User:Undead RVD/Sandbox

This here is my list of future battles

=Ancient Battles= These are battles between warriors that existed long ago or exist in fantasy worlds

=Alexander Nevsky vs TBA=

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 (Nevsky)
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.

=Tomoe Gozen vs TBA=

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 (Gozen)
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.

=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 (Belmont):
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 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.
 * Experience: Simon has hunted down Dracula and was able to defeated 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 occasions 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 (Arthur):
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)
Simon Belmont vs Sir Arthur

90 Training 80

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.

95 Physicality 80

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 take only so much damage. 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.

88 Mentality 94

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.

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 a lot. 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, like in his game, while Arthur will carry one weapon on him at a time, like in his games. 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 unexplained as this will be in a retro video-game world. Don't think about it too much.

=Captain Jack Sparrow vs 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 (Sparrow):
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

Strengths

 * 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 (Roberts):
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

Strengths

 * 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 (MacReady)
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 (Martin)
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 (Martin)

 * CIA Training: Right after he 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 (Mariachi)
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 (Mariachi)

 * 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. They can die in gruesome ways.

X-Factors(MBvEM)
Martin vs Mariachi

93 Training 50 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.

85 Accuracy 90 While Martin is a great shot, El Mariachi uses his guns even more than Martin. Martin finds room in Han-to-Hand combat and improvised combat. Mariachi finds more use of his gun.

82 Brutality 94 El Mariachi is a vengeful individual who will kill his enemies with a great level of blood. Martin is very professional and only kills for pay or when someone is trying to kill him.

97 Intelligence 75 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. His skills with guns are notable but not above natural intellect. 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.

=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 (Ash)
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 (Ash)

 * 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 (Goon)
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 (Goon)

 * 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.
 * 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 hordes 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.
 * 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.

=Rally vs Revy=

Rally
A gunshop owner by trade, Irene "Rally" Cincent dabbles in bounty hunting to pay the bills. Her father was an Olympic-level marksman who taught Rally about firearms while running a gun store called Gunsmith Cat in Chicago. Her mother, who had wanted Rally to be a violinist, opposed everything to do with guns and eventually was murdered at the store by robbers when trying to file divorce papers on her husband. After her father disappeared to search for her mother's murderers, Rally took over the store as her own venture, and recruited Minnie May as an assistant. Upon making May a partner, the shop became known as "Gunsmith Cats".

A bit reserved when it comes to men, Rally feels most comfortable when discussing firearms. While all her IDs state that she is 21 (the age necessary to sell firearms) her actual age is 19. Her weapon of choice is a first version CZ-75. Rally drives a blue 1967 model Ford Shelby Mustang Cobra GT-500 with white racing stripes, which she cherishes until its destruction in Gunsmith Cats BURST, when it is replaced by a heavily-modified Ford Mustang II Cobra. When quarreling with Rally, Minnie May implied that guns and cars were sex substitutes for the virginal Rally; there is arguably an erotic undertone to her fondness for guns and cars.

She is highly skilled in hand-to-hand combat, with great speed and physical agility, and is an expert but reckless driver. Although she does not always respect the letter of the law, she has a strong moral sense of right and wrong and is reluctant to kill unless absolutely necessary. An excellent marksman, she often targets her opponents' trigger fingers or crucial components of their guns in combat rather than going for a lethal shot. As a result, she has sometimes been hunted by criminals angry at their mutilation at her hands.

Weapons (Rally)
Handgun 1: CZ 75 Handgun 2: Colt 1908 Vest
 * Rally's weapon of choice is her CZ 75 pistol. She is able to use it very accurately.
 * Rounds: 9×19mm Parabellum
 * Muzzle Velocity: 381 m/s
 * Effective Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 15 round detachable magazine
 * Rally keeps a Colt Model 1908 Vest Pocket as a backup/concealed pistol. It is attached to a special harness in her sleeve. She is able to spring it out by flicking her wrist.
 * Rounds: .25 ACP
 * Muzzle Velocity: 248 m/s
 * Effective Range: 10 meters
 * Fire Action: Semi-Auto
 * Magazine: 6 round detachable magazine
 * Features spring-loaded frame for quick access

Special Edges (Rally)

 * Expert Markswoman: Rally is an incredibly accurate markswoman. She uses this accuracy to shoot trigger fingers so that she does not kill her target but she can disarm them.
 * Skilled Hand-to-Hand Fighter: Rally is quite effective without a gun. She prefers to have a gun in her hand but she is able to beat people using her skills, speed and dodging skills.
 * Heightened Agility: As a young, incredibly fit woman of 19, Rally is incredibly fast and very agile.

Revy
Very little is revealed about her past, although portions can be pieced together throughout Rock's time in the Lagoon Company. Revy, originally Rebecca or "Becky", is a Chinese-American born and raised in Chinatown, Manhattan, near Mott Street. Flashbacks reveal that Revy may have honed her skills with firearms by shooting at cans. Her father was a severe alcoholic who was highly abusive, in one flashback smashing a bottle into Revy's face. One day, having been chased out of the house by her father's violence, Revy sits crying on the sidewalk when a policeman pulls over and arrests her for no reason. Once in the cell, the sadistic officer brutally beats and rapes Revy. What finally pushes Revy over the edge, is when she explains what happened to her to her father and he simply tells her to get him another drink. She eventually shoots her father at point blank range. She places a pillow over his head to suppress the noise, or to perhaps avoid looking at her first victim.

Revy is very competitive, easily bored, and extremely ill-tempered. She is undiplomatic, believing in the use of brute force and coercion to get her way. In contrast to this, she's revealed to be highly ticklish. She also has very little remorse for her enemies and many times has often stepped on male enemies private parts for fun to show them how weak they are. However, she looks at it as doing them a favor as she believes any man would love a sexy women such as her touching their private parts.

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 (Revy)
Handguns: Duel Custom Beretta 92FS
 * Revy's weapons of choice are the "Praiyachat Sword Cutlass Special", a pair of customized Beretta 92FS 9mm pistols. She is capable of using both guns at once with near-perfect accuracy.
 * Rounds: 9×19mm Parabellum
 * Muzzle Velocity: 381 m/s
 * Effective Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 15 round detachable magazine

Special Edges (Revy)

 * Ambidextrous: Revy can use both her guns without problems. This is how she got the name Revy "Two Guns".
 * Expert Markswoman: Revy is a crack shot with her pistols, capable of hitting areas on the human body that would be lethal in one shot.
 * Skilled Hand-to-Hand Combat: Revy is capable of taking on groups of enemies at once without any weapons.
 * Gun-Fu: Revy's skills with her guns and her feet makes for a deadly combo, combining gun fire with swift kicks to the face.
 * Brutality: Revy is a very brutal woman. She is willing to blow the brains out of someone if they even look at her funny. She also finds pleasure in crushing down on a man's nuts till they pop.
 * Peak Human Agility: Revy is very agile. She can flip and fire her guns at the same time and preform great feats of gracefulness. She is even able to dodge bullets.

X-Factors (RvR)
Rally vs Revy

75 Strength and Durability 85

While neither are large individuals, Rally is definitely the smaller, weaker of the two. She relies heavily on her speed and agility in fights over her strength and durability. Revy is larger than Rally and significantly stronger and tougher.

80 Speed and Agility 90

Both are very quick and agile individuals. Speed and agility are key for both as they utilize their grace to hit their targets and avoid enemy fire. However, Revy wins as he is more commonly seen dodging bullets and can use both her guns with equal skill. To be ambidextrous requires great finesse, more than what Rally can muster.

85 Intelligence 75

Revy has only average intelligence, showing no attributes of higher intellect. Rally knows a great amount on guns and cars, showing a greater knowledge than Revy has.

65 Brutality 95

Rally avoids killing people. She typically aims for a hostile's hand, to disarm them and keep them from picking the gun up. Revy, however, is a sadist. Her past trauma created major mental scaring and it had resulted in her highly destructive nature.

30 Training 60

Neither have any true formal combat training but Rally was trained by her father, an Olympic-level marksman, to be almost as accurate as himself. Revy had to train herself to use guns. While her self training is incredible, it is still not much compared to what Rally got.

95 Marksmanship 90

Both Revy and Rally are crack shots. Revy knows of all the places on the human body a bullet would be perfectly lethal. Rally, on the other hand, is very good at targeting the hand and other places that would disarm her enemy without killing them. Of the two, Rally wins as she typically targets smaller, harder to hit spots on the human body.

80 Experience 90

Rally is more experienced in combat than the common person but she combats criminals for the most part. Revy's experience stems back to her childhood, where she had to fight to survive. Over time, she would find work fighting and killing a wide selection of armed enemies, including pirates, assassins, mercenaries, trained bodyguards and lesser military. Add in the fact that Revy has several more years over Rally and you can see that Revy takes the cake here.

The Situation (RvR)
=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 multiple operations. He is a skilled detective, very intelligent, incredibly fit, expertly trained in firearms, an incredibly skilled hand-to-hand combatant.

Weapons (Angel)
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.
 * Damage Type: Blunt Force
 * 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: 9×19mm Parabellum
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 15 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 less spread and 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

=Spike Spiegel vs Mad Dog=

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 (Spike)
Hand-to-Hand Combat: Jeet Kune Do/French Boxing Handgun: Jericho 941
 * Spike is a practitionar of Jeet Kune Do, an eclectic/hybrid style of no style and philosophy of life with quick, direct movements with maximum effect and extreme speed. Its most important element is that the user needs to "Be like Water", meaning that the user must be ready to adapt and be unpredictable. Spike also adds in some French kickboxing, a traditional French martial art which uses the hands and feet as weapons combining elements of western boxing with graceful kicking techniques of Asia.
 * Spike's most used firearm, the Jericho 941 is a powerful handgun made in Israel.
 * Rounds: 9x19mm
 * Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 15 round box-mag

Special Edges (Spike)

 * 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 and bounties are typically 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.

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' neck but continues to get 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 (Mad)
Hand-to-Hand: Pencak Silat Handgun: SIG-Sauer P226R
 * Pencak silat is an umbrella term for the martial arts of Indonesia. Mad Dog utilizes the unarmed techniques, which uses swift, powerful kicks and punches that deal devastating damage.
 * Mad Dog is seen using a SIG Sauer P220R for range combat.
 * Rounds: 9x19mm
 * Range: 50 meters
 * Rate-of-Fire: Semi-Auto
 * Magazine: 15 round Box Mag

Special Edges (Mad)

 * Abnormal Stamina and Endurance: Mad Dog's stamina and endurance are off the charts. He had taken several hits from time to time but his greatest feat when he suffered a broken fluorescent tube lamp to the neck and kept on fighting for a few more minutes before losing enough blood to weaken up and had both his arms broken.
 * Extraordinary Speed: Mad Dog's speed is shocking. He is able to throw out kicks so quickly that few have the reflexes to handle it.
 * Brutality: Mad Dog prefers to kill people with his bare hands. He will commonly beat his opponent to a pulp and then prepare to break his opponent's neck.
 * Concentration: Mad Dog will fight to the death and will not back down. Even when he was fighting two people, he staid and fought them.

X-Factors (SSvMD)
Spike Spiegel vs Mad Dog

80 Strength and Endurance 90 Both are very tough and surprisingly strong individuals. However, Mad Dog's abnormal endurance grants him the edge in the physicality area.

85 Speed and Agility 85 Both are highly agile and very fast on their own fronts. Spike is capable of performing gymnastic-grade agility when the time comes. Mad Dog is crazy fast, capable of striking enemies with blinding speed.

85 Intelligence 75 While Mad Dog shows amazing knowledge of Pencak silat, he does not come off particularly intelligent in other fields. Spike, on the other hand, is a very intelligent person. While he may not know things about old technology (like how to work a VHS player), his ability to plan on the fly and knowledge in a few unique areas shows him to be a very smart man of his own right.

70 Brutality 95 Where Spike doesn't try killing his bounties, as they are worth more alive than dead, Mad Dog finds sport in killing people with his bare hands. That is pretty damn brutal.

90 Weapon Accuracy 75 Spike is much more skillful with his gun than Mad Dog. Mad Dog preferes to use hand-to-hand combat and has deminstrated little use of guns, while Spike is almost as deadly with his handgun as he is with his feet.

90 Experience 80

=Los Santos Crew vs Pay Day Crew=

Los Santos Crew
The Los Santos Crew are a group of criminals who operate in Los Santos, performing a wide array of crimes and heists both individuals and together. The crew consists of heist veteran Michael de Santa, gangster-wannabe Franklin Clinton and local-psycho Trevor Philips.

Michael de Santa= Michael De Santa is a retired bank robber, who, after making a deal with the FIB, moves alongside his family to Los Santos, where they live in a nice mansion. Unfortunately, his wife, Amanda, repeatedly spends his money, and his violent outbursts have gotten him. This causes him to return to criminal life once more, this time, aided by his old partner Trevor Philips and up-and-coming criminal Franklin.

Michael has decent leadership skills, as he is able to coordinate heists. He is also an exceptional marksman, having more skill with firearms than the other guys. He has notable anger issues and tends to hate people, which tends to get him into trouble, but is also capable of getting along with people and respecting said people. He is also loving and protective of his family, willing to do what is needed to protect them.

