-perishable food, medicine and medical equipment. He As their is already a few groups out seeking materials and he still needs some people watching the city, the Colonel will be leading a group of five soldiers, one of which is his second-in-command, to secure the area and prepare for the gathering of the needed goods.

At the same time, the Governor is given the same information. He primarily wants the weapons and ammo, and plans on getting it. He takes with Caesar Martinez and four other Woodbury soldiers in securing this base and getting the materials.

Grigio gets to the base first but the Governor is their soon enough. The Governor believes these to be soldiers and plans on killing the Colonel. Grigio, however, is able to figure out that their is going to be a fight. Soon, the fire fight begins...

How: The Conditions
Victory goes to the side that kills off the other team, or at least scare them off, and get the needed items.

=Nicholas Angel vs TBA=

Nicholas Angel


Sergeant Nicholas Angel is an extremely dedicated police officer of the London Metropolitan Police Service, who performs his duties so well that he is accused of making his colleagues look bad. His superiors sent him to Sandford, a town in rural Gloucestershire. During his time in Sandford, he arrests several individuals for lesser crimes but he feels out of place. He meets several different officers: the geeky Danny Butterman, the irritable Andy Wainwright, the just as irritable Andy Cartwright, the doofy Tony Fisher, the sweet Doris Thatcher, the impossible to understand Saxon and the very nice Inspector Frank Butterman. Things soon become dark, though.

After a series of "accidents" occurred, Angel starts to believe that these are a series of murders. No one believes him, though, and he starts to think twice about his world of murder and conspiracy. However, his suspicions show to be true when an assassin was sent to kill him. Thankfully, he defeats the assassin and found the location of the Neighbourhood Watch Alliance, a secret society that fight for some of the dumbest stuff you can think of, like being a bad actor, being a drunk or making allot of typos in the town newspaper. Lead by Frank Butterman, the Alliance are able to surround Angel but Danny fakes angel's death, granting him an exit out of this.

However, Angel decides not to run and returns to Sandford in an attempt to defeat the Alliance. Danny decides to Join Angel and begin taking down the many members and their associates. He confronts Frank and the Sandford Police Force but Angel and Danny are able to convince their fellow officers to join them. Angel and his new team begin their take down of the Alliance and after a series of gunfights and a moral conflict form Danny, Angel and his friends bring the Alliance down but at the experience of their police station being being blown up by a sea mine they confiscated from a man who collected illegal weapons. They survive though, continuing to protect Sandford as long as they live.

Nicholas Angel had always wanted to be a policeman since he was a child and graduated top of the line from the Police Academy. He has done several different jobs in the police force and took part in different operations. He is a skilled detective, very intelligent, incredibly fit, expertly trained in firearms, an incredibly skilled hand-to-hand combatant.

Weapons:
Melee: Police Baton Pistol: Taurus PT92AFS and Jericho 941 F Shotgun: Mossberg 500 Assault Rifle: Heckler & Koch G36C
 * Police are skilled at using batons to knock enemies out cold.
 * The Taurus PT92 is a double action/single action semi-automatic pistol manufactured by Taurus.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 17 round detachable box magazine
 * The Jericho 941 is a double action/single action semi-automatic pistol developed by Israel Weapon Industries.
 * Rounds: .45 ACP
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 10 round detachable box mag
 * Mossberg 500 is a series of shotguns manufactured by O.F. Mossberg & Sons. The 500 series comprises widely varying models of hammerless, pump action repeaters.
 * Rounds: 12 gauge buck shot
 * Range: 100 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 8 round shell internal tube magazine
 * Features a muzzle choke for greater accuracy
 * The G36C is the most compact member of the G36 family.
 * Rounds: 5.56×45mm NATO
 * Range: 800 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable box magazine

=The Pay Day Team vs The Joker Gang=

Intro (JGvPC)


Today, we pit two clown themed criminals against each other and see who is the deadlier of the two groups. They are Smart! They are Destructive! They perform things no normal criminal can do!

<p style="text-align: center;"> THIS IS THE BATTLE OF THE CLOWN-FACED CRIMINALS!

The Joker Gang, the gang of two-bit criminals and psychos who fallow the unpredictable and extremely destructive Joker to destroy all laws and rules...

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

The PayDay Crew, the deadly team of skilled histers who perform some of the toughest heists and jobs, all in a form to train them for the biggest heist ever... <p style="text-align: center;"> WHO IS DEADLIEST?

The PayDay Crew


The Payday Crew is a team of professional heisters. They have performed and completed many different jobs and have fought off a combination of criminals, police, FBI agents and SWAT teams.

Team Members (Payday Team)
Dallis=

Dallas worked for a Chicago mob when he was young. He later climbed the ladder and went from club bouncer to hitman. When he was thirty he tried to turn two Chicago mobs against each other, resulting in the deaths of policemen and mobsters. A hit was placed on Dallas by the mob leaders, but he managed to survive.

While he was in hiding he ran an underground gun range. He also performed hits against drug dealers, wishing to harm the American drug trade. After ten years in hiding, he decided to steal a shipment of weapons and try to find a criminal crew.

He wears the American flag mask during heists.

Gear:

Special: Laser Trip-mine
 * The trip mine is a Semtex explosive device that can be planted on various surfaces, and is triggered when an enemy crosses its laser or an ally shoots it.
 * Activation: Passing through its laser.
 * Damage Type: Concussive Explosive

Special Edges:
 * Basic Training: As a former professional hitman, Dallas is likely better trained than most folks in fighting.
 * Experience: Dallas was a hitman for the mafia before becoming a heister and has fought several different enemies during both jobs.
 * Mastermind: Dallas is the leader of the crew and is the one to calculate the heists. He is very intelligent and relies allot on his ability to plan.
 * Team Loyalty: Dallas is very loyal to his teammates and would not screw them over.
 * Light Body Armor: The Payday Team have worn body armor on several occasions, depending upon the operation. For this mission, Dallas will wear light body armor that he can wear under his suit.

Hoxton= Little is known of the current Hoston other than that he is the little brother of Dallas. He likely has ties to the Mafia, just like his brother.

He wears a pink and white mask

Gear:

Special: Doctor Bag
 * The Doctor Bag is a bag full of medical gear, allowing the user and his allies to patch up and get back into the fight.

Special Edges:
 * Basic Training: Like most of the team, Hoxton likely has basic training as to use his weapons properly.
 * Ghost: Hoston is skilled in stealthy fighting, utilizing effective melee attacks and silenced shots that kill silently.
 * Team Loyalty: Hoxton works well with his team and will not betray them.
 * Light Body Armor: The Payday Team have worn body armor on several occasions, depending upon the operation. For this mission, Hoxton will wear light body armor that he can wear under his suit.

Wolf= Wolf raised his family in Stockholm until the economic slump in the 2000's. Wolf's software development company lost many clients, continuing with only one client who had cold feet and withheld payments.

Wolf took personal loans to appease the client and keep the project afloat, but the client had already decided to pull out. His company became bankrupt and his family homeless. He later had a mental breakdown and began acting out various action movies. This has resulted in his criminal career.

He wears the white and red demon mask.

Gear:

Special: Sentry Gun
 * The Sentry Guns are small automated turrets use to add an extra pair of guns in a fight.
 * Rounds: 9×19mm Parabellum
 * Range: 100 meters
 * Fire Action: Automatic
 * Magazine: Unknown (likely 100 bullets)

Special Edges:
 * Basic Training: Wolf most likely has training in weapon use.
 * Experinced: Wolf is amongst the older members of the team and took part in many heists along side Dallas.
 * Technician: Wolf is skilled at working machines, allowing him to break into vaults and and work other devices.
 * Brutal: Wolf is perfectly fine with killing his enemies. He is, after all, the most unstable member of the team.
 * Team Loyalty: Despite being unstable, Wolf is incredibly loyal to his team and wouldn't do anything that would harm them.
 * Light Body Armor: The Payday Team have worn body armor on several occasions, depending upon the operation. For this mission, Wolf will wear light body armor that he can wear under his suit.

Chains=

Little is known about the current Chains. However, just like the original, he is a large black man and likely has military training.

He wears a white, black, and pink mask.

Gear:

Special Item: Ammo Bag
 * The Ammo Bag is a bag full of magazines and spare rounds. It is used when you or your team mates are low on ammo.

Special Edges:
 * Military Training: Chains, like his former, is former military and stands as the best trained of the team.
 * Enforcer: Chains is the heavy fighter of the team. He is tough and can take allot of damage before going down.
 * Brutal: Chains has nor quarrel with killing police men when they try to fight him.
 * Team Loyalty: Chains is loyal to his team and works very well with them.
 * Light Body Armor: The Payday Team have worn body armor on several occasions, depending upon the operation. For this mission, Chains will wear light body armor that he can wear under his suit.

Bain= Bain is the anonomes planner and overseer of every heist the Payday Crew does, monitoring and directing the crew at every stage.

Bain has no known background, his face was never truly revealed, and it is unknown if Bain is his real name, or an alias, similar to the rest of the crew. Bain is usually set up at some sort of headquarters away from the heist, though close enough that he can monitor it.

Gear:

Secret Headquarters:
 * Bane is never truly in the fight. He is able to communicate with the team and help them with completing their team.
 * Is able to obtain large quantities of information for the heists
 * Is able to get blueprints of buildings and connect with informants
 * Can hack computers when the heisters are connected to a computer
 * Has several secret cameras so that he can see everything
 * Can not be killed as he is not in the fight

Special Edges:
 * Outside Combat: Bain is not in harms way as he is not in the fight. This means he will always be with the crew.
 * Intelligent: Bain is a master planner and very skilled in hacking and obtaining information.
 * Informant: Bain is the primary provider of information and can connect to other informants as to get more information.
 * Connections: Bain has allot of connections and can utilize this to either help out the crew directly, such as getting a driver for the crew's getaway, or make the heist easier for the crew.
 * Negotiation: Bain is a shrewd negotiation. He can get crew members out of prison, even if they have done major felonies.

Rifles:
AMCAR-4 (M4A2): AK (AK-47): Compact 5 (MP5A2): Mark 11 (MAC 10):
 * The AMCAR-4 is based on the M4A2 assault carbine.
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Fire Action: Automatic
 * Rate of Fire: 700–950
 * Magazine: 30 round detachable clip mag
 * The AK rifle is the AK-47 assault rifle.
 * Rounds: 7.62×39mm
 * Range: 300 meters
 * Fire Action: Automatic
 * Rate of Fire: 600 rounds/min
 * Magazine: 30 round detachable clip mag
 * The Compact 5 is based on the MP5A2 sub-machine gun.
 * Rounds: 9×19mm Parabellum
 * Range: 200 meters
 * Fire Rate: Automatic
 * Rate of Fire: 800 rounds/min
 * Magazine: 32 rounds detachable clip mag
 * The Mark 10 is based on the MAC 10 sub-machine gun/machine pistol.
 * Rounds: .45 ACP
 * Range: 50 meters
 * Fire Action: Automatic
 * Rate of Fire: 1,145 rounds/min
 * Magazine: 30 round detachable clip mag

Shotguns:
Reinback 880 (Mossberg 590): Locomotive 12G (Remington 870):
 * The Reinback is based on Mossberg 590 shotgun.
 * Rounds: 12 gauge buck shot
 * Range: 200 meters
 * Fire Action: Pump Action
 * Magazine: 8 shell internal tube mag
 * The Locomotive 12G is based on a Remington 870 variant.
 * Rounds: 12 gauge buck shot
 * Range: 150 meters
 * Fire Action: Pump Action
 * Magazine: 6 shell internal tube mag

Handguns:
STRYK (Glock 17): Crosskill .45 (Springfield Armory 1911 ): Bernetti 9 (Beretta 92F): Bronco .44 (Raging Bull):
 * The STRYK is based on the Glock 17 semi-automatic pistol.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 17 round detachable clip mag
 * The C45 is based on the Springfield Armory 1911 semi-automatic pistol.
 * Rounds: .45 ACP
 * Range: 50 meters
 * Fire Action: Semi-Automatic
 * Magazine: 8 round detachable clip mag
 * The Bernetti is based on the Beretta 92F semi-automatic pistol.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 15 rounds detachable clip mag
 * Features silencer for stealthy kills
 * The Bronco .44 is based on the Raging Bull magnum revolver.
 * Rounds: .44 Magnum
 * Range: 50 meters
 * Fire Action: Double Action
 * Magazine: 6 round revolving cylinder

Gear Set Up:

 * Dallas: AMCAR-4, Mark 11, STRYK, Laser Trip-Mines (3), Light Body Armor
 * Hoxton: AMCAR-4, Compact 5, Bernetti 9, Doctor Bag, Light Body Armor
 * Wolf: AK rifle, Reinback 880, Bronco .44, Sentry Gun (2), Light Body Armor
 * Chains: AMCAR-4, Locomotive 12G, Crosskill .45, Ammo Bag, Light Body Armor

Joker Gang
The Joker Gang was a group of criminals, in part a combination of small-time robbers and mentally-ill escapees of Arkham Asylum, who served under the Joker. The Joker is the leader and most consistent member of the gang. The rest of the gang last a very short time.

The Joker= The Joker is an anarchist criminal mastermind whose sole purpose is to create "a world without rules". Despite being sociopathic, The Joker is very intelligent, unpredictable, a master planner, and always stays one step ahead of his opponent.

Gear:

Grenades:
 * The Joker utilizes varies grenades. He doesn't use grenades conventionally, prefuring to use it to keep people from do anything by placing unpinned grenades in their hand and a use as a threat by attaching them to his coat and threatening to activate all of them. The kinds he caries with him include:
 * Mk 2 hand grenade
 * M26 hand grenade
 * M67 hand grenade
 * Smoke grenade

Special Edges:
 * High-Pain Tolerance: The Joker has taken harsh punches to the face and just laughed them off.
 * Unpredictable: Perhaps the greatest strength of any of the incarnations, The Joker is highly unpredictable. Figuring out when he will do next is next to impossible.
 * Intelligence: The Joker is incredibly intelligent and is a master of making explosives and amazing plans.
 * Brutal: The Joker is perfectly fine with killing cops and blowing up hospitals and boats full of civilians and convicts alike.
 * Fearless: The Joker afraid of nothing. He doesn't care if he dies or not.

The Joker's Thugs= The Joker's thugs are made up of criminals, Arkham escapees, gangsters and low-brow robbers. Their skills and special edges vary but they are overall nothing compared to the Joker, though they are deadly fighters.

Gear:

WZ.83 Pallad D Grenade Launcher w/ grappling hook:
 * The Joker's thugs have been seen using WZ.83 Pallad D grenade launchers. However, it is not used to fire grenades. It is used to fire grappling hooks and wires.
 * Rounds: Grapling Hook with 20 meter cord on the end
 * Range: Around 350 m
 * Fire Action: Muzzle Loaded
 * Magazine: 1 grappling hook and launching charge

Special Edges:
 * Brutality: The Joker's Thugs are perfectly fine with killing innocents and causing mass damage.
 * Loyalty: The Joker's Thugs are loyal to the Joker, though they are not loyal to each other. They aren't even that loyal to the Joker as they work for him because of fear, greed or mental illness.

Automatics
Smith & Wesson M76: Beretta M12: MAC-10:
 * The Smith & Wesson M76 is an American-made .45 sub-machine gun, based off of the Swedish Carl Gustav M/45 sub-machine gun.
 * Rounds: .45 ACP
 * Range: 150 meters
 * Fire Action: Automatic
 * Rate of Fire: 720 rounds/min
 * Magazine: 36 round detachable clip mag
 * The Beretta M12 is an Italian-made 9mm sub-machine gun.
 * Rounds: 9×19mm Parabellum
 * Range: 150 meters
 * Fire Action: Automatic
 * Rate of Fire: 550 rounds/min
 * Magazine: 25 round detachable clip mag
 * The MAC-10 is an American-made .45 sub-machine gun/machine pistol.
 * Rounds: .45 ACP
 * Range: 50 meters
 * Fire Action: Automatic
 * Rate of Fire: 1,145 rounds/min
 * Magazine: 30 round detachable clip mag

Shotguns:
Mossberg 590 Cruiser: Sawed Off Remington 87: Double Barrel Shotgun:
 * The Mossberg 590 Cruiser is an American-made, 12 gauge bore shotgun.
 * Rounds: 12 gauge buck shot
 * Range: 200 meters
 * Fire Action: Pump Action
 * Magazine: 8 shell internal tube mag
 * The Remington 87 is an American-made, 12 gauge bore shotgun. The Joker utilizes a sawed off version.
 * Rounds: 12 gauge buck shot
 * Range: 100 meters
 * Fire Action: Pump Action
 * Magazine: 6 shell internal tube mag
 * The Double Barrel shotgun is, well, a shotgun with two barrels.
 * Rounds: 12 gauge buck shot
 * Range: 200 meters
 * Fire Action: Duel Triggers
 * Magazine: One shell in each barrel

Pistols:
Glock 17: Modified Glock 17: Beretta 92SB-C: Smith & Wesson Model 19 Snub:
 * The Glock 17 is a Austrian 9mm made pistol.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 17 round detachable clip mag
 * The Joker wields a specialy modifies Glock 17 that fires automatically.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire Action: Automatic
 * Magazine: 25 round detachable clip mag
 * The Beretta 92SB-C is a fancy model of the Italian 9mm Beretta 92 pistol.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 15 round detachable clip mag
 * The Smith & Wesson Model 19 Snub is an American-made magnum .357 revolver with a snub barrel.
 * Rounds: .357 Magnum
 * Range: 50 meters
 * Fire Action: Double Action
 * Magazine: 6 round revolving cylinder

Gear Set-Up

 * The Joker: Smith & Wesson M76, Sawed Off Remington 87, Modified Glock 17,Smith & Wesson Model 19 Snub, Grenades (10 on body:; 4 for hostage control and 6 strapped on for threat use)
 * Joker Thug #1: Beretta M12, MAC 10, Glock 17
 * Joker Thug #2: Mossberg 590 Cruiser, MAC 10, Beretta 92SB-C
 * Joker Thug #3: Double Barrel Shotgun, Glock 17, WZ.83 Pallad D Grenade Launcher w/ grappling hook

Intellect: The Joker vs Bain
<p style="text-align: center;">The Joker vs Bain

<p style="text-align: center;">90 Planning 97

While the Joker has some fantastic planning skills, Bain's ability to plan is vastly superior. He is able to get information on missions and provide the right information to the crew when they need it. He can look up information on the go and work out how they can get through flawlessly. Still, The Joker has made plans that are near-foolproof. However, he has been shown to underestimate things, such as the morals of both civilians and criminals, ruining his fun for a shot while. Bain has also made plans that don't go the way they should but his plans are malleable enough that they never stray to far and the crew can steer it back on course.

<p style="text-align: center;">97 Adaptability 90

The Joker pretty much doesn't have a true plan. He makes up the plan as he goes and is never surprise by the outcomes. Bane is pretty adaptable himself, as his missions are malleable enough for the crew to get the mission done the way it should. However, he may not see things right away and the mission can go wrong.

Fighters: Joker Gang vs PayDay Crew
<p style="text-align: center;">The Joker - The Joker's Thugs

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

<p style="text-align: center;">Dallas- Hoxton - Wolf - Chains

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

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

<p style="text-align: center;">80 - 83 - 87 - 90

The Joker has a high resilience to pain and can take a beating. However, he isn't notably strong or resilient to damage other than pain. His' thugs, on the other hand, are weaker as they still feel pain and are not at all tough. Dallas is a fairly fit man and can take a beating, but he is notably older than the Joker, pushing back his physical capabilities to only parring the Joker. He is also a chain smoker but it doesn't really affect him. Hoxton is younger than Dallas and does not have the smoking problem, making him overall stronger and tougher. Wolf is a tough guy himself. He has a high pain tolerance and can take allot of hits before going down. The toughest of the bunch is defiantly Chains as he is a large fit black man with military experience. <p style="text-align: center;">85 - 75 <p style="text-align: center;">Speed

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

The Joker is known for being fast on his feet. His thugs are not, though. On the other team, Dallas' age hampers him allot, though his chain smoking doesn't cause any harm to his skills. Hoxton is the youngest and can move pretty damn fast. Wolf is pretty fast too but not as fast ad Hoxton, while Chains relies allot on durability over speed.

Mental
<p style="text-align: center;">97 - 73

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

<p style="text-align: center;">88 - 86 - 88 - 86

The Joker is known for being a genius. He is a master of making explosives, creating incredible plans and adapting with amazing speed. His goons, on the other hand, are pretty dumb. Some have skills that are greater than most people but the rest of them are just expendable goons, no smarter than the average man or woman.

The PayDay crew may not stack up to the Joker individually but they are more than a match for his goons, or most people for that matter. Dallas is a shrewd thinker and can lead his team personally. Hoxton knows about stealth and how to hide himself and any body. Wolf is the technition of the team, capable of working drills and other devices faster than his teammates. Chains has military training and knows more about tactical and strategic combat than anyone in this fight.

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

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

<p style="text-align: center;">90 - 90 - 72 - 90

When sanity comes into check, the Joker is out the door but not far. He may know the difference between right and wrong but he is unstable enough that he just doesn't care. He this gives him no moral boundaries and a makes him a danger to his enemies but this also makes him a tad bit reckless and a danger to his allies. The Joker's men fluctuate in sanity, some being relatively stable while others are schizophrenics.

The Payday Crew are vastly more stable. Dallas, despite his conflict with the Mafia, is a very sane and calculating individual. Hoxton has a firm foot in reality and Chains has a very stable mind on him. Wolf stands as the black sheep, having had a mental breakdown and became a criminal for the rush of it. However, his instability is relatively under control and he doesn't screw up the jobs he is in.

<p style="text-align: center;">100 - 93

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

<p style="text-align: center;">80 - 80 - 88 - 80

The Joker and his thugs take the top easily. The Joker is perfectly fine with killing innocents and even finds enjoyment in torturing and brutally killing cops. His men likely are not as sadistic but they have no problem killing innocents.

The PayDay crew are OK killing criminals and cops alike but they work to not harm innocents. They work to tie them up and use as hostages. Wolf is not as fazed by killing innocents but he still tries avoiding killing them.

Personal Skills
<p style="text-align: center;">10 - 5

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

<p style="text-align: center;">50 - 25 - 25 - 80

The Joker likely has little to no training. His history is sketchy but he more than likely got no training from the military or criminal organizations do to him being unreliable and more of a danger to them than an asset. His thugs are probably worse trained, as many of them are mentally ill and would get no training from anyone.

The PayDay crew have way more training than their enemies. Dallas, as a former Mafia hitman, likely got some above-average training in firearms. Hoxton doesn't have as known a history but joining the PayDay crew has given him more training in fighting. Wolf originally ran a software development company before his mental breakdown but he likely gained some weapons training after joining up with the PayDay Crew. Chains has the highest level of training, as he was likely former military, much like his predecessor.

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

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

<p style="text-align: center;">83 - 83 - 80 - 85

The Joker can be precise with his explosions and knives but when he uses his guns, he isn't the most accurate. He, like many basic criminals, utilize power over precision. His thugs are even worse, being dumber and no where near as accurate.

The PayDay crew are much more precise with their guns. Wolf and Hoxton likely have basic training and can use their weapons more accurately than untrained people. Dallas was a hitman before becoming the team leader, giving him greater skill with guns than Wolf and Hoxton. Chains has the best accuracy, however, as he was in the military and has the best weapons training of the bunch.

Team Skills
<p style="text-align: center;">40 - 60

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

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

The Joker is not loyal to his men, perfectly fine with them dieing. His men are somewhat loyal to the Joker but only because they are either afraid of him, want to get money through him or are mentally ill enough for him to manipulate. The thugs are also relatively unloyal to each other, only to the Joker.

The PayDay crew are on the other side of the spectrum. They work at keeping each other alive and will help each other extensively, each watching the other's backs.

History
<p style="text-align: center;">90 - 50

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

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

The Joker has likely done several crimes before the events of The Dark Knight and has even fought the Batman. However, his goons rarely live long enough to see as much combat as the Joker. They die ALLOT and have hardly fought more than some cops and criminals

The PayDay Crew, however, have taken part in several heists together and some have seen combat before joining the Crew. It is safe to say the PayDay team have seen allot more combat than the Joker's goons.

Who: The Combatants
The Joker's Gang will consist of the Joker and three other goons. The Joker will have two other men joining him but they will merely be for story purposes, being killed off when they don't know it.

The PayDay crew will consist of Dallas, Hoxton, Wolf and Chains. Bain will be joining them through radio contact and control of the cameras.

Where: The Battle Ground
The Fight will take place at a large, very well-funded bank. Their will be a few hollways, some area to use as cover.

Why: The Reason
The Joker is planning on the heisting of a large corporate bank in Gotham. He has rounded up five of his thugs to help him. They are planning on disabling the cameras, taking everyone hostage and killing anyone who gets in their way. However, the Joker finds an unexpected element that may very well ruin his heist.

