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Firestorm (XCOM: Enemy Unknown) vs Barracuda (Warhammer 40K)
Fire in the Skies! Firestorm (XCOM: Enemy Unknown), the pinnacle of human avionics composed of reverse-engineered alien tech and XCOM's greatest UFO Interceptor! VS Barracuda (Warhammer 40K), the Tau Empire's prime attack craft with a legendary reputation for taking down Imperial aircrafts and attaining air superiority! In this battle between futuristic fighter crafts... Which is Deadliest?

Firestorm (XCOM: Enemy Unknown)


"I have to admit, my team and I are most proud of the work we put into the Firestorm."

- Dr. Raymond Shen

The Firestorm is a highly advanced combat aircraft used by XCOM which incorporates numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs. Just like its predecessor, the Raven, it can be outfitted with various armaments ranging from the basic Avalanche missiles to the highly advanced Fusion Lance. It can also be outfitted with additional modules which allow the Firestorm to be more accurate, be more effective in dodging incoming attacks, and track its target.

Barracuda (Warhammer 40K)


"We do not belong to the ground. Our home is the sky, as the enemies of the Tau Empire know to their cost."

The Barracuda is an air superiority fighter commonly used by the Tau Empire's Air Caste. It is faster than the Imperium of Mankind's Marauder bomber but slower than their Lightning fighter. Despite this, the immense skills of Tau pilots and advanced electronic systems allow the Barracudas to gain advantage over contemporary fighters. The Barracuda excels in air-to-air combat with its high maneuverability and versatile armament capable of supporting ground troops and annihilating aerial enemies.

Firestorm (XCOM: Enemy Unknown)
Plasma Cannon= The Plasma Cannon is a destructive anti-UFO weapon. Stronger than the Avalanche missiles or the Laser Cannon, the Plasma Cannon has both the long range of the Avalanche and superior firepower compared to the Laser Cannon. It may not be the most powerful but it's a mainstay of XCOM interceptors mid-to-endgame when the Fusion Lance or EMP Cannon are too expensive to manufacture. The Plasma Cannon's power is realized when it is shown to be capable of taking down small and large Scouts with two shots.

Against bigger UFOs from the Abductor to the near-city sized Battleship, the Plasma Cannon can easily penetrate their hulls and even kill some aliens that reside in it such as the Heavy Floaters, Mutons, and Cyberdiscs. All those aliens are powerful enough to withstand multiple rocket launcher impacts and explosions from their own grenades that can level structures and utterly render kevlar armor to nothing. Indeed, the Plasma Cannon's in-game info does mention of its high armor penetration.

Though powerful, the weapon does suffer from fire rate issues. It fires at the same rate as the Avalanche missiles which means it can't deal rapid successions of damage. Though the Firestorm itself can keep up with larger UFOs with speed beyond those of the modern day's fastest aircraft, the weapon can't always keep up with the UFOs movement. The cannon's projectile can nearly melt anything with its extreme heat, but the lack of onboard guidance combined with unpredictable reaction to our atmosphere causes some inaccuracy. It may only have an 85% chance to hit its target, but its power is something to be reckoned with.

Barracuda (Warhammer 40K)
Ion Cannon= The Ion Cannon is the Barracuda's main weapon in engaging dogfights. The cannon shoots out high energy ion streams at a ridiculously extreme range like its ground counterpart. These streams can easily vaporize both flesh and metal with equal ease. The particles composing the shot are accelerated by an electromagnetic field and reacts explosively upon contact with the target due to a direct transfer of energy at an atomic level.

The Ion Cannon is surprisingly not as powerful as its ballistic cousin, the Railgun, but it has a higher fire rate. Combined with the shredding projectiles of the weapon, the Ion Cannon is more than capable in tearing asunder Space Marine armor and light vehicles while damaging heavily armored vehicles. If more power is needed, the weapon can be overcharged with the help of its new Mor'tonium power source which unleashes a wide explosive blast capable of destroying entire squads in one salvo.

Overcharging the weapon does have a serious consequence, however. By exposing the power source to the environment the Barracuda is exposed to the ionising radiation released in the process. This risks overloading the primary power cells which basically means bye-bye for the Ion Cannon and the vehicle itself. Burst Cannon= The Burst Cannon is a multi-barreled pulse weapon that works similarly to regular Tau pulse weapons. It fires micro-pulses of plasma accelerated to near-light speeds which means it's hard to dodge this weapon. Like its name implies, the Burst Cannon fires bursts of plasma at its target. It has an even higher fire rate than the Ion Cannon and basically acts like a souped-up minigun. Its rate of fire limits its range however, relegating the weapon to close-range uses.