Abilities and Attributes:
 * Marksmanship: Michael is the best gunman of the heist crew, with skills surpassing even soldiers
 * Leadership: Michael tends to be the leader of the crew. While he does not plan out the jobs as Lester does, he does lead when executing the plans.
 * Brutal: Michael has no quarrels in killing people. He tends to avoid it, as it is smarter to avoid fights with the police, but if need be, he will gun down as many people as he needs to.

Franklin Clinton= TBA

Trevor Phillips= TBA

Pay Day Crew
'  To Be Continued...  '

=IRIS vs CDC=

IRIS
Infinitum Research (IR) is an elite research group based in London. They delve into studying remarkable phenomena resulting from DNA manipulation of subjects. For 1950 to 1990, Many subjects lost their lives or were driven insane by the irresponsible and immoral experiments of Infinitum Research.

The Infinitum Research Intercept Squad (IRIS) is an elite section of the internal security force. They are used to protect Infinitum Research from the multiple different threats, from normal people to the horrific creatures created by Infinitum Research itself.

Weapons (IRIS)
Pistol: FN Five-seven Pistol SMG: FN P90 Shotgun: Remington 870 Assault Rifle: FN F2000 Special Item: Adrenalin Shot
 * The FN Five-seven is a semi-automatic pistol designed and manufactured by FN Herstal in Belgium, which uses small but powerful armor-piercing rounds.
 * Rounds: FN 5.7×28mm
 * Muzzle Velocity: 650 m/s
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 20 round detachable box mag
 * The FN P90 is a selective fire personal defense weapon (PDW) designed and manufactured by FN Herstal in Belgium. Despite being meant for personal defense, the FN P90 has proven itself to be a deadly stand-alone sub-machine gun.
 * Rounds: FN 5.7×28mm
 * Muzzle Velocity: 715 m/s
 * Range: 200 meters
 * Fire Action: Automatic
 * Rate of Fire: 900 rounds/min
 * Magazine: 50 round detachable box mag
 * The Remington Model 870 is a U.S.-made pump-action shotgun manufactured by Remington Arms Company, LLC.
 * Rounds: 12 gauge buck-shot
 * Muzzle Velocity: Undetermined
 * Range: 50 meters
 * Fire Action: Pump-Action
 * Magazine: 8 round internal tube mag
 * The FN F2000 is a 5.56×45mm NATO bullpup assault rifle, designed by FN Herstal in Belgium.
 * Rounds: 5.56×45mm NATO
 * Muzzle Velocity: 900 m/s
 * Range: 500 meters
 * Fire Action: Automatic
 * Rate of Fire: 850 rounds/min
 * Magazine: 30 round detachable box mag
 * Features:
 * 1.6× magnified telescopic sight for increased accuracy
 * Laser dot
 * The Adrenalin shot is a combat-drug shot that can be used to enhance the user's speed, strength, reflexes and endurance as if the person is on a prolonged adrenalin rush.

Special Edges (IRIS)

 * Elite Training: IRIS units likely have training that par military. They are skilled in both team tactics and elimination.
 * Teamwork: are very skilled in working together. They are trained to be an elite team and are hard to beat in teamwork.
 * Body Armor: IRIS units wear body armor that can stop bullets quite well.

CDC
The Center for Disease Control (CDC) are a faction run by the US Government and are opposed to the CIA (also run by the US Government) and try to outlive them when the zombie-apocolypse occured. The members are primarily made up of scientists and have only basic training on them, as they can use weapons but not with military-grade skill.

Weapons (CDC)
Pistol: M1911 SMG: MP5 Shotgun: Remington 870 MCS Assault Rifle: M16A1 Special Item: First-Aid Shot
 * The M1911 is a single-action, semi-automatic, magazine-fed, recoil-operated pistol chambered for the .45 ACP cartridge, which served as the standard-issue sidearm for the United States armed forces from 1911 to 1985.
 * Rounds: .45 ACP
 * Muzzle Velocity: 251 m/s
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 7 round detachable box mag
 * The Heckler & Koch MP5 is a 9mm sub machine gun of German design.
 * Rounds: 9×19mm Parabellum
 * Muzzle Velocity: 400 m/s
 * Range: 200 meters
 * Fire Action: Automatic
 * Rate of Fire: 800 rounds/min
 * Magazine: 30 round detachable box mag
 * The Remington Model 870 is a U.S.-made pump-action shotgun manufactured by Remington Arms Company, LLC.
 * Rounds: 12 gauge buck-shot
 * Muzzle Velocity: Undetermined
 * Range: 50 meters
 * Fire Action: Pump-Action
 * Magazine: 8 round internal tube mag
 * The M16 rifle, officially designated Rifle, Caliber 5.56 mm, M16, is the United States military select-fire adaptation of the AR-15 rifle.
 * Rounds: 5.56×45mm NATO
 * Muzzle Velocity: 948 m/s
 * Range: 550 meters
 * Fire Action: Semi Auto or 3 round burst
 * Magazine: 30 round detachable box mag
 * First Aid shots are used to help downed individuals by hitting them with some kind of drug that revitalizes them.

Special Edges (CDC)

 * Basic Training: CDC scientists have very basic training encase of emergencies. They can use guns but not much else.
 * Intelligible: Because they are scientists, the CDC are very smart in the realm of diseases and toxins.
 * Hazmat Suit-Gas Mask Combo: CDC scientists were yellow hazmat suits and gas masks. This grants them protection from airborne toxins and viruses.

The Situation (IRISvCDC)
=Gritty Sci-Fi Battles= These are battles between warriors that are more sci-fi than today and have some more hardcore sci-fi elements but today but are still using conventional firearms and technology.

=B.J. Blazkowicz vs Grayson Hunt=

B.J. Blazkowicz
B.J. Blazkowicz is an American soldier and hero of WWII. After a failed assault against Deathshead, Blazkowicz and his fellow soldiers escape but B.J. takes a piece of metal to the head, jamming into his brain. He is later picked up by a fishing boat and left at the asylum. B.J. slowly starts to awaken causing psychotropic illness. In 1960, Nazi forces, lead by Keller, make a final visit to shut down the asylum. There, the Commando kills the patients and gets ready to shoot B.J. B.J. is overcome by a fit of rage, suddenly gets up and brutally slices the Commando's neck, muttering "Nazi scum." B.J. battles his way through the asylum and finds the main nurse and his care-giver Anya Oliwa. He finds out that during his recovery the Allies lost World War 2 and that Nazis rule the world. He decides to join the resistance against the ruling Third-Reich.

B.J. is an elite United States soldier and has killed more Nazis than most any other soldier.

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 (Hunt)
Melee= Gravity Boots Handgun= Screamer Revolver Shotgun= Boneduster Shotgun Assault Rifle= Peacemaker Carbine (PMC) Sniper Rifle= Head Hunter Rifle Chain Gun= Chaingun Explosive 1= Flailgun Explosive 2= Bouncer Special= Penetrater Non-Lethal= Energy Leash
 * Special boots used to scale buildings at to 90 degree angles. Impact can send people flying and trapped in stasis.
 * Damage Type: Kinetic Force
 * Enemies hit are trapped in stasis
 * The Screamer is a powerful and incredibly accurate revolver with an explosive flare launcher attached.
 * Accuracy: High
 * Rounds: High-Power Magnum Rounds (Primary), Explosive Flares (Secondary)
 * Damage: Medium (Primary), Very High (Sets nearby enemies on fire)(Secondery)
 * Fire Action: Double Action (Primary), Single Shot (Secondary)
 * Magazine: 8 round cylinder (Primary), 1 Flare (Secondary)
 * Reloaded with moon clip
 * The Boneduster is a powerful Four barrel semi-auto shotgun that can blast half an enemy away in one shot.
 * Accuracy: Low
 * Rounds: Four High-Pressure Buckshot Shells (Primary), Incendiary Blast (Secondary)
 * Damage: Very High (Primary), Very, Very High (Secondary)
 * Fire Action: Semi-Auto (Primary), Charge-Up (Secondary)
 * Magazine: 4 short internal mag (Primary), 8 explosive shots (Secondary)
 * The Confederacies' signature weapon, the Peacemaker Carbine is a heavy-duty multi-purpus assault rifle, capable of firing either high-powered pulse-rounds or an incendiary energy beam to vaporize enemies.
 * Accuracy: Mid to High
 * Rounds: High-Power Pulse-Rounds (Primary), Incendiary Beam (Secondary)
 * Damage: Low-Medium (Primary), Very, Very High (Secondary)
 * Fire Action: Automatic (Primary), Charge-Up (Secondary)
 * Magazine: 60 round box mag (Primary), 8 energy beams (Secondary)
 * The Head Hunter is a high-Powered Sniper Rifle that fires remote-controlled rounds, some of which pack powerful explosives.
 * Accuracy: Very High
 * Rounds: Remote-Controlled High-Powered Rounds (Primary), Remote-Controlled High-Explosive Rounds (Secondary)
 * Damage: Very High (Primary), Very, Very High (Secondary)
 * Secondary- Explosion can harm multiple targets
 * Rate of Fire: Double Action/Semi-Auto (Primary), Charge-Up (Secondary)
 * Magazine: 8 round replaceable cylinder (Primary), 8 explosive rounds (Secondary)
 * The Chaingun is a powerful, rotary-barrel machine gun that fires with incredible speed and power.
 * Accuracy: Mid to High
 * Rounds: 20mm Rounds
 * Damage: Medium-to-High
 * Fire Action: Automatic
 * Magazine: Unknown (Limited by battery life)
 * The Flailgun is a unique grenade launcher that fires two grenades that are chained together, functioning much like bolos.
 * Accuracy: Medium
 * Rounds: Bolo Grenades (Primary), Super-Heated Chains (Secondary)
 * Damage: Very High (Primary), Very, Very High (Secondary)
 * Primary- Wraps around target, making getting away from grenade impossible
 * Secondary- Hot enough to cut through multiple people through pure heat
 * Fire Action: Lever Action (Primary), Charge-Up (Secondary)
 * Magazine: 6 grenade clip (Primary), 5 Hyper-Heated Chains (Secondary)
 * The Bouncer is a unique explosive launcher that fires bouncing explosive cannonballs that detonate when the user wants it to.
 * Accuracy: Medium
 * Rounds: Explosive "Bouncing" Cannonballs (Primary), Multi-Explosive "Bouncing" Cannonballs (Secondary)
 * Damage: Very High (Primary and Secondary)
 * Secondary Bounces and explodes several times over
 * Fire Action: Lever Action (Primary), Charge-Up (Secondary)
 * Magazine (Primary): 5 cannonball internal mag
 * Magazine (Secondary): 5 multi-explosive cannonballs
 * The Penetrater is a unique drill launcher, firing powerful rocket-propelled drills that sends enemies flying.
 * Accuracy: Medium to High
 * Rounds: Rocket-Propelled Drill (Primary),Guided Rocket-Propelled Drill (Secondary)
 * Damage: Very High (Primary and Secondary)
 * Can go through multiple targets
 * Secondary- Features guiding system that allows for easier skewering of multiple enemies
 * Fire Action: Pump Action (Primary), Charge-Up (Secondary)
 * Magazine: 17 drill internal mag (Primary), 5 guided drills (Secondary)
 * The Energy Leash produces a personal energy stream that grabs people and objects and pull them close.
 * Rounds: Energy Stream (Primary), Thumper Blast (Secondary)
 * Primary- Pulls target in super fast and puts victim into stasis (slow-mo time warp) when very close
 * Secondary- Sends targets into air and then puts them in stasis
 * Accuracy: Mid to High (Primary and Secondary)
 * Fire Action: Recharge (Primary and Secondary)
 * Magazine: Recharge (Primary), 8 Thumper blast (Secondary)

Special Edges (Hunt)

 * Elite Military Training: As the leader of the elite trained Dead Echo, Grayson Hunt obtained major military training, easily surpassing the likes of many modern special forces group today.
 * Very Hardy: Gray should be noted for his incredible toughness. He has been able to take bullets and explosives without dying or being crippled and has even survived a charged shot from the PMC, which is capable of vaporizing others in one shot.
 * Ballsy: Grayson is a very ballsy person. When attacking the Ulysses while over Stygia, he plunged his ship through the Ulysses and brought it down. He also got through Stygia, not through stealth, but by slaughtering every mother-f***er in his way.
 * Tactical: As the leader of Dead Echo, Grayson is able to get off his violent killing-machine mentality and become a very tactical thinking individual who knows how to use what his military time taught him.
 * Experience: Grayson Hunt has seen a lot of combat. He use to be the leader of Dead Echo, an elite band of soldiers and assassins for the Confederacy. After Dead Echo went rouge after learning who their targets really were, Grayson and his band had been raiding Confederation supply lines and creating deathly damage and chaos to the confederacy, making himself one of the Confederacy's most wanted for more than 10 years.