Bain has mapped out the heist of the same bank. Dallas and Chains enter through the front in disguise while Hoxton and Wolf come in from behind to take out the people in the camera room, eliminating detection and possible police interference. However, the two find two of the Joker's men are already hacking the cameras.

Getting the drop on them, Hoxton and Wolf take out the goons. After that, Hoxton tries warning the other two while Wolf works to get Bain onto the cameras so that he is in control. However, just then, the Joker and his remaining three goons enter in, only knowing that this is the time the other two goons would be dome hacking. Bain is able to get on and Wolf joins up with Hoxton. Dallas and Chains will be arming themselves and the two sides are ready to fight.

How: The Conditions
Their are two conditions for one side to win:
 * Killing everyone on the opposing team: One team kills everyone on the losing team. Simple enough.
 * Getting away with the Loot: One team get the loot and get away with it while the losing team get either nothing or get arrested.. This one is more complicated but it doesn't mean that neither team suffer any casualties.

=Mad Dog vs TBA=

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

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

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

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

=ARC Troopers vs Forerunner Warrior-Servent=

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

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

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

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

=Turians vs Elites=

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

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

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

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

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

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

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

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

=The Locust vs Super Mutants=

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

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

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

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

=Final Echo Elite vs Clonial Mariens=

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=Isaac Clarke vs Gordon Freeman=

Isaac Clarke


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

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

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

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

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

X-Factor

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

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

- G-Man

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

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

Special Edges

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

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

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

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

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

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

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

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

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

=Cybermen vs CIS Battle Droids=

Cybermen


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

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

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

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

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

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

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

=Boba Fett vs Zaeed Massani=

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

- Boba Fett on his famous starship, Slave I.

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

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

Weapons:
Pistol: Sacros K-11 Blaster Pistol Rifle: EE-3 Carbine Rifle Sniper: LD-1 Target Blaster Rifle Super: DXR-6 Disruptor Rifle Grenade: Class-A thermal detonator Special: Z-6 Jetpack w/ Homing Missile Armor: Mandalorian Armor w/ Power Armor Liner:
 * Boba Fett carried with him a Sacros K-11. It likely functions like many other heavy blaster pistols.
 * Accuracy: High
 * Round: 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: Disruptor 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: Human Body Armor
 * A reliable, accurate sidearm, The Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Projectiles
 * Damage: Low to Medium
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Mag Size: 15 rounds
 * Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch.
 * Accuracy: Medium to High
 * Rounds: Mass-Accelerated Projectiles
 * Damage: Very High
 * Recoil: Low
 * Rate of Fire: Single Fire
 * Mag Size: 16 rounds
 * The Mantis is a powerful sniper rifle which is able to take out most targets in a single shot. It's incredibly accurate at long range, but rate of fire is dreadfully slow.
 * Accuracy: Very High
 * Rounds: Mass-Accelerated Projectiles
 * Damage: Very High
 * Recoil: Very High
 * Rate of Fire: Single Shot
 * Mag Size: Single Shot
 * Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby. Zaeed will use the Mattock Rifle to fire this blast
 * Accuracy: Medium
 * Rounds: Hyper-Accelerated round
 * Damage: Very High
 * Area of Effect: 1.5 meter radius
 * Recoil: Very High
 * Rate of Fire: Single Shot
 * Mag Size: 1 round
 * This deadly grenade sprays fire on anyone unlucky enough to be close enough.
 * Accuracy: Medium
 * Rounds: Fire-Spray
 * Damage: High
 * Area of Effect: 5 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Mag Size: 1 grenade.
 * When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.
 * Accuracy: High
 * Rounds: High-Powered Concussive round
 * Damage: High (Stun Damage)
 * Recoil: High
 * Rate of Fire: Single Shot
 * Mag Size: 1 round
 * Zaeed's body armor, despite its unique look, is not really special combat wise. It provides decent but limited protection against Mass-Accelerator weapons and Kinetic Barriers that help in defense.
 * Body armor primary strong at the chest, back, right shoulder and forearm, left arm and legs. Head and left arm are not protected.
 * Body armor provides protection against Mass-Accelerator weapons.
 * Kinetic Barriers provide good protection against Mass-Accelerator weapons and explosives but performs poorly against energy weapons and does not protect against intense heat, radiation and lasers.

Special Edges

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=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)
<p style="text-align: center;">Boba Fett <p style="text-align: center;">vs <p style="text-align: center;">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 infrequently appears during missions, encountered with a level that ranges anywhere between 30 to 70, that will target and attack a single player within the current cell. This enemy will taunt the player with messages in a similar fashion as bosses. For the duration of these messages, the target's HUD will flicker, along with any surrounding lights. After a total of three taunts, the stalker will teleport into the location and proceed to attack his target

Weapons
Melee: Hate Sidearm: Despair Primary: Dread Power 1: Shuriken Power 2: Smoke Bomb Power 3: Teleport Power 4: Slash Dash Power 5: Charge Armor: Stalker Armor
 * HATE is a scythe with a cruel blade, wielded by the Stalker.
 * Damage: Very High
 * Major Reach and can hit Multiple targets
 * 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
 * Rate of Fire: Thrown
 * Magazine: 10 throwing daggers at hand at a time
 * DREAD is the calling card of the Stalker. It fires arrows that can decapitate.
 * Accuracy: Very High
 * Rounds: Plasma-Tipped Arrows
 * Damage: Very High
 * Ignores Armor
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 1 arrow at a time
 * Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.
 * Damage: Very High
 * Homes onto target
 * Drops a smoke bomb that stuns enemies and obscures their vision, rendering the Stalker invisible for a short time.
 * Damage: none (Stun)
 * Obscures Vision and Disorients enemies
 * Just like Ash, the Stalker teleports towards the target, bringing them into melee range.
 * The Stalker teleports directly in front of the target
 * Just like Excalibur, the Stalker can make a super-fast dash towards its target and produce a deadly strike attack.
 * Damage: Very High (Melee Damage)
 * Can hit multiple targets in a row
 * Much Like Rhino, the Stalker can charge at his target with superhuman strength and send them flying.
 * Damage: High (Knocks down targets)
 * Can hit multiple targets in a row
 * The Stalker wears incredibly strong armor that also provides powerful shields.
 * Body Armor provides major protection against damage
 * Shields provide major protection against both ranged and melee attacks

Special Edges

 * Superhuman Strength: The Stalker is vastly stronger than any human.
 * Superhuman Speed: The Stalker is crazy fast, capable of moving around quickly and quietly.
 * Superhuman Durability: The Stalker can take a hell of a beating before going down.
 * Unknown Advanced Training: The Stalker is able to use his weapons with the same skill of as a Tenno.
 * Stealth Master: The Stalker, as his name goes, is incredibly stealthy. His ninja-like skills and speed makes him hard to locate unless you know where they are.
 * Brutal: The Stalker will kill its target viciously.
 * Experienced: The Stalker likely has killed many Tenno and stands with possibly a few hundred years of work.
 * Determined: While he will leave if he fails to kill its target, it will work incredibly hard to kill its target. He believes ha is on a mission to punish the Tenno.
 * Survivor: The Stalker is nearly imposable to kill and will survive many failed hunts with the Tenno.

=Gabriel Tosh vs Garrus=

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

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

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

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

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

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

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

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

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

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

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

Spectre


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

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

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

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

=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.

=Jim Raynor vs TBA=

Jim Raynor


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

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

Strengths

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

Weaknesses

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

=Shepard's Team vs the Tenno=

Intro (STvsTN)


Today, we see if Shepard's beloved team is truly the greatest team out there or if they have met a team of warriors that put them to shame. They are Deadly! They are Brave! They are Teams to be Reckoned with! <p style="text-align: center;">They are the Deadly Teams of Space!

Shepard's Team, the elite team that was collected by Shepard to seek out how to stop the ominous Reapers once and for all!

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

The Tenno, the Ancient, extremely Deadly warriors that were awoken from their ancient sleep to retake the Galaxy for the Lotus and the Tenno!

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

Shepard's Team (ME3)
<p style="text-align: center;">

The Reaper's have returned to purge the Galaxy of the advanced civilizations. Many Planet's including Earth have fallen to the onslaught of the Reapers. The only chance the Galaxy has of survival is Commander Shepard who must reassemble his team with both old and new friends to Unite the Galaxy and Fight the Reapers.

With The Reapers advancing on all fronts in the Galaxy Shepard along with his old friends and teammates such as Ashley Williams/Kaiden Alenko, Garrus Vakarian, Tali'Zorah vas Normandy, EDI, and Liara T'Soni. Along with new friends such as N7 Marine James Vega and the Last Living Prothean Javik, Shepard and his team must do everything they can to stop not only the Reapers but the traitorious Cerberus as well to save the Galaxy. They must unite all of the species including the Batarians, Krogan, Turians, Asari, Salarians, Quarian, Humans and even the Geth to defeat the Reapers once and for all.

Weapons and Technology (ST)
Omni-Weapons: 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: A mass accelerator propels a solid metal slug 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.

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.

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. Perfect against solid projectiles going at supersonic and hypersonic protection but not very effective energy weapons and provides no protection against lasers (too fast) or melee attacks (too slow).

Team Members (ST)
The team consists of Commander Shepard, Ashley Williams, Garrus Vakarian, Tali'Zorah vas Normandy, Liara T'Soni, EDI, Javik, James Vega, Miranda, Jacob Taylor, Grunt, "Jack", Grunt, Samara, Kasumi Goto, and Zaeed Massani.

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 membr of the organization gone rogue- a turian terrorist named Saren. Saren commanded an army of synthetics, called the Geth, and funded multiple projects to cure the krogan genophage in order to turn the species into a glorified slave race. Shepard was forced to quickly build a team to stop Saren's forces throughout the galaxy- stopping the mind-control of the Thorian on the Feros colony, rescuing Liara T'Soni from the Geth in the Artimis Tau Cluster and stopping her mother and Saren's right-hand woman Matriarch Benezia on Noveria. Shepard discovered that Saren was only a puppet of an ancient genocidal machine-race known as the Reapers. The vanguard of the Reapers, Soverign, was pretending to be Saren's ship as he indoctrinated the turian and planned to bring about his fellow Reapers, but his plans were stopped by Shepard, who's actions resulted in the deaths of both Soverign and Saren.

Weapons, Powers and Armor:

Melee: Omni-Blade Sidearm: M-3 Predator Primary: M-8 Avenger Power 1: Adrenaline Rush Power 2: Disruptor Ammo Power 3: Incendiary Ammo Power 4: Concussive Shot Armor: N7 Armor:
 * The most common melee design is the "omni-blade," a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator.
 * Damage Type: Super-Heated Blade
 * Damage: High
 * Disintegrates after one use
 * 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
 * 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
 * For a brief moment it slows down time around the player, giving a small window to line up the perfect head-shot with the sniper rifle or other weapons, as well as increasing the damage dealt, including melee damage.
 * Enhance Speed and Reflexes
 * When activated, the player's weapon is empowered by an electric field that causes additional damage to shields.
 * Damage: Low (High against Shields)
 * Accuracy: Medium
 * When activated, the user's weapon causes fire damage to enemies, burning through armor and setting them on fire.
 * Damage: Medium (Fire Damage)
 * Accuracy: Medium
 * When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.
 * Damage: High (Stun)
 * Accuracy: Medium
 * Basic armor of the N7 elite soldiers.
 * Body Armor provides high protection
 * Kinetic Barriers provide high protection but useless against melee attacks

Special Edges:
 * Elite Training: Javik is a highly trained Prothean warrior during the Prothean-Reaper war. He likely matches the likes of N7 marines.

James Vega=

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.

Weapons
Melee: Omni-Bayonet Sidearm: M-3 Predator Primary: M-96 Mattock Power 1: Incendiary Ammo Power 2: Frag Grenade Power 3: Fortification Power 4: Carnage Armor: Heavy System Alliance Armor
 * James is one of the few warriors in Shepard's team to have a Omni-weapon. He can create an omni-blade bayonet that can be used for stabbing.
 * Damage Type: Super-Heated Blade
 * Damage: High
 * Requires a rifle or shotgun to use
 * 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 rounds
 * 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 rounds
 * Shoot a flaming round that sets enemies on fire.
 * Damage: Medium (Fire Damage)
 * Rips enemies apart with this shrapnel-packed grenade.
 * Damage: High
 * Radius: 6.5 meters
 * Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
 * Increases protection for short period of time
 * Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby.
 * Damage: Very High
 * Vega wears strong body armor that provides great protection along with Kinetic Barriers.
 * Body Armor provides heavy protection against damage
 * Kinetic Barriers provide protection against ranged attacks but is useless against melee attacks

Special Edges:
 * Exceptional Physicality: Zaeed is suprizingly tough for his age. He had taken a shot to the face during his mercenary days. He also has some good muscles on his body.
 * Basic Training: Zaeed was a trained System Alliance Marine before becoming a Bounty-Hunter.
 * Combat Experience: Zaeed is a grizzled veteran and has seen a good deal of combat before meeting Shepard.

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

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.

Weapons and Technology (TN)
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 tough body armor, flesh and bone alike.
 * Plasma Blade: The Tenno also use weapons with blades made of Plasma that can cut through most things with ease.
 * Blunt Force: The Tenno also have basic blunt-force weapons.
 * Empowered Blunt Force: Some of these blunt-force weapons that are empowered to grant greater force upon the strike.

Super-Accelerated Bullets: The Guns used by the Tenno have been shown to have peculiar fire sounds, giving the implication that the guns they use are not like our conventional firearms. Their is also hardly any travel time in the rounds when fired and the wounds caused by these weapons are massive as it can take off massive portions of a poor target's torso and take entire limbs off. They likely use an energy-based propellent to send out bullets at speeds beyond our current firearms.

High-Powered Bolts: The Tenno also have guns that fire Bolts. Bolts are slower but they are vastly more powerful as it can pin a person to a wall and can pierce body armor with ease, though shields will still work. It is possible that the bolts used are highly dense and have major force behind them do to this.

Throwing Knives: The Tenno will utilize throwing daggers that are hypersharp and likely very heavy like the bolts fired from bolt weapons.

Plasma-Tipped Arrows: Some Tenno (primarily Nyx and Banshee) utilize special bows that are able to magnetically accelerate a launched arrow to further speeds. The arrow heads glow with intense light, likely being plasma.

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. Rarely does one set of Warframe powers overlap another.

Shields: Warframes also provide shields to create a first line of defense. Unlike the Kinetic Barriers of the Mass Effect universe, Shields can protect against melee attacks, light speed attacks (like lasers and electrical shots) and temperature-based attacks. It does have its weaknesses, though. Shields can be weaken by extreme cold and does not protect against toxins and radiation.

Team Members (TN)
The Warframes being used in this fight will be Excalibur, Mag, Loki, Volt, Nyx, Trinity, Ember, Sayren, Banshee, Frost, Vauban, Ash, Rhino, and Nova. They will also be joined by 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 King Arthur.

Weapons, Powers and Armor:

Melee: Skana Sidearm: Lato Primary: Braton Sentinel: Wyrm Power 1: Slash Dash Power 2: Radial Blind Power 3: Super Jump Power 3: 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
 * The LATO is a highly accurate pistol used by the Tenno everywhere.
 * Accuracy: High
 * Rounds: Super-Accelerated Bullets
 * Damage: Medium
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 15 rounds
 * The BRATON is an automatic rifle. Its high fire rate and accuracy make it a favorite among Tenno.
 * Accuracy: High
 * Rounds: Super-Accelerated Bullets
 * Damage: Medium
 * Recoil: Low
 * Rate of Fire: Automatic
 * Magazine: 45 rounds
 * 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.
 * Damage: Very High (Melee Attacks)
 * Hits multiple targets in a row
 * Emits a bright flash of light, blinding all enemies in a small radius for several seconds.
 * Blinds nearby enemies
 * Excalibur launches into the air, jumping 3 times higher than normal.
 * Enhances jumping abilities
 * Launches javelins towards enemies, dealing high damage and impaling the target enemy into walls.
 * Damage: Very High (Near Instant-Kill)
 * Javelins go through armor
 * Fires 5 to 15 javelins
 * Javelins always hit
 * 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.

Special Edges:
 * Peak Endurance: Nekros has more endurance than most humans, just like many Tenno.
 * Speed and Agility:
 * Peak Strength: Nekros is just as strong as most Tenno.
 * Stealth: Nekros is as stealthy as most Tenno.
 * Team Loyalty: Each Tenno is loyal to the Tenno and only the Tenno.
 * Tenno Training: The Tenno are amongst the most well trained warriors in existence, surpassing almost any warrior in most of Fiction.

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

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. It is also believed that the Lotus is also an organization.
 * Lotus is named after the aquatic plant the Indian Lotus (Nelumbo nucifera), known for its beautiful flower.

Special Edges:
 * Guide: Lotus stands as the primary guide to the Tenno and is loyal to them. She will direct them, grant them proper information for combat and will never leave them.
 * Multiple Connections: Lotus is connected with each of the Tenno so if one Tenno goes down, she will still be able to communicate with the rest of them.
 * Information Provider: Lotus will be able to provide information to the Tenno in their missions.
 * Constant: As she is a non-combatant guide and away from danger, she will not die and cause the Tenno to be lost. She is also loyal to them and will not give up on them. All together, she will always be with the Tenno.

X-Factors (STvTN)
<p style="text-align: center;">Shepard - Ashly - Garrus - Tali - Liara - EDI - Javik - James - Miranda - Jacob - Grunt - Jack - Samara - Kasumi - Zaeed

<p style="text-align: center;">Shepard's Team^ VS vThe Tenno

<p style="text-align: center;">Excalibur - Mag - Loki - Volt - Nyx - Trinity - Ember - Saryn - Banshee - Frost - Vauban - Ash - Rhino - Nova - Nekros

Physicality
<p style="text-align: center;">92 87 96 80 82 90 96 94 80 90 110 90 92 80 92

<p style="text-align: center;">90^ Strength v94

<p style="text-align: center;">96 90 90 90 88 88 90 96 90 108 96 90 110 88 92

Shepard's team has a mix of soldiers. Some of them, such as Tali and Kasumi, are not very strong and pail in comparison to the rest. Their are also ones with unbelievable strength, such as Grunt, who stands as the strongest. However, at average, Shepard's team fails to compare to the Tenno. Rhino and Grunt are at par with each other but the rest of the Tenno beat the rest of Shepard's team.
 * EDGE: Tenno

<p style="text-align: center;">92 90 96 80 84 92 96 94 80 90 100 88 90 80 92

<p style="text-align: center;">90^ Durability v94

<p style="text-align: center;">96 92 88 92 92 88 92 106 92 100 92 96 100 88 92

Once again, Shepard's Team is a mix bag. While some of them can take major beatings, like James, Garrus and Grunt at the top, their is also a lot of warriors that can't take much of a beating, such as Tali and Kasumi. The Tenno are much more impressive at surviving major damage, with Frost, Rhino and Sayrn being the toughest. The Tenno win in durability.
 * EDGE: Tenno

<p style="text-align: center;">88 90 84 90 88 88 84 86 88 88 75 88 88 94 88

<p style="text-align: center;">87^ Speed and Agility v91

<p style="text-align: center;">90 90 100 90 90 90 90 86 96 84 94 96 82 98 90

This is where Shepard's team is more consistent. While Kasumi standing as the fastest and most agile of the team, most of them have relatively good speed. However, Garrus and Javik fall behind while Grunt is at the bottom do to his massive size. The Tenno are much more agile. Frost, Rhino and Sayrn are the slowest of the Tenno but even they are not super slow. The rest of the Tenno are incredibly fast and some, like Loki, Banshee, Vauban and Ash, are faster than the rest.
 * Edge: Tenno

Mentally
<p style="text-align: center;">88 84 92 94 94 100 90 84 86 84 77 82 88 90 84

<p style="text-align: center;">88^ Intelligence v88

<p style="text-align: center;">85 87 90 85 90 90 85 87 90 85 92 89 82 92 92

This is where the two even out. Shepard's Team has a few uneducated or simply slow warriors but the team also has some very intelligent individuals, like Garrus, Tali and Liara. The Team evens out with that. The Tenno are not as different but they have an average equal to Shepard's team.
 * Edge: Even

<p style="text-align: center;">90 90 92 88 88 80 92 90 88 90 96 90 92 80 94

<p style="text-align: center;">89^ Brutality v90

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

Another case of mix-bag for Shepard's Team. While some are brutal as all hell, others are not that brutal, as they have their morals. The Tenno, on the other hand, have members that are neither ridiculously violent or full of morals. The Tenno win out at adverage but it is so close that it hardly matters.
 * Edge: Even

<p style="text-align: center;">94 90 96 86 86 98 96 90 94 88 80 86 96 90 86

<p style="text-align: center;">89^ Discipline v98

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

Shepard's Team is once again a mix bag. While many are disoplined fighters, their are some that are more disciplined (Garrus, do to his backgrounds, and EDI, do to her AI basis) and some that are not very disciplined (Grunt, as he is fairly chaotic). The Tenno, on the other hand, are like the Samurai of old, trained to be disciplined warriors and are almost impossible to match.
 * Edge: Tenno

Tactical
<p style="text-align: center;">94 90 92 75 75 80 96 90 80 90 90 75 94 75 90

<p style="text-align: center;">85^ Training v96

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

Just like many X-Factors, Shepard's Team is very mixed in the relm of training. Many are very well trained, such as Shepard and Samara, while others are not very well trained, like Jack and Tali. The Tenno are not as mixed, as they are all evenly trained and are amongst the most well trained warriors in their solar system. Javik likely stands as the only one of Shepard's team to par the Tenno in training as he too is an elite warrior of ancient times.
 * Edge: Tenno

<p style="text-align: center;">80 80 85 70 70 85 80 70 70 80 50 70 80 98 80

<p style="text-align: center;">76^ Stealth v90

<p style="text-align: center;">90 90 98 90 90 90 90 85 98 80 90 98 80 90 90

This is a pretty easy one to explain. Shepard is a trained soldier and can be relativly stealth. However, he is not specialized in stealth. The same goes for Ashly, Javik, Samara and Zaeed. Garrus can be a little more stealthy as he can find a hard to locate during the time he was trapped by combined mercenary forces. EDI can also create decoys to create misdirection. Kasumi is the stealthiest, though, as she can turn invisible and is master thief. However, James is too much of an up-front fighter to be stealthy, while Tali, Liara, Miranda and Jack. Grunt is the worse as he is a big, slow, very loud target.

The Tenno are all fairly stealthy and can complete missions without being found out. Sayren, Frost and Rhino are the biggest and slowest of the Tenno but even they can perform missions without being detected. Loki, Banshee and Ash are the most stealthy of the Tenno as their powers grant them the ability to move around quickly and undetected. While Kasumi is likely at par with Loki, Banshee and Ash, the Tenno in general are more stealthy than the Shepard's team.

<p style="text-align: center;">88 86 94 80 82 50 94 90 50 88 96 50 75 50 88

<p style="text-align: center;">78^ Armor v90

<p style="text-align: center;">94 94 86 94 82 82 82 94 82 98 92 96 98 86 90

Both sides are pretty split apart in armor but the Tenno win out. While Shepard's Team has some members with heavy armor, it also has some members with next to nothing with armor. The Tenno also have some lesser armored members but even their lesser-armored warriors are better armored than Shepard's lighter members.

Another thing that gives the Tenno a greater win is the differences between their shield systems. Kinetic Barriers are useless against attacks that hit almost instantly, like lasers and bolts of electricity, and melee attacks, as they are too slow for the Kinetic Barriers to detect. The Shields utilized by Warframes can protect against melee attacks and attacks that hit at the speed of light. Both are useless against toxin attacks and the such but the Tenno have the slightly better shields

Now, the main question is whether Mass Effect weapons hit harder than Warframe weapons, or vise versa, and through that who's armor can take more punishment. However, Warframe doesn't put allot of information on weapons and, let's face it, Mass Effect doesn't explain really how powerful their weapons really are. For all we know, Mass Accelerator weapons fire out weapons barely more powerful than our modern weapons. For the sake of consideration, they both fire rounds at similar speeds beyond our weapons. With THAT settled, we can assume that the Tenno's Warframes are better armored do to their armor providing protection against a larger range of harm, including melee attacks and energy weapons.