It is commonly used as an anti-infantry weapon with the power to punch through most normal armor in the WH40K universe and lightly-armored vehicles like combat walkers and armored transports. Even Main Battle Tanks falter against the Burst Cannon within seconds of exposure. There are two Burst Cannons turreted on the Barracuda, controlled by mounted Drones for extra accuracy. If the Ion Cannon is temporarily disabled, then a pair of Burst Cannons will suffice as back-up weapons.

Firestorm (XCOM: Enemy Unknown)
Defense Matrix (Dodge)= The Defense Matrix (Dodge) is an armament module for Interceptors. Thanks to the adaptation of a Floater's reflex technology to the Interceptors, pilots can activate this on-board module to temporarily increase the speed of the Interceptor to evade the next two attacks. Though it always dodges incoming UFO attacks, the weapons of the UFOs are all fired in single successions instead of in rapid barrages so it's up to debate whether using this module will be useless or it'll just burn out when passing two of the Ion/Burst Cannons' rounds. Like any other flight modules, there will only be one Defense Matrix to burn through. Uplink Targeting (Aim)= The Firestorm's best friend in handling pesky speedsters, the Uplink Targeting (Aim) allows the pilot to gain full accuracy in firing on the target. The next two shots fired by the Firestorm are guaranteed to hit regardless of the opponent's movement. Considering how powerful the Plasma Cannon is, this module will prove to be very advantageous while facing the Barracuda's fluid maneuvers. UFO Tracking (Boost)= The UFO Tracking (Boost) provides an immediate boost of speed to the Interceptor. It is usually used against faster UFOs. Despite the Firestorm's already-phenomenal speed, it's not uncommon for it to lose track of UFOs slightly faster than it. Still, adding up to the Firestorm's thundering speed will be a quite terrifying sight. The module outright propels the Firestorm forward towards the intended location, allowing it to fire its armament more accurately. The Plasma Cannon is decently accurate and the Firestorm is faster than modern-day fighter jets. If this thing can be used more than once, the Interceptor will be unstoppable regardless of circumstances.

Barracuda (Warhammer 40K)
Automated Repair Systems= One of the available upgrades for the Barracuda, having automated repair systems helps the aircraft in participating in prolonged dogfights. Though it goes down easier than its opponent, this upgrade allows the Barracuda to keep pressing the fight in case it actually survives an entire barrage of enemy attacks. Mounting dispenser hubs all over the vehicle's hull, the automated repair systems will deploy swarms of tiny maintenance drones to perform field-repairs that effectively restore the craft to its full function in the middle of a dogfight.

The repair system has no limits so it can be utilized for an unlimited amount of uses. It also fixes malfunctions and break-downs within its weapon systems and engine drives. Of course, getting shot at while repairing will interrupt it, forcing the Tau pilot to try and escape once again.

Firestorm (XCOM: Enemy Unknown)

 * Durability: There's no denying that Firestorm is a freakishly durable aircraft. Despite being created in an intent to match the UFOs, the Firestorm ended up being more durable than even Supply Barge UFOs. It can take a lot of punishment and still function as good as new. It has taken plasma blasts far stronger than both XCOM laser and plasma weapons that by themselves can actually bust the hull of Scout UFOs. Even if it's heavily damaged, it ultimately only takes a day to repair in the hangars. It's not invincible, but it can take more punishment than the Raven.
 * Speed: Designed to be faster than lesser UFOs and fast enough to keep up with larger and greater UFOs such as the Battleship, the Firestorm has an impressive flight speed. It's over three times faster than the Raven which has speed comparable to an F-22 Raptor (or even greater) and can intercept the impossibly fast Overseer UFO that can literally fly from county to county barely within miliseconds.
 * Pilot: No doubt, XCOM's pilots are skilled and valiant in shooting down UFOs regardless of their threat level. Firestorm pilots are no exception. Despite that, their training is virtually unknown. It can be assumed that they're trained just as well as Air Force pilots from all around the world. Besides, XCOM's pilots are supposed to be just like the group's operatives: the best humanity can offer.
 * Experience: Mid-game, the Firestorm continuously faces off against larger and rarer UFO variants that range from Supply Barges, Abductors, the near-city sized Battleship, and eventually the Overseer. Firestorm pilots are thoroughly experienced large UFOs, but nothing else afterwards. Besides, the war canonically ends with XCOM losing anyway. Still, the Firestorm has proved itself to be a reliable interceptor in destroying UFOs.