X-factors (Marc v Gray)
=Final Echo Elite vs =

Final Echo Elite
These guys are not the run-of-the-muck soldiers. These are the Confederacy's Final Echo 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 skilled, brutal, resourceful and deadly

Weapons (Echo)
Melee: Gravity Boots Handgun: Screamer Revolver Shotgun: Boneduster Shotgun Assault Rifle: Peacemaker Carbine (PMC) Explosive 1: Flailgun Explosive 2: Bouncer Special: Penetrater Non-Lethal: Energy Leash
 * Special boots used to scale buildings at to 90 degree angles, the impact from one of these can send people flying and trapped in stasis.
 * Damage Type: Kinetic Force
 * Enemies hit are trapped in stasis
 * The Screamer is a powerful and incredibly accurate revolver with an explosive flare launcher.
 * Accuracy: High
 * Rounds: High-Power Magnum Rounds (Primary), Explosive Flares (Secondary)
 * Damage: Medium (Primary), Very High (Sets nearby enemies on fire)(Secondery)
 * Fire Action: Double Action (Primary), Single Shot (Secondary)
 * Magazine: 8 round cylinder (Primary), 1 Flare (Secondary)
 * Reloaded with moon clip
 * The Boneduster is a powerful Four barrel semi-auto shotgun that can blast half an enemy away in one shot.
 * Accuracy: Low
 * Rounds: Four High-Pressure Buckshot Shells (Primary), Incendiary Blast (Secondary)
 * Damage: Very High (Primary), Very, Very High (Secondary)
 * Fire Action: Semi-Auto (Primary), Charge-Up (Secondary)
 * Magazine: 4 short internal mag (Primary), 8 explosive shots (Secondary)
 * The Confederacies' signature weapon, the Peacemaker Carbine is a heavy-duty multi-purpus assault rifle, capable of firing either high-powered pulse-rounds or an incendiary energy beam to vaporize enemies.
 * Accuracy: Mid to High
 * Rounds: High-Power Pulse-Rounds (Primary), Incendiary Beam (Secondary)
 * Damage: Medium (Primary), Very High (Secondary)
 * Fire Action: Automatic (Primary), Charge-Up (Secondary)
 * Magazine: 60 round box mag (Primary), 8 energy beams (Secondary)
 * The Flailgun is a unique grenade launcher that fires two grenades that are chained together, functioning much like bolos.
 * Accuracy: Medium
 * Rounds: Bolo Grenades (Primary), Hyper-Heated Chains (Secondary)
 * Damage: Very High (Primary), Very, Very High (Secondary)
 * Primary- Wraps around target, making getting away from grenade impossible
 * Secondary- Hot enough to cut through people through pure heat
 * Fire Action: Lever Action (Primary), Charge-Up (Secondary)
 * Magazine: 6 grenade clip (Primary), 5 Hyper-Heated Chains (Secondary)
 * The Bouncer is a unique explosive launcher that fires bouncing explosive cannonballs that detonate when the user wants it to.
 * Accuracy: Medium
 * Rounds: Explosive "Bouncing" Cannonballs (Primary), Multi-Explosive "Bouncing" Cannonballs (Secondary)
 * Damage: Very High (Primary and Secondary)
 * Secondary Bounces and explodes several times over
 * Fire Action: Lever Action (Primary), Charge-Up (Secondary)
 * Magazine: 5 cannonball internal mag (Primary), 5 multi-explosive cannonballs (Secondary)
 * The Penetrater is a special drill launcher, firing powerful rocket-propelled drills.
 * Accuracy: Medium to High
 * Rounds: Rocket-Propelled Drill (Primary),Guided Rocket-Propelled Drill (Secondary)
 * Damage: Very High (Primary and Secondary)
 * Can go through multiple targets
 * Secondary- Features guiding system that allows for easier skewering of multiple enemies
 * Fire Action: Pump Action (Primary), Charge-Up (Secondary)
 * Magazine: 17 drill internal mag (Primary), 5 guided drills (Secondary)
 * The Energy Leash produces a personal energy stream that grabs people and objects and pull them close.
 * Rounds: Energy Stream (Primary), Thumper Blast (Secondary)
 * Primary- Pulls target in super fast and puts victim into stasis (slow-mo time warp) when very close
 * Secondary- Sends targets into air and then puts them in stasis
 * Accuracy: Mid to High (Primary and Secondary)
 * Fire Action: Recharge (Primary and Secondary)
 * Magazine: Recharge (Primary), 8 Thumper blast (Secondary)

Special Edges (Echo)

 * Intense Training: Operation Anarchy provided the training for may Final Echos. Those who survived became battle hardened, super deadly soldiers from it, with skill on par with the former Dead Echo.
 * Peak Fitness: It is presumable that Final Echo Elite are incredibly fit as they can take a great deal of damage, move fast and not suffer from fatigue as bad as others.
 * Creatively Brutal: The Final Echo who came out of Operation Anarchy alive had survived it though creativity and brutality. They were rewarded with careful aim, use of varies weaponry, killing hoards enemies in one shot and utilizing the environment with deadly skill.

X-Factors (FEE v)
=Locust vs Super Mutants=

The Locust
The Locust Horde was a race of reptilian humanoids that, until Emergence Day, have lived in and established their civilization in the subterranean regions of Sera, known as the Hollow. It is unknown for how long the Locust Horde have lived in the Hollow, but it has come to be understood that their creation was after the research project lead by Niles Samson that oversaw the research on several Lambent-infected Imulsion miners at the New Hope Research Facility, the eventual shutdown of the facility, and Niles Samson's trip with a group of scientists and Sires to inside Mount Kadar.

Biology (Locust)
A typical Locust was a hulking brute of a creature, almost seven feet tall, although many are larger. They were bipedal, muscular creatures, with tough skin. They were considerably more bulky than a normal human and notably stronger physically. Their bones were heavier and show signs of extensive thickening. Grenadiers show further toughening and occasionally scarification, which appeared to further toughen the Locust's flesh.

Technology (Locust)
The majority of the Horde's technology was stolen or salvaged from what the Humans dumped, or reverse engineered from their enemies' technology. However, the Locust Horde was able to develop some of their own technology, including small-arms, large weapons and armor placed on their tamed beasts, munitions, architecture and a considerable grasp of computer technology. The Locusts' small-arms appeared to be at around the same level as that of humans with similar small-arms, although the Locusts' arsenal seemed to be more biologically based with the use of Tickers, Nemacysts, Brumaks etc. Locust troops will use nearly any weapon, whether it is one of their own design, reverse-engineered Human technology or human-made.

Units (Locust)
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: Uses the Boomer Grenade Launcher.
 * Flame Boomer: Uses the Scorcher Flamethrower
 * Grinder: Uses the Mulcher Mini-gun

Weapons (Locust)
Melee= Cleaver: Shotgun: Gnasher Shotgun Rifle= Hammerburst II: Machine Gun= Mulcher: Grenade= Bolo Grenade: Launcher= 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.
 * Accuracy: Medium
 * Rounds: 12-Gauge Shotgun Shells
 * Rate of Fire: Lever-Action
 * Magazine: 8 shell internal tube-mag
 * The Hammerburst II was the Locust standard-issue high-powered battle rifle. It possessed an automatic and a semi-automatic fire mode.
 * Accuracy: High
 * Rounds: 7.62×51mm (approximately)
 * Fire Action: Automatic
 * Rate of Fire:(250 rpm)
 * Magazine: 20 round box mag
 * 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
 * Accuracy: Low-Medium
 * Rounds: 5mm
 * Fire Action: Cranked-Automatic
 * Rate of Fire: 1200 rpm
 * Magazine: 500 round belt
 * The Bolo Grenade was the standard-issue fragmentation grenade used by both the Coalition of Ordered Governments forces and the Locust Horde.
 * Accuracy: Medium
 * Will bolo around targets hit
 * Blast Type: Fragmentation
 * Fire Action: Thrown
 * Magazine: 1 at a time
 * The Boomshot Grenade Launcher is a single-shot grenade launcher primarily used by Locust Boomers.
 * Accuracy: Medium
 * Rounds: Cluster Grenades
 * Rate of Fire: Singe Shot
 * Magazine: 1 grenade
 * 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.
 * Accuracy: Low
 * Rounds: Cone of Fire
 * Fire Action: Constant Stream
 * Magazine: 350 ml canister

Super Mutants (Vault 87)
Vault 87 super mutants were created in the "Evolutionary Experimentation Program," the experiment assigned to Vault 87. The modified strain of FEV used to create these super mutants resulted in a new strain of super mutants which, in addition to becoming sterile, grew larger and stronger as they aged.

The first super mutants of this variety were created in 2078, becoming a permanent feature of the Capital Wasteland. Too dumb to overrun it, but too strong to die off.

Biology (Mutants)
Vault 87 super mutants differ from their Western counterparts in that they possess a yellow-green skin color as opposed to the green or blue colors of their western cousins. They are also generally less intelligent and more aggressive. They also appear more healthy, as they are never seen with any cybernetic implants or organic disorders. However, unlike their distant cousins they retain less of their humanity after transformation, and no distinguishing features from their former lives can be found. Every super mutant's facial expression is permanently set in a sneer and most sexual characteristics are eliminated, transforming the subject into an almost asexual state.

Technology (Mutants)
Despite their apparent lack of intelligence, the mutants are somehow able to organize themselves into a coordinated army (as evident from numerous raids). They have also procured large amounts of advanced weapons, ammunition and equipment, and maintain the FEV infrastructure necessary to transform humans to increase their numbers.

Units (Mutants)
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 (Mutants)
Melee= Supersledge: Shotgun= Tri-beam Laser Rifle: Rifle= Type 93 Chinese assault rifle: Machine Gun= Minigun: Grenade= Frag Grenade: Launcher= 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.
 * Accuracy: Medium-Long
 * Rounds: Three Laser Beam Blast
 * Fire Action: Semi-Auto
 * Magazine: 8 blast battery
 * 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
 * Accuracy: High
 * Fire Action: Automatic
 * Rate of Fire: 650 rpm
 * Magazine: 24 round box magazine
 * A Rockwell CZ53 personal minigun is capable of firing 5mm ammunition at over 60,000 RPM.
 * Accuracy: Medium-High
 * Rounds: 5mm
 * Fire Action: Automatic
 * Rate of Rife: 60,000 rpm
 * Magazine: 240 round belt box
 * The frag grenade is a standard grenade in the Wasteland, creating an explosive blast and dealing significant damage.
 * Accuracy: Medium
 * Blast Type: Fragmentation
 * Fire Action: Thrown
 * Magazine: 1 at a time
 * 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.
 * Accuracy: Medium-High
 * Rounds: High-Explosive Missiles
 * Fire Action: Singe Shot
 * Magazine: One missile
 * The Gatling laser is one of the most advanced energy weapons. It is similar to the minigun but fires lasers at a long range.
 * Accuracy: High
 * Rounds: Laser Beam
 * Fire Action: Automatic
 * Rate of Fire: 1200 rpm
 * Magazine: 240 shot battery

=Cobra vs Red Ribbon Army=

Red Ribbon Army
The Red Ribbon Army is a paramilitary crime organization, known across the world. Officially led by a diminutive Commander Red, the goal of the Red Ribbon Army is to use any means necessary to obtain the Dragon Balls and wish for world domination; however, Commander Red secretly plans his wish for him to be a much taller person.

Notable Leaders (RRA)
Commander Red= Commander Red is the commander-in-chief of the Red Ribbon Army. He implies that the goal of the Red Ribbon Army is to use any means necessary to obtain the Dragon Balls and wish for world domination; however, Commander Red secretly plans his wish for him to be a much taller person.

Weapons:

Traps:
 * Commander Red never actually takes part in combat but he will utilize special traps around the Red Ribbon Army headquarters to destroy his foes.

Special Edges:
 * Genius: Commander Red proclaims that he is a genius. While the true level of this is unknown, he has the ability to form a powerful paramilitary group that surpasses most modern military groups and has decent strategic skills.
 * Fierce: Commander Red is less known for being a competent leader as he is known for being a fierce one. Many fear his wrath and he does not tolerate failure.

Staff Officer Black= Staff Officer Black is an assistant of Commander Red and second-in-command of the Red Ribbon Army. He is a tall, soft-spoken and quick-witted person. Black carries out Commander Red's orders and informs Commander Red of the current situations with the remaining Red Ribbon Army officers.

Weapons:

Unknown Semi-Automatic pistol: Battle Jacket (in capsule):
 * Staff Officer Black is armed with an unidentifiable handgun..
 * Statistics unavailable
 * Staff Officer Black keeps a Battle Jacket in capsule-form for instant deployment.
 * See Battle Jacket for statistics

Special Edges:
 * Strategist: Staff Officer Black seems to be a more clever strategist than Commander Red, as he has thought up many tactics in his tenure as second-in-command.
 * Proficient Marksman: Black is proficient with firearms, as seen with his gun usage.
 * Proficient Hand-to-Hand Fighter: Black is also a capable hand-to-hand combatant and manages to put up a good fight against a young Goku.