<p style="text-align: center;">95 Teamwork 97

While they are amazing, Shepard's Team is not a perfect team. They are not all equally well trained and that will take a hit in their ability to work together perfectly. Many are also trained to use different tactics and that may cause perfect teamwork from working. The Tenno, on the other hand, are loyal to the Tenno and only the Tenno. This means they will work for the greater good of the Tenno, meaning eachother. They will work together almost perfectly and Shepard's team simply can't compare.
 * Edge: Tenno

<p style="text-align: center;">85^ Diversity v95

Diversity in combat is key to any good team. Shepard's Team has some good diversity amongst each other but they also overlap amongst each other in the realm of powers. Some individuals have the same functions as others, primarily the Adept fighters and Soldiers types. Many of them lose use when others are in use. It is sad, really. The Tenno, on the other hand, are very diverse. They have many abilities that makes each of them unique and complement each other. They are not too diverse, though, as they have the same level of training and while their tactics and experience are different for each Tenno, they can all think similar enough to work together to form a near-perfect team
 * Edge: Tenno

Who: The Warriors
For easier comparison, he is a listing of how to compare the members of each team:
 * The Original: Shepard vs Excalibur
 * The First Woman: Ashly vs Mag
 * The Marksman: Garrus vs Ash
 * The Genetic: Tali vs Sayrn
 * The Silencer: Liara vs Banshee
 * The Support: EDI vs Trinity
 * The Strange: Javik vs Nekros
 * The Bold: James vs Frost
 * The Tank: Grunt vs Rhino
 * The Manipulator: Miranda vs Nyx
 * The Anarchist: Jack vs Ember
 * The Femme Destroyer: Samara vs Nova
 * The Trickster: Kasumi vs Loki
 * The Killer: Zaeed vs Vouban
 * The Shocker: Jacob vs Volt

Where: The Location:
The Battle will take place on a large Grineer storage ship 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 "home-edge" advantage but the Tenno have raided several ships like this, granting them some slight advantages.

Why: The Reason
Shepard's Team is preparing for the battle with the Reapers and are going through a Mass Relay when 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, Shepard sends himself and his team to investigate the ship. Unknown to him, they are not in their universe. The Mass Relay "glitched" up and actually threw them into a completely different universe. The ship is 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 Shepard's Team comes in. Do to their strange looks, Shepard thinks the Tenno are allies to the Reapers and has his team combat them. Some of the Team are questioning whether these are enemies but they follow their orders. Lotus identifies them as being hostile (a correct identification) and tell the Tenno to get ready to fight them.

=Normandy SR-2 vs Slave 1=

Info (N2vS1)


Boys and Girls, we will have a battle not of two deadly warriors but of two deadly spacecrafts! They are Powerful! They are Destructive! They have Beaten the Odds!

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

<p style="text-align: center;">The Normandy SR-2, the Well-Renown Frigate of Commander Shepard, which destroyed the Collector Ship!

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

<p style="text-align: center;">Slave 1, Boba Fett's Legendary Combat-Vessel, armed with enough weapons to destroy almost anything!

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

Normandy SR-2


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

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

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

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

Slave 1


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

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

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

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

X-Factors (N2vS1)
<p style="text-align: center;">Normandy vs Slave-1

<p style="text-align: center;">80 Mobility 97

The Normandy is faster and better moving than Dreadnaughts and Cruisers but smaller ships are still more maneuverable. Slave 1 is larger than most fighters but is just as fast and maneuverable.

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

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

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

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

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

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

=Grineer vs Collectors=

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


Vast in numbers, the Grineer have expanded their vile empire from Earth outward to all sectors of the solar system. Once the Grineer rediscovered cloning technology, they seized control of Earth through sheer numbers.

While they may be at the height of power, the Grineer army is in bodily decay and their features are increasingly primitive as a result of continuous cloning. As such, the Grineer are forced to use technology as a crutch for their genetic deterioration. An ideology of hate and discrimination towards the Tenno continues to drive the Grineer forward in the face of inevitable dissolution.

Their standard forces are made up of basic cloned marines. While fairly weak individually, they are more of a threat in groups. Specialty troops use more advanced techniques. They are the last remnants of the human race degraded from cloning, other than the Tenno. When Earth is selected it states that it is the homeworld of the "Oppressive Grineer Empire".

Grineer Units
Soldier 1: Lancers= Lancers are the most basic and prevalent form of Grineer infantry. They wield Grakatas and occasionally throw plasma grenades.

Weapons:

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: Electric 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
 * Rate of Fire: Automatic
 * Magazine: 60 rounds
 * Although inaccurate with their grenade throws, Lancers can easily down most enemies with their plasma grenades.
 * Accuracy: Low
 * Rounds: Plasma Grenades
 * Damage: Very, Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * Lancers are wearing very strong armor.
 * Body Armor provides heavy protection against damage

Special Edges:
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Basic Tactics: Lancers use basic group tactics and utilize cover extensively.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Fearless: Lancers are fearless and they will fight to their death.
 * Basic Training: Grineer Lancers are given basic training in weapon use and tactics.

Soldier 2: 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:

Shock Baton: Hind: Plasma Grenades: Heavy Body Armor w/ Shields:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric 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
 * Rate of Fire: 5 Round Burst Fire
 * Magazine: 65 rounds
 * Elite Lancers can throw Plasma Grenades much more accurate than their lesser Lancers.
 * Accuracy: Medium
 * Rounds: Plasma Grenades
 * Damage: Very, Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * Elite Lancers are wearing very strong armor with strong energy shields.
 * Body Armor provides heavy protection against damage
 * Shields provide great protection against both ranged and melee attacks

Special Edges:
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Advance Tactics: Elite Lancers use advanced group tactics and utilize cover extensively.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Fearless: Elite Lancers are fearless and they will fight to their death.
 * Elite Training: Elite Lancers are amongst the best trained soldiers of the Grineer army, having elite training in weapon use and tactics.

Shield: Shield Lancers= Shield Lancers carry large metal shields in one hand and a Sicarus 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:

Shock Baton: Viper Automatic Pistol: Combat Shield: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: Low (Stun)
 * A full-auto pistol known as the most compact and lightweight weapon of the Grineer arsenal. 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
 * Rate of Fire: 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 strong body armor.
 * Body Armor provides great protection against damage

Special Edges:
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Fearless: Shield Lancers are fearless and they will fight to their death.
 * Firm Footing: Shield Lancers are able to keep their shields still and absorb the force from guns the shield couldn't absorb.
 * Basic Training: Grineer Shield Lancers are given basic training in weapon use and tactics.

Support 1: 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:

Shock Baton: Kraken Heavy Pistol: Latcher Bomb: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric 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. Skilled marksmen will see high value in this weapon where accuracy is awarded with high damage.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: Very High
 * Recoil: Medium
 * Rate of Fire: 2 round burst
 * Magazine: 14 rounds
 * 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.
 * Accuracy: High (follows target)
 * Rounds: High Explosive
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Tossed
 * Magazine: 1 latcher at a time
 * Latches onto target
 * Are likely ignored by turrets and such
 * Seekers have body armor that provide greater protection than the armor of Lancers.
 * Armor provides heavy protection against damage

Special Edges:
 * Accurate Shot: Seekers are very accurate with their Kraken Heavy Pistol.
 * Fast: Seekers are fast and can cut distances quickly.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Advance Tactics: Seekers use advance group tactics and utilize cover extensively.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Fearless: Seekers are fearless and they will fight to their death.
 * Advance Training: Grineer Seekers are well trained and know how to use their Kraken Heavy Pistols and Latchers with maximum potential.

Support 2: 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:

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: Electric 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
 * Rate of Fire: 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
 * Rate of Fire: 4 rockets at a time
 * Magazine: Unknown
 * Hellions wear heavy duty body armor into combat.
 * Body Armor provides great protection against damage

Special Edges:
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Basic Tactics: When not flying, Hellions use basic group tactics and utilize cover extensively.
 * 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 jetpacks.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Fearless: Hellions are fearless and they will fight to their death
 * Advanced Training: Grineer Hellions have extensive training in use of their guns, jetpacks and rockets.

Sniper: 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: Shock Baton: Vulkar Sniper Rifle: Heavy Body Armor w/ Shields:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric 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
 * Rate of Fire: Semi-Auto
 * Magazine: 4
 * Ballistas have body armor that provide protection at par with Lancer armor.
 * Armor provides heavy protection against damage

Special Edges:
 * 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.
 * Sniper Tactics: Ballistas use basic sniper tactics and utilize cover extensively.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Fearless: Ballistas are fearless and they will fight to their death.
 * Advance Training: Grineer Ballistas are well trained and know how to use their Vulkar Sniper Rifles with maximum potential.

Reckless: Scorpions= Scorpions are female Grineer light units that wield Machetes. They are fast and very deadly. They also have a ranged weapon of their own.

Weapons:

Machete: Grappling Hook: Light Body Armor:
 * A ferocious melee weapon crafted by the Grineer and carried by their elite melee forces. It has a unique blade that deals greater damage than normal machetes.
 * Damage: Very High
 * Aside from dealing decently high damage with their Machetes, they also have a Grappling Hook that they can use to knock down players and drag the victim towards them.
 * Accuracy: Medium-High
 * Rounds: Grappling Hook
 * Damage: Low
 * Target hit gets knocked back than gets pulled in.
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 1 (reusable)
 * Scorpions wear light body armor so they can move around quickly with some protection.
 * Body Armor provides light protection.

Special Edges:
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Fearless: Scorpions are fearless and they will fight to their death.
 * Advance Training: Grineer Scorpions are well trained and know how to use their Machetes and Grappling Hooks with maximum potential.

Stealth: Flameblades= Flameblades are similar to Sawmen in combat style, but are more silent, making them harder to detect. They retain personal shields for better protection, and have the ability to teleport short distances.

Weapons:

Baton: Medium Body Armor w/ Shields: Special Edges:
 * The Flameblade's baton are unique as they deal fire damage alongside stun damage.
 * Damage: Very High (Stun and Fire Damage)
 * Unlike most melee units of the Grineer, Fireblades have personal energy shields to grant them stronger defenses.
 * Body armor provides moderate protection.
 * Personal Shields provide basic protection against ranged attacks and ranged attacks
 * Teleportation: Flameblades can teleport major distances, cutting them quickly.
 * Fast: Fireblades are fast and can cut distances quickly.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Quiet: Flameblades are vastly more quiet than the likes of Scorpions and other melee fighters and can sneak up on their enemies.
 * Fearless: Flameblades are fearless and they will fight to their death.
 * Basic Training: Grineer Flameblades are given basic training in weapon use and tactics.

Elite: Commanders= Commanders have a strong shield and greater health than regular soldiers. They employ a similar ability as the Loki warframe to switch places with a target.

Weapons:

Shock Baton: Grakata Assault Rifle: Plasma Grenades: Heavy Body Armor w/ Shields:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric 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
 * Rate of Fire: Automatic
 * Magazine: 60 rounds
 * Grineer Commanders are much more accurate with their grenades than Lancers.
 * Accuracy: Medium
 * Rounds: Plasma Grenades
 * Damage: Very, Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * Commanders have incredibly strong armor that can absorb ungodly damage. Its shields also absorb allot of damage.
 * Body Armor provides heavy protection against damage
 * Personal Shields provide heavy protection against ranged attacks and melee attacks

Special Edges:
 * Switch-Teleport: Often, a Commander will teleport an enemy target in the middle of a group of Grineer, causing some disorientation in the process.
 * Commanders' switch teleport can work through walls and doors.
 * Commander: Commanders are the leaders of Grineer troops and can organize the troops the best.
 * Commander Tactics: Commanders use basic leadership tactics and utilize cover extensively.
 * Accurate Shot: Seekers are very accurate with their Burston Assault Rifle.
 * Augmented: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Fearless: Bombards are fearless and they will fight to their death.
 * Advance Training: Grineer Commanders are well trained and know how to use their Grakata Assault Rifles, teleportaion ability and commanding skills with maximum potential.

Heavy 1: 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. If left unchecked, they can tear through players' shields and health very quickly, especially on Warframes with lighter armor.

Weapons:

Shock Baton: Gorgon Heavy Machine Gun: Shockwave: Super-Heavy Body Armor w/ Shields:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: High (Stun)
 * Stronger than other units so they can hit harder
 * The GORGON is a heavy automatic machinegun. The large clip allows it to provide suppressing fire and sustain a high damage rate over a long period of time.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: Medium-High
 * Recoil: Medium
 * Rate of Fire: Automatic
 * Magazine: 90 rounds
 * In addition to her Gorgon minigun, the Heavy Gunner can punch the ground and knock down enemy units who get too close.
 * Accuracy: Medium
 * Rounds: Shockwave
 * Damage: High (knocks over units nearby)
 * Area of Effect: 2 meter radius
 * Recoil: none
 * Rate of Fire: Single Use
 * Magazine: 1 (recharge)
 * Heavy Gunners have incredibly strong armor that can absorb ungodly damage. Its shields also absorb allot of damage. They are at par with many mechs from the Mass Effect Games
 * Body Armor provides protection against incredibly heavy damage.
 * Personal Shields provide incredibly heavy protection against ranged attacks and melee attacks.

Special Edges:
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Major Augmentation: Heavy Grineer units are augmented immensely to be walking tanks and can beat most units in strength.
 * Fearless: Heavy Gunners are fearless and they will fight to their death.
 * Advance Training: Grineer Heavy Gunners are well trained and know how to use their Gorgon Heavy Machine Guns with maximum potential.

Heavy 2: Napalms= These red-armoured 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:

Shock Baton: Incendiary Grenade Launcher: Shockwave: Super-Heavy Body Armor w/ Shields:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric 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 (initial); 1 meter radius (after blast)
 * After blast radius lasts for 30 seconds
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: Unknown size
 * Like Heavy Gunners, a Napalm can punch the ground and knock down enemy units who get too close.
 * Accuracy: Medium
 * Rounds: Shockwave
 * Damage: High (knocks over units nearby)
 * Area of Effect: 2 meter radius
 * Recoil: none
 * Rate of Fire: Single Use
 * Magazine: 1 (recharge)
 * Napalms have incredibly strong armor that can absorb ungodly damage. Its shields also absorb allot of damage. They are at par with many mechs from the Mass Effect Games
 * Body Armor provides protection against incredibly heavy damage.
 * Personal Shields provide incredibly heavy protection against ranged attacks and melee attacks.

Special Edges:
 * Fire Resistance: As they work with fire, Napalms are resistant to fire damage.
 * 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.
 * Major Augmentation: Heavy Grineer units are augmented immensely to be walking tanks and can beat most units in strength.
 * Fearless: Napalms are fearless and they will fight to their death.
 * Advance Training: Grineer Napalms are well trained and know how to use their Incendiary Grenade Launchers with maximum potential.

Heavy 3: 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:

Shock Baton: Rocket Launcher: Shockwave: Super-Heavy Body Armor w/ Shields:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electric Blunt Force
 * Damage: High (Stun)
 * Stronger than other units so they can hit harder
 * Bombards use powerful rocket launchers that fire strong missiles with homing capabilities.
 * Accuracy: High (Homing)
 * Rounds: Rockets
 * Damage: Very High
 * Area of Effect: 2 meter radius
 * Recoil: Medium
 * Rate of Fire: Semi-Autp
 * Magazine: Unknown size
 * Like Heavy Gunners, a Bombard can punch the ground and knock down enemy units who get too close.
 * Accuracy: Medium
 * Rounds: Shockwave
 * Damage: High (knocks over units nearby)
 * Area of Effect: 2 meter radius
 * Recoil: none
 * Rate of Fire: Single Use
 * Magazine: 1 (recharge)
 * Bombards have incredibly strong armor that can absorb ungodly damage. Its shields also absorb allot of damage. They are at par with many mechs from the Mass Effect Games
 * Body Armor provides protection against incredibly heavy damage.
 * Personal Shields provide incredibly heavy protection against ranged attacks and melee attacks.

Special Edges:
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Major Augmentation: Heavy Grineer units are augmented immensely to be walking tanks and can beat most units in strength.
 * Fearless: Bombards are fearless and they will fight to their death.
 * Advance Training: Grineer Bombards are well trained and know how to use their Rocket Launchers with maximum potential.

Leader: Captain Vor=

Captain Vor resembles an aged light Grineer in unique brown armor. It is assumed that he is aged as in "The Call" trailer, an assumed commander is hostile towards his age. Vor is no pushover, with multiple weapons and special attacks.

Weapons:

Cronus: Seer: Shocker Mines: Orokin Laser: Captain Vor's Body Armor: Bubble Shield:
 * A strong blade forged using ceramic.
 * Damage Type: Hypersharp Blade
 * Damage: High
 * Captain Vor's prized Orokin-Grineer hybrid pistol has an average rate of fire but it has high damage and superior zoom capabilities.
 * Accuracy: Very High
 * Rounds: Hypersonic Bullets
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Semi-Automatic
 * Magazine: 8 rounds
 * Shocker Mines operate similar to the Vauban's Tesla and continuously shocks eemy targets within their radius. Has two different uses
 * Accuracy (Mine): High
 * Accuracy (Bolts): Very High (Always hits)
 * Bolts hit instantly
 * Can target invisible targets
 * Rounds: Continues Electric Bolt
 * Damage: Medium (Shock Damage)
 * Kinetic Barriers likely provides no protection against this bolt
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 2 mines at a time
 * Captain Vor's Orokin Laser is a sustained beam attack that can set targets on fire with intense heat.
 * Accuracy: High
 * Rounds: Energy Beam
 * Damage: High (Fire damage)
 * Recoil: none
 * Rate of Fire: Continues beam
 * Magazine: Unlimited
 * Captain Vor has stronger armor than any other Grineer unit in this fight.
 * Body Armor provides incredible protection against damage
 * Shields provide major protection against both ranged and melee attacks
 * Once sustaining enough damage, Captain Vor will activate a powerful energy shield that grants him an impenetrable energy shield while he regenerates his personnel shields and change his tactics.
 * Bubble Shield provides impenetrable protection against any form of damage
 * Can't do anything while the bubble is up.

Special Edges:
 * Teleportation: Captain Vor can teleport very quickly and at almost any area.
 * Resurrection: Captain Vor's Orokin technology is able to bring him back to life when he is killed. He even came back from being frozen and sliced in half.
 * Accurate Shot: Captain Vor is a crack shot with his pistol and is very accurate with his mines and lasers.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Leader: Captain Vor is a commander of his Grineer troops and can lead them very well.
 * Major Augmentation: Because of the genetic deterioration caused by the major use of cloning in units, Grineer soldiers are physically augmented so their physical abilities are vastly greater than a human has. Captain Vor is older and vastly more deteriorated than most Grineer units, forcing him to get replacement legs and physical reinforcements. His agmentation makes him tougher than most Grineer units around. He also utilizes Orokin technology to further enhance himself.
 * Fearless: Captain Vor fearless and he will fight to his death.
 * Elite Training: Captain Vor is highly trained and can utilize his weapons and powers with amazing skill.
 * Experienced: Captain Vor is an old Grineer warriors. He has seen allot of battles and lives to obtain Orokin to enhance himself and hunt down Tenno as both a way to keep them from rising up any further.

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.

Cerberus Units
Soldier: Assault Trooper=

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.

Weapons:

Stun Baton: M-25 Hornet: Frag Grenades: Basic Armor:
 * Cerberus units carry with them Stun Batons for melee combat.
 * Damage: Low (Stun Damage)
 * 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
 * Rounds: Fragmentation Grenade
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 grenade at a time
 * Cerberus Assault Troopers wear thick armor that lack Kinetic Barriers of any kind.
 * Body Armor provide basic protection against damage

Special Edges:
 * Basic Training: Most Cerberus units have training that is reasonable but under average.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Basic Tactics: Troopers will use cover extensively and use basic group tactics.
 * Fearless: Because of the Psychological rehabilitation Cerberus units undergo, they are not afraid of dieing.

Shield: Guardian=

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

Weapons:

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:
 * Basic Training: Most Cerberus units have training that is reasonable but under average.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Fearless: Because of the Psychological rehabilitation Cerberus units undergo, they are not afraid of dieing.
 * Strong: Guardians are very strong as they have to move a heavy shield around.

Support 1: 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:

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 Light 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
 * Deploy Turret: The Combat Engineer's primary means of offense is deploying a powerful stationary Turret.
 * See notes for Turret
 * Basic Tactics: Combat Engineers will use cover allot as they are useless in an upfront gun fight.

Support 2: Turret= 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:

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

Sniper: 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:

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:
 * Basic Training: Most Cerberus units have training that is reasonable but under average.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Fearless: Because of the Psychological rehabilitation Cerberus units undergo, they are not afraid of dieing.
 * Accurate: Nemesises are very skilled with their sniper rifles and can hit accurately with them.

Reckless: Dragoon=

Dragoons are heavily armored soldiers capable of lunging toward their enemies with considerable speed and biotic lashes.

Weapons:

Biotic Lash: Cerberus Armor:
 * The primary weapon of the Dragoon is its Biotic Lashes that deal some major damage.
 * Damage: High
 * Dragoons wear thick body armor without Kinetic barriers.
 * Body Armor provides basic protection against damage.

Special Edges:
 * Advanced Training: Dragoons function unlike most Cerberus units as they are exclusively melee fighters
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Fearless: Because of the Psychological rehabilitation Cerberus units undergo, they are not afraid of dieing.

Stealth: 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:

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 but only when activated.
 * Armor provides very light protection against damage
 * Biotic Barriers provide basic protection against ranged attacks but not melee weapons
 * Biotic Barriers have to be activated and the Phantom cannot fight when the barrier is up

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.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Fast: Phantoms are very fast and utilize their speed allot.

Elite: 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:

Stun Baton: M-96 Mattock: Frag Grenades: Smoke Grenades: Centurion Armor:
 * Cerberus units carry with them Stun Batons for melee combat.
 * Damage: Low (Stun Damage)
 * 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: Medium
 * Rounds: Fragmentation Grenade
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 grenade at a time
 * Centurions can launch Smoke Grenades from their rifles.
 * Accuracy: Medium
 * Rounds: Smoke Grenades
 * Damage: none (obscure vision)
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 grenade at a time
 * Centurions wear armor that have body armor just as strong as normal Cerberus 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:
 * Advanced Training: Centurions are amongst the best trained units in the Cerberus military.
 * Fearless: Because of the Psychological rehabilitation Cerberus units undergo, they are not afraid of dieing.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.
 * Advanced Tactics: Centurions will use cover extensively and use basic group tactics.
 * Accurate: Centurions will utilize their Rifles with much accuracy.

Heavy 1: 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:

Claw: Mass Accelerator Cannon: Rocket Launcher: Smoke Grenade: Smoke Grenades: Atlas Hull:
 * The Atlas has a large claw to deal major melee damage.
 * Damage: Very High
 * The Atlas uses a massive Mass Accelorator Cannon for heavy combat.
 * Accuracy: Medium-High
 * Rounds: Mass Accelerated Cannon Round
 * Damage: Very High
 * Recoil: Medium for Atlas
 * Rate of Fire: Single Shot
 * Magazine: Unknown (Likely Small)
 * Mass Accelerator Cannons also have a rocket launcher int it arm.
 * Accuracy: Medium
 * Rounds: Rockets
 * Damage: Very, Very High
 * Recoil: High for Atlas
 * Rate of Fire: Single Shot
 * Magazine: Unknown (Likely Small)
 * Atlas Mechs can also fire out smoke grenades.
 * Centurions can launch Smoke Grenades from their rifles.
 * Accuracy: Medium
 * Rounds: Smoke Grenades
 * Damage: none (obscure vision)
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 grenade at a time
 * 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
 * Kinetic Barriers provide major protection against ranged attacks but not melee damage

Special Edges:
 * Advanced Training: Because the Atlas is a mech, the Pilots have to have great training to use these massive machines.
 * Strong: As a Mech, the Atlas can lift incredible weights.
 * Fearless: Because of the Psychological rehabilitation Cerberus units undergo, they are not afraid of dieing.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them.

Heavy 2: Rampart Mech= The Rampart Mech is a Cerberus-made Mech created to control Omega's civilian populace. They rely on their power and destructive nature to win fights.

Weapons:

Omni-Blade: M-23 Katana: Energy Shield: Armored Body:
 * The Rampart Mech can activate an Omni-Blade as to do tremendous damage. However, this can only be used during its Hunter-Killer Mode.
 * Damage Type: Super-Heated Blade
 * Damage: High
 * The Katana is a common mercenary weapon and is also popular on colonies with Varren infestations.
 * Accuracy: Low
 * Rounds: Mass Accelerated Shells
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: 5
 * Rampart Mechs can activate powerful energy shields that protect them from ranged attacks.
 * Protects against ranged attacks
 * Cannot move when shield is up
 * Rampart Mechs have armored bodies to increase their durability.
 * Armored Body provides heavy protection against damage

Special Edges:
 * Programed Training: Rampart Mechs, as machines, are programed to fight. They are given basic programing that pars with basic training.
 * Hunter Killer Mode: Rampart Mechs can enter a Hunter Killer Mode, which increases its speed but severely weakens it as its armor burns down and becomes vastly easier to destroy.
 * Post-Mortem Heast Burst: When destroyed, A Rampart Mech's remains discharge intense heat for a short period at a small area.
 * Fearless: Rampart Mechs are programed to not feel fear.
 * Mech Strength: Rampart Mechs, as mechs, are stronger than humans. Simple.