Barracuda (Warhammer 40K)

 * Durability: The Barracuda is made with the same unknown nano-crystalline alloy used in many other Tau vehicles, giving it a durability rating similar to those of a Hammerhead Gunship, the Tau's MBT. Its hull has a thickness of 35 millimetres but it's not rare to see the Barracuda getting shot down getting overwhelmed by swarms of projectiles from pairs of autocannons and lascannons. Still, the Barracuda is highly resistant to regular laser/plasma fire from Imperium forces or the armor-shredding guns of the Orks.
 * Speed: Ordo Xenos specified the Barracuda's maximum recorded speed at 2100 km/h at 5000 feet while being able to cruise at 1400 km/h. Not sure if that's gonna be meaningful against the Firestorm's insane speed, but the Barracuda is more "agile" than it is fast. It is highly maneuverable and can do unexpected sharp turns that leave Imperial pilots astonished. It's extremely nimble and combined with the pilots' natural skills and aerodynamic shape, the Barracuda is a hard target to pin down. And if it actually gets behind an enemy aircraft, the ship's fast target locks will surely punish them for underestimating the Barracuda.
 * Pilot: Arguably some of the best pilots in the WH40K universe, the Tau Air Caste is specifically born to fly ships like this. Due to the Air Caste's way of living in off-world habitats such as space stations, their physiognomy are severely altered in a good way. Even in a gravity well, Air Caste pilots have superior three-dimensional awareness which basically equates to having an aerial Spider-Sense. This makes them naturally suited in the rigours of air-to-air combat than human pilots, allowing them to not lose focus while making multiple complex moves. Combined with their higher depth perception and experience in dealing with pesky Imperial, Ork, and Chaos fighters, the Barracuda's strength lies in its pilot.
 * Experience: Do not think that Warhammer pilots and their ships aren't as experienced their ground counterparts. Though it's primarily an air-to-air fighter, the Barracuda also fills in the role of ground support and escort which equate to their versatility in combat. It has been tried and tested against the legendary Imperial Lightning and Thunderbolt fighters, the Orks' ramshackle-but-deadly fightaz, and other unspecified aircrafts in a multitude of different campaigns. Most notably, the Barracuda's active involvement in the Taros Campaign (a major war when the Tau actually won against the Imperium) itself means it's no amateur in going toe-to-toe with its other counterparts. They have taken down their own shares of larger ships such as the Marauder Bombers, but they never engage in battles against capital-sized ships.

Hellboy (Comics) vs Kroq-Gar (Warhammer Fantasy)
Where Monsters Dwell! Hellboy, BPRD's half-demon Bringer of the Apocalypse and paranormal investigator, hunter of dark creatures of the dark corners of the world! VS Kroq-Gar, the Last Defender of Xhotl and fearsome Saurus warrior who charges into battle with his trustworthy Carnosaur, Grymloq! In this battle between, uh, unlikely heroes... Who is Deadliest?

Hellboy (Comics)


"But if there must be an end, let it be loud. Let it be bloody. Better to burn than to wither away in the dark."

- Hellboy

Hellboy is a monster hunter who was formerly employed by the BPRD, and is also a half-demon who was summoned by Grigori Rasputin to earth with the aid of the Third Reich. He was found as a child by Trevor Bruttenholm, who was investigating the Nazi ritual on behalf of the Bureau for Paranormal Research and Defense, alongside several other agents including the Torch of Liberty, who was a costumed WW2-era superhero. The agents took a liking to him, and was raised in secert under the U.S. government, trained to be a paranormal investigator. Due to his superhuman capabilities, and custom-crafted arsenal, his portfolio became one of the best and largest among investigators, becoming an expert in tackling possessions, exorcisms, monsters, and even lesser demons. He would also go on to aid war efforts from time to time, usually when monsters who were employed by the Axis powers. After a mission regarding a Nazi scientist who was possesed by an offspring of the cosmic entity Ogdru-Jahad, Hellboy turned in his resignation papers, realizing that under the agency he might have been given instructions to kill fellow agents such as Roger Sapien, should they become dangerous as they were while solving that specific case. After this fact, Hellboy became an on-and-off monster hunter for decades to come, working under his own code and stopping supernatural threats, while also attempting to solve the mystery of his own origin and purpose.