General Blue= General Blue is a powerful high-ranking officer in the Red Ribbon Army and is the leader of the Blue Corps. He also has powerful psychic abilities, and is considered to be the strongest Red Ribbon soldier, though his success rate is not particularly good. He also appears to have Mysophobia, being afraid of buggers, blood, fecal matter,

Weapons and Techniques:

Combat Knife: Ithaca M37: Rope: Telekinesis: Rocket Jet (in capsule):
 * General Blue carries a sharpened combat knife though rarely does he use it in actual combat.
 * Melee Type: Sharp Blade
 * General Blue carries on him a capsule containing a long-barrel Ithaca M37 pump-action shotgun.
 * Rounds: 12 Gauge Buck Shot
 * Effective Range: 50 meters
 * Fire Action: Pump Action
 * Magazine: 7+1 shell internal tube
 * General Blue carries rope on him. He is able to use this rope with his telekinetic powers to tie people up without actually being in the same room.
 * Can be used to tie enemies up with use of his telekinesis
 * General Blue can use his psychic powers to paralyze his opponents or to throw objects at them.
 * Look into my eyes!: Blue utilizes his psychic powers to paralyze his enemy in place.
 * Object Control: General Blue is also able use his psychic power to move objects around.
 * General Blue keeps a capsule containing a Rocket Jet, which he uses to fly great distances at incredible speeds.
 * Utilizes powerful jet-rocket for aerial flight
 * Can move at supersonic speeds

Special Edges:
 * Master Hand-to-Hand Fighter: General Blue is a "Kenpō master". His skills are great enough to beat a young Krillin and stand up against a young Goku.
 * Improvised Fighter: Blue will also utilize the environment as a weapon in executing people, such as rocks and sharpened tree trunks.
 * Near-Superhuman Physicality: General Blue is incredibly strong and incredibly tough. He is able to withstand the coiling constriction and electric voltage of a massive electric eel. He also shown enough strength to crush an eel's neck with ease, punch through solid stone, wreck a car with a single blow, and bend four revolvers into a single ball.
 * Ruthless: Blue has a very low tolerance for failure and ignorance. He even had a man executed for picking his nose and personally killed another for sleeping. He also prefers to kill his enemies rather than spare them.

General White= General White is the often over-reactive Russian commander of Muscle Tower, the Red Ribbon Army's northern fortress. White is the oldest of the known officers.

Weapons:

Webley Mk. IV revolver: Blaster Derringer:
 * General White keeps a Webley Mk. IV revolver in his office for conflicts.
 * Rounds:.455 Webley Mk II
 * Muzzle Velocity 190 m/s
 * Range: 46 meters
 * Fire Action: Double Action
 * Magazine: 6 round Top-break cylinder
 * A weapon that General White uses appears as a Remington 1866 Derringer but is scene firing a powerful energy beam that was able to incapacitate a young Goku.
 * Rounds: Energy Beam
 * Range: unknown
 * Fire Action: Double Action
 * Magazine: 2 shots

Special Edges:
 * Acute Observation Abilities: While not a gifted strategist, General White is observant and draws conclusions with surprising speed, and is the only officer to have ever found out Goku's primary weakness: his tail.
 * Proficient Marksman: General White appears to have good skill with a firearms as he uses them more than once.
 * Proficient Hand-to-Hand Fighter: White seems to be a somewhat skilled fighter, as shown when he fought Goku. Android 8 had warned Goku of Whites left hook, implying he has a powerful punch.
 * Ruthless: General White is a ruthless man towards innocents. He had planed that after his men successfully find the Dragon Ball in the area, he planned to execute the Jingle Village inhabitants.
 * Dirty Fighter: General White is perfectly fine with fighting dirty. He is willing to pull on Goku's tail to hurt him while also shooting Goku in the head when his back was turn.

Colonel Silver= Colonel Silver is a high-ranking officer of the Red Ribbon Army and one of the Red Ribbon Army's most skilled officers they have. Unlike most officers, he does not immediately turn to violence and threats in order to get information, but rather simply asks a couple questions and only resorts to physical means if he is not getting the requested answers.

Weapons:

Colonel Silver's handgun (Browning Model 1922 ): Colonel Silver's Rocket Launcher: Jet Plane (in capsule):
 * Colonel Silver keeps a gun in his jacket at all times. It is too difficult to fully identify but it has an appearance similar to the Browning Model 1922.
 * Rounds:.380 ACP
 * Muzzle Velocity: 300 m/s
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 8 round detachable magazine
 * Colonel Silver carries a with him a unique rocket launcher. It appears to be based on the Panzershreck but is capable of launching varies projectiles, from basic explosive shots to special "glue-bomb".
 * Rounds: Varies Rockets Basic Bomb or Glue Bomb
 * Muzzle Velocity: 110m/s
 * Range: 150 m
 * Fire Action: Single Action
 * Magazine: 1 rocket
 * Colonel Silver keeps a Red Ribbon Jet himself, which he can use as effectively as a trained pilot.
 * Jet Plane utilizes high-speed jets for aerial flight
 * Can fly at near-sonic speeds
 * Armed with twin aircraft machine guns, targeting missiles and air-dropped bombs

Special Edges:
 * Intelligent: Colonel Silver is a very intelligent individual. He is capable of strategically hunting down artifacts he is requested to find.
 * Skilled Marksman: Silver has shown enough skill to successfully take shots that are otherwise impossible.
 * Expert Boxer: Colonel Silver has shown himself to be a master boxer, capable of taking down four professional boxers with a single hit to each.
 * Skilled Pilot: Silver is seen piloting a Red Ribbon Army jet, providing evidence that he is a capable pilot.
 * Cold: Colonel Silver is noted for being cold to those who stand in his way and holds no quarrel in killing his enemies.
 * Calm: While he may be cold, he is also calm. Silver prefers patients to get what he needs and will ask questions, only going to violence when needed.

Colonel Violet= Colonel Violet is the only female officer of the Red Ribbon Armor and one of the most competent members of the RRA. She does not appear to care for the Red Ribbon Army's goal.

Weapons:

S&W Model 19 w/ Scope: Magpul FMG-9: Jet-Copter (in capsule):
 * Colonel Violet utilizes an S&W Model 19 with a scope for precision shooting.
 * Rounds:.357 Magnum
 * Muzzle Velocity: 430 m/s
 * Range: 50 meters
 * Fire Action: Double Action
 * Magazine: 6 round Swing-out cylinder
 * Violet also utilizes a sub-machine gun that is identical to the Magpul FMG-9, in appearance and possibly in function.
 * Rounds: 9×19mm Parabellum
 * Muzzle Velocity: roughly 400 m/s
 * Fire Action: Automatic
 * Rate of Fire: 1200 rounds/min
 * Effective Range: roughly 100 meters
 * Magazine: 33 round box magazine
 * Violet keeps a Jet-Copter capsule that she uses for transportation.
 * Jet-Copter utilizes jets for aerial movement
 * Can move at near trans-sonic speeds
 * Armed with two medium machine guns

Special Edges:
 * Skilled Marksman: Colonel Violet appears to be the most proficient marksman of the Red Ribbon Army as she is seen using firearms on a frequent basis.
 * Proficiant Pilot: Violet has shown the ability to pilot aerial vehicles.
 * Cold: Violet may be nice to monkeys but is willing to throw one of her men overboard to draw away some hunger alligators that are after them.

Captain Yellow= Captain Yellow is an anthropomorphic tiger and a Red Ribbon Army operative who tries to find the Dragon Balls for his superiors.

Weapons:

Colt Peacemaker w/ Scope: Micro-Uzi: Helicopter-Plane:
 * Captain Yellow wields a Colt Peacemaker with a scope for shooting people.
 * Rounds: .45 Colt
 * Muzzle Velocity: 293 m/s
 * Range: 46 meters
 * Fire Action: Single Action
 * Magazine: 6 round Fixed cylinder
 * Captain Yellow also carries a Micro-Uzi like firearm.
 * Rounds: 9×19mm Parabellum
 * Muzzle Velocity: 350 m/s
 * Fire Action: Automatic
 * Rate of Fire: 1200 rounds/min
 * Effective Range: roughly 100 meters
 * Magazine: 25 round box magazine
 * Captain Yellow pilots a helicopter-airplane hybrid, which he is able to pilot with skill.
 * Helicopter-Plane utilizes propellers for aerial flight
 * Flies like both a classic airplane and a helecopter

Special Edges:
 * Skilled Pilot: Captain Yellow is a well trained and well skilled pilot, capable of using his helicopter-plane-thing effectively.
 * Thoughtful Leader: Despite having a short temper, Captain Yellow is also persistent in getting people to cooperate with him, and he actually seems to care about his troops, which is something rarely exhibited by the Red Ribbon Army officials.

Notable Fighters (RRA)
Ninja Murasaki= Ninja Murasaki is a trained, purple wearing ninja and the second-in-command of Muscle Tower under General White. Murosaki is "purple" in Japanese

Weapons and Techniques:

Sasanishiki: Shuriken: Kuni: Chakram: Caltrop: Smoke Bomb: Copy Technique:
 * Ninja Murasaki's most beloved weapon is a short katana named Sasaniskinki.
 * Melee Type: Sharp Blade
 * Ninja Murasaki utilizes Shuriken on several occasions.
 * Projectile Type: Multi-Pointing Piercing Blade
 * Thrown Directly
 * Murasaki will also use Kuni for range combat.
 * Projectile Type: Piercing Blades
 * Thrown Directly
 * Murasaki carries with him a dark metal blade that acts like a boomerang. While referred to as a Chakram, it has little relation to the Indian Chakram, which is in disk form.
 * Projectile Type: Sharp Blade
 * Thrown Directly or Indirectly
 * Boomerangs back for surprise attack
 * Murasaki will throw caltrops to slow down his opponent(s).
 * Projectile Type: Piercing Spikes
 * Thrown at feet
 * Pierces through sole of shoes to damage feet
 * Murasaki will throw down smoke bombs as to obscure his enemy's vision enough for him to escape.
 * Produces large smoke cloud to obscure vision
 * Also causes breathing problem to those in cloud
 * A special trick that Murasaki can use is the "Copy Technique", from which he summons four "copies" to aid him in combat. However, the copies are not actually copies but his four identical brothers, each armed with their own weapons.
 * Kon: 2nd oldest of the brothers. Wields a set of kunai knives.
 * Cha: 3rd oldest of the brothers. Wields a British Webley Mk. IV revolver.
 * Aka: 4th oldest of the brothers. Wields a blowgun w/ poisoned darts.
 * Nao: Youngest of the brothers. Wields a kusarigama.
 * Nao speaks in a slight southern accent, notably different from the other Murasaki brothers.

Special Edges:
 * Ninja: Murasaki is a highly trained ninja. While his skill fluctuates from being a complete idiot to being actually quite good at his job, he should not be considered lacking in skill.
 * Deception: Murasaki is notable for relying heavily on tricks and illusions to get his job done. Ticks include camouflage, smoke bombs, the Overturn Mat Trick and the "Copy Technique".
 * Camouflage: Murasaki uses his surroundings to hide, including: a sheet of fabric made to look like the bark of a tree, an artificial bolder and a bear costume.
 * Ninja Speed: Murasaki can run incredibly fast and can jump very high.
 * Skilled Weapon-Thrower: Murasaki has also shown skills at throwing weapons like Shuriken, Kunai and the Chakram.
 * Skilled Swordsman: Murasaki should be noted for being a relatively skilled swordsman in combat.

Major Metallitron= Major Metallitron is a huge, hulking android packed full of firepower. Due to his android functions, Metallitron is very stoic, and follows any given assignment to him with no hesitation, as his duty is to stop anyone from advancing past the third floor of the Muscle Tower, even if it means killing them.

Weapons and Techniques:

Superhuman Attacks: Rocket-Crusher: Mouth Missile: 3D Scan Mode:
 * Major Metallitron uses his fists and feet as deadly weapons, with punches and stomps hitting with the impact of a high-speed truck.
 * Melee Type: Superhuman Blows and Grapples
 * Technique-Crushing in Hands: Major Metallitron grabs his opponent in a powerful grip to crush their bones.
 * Major Metallitron can fire his fist off his arm to strike the opponent.
 * Projectile Type: Giant Rocket-Propelled Fist
 * Launched from arm
 * Major Metallitron can fire a missile out of his mouth.
 * Rounds: High-Explosive Missile
 * Effective Range: Unknown
 * Tracks target
 * Rate of Fire: Single Shot
 * Magazine: Unknown
 * Metallitron is able to scan his enemies to identify who and what he is facing (akin to the Terminator).
 * Allows for identification and gauging of a threat

Special Edges: Buyon= Buyon, also known as the Jiggler, is a huge, hideous, rubbery pink monster that lives inside the Muscle Tower. It is kept as General White's secret weapon and possible pet.
 * Android: Major Metallitron is a humanoid machine, and a huge one at that. As such, he has several strengths over most organic soldiers.
 * Superhuman Strength: Metallitron is far stronger than any human and can easily crush a normal human to death.
 * Superhuman Durability: Metallitron is made almost purely of metal, making him far more durable than any normal human.
 * Superhuman Endurance: Due to his android functions, Metallitron is very stoic, capable of taking sever damage and yet keep going. In his fight with Goku, the Major had his entire head blown off, both hand gone and 2 holes plowed through his chest, Despite this damage, though, Metallitron was able to keep fighting, stopping only when his batteries died out.
 * Ruthless: Metallitron will kill on command with no questioning.