Leader: Kai Leng=

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

Weapons:

Monomolecular Blade: Palm Blaster: Electric Slash: Kai Leng's Armor:
 * Kai's Monomolecular Blade is built after the ninjato, a sword said to be used by ninja but is really just a creation of fiction.
 * Damage Type: Hypersharp Blade
 * Damage: High
 * Kai has a small blaster in the palm of his gauntlet.
 * Accuracy: Medium
 * Rounds: Pulse Blast
 * Damage: Medium
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: Unknown (likely low)
 * Unleash a wave of electrical energy from your sword to stun and damage all enemies in a cone.
 * Accuracy: Medium (Limited Reach)
 * Rounds: Electric Energy
 * Damage: High (Stun)
 * Recoil: High
 * Rate of Fire: Single Use
 * Magazine: 1 slash at a time
 * Kai does not utilize heavy armor and can get killed pretty fast when his shields are down. However, his shields can take major damage.
 * Body Armor provides weak protection against damage
 * Shields provide major protection from range attacks but not melee attacks

Special Abilities:
 * Tactical Cloak: Kai can turn invisible for a short time when need be.
 * Shield Boost: Repair your shields and those of your nearby allies, providing a large initial boost to shields.
 * Area of Effect: 5 meters
 * Stealthy: Kai is a master assassin and can reach locations undetected. However, his tendency of doing stupid stuff like eating people's cereal while sneaking into someone's house is kind of stupid of him.
 * Master Melee Fighter: Kai is poor at range combat and specializes in melee combat.
 * Brutality: Cerberus units are brutal warriors that will kill anyone that opposes them. Kai is no exception.
 * Augmented: Kai has been physically augmented to be even more agile.
 * Elite Training: Kai was a trained N7 soldier before joining
 * Experience: Kai has done allot of stuff before joining Cerberus, including sneaking into a man's house and eating his cereal.

Leaders
<p style="text-align: center;">Captain Vor vs Kai Leng

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

Do to his enhancements, Captain Vor is stronger and tougher than any human. Kai Leng has also been given enhancements but the ones he got are not as strength and durability oriented as Vor's.

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

This is where Kai wins out. His enhancements grant him increased speed and agility. Vor has a teleportation device on him, making him pretty fast but he naturally is pretty slow.

<p style="text-align: center;">92 Training 95

Both are amongst the best trained in their military groups. Vor is a major leader of the Grineer while Kai Leng was a trained N7 marine. Of the two, I am going to give it to Kai do to being an N7, being better trained in combat than Vor.

<p style="text-align: center;">97 Armor 95

Both are heavily protected. Both have incredible shields as their first line of defense. Kai has the advantage of being able to reenforce his shield strength. However, Vor's bubble shield grants him a bit more protection as it is completely impenetrably. Add in his superior body armor and Vor wins in armor.

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

Both sides are perfectly fine with killing and even find a sport in it.

<p style="text-align: center;">97 Fearlessness 90

Unlike most Cerberus units, Kai is not completely brainwashed and will flee if his mission fails. Vor, however, will fight to the death. He has died before and isn't afraid to die again, as he can come back.

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

Of the two, they are not the perfect leaders of their factions but Vor has the benefit of being more of a leader. Kai is much better solo or with some back up. He can lead fairly well but Vor can lead more effectively overall.

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

Despite Kai's many known missions and feats, like eating another man's cereal, Captain Vor wins out because of being known for being a very old Grineer and lives to hunt down Tenno and Orokan technology almost all his life. He has likely seen more combat with more dangerous enemies.

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

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

While many Cerberus units are incredibly strong, they are all physically at par with most humans. The Grineer units are augmented as to combat the genetic deterioration they are undergoing. This makes them stronger and tougher than any human, which makes up the majority of Cerberus' military force. Cerberus' Rampart Mech and Mech are incredibly strong but they are major exceptions.

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

While a few of the Grineer's forces are relatively fast, they are not the fastest enemies the Tenno have faced. At the same time, they have the Flameblades, which can teleport, allowing them to cut distances crazy fast. Speed wise, the same goes for Cerberus. Their units are pretty heavy duty and are not very fast on their own. However, their Phantoms make up for it a little as they are known for being crazy fast. At the same time, though, the Atlas and Rampart Mech are very slow and unfit for speedy combat. At average, both sides are pretty slow.

<p style="text-align: center;">92 Training 90

While Cerberus has some well trained units on their side and their units were brainwashed, they are still a paramilitary terrorist group. The Grineer have the advantage of their units are made up of clones, making them easier and more efficient to train but they are very expendable, requiring their leaders to train them pretty fast. I must give the edge to the Grineer but only slightly.

<p style="text-align: center;">Lancer: 89 - Elite Lancer: 92 - Shield Lancer: 93 - Seeker: 90 - Hellion: 90 - Ballista: 90 - Scorpion: 86 - Flameblade: 90 - Commander: 95 - Heavy Gunner: 97 - Napalm: 97 - Bombard: 97

<p style="text-align: center;">92 Armor 89

<p style="text-align: center;">Trooper: 88 - Guardian: 93 - Combat Engineer: 77 - Nemesis: 86 - Dragoon: 88 - Phantom: 86 - Centurion: 93 - Atlas: 99 - Rampart Mech: 95

Cerberus has some heavy units on their side but the majority of their units are not the most protected. The same goes for the Grineer. The Grineer Lancers and Cerberus Assault Troops both have thick armor yet lack shields but the Lancer has the heavier-duty armor. The Cerberus Gaurdian is roughly at par with the Shield Lancer as they both have near-indestructible shields but the Flameblade has greater protection than the Phantom. The Atlas is probably the most protected of them all but it is barley tougher than the Heavy Gunner, Napalm and Bombard. The biggest difference is between the Support units, where the Seeker and Hellion have vastly more protection than the weak-as-all hell Combat Engineer, even with his shields. At average, it is close but the Grineer have the heavier armored units.

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

This is where the two even out. Cerberus units will kill anyone that goes against them and Grineer units will kill anyone that is not Grineer. They are happy to kill anyone and are hard to beat in shear viciousness.

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

Because of the training and mental augmentation their units have undergone, both Grineer and Cerberus units are afraid of nothing, willing to die.

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

Neither the Grineer nor Cerberus are known for having perfect tactics. Cerberus utilizes spear-head attacks to deal major damage. The Grineer, however, utilize flanking tactics, working to get behind their enemies and blast them out from the front and behind. This is a highly effective tactic against units that do strait up attacks, like Cerberus. For this, the Grineer win in Tactics but by only a small margin.

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

Cerberus has been existing for only a few years, maybe 3 years, while the Grineer Empire has been existing for almost a hundred years. Now, in their three years, Cerberus has dealt major damage to the likes of the Turians and the Krogans. At the same time, the Grineer have been fighting the likes of the Corpus corporation and its near endless army of robots, the vast Infestation of the "Technocyte" plague, and the Returning Tenno. Overall, the Grineer have been fighting for a longer amount of time and faced a more versatile selection of enemies. For this, the Grineer have the edge in Experience.

Who: The Units
The Battle will be between 22 Grineer vs 22 Cerberus
 * Soldiers: 4 Lancers and 2 Elite Lancers vs 6 Troopers
 * Shield: 3 Shield Lancers vs 3 Guardians
 * Support: 2 Seekers and 2 Hellions vs 2 Combat Engineers and their 2 Turrets
 * Sniper: 2 Ballistas vs 2 Nemisises
 * Reckless: 2 Scorpions vs 2 Dragoons
 * Stealth: 1 Flameblade vs 1 Phantom
 * Elite: 1 Commander vs 1 Centurion
 * Heavy: 1 Heavy Gunner, 1 Napalm and 1 Bombard vs 1 Atlas and 2 Rampart Mechs

Where: The Location
Thee battle will take place on either a Grineer ship with lots of tight areas with cover and such or a Grineer settlement with wider areas but with some tight spots and lots of cover from place-to-place. Either way, the Grineer units will be on their turf as they usually are.

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

=Corpus vs Geth=

Corpus Corporation


The Corpus are a conglomeration of commercial and industrial interests unified by a single trade language and a common goal - the acquisition and trading of ancient Orokin technologies and Warframes. Those captured are treated as salvage; meticulously dissected, integrated. The remains are sold to the highest bidder.

More technologically advanced than the Grineer, the Corpus crews and snipers employ many of the same attrition and ambush tactics of the Grineer; however, they supplement these with automated 'security proxies' known as MOAs and Ospreys.

Corpus Units
Swarm Unit: Standard 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. Standard MOAs are identified by their green color and basic plasma turret and are the most common type of MOA.

Weapons:

Plasma Turret Head: Metal Body w/ 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
 * Rate of Fire: Automatic
 * Magazine: Unlimited
 * The body of MOAs are not very strong. They really utilize energy shields that provide necessary protection against damage.
 * Metal Body provides light protection against damage
 * Shields provide basic protection against ranged and melee attacks

Special Edges:
 * Basic Programing: MOAs have basic level of training programed into them.
 * Fast: MOAs are built to sprint at high speeds. They can cut distances very quickly.
 * Fearless: MOAs, as machines, 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.

Soldier 1: Crewman= A standard crewman who uses a Corpus Dera rifle. They are weak and easy to defeat when alone, but in numbers the Crewmen can easily overwhelm skilled soldiers in barrages of Dera fire.

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 the standard issue automatic plasma rifle of Corpus Crewmen.
 * Accuracy: Medium-High
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: none
 * Rate of Fire: 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, Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Rate of Fire: 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.
 * Suit provides low protection against damage
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons

Special Edges:
 * Basic Training: Despite having the name of "crewmen", Corpus Crewmen function more like trained soldiers.
 * Basic Tactics: Corpus Crewmen use basic group tactics and utilize cover extensively.
 * Brutal: The Corpus is 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.

Soldier 2: Sniper Crewman= Sniper Crewman are better armored units than normal Crewmen and utilize powerful Sniper Rifles.

Weapons:

Shock Baton: Lanka Railgun: Plasma Grenades: Sniper 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: Very High
 * Surprisingly slower than most bullet weapons
 * Rounds: High-Powered Hypersonic Slug
 * Damage: Very high
 * Armor Piercing
 * Silent
 * Recoil: High
 * Rate of Fire: 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, Very High
 * Area of Effect: 6.5 meter radius
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * Sniper Crewmen wear suits provide more protection than normal crewmen.
 * Suit provides basic protection against damage
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons

Special Edges:
 * Advanced Training: Sniper Crewmen are better trained than normal Crewmen as Snipers utilize weapons that need more skill to use.
 * Sniper Tactics: Sniper Crewmen use basic sniper tactics and utilize cover extensively.
 * Accurate Shots: Snipe Crewmen are trained to be very accurate with their Lanka Railguns.
 * Brutal: The Corpus is 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.

Soldier 3: Shockwave MOA= Shockwave MOAs are bigger and tougher than normal MOAs but their deadliest aspect is their stomp attack, which causes a shockwave that sends enemies flying.

Weapons:

Plasma Turret Head: Shockwave Stomp: Armored Body w/ Shields:
 * Standard MOAs have turrets for "heads" that fire bolts of plasma at an incredible rate of fire.
 * Accuracy: Medum-High
 * Rounds: Plasma Bolts
 * Damage: Medium-High
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: Unlimited
 * The Shockwave Stomp is capable of sending people flying if they fail to avoid the wave.
 * Blast Type: Shockwave
 * Damage: Medium
 * Targets fly away
 * Radius: 7 meters
 * Shockwave MOAs are physically tougher than normal MOAs and their shields are also superior.
 * Metal Body provides heavy protection against damage
 * Shields provide high protection against ranged and melee attacks

Special Edges:
 * Basic Programing: MOAs have basic level of training programed into them.
 * Fast: MOAs are built to sprint at high speeds. They can cut distances very quickly.
 * Fearless: MOAs, as machines, 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.

Soldier 4: Railgun MOA= Railgun MOAs are large MOAs that utilize powerful Railgun turrets that deal devastating damage in one shot.

Weapons:

Railgun Turret Head: Armored Body w/ Shields:
 * Railgun MOAs use powerful Railgun Turrets that can deal devistating damage in one shot.
 * Accuracy: Very High
 * Surprisingly slower than most bullet weapons
 * Rounds: High-Powered Hypersonic Slug
 * Damage: Very high
 * Armor Piercing
 * Silent
 * Recoil: High
 * Rate of Fire: Charged Semi-Auto
 * Magazine: Unlimited
 * Railgun MOAs are physically tougher than normal MOAs and their shields are also superior.
 * Metal Body provides basic protection against damage
 * Shields provide high protection against ranged and melee attacks

Special Edges:
 * Basic Programing: MOAs have basic level of training programed into them.
 * Fast: MOAs are built to sprint at high speeds. They can cut distances very quickly.
 * Fearless: MOAs, as machines, 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.

Elite 1: 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
 * Rate of Fire: 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
 * Rate of Fire: Thrown
 * Magazine: 1 at a time
 * Elite Crewmen wear suits that surpass both basic Crewmen suits and Sniper Crewmen suits. They also feature strong energy shields
 * Suit provides high protection against damage
 * Helmet provides incredible protection against bullet-base weapons but not energy weapons
 * Shields provide high protection against range and melee attacks

Special Edges:
 * Elite Training: Elite Crewmen are amongst trained Corpus units as their weapons and armor require much skill and discipline
 * Advance Tactics: Elite Crewmen use advance group tactics and utilize cover extensively.
 * Brutal: The Corpus is 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.

Elite 2: 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
 * Rate of Fire: 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
 * Techs utilize heavy suits that provide more protection than most units without sheilds. Their helmets are not as protective compared to the main suit as other suits.
 * Suit provides very high protection against damage

Special Edges:
 * Elite Training: Techs are amongst trained Corpus units as their weapons and armor require much skill and discipline.
 * Augmented: Techs are larger than most Corpus crewmen and likely are cyborgs with enhanced strength and durability.
 * Advance Tactics: Techs use advance support tactics and frequintly deploy Shield Osprey.
 * Brutal: The Corpus is 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.

Elite 3: Fusion MOA= The Fusion MOA is one of the deadliest MOA variants around. It utilizes Orocin technology that grants it the ability to fire a powerful laser that can hit targets for immense damage and set them on fire. Fusion MOAs are also capable of deploying an Osprey Drone that can fly with speed, fire yellow bolts of plasma at the target and take some major hits.

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
 * Rate of Fire: Constant Laser
 * Magazine: Unknown (Near-Unlimited)
 * Fusion MOAs are the toughest mass-produced MOAs around, capable of taking more hits than Standard, Shockwave and Railgun MOAs.
 * Armored Body provides high protection against damage
 * Shields provide very high protection against ranged and melee attacks

Osprey 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
 * Rate of Fire: Automatic
 * Magazine: Unlimited
 * Osprey 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

Special Edges:

Fusion MOA: Osprey 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, as machines, 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.
 * Fearless: Ospreys, as machines, never feel fear and are willing to enter danger to help ally units.
 * 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 1: Shield Osprey= Shield Ospreys project a shield over every nearby Corpus unit (including leech and mine osprey) except other Shield Ospreys.

Weapons:

Shield Generator: Metal Body:
 * 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
 * Ospreys have metal bodies but they still can't take much damage.
 * Metal Body provides little protection against damage

Special Edges:
 * Flight: Ospreys are capable of flying relatively fast and with allot of control.
 * Fearless: Ospreys, as machines, never feel fear and are willing to enter danger to help ally units.
 * 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 2: Mine Osprey= Mine Ospreys drop spherical energy mines that can deal major damage.

Weapons:

Energy Mines: Metal Body:
 * Mine Ospreys drop energy mines that deal great damage.
 * Blast Radius: 5 meters
 * Blast Type: Intense Heat and concussive blast
 * Damage: High
 * Produces 1 mine every 15 seconds
 * Magazine: Near Unlimited
 * Ospreys have metal bodies but they still can't take much damage.
 * Metal Body provides little protection against damage

Special Edges:
 * Flight: Ospreys are capable of flying relatively fast and with allot of control.
 * Fearless: Ospreys, as machines, never feel fear and are willing to enter danger to help ally units.
 * 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 3: 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 and drain anyone of their powers.

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
 * Damage: none (Very High against shield systems and energy)
 * Recoil: none
 * Rate of Fire: Semi-Auto
 * Magazine: Near Unlimited

Special Edges:
 * Flight: Ospreys are capable of flying relatively fast and with allot of control.
 * Fearless: Ospreys, as machines, never feel fear and are willing to enter danger to help ally units.
 * 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.

Tank 1: 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:

Heavy Machine Guns: Guided Missile Barrage: Sticky Grenades: Shockwave Stomp: Heavy Armored Body w/ Shield
 * The Jackal's main weapon is its duel Heavy Machine Guns, which fire incredibly fast and with incredible power.
 * Accuracy: Medium-High
 * Rounds: High-Powered Hypersonic Bullets
 * Damage: High
 * Recoil: none
 * Rate of Fire: 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
 * Rate of Fire: 6 missile Barrage
 * Magazine: Unknown (Near Unlimited)
 * The Jackal can fire out grenades that can stick to its target and cause devistating damage.
 * Accuracy: Medium
 * Blast Radius: 3 meters
 * Rounds: High-Explosive Grenade
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: 1 "Wave"
 * Magazine: Unknown (Near Unlimited)
 * The Shockwave Stomp is capable of sending people flying if they fail to avoid the wave.
 * 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 incredibly 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 and has major programing that is the equivalent of elite training.
 * Fast: Thanks to its size and machine strength, the Jackal is incredibly fast and can sprint very fast.
 * Fearless: The Jackal, as a machine, never feels 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.

Tank 2: Hyena= The Hyena resembles a smaller light blue Jackal. While the Jackal has the superior size, strength and durability, the Hyena is significantly faster, much more agile and vastly harder to target onto.

Weapons:

Heavy Machine Guns: Guided Missile Barrage: Shockwave Stomp: Electric Shield Heavy Armored Body w/ Shield
 * The Hyena's main weapon is its duel Heavy Machine Guns, which fire incredibly fast and with incredible power.
 * Accuracy: Medium-High
 * Rounds: High-Powered Hypersonic Bullets
 * Damage: High
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: Unknown (Near Unlimited)
 * The Hyena is capable of firing out two 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
 * Rate of Fire: 2 at once
 * Magazine: Unknown (Near Unlimited)
 * The Shockwave Stomp is capable of sending people flying if they fail to avoid the wave.
 * Blast Type: Shockwave
 * Damage: Medium
 * Targets fly away
 * Radius: 7 meters
 * The Hyena can deploy an shield of energy, providing cover in any situation.
 * Electric Shield provides incredibly high protection against ranged attacks.
 * Attackers who walk through the shield takes sever electricity damage
 * Damage: Very High
 * Fire from ally weapons pass through without stopping
 * The Jackal is not as heavily armored shielded as the Jackal but it can still take massive damage before going down.
 * Heavy Armored Body provides very heavy protection against damage
 * Shields provide very heavy protection against ranged and melee attacks

Special Edges:
 * Advance Programing: The Hyena is a specialty built killing machine and has major programing that is the equivalent of elite training.
 * Fast: Thanks to its size and machine strength, the Hyena is incredibly fast and can sprint very fast.
 * Fearless: The Hyena, as a machine, never feels fear and will fight till it is destroyed.
 * Pain Immunity: The Hyena, as a machine, is immune to pain.
 * Poison Immunity: The Hyena, do to its machine nature, is immune to poisons and diseases that specifically harm organic creatures.

Tank 3: Raptor= The Raptor is a giant Osprey drone with dark blue armor and red trims. It flies around the arena, raining death on its foes.

Weapons:

Auto-Plasma Cannons: Energy Mines: Homing Missile Barrage: Armored Body w/ Shields:
 * The Raptor's main weapon is an explosive plasma bolt cannon with medium fire rate.
 * Accuracy: Very High
 * Rounds: Explosive Plasma Bolts
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: Unknown (Near Unlimited)
 * The Raptor can drop energy mines that deal greater damage than the mines of Mine Osprey.
 * Blast Radius: 10 meters
 * Blast Type: Intense Heat and Concussive Blast
 * Damage: Very High
 * Produces 1 mine every 30 seconds
 * Magazine: Unknown (Near Unlimited)
 * The Raptor is capable of firing out a barrage of homing missiles to rain hell on its enemies.
 * Accuracy: Very High
 * Rounds: High-Explosive Missiles
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: 6 missiles at a time
 * Magazine: Unknown (Near Unlimited)
 * The Raptor utilizes a heavily armored body and heavy duty shields.
 * Armored Body provides very heavy protection against damage
 * Shields provide very heavy protection against ranged and melee attacks

Special Edges:
 * Advance Programing: The Raptor has vastly more advanced programs than any other Osprey around.
 * Flight: The Raptor are capable of flying relatively fast and with allot of control.
 * Fearless: The Raptor, as a machine, never feels fear and will fight till it is destroyed.
 * Pain Immunity: The Raptor, as a machine, is immune to pain.
 * Poison Immunity: The Raptor, do to its machine nature, is immune to poisons and diseases that specifically harm organic creatures.

Geth
The geth ("Servant of the People" in Khelish) are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads.

Soldier 1: Geth Trooper= Geth Troopers are the standard ground forces of the geth. On the battlefield, they usually attack in groups and are supported by stronger geth units.

Weapons:

Rifle Butt: Geth Pulse Rifle:
 * Geth Troopers will use the butt of their guns in melee combat.
 * Damage Type: Blunt Force
 * Damage: Low
 * Geth pulse rifles are comparable to a standard stock assault rifle, but finely balanced with low-recoil and incredibly high accuracy
 * Accuracy: Medium
 * Rounds: High-Energy Phasic Slugs
 * Damage: Low
 * Recoil: Low
 * Rate of Fire: Automatic
 * Magazine: 80 rounds

Special Edges:
 * Basic Tactics: Geth Troopers utilize basic group tactics and will use cover a good deal.
 * Basic Programing: Geth Troopers have programing that grants them the equivalent of basic combat training.
 * Pain Immunity: Geth Troopers, as machines, are immune to pain.
 * Poison Immunity: Geth Troopers are immune to poisons and diseases that specificly harm organic creatures.

Elite 1: Geth Pyro= The Geth Pyro is a geth unit that wields a flamethrower and is protected by armor and shields.

Weapons:

M-451 Firestorm: Armored Body w/Kinetic Barriers:
 * Short-ranged, the Firestorm suppresses the regenerative capabilities of vorcha and krogans.
 * Accuracy: Medium
 * Limited Range
 * Rounds: Fire
 * Damage: High
 * Sets targets on fire
 * Recoil: none
 * Rate of Fire: Constant Cone of Flame
 * Magazine: 250 unit fuel back-pack
 * Fuel Pack is vulnerable to enemy fire and explosion can kill Pyro instantly
 * Geth Pyros have armored bodies with kinetic barriers.
 * Armored Body provides basic protection against damage
 * Kinetic Barriers provide basic protection against ranged attacks but not against melee attacks

Special Edges:
 * Advanced Programing: Geth Pyros have more advance programs than normal Geth Trooper do to their specialty towards fire.
 * Brute Tactics: Geth Pyros don't really use tactics as they work to charge in and set their enemies on fire, never caring about cover when they are vulnerable.
 * Pain Immunity: Geth Pyros, as machines, are immune to pain.
 * Poison Immunity: Geth Pyros are immune to poisons and diseases that specifically harm organic creatures.

Elite 2: Geth Rocket Trooper= Geth Rocket Troopers are geth support units that wield powerful rocket launchers. They accompany other geth troops into battle, and usually attack from afar.

Weapons:

ML-77 Missile Launcher Kinetic Barriers:
 * Rapid-fire missile launcher with limited seeking projectiles.
 * Accuracy: Medium (Seeking)
 * Missiles are slow enough to dodge
 * Rounds: Small Missiles
 * Damage: Very High
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Magazine: 15 rockets before discarding
 * Geth Rocke Troopers are amongst the weakest of the units so they have Kinetic Barriers to provide protection.
 * Kinetic Barriers provide basic protection against ranged attacks but not against melee attacks

Special Edges:
 * Advanced Programing: Geth Rocket Troopers have superior programing over normal Geth Troopers.
 * Basic Tactics: Geth Rocket Troopers use basic support tactics and utilize cover allot.
 * Pain Immunity: Geth Rocket Troopers, as machines, are immune to pain.
 * Poison Immunity: Geth Rocket Troopers are immune to poisons and diseases that specifically harm organic creatures.

Elite 3: Geth Hunters= Geth Hunters are stealth-based Geth units that utilize tactical cloaks and shotguns.

Weapons:

Rifle Butt: Geth Plasma Shotgun: Tactical Cloak: Kinetic Barriers:
 * Geth Hunters will use the butt of their guns in melee combat.
 * Damage Type: Blunt Force
 * Damage: Low
 * This three-barreled geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns.
 * Accuracy: Medium
 * Rounds: Superconducting Shot
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Automatic
 * Magazine: 5 rounds
 * Geth Hunters can become invisible in combat.
 * Duration: 8 seconds or when user attacks
 * Geth Hunters do not have armor but use kinetic barriers for protection
 * Kinetic Barriers provide basic protection against ranged attacks but not against melee attacks

Special Edges:
 * Advanced Programing: Geth Hunters have superior programing over normal Geth Troopers.
 * Stealth Tactics: Geth Hunters use basic stealth tactics and utilize their invisibility ability carefully.
 * Pain Immunity: Geth Hunters, as machines, are immune to pain.
 * Poison Immunity: Geth Hunters are immune to poisons and diseases that specifically harm organic creatures.