Kroq-Gar


"There is no continent upon which Kroq-Gar and Grymloq have not fought, but for the last defender of Xhotl, the battle is not yet over."

- Warhamer Armies: Lizardmen (8th Edition)

Kroq-Gar is the last Saurus Oldblood of the ruined temple-city, Xhotl. Known by his title of the Last Defender of Xhotl, Kroq-Gar's spawning coincided with the primal roar of a Carnosaur brood and with that, came his ability to tame even the wildest of beasts. He claimed the largest and wildest Carnosaur of them all, later named Grymloq. Kroq-Gar had served in his temple-city before the Great Catastrophe, fighting never-ending battles against tides of daemons until they drove the lizardmen out. In the jungles of Lustria, he waged a great war against the daemons until only he and Grymloq remained. Soon they were recruited by Lord Mazdamundi in the quest to fulfill the Old Ones' Great Plan, acting as the general of the reptilian armies.

Hellboy (Comics)
Superhuman Physicality= Right Hand of Doom= The Good Samaritan= Vulcan 40=

Kroq-Gar
Superhuman Physicality= Revered Spear of Tlanxla= Hand of Gods= Grymloq=

X-Factors
Experience

Hellboy has fought a number of remarkable supernatural threats, including those who possess the power to alter reality and endanger it. From advanced nazis, evil creatures of the night, to eldritch abominations such as the Ogdru Jahad's spawns, Hellboy has seen, punched, shot, and wrecked a bunch of creatures the human mind can't even understand. Kroq-Gar is no slouch himself. The lizard is literally over eight thousand years old! That basically puts him among the oldest warriors in the long history of Warhammer World. As mentioned in his info's quote, Kroq-Gar has travelled through all the continents in Warhammer World and fought all their inhabitants. Before joining Mazdamundi, he and the Last Defenders fought in a thousand-year guerilla war against the daemons of Chaos until only he and his mount remained. Since then, Kroq-Gar and Grymlock have fought from their home shores of Lustria to the Chaos Wastes. Although they won many battles against fearsome foes, it should be noted that none of them were reality-threatening. No, he never fought Archaon, no.

Intelligence

<p style="text-align:center;">Both Hellboy and Kroq-Gar are two different warriors with two different types of intelligence. Hellboy is an expert in the world of magic and occultism. He is not a stranger to paranormal events and can even speak a dead language from Earth's first civilization. He has a wide knowledge in using weapons, especially those that were granted to him. Kroq-Gar's lore-based knowledge is only used when he faces certain foes, as far as brainpower is concerned. He is more of a battle-genius and can organize a tactic within mere heartbeats. He is an expert strategist both outside and inside the battlefield. Considering both of these guys don't have exact knowledge on each others' lore, it's up to the voters to decide who has the most important knowledge for this fight. Oh and note that Hellboy is not even remotely similar to Warhammer Fantasy's daemons.

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

<p style="text-align:center;">Kroq-Gar kills anyone who isn't part of the Old Ones' Great Plan whether they be daemons, humans, elves, dwarves, or undead creatures. He takes no pleasure in killing but if they're not even remotely allied to the Lizardmen, then expect blood and gore to follow. Especially with the presence of Grymloq. Hellboy is one with heroic brutalities; he simply kills if he feels it's necessary or the threat is too great. And oh boy, he rarely spared the supernatural... unless necessary.

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

<p style="text-align:center;">Hellboy is a capable combatant in his own right and has fought many superhuman and magical opponents with a combination of weapons, powers, and ingenuity. He has that habit of rushing into situations and getting surprised by enemy attacks, though. Kroq-Gar is a competent combatant, but he's somewhat more handicapped the moment he's dismounted of Grymloq or any other creatures. When on Grymloq, he can coordinate both his pet's savage attacks with his own strikes and the results are satisfying to say the least. Without Grymloq, he can still fight well with his spear and gauntlet, combining ferocity, experience, and strength to annihilate enemies.