Weapons and Techniques:

Tongue: Tail: Antenna Beam:
 * Buyon has an incredibly long and muscular tongue. It is able to curl and twist it around its prey so that it can pop them into its mouth.
 * Melee Type: Long-reaching grapple
 * Used to catch and eat people
 * Buyon has a long and powerful tail. It can use it for devastating attacks of brute force.
 * Melee Type: Brute-force strike
 * Buyon is able to blast out beams of electric energy that can harm those hit.
 * Projection Type: Electric Energy Beam
 * Electrocutes target on impact

Special Edges:
 * Monstrous Physiology: Buyon's physical nature grants him monstrous attributes.
 * Giant: Buyon is a massive creature, likely around 10 ft tall
 * Superhuman Strength: Buyon has strength greater than any human. His tongue alone can lift a human being with ease.
 * Rubber-like Body: Buyon's rubbery body is durable enough to bounce off just about any attack that strikes him.
 * Mindless: Buyon does not appear to have any form of sentient thinking. It cares only about killing and eating. As such, he will kill or destroy anything that moves, thinking that he can eat it.

Battle Jacket= The Battle Jacket is a super-powered mechanized suit used by ranking officers of the Red Ribbon Army. It is a hulking mech that packs heavy-duty firepower and machine strength. Staff Officer Black carries a capsule that contains the mech and can be deployed at any time.

Weapons and Techniques:

Superhuman Attacks: Blaster: Full Power Energy Wave Blaster: Super Rocket Launcher:
 * The Battle Jacket is able to perform melee attacks with its metal limbs.
 * Melee Type: Superhuman Blows and Grapples
 * Technique-Throw: The Battle Jacket is fast and maneuverable enough to catch targets in the air and throw them.
 * The Battle Jacket has a powerful Blaster cannon on each wrist, firing powerful beams that blasts holes through walls.
 * Rounds: High-Powered Energy Beam
 * Can blast holes through metal and stone alike
 * Range: unknown
 * Fire Action: Semi-Auto
 * Magazine: unknown
 * The Battle Jacket also has a powerful energy cannon in its palm that fires powerful.
 * Rounds: Super-Powered Energy Wave
 * Explodes on impact for major damage
 * Range: unknown
 * Fire Action: Charge-Up
 * Magazine: unknown
 * There is a huge and powerful rocket launcher inside the back cavity of the Battle Jacket.
 * Rounds: Super High-Explosive Bomb
 * powerful enough to blast away the top half of a mountain;
 * Fire Action: Single Shot
 * Magazine: 1 rocket

Special Edges:
 * Pilot: Because the Battle Jacket is a mechanized suit, the suit itself lacks the intellect of humans, the programming of androids and the combat skills of either.
 * Rocket Thrusters: The Battle Jacket is able to fly with the use of rocket thrusters in its lower body.
 * Machine Strength: The Battle Jacket has strength that easily surpasses most other humans.
 * Durable Hull: The Battle Jacket has an incredibly durable hull.

Expendable Units (RRA)
The Red Ribbon Army's resources is incredible and unmatched, allowing them to collect a vast fighting force of capable soldiers, weaponry and advance technology. They are highly diverse in ethnicity, race and even species. They are cruel and loyal but they are also logical and know when to flee.

The garments and preferred vehicles exist depending on their location and who is in charge of them. Soldiers under the command of Colonel Silver tend to wear clothing fitting for combat in warm climates and tend to drive tanks and jeeps and pilot. General White's soldiers wear warmer clothing and utilize both tanks and APCs w/ rocket launchers.

Weapons= Soldiers utilize a vast array of weapons, with no prominent preference for a specific kind or style, though many appear to be weapons of WWII, the Korean War and the Vietnam War. Many of them have scopes and digital sights that increase accuracy. The list of used firearms and explosives is endless. Here is a list of weapons I could identify:
 * Mauser HSc
 * Browning Hi-Power
 * Smith & Wesson Model 19
 * Ithaca 37
 * SPAZ 12
 * Lanchester
 * M3A1 "Grease Gun"
 * MP5
 * M1 Carbine
 * M2 Carbine
 * M1941 Johnson
 * Springfield M1903
 * M1 Garand
 * M14
 * FN FAL
 * StG 44
 * Stoner 63
 * M60
 * M2 Browning
 * Bazooka
 * M72 LAW
 * Grenades
 * Flamethrower

Vehicles= The Red Ribbon Army utilizes an array of vehicles as well, including armored cars and tanks, hover vehicles, aircrafts and watercrafts. Here is a list of vehicles used by the Red Ribbon Army and a description of each.
 * Jeep: Light transportation vehicle.
 * Armored Personal Carrier (APC): Armored fighting/transportation vehicle. Armed with heavy multi-shot missile launcher and machine-gun turret.
 * Semi-Tanks: Armored fighting vehicle. Armed with duel cannons and machine guns.
 * Tank: Heavily-armored fighting vehicle. Armed with high-powered cannon and a heavy machine gun turret.
 * Jet-Copter: Bike-like, hyspeed aircraft. Armed with duel medium machine guns.
 * Hover-Car: Lightly-armored fighting/reconnaissance aircraft. Armed with duel medium machine guns.
 * Helicopter: Lightly-armored transportation aircraft. Has unknown armament.
 * Jet Plane: Lightly-armored aircraft. Armed with duel aircraft machine guns, missiles, bombs..
 * Big Submarine: Heavily-armored watercraft with full underwater movement. Armed with multiple broad-side and front-side torpedo launchers.
 * Small Submarine: Lightly-armored aquatic vessel with full underwater movement. Armed with 2 front-side torpedo launchers.

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

=Boba Fett vs Zaeed Massani=

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

- Boba Fett on his famous starship, Slave I.

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

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

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

Special Edges

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

Zaeed Massani
"Rage is a hell of an anesthetic"

- Zaeed Massani

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

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

Special Edges

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

X-Factors (BvZ)
Boba Fett vs Zaeed

Physical
90 Physicality 95 Both warriors can put up a fight and take hits other warriors can't. Boba Fett is strong enough to kill a man in one hit and hold back an enraged Trandoshan bounty hunter (Trandoshans are vastly stronger than humans). Zaeed, on the other hand, has taken a shot to the face and somehow survived. I am giving to Zaeed as he is much more beefed up.

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

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

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

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

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

Weapons
Melee: Hate Ranged 1: Despair Ranged 2: Dread Power 1: Slash Dash Power 2: Dispel Power 3: Teleport Power 4: Absorb Armor: Stalker Warframe
 * HATE is a scythe with a cruel blade, wielded by the Stalker.
 * Damage Type: Hyper-Sharp Blade
 * Damage: Very High
 * 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 rapidly (Automatic)
 * 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 (Can go through multiple targets)
 * Ignores Armor
 * Recoil: none
 * Rate of Fire: Single Shot
 * Magazine: 1 arrow at a time
 * Just like Excalibur, the Stalker dashes forward, slashing any who get in his way.
 * Damage: Very High (Melee Damage/Near Instant Death)
 * Travel Distance: 10 meters
 * All in line is hit
 * Width: 2 meters
 * Stalker's energy purges all kinds of supports, rendering all special abilities useless.
 * Damage: High
 * Area of Effect: 20 meters
 * Dispels all buffs
 * Area of Effect: Unlimited
 * Just like Ash, the Stalker teleports towards the target, bringing them into melee range.
 * The Stalker teleports directly in front of the target
 * Like Nyx, The Stalker absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
 * Time to absorb attacks: 10 seconds
 * Damage: Very High (Incoming attacks make it more powerful)
 * Blast Radius: 10 meters
 * Goes through cover
 * The Stalker wears a unique Warframe, granting him his incredible powers and attributes while also providing
 * Body Armor provides basic protection against damage
 * Shields provide super heavy protection against both ranged and melee attacks

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. His teleportation only makes him even faster.
 * 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, putting him at elite levels.
 * Stealth Master: The Stalker, as his name goes, is incredibly stealthy. His ninja-like skills and speed makes him hard to locate unless he reviles himself.
 * Brutal: The Stalker will kill its target viciously.
 * Experienced: The Stalker likely has killed many Tenno and stands with possibly a few thousand years
 * Determined: While he will leave if he fails to kill its target, it will work incredibly hard to kill its target in the first place. He believes he 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.

=Boss vs James Vega=

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

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

Special Edges

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

James Vega


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

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

Weapons
Sidearm: M-3 Predator Pistol Primary: M-96 Mattock Rifle Secondary: M-22 Eviscerator Powerhouse: Carnage Explosive: Frag Grenade Special: Fortification Armor: System Alliance Armor
 * The Predator is valued as a powerful, deadly, and relatively inexpensive weapon.
 * Accuracy: Medium
 * Rounds: Mass-Accelerated Projectile
 * Damage: Low
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Magazine: 15
 * Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch.
 * Accuracy: High
 * Rounds: Mass-Accelerated Projectile
 * Damage: High
 * Recoil: Low
 * Rate of Fire: Semi-Auto
 * Magazine: 16
 * The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator.
 * Accuracy: Low
 * Rounds: Mass-Accelerated Projectile
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Semi-Auto
 * Magazine: 3
 * Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby.
 * Accuracy: Medium
 * Rounds: High-Power Accelerated Round
 * Damage: Very High
 * Recoil: High
 * Rate of Fire: Single Shot
 * Magazine: 1
 * Just you basic frag grenade.
 * Accuracy: Medium
 * Rounds: Fragmentation Grenade
 * Damage: Very, Very, Very High
 * Area of Effect: 6.5 meters
 * Recoil: none
 * Rate of Fire: Thrown
 * Magazine: 1
 * Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
 * Increases protection for short period of time
 * Vega wears strong body armor that provides great protection along with Kinetic Barriers.
 * Body Armor provides protection against damage
 * Kinetic Barriers provide protection against metal projectiles but not so much against energy projectiles and useless against melee attacks

Special Edges

 * Combat Experience: Vega has seen allot of combat and made it out alive from a mission where his entire team was slaughtered.
 * Training: Vega is a trained System Alliance Marine who uses his training as much as he can.
 * Tenacity: James is hard working and will not give up easily.
 * Major Physicality: James is very heavily built, granting him major strength.

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

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

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

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

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

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

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

Gear
Boss will carry with him: James Vega will have on him:
 * The M-3 Predator w/ 90 spare rounds
 * The M-96 Mattock w/ 96 spare rounds
 * The M-22 Eviscerator w/ 15 spare rounds
 * 6 Incendiary Ammo rounds to use
 * 10 Carnage shots to use
 * 3 Frag Grenades
 * 3 uses of Fortification
 * Heavy Body Armor

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

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

Commander Shepard


Shepard was born on April 11, 2154, is a graduate of the Systems Alliance N7 special forces program (service no. 5923-AC-2826), and is initially assigned to the SSV Normandy as Executive Officer. Shepard later becomes the first human to join the Spectres, an elite special task force for the Citadel Council in order to track down another member of the organization gone rogue- a turian terrorist named Saren. Saren commanded an army of synthetics, called the Geth, and funded multiple projects to cure the krogan genophage in order to turn the species into a glorified slave race. Shepard was forced to quickly build a team to stop Saren's forces throughout the galaxy- stopping the mind-control of the Thorian on the Feros colony, rescuing Liara T'Soni from the Geth in the Artimis Tau Cluster and stopping her mother and Saren's right-hand woman Matriarch Benezia on Noveria. Shepard discovered that Saren was only a puppet of an ancient genocidal machine-race known as the Reapers. The vanguard of the Reapers, Soverign, was pretending to be Saren's ship as he indoctrinated the turian and planned to bring about his fellow Reapers, but his plans were stopped by Shepard, who's actions resulted in the deaths of both Soverign and Saren.

For this match, Shepard will be a Vanguard.

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

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

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

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

Weapons (Carter)
Pistol= Heavy Plasma Pistol

SMG= Laser SMG

Assault Rifle= Laser Pulse Rifle

Machine Gun= Rotary Plasma Cannon

Explosive= Blaster Launcher

Special= Lightning Cannon

Powers (Carter)
Power 1= Heal

Power 2= Lift

Power 3= Silacoid

Power 4= Drone

Power 5= Mind Control

=Normandy SR-2 vs Slave 1=

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

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

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

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

<p style="text-align: center;">USS Enterprise-E the Sovereign-class starship of Captain Jean-Luc Picard, which has scene battle against many great foes.

Normandy SR-2


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

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

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

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

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

=The Grustag Three vs=

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

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

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

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

Weapons, Armor and Gear:

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

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

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

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

=Space-Bound Elites: Tenno vs N7=

Intro (TNvN9)




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

This is the Battle of the Space-Bound Elites!