Support 1: Combat Drones= Geth Primes deploy Combat Drones to serve as a distraction on the battlefield.

Weapons:

Shock: Rockets: Kinetic Barriers:
 * Combat Drones use a shock attack for close ranges.
 * Accuracy: High
 * Accuracy: High
 * Very Short Range
 * Rounds: Shock Bolt
 * Damage: Low (Stun)
 * Recoil: none
 * Rate of Fire: Single bolt
 * Magazine: Unknown (Near-Unlimited)
 * Combat Drones fire small, stun rockets for long-range combat.
 * Accuracy: Medium
 * Rounds: Energy Stun Rockets
 * Damage: Low (Stun)
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: Unknown (Near-Unlimited)
 * Combat Drones use very weak Kinetic Barriers for protection.
 * Kinetic Barriers provide very low protection

Special Edges:
 * Flight: Combat Drones can fly at a pretty good speed.
 * Pain-Immunity: Drones do not feel pain, though they wouldn't be able to as they die from one shot.
 * Poison Immunity: Drones are immune to poison and diseases that specifically harm organic creatures.

Support 2: Geth Turret= Geth Primes deploy Geth Turrets to serve as fire support on the battlefield.

Weapons:

Pulse Turret Gun: Kinetic Barriers:
 * The Geth Turret's only is its Pulse Turret Gun.
 * Accuracy: Low
 * Rounds: Pulse Rounds
 * Damage: Low-Medium
 * Recoil: Low
 * Rate of Fire: Automatic
 * Magazine: Unknown (Near-Unlimited)
 * The Geth Turret's only form of defense is its weak set of Kinetic Barriers.
 * Kinetic Barriers provide very low protection against ranged attacks and none for melee attacks

Special Edges:
 * Stationary: While not quite a true advantage, Geth Turrets are stationary. This means they will not leave their spot.
 * Fearless: Geth Turrets have no concept of fear.
 * Pain-Immunity: Turrets do not feel pain, though they wouldn't be able to as they die from one shot.
 * Poison Immunity: Turrets are immune to poison and diseases that specifically harm organic creatures.

Tank 1: Geth Prime= Geth Primes are heavy geth platforms that serve as command units on the battlefield. Larger and more powerful than any other geth infantry platform, Primes are equipped with heavy armor and shields, specialized abilities and a variety of deadly weapons.

Weapons:

Rifle Butt: Pulse Cannon: Deploy Combat Drone: Deploy Geth Turrets: Heavily Armored Body w/ Kinetic Barriers
 * Geth Primes will use the heavy butt of their pulse cannons to deal deadly melee damage.
 * Damage Type: Blunt Force
 * Damage: Low-Medium
 * Geth Primes utilize high-powered semi-auto Pulse Cannons to deal deadly damage.
 * Accuracy: Medium
 * Rounds: High-Powered Pulse Blast
 * Damage: Very High (Stuns)
 * Recoil: High
 * Rate of Fire: Slow Semi-Auto
 * Magazine: Unknown (Near Unlimited)
 * Geth Primes can deploy Combat Drones into battle.
 * See stats for the Combat Drone
 * Geth Primes can also deploy Geth Turrets.
 * See stats for Geth Turrets
 * Geth Primes have incredibly durable armored bodies with heavy-duty shields to add to it.
 * Armored Body provides very heavy protection against damage
 * Kinetic Barriers provide protection against ranged attacks but not melee attacks

Special Edges:
 * Elite Programing: The programing in the Geth Prime is amongst the best in Geth units and the equivalent to elite training.
 * Leadership Tactics: Geth Primes utilize basic leadership tactics but will not use cover much.
 * Pain Immunity: Geth Primes, as machines, are immune to pain.
 * Poison Immunity: Geth Primes are immune to poison and diseases that specifically harm organic creatures.

Tank 2: Geth Colossus= Geth Colossi are large four-legged machines who stand as the tanks of the Geth Forces.

Weapons:

Mass Accelerator Machine Guns: Siege Pulse Cannon: Armored Body w/ Kinetic Barriers:
 * Geth Colossi have Mass Accelerator Machine Guns that spew out a volly of slugs.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: none
 * Rate of Fire: Automatic
 * Magazine: Unknown (Near Unlimited)
 * For longer range combat, the Geth Colosses will use a heavy-duty Siege Pulse Cannon.
 * Accuracy: High
 * Poor in shorter ranges
 * Rounds: Pulse Blast
 * Damage: Very High
 * Recoil: High
 * Rate of Fire: Single Shot
 * Magazine: 1 shot before recharging
 * Geth Colossi have heavily armored bodies with strong Kinetic Barrers.
 * Armored Body provides very heavy protection against damage
 * Kinetic Barriers provide very heavy protection against ranged attacks but not melee attacks

Special Edges:
 * Basic Programing: Geth Colossi have more advance programs than most Geth
 * Brute Tactics: Geth Colossi do not use tactics, only using h
 * Fearless: The Geth Colossi are not afraid.
 * Pain Immunity: Geth Colossi, as machines, are immune to pain.
 * Poison Immunity: Geth Colossi are immune to poison and diseases that specifically harm organic creatures.

Who and What: The Units and their Gear
=Battle of Tomorrow's Armies! Terran Dominion vs System 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 System 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.

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

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

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

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

Weapons:

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

Weapons:

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

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

Weapons:

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

Weapons:

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

Weapon:

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

Weapons:

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

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

Weapons:

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

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

X-Factors (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 System Alliance is to attack the "feed line" of their enemy and let them "Wither on the vine". However this will likely not work on the Terran. They are able to build their supplies, buildings and vehicles on the spot and in crazy speed. The amount of time it takes the System Alliance to build a Dreadnought is several months, maybe even a few years. For the Terran Dominion, building a Battlecruiser takes only minuets. They will be able to send out more ships forces at once than the System Alliance can.

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

<p style="text-align: center;">95 Brutality 75 The Terran Dominion are vastly more brutal than the System Alliance. They are in a three-way war with the Protoss and the Zerg. They had to adapt to combat with both sides and without showing any mercy. The System Alliance are far more willing to 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 94 This one might be the most arguable of the x-factors. The System Alliance have faced the Reapers, an alien force hard to match. However, they still needed the aid of the Turians, Asari, Salarians and other military factions. The Terran Domain, on the other hand, had to fight their battle without any aid. They had two enemies and were alone in their war. However, they were able to prove themselves to be one of the dominant species in the Milky Way, a feat incredibly hard to reach, as they are at the lines of the hyper-advanced Protoss and the near-unstoppable Zerg. Add in the fact they have been fighting both sides for several more years and were able to even out with each other and you can see how the Terran Military packs far more experience under their wings.

The 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. Metal Abilities=

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Weapons:

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

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

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

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

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


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

Mohandar's Ship

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

Weapons:

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

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

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

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

Selendig's Carrier

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

Weapons:

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

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

Weapons:

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

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

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

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

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

Weapons:

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

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

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

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

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

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

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

Weapons:

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

Weapons:

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

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

Weapons:

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

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

Weapons:

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

Weapons:

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

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

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

Weapons:

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

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

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

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

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

Weapons:

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

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

Weapons:

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

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

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

Weapons:

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

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

Weapons:

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

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

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

Weapons:

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

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

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

Weapons:

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

Weapons:

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

TBA
=The Reapers vs the Zerg=

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

=Rancor vs Olog-Hai=

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

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

Special Edges

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

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

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

Special Edges

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

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

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

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

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

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

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

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

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

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

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

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

VS

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

WHO IS DEADLIEST

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

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

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

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

Ermac


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=Deahtstroke vs TBA=

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

Weapons and Gear:
Melee (Short): Hunting Knife Melee (Long): Promethium Sword: Pistol: The Beretta 92 is a series of 9x19 Parabellum firing pistols developed by the Italian company, Beretta. Automatic: AK-74 Shotgun: Remington Model 870 Special: Energy Staff Armor: Promethium Mesh Armor
 * Deathstroke will carry with him a hunting knife as so he can kill people with a lightweight weapon up close.
 * Blade is around 80 cm long and made of steel
 * Is single bladed and very sharp
 * Primarily used in melee combat
 * Used to stab and slash
 * Deathstrokes deadliest tool, his Promethium Sword allows him to slice and pierce through anything.
 * Blade is approximately over 1 meter long and made of Promethium, essentially making it indestructible
 * Is duel-bladed and incredibly sharp
 * Soley used in melee combat
 * Used to stab and slash
 * Special hilt for more-efficient parrying
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire Action: Semi-Automatic
 * Magazine: 17-round detachable box magazine
 * AK-74 is an assault rifle developed in the early 1970s in the Soviet Union as the replacement for the inaccurate AKM.
 * Rounds: 5.45×39mm
 * Range: 650 meters
 * Fire Action: Automatic
 * Rate of Fire: 650 rounds/min
 * Magazine: 30-round detachable box magazine
 * The Remington Model 870 is a U.S.-made pump-action shotgun.
 * Rounds: 12 Gauge
 * Range: 200 meters
 * Fire Action: Pump Action
 * Magazine: 8 shell internal tube magazine
 * Deathstroke wields a deadly metal staff that can produce deadly energy, either to increase its damage as a melee weapon or blast out bolts of super-fast energy bolts or balls.
 * Shaft is well over 2 meters long (around 7 feet long) and made of a super-strong metal alloy
 * Can be used in melee combat
 * Can function just like a normal staff but with more force behind it do to its energy lacing and strong build
 * Can also function like a spear, stabbing an enemy with energy
 * Can also be used to fire out beams, bolts or orbs of energy
 * Rounds: Energy Blast
 * Varies in form. Forms include Beams, Bolts or Orbs
 * Range: Very Long
 * Fire Action: "Automatic" or "Semi-Auto"
 * Magazine: Unknown (near-unlimited)
 * Deathstroke wears a suit of armor made of Promethium mesh and it does not hinder his abilities while still granting extensive protection.
 * Light weight but near-invulnerable

Special Edges:
apparently aging, he does so very slowly, appearing younger than he actually is.
 * Enhanced Super Soldier: Due to a botched military enhancement procedure, Slade Wilson's physiology was changed permanently. First, the procedure crippled his mind and body. Then, the experiment rebuilt his physical and mental faculties further than a human could process or build. These enhancements make Deathstroke an enhanced human, not superhuman and afford him the enhancements.
 * Enhanced Intellect: Able to think 9 times faster and utilize that much more of his mind than your average human for information processing and sorting, Deathstroke's mind is virtually a computer built for strategy and problem-solving, one that works at optimal ability even when under stress and fatigue. He is also ingenious in devising solutions against superior aspects of opponents, can observe and exploit, and can calculate distance, speed, and time at lightning speeds; his sense of timing is superb, bordering on perfection.
 * Enhanced Reflexes: Deathstroke possesses enhanced reflexes. The speed at which he reacts allows him to dodge fast-moving projectiles such as arrows and bullets. He can usually out-react even the fastest humans, no matter how well-trained.
 * Enhanced Speed: Ability to run at speeds of up to 30mph and long distances far out-performing any Olympic athlete.
 * Enhanced Stamina: Deathstroke can exert himself at peak capacity greater than any human could.
 * Enhanced Strength: His entire muscular system was hardened and strengthened, allowing Deathstroke to be "as strong as 10 men".
 * Enhanced Senses: Deathstroke's senses have been augmented to higher levels of ability. He can perceive things better than a normal human. This includes, but is not limited to:
 * Enhanced Hearing
 * Enhanced Sense of Smell
 * Enhanced Vision
 * Regenerative Healing Factor: With an enhanced ability to heal damaged tissue, the rate at which Deathstroke's body recovers from injury and capable of being repaired before death. As such, Deathstroke's body can take a tremendous amount of punishment before succumbing to death. Simple gunshot and stab wounds, cuts, and broken bones can heal faster than normal. He was once impaled clean through his chest, and it did nothing but slow him down and cause great pain.
 * Enhanced Immunity: Deathstroke's regenerative abilities have some effect on his body's ability to process through harmful, foreign substances and he has become naturally immune to deadly poisons and illnesses.
 * Retarded Aging: An important aspect to note is that while Deathstroke is


 * Tactical Analysis: Slade is a great strategist and tactician. Always calculating his opponents moves beforehand; he even single handedly defeated the JLA roster that lacked the "Big Three". He has been compared to Batman in terms of tactical methods. Even against metahumans he has proven more than a match for them all at once with time to prepare. Roy Harper once claimed that Slade was, "The world’s greatest tactician."


 * Hand-to-Hand Combat (Advanced): Slade trained in hand-to-hand combat and when he was in the Army, he proved himself to be one of their best fighters. Later he received martial arts training in various styles. After mastering these martial arts he furthered his studies when he sought an assassin known as Natas to train him in the ways of Ninja and had studied assassination techniques. His physical prowess is so great that he has defeated Batman in hand to hand combat.


 * Swordsmanship: Using his superior problem-solving skills, Deathstroke can work out a battle ahead of time for many possibilities and predict enemy movements and tactics after the battle has engaged by recalling and utilizing memorized mannerisms acquired through past experience on a moment's notice.

Weakness

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

=Judge Dredd vs Punisher=

Judge Dredd
In the harsh future of the 22nd century, crime runs rampant in Mega-City One. Here the Judges are the law, and Judge Dredd is the best they have. Judge Dredd, one of a number of clones of Chief Judge Fargo, is the most famous of the elite corps of Judges that run Mega-City One with the power not only to enforce the law, but also to instantly sentence offenders - to death if necessary. Dredd and his twin brother Rico emerged from the cloning facility as five year olds in 2066, which took only a matter of months. At this young age they are enrolled into the Academy of Law, and graduate 13 years later in 2079.

Weapons and Gear:
Melee 1: Boot Knife Melee 2: Daystick Handgun: Lawgiver Mk.II Shotgun: Widowmaker 2000 Rifle: Stub-Gun Explosive: Clip-On Grenades Special: Varied Lawgiver rounds
 * Every street judge carries a knife in a scabbard attached to his boot. Unlike most boot knives, the Judge Boot Knife is much longer and more combat-effective than more common boot knives.
 * Blade is 7" long, double sided and made of durable steel
 * Used to deal slashing and stabbing attacks
 * The Daystick is a long one- or two-handed cudgel used to deal heavy blunt-force
 * Shaft is around 1 meter long and made of a durable synthetic material with titanium-steel core
 * Used to deal heavy blunt force
 * Surprisingly usefully at parrying attacks
 * The Lawgiver is the standard sidearm issued to Judges in Metro-City 1.
 * Rounds: High-Powered Handgun Slugs
 * Range: 5000 meters
 * Rate of Fire: Semi-Auto or Full Automatic
 * Magazine: Presumably a 24-round detachable clip magazine
 * Contains several Features such as:
 * "Fast-Focus" Viewfinder to facilitate rapid targeting.
 * Built-in motion tracker to detect any movement
 * Built-in Taser system for "non-lethal" uses
 * Built-in ID scanner, which activates a self-destruct function that produces a small but powerful explosion, more than powerful enough to obliterate anyone's arm and cause lethal bleeding
 * The Colt M2000 Widowmaker is an automatic shotgun. It replaced the Arbitratoras pump-action shotgun and Lawrod rifle.
 * Rounds: High-Powered 12 Gauge Buck Shot
 * Range: Around 200 meters
 * Rate of Fire: Automatic
 * Magazine: Presumably a 10-shell detachable clip magazine
 * The Stub-Gun is a powerful laser-rifle that fires long-reaching lasers that can cut through most anything.
 * Rounds: High-Powered Cutting Laser
 * Range: Unknown (likely very long)
 * Rate of Fire: Single Beam
 * Magazine: Unknown
 * The Lawgiver can have clip-on muzzle-fired impact grenades of different kinds.
 * Rounds: Varied Clip-on grenades
 * Fragmentation
 * Stumm Gas (stun gas)
 * Tranq Gas (tranquilizer gas)
 * Range: Around 300 meters
 * Rate of Fire: Single Shot
 * Magazine: 1 clip-on grenade
 * The Lawgiver Mk.II has varies rounds to fire with, all within the Lawgiver itself and chosen through either a dial on the side of the gun or by using a vocal command. All the rounds are kept in one bulk magazine
 * 1) Standard Execution (SE) - Ammunition used in response to generic situations.
 * 2) Armour Piercing (AP) - Ammunition used to deal with Robots or lifeforms wearing body armour. Armour Piercing rounds are also powerful enough to go through multiple unarmoured perps.
 * 3) Ricochet (R) - Rubber-titanium ammunition used to shoot perps around corners and behind walls. Can be used in standoff situations to allow Judges to shoot around hostages.
 * 4) Incendiary (I) - Partially explosive chemical rounds that ignite whatever target they hit.
 * 5) High-Explosive (HE, Hi-Ex) - These rounds can be used when a situation calls for a forced entry into an area and there isn't time to wait for heavier reinforcements.
 * 6) Heatseeker (HS) - Rounds that lock on and seek targets by their body-heat. Can be used in combination with incendiary rounds.

Special Edges:

 * Judge Training: Judge Dredd is one of a number of clones of Chief Judge Fargo to be the ultimate Judges. He was artificially grown to the age of 5 and then brought to the Academy of Law, graduating at the age of 18. He has proven himself to be one of the best Judges in Mega-City, if not the best.
 * Fearless: Judge Dredd is near impossible to scare. He has faced horrors that would usually scare off more Judges and even survived gazing into Judge Fear's face. Judge Fear's face is horrific enough to cause even brave men to die from fright, but Dredd was resistant enough to punch a hole through his face.
 * Near-Superhuman Physicality: Despite how old he has gotten over the years, Dredd is a powerful man physically. He has survived near-fatal wounds and even punched a hole through Judge Fear's helmet, something that requires near superhuman strength.
 * Age-Retardation: Judge Dredd, along with most other judges, take drugs that slow their aging process so that they can stay in the force longer.
 * Biotic Eyes: During a fight with a demon, Dredd had suffered sever damage to his eyes and was forced to get biotic eyes. These eyes are very effective and make his shots more deadly.
 * Hand-to-Hand Combat (Advanced): Dredd is a deadly hand-to-hand fighter. Add in his near superhuman strength and Judge Dredd is more than a match for anyone.
 * Baton Expert: Dredd is much more skilled with his baton than with his fists. He can use his baton to parry against most melee attacks and use it both single-handed and duel-handed.
 * Knife Fighter: While he uses it as a "last-resort", Dredd is quite capable of using his boot knife in combat.
 * Skilled Marksmen: Again, he isn't THE best shot but he is damn good shot. He has blown off more heads than any other Judge and it's a bitch to handle against his marksmanship. The auto-targeting systems in this guns and his biotic eyes also enhance his accuracy.

Punisher
Frank Castle, although born into Italian Mob blood, would grow up to be the greatest enemy of crime on the face of the planet. A Vietnam War veteran, Frank had just settled into a peaceful life with his family when fate kicked him in the face: while on a picnic with his wife and two children in Central Park, Frank accidentally stumbled upon a Mob killing. When they were discovered, the hitmen opened fire on the innocent family, killing everyone except for Castle, who survived against all odds. From that day forth, Frank declared a one-man war against all criminals, quickly hunting down and killing those responsible for his family's murder. Now calling himself the Punisher, and equipped with enough weapons to supply a small nation, Frank travels the world, exterminating criminals wherever he finds them. He is reputed to have killed over 2,000 people, and has killed dozens of super-humans through sheer use of his training, tactics, and conventional weapons.

Weapons:
Melee 1: Ka-Bar Melee 2: M4X Knife Handgun: Duel M1911s Shotgun: Franchi SPAS-12 Rifle: Customized M4 Explosive: M67 Grenade Special: TBA
 * The Ka-bar is a combat knife used by U.S. military forces. It is one of the first knives Punisher was trained in using.
 * Blade is 7", single sided and made of durable steel
 * Used to deal both slashing and stabbing damage
 * The M4X Knife is a large combat knife. Its size and durable build makes it deadly in melee combat.
 * Blade is 8.5" long, single sided and made of durable steel
 * Blade is serrated at the bottom of the blade
 * Used to deal deadly slashing damage
 * The Colt M1911 is is an American semi-auto serves handgun that is known for its reliable reputation.
 * Rounds: .45 ACP
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 8-round detachable clip magazine each (16 rounds together)
 * The SPAS-12 is an Italian combat shotgun that was manufactured by the Italian firearms company Franchi S.p.A.
 * Rounds: 12 Gauge Buck Shot
 * Range: 200 meters
 * Rate of Fire: Automatic
 * Magazine: 8-round internal-tube magazine
 * The M4 Carbine is a series of automatic carbines based upon the design of the M16 rifle.
 * Rounds:
 * Range: 500 meters
 * Rate of Fire: Automatic
 * Magazine: 30-round detachable clip magazine
 * The M67 fragmentation grenade is the current standard issue hand grenade for the United States and other military forces worldwide.
 * Blast Type: Fragmentation
 * Blast Radius: 5 meters (lethal) to 15 meters (maximum)
 * Activation: 4-second fuse
 * Utilization: Thrown
 * Magazine: 1 grenade at a time

Special Edges:

 * Military Training: The Punisher was a United States Marine during Vietnam and had proven himself amongst the best soldiers at the time.
 * Will-Power: The Punisher has incredible will power. He is willing to fight for what he believes in, even when he is fighting someone he knows he can't beat.
 * Peak Physicality: The Punisher lacks any powers so he works to bring himself to peak physical capability. He can press lift 400 lbs and works out almost constantly.
 * Expert Tactician: Armed solely with conventional weapons and motivated by a fanatical hatred for criminals like those who murdered his family, the Punisher has single-handedly incapacitated up to a dozen well-armed and experienced opponents in a single encounter and escaped uninjured. It is his military training and his attention to detail that allows him to achieve this.
 * Hand-to-Hand Combat (Advanced): He is very well-versed in the arts of warfare and hand-to-hand combat. His styles of choice being Nash Ryu Jujutsu, (the four-style martial art founded by his Sensei Adam Nash and the Marine Corps LINE/MAPS combative systems) Ninjutsu, Shorin-Ryu Karate, Hwarang Do, and Chin Na.
 * Knife Fighter: He is an exceptional knife fighter who carries up to 3 or 4 different types of edged weapons, preferring the knife he learned to fight with in the USMC: the Ka-bar.

X-Factors
=Soul-Bound Telekinetics: M. Bison vs Ermac=

M. Bison
Using his enigmatic organization, Shadaloo, to manipulate the world around him for his own gain, the would-be conqueror M. Bison has laid the groundwork for his ambitious plans- to take control of all the World's governments and bring about a planet wide dictatorship beneath him. Tapping into the Psycho Energy, M. Bison is able to unleash a wide array of attacks and martial art skills that can easily kill his foes, including his iconic Psycho Crusher.

Beneath his cruel arrogance lies the mind of an insidious warlord who has managed to survive and continue to plan, not just because of his martial prowess, but also because of his lethal mind. There are no lows Bison won't stoop to in order to accomplish his tasks, and there is no mercy or compassion to be found in his soul. He will kill, destroy, brainwash and dispose of everything in his way until the world belongs only to Bison.

Powers:
Psycho Power: Often termed as an evil, negative or psychotic energy, Psycho Power is most notably exploited by its best known user, M. Bison, who utilizes the Psycho Drive to channel it. Psycho Power has been described as the corrupted negative of Soul Power, a power demonstrated by Rose; this may be true, considering Rose is the formation of Bison's expelled "positive" energy. Through its use, Bison has gained a considerable amount of strength. This power also grants him the ability to float, teleport, and control the minds of other beings, as seen with The Dolls. He can also regenerate via the Psycho Drive, and create a wormhole.


 * Telekinesis:

Ermac
Ermac is a Fusion of many souls destroyed in Outworld's wars who came to be controlled by Emperor Shao Kahn and his Shadow Priests. Because of this, he refers to himself as "we," "us," and "our" instead of "I," "me," and "my". Due to the sheer concentration of souls within Ermac, he possesses the gift of telekinesis, and can travel to different realms. However, the depths of Netherrealm drain his powers and souls. He is weakened dramatically while there, but a mysterious stone dubbed the Soul Stone Shujinko found for him would protect his souls.

Disappearing after the events of Mortal Kombat Trilogy, he only returned in Mortal Kombat: Deception, where he was freed from Shao Kahn's grip by the blind swordsman Kenshi, whom he repaid by teaching him the Telekinetic Slam. He decided to become a force of good partly in guilt of his past evils. To prove this, he decides to help Liu Kang free the souls of his friends from control of Onaga.

Powers:
Soul Power: As mentioned above, Ermac is not one person, but an entire collection of warriors brought together in physical form through magic, courtesy of Shao Kahn and thus, refers to himself as a group instead of a singular. Because of this, Ermac possesses powers related to the souls, mostly used in the form of telekinesis, which allows him to manipulate every aspect of living and non-living objects with his mind. In addition, he is able to manipulate soul energy because of his composition, which he uses in the form of both levitation and firing projectile attacks. Ermac's one weakness is the Netherrealm itself. Since he is a being created by magic, his powers would decrease over time the longer he stays in that realm, weakening the bond holding the souls together and threatening his very existence.