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

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

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

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

Tenno


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

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

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

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

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

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

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

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

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

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

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

Excalibur=

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

Weapons, Powers and Armor:

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

Special Edges:
 * Super Strength: Hydroid is as strong as several other Tenno, being far beyond human.
 * Enhanced Endurance: Hydroid is extensivly tougher than normal humans.
 * Peak Speed and Agility: Hydroid is a tiny bit faster and more agile than the normal Tenno but not enough to be significant.
 * Stealth: Hydroid is as stealthy, if not slightly more with Undertow, as the usual 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=

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

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

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

N7 Marines


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

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

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

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

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

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

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

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

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

N7 Fury Adept=

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

Weapons, Powers and Armor:

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

Special Edges:
 * Peak Human Speed and Agility: N7 Furies are incredibly fast and agile, more so than most humans.
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 Destroyer Soldier=

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

Weapons, Powers and Armor

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

Special Edges:
 * Superhuman Strength (in suit): With the T5-V Battlesuit, the N7 Destroyer wields more strength than any human.
 * Peak Human Durability: The N7 Destroyer is tougher than the average person.
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 Demolisher Engineer=

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

Weapons, Powers and Armor

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

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

N7 Paladin Sentinel=

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

Weapons, Powers and Armor

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

Special Edges:
 * Peak Human Strength: The N7 Paladin has peak-human strength.
 * Peak Human Durability: The N7 Paladin is tougher than the average person.
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 Shadow Infiltrator=

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

Weapons, Powers and Armor:

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

Special Edges:
 * Superhuman Speed and Agility: N7 Shadow is enhanced to have speed and agility beyond human capabilities.
 * N7 Training: N7 units have the best training provided by the System Alliance.

N7 N7 Slayer Vanguard=

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

Weapons, Powers and Armor:

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

Special Edges:
 * Superhuman Speed and Agility: N7 Slayer is enhanced to have speed and agility beyond human capabilities.
 * N7 Training: N7 units have the best training provided by the System Alliance.

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

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

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

94 - 90 - 90 Strength 80 Excalibur wields strength that goes well beyond human standards, entering super-human levels. Volt and Zephyr at peak-human strength, beating most humans around. The Slayer lacks the strength to truly compete against Excalibur and Volt.

90 - 90 - 94 Endurance 80 Just like strength, Excalibur is at near-superhuman toughness while Volt has peak-human endurance. The Slayer is not beyond human levels and loses against the two Tenno.

90 - 90 - 95 Speed and Agility 90 Both units are incredibly fast and beat the average human by a long-run. However, Zephyr is among the fastest and most graceful Tenno, placing her up top in speed and agility.

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

90 - 90 - 90 Armor 84 The Slayer has basic armor by Systems Alliance standards. However, the armor of the Tenno pack more protection and are more versatile, with shields that block lasers and melee attacks.

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

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

90 - 90 - 100 Endurance 80 Mag and Ember are as tough as they are strong, putting them above most people. The Fury is tough but not at peak human like Mag and Ember. Saryn has superhuman durability, capable of taking way more damage than other Tenno

90 - 90 - 86 Speed and Agility 90 Saryn is one of the least fast Tenno but is still pretty fast and agile, capable of performing wall runs and other feats of speed and agility. Mag, Ember and the Fury are equal as they are at peak-human agility.

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

94 - 84 - 94 Armor 84 Mag has significantly stronger shields than most Tenno while Saryn has heavier body armor than most Tenno. Ember has amongst the lightest armor of the Tenno but she is has the same level of protection as the Fury.

Assassin Units= Loki - Banshee - Ash VS Shadow

90 - 90 - 90 Strength 80 Loki, Banshee and Ash are at peak human strength, beating the Shadow, who is strong but not that strong.

85 - 90 - 90 Endurance 80 Loki is the weakest of the Tenno but is still tougher than most humans, while Banshee and Ash are at the usual enhanced level of endurance. All three still beat the Banshee

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

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

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

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

90 - 90 - 90 - 90 Strength 80 Where Nyx, Vauban, Nova and Nekros stand at basic levels of strength, they have the Demolisher beat, do to the fact that she lacks the enhancements that the Tenno have.

90 - 90 - 90 - 90 Endurance 80 All three of the Tenno have enhanced endurance, which is superior to the Demolisher.

90 - 90 - 98 -92 Speed and Agility 82 While the Demolisher can be fast, the Tenno units are much faster. Nyx and Vauban have peak human speed while Nekros and Nova are superhuman fast, with Nova being the fastest of them all.

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

75 - 86 - 75 - 88 Armor 86 The Demolisher has slight superiority in armor over the lesser armored Nyx and lesser shielded Nova, though Vauban stands as an equal and Nekros beats all three.

Defense-Support Units= Trinity - Oberon VS Paladin

90 - 96 Strength 90 Both Trinity and the Paladin have peak-human strength and are are relative equality. Oberon, however, beats both with his superhuman levels.

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

90 - 90 Speed and Agility 82 Trinity and Oberon have peak-human speed while the Paladin is faster than most folks but not at peak human

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

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

Tank Units= Frost - Rhino - Valkyr VS Destroyer

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

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

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

85 - 85 - 85 Stealth 60 While Frost, Rhino and Valkyr are among the least stealthy of the Tenno, they easily beat the Destroyer, who is slow as fuck and loud as all hell.

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

Collective=

Tenno VS N7

90 Brutality 90

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

98 Discipline 90

The Tenno are like the Samurai of old, trained to be disciplined warriors and are almost impossible to match. The N7 Spec-Operatives are disciplined themselves but their are a few unruly marines out there. Besides, they weren't created to be disciplined warriors like the Tenno.

97 Training 95

While the N7 Marines are known for being amongst the best trained warriors of the Mass Effect universe, the Tenno are likely better trained as they are created to be perfect warriors and have training that would match this.

97 Teamwork 85

While both are highly trained soldiers and can work cooperatively with others, the Tenno win do to their abilities commonly complement each other heavily. The N7 Spec Ops can work together fairly well but their abilities don't complement each other that well, working best with similar units.

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



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



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

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

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

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

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

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

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

=Red Eagle vs=

Blood Eagle


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

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

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

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

Weapons, Devices and Armor:

Melee: Blood Eagle Claw
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claws
 * Damage: Medium

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

Strengths and Abilities:


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

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

Weapons, Items and Armor:

Melee: Blood Eagle Claw
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claws
 * Damage: Medium

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

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

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

Weapons, Devices and Armor:

Melee: Blood Eagle Claw
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claws
 * Damage: Medium

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

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

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

Weapons, Devices and Armor

Melee: Blood Eagle Claw
 * Every Blood Eagle warrior carries a quickly accessible melee weapon: a three pronged claw. It is incredibly sharp and highly combat-effective.
 * Damage Type: Hypersharp Claws
 * Damage: High

Item 1: Jetpack Item 2: Skiing Field Armor: Soldier armor
 * Every tribesman of the Blood Eagle has a Jetpack that they can use to cut distances quickly and effectively.
 * Allows for both flight and super jumps
 * Powered by Energy
 * Skiing is a unique ability of many tribesmen. The user activates an energy field around his feet that negates friction between said feet and the ground. This is helpful in moving downhill extra fast.
 * Skiing negates friction between feet and ground
 * Allows for increased speed when going downhill
 * Built more for combat, the armor of a Soldier makes him a very tough and harmful foe.
 * Provides heavy protection against damage
 * Repairs armor and regenerates health

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

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

Weapons, Devices and Armor:

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

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

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

Weapons, Devices and Armor:

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

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

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

Weapons, Devices and Armor:

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

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

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

Weapons, Devices and Armor:

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

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

Brute=

Weapons and Gadgets (Blood Eagle)
Pathfinder= Primary Weapon

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

Secondary Weapon

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

Packs

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

Belt Items

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

Sentinel= Primary Weapons

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

Secondary Weapons

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

Packs

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

"Belt Items"

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

Infiltrator= Primary Weapons

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

Secondary Weapons

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

Belt Items

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

Soldier= Primary Weapons

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

Secondary Weapons

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

Packs

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

Belt Items

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

Technician= Primary Weapons

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

Secondary Weapon

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

Packs

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

Belt Item

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

Raider= Primary Weapons

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

Secondary Weapons

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

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

Belt Items

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

Juggernaut= Primary Weapon

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

Secondary Weapon

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

Packs

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

Belt Items

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

Doombringer= Primary Weapon

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

Secondary Weapons

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

Packs

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

Belt Items

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

=Brotherhood of Steel Paladins vs=

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

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

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

Special Edges (Paladin)

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

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

=Grineer vs Cerberus=

Intro (GvC)


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

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

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

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

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

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

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

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

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

Plate/Mesh Armor: The armor used by the Grineer appear to be a combination of armored plates and mesh that makes them complete bullet sponges. They utilize different materials, primarily Ferrite and Alloy.

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

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

Weapons, Armor and Gear:

Shock Baton: Grakata Assault Rifle: Plasma Grenades: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Equipped with a huge magazine and impressive rate of fire, the GRAKATA is the preferred weapon of Grineer Lancers.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: High
 * Rate of Fire: Automatic
 * Magazine: 60 rounds
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Accuracy: Medium
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Lancers wear heavy body armor.
 * Body Armor provides heavy protection against damage

Special Edges:
 * Basic Military Training: Grineer Lancers are given basic military-grade training in weapon use and tactics.
 * Augmentation: Lancers are augmented to be stronger and more durable than humans, allowing them to take twice the amount of punishment a human can take.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

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

Weapons, Armor and Gear:

Shock Baton: Sobek: Plasma Grenades: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * SOBEK is a rapid-firing Grineer shotgun that has reduced damage per shot but boasts extra large clip capacity.
 * Accuracy: High
 * Rounds: Hypersonic Shot
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Automatic
 * Magazine: 20 shells
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Accuracy: Medium
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Troopers wear armor that provide greater protection than Lancer armor.
 * Body Armor provides very heavy protection against damage

Special Edges:
 * Basic Military Training: Grineer Troopers are given basic military-grade training in weapon use and tactics.
 * Augmentation: Troopers are augmented to be stronger and more durable than humans, allowing them to take twice the amount of punishment a human can take.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

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

Weapons, Armor and Gear:

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

Special Edges:
 * Basic Military Training: Grineer Scorchers are given basic military-grade training in weapon use and tactics.
 * Flushing Tactics: Grineer Scorchers work to get close and flush enemies out of areas.
 * Augmentation: Scorchers are augmented to be stronger and more durable than humans, allowing them to take twice the amount of punishment a human can take.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

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

Weapons, Armor and Gear:

Shock Baton: Viper Machine Pistol: Combat Shield: Light Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * 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 light body armor.
 * Body Armor provides light protection against damage

Special Edges:
 * Basic Military Training: Grineer Shield Lancers are given basic military-grade training in weapon use and tactics.
 * Defender Tactics: Shield Lancers utilize defensive tactics that help other units advance while having protection from the Shield Lancer's shield.
 * Augmentation: Shield Lancers are augmented to be stronger and more durable than humans, allowing them to take twice the amount of punishment a human can take.
 * Firm Footing: Thanks to their augmentation and training, Shield Lancers are able to handle the kinetic force behind high-powered, hypersonic rounds their shields commonly stop.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

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

Weapons, Armor and Gear:

Shock Baton: Vulkar Sniper Rifle: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * 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:
 * Advance Military Training: Grineer Ballistas are well trained and know how to use their Vulkar Sniper Rifles with maximum potential.
 * Augmentation: Ballistas are augmented to be stronger and more durable than humans, allowing them to take twice the amount of punishment a human can take.
 * Accurate Shot: Ballistas are trained to be accurate shots as they serve as sniper units.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

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

Weapons, Armor and Gear:

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

Special Edges:
 * Advance Military Training: Grineer Seekers are well trained and know how to use their Kraken Heavy Pistols and Latchers with maximum potential.
 * Hide-and-Seek Tactics: Grineer Seekers use a "hide-and-seek" tactic of moving around without enemies knowing while hitting them from different locations.
 * Augmentation: Seekers are augmented to be stronger and more durable than humans, allowing them to take twice the amount of punishment a human can take.
 * Accurate Shot: Seekers are very accurate with their Kraken Heavy Pistol.
 * Brutal: All Grineer units are brutal and will kill with extreme prejudice.
 * Loyal: Grineer units are deeply loyal to the Empire and they will fight to their deaths for it.