 * Soul-Telekinesis: Ermac's physical state allows him to use a form of telekinesis, capable of lifting people and objects without actually touching them. Ermac has many uses for this power, from throwing enemies around to slamming them into the ground intensely to ripping them apart.
 * Dismemberment: Ermac can use his telekinetic powers to tear an individual to pieces. One of his most well known uses of this skill is when he tore off Jax' arms off.
 * Levitation: Ermac can use his telekinesis to propel himself into the air.
 * Power-Enhancement: Ermac can use his powers to enhance his own speed and strength to throw out powerful melee attacks.
 * Shrinking: Ermac can shrink his opponents with his powers. How it works, I have no Idea.
 * Regeneration Process: After Sub-Zero's confrontation with a transformed Cyrax, Ermac had been disrupted from his "regeneration" process. This likely means that, given peace and quite, Ermac can heal from wounds faster than any human.

Basic Maneuvers:

 * Force Push: Ermac lifts his opponent via telekinesis, floating them backwards helplessly until he strikes them with a telekinetic blast.
 * The enhanced version is named Telepush. Instead of striking them with another telekinetic blast, Ermac flips the opponent upside down and slams them down face first.
 * Telekinetic Throw: Ermac telekinetically tosses his opponent across the arena behind him.
 * Force Lift: Using his telekinetic powers, Ermac lifts his opponent and slams them hard on the ground allowing for a combo.
 * The enhanced version is named Telelift. Ermac lifts the opponent and slams them an additional time behind him, before the initial slam.
 * Mystic Float: Ermac uses his telekinesis to propel himself into the air for a few seconds.
 * Hover Slam: Ermac slams his back down onto the ground, creating a small shock wave. Ermac is able to manipulate this before slaming down and utilize an Airblast or Force Port to move quickly.
 * The enhanced version is named Levitate Smash, which deals vastly greater damage and can also be delayed for a short time.
 * Dive Kick: After performing "Mystic Float", Ermac can dive forward with an aerial kick.
 * Telekinetic Air Strike: Ermac makes air pressure much higher so it hits an opponent. Works only while in the air.
 * Force Port: Ermac vanishes and reappears behind his opponent through green energy, punching him.
 * The enhanced version is named Teleport. Ermac connects with the first punch and hits them with his elbow to knock the opponent down to the ground.
 * Force Ball: Ermac sends a green zig-zag beam slithering at his opponent. This can be done in the air, which is named Airblast.
 * The enhanced version is named Focus Ball, and the enhanced air attack is named Force Blast. The energy produced is larger and vastly harder to avoid.

Special Combos and Finishers

 * Cannonball Slam: Ermac lifts up his opponent with his telekinetic powers and slams them into the ground headfirst, breaking the skull, spine and neck. Ermac then hovers above his enemy with his Mystic Float and does an elbow drop to the opponent's back, crushing their spine and ribs.
 * Telekinetic Slams: Ermac repeatedly slams the opponent with his telekinetic powers until they explode.
 * Telekinetic Tear: Ermac lifts the victim into the air with his telekinetic powers. With both hands, he brings them together as the opponent's body is suddenly forced into a fetal-like position before spreading the opponent out and rips them in half.
 * Mind Over Splatter: Ermac lifts his opponent in the air with his powers, then rips off their arms and legs. He then smashes them headfirst into the ground causing their head to explode.
 * Pest Control: Ermac shrinks the opponent with his powers. The opponent starts running around in fear, then Ermac stomps on them. He then wipes his boot off on the ground.

Strengths:

 * Training: Ermac is a highly trained warrior and begun fighting since he was vary young (around the age of 1 or 2).
 * Martial-Arts Expert: Ermac is as deadly with his body as he is with his powers. He can concentrate his strength and speed for powerful bone-breaking blows and create deadly combos of brutal strikes.
 * Enhanced Physicality: Ermac is very strong and very durable. He can take a beating and give one out. He can also use his powers to enhance is physical capabilities.
 * Fearless: Ermac does not fear death. He will fight to the death, never worrying about personal gain.
 * Stable Mind: Ermac is an incredibly stable minded person. He thinks carefully and never acts rashly. At the same time, he never lets ambitions get in his way.

Weaknesses:

 * Anti-Magic: Because Ermac's souls are bound together by magic, anything that absorbs or destroys magic will severely weaken him.

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

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

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

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

VS

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

WHO IS DEADLIEST?

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

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

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

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

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

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

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

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

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

Special Edges

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

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

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

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

Special Edges

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

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

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

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

<p style="text-align: center;">98 Endurance 75

Vampires may be superhuman strong but they are just as soft and damageable as humans. The likely have a high tolerance of to pain but they're body can be damaged just like ours. They do have the benefit of only being killed via damage to the heart, decapitation or major damage to the head, or blood lost. Xenomorphs can take shots to the head and keep going. It also has an exoskeleton, which grants them armor-like durability. They can be killed with decapitation but they can't die from bleeding out, keep going after having their head blasted out or

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

Xenomorphs can move very fast and not tire down. However, Vampires move super fast, allowing them to cut distances at crazy speeds. They easily win out in speed.

<p style="text-align: center;">60 Intelligence 80

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

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

The vampires are scary as hell. They live by the night and feed of the blood of the living. They are shadows, hiding till they have their victims where they need them to be. However, the Aliens won't care. They are fearless creatures they care only for the life of the queen. The aliens also strike fear at the same time. Their alien, demon-like appearance and fearless nature will make the Vampires more fearful than ever.

=Orcs (LotR) vs the Bonies=

Orcs (Tolkien Mythos)
In the deep past, in an age when the elves were a brand new race, the eyes of Melkor/Morgoth, the evil and most powerful Valar spirit, set his eyes on the races of the Creator Illuvatar. Taking several individuals from the races of earth, he twisted, mutated each one to sire countless races of monsters. For those Elves he capured, he tortured and mutilated into horrid forms; the first orcs. From these were bred a race of countless number that made war on the free peoples of Middle Earth.

Orcs are short in stature and humanoid in general shape. They were squat, broad, flat-nosed, sallow-skinned, bow-legged, with wide mouths and slant eyes, long arms, dark skin, and fangs.

Weapons:
Crude Scimitars: Crude Spears: Crude Bows: Crude Armor:
 * Orcs wield crudly made scimitars as their main weapon. Orcs usually add poison to their swords as to make them deadlier.
 * Orcs also carry crudely made spears that have barbed heads and poison on their heads as to again make their crude weapons deadlier.
 * Orcs are known for using crude bows that can send arrows a suprising distance. They are not the most accurate and rely on their numbers to rain arrows down instead of using pin-point accuracy.
 * The armor used by Orcs are very crude and patchwork. At best, they can stop knives but they fail to stop more impressive weapons, like swords, arrows, spears and axes. Some of their armor can't even stop knives.

Special Edges:

 * Superior Speed: Orcs are known for moving pretty fast and can cut short distances quickly.
 * Intelligence: Orcs have sentience. They are not very intelligent though, but they at least can speak and such.

Bonies
Bonies are the result of zombies who gave up their humanity and became complete and utter monsters. Appearance-wise, Bonies are a blackish-blue hue, and are only skeletons. They were once zombies, but eventually decomposed completely and only their bones were left. They are also shown to be much lighter on their feet than the zombies.

They lack any morals and are ultimately lost on a human level, being completely zombified. Bonies exhibit extremely aggressive behavior and are feared even within zombies.

They are also intelligent enough to figure out when things are not right. When they found out that the zombies are becoming human again, they knew they had to get rid of R and Julie and bring order back.

Weapons:
Bite: Claws:
 * As they seek to eat human flesh, Bonies will bite major weak points on a human and devour as much flesh as they can.
 * Bonies have claws that can deal major damage in the long run. They can tear organs out with incredible strength and deal devastating damage to any living creature.

Special Edges:

 * Superior Physicality: Bonies are considerably stronger than humans, capable of tossing around a person with utter ease.
 * Superior Speed and Agility: Bonies are incredibly fast, capable of sprinting at high speeds. Their low muscle mass also makes them very flexible.
 * Unlimited Stamina: Bonies never tire and can run for miles without needing to stop.
 * Surprising Intelligence: While Bonies are not beyond human intellect, they are very smart on their own right. They understand the change in zombies and that this change is not good. They knew to hunt down and eliminate R and Julie as to keep things the way it is.

Notes to take into mind
=Green Flue Infected vs the Police Force (PayDay the Heist)=

Green Flue Infected
The Green Flu, commonly referred to as The Infection, is the name given to an unknown virus that has caused most humans who come in contact with it to change into homicidal, zombie-like beings known as the Infected. It seems to be a rabies-like pathogen, and CEDA's designation of the virus as a form of influenza appears to be nothing more than a cover-up to avoid mass panic.

The Infected are zombie-like humans who are highly aggressive and highly mutated. The Common infected are fast, weak enemies that attack in swarm. Their are also several special infected that deal deadly damage.

Common Infected= Common Infected are the most frequently faced members of the Infected, and the easiest to defeat. Their strength lies in the fact that they attack in groups, more commonly referred to as the Horde, sometimes as large as several dozen.

Weapons:

Claws:
 * The Common Infected utilize their hands to attacks and kill its target.
 * Damage: Low

Special Edges:
 * Pain Tolerance: While killing them is pretty easy, the Infected can withstand pain to the highest degree.

Boomer= The Boomer is an extremely bloated Special Infected. Its mutation has caused it to produce immense quantities of bile which it attempts to vomit on the Survivors, temporarily blinding them and summoning a small Horde. Though fragile and slow, the Boomers can be dangerous to a Survivor team whose health or combat abilities are compromised. Weapons:

Claws: Puke:
 * In melee combat, the Boomer will utilize claws.
 * Damage: Low
 * Boomers will puke on survivors with bile that attracts the Common Infected.
 * Range: 10 meters
 * Effect: Causes target to attract Common Infected

Special Edges:
 * Pain Tolerance: While killing them is pretty easy, the Infected can withstand pain to the highest degree.
 * Thinking: Boomers, like many Special Infected, are smart enough to user their abilities with thought. The Boomer spreads it bile so that the zombies will come out and attack them as soon as they can.
 * Explosive Death: The Boomer's lack of durability is a benefit. It will explode if shot in the abdomen and send bile everywhere.

Hunter= The Hunter is a Special Infected that is not as mutated on the outside. The Hunter is extremely fast and agile, capable of quickly scaling walls. Additionally, he can pounce and pin down Survivors, clawing at their abdomen until either the victim is dead or the Hunter has been knocked off or killed by another Survivor.

Weapons:

Claws: Pounce:
 * The Hunter's claws are very deadly when used by it.
 * Damage: Medium
 * The Hunter utilizes its speed, agility and great jumping abilities to pounce on survivors and pin the survivors down while it claws them.
 * Damage: High

Special Edges:
 * Speed and Agility: The Hunter is incredibly fast and agile, using it to get onto its prey quickly and effectively. They are also masters of crawling all over the place.
 * Pain Tolerance: While killing them is pretty easy, the Infected can withstand pain to the highest degree.
 * Jumping: The Hunter can leap great distances and pounce on survivors with great accuracy.
 * Thinking: Hunters, like many Special Infected, are smart enough to user their abilities with thought. It will stalk down an individual who strays away from his or her allies and take her down when she is alone.

Smoker= The Smoker is an Infected with a long, whip-like tongue. The Smoker's tongue can be launched out of its mouth at high speeds, and when it reaches one of the Survivors, it wraps around the target's body and drags him/her back towards the Smoker.

Weapons:

Claws: Tongue:
 * For melee combat, the Smoker uses its claws to kill.
 * Damage: Low
 * The Smoker's tongue is incredibly long and can be shot out at high speeds to rap around its prey and drag it towards the Smoker.
 * Tongue entangles and drags target toward Smoker
 * Strangle Damage: Low

Special Edges:
 * Pain Tolerance: While killing them is pretty easy, the Infected can withstand pain to the highest degree.
 * Thinking: Smoker, like many Special Infected, are smart enough to user their abilities with thought. It works to seperate one member of a survivor group from the rest of the group and render them vulnerable to attacks.
 * Smoky Death: Upon death, the Smoker releases its smoke sacks and creates a cloud of smoke to obscure vision and cause discomfort.

Charger= The Charger's main purpose is to separate a group of Survivors who are tightly joined by grabbing one and crashing into the rest of the group, sending them flying through the air.

Weapons:

Fist: Charge: Special Edges:
 * The Charger's massive arm can make for a very deadly punch.
 * Damage: High
 * It's name-sake attack, the Charger charges towards its target and grabs hold of one of them while ramming over others. It will then start slamming its target onto the ground when it is done charging.
 * Charge Damage: High
 * Slam Damage: Medium
 * Durability: The Charger is vastly tougher and vastly stronger than most infected.
 * Pain Tolerance: The Infected can withstand pain to the highest degree.
 * Thinking: Chargers, like many Special Infected, are smart enough to user their abilities with thought. It will work to charge through Survivor groups and separate one of them from the rest while knocking the rest around.

Spiter= The Spitter's mutations enable her to spit out a ball of mutated stomach acid which, upon hitting the ground, spreads out into a large pool.

Weapon:

Claws: Acid:
 * While weak, the Spiter can use its claws in melee combat.
 * Damage: Low
 * Spiters will spit out a spew of powerful acid to create large pools of it for survivors to step in.
 * Damage: Low (Hits multiple times)

Special Edges:
 * Pain Tolerance: While killing them is pretty easy, the Infected can withstand pain to the highest degree.
 * Thinking: Spitters, like many Special Infected, are smart enough to user their abilities with thought. They will spit into the middle of a group of survivors so it can hit multiple targets.

Jockey= Jockeys jump onto the Survivors and cling to their head and upper-back. From there, they can steer the Survivor while clawing at their face. They work this in tandem with the Spiter's acid or a horde of Infected.

Weapons:

Claws: Jockey Ride:
 * Jockeys will claw at their prey when in melee combat.
 * Damage: Low
 * Jockeys love to hop onto their prey and steer them into hazards.

Special Edges:
 * Speed: The Jockey notaries for being very fast.
 * Pain Tolerance: While killing them is pretty easy, the Infected can withstand pain to the highest degree.
 * Jumping: The Jockey can't leap as well as the Hunter but it can leap onto its prey pretty fast.
 * Thinking: Jockeys, like many Special Infected, are smart enough to user their abilities with thought. They will steer its prey toward hazards to eliminate them quickly.

Tank= The Tank is the biggest and strongest of all the Infected and is reasonably fast, only slowing if hit with large amounts of automatic weapons fire.

Weapons:

Fists: Chunks:
 * The Tank's massive fists allow it to smash enemies with tremendous force.
 * Damage: High
 * The Tank will use its massive strength to rip chunks out of the ground and hurl it at its targets.
 * Range: 12 meters
 * Damage: High

Special Edges:
 * Durability: The Tank is the biggest, toughest Special Infected around. It can survive major hits and deal huge damage with its strength.
 * Pain Tolerance: The Infected can withstand pain to the highest degree.

Metropolitan Police Force
The Metropolitan Police Force is the primary enemy of the PayDay team. Made up of brave men and women (well, mainly men), the Metropolitan Police Force has well armed, well trained units that can handle allot.

Blue SWAT= The Blue SWAT is the weaker of the two SWAT variants. It has better training than the basic policeman.

Weapons:

Reinback 880: Compact-5: Body Armor:
 * The Reinback 880 is a pump-action shotgun based on the Remington 870.
 * Rounds: .12 gauge buck shot
 * Range: 100 meters
 * Rate of Fire: Pump Action
 * Magazine: 8 shell internal tube mag
 * The Compact-5 is a sub-machine gun based on the MP-5.
 * Rounds: 9×19mm Parabellum
 * Range: 200 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable clip mag
 * Blue SWAT members wear body armor that help against bullets and melee weapons.

Special Edges:
 * SWAT Training: Better trained than the typical cop, SWAT members are trained to be tough but careful fighters.

Heavy SWAT/Yellow SWAT=

The Yellow SWAT is the superior of the two SWAT varients. They are heavier armored and better armed.

Weapons:

CAR-4: Heavy Body Armor:
 * The CAR-4 is an assault rifle based on the M4A4.
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable clip mag
 * The Yellow SWAT wear heavier armor than the inferior Blue SWAT. They can stop heavier bullets and such.

Special Edges:
 * Advanced SWAT Training: Yellow SWAT are better trained than the normal blue SWAT.
 * Strong: Yellow SWAT have to be pretty strong to carry their armor.

FBI (Hostage Rescue Unit)= The FBI units come in two types. The Hostage Rescue Unit are trained to get into dangerous areas and save hostages.

Weapons:

Crosskill .45: Compact-5: Body Armor:
 * The C45 is a very reliable weapon that has proven its worth over years of use. It does enough damage and carries enough rounds to handle most targets. A good all rounder.
 * Rounds: .45 ACP
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 8 rounds detachable clip mag
 * The Compact-5 is a sub-machine gun based on the MP-5.
 * Rounds: 9×19mm Parabellum
 * Range: 200 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable clip mag
 * While not all FBI agents wear body armor, some wear body armor that grants them increased durability.

Special Edges:
 * FBI Training: FBI agents are trained to be careful and sneaky fighters.
 * Accurate Shot: FBI agents are very accurate with their pistols and SMGs as they can do damage from a ways away.

FBI (Heavy Response Units)= The FBI HRU are far deadlier than the standard SWAT units and FBI Hostage Rescue Units. They come in with better body armor and deadlier weapons.

Weapons:

AMCAR: Reinback 880: Body Armor:
 * The AMCAR is an assault rifle based on the Colt Model 733
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable clip mag
 * The Reinback 880 is a pump-action shotgun based on the Remington 870.
 * Rounds: .12 gauge buck shot
 * Range: 100 meters
 * Rate of Fire: Pump Action
 * Magazine: 8 shell internal tube mag
 * The heavier armed Heavy Response Units also feature heavier armor than the Hostage Rescue Units. Can stop bullets and knives.

Special Edges:
 * Advanced FBI Training: The Heavy Response Unit are better trained than their lesser FBI agants.

Sniper= The Sniper is a special unit called in to shoot out enemies from a long ways away. It serves as a deadly support unit.

Weapons:

Sniper Rifle: Body Armor:
 * The model for the Sniper's rifle looks just like the AMCAR-4 but it likely works like the SR-25 sniper rifle.
 * Rounds: 7.62×51mm NATO
 * Range: 700 meters
 * Rate of Fire: Semi-Automatic
 * Magazine: 10 round detachable clip mag
 * While not as good as blue SWAT, the Body Armor worn by Snipers are greater than just clothes.

Special Edges:
 * Sniper Training: Snipers are trained to use their sniper rifles effectively and accurately.
 * Accurate Shot: Snipers are fairly accurate shots. Their first round may miss but their second one won't.

Shield= The Shield is a heavy-duty soldiers that stand as a deadly front-line unit. They carry large, full body bullet proof shields, and as such are impervious to bullets from the front. Aside from the shield, they also carry a sidearm to inflict ranged damage.

Weapons:

CMP: Shield: Heavy Body Armor:
 * The CMP is a sub-machine gun that is based off the Brugger & Thomet MP9.
 * Rounds: 9×19mm Parabellum
 * Range: 100 meters
 * Rate of Fire: Automatic
 * Magazine: 30 rounds
 * The shield used by the Shield is very heavy duty and can stop high-powered bullets. Can be used to bash enemies back.
 * Damage Type: Blunt Force
 * The body armor used by the Shield is very thick and can stop more rounds than most units.

Special Edges:
 * Advanced SWAT Training: The Shield has some of the best training in the police force, greater than the Yellow SWAT.
 * Strong: The Shield has to be very strong to be able to charge in wearing his heavy body armor and big shield.

Taser= The Taser is a special unit that, when given the chance, tases its target for either a short amount of time to the point of incapacitation.

Weapons:

CAR-4: Taser: Heavy Body Armor:
 * The CAR-4 is a fully automatic assault rifle based on the Colt Model 733.
 * Rounds: 5.56×45mm NATO
 * Range: 500 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable clip mag
 * Attached to the Taser's rifle is a multi-use taser that it uses to stun and possibly incapacitate its target.
 * Rounds: Taser Spikes
 * Range: 10 to 20 people
 * Rate of Fire: Single Shot
 * Magazine: Unknown
 * The Taser is heavier armored than the Blue SWAT but not quite as heavy than the Yellow SWAT.

Cloaker/Spook= The Cloaker (currently named the Spook) is a spec-ops units that uses incredible speed, agility, hand-to-hand combat and stealth to take its targets down.

Weapons:

Hand-to-Hand Combat: Baton: Compact-5: Body Armor: Gas Mask w/ Night Vision Goggles
 * The Cloakers/Spooks utilize unarmed combat to incapacitate their foes. They can kick very hard and very fast.
 * Damage Type: Varies
 * The Cloakers/Spooks also utilize metal batons to knock enemies down and keep them down.
 * Damage Type: Blunt Force
 * The Compact-5 is a sub-machine gun based on the MP-5.
 * Rounds: 9×19mm Parabellum
 * Range: 200 meters
 * Rate of Fire: Automatic
 * Magazine: 30 round detachable clip mag
 * Cloakers/Spooks utilize lightweight but strong armored vests to stop bullets and melee attacks.
 * The Cloaker/Spook wears a gas mask so that harmful gasses have no effect on them. They also wear Nigh Vision Goggles so that they can see in the dark.

Special Edges:
 * Spec-Ops Training: The Cloaker/Spook is amongst the most trained unit in the Metropolitan police force, as it very skilled at infiltrating, hand-to-hand combat and tactical movement.
 * Stealth: Cloakers/Spooks are very skilled in infiltration. They tend to get in without being noticed in till they are right in front of you... or behind you.
 * Major Finesse: The Cloaker/Spook is very fast and very agile. They can perform tactical maneuvers such as rolls, sprints, slides and even wall runs.

Bulldozer= The Bulldozer is the toughest unit the Metropolitan police force has to offer. Bulldozers are suited in super-heavy-duty body armor (possibly bomb disposal suits), armed with semi-automatic shotguns and work at heading in an assault on the enemy targets, absorb hits and lay waist on the foe.

Special Edges:

Semi-Auto Shotgun: Bomb-Disposal Suit:
 * Bulldozers use powerful semi-automatic shotguns
 * Rounds: .12 gauge buck shot
 * Range: 200 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 8 shell internal tube mag
 * Despite looking clunky, the Bulldozer is capable of moving fluently in its super heavy body armor while keeping its incredible protection. The only weak point is the reinforced glass that protects its face. Otherwise, most firearms and melee attacks have no effect on it.

Special Edges:
 * Advanced Training: The Bulldozer is a very well trained unit as it still have to use tactics to take down their foes.
 * Very Strong: The Bulldozer is a very strong individual as they have to walk around in a massive suit without it crushing down on them.

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

It's the Battle of the Biological Destroyers!

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

VS

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

WHO IS DEADLIEST?

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

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

Weapons, Powers and Skills

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

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

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

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

Weapons, Powers and Skills

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

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

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

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

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

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

<p style="text-align: center;">70 Intelligence 85 Killer Croc relies on his survival instincts and does not use his intelligence that much. The Tyrant R is smarter, as it knew who is the most dangerous to him during the Raccoon City outbreak and took him down carefully.

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

=Battle of the Stretchy Air-Heads: Plastic Man vs Monkey D. Luffy=

Intro (PMvML)
Today, we shall pit two warriors known for their elastic powers. They are Tough! They are Stretchy! They are Goofy as all Hell!

<p style="text-align: center;">It is the Battle of the Stretchy Air-Heads!

Plastic Man, The former Criminal turned Elastic Crime-Fighter by the Flip of the Coin!

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

Monkey D. Luffy, The Air-Head Pirate known for both his Stretchiness and good Heart!

<p style="text-align: center;">'''WHO IS STRETCHIEST! I MEAN, DEADLIEST!'''

Plastic Man


Plastic Man was originally a professional thief by the name of Patrick "Eel" O'Brian, who was hard to beat. However, Eel was shot by a security guard and struck by a falling drum full of an unidentified chemical, some of which entered Eel's wound. He was afterwords saved by a mysterious order of monks. He soon found out that the chemicals that seeped into his wounds changed the chemical makeup of his body and transformed his body into a form of plastic. He then had to decide whether to use his powers for good or evil and used the only logical way to decide: flipping a coin. It landed heads and he decided to use his powers for good.

His powers grants him the ability to stretch his body, change his shape, manipulate his size and be utterly indestructible. He also uses his knowledge of being a thief to be a master detective. His greatest tool, however, is the ability to deceive his foes from his great power. Many have been fooled by his goofy smile and inevitably failed to defeated him.

Powers and Abilities:

 * Malleable Physiology: Plastic Man's powers are derived from an accident in which his body was bathed in an unknown industrial chemical mixture that also entered into his bloodstream through a gunshot wound. This caused a body-wide mutagenic process that transformed his physiology. Eel exists in a fluid state, neither entirely liquid or solid. Plastic Man has complete control over his entire molecular structure.
 * Malleability
 * Elasticity/Plasticity: He can stretch his limbs and body to superhuman lengths and sizes. There is no known limit to how far he can stretch his body.
 * Size Alteration: He can shrink himself down to a few inches tall (posed as one of Batman's utility belt pockets) or become a titan (the size of skyscrapers).
 * Shape-Shifting: He can contort his body into various positions and sizes impossible for ordinary humans, such as being entirely flat so that he can slip under a door or using his fingers to pick conventional locks. He can also use it for disguise by changing the shape of his face and body. In addition, he can alter his bodily mass and physical constitution at will, there is virtually no limit to the sizes and shapes he can contort himself into.
 * Superhuman Agility: These stretching powers grant Plastic Man heightened agility enabling him flexibility and coordination that is extraordinarily beyond the natural limits of the human body.
 * Superhuman Strength: He can alter his strength by growing or adding more muscle.
 * Color Change: The only limitation he has relates to color, which he cannot change without intense concentration. He generally does not use this ability and sticks to his red and yellow colored uniform.
 * Invulnerability: Plastic Man's powers extraordinarily augment his durability. He is able to withstand corrosives, punctures and concussions without sustaining any injury (although he can be momentarily stunned). He is resistant to high velocity impacts that would kill an ordinary person, resistant to blasts from energy weapons, and is completely bullet proof. His bodily mass can be dispersed, but for all intents and purposes it is invulnerable.
 * Regeneration: He is able to regenerate and/or assimilate lost or damaged tissue, though it does take a long time, its far faster than an ordinary human.
 * Telepathic Immunity: As stated by Batman (in JLA #88), "Plastic Man's mind is no longer organic. It's untouchable by telepathy." (Mostly immune to mind control. It's unknown if Batman meant that Plas is immune to just mind control or to telepathy altogether from that point on...considering Plas's history with mind scans, mind wipes, and the use of J'onn's telepathic link.)
 * Immortality: Plastic Man does not appear to age; if he does, it is at a rate far slower than that of normal human beings. In the aftermath of the JLA story Arc "Obsidian Age", Plastic Man was discovered to have survived for 3000 years as little more than crumbs on the bottom of the Atlantic Ocean. He is now over 3000 years old and is still active as a superhero.
 * Ultrasonic Detection: His body will start to "ripple" when an ultrasonic frequency is triggered.
 * Rubber-Organs: As stated by a Black Lantern Vibe. Plastic Man's internal organs such as his heart when Black Lantern Vibe try to rip it out couldn't be killed unlike many of the Black Lanterns' victims, this makes him immune to such attacks.
 * Skilled Thief: Plastic Man was once a very talented professional thief.
 * Master Detective: Although no longer a criminal, he has insight into their mindset, enabling him to be an effective sleuth. He is also considered to be a lateral thinker and much smarter than he lets on.

Weaknesses:

 * Extreme Temperatures: His semi-liquid form remains stable at relatively high and low temperatures...provided that the temperature change is gradual. A sudden change, induces a complete change of phase, creating a truly solid or truly liquid form. Plastic Man was incapacitated in the JLA story arc, "Tower of Babel", when mercenaries froze and shattered his body. Once thawed and reassembled, he was physically unharmed (though emotionally traumatized). In the JLA story arc "Divided We Fall", Plastic Man is shown to have some weakness to extreme heat (intense heat vision attack from a martian) and was temporarily melted.

Monkey D. Luffy


Monkey D. Luffy, also known as "Straw Hat Luffy", is a pirate and the main protagonist of the anime and manga, One Piece. He is the son of the Revolutionary Army's commander, Monkey D. Dragon, the grandson of the famed Marine, Monkey D. Garp, the foster son of a mountain bandit, Curly Dadan, and the adopted brother of the late "Fire Fist" Portgas D. Ace and Sabo. His life long goal is to become the Pirate King by finding the legendary treasure left behind by the Pirate King, Gol D. Roger. He believes being Pirate King means one has the most freedom in the world. He has eaten the Gomu Gomu no Mi. As the founder and captain of the Straw Hat Pirates, he is the first member who makes up the crew, as well as one of its top three fighters.

Powers:

 * Gomu Gomu no Mi: Luffy has been gained extraordinary stretching powers from eating the Gomu Gomu no Mi (lit. Rubber Rubber Fruit, Gum-Gum Fruit in the English dub), which is one of the rare and legendary Devil Fruits. After consuming the Gomu Gomu no Mi, Luffy's body became like rubber, giving him the ability to stretch and attack long distances.
 * Malleability Attacks: Luffy regularly uses his stretching powers in ingenious and creative ways, as he is able to use the malleable stretchiness of his limbs to gain tremendous velocity, and hit his enemies with devastating impacts and blows.
 * Superhuman Durability: His endurance and durability is incredible; taking continuous, deadly assaults from powerful opponents that would have killed a normal person easily in most of his fights, yet still being able to stand up and continue fighting effectively. His rubber body is also extremely durable and virtually immune to blunt attacks such as bullets (in One Piece, bullets are still round pellets, except for Don Krieg's), punches, and electricity, more often than not, bouncing off his body harmlessly or canceling out the attack.
 * Gear Second: Gear Second (ギア･セカンド Gia Sekando?) is where Luffy uses his legs to pump blood throughout his body at a much faster rate. Activating Gear Second also uses a lot of stored energy from his body. Leaving his body exhausted, his heart rate also increases to levels that are normally impossible. His veins are able to withstand this since they are made of rubber. In this form, Luffy gains a considerable boost in speed and strength.
 * Gear Third: Gear Third (ギア･サード Gia Sādo?) is where Luffy pumps air through his bones to make them literally gigantic. Obviously, only Luffy can do such a thing by using the Gomu Gomu no Mi. Used with his already-strong physiology, this apparently gives his arm more mass and a larger area to attack with far greater force, but he sacrifices mobility for this strength, as his limbs are now so large that Luffy has extreme trouble moving unless he is in his Fusen form.
 * Superhuman Strength: Monkey D. Luffy has immense physical strength, and is capable of lifting up large boulders, breaking stone, shattering steel with his bare hands, pushing apart large buildings and shoulder flipping a huge man. Luffy's sheer physical strength and dexterity is a result of his grandfather's unorthodox training methods (such as being thrown into a bottomless ravine, tied to a balloon, thrown into a forest at night, etc.) and he claimed he had a punch as powerful as a pistol even at seven years of age.
 * Superhuman Speed and Agility: Luffy also possesses tremendous speed, agility and reflexes to match his strength and endurance. In fact, on more than one occasion, Luffy was able to anticipate moves and counter attacks that would normally be beyond his field of vision due to his sharp reflexes.
 * Willpower: His vast strength is only exceeded by his enormous willpower, as demonstrated on several occasions throughout the series. This willpower even lets him survive far beyond what normal people are capable of, as demonstrated when he was poisoned very far beyond what a human is capable of surviving, only living on despite his critical condition through sheer willpower.
 * Toxin Resistance: He has gained powerful antitoxins in his blood stream from his fight with Magellan in Impel Down, which grant him a high resistance against poison. Hyouzou, a poisonous blue-ringed octopus merman in the New Fishman Pirates, poisoned Luffy during their fight and Luffy would not have taken any notice to it if Chopper had not seen the entry point in his arm.

Weaknesses:

 * Manual Stretching: Luffy cannot automatically stretch his limbs out, and since his body acts much like an actual rubber band, he has to throw some force into his punches in order for his limbs to stretch out.
 * Air Head: Luffy is a bit of a air head. He will do things off the whim of the hat and will not think carefully when doing his random stuff. He is also vulnerable to hypnosis.
 * Can't Swim: Like all Devil Fruit users, Luffy cannot swim. However, unlike other Devil Fruit users, he does not avoid water sports, and sometimes will jump into the ocean to save someone from drowning (though will drown himself as well). Luffy could not swim before eating his Devil Fruit so this has made little difference in this capacity.

=Vampire Hunter D vs Alacard (Hellsing)=

Intro (DvA)


Today, we pit two of the greatest Vampire Hunters against each other to see who is the superior! They are Cold! They are Powerful! They are Forces of Unnatural Nature!

<p style="text-align: center;"> This is the Battle of the Vampire Slayers!

Vampire Hunter D, the Dhampir son of Dracula, who lives to hunt down the Nobles and destroy his father's Legacy...

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

Alucard, The Vampire Killing Vampire, who stands as the Hellsing Organization's most powerful Operative....

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

Vampire Hunter D


D is a dhampir, half vampire, half man who traveling around The Frontier in search of the Nobility. In almost every book it is noted that D has superior strength, skills and knowledge in comparison to other dhampirs. It his hinted that this is because he has some special connection to the Sacred Ancestor, Dracula (it is generally regarded that D is his son, although this has never been explicitly stated) and that he is the result of experiments carried out on him by Dracula. He is renowned for his consummate skill and unearthly grace, but feared and despised for his mixed lineage: born of both races but belonging to neither. Unlike most dhampirs, D is able to live as a "normal" human; however, he is marked by his unearthly beauty and exceptionally powerful aura, and thus rarely accepted by human settlements.

Weapons and Gear:
Melee: Crescent Longsword Ranged: Wooden Needles Non-Lethal: Cybernetic Horse
 * D wields a crescent longsword which looks similar to Yoshitaka Amano's scimitar sword design found in many of his works of art, but the sword has a hefty length, similar to that of a Japanese nodachi.
 * Blade is 1.7 meters long and made of unknown material
 * Is amazingly strong, incredibly sharp and highly aerodynamic
 * Very likely magical
 * Highly effective at both slashing and stabbing
 * D also uses wooden needles which he can throw with amazing speed.
 * Needles are made of strong wood
 * Can be thrown so fast that it glows white from heat
 * D rides a cybernetic horse with mechanical legs and other enhancements
 * Vastly faster, stronger and more durable than a normal horse.

Powers:
D is a dhampir, the half-breed child of a vampire father and human mother, the ideal vampire hunter. Often underestimated by his opponents, D possesses surprising power and resourcefulness, having most of the strengths of the Nobility (high ranking vampires) and only mild levels of their common weaknesses. D is able to physically restrain opponents with his aura and having godlike reflexes surpassing even those of Nobles.
 * Immortality: D is over 5,000 and yet hasn't aged a day after 17 or 18.
 * Superhuman Strength: Dhampir are vastly stronger than any human and D stands as the strongest of them all, paring even the likes of high-ranking Nobility
 * Superhuman Speed and Reflexes: D is phenomenally fast and has godlike reflexes surpassing even those of Nobles. He very likely can dodge gun fire.
 * Superhuman Agility: D can perform gymnastic feats that no other human can. He can flip, maneuver himself fantastically when in the air and leap from one location to another with pin-point accuracy.
 * Superhuman Endurance: D is the most powerful dhampir in his world. He can resist sun-sickness longer than any dhampir and survived wounds that would kill any human.
 * Superhuman Senses: D's senses are beyond any human. He can hear things most humans can't hear and notice details unnoticed by most.
 * Regeneration: D can heal from any wound inflicted onto his body. He can be killed through decapitation or a stake to the heart. However, when the stake is removed, he was able to regenerate from the wound and get back up.
 * Immunity to Vampiric Weaknesses: D holds almost none of the weaknesses of true vampires and most Dhampir. He is capable of surviving in the sun for a long while, is immune to garlic, silver and holy items and can cross running water.
 * Left Hand:D is the host for a sentient symbiote, Left Hand, a wise-cracking human face residing in his left palm, who can suck in massive amounts of matter through a wind void or vacuum tunnel. Besides providing a contrast to D's reserved demeanor, Left Hand is incredibly useful, possessing many mysterious powers such as psychometry, inducing sleep, determining the medical condition of a victim, and the ability to size up the supernatural powers or prowess of an enemy, even beyond D's keen senses.
 * Vacuum: Left Hand can absorb a massive amount of matter, both natural world and supernatural. He can even suck in the souls of individuals.
 * Psychometry: Psychometry is a form of extra-sensory perception characterized by the claimed ability to make relevant associations from an object of unknown history by making physical contact with that object.Supporters assert that an object may have an energy field that transfers knowledge regarding that object's history.
 * Sleep Induction: Left Hand can use mystical energies to render any human unconscious.
 * Medical Identification: Left Hand can tell D the medical condition of any individual.
 * Power Measurement: Left Hand is capable of identifying the level of powerful enemies and figure out if he and D have a chance or not.
 * Revival: Left Hand can also revive D when his physical condition is suffering, by consuming the four elements and converting the resulting energy into life force. This ability even saved D from the usually fatal stake through the heart he received from Rei-Ginsei.
 * Knowledge Reservoir: Left Hand provides a reservoir of knowledge pertaining to the lost Noble culture.
 * Magic:It has been that his power is not only physical, but extends into the magical realm as well. His supernatural powers make him one of the strongest beings in the world, if not the second strongest second only to his father. However, D prefers his physical abilities, only using his magic in times of great need.
 * Telekinesis/Psychokinesis: D was able to lift things with his mind and has used it to resist another vampire's telekinesis and kill him.
 * Telekinetic Resistance: D has a supernatural resistance to illusions and mind control.
 * Anti-Regeneration: D can negate regenerative powers of others. He has used this on a powerful werewolf to deliver strikes the werewolf couldn't regenerate from. It will likely work on Alucard.
 * Soul Damage: D is one of the few individuals who can harm the souls of vampires.
 * Reality Alteration: D's most powerful power is his ability to manipulate time an space. D can destroy wormholes with his sword and create dimensional rifts with a cut. He can cut through the very fount of life, as well as the essence of death itself, as proven in his fight against the agents of paradise and the Death Knights. These reality warping powers stem from the fact that D Is unbound by fate/probability. He was able to override the Akashic records, which contains the entire past, present, and future of the entire universe. Basically, D can warp reality around himself and his sword.

Skills:

 * Master Swordsman: D is a master swordsmen and able to use his sword in versatile ways.
 * Incredible Intellect: Do to his great age, D has learned many things. He knows how to mend fatal wounds on others and how to combat a large selection of enemies. He can also identify different creatures in the world and different security systems
 * Stealth: D is capable of infiltrating into castles and other heavily protected areas without detection.

Special Edges:

 * Determination: D's determination and strength of will allows him to resist and defeat Camilla's illusions. D unleashed his inner power that broke Carmilla's hold and weakened her before she could fully reform her body, giving Left Hand the chance to suck up Carmilla's soul.
 * Pendant: D always wears a mystical blue pendant; it prevents many of the automatic defenses (such as laser fields and small nuclear blasters) created by the Nobility in past millennia from working properly, and allows him to enter their sealed castles.
 * Will not make a major impact in this fight as Alucard doesn't utilize advanced technology.
 * Experience: D possess centuries of combat experience. He has faced a wide variety of enemies, from mutants and monsters to vampires an demons. D has fought a large selection of different vampires, with powers ranging to shape-shifting, illusions and mind-control, psychokinesis, control over monsters and mastery of the Dark Arts.

Weaknesses:

 * Sun-Sicknesses: In terms of weaknesses, he is randomly susceptible to sun-sickness, a severe type of sunstroke, about once every five years (far less than most dhampirs). D also recovers from it at a rate far greater than other dhampirs. Usually it takes several days to recover from sunlight syndrome, longer if the dhampir is exceedingly powerful, but D recovered in a few hours (around 1–6 hours approximately) despite being one of the strongest if not the strongest dhampir alive. Otherwise, D does not appear to suffer from other vampiric weaknesses usual to dhampirs.
 * Temptation: D has on occasion almost fall under the temptation of feeding on people. His will was strong enough to resist this and can survive without blood but the temptation has come to him before.

Alucard (Hellsing)


Alucard, real name Dracula, is an incredibly old vampire and is the most powerful warrior of the Hellsing Organization which works against vampires and other such supernatural forces. Alucard is no mere vampire; it has been implied that he is the most powerful vampire, as well as the most powerful entity in the entire series.

Weapons:
Melee: Longsword Ranged: Hellsing ARMS Casull
 * Alucard has used swords in combat. He is most seen using a large long-sword
 * Blade is 1.5 meters and made of steel
 * Is sharp and Strong but not the most aerodynamic
 * Not magical
 * Effective at slashing and stabbing at a laser extent
 * The Hellsing ARMS .454 Casull Auto, sometimes shortened to Casull, is a semi-automatic handgun that is one of Alucard's favorite weapons of choice.
 * Rounds: .454 Explosive Silver Rounds
 * Range: Likely 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 7 rounds

Powers:
Alucard demonstrates, in various incarnations of the series, an astonishing and overwhelming range of supernatural attributes; these include, but are probably not limited to:
 * "Immortality": This ability is rather ambiguous, as Alucard, himself has stated that immortality is a myth. However, what it most likely refers to is the human souls inside Alucard; it has been speculated that, when damaged by blow that would have killed or incapacitated him such as exceedingly holy weapons, the damage is instead directed to his reservoir of souls. Because this ability does not really grant him true immortality, it can be considered as pseudo-immortality.
 * Advanced Regeneration: Alucard's ability to regenerate is considerably greater than any other vampire's. He has regenerated from a pool of blood and from being decapitated, blown to shreds by gunfire, incinerated completely, etc. When damaged to an extreme extent, his body simply turns into a shadow-like substance and reconstitutes. Exceedingly holy weapons have been shown to incapacitate him for a time, but even Anderson, augmented with Helena's Nail, could do no lasting harm to him. While regenerating against Anderson, he became a shadow entity at one point.
 * Superhuman Accuracy: Alucard has been known to hit targets at great range using handguns while looking the other way. He does this by using his so-called 'third eye'.
 * Superhuman Strength: The extent is unknown, but Alucard can physically rip humans and vampires apart with ease.
 * Superhuman Speed: He can move faster than the eye can see, such as when he seemingly appeared to be a glint of light like artificial vampires have shown in his fight with Tubalcain. He's fast enough to keep up with a vampirized Walter Dornez, who was shown to be able to outpace bullets from machine guns when he was human.
 * Superhuman Reflexes: He has demonstrated the ability to catch bullets (both Rip Van Winkle's and ordinary ones).
 * Intangibility: The ability to pass through solid objects.
 * Superhuman Agility: The ability to defy gravity to an uncertain limit. He is also seen leaping impossible distances and can walk up vertical surfaces.
 * Shadow Manipulation: Manipulation of shadows into physical form, which he can then use however he wishes.
 * Shape-Shifting: Alucard can transform himself or parts of himself into bats, insects, snakes, hellhounds, other human forms including a little girl, an amorphous mass of darkness, and many other forms. Alucard has four known human forms, each with different characteristics and weapons. He also states that his form means nothing and that he can take any form that he chooses.
 * Weather Control: The ability to control the weather to an unknown limit, as demonstrated by the fog created when he returned to London aboard the H.M.S Eagle.
 * Illusions: The ability to cast illusions, such as when he tricked Walter into seeing Luke Valentine as himself.
 * Teleportation: The ability to disappear and reappear somewhere else. He also has the ability to levitate.
 * Telekinesis: In the manga, Alucard uses telekinesis to close a door on a fleeing SWAT officer. He also launched six SWAT officers into the air and guided them to flag poles where they were impaled. Alucard is later seen moving a broken down air-craft carrier from the Gulf of Italy to the Dover of London all in a little less than 40 minutes.
 * Telepathy: Alucard can speak telepathically to his fledgling, Seras Victoria.
 * Mind Control and Hypnosis: Alucard is capable of taking over the mind of his enemies, if their will is weak enough.
 * Precognition: As a standard for a vampire, he has precognition, the ability to see into the immediate future, which allows him to predict the movements of the humans he's fighting. According to Pip, a vampire can easily dodge a bullet with their ability to predict human movements.
 * Summoning: The ability to summon familiars, the souls of those whose blood he has sucked in a variety of forms that either sprout from his body or swarm around him as an army numbering in the millions. These familiars can also include animals such as horses and the weapons and abilities that the familiars possessed in life, but Alucard can only use this ability when Control Art Restriction System Level Zero is released. The familiars can come in two ways, one is similar to a ghoul, mindless and constantly moaning in pain, while the other is the soul manifesting exactly how it was when it was alive, personality, powers, and all.
 * Bloodsucking: The ability to suck a person's blood and absorb their soul and, consequently, their knowledge and memories. (He learns more about Millennium after absorbing Tubalcain). He can also absorb blood through his clothes and skin, as he does with Luke Valentine's blood after his hell hound had eaten Luke's body. Alucard can draw in blood over vast distances (at least throughout the city of London).
 * Hibernation: Alucard is able to survive long periods of time without consuming blood, but is able to fight at a usual level of strength after drinking even the smallest bit of blood.
 * Immunity to Vampiric Weaknesses: His abilities and health are not in any way compromised by such things as sunlight or silver. In fact, it appears that the only weapons capable of harming him to any real extent are the most holy of Christian artifacts, such as Father Anderson after augmenting his abilities with Helena's Nail (a nail, which was from the True Cross, which crucified Jesus Christ, and was blessed by his blood) but even that did no permanent, or even lasting, damage.
 * Supernatural Sense: The ability to sense supernatural activity.

Skills:

 * Marksman: Alucard is highly skilled with his guns as he can hit with superhuman accuracy.
 * Intellect: Alucard knows almost anything about vampires, namely their weaknesses.

Special Edges:

 * Holy Items: Alucard utalizes varies items that are harmful to vampires, such as holy items, silver and garlic.
 * Will not make a major impact in this fight as D is immune to most vampire weaknesses save for overexposure to sunlight (five months worth to be precise)
 * Experience: Alucard possesses centuries of combat experience. While he usually relies on crushing his opponents with sheer power, he does at times use strategy.

Weaknesses:

 * Regenative Limitation: Alucard's regeneration is limited to the number of souls he has. If he is dealt with incredible damage in a short span, he will become vulnerable.
 * Arrogance: Do to his vast power, Alucard is highly arrogant and is overly-confident of him. He may underestimate his foes and make a mistake. He has been taken by surprise from time to time.

X-Factors (DVA)
<p style="text-align: center;">D vs Alucard

Physical
<p style="text-align: center;">100+ Strength 100+

Neither have a gauged strength level but they are both stronger than any human and most vampires. I will say they are potentially even.

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

Both are capable of moving at blinding speed. Alacard is capable of catching magic bullets with his teeth and keep up with a vampire fast enough to out run machine-gun fire, while D can swing his sword faster than cloud-to-ground lightning and throw wooden needles so fast that they burn white as well as catch a needle thrown at him at the same speed. Both are capable of moving and reacting at incredible speeds and with that, I say they are even.

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

Both are capable of healing from almost any wound. Alucard naturally would the edge as he can survive a stake to the heart or being decapitated. D was incapacitated by a stake to the heart. However, Alucard does not have a perfect regenerative agility as his power is based on the souls in him and if he suffers a massive amount of damage at once, he will stop healing. The real downfall for Alucard here, though, is the fact that D has the ability to negate the regenerative abilities of many of his foes. If D hits Alucard with his anti-regenerative attack, Alucard will become vulnerable. As such, the two are even: in the begining, Alucard has a major edge but D can very well negate Alucard's regenerative ability and make him the inferior.

Mental
<p style="text-align: center;">110 Intellect 90

Both are very intelligent at masters of slaying vampires but I have to give it to Vampire Hunter D. Alucard has been around almost 600 years and has learned allot, but D is well over 5,000 years old, allowing him to learn vastly more. He is also in the distant future so he will know more of the world and its sciences. As such, D wins by a long shot.

<p style="text-align: center;">80 Brutality 99

D is not inherently brutal. He fights to protect humanity, will never harm an innocent and will even spare the lives of vampires he was sent out to defeat as long as he gets done what he needs to get done. Alucard, on the other hand, acts like killing is a sport. He will riddle his foes with bullets and tear them apart

<p style="text-align: center;">97 Sanity 70

While Alucard has been able to think clearly, his immensely violent nature likely stems from mental instability. He has some humanity left in him but he has lost most of it. D, on the other hand, has more sanity than any other man. He is able to think clearly always and never fall for weak traps, save for the most supernatural of them all. D has been tempted by his vampiric urges but he is able to control them better than any dhampir.

Offensive Capabilities
<p style="text-align: center;">99 Melee Combat 80

While both are deadly with the sword, D is specialized in, but not limited to, swordsmanship combat. He has defeated many with his blade and it is almost impossible to par him. Alucard is deadly with a sword, as he used it back when he was Vlad but his skills can't compare to D.

<p style="text-align: center;">80 Range Combat 99

This is where Alucard shines. He is a master with his guns and can hit with incredible accuracy. He can even hit targets without looking at their direction. D isn't poor in range combat, though. He has thrown wooden needles at near-impossible speeds and with amazing accuracy. However, Alucard is the master in this case.