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

Weapons, Armor and Gear:

Shock Baton: Grakata Assault Rifle: Rocket Barrage: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Equipped with a huge magazine and impressive rate of fire, the GRAKATA is the preferred weapon of Grineer Lancers.
 * Accuracy: Medium-High
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: High
 * 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 heavy protection against damage

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

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

Weapons, Armor and Gear:

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

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

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

Weapons, Armor and Gear:

Shock Baton: Hind: Karak: Plasma Grenades: Extra-Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * A powerful midrange rifle used by Grineer shock troops, the HIND fires in five round bursts.
 * Accuracy: High
 * Rounds: Hypersonic Bullets
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: 5 Round Burst Fire
 * Magazine: 65 rounds
 * Solid, dependable and deadly. The Karak is a standard issue rifle in many Grineer platoons.
 * Accuracy: Very High
 * Rounds: Hypersonic Bullets
 * Damage: High
 * Recoil: Medium
 * Rate of Fire: Automatic
 * Magazine: 30 rounds
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Accuracy: Medium
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Elite Lancers wear very heavy body armor, capable of taking twice the amount of damage of Lancer armor.
 * Body Armor provides very heavy protection against damage

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

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

Weapons, Armor and Gear:

Shock Baton: Grakata Assault Rifle: Plasma Grenades: Heavy Body Armor:
 * When they are unarmed, Grineer units will utilize stun batons to deal melee power to their enemies.
 * Damage Type: Electrified Blunt Force
 * Damage: Low (Stun)
 * Equipped with a huge magazine and impressive rate of fire, the GRAKATA is the preferred weapon of Grineer Lancers.
 * Accuracy: Medium-High
 * Rounds: Hypersonic Bullets
 * Damage: Medium
 * Recoil: High
 * Rate of Fire: Automatic
 * Magazine: 60 rounds
 * This energy-charged grenade will latch on a surface and explode in energy blast.
 * Accuracy: Medium
 * Blast Radius: 10 meters
 * Can stick to walls and individuals
 * Blast Type: Plasma Blast
 * Damage: Very High
 * Recoil: none
 * Rate of Fire: Thrown
 * Commanders have strong body armor, twice as tough as normal Lancer armor.
 * Body Armor provides heavy protection against damage

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

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

Weapons, Armor and Gear:

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

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

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

Weapons, Armor and Gear:

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

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

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

Weapons, Armor and Gear:

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

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

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


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

Weapons, Armor and Gear:

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

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

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

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

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

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

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

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

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

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

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

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

Weapons, Armor and Gear:

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

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

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

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

Weapons, Armor and Gear:

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

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

Guardian=

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

Weapons, Armor and Gear:

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

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

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

Weapons, Armor and Gear:

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

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

Combat Engineer=

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

Weapons, Armor and Gear:

M-5 Phalanx: Combat-Engineer Armor:
 * The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle.
 * Accuracy: Medium
 * Rounds: Mass Accelerated Slugs
 * Damage: Medium
 * Recoil: High
 * Rate of Fire: Semi-Auto
 * Magazine: 12 rounds
 * Cerberus Combat Engineers wear lightweight body armor that also have kinetic barriers for extra light protection.
 * Body Armor provide light protection against damage
 * Kinetic Barriers provide basic protection against ranged attacks but not melee attacks

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

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

Weapons, Armor and Gear:

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

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

Phantom=

Phantoms are agile Cerberus agents with a wide array of offensive and defensive capabilities, including particular specialization in evasive maneuvers and firing from cover.

Weapons, Armor and Gear:

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

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

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

Weapons, Armor and Gear:

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

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

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

Weapons, Armor and Gear:

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

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

Atlas=

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

Weapons, Armor and Gear:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



Tank Units:= Terra Frame vs Atlas

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

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

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

Both are

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=The Corpus vs The Geth=

The Corpus


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

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

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

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

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

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

Weapons:

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

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

Charge Unit 1: Shockwave MOA= Shockwave MOAs are unique MOAs that utilize a special shockwave "stomp" that creates a shockwave that sends enemies flying.

Weapons:

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

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

Charge Unit 2: Railgun MOA= Railgun MOAs are blue MOAs that utilize special railgun turrets.

Weapons:

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

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

Soldier Unit 1: Crewman= The Crewman is the standard crewman who uses a Corpus Dera rifle.

Weapons:

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

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

Soldier Unit 2: Detron Crewman= Detron Crewmen carry Detron shotgun pistols and wear bright white suits compared to beige suits that other Crewmen wear.

Weapons:

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

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

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

Weapons:

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

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

Heavy Unit 1: Tech= The Corpus Tech is a large crewman in an orange suit and a dark blue visor. They utilize heavy weaponry and deploy Shield Ospreys to protect themselves and their fellow Corpus, making them an incredible support unit.

Weapons:

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

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

Heavy Unit 2: Fusion MOA w/ Fusion Drone= The latest in Corpus Robotics. These Moas have been augmented with salvaged Orokin technology. Their focused beam attack is deadly. A fusion Moa will deploy a Fusion Drone when sufficiently damaged.

Weapons:

-Fusion MOA:

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

-Fusion Drone:

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

Special Edges:

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

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

Weapons:

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

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

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

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

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

Weapons:

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

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

Support Unit 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.

Weapon:

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

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

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

 Hyena LN2 

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

Weapons:

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

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

 Hyena 

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

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

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

 Hyena Pb 

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

 Hyena Pb 

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

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

Weapons:

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

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

=Alien Invaders vs=

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

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

Weapons, Abilities and Armor:

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

Special Edges:
 * Unique Physiology: While their alien physiology is notably weak, Sectoids are able to get a few advantages.
 * Small: Do to their small stature, Sectoids are able to utilize cover to the best of their abilities.
 * Tactical: Sectoids are notably smarter than several other alien units, able to use cover and flanking tactics.
 * Loyalty: Sectoids hold deep loyalty to the Ethrals.

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

Weapons, Abilities, and Armor:

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

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

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

Weapons, Abilities and Armor:

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

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

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

Weapons, Abilities and Armor:

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

Special Edges:
 * Augmented Physiology: Do to their augmentation, Mutons are vastly stronger and more durable than normal humans. In addition, a Muton soldier stands around 2.5 meters tall and weigh 180 kilograms, making them huge and well built warriors.
 * Super Strength: A Muton soldier can easily overpower even the strongest humans with its physical power.
 * Super Durability: A Muton can easily take more damage than a human and can even survive a blast from a high-powered rocket launcher.
 * Imprinted Memory: Muton soldiers have imprinted memories that give them enhanced combat skill and knowledge in weaponry and tactics.
 * Combat Training: The imprinted memories of Muton soldiers give them more combat training than most basic human soldiers.
 * Marksmanship: Thanks to its great combat skills and knowledge of weaponry, the Muton soldier is a highly accurate unit, hitting with greater accuracy than most other warriors.
 * Tactics: Mutons have shown a great deal of knowledge over combat and tactics.
 * Aggression: Mutons are noted for being very aggressive. They will fight in till their target is dead.
 * Intimidation: If hurt, a Muton will act in a fearsome and unpredictable manor, striking fear in those unfamiliar with them and/or are not entirely fearless.
 * Loyalty: Mutons hold deep loyalty to the Ethrals.

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

Weapons, Abilities and Armor:

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

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

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

Weapons, Abilities and Armor:

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

Special Edges:
 * Robotic: Despite its smooth, almost organic appearance, Seekers are almost completely made of synthetic material. This gives them a few nice advantages.
 * Agile: Seekers are notably nimble and highly agile units.
 * Super Strong: Seekers are incredible strong, capable of taking immense hold on an individual.
 * Pain Immunity: Seekers do not suffer from pain like many other units.
 * Fire-Proof: Do to not having any organic or highly flammable material, Seekers do not take damage from fire.
 * Electricity Immunity: Seekers are also immune to high voltage shocks.
 * Chemical Immunity: Seekers are immune to foreign chemicals.
 * Flight: Seekers utilize an anti-gravity system, allowing them to fly around all sorts of obstacles.
 * Evasive: Combining their agility and flight capabilities, Seekers are highly evasive and can dodge in-coming attacks.
 * Advance Programming: Seekers utilize unique programming, more advance than anything humanity has made.
 * Tactical: Seekers are highly tactical units, using hit-and-run tactics and will actively hunt down any units that stray from the pack.
 * Fearless: Seekers do not suffer from fear or intimidation.
 * Loyalty: Seekers are deeply loyal to the Ethrals.

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

Weapons, Abilities and Armor:

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

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

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

Weapons, Abilities and Armor:

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

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

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

Weapons, Abilities and Armor:

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

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

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

Weapons, Abilities and Armor:

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

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

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

Weapons, Abilities and Armor:

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

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

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

 TBA 

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

 TBA 

Sectoid Commander=

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

Weapons, Abilities and Armor:

Plasma Pistol: Alien Grenade:
 * Attached to a Sectoid's wrist, the Plasma Pistol performs far beyond the capabilities of any projectile based sidearm.
 * Accuracy: High
 * Rounds: Plasma Bolts
 * Damage: High
 * Recoil: High
 * Fire Action: Semi-Auto
 * Magazine: Unlimited
 * The Alien Grenade is a unique explosive weapon, producing a deadly plasma blast that destroys almost anything in its blast radius.
 * Accuracy: Medium
 * Blast Type: Plasma Blast
 * Damage: High
 * Blast Radius: 8 meters
 * Fire Action: Thrown

 TBA 

=The Enclave vs =

The Enclave


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

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

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

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

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

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

Weapons:

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

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

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

Weapons:

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

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

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

Weapons:

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

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

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

Weapons:

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

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

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

Weapons:

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

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

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

Intro (TDvSA)


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

<p style="text-align: center;">This is the Battle of Tomorrow's Armies!

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

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

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

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

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

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

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

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

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

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

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

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

Weapons:

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

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

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

Weapons:

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

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

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

Weapons:

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

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

Weapons:

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

Weapons:

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

Weapons:

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

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

Weapons:

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

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

Weapons:

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

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

Weapons:

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

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

Weapons:

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

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

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

Weapons:

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

Weapons:

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

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

Weapons:

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

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

Weapons:

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

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

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

Weapons:

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

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

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

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

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

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

Weapons:

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

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

Weapons:

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

Weapons:

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

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

Weapons:

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

Weapons:

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

Weapon:

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

Weapons:

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

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

Weapons:

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

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

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

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

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

Collective
<p style="text-align: center;">94 Tactics 90 Both sides have great tacticians and are able to create functioning plans. However, the primary tactic of the Systems Alliance is to attack the "feed line" of their enemy and let them "Wither on the vine". However this will likely not work on the Terran. They are able to build their supplies, buildings and vehicles on the spot and in crazy speed. The amount of time it takes the System Alliance to build a Dreadnought is several months, maybe even a few years. For the Terran Dominion, building a Battlecruiser is far faster to create. They will be able to send out more forces at once than the Systems Alliance can.

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

<p style="text-align: center;">95 Brutality 75 The Terran Dominion are vastly more brutal than the Systems Alliance. They are in a three-way war with the Protoss and the Zerg. They had to adapt to combat with both sides and without showing any mercy. The Systems Alliance are far more willing to find peace. They are also not the kind to attack colonies. The Terran Dominion are vastly more brutal.

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

<p style="text-align: center;">97 Experience 85 This one might be the most arguable of the x-factors. The Systems Alliance have faced the Reapers, an alien force hard to match. However, they still needed the aid of the Turians, Asari, Salarians and other military factions. The Terran Domain, on the other hand, had to fight their battle without any aid. They had two enemies and were alone in their war. However, they were able to prove themselves to be one of the dominant species in the Milky Way, a feat incredibly hard to reach, as they are at the lines of the hyper-advanced Protoss and the near-unstoppable Zerg. Add in the fact they have been fighting both sides for several more years and were able to even out with each other and you can see how the Terran Military packs far more experience under their wings.

The Situation (TDvSA)
=The Protoss vs TBA=

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

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

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

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

Physicality=

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Weapons:

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.

=Monster Battles= These battles are against monsters and creatures of varies time-periods and usually use natural weapons.

=Killer Croc vs Tyrant R=

Intro (KCvTR)
Today, we shall pit two Brutal Creatures! They are Huge! They are Destructive! They are Horrors created by mutation!

It's the Battle of the Jumbo-Monsters!

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 (Croc)

 * 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)

 * 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 survive an RPG round. 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 (KCvTR)
<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 a lot.

<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.

=Special Infected Battle: Green Flue Infected vs The Nether=

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.

Units (Green Flue)
Common= 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 and Abilites:

Unarmed Attacks:
 * The Common Infected utilize their hands and feet to cause bodily harm to others.
 * Includes punching, kicking and clawing

Special Edges:
 * Pack Strength: What the Common Infected lack in durability or intellect they make up in shear numbers. They tend to come in full force and work to bring targets down through shear numbers.
 * Full Speed: While not naturally fast, the Common Infected to tend to charge into fights in full sprints, charging their targets with all the energy in their body.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Attracter= Boomer

The Boomer is a Special Infected that vomits a special bile at Survivors, which temporarily blinds them and draws Common Infected to them.

Weapons and Attacks:

Slap: Bile: Explosive Death:
 * Boomers are capable of using its hands to claw people when in melee range. The result is more of a slap, though, as its chubby hands and blunt claws allow more for.
 * Damage Type: Blunt Force
 * The Boomers primary attack is vomiting its bile at distances. This bile can both temporarily disorient people and attract more Boomers.
 * Projection: Bile Stream
 * Effect: Disorientation and attracting common infected
 * If shot, a Boomer will explode in a blast of bile, having the same effect as with its bile attack
 * Projection: Explosion of Bile
 * Blast Radius: 2 meters
 * Effect: Disorientation and attracting common infected

Special Edges:
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Hunter= 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 and Attacks:

Claws: Pounce:
 * The primary weapon of the Hunter is its claws, capable of ripping up flesh with speed.
 * Damage Type: Sharp Clawing
 * A Hunter will work to pounce onto its prey, pin them down and claw them in till the individual or the Hunter is dead.
 * Projection: Pounce Attack
 * Leaps onto target, followed up with pinning and constantly attack

Special Edges:
 * Enhanced Strength and Speed: The Hunter's mutations grants it enhanced strength and speed, granting it several capabilities superior to other Infected.
 * Super Jump: The Hunter can jump faster and farther than other infected.
 * Super Climbing Skills: The Hunter is capable of climbing up and over obstacles faster than other infected and with greater grace.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Trickster 1= Smoker

The Smoker is an ambush class that can strangle targets with its long tongue. As the name implies, Smokers also emit smoke when killed to impair Survivors' vision. A Smoker also will frequently cough, letting the Survivors know when he is in the area.