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

While Alacard is capable of careful thinking, he prefers to just use brute force and sheer power to dominate his foes. D, however, thinks about things very carefully. He can counteract attacks using careful thinking and know what to do. Left hand's ability to gauge their enemy's level of power also allows D to know of how careful he needs to be. Alacard has the ability to see into the near future but rarely does this change his tactics.

Defensive Capabilities
<p style="text-align: center;">100 Mental Strength 100

Neither can be effected by illusions and mind control. D has resisted the illusions of Carmella, who was able to trick the minds of almost everyone. Alucard does not have an as notable feet of mental strength but he likely pars D do to his immense powers and high ranking as a vampire.

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

Both have great courage. They will never back down and will fight to the bitter end.

Experience:
<p style="text-align: center;">199 Experience 90

No mater how many vampires Alucard has slain, he pails to compare to D in experience. D has over 5,000 years of experience on him and has slain a vast selection of foes. He likely will be able to utilize his experience with past vampires, mutants and demons to combat Alucard. Alucard has only been in service for less than 500 years (do to his time slumbering or being imprisoned) and does not have the as-consistent experience of D. Overall, D wins this x-factor by a mile.

Who and What: The Warriors and their Gear
Vampire Hunter D will be armed with his signature longsword and several wooden needles. He will also have his horse and his mystical pendent.

Alucard will be armed with a longsword and his Hellsing ARMS Casull handgun with a couple spare rounds. He will also have a few anti-vampire trinkets on him for combat.

Where: The Location
The Place will take place in a very old, and yet very well maintained, castle that was once owned by a Noble (high-ranking vampire). Their will be several parts to it, such as a courtyard, some towers, several chambers, labyrinths, a dungeon/oubliette and a very large graveyard. It will also have several dark supernatural and griddy sci-fi locations, like several experimentation labs and conjuring chambers.

Why: The Reason
The Hellsing Organization has obtained information that has them very worried. Their Intel reports that an unknown castle in Easter Europe is producing strange anomalies and supernatural levels off the charts. They learn that the castle is an ancient one and yet does not look aged at all. The Castle is in is said to be the home for a very powerful vampire, possibly at par with Alucard himself, though Alucard believes this is nothing more than rumor. However, he still knows that this slaying will require great skill, perceferince and luck. He and Seras Victoria are taken there secretly. However, the "vampire" they are after has no true form and is really a supernatural entity. It is unbound from time and uses its powers to send Alucard into a possible future.

Over 10,000 years into the future, a young woman was kidnapped by an unknown vampire that resides is a massive, unaged castle near the woman's village. The woman is to become its leader and is highly important, but every attempt they try in beseiging the castle ends in mass death. They grow afraid of the castle and dare not enter it themselves. In desperation they send out bounty card to collect several vampire-slayers to destroy the vampire and save the woman. Most of them die and they start to lose hope. When all looked bleak, hope strange as one takes the bounty into his own hands and goes forth the fight the vampire himself. The villagers are afraid of this vampire hunter, though, as he is a dhampir. However, they have no choice and take this hunters offer. This hunter, of course, is none other than the mysterious Vampire Hunter D.

D rides forth to the castle and is able to infultrate it. The vampiric force knows that D has the potential of destroying. However, it has forsaw this and had already had a plan: It had sent Alucard far into the future over 10,000 years ago, and know it has him return in its castle, just for the former Vampire Lord to face the Dhampir son of Dracula to battle. It hopes the two will destroy each other. Alucard believes that D is he vampire he is after (not quite knowing that he was sent into the distant future), while D is forced to fight this foe. He does not believe Alucard to the vampire he is after but cannot stand down as this vampire is trying to kill him.

How: The Conditions
The two will battle each other and the winner is the warrior that is still standing. Simple enough.

=Alucard (Castlvania) vs TBA=

Alucard (Castlvania)


Alucard, real name Adrian Fahrenheit Tepes, is the Dhampir son of Dracula. As the offspring of an unnatural bond between Dracula and a human woman named Lisa, Adrian had special powers, preordained to be stronger than any human but not potentially as strong as his father especially in the dark arts. After Lisa was killed, mistaken for a witch, Adrian grew up under the influence of his father, whence he was taught in the dark arts and molded into a warrior who would one day fight for the side of evil.

Weapons and Gear:
Melee: Alucard Sword Ranged: Chakram Non-Lethal: Alucard Shield
 * The Alucard Sword is one of Alucard family heirloom from his mother's side.
 * Blade is 1 meter long and made of steel
 * Very sharp and durable
 * Possibly magical
 * Effective at slashing and stabbing
 * The Chakram is a throwing weapon with a sharp, circular blade.
 * Made of steel
 * Thrown at high speed and is most deadly to flesh
 * The Alucard Shield is Alucard's signature shield
 * Provides major protection

Powers:
Alucard, being a Dhampir, has many of the strengths of a Vampire with only a few of their weaknesses. Alucard is also a master of the Dark Arts, which he is not afraid to use.
 * Superhuman Speed: He can run faster than a bullet both in his human and wolf form.
 * Shapeshifting: Alucard can shapeshift into a wolf, bat, and mist to get to certain areas.
 * Dark Magic: Although Alucard can more than hold his own physically, it is magically where he is truly dangerous. Like his father, Alucard can use many types of dark magic, it can be said that his powers is at least 1/2 of what Dracula's is, since Dracula trained him personally. Alucard mastered most of Dracula's own attacks such as Hellfire, Dark Metamorphosis, Tetra Spirit, and Soul Steal.
 * Hellfire: Allows Alucard to teleport around and send out blasts of Hellfire
 * Soul Steal: Alucard drains energy from his enemies.
 * Dark Metamorphosis: Alucard enters a state that makes it that any blood that lands on him heals him.
 * Summon Spirit: Alucard can summon spirits to fight for him
 * Tetra Spirit: Aluchard summons four spirits at once.
 * Immortality: Alucard is almost 600 years old and yet doesn't a day over 19.
 * Resistance to Vampiric Weaknesses: Alucard is resistant to most objects that usually harm Vampires. Alucard can wield holy items and can not be harmed by garlic.

Skills:

 * Expert Swordsman: Alucard mastered a variety of weapons, but none as he mastered his mother's sword.
 * Intellect: Having learned under his father's wing, Alucard knows much of the Dark Arts and of the ancient ways of the Vampires.

Special Edges:

 * Experienced: Alucard has centuries of combat experience on his side.
 * Holy Relics: Alucard carries some holy items that allow him to combat demons and vampires.
 * Will not make a major impact in this fight as

Weaknesses:

 * Running Water: Alucard still cannot cross running water without the proper relic.
 * Sunlight: While he likely is more resistant to sunlight than vampires, Alucard likely can be hurt by long exposure of sunlight, similarly to D's Sun-Sickness.

=Situational Battles=

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

=They're Mercenaries: Boba Fett and Deadpool against a City full of Zombies=

Intro (BF&DP)



 * image by m7781

<p style="text-align: center;">'''Boba Fett. Deadpool. They're Mercenaries!'''

We know of these two deadly warriors. They have defeated many foes, both in their own worlds and on this site. Now, we shall put them together and see.... If they can work together. When an unknown force strikes an unsuspecting city on a peaceful planet, Boba Fett and Deadpool will have to learn to work together and Save the city. Will they fail to work together, costing hundreds, if no thousands, of innocent lives, or will the two work together to become a deadly dynamic duo and save the city?

<p style="text-align: center;"> IT IS UP TO YOU!

Our Unlikely Dynamic Duo: Boba Fett and Deadpool
We know of both Boba Fett and Deadpool but let's get a recap:

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.

Weapons:
Sacros K-11 Blaster Pistol: EE-3 Carbine Rifle: LD-1 Target Blaster Rifle: DXR-6 Disruptor Rifle: ZX miniature flame projector: Dur-24 wrist laser: MM9 rocket system: Whipcord Launcher: Dart Launchers: Z-6 Jetpack w/ Homing Missile: Class-A thermal detonator: 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
 * Magazine: Approximately 50 bolts
 * The EE-3 carbine rifle was a blaster that functions much like the E-11 blaster rifle but vastly more powerful and had a vastly greater range. Boba Fett almost exclusively used the EE-3 as his primary weapon.
 * Accuracy: Very High
 * Rounds: High-Energy Particle-Beam
 * Damage: Very High
 * Rate of Fire: Single Action or Burst Fire
 * Recoil: Low
 * Magazine: 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
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 50 bolts
 * The DXR-6 Disruptor Rifle, a generally illegal weapon, could disintegrate matter at the molecular level and rip apart living material with ease and speed.
 * Accuracy: Very High
 * Rounds: Disruptor Beam
 * Damage: Very, Very High (Disintegration)
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 10 bolts
 * The ZX miniature flame projector is a personal, concealed, portable incendiary weapon produced by Czerka Corporation. Fett keeps this weapon in his left gauntlets.
 * Accuracy: Medium
 * Rounds: Stream of Fire
 * Damage: Very High (Fire Damage)
 * Area of Effect: 5 foot long cone with 1 meter radius
 * Recoil: none
 * Rate of Fire: Single Stream
 * Magazine: Three minutes of operation
 * The Dur-24 is comparable to a standard BlasTech blaster rifle in terms of power. Fett keeps this weapon in his left gauntlets.
 * Accuracy: High
 * Rounds: High-Energy Particle Laser
 * Damage: High
 * Recoil: none
 * Rate of Fire: Semi-Auto
 * Magazine: Approximately 50 bolts
 * The MM9 mini concussion rocket launcher, also known as an MM9 wrist rocket, is a formidable weapon which utilized computer target tracking. Fett keeps this weapon in his left gauntlets.
 * Accuracy: High (Homing)
 * Rounds: High-Explosive Rocket
 * Damage: Very High
 * Recoil: Low
 * Rate of Fire: Single Shot
 * Magazine: 1 rocket at a time
 * The whipcord launcher was a personal weapon that fires a thin fibercord whip which then wrapped around and ensnared the target to restrict mobility.
 * Accuracy: High
 * Rounds: 20-foot Fibercord whip
 * Damage: none (Ensnarement)
 * Very Dificult to break (Can ensnare and halt a full-grown wookie)
 * Recoil: none
 * Rate of Fire: Semi-Auto
 * Magazine: 10 cords
 * Fett has a Dart Launcher in his right gauntlet. He also has knee pads with rocket dart launchers.
 * Accuracy: High (Gauntlet); Medium (Knee)
 * Rounds: Darts
 * Damage: Depends on toxin or agent used. Agents used include:
 * Malkite themfar: lethal nerve toxin with instantaneous effect
 * Stun Agent: non-lethal agent that paralyzes its target
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 5 darts (gauntlet); 2 darts (each knee pad)
 * 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)
 * Effective Range: Around
 * Rounds: High Explosive War Head
 * Damage: Very, Very High
 * Recoil: Medium
 * Rate of Fire: Single Shot
 * Magazine: 1 Warhead
 * This powerful thermal detonator is used by many individuals and can do devastating damage.
 * Damage: Powerful Thermal Blast
 * Damage: Very, Very High (Vaporization)
 * Area of Effect: 20 meter radius
 * Rate of Fire: Thrown
 * Magazine: 1 grenade
 * 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 Strength, Stamina and Agility: Despite his lean build and old age, Boba Fett is deceptively strong. He demonstrated that ability to hold the infamous Trandoshan bounty Bossk (whose species was known for its brute physical power) at bay with brute strength.
 * Strong Will: Boba Fett has resisted Darth Vader's Mind trick, showing that he has an incredibly strong will.
 * Advanced Hand-to-Hand: Boba Fett is a skilled unarmed fighter and is capable of killing a man without a weapon.
 * 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.
 * Master Marksman: Fett is an expert marksman. During his time with the Clone Youth Brigade, he was able to shoot down all of the targets with one shot each on the Endurance, while the other members couldn't even hit the targets.
 * 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 some 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.

Deadpool
""I always forget (or just black out to spare myself the agony) what Wilson's most lethal weapon is... his mouth! He'll talk nonsense until you surrender or commit suicide.""

- Domino, talking about Deadpool

Originally a normal man named Wade Wilson, Deadpool was enlisted into a project called Weapon X, whose goal was to turn humans into (Literally) living weapons. Unfortunately, because Wade had cancer, he nearly died. Luckily, he is given a special regeneration ability from the experiment that saved him. He was put into a reject room called the DEADPOOL, where the rejects were left to die. Luckily, because of his regeneration ability, he was spared. He now works as a mecenary for hire named Deadpool.

His role in the comics changes. Sometimes he's a hero, sometimes a villian. He is considered a anti-hero. He is known for his twisted sense of humor and sometimes breaking the fourth wall.

Weapons:
Hunting Knife: Duel Katanas: Duel Beretta 92: Duel MP5Ks: HK416: M79 grenade launcher: C4 Charges: M67 grenade: Teleporter:
 * Deadpool carries with him a large hunting knife so that he has a bladed weapon when he is not armed with his katanas.
 * Damage Type: Sharp Blade
 * Effective at slashing and stabbing
 * Deadpool's most iconic weapons are his duel katanas, which can slice through mofos with ease.
 * Damage Type: Really Sharp Blade
 * Effective at slashing and stabbing
 * The Beretta 92 (also Beretta 96 and Beretta 98) is a series of semi-automatic pistols designed and manufactured by Beretta of Italy.
 * Range: 50 meters
 * Rounds: 9×19mm Parabellum
 * Muzzle Velocity: 381 m/s
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 15 rounds in each (30 together)
 * In 1976 a shortened version of the MP5A2 was introduced; the MP5K was designed for close quarters battle use.
 * Effective Range: 100 meters
 * Rounds: 9×19mm Parabellum
 * Muzzle Velocity: 375 m/s
 * Recoil: Medium
 * Rate of Fire: Automatic (900 rounds/min)
 * Magazine: 32 rounds in each (64 together)
 * The Heckler & Koch HK416 is an assault rifle designed and manufactured by Heckler & Koch.
 * Effective Range: Around 550 meters
 * Rounds: 5.56×45mm NATO
 * Muzzle Velocity: Around 880 m/s
 * Recoil: Medium
 * Rate of Fire: Automatic (700 – 900 rounds/min}
 * Magazine: 30 rounds
 * The M79 grenade launcher is a single-shot, shoulder-fired, break-action grenade launcher that fires a 40x46mm grenade which uses what the US Army calls the High-Low Propulsion System to keep recoil forces low, and first appeared during the Vietnam War.
 * Effective Range: 350 meters
 * Rounds: 40mm grenade
 * Muzzle Velocity: 76 m/s
 * Explosive Blast
 * Recoil: Low
 * Rate of Fire: Single Fire
 * Magazine: 1 grenade
 * C-4 or Composition C-4 is a common variety of the plastic explosive known as Composition C.
 * Planted on a surface
 * Primary used to break through doors and and walls
 * Damage Type: Concussive Blast
 * Damage effected by amount used
 * Blast radius also effected by amount used
 * The M67 grenade is a fragmentation hand grenade used by the United States military.
 * Damage Type: Fragmentation Grenade
 * Damage: High
 * Are of Effect: Death at 5 meters; Injury at 15 meters
 * Rate of Fire: Thrown
 * Magazine: One grenade at a time
 * Deadpool has utilized different teleportation devices to whisk him out of (and occasionally into) danger.
 * Deadpool can teleport both quick short distances and longer long distances.

Special Edges:

 * Regenerative Healing Factor: Deadpool possesses a superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. Deadpool is able to heal from injuries such as slashes, puncture wounds, bullet wounds, beheading, and severe burns within moments. His healing factor is significantly more powerful than Wolverines as he can regrow missing limbs and organs and was able to recover after the Hulk liquidated everything from his waist up. His head or any other limb can be reattached using this ability, but has to be placed in the proper place. Even though being beheaded, Deadpool can still move his body normally. As Deadpool had cancer at the time of the gene therapy which endowed him with these abilities, it bound to the "healing factor" so that in a sense the cancer is his healing factor, which is why his skin is still horribly scarred. Unlike Wolverine’s natural healing factor, Deadpool’s is mentally driven to a partial extent. With his healing factor he can survive in the vacuum of space (though he would sometimes wear spacesuits to look cool), survive a nuke blast, and was even said that throwing him in a massive supernova won't kill him.
 * Foreign Chemical Resistance: Deadpool's body is highly resistant to most drugs and toxins. For example, it is extremely difficult, though not impossible, for him to become intoxicated (Blind Al made several references to Deadpool being hung-over since he once drunkenly spoke to the Telletubbies on the TV he was watching). He can, however, be affected by certain drugs, such as tranquilizers, if he is exposed to a large enough dosage.
 * Disease Immunity: The unique regenerative qualities of Deadpool's healing factor also extend to his immune system, rendering him immune to the effects of all known diseases and infections.
 * Extended Longevity: Deadpool's healing factor provides him with an extended lifespan by slowing the effects of the aging process to an unknown degree. His life span is extended to such a degree, that an alternate reality version of him was alive and still in business as Deadpool 800 years in the future[32]. Deadpool has established a relationship with the personification of Death and as a result has been cursed by Thanos, to be unable to die.
 * Telepathic Immunity: The healing factor causes his brain cells to be in a constant state of flux and regeneration, rendering him immune to psychics such as Professor X and Emma Frost. Recently Deadpool has not demonstrated this ability. He was able to be telepathically linked to the rest of the X-Force team by Psylocke and has fallen under mind control of Shadow King. But it has recently returned. Deadpool can even shrug off the Ghost Rider's penance stare.
 * Possession Resistance: Similiar to the telepathic immunity, Deadpool is able to remain in partial control of himself while supernatural beings are trying to take control of him. During Xaphan's attempt to take control of him, Wade was able to fight for control of his body. Because half of his soul is owned by Satana by rules of marriage, no one can touch his soul. Deadpool even remembers Spider-Man unmasking as Peter Parker during the Civil War even though Mephisto erased that event.
 * Peak human Strength: Deadpool possesses great, though not unnatural, physical strength. However, he does have at least the strength of an Olympic level weightlifter. He is capable of lifting at least 420 lbs. but no more than 800 lbs.
 * Superhuman Stamina: Deadpool's musculature generates considerably less fatigue toxins than the muscles of an ordinary human being, granting him superhuman levels of stamina in all physical activities. He can physically exert himself at peak capacity for several days before boredom or stress takes over, and could have possibly go on further.
 * Superhuman Agility: Deadpool's agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete.
 * Superhuman Reflexes: His reflexes are similarly enhanced, superior to those of even the finest human athlete.
 * Superhuman Speed: Deadpool has superhuman speed thanks to Weapon X, but he sometimes relies on his teleportation device.
 * Master Martial Artist: Deadpool is an extraordinary hand-to-hand combatant and is a master in multiple unarmed combat techniques. He has been shown fighting such amazingly skilled fighters as Wolverine and Taskmaster and even defeating them in hand to hand combat. This shows that Deadpool himself is among the most skilled fighters in the Marvel universe, although in some fights it has been attributed to him being unpredictable because of his insanity.
 * Master Assassin: He is a master of assassination techniques, espionage methods, covert operations, infiltration methods, escape artistry, marksmanship, and is highly skilled with many bladed weapons (frequently carrying two swords strapped to his back), and a number of other weapons including firearms.
 * Unpredictability: It is difficult for anyone to know what Deadpool will do at any given moment, given that he himself barely knows what he'll do at any given moment. This makes it difficult for most opponents to predict what he will do.

X-Factors:
<p style="text-align: center;">Boba Fett vs Deadpool

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

Both warriors have peak human strength and durability. Neither are superhuman but they can hold back warriors stronger then themselves (Boba Fett against Bossk and Deadpool against a large selection of enemies stronger than himself).

<p style="text-align: center;">92 Durability/Pain Tolerance 87

While Deadpool can take an amazing beating, his body is not indestructible. He still feels pain and bullets go through him like everyone else. He can heal from it almost instantly but he doesn't like getting shot and can be incapacitated. Boba Fett, however, has grown a high resistance to pain. He has fell into the sarlac trip, took shots from plasters and was almost crushed to death by Darth Vader's use of the Force. Fett has grown to ignore pain while Deadpool still feels the pain of getting shot, making him want to avoid getting shot.

<p style="text-align: center;">90 Foreign Chemical Tolerance 99

Boba has toughened himself and can resist the effects of poisons and toxins. However, Deadpool's resistance to foreign chemicals are at a superhuman level. Poisons have little effect on him. It is even impossible for Deadpool to get drunk, though Deadpool would not look at that as a victory. Deadpool can be rendered unconscious with a large enough dose but it takes a very large dose for it to work, so he can take ALLOT without succumbing to its effects.

<p style="text-align: center;">90 Speed and Agility 100

Boba Fett is pretty fast and agile but Deadpool is at a level no human can reach. Boba Fett can use his jetpack to move faster and make super jumps but Deadpool can perform feats of gymnastic skill that no gymnast can mimic and can dodge gunfire. For this, Deadpool gets the edge.

<p style="text-align: center;">97 Senses 90

Deadpool's senses are very great but they are not superhuman. Boba Fett's is not superhuman either but his helmet grants him multiple different forms of vision, can modulate light sensitivity to make blinding lights or pitch blackness no longer a problem, grant him 360 degree sight, enhance sounds so that he can pick up on very weak or very quick sounds. He can also detect enemies using sensors in his helmet. All of this makes sneaking up on him very hard. He also has the benefit of not hallucinating allot, unlike Deadpool.

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

Both Boba and Deadpool are very smart. Deadpool is fluent in Japanese, German, Spanish, Russian, Pashto, Urduamongst and other languages, can figure out is a weapon is heavier than it should be and is a master escape artist. However, Deadpool is also a bit of an idiot. When he tries to solve a problem, he usually makes more problems. He had sunken a nuclear-submarine, easily bamboozled on several occasions and has botched up several contracts. Boba Fett, on the other hand, is very intelligent and none of the idiot. He can understand alien languages, learn to use any weapon in a short time, use effective tactics, think carefully on the fly and operate almost any vehicle. For this, Boba has the superior intelligence since he does less stupid stuff.

<p style="text-align: center;">95 Mentality 60

Boba Fett is very concentrated and really hard to distract. He is cautious, always thinking and knows what he will do next. Deadpool, however, get's destracted allot, whether it is by big guns, chimichongas, hot large-breasted girls (allot of those in the Marvel Universe), oddly shaped heads, shiny things or several other things. He may be able to stay concentrated long enough to get his job done but he typically f--ks around and make the situation worse.

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

It is hard as hell to predict what either of them will do. Boba Fett has a master poker-face (thanks to his helmet) and figuring out what he is thinking is near impossible. However, Deadpool has him beat, do to the fact that not even Deadpool knows what Deadpool will do next. For this, Deadpool gets the win pretty easily.

<p style="text-align: center;">92 Brutality 92

Both are willing to beat the living shit out of their enemies and even kill them. They tie out on this part as both are willing to blow a person to kingdom-come. However, both have their morals. Boba Fett will fight to protect those he cares and will not kill innocents. Deadpool will also protect those he cares for and will not take innocent lives. Both can fall under the classification of Anti-Hero.

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

Neither one is afraid of death but Deadpool gets the win as his insanity and regenerative powers make it next to impossible to scare him. Boba is near-impossible to intimidate but he knows that their are stuff he can't handle. Deadpool can't die so he becomes more likely to take on enemies that he couldn't handle without his regenerative powers.

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

Both of these two mercenaries are crack shots and can take heads off with his gun. Boba proved his skill with a gun when he was young, when he was with a group of young clones-in-training during a combat exercise and he was able to hit every target with one shot each while the rest failed to hit one. Deadpool was able to shoot the leader of a Freak-Show in the head while facing the other way and using a mirror to aim for his target. Either way, both are crack shots and can hit their enemies with ease.

<p style="text-align: center;">91 Up-Close Combat Skills 102

Boba Fett is deadly up close do to his unarmed combat skills, agility and ability to use almost any weapon but Deadpool has him beat. He is a master of multiple unarmed combat techniques, can use almost any weapon and is unpredictable as hell. His skills even allow him to beat the likes of Wolverine and Taskmaster, who are amongst the greatest fighters around. His superhuman speed and agility also makes him especially deadly in up close.

<p style="text-align: center;">95 Armor 5

This is where the two differ the most. Deadpool does not need armor as he can regenerate any wound he takes. However, this makes damaging and even incapacitating him easier. He does have one piece of armor he can call apon: a cup he wairs so that a kick to the nuts hurts allot less. Boba Fett does not have a healing factor but his armor makes him nest to impossible to hurt. It would require incredible power as his Mandalorian Armor can absorb most weapon attacks and his Power Armor Liner can absorb what gets past the body armor. For this, Boba gets this X-Factor pretty damn easy.

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

This one is too difficult to pick. Where Deadpool has faced a wider selection of enemies, Boba Fett has been fighting for a vastly longer time (Possibly 30 years for Deadpool vs over 70 years for Boba Fett). Both have fought powerful forces (Deadpool fought the likes of Sinister while Boba Fett fought Darth Vader twice, along with other Jedi and Sith) and will likely fight more. Overall, I say they are even. Boba has fought longer but Deadpool has faced allot in his short time.