Weapons and Attacks:

Claws: Tongue Attack: Smokey Death:
 * Smokers use clawed hands to shred their enemies apart when close enough.
 * Damage Type: Blunt Claws
 * The Smoker's iconic weapons is a disturbingly long mutated tongue, which is used akin to a lasso. They then use the tongue's incredible strength to pull any human attacked towards the Smoker and his Infected friends, or up the side of a building to be strangled
 * Projection: Lasso Tongue
 * Wraps around target and pulls individual towards Smoker; location of Smoker has different results
 * If on even level: target is pulled into the Smoker and Smoker claws into the target
 * If on higher level, target is partially pulled up the side and is strangled by the tongue
 * If killed, the Smoker explodes in a cloud of smoke. This smokes obscures vision and causes agitation in the throat.
 * Projection: Smokey Explosion
 * Individuals in blast have obscured visions and agitated throats.

Special Edges:
 * Superhuman Tongue Strength: The strength of the Smoker's tongue is great enough to drag a 200 lbs adult male a long ways
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Trickster 2= Jockey

The Jocky is a small Infected that attacks Survivors by clinging to them from behind and literally riding the Survivor while attacking them. He can shift his weight around and cause the Survivor to stumble in his desired direction, giving this Special Infected a type of control over the Survivor.

Weapons and Attacks:

Claws: Jump-and-Ride:
 * Jockey's use their blunt claws as weapons when attacking humans.
 * Damage Type: Blunt Claws
 * The Jockey will use his super jumps and claws to leap up onto targets and ride them around. They can throw their weight around to steer targets towards hazards.
 * Projection: Ride
 * Leaps on target and steers them around
 * Used to steer targets into hazards

Special Edges:
 * Super Jump: The Jokey has incredible jumping abilities, allowing it to leap onto individuals very quickly.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Ranger= Spitter

The Spitter is a Special Infected that possesses the ability to spit a green ball of acid from long distances, which, upon hitting the ground, will expand into a large puddle and damage any organism who make contact with it. After spitting, however, the Spitter is temporarily paralyzed for a second, giving the Survivors a chance to kill her. Upon death, the Spitter leaves a similar, smaller kind of puddle that has the same effect on the Survivors.

Weapons and Attacks:

Claws: Acid Spit: Death Pool:
 * Like most other Infested, the Spitter uses claws for melee combat.
 * Damage Type: Blunt Claws
 * The Spitter's primary weapon is its acid spit, which creates a pool that burns those in the pool.
 * Projection: Acid Spit
 * Spit creates a pool of acid
 * Targets are damaged when in Acid pool
 * When killed, acid spews out of the Spitter and creates a pool of acid.
 * Projection: Acid Pool upon Death
 * Targets are damaged when in pool

Special Edges:
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Brute= Charger

The Charger is a Special Infected with a huge mutated right arm with immense power and a tiny, shriveled and highly useless left arm. The Charger's main attack is charging forward and plowing into the Survivors. On a successful charge, he will grab and carry a single Survivor while knocking down the others. Once the Charger has hit a wall or other surface, or after he has run a certain distance, he will begin slamming his captive into the ground until an ally frees them.

Weapons and Attacks:

Giant Fist: Charge Attack: Slam Attack:
 * The Charger uses its giant mutated arm to punch enemies with immense force.
 * Damage Type: Immense Brute Blows
 * The Charger's namesake attack is its charge attack. It uses its powerful arm and deceptive speed to charge into enemies, ramming enemies around while grabbing hold of one of them.
 * Projection: Giant Arm Charge
 * Knocks enemies away
 * One target is grabbed
 * If it misses its attack and hits a wall, it will be stunned
 * After the charge attack, the Charger will stops after a certain distance or when it hits a wall and begins to slam the target onto the ground.
 * Projection: Multiple Slams
 * Keeps slanming target in till he/she is fully dead

Special Edges:
 * Enhanced Strength and Durable: The Charger's mutation gives it massive muscles and hardness in its torso, legs and right arm (though, its left arm is shriveled). This gives the Charger incredible strength and durability.
 * Charging Speed: While slow for the most part, the Charger can move incredible fast while in a charge.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Giant= Tank

The Tank is the biggest and strongest of all the Infected and is reasonably fast, only slowing if hit with large amounts of constant damage. The Tank has incredible strength and resistance ― his punch can send individuals flying. He is also capable of throwing chunks of concrete that he rips out of the ground to momentarily stun (surprisingly not kill) individuals and dealing the same damage as a punch from a Tank.

Weapons and Attacks:

Giant Fists: Rubble Throw:
 * The Tank uses its giant fists as deadly weapons, crushing opponents and sending others flying.
 * Damage Type: Immense Brute Blows
 * Sends opponents flying
 * The Tank can pull massive chunks of rocks or concrete from the ground to fling at survivors.
 * Projection: Thrown Rocks/Concrete
 * Causes a lot of immense damage

Special Edges:


 * Superhuman Strength and Durability: The Tank is recognized for its strength and durability, capable of pushing cars around, pulls concrete out of the ground, withstand large quantities of bullets and survive a few explosives.
 * Charging Speed: The Tank is also able to move at great speeds while charging at immense speed.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

The Nether
The Nether are the result of The Cull. Complete mutations, the Nether do not appear to be human or have any vestiges of remaining humanity. Many types of Nether roam the earth in search for prey.

Units (The Nether)
Common= Crawler

The Crawler is the most common variant of nether that survivors will come into contact with. These nethers sniff the ground looking for traces of humans to hunt and devour. Like most nether, they have the ability to teleport to any location they wish. They commonly teleport behind their prey and will teleport away when being attacked.

Weapons and Abilities:

Claws: Teleport:
 * Crawlers utilize twisted claws to tare flesh apart.
 * Damage Type: Sharp Claws
 * Like most other Nether, Crawlers have the ability to teleport. They will commonly use this to disappear, reappear behind its prey, throwing the target off guard and giving the creature an opening.
 * Teleports from one location to another at will

Special Edges:
 * Fast: Despite their title, Crawlers are incredibly fast.
 * Agile: Crawlers are also incredibly agile and will use this agility to their advantage when in combat.
 * Super Jump: Crawlers are capable of jumping heights impossible for any human to reach.
 * Fall Resistance: Just as they can leap great heights, they can also fall great heights as well.
 * Mindless: Like most other Nether, Crawlers appear to be mindless, wanting to kill any and all it sees.
 * Pain Immunity: Crawlers appear to have an immunity to pain.

Attracter= Shrieker

Shriekers are frail, swift moving nethers with a loud screaming voice. They have the ability to summon other nethers to their location, as well as the ability to spit toxic chemicals. Shriekers prefer to keep their distance, and upon being engaged they will often flee from their attacker and teleport elsewhere.

Weapons and Abilities:

Claws: Toxic Spit: Shriek: Teleport:
 * Shriekers utilize twisted claws to tare flesh apart.
 * Damage Type: Sharp Claws
 * Shriekers will spit toxic chemicals at prey to blind and weaken them.
 * Projection: Toxic Chemical
 * Effect: Blinds and Disorients target
 * Accuracy: High
 * Shriekers can produce a horrific scream that attracts other Nether to the area.
 * Attracts Nether to the area to attack hostiles
 * Like most other Nether, Shriekers have the ability to teleport. They tend to use it to escape from danger, though, as they try to avoid direct conflict.
 * Teleports from one location to another at will

Special Edges:
 * Fast: Shriekers are incredibly fast, capable of sprinting quickly and dodging attacks.
 * Agile: Shriekers are also very agile, utilizing this in avoiding attacks.
 * Mindless: Like most other Nether, Shriekers appear to be mindless, wanting to kill any and all it sees.
 * Pain Immunity: Shriekers appear to have an immunity to pain.

Hunter= Hunter

The Hunter is one of the deadliest nether types survivors can encounter. The hunter has a special ranged ability to shoot needles from its chest cavity towards a target. While it may have limited range, the effects of this ability are devastating. Couple that with the fact that they will often teleport behind you, and you have a recipe for disaster.

Weapons and Abilities:

Bite: Sharp Claws: Chest Needle Burst: Teleport:
 * The Hunter has a jaw full of sharp teeth that it can use to bite giant chunks of people.
 * The Hunter has among the sharpest and most twisted claws of the Nether.
 * Melee Type: Extra Sharp Claws
 * The Hunter is able to launch needle-like protrusions from its chest.
 * Projection: Needle Burst
 * Rips target apart like a shotgun blast
 * Like most other Nether, Hunters have the ability to teleport. They will commonly use this to disappear, reappear behind its prey, throwing the target off guard and giving the creature an opening.
 * Teleports from one location to another at will

Special Edges:
 * Fast: Hunters are very fast, too fast for most people.
 * Agile: Hunters are also incredibly agile and will use this agility to their advantage when in combat.
 * Super Jump: Hunters are capable of jumping heights impossible for any human to reach.
 * Fall Resistance: Just as they can leap great heights, they can also fall great heights as well.
 * Mindless: Like most other Nether, Hunters appear to be mindless, wanting to kill any and all it sees.
 * Pain Immunity: Hunters appear to have an immunity to pain.

Trickster= Mantis

The Mantis is the nether's way to seduce people down from heights. They can be seen flying on the rooftops or even on the ground as a way to make sure that none of the survivors are able to hide behind objects or in the bushes. They can spew fire like a flame thrower as well as strike any survivors in front of them with their hind claws.

Weapons and Abilities:

Claws: Fire Breath: Teleport:
 * The Mantis utilize their sharp claws on their hind-legs to claw up people.
 * Melee Type: Sharp Claws
 * The Mantis is able to spew fire out on people to burn them severely.
 * Projection: Fire-Cone
 * Sets targets on fire
 * Like most other Nether, Mantes have the ability to teleport.
 * Teleports from one location to another

Special Edges:
 * Flight: The Mantis utilizes powerful wings for fast flight, allowing them to attack people from above.
 * Fast: The Mantis are fast flying monsters.
 * Agile: The Mantis is relatively agile and are capable of avoiding projectiles as they fly.
 * Mindless: Like most other Nether, Mantes appear to be mindless, wanting to kill any and all it sees.
 * Pain Immunity: Mantes appear to have an immunity to pain.

Ranger= Watcher

The Watcher is the king of perception, and survivors will likely find themselves spotted by one if they are not careful around them. Boasting incredible eyesight, these nether take roost on the tops of buildings, waiting for anything to pass through their watchful gaze. After spotting a victim, they will either jump down or teleport from their roost and spray noxious liquid towards their prey.

Brute= Golem

Golems are giant brutes that will rush survivors down and attempt to crush them with brute force. Survivors should not take their slow speed as a fatal weakness. If they get their hands on a survivor the amount of damage they can inflict is unmatched even by the Reaper.

Giant= Reaper

Reapers are a rare form of nether that one will only encounter during certain events. They lead an onslaught of nethers in their quest to feed, and it will take immense damage before going down. They have long scythe-like blades for arms do deal horrific damage.

=Teeth... Lots of Teeth: Vampires vs Feast Creatures=

Vampires
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 (Vamp)
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.

Strengths

 * Enhanced Strength: Vampires are stronger than human, able to claw through flesh and bone with massive trauma.
 * Super Speed and Agility: Vampires can move incredibly fast and leap amazing distances.
 * Unique Durability: Vampires cannot be killed by gun shots on most of the body, severing of limbs or poison.
 * Intelligence: Vampires are not naturally super-smart but they still have human level intelligence and can use human technology. Also, the older vampires become, the more they can learn.

Weaknesses

 * Sunlight: Vampires burn when they are in the daylight. This will usually kill a vampire, rendering them an ashed up body, or leave them severely burnt and crippled.
 * Damageable Flesh: Just because a vampire can survive a bullet doesn't make one bullet-proof. The flesh of vampires can be destroyed just like human flesh. This means crippling blows will cripple them for a time, until they are able to recover.
 * Decapitation/Head Shot: Cutting off a vampires head is a sure way to kill one. A powerful-enough shot to the head will also be a one-hit-kill. Most pistols won't do the trick but a magnum handguns, high-powered rifles and shotguns will do the trick.
 * Remove/Destroy the Heart: A stake to the heart (or anything big and pointy enough) is a classic way to eliminate a vampire. Completely removing it is just as effective.

Feast Creature
The Feast Creatures are an unknown mysterious creatures that first appeared in Feast and it's sequels. These strange monsters have a strong bloodlust, that drives them to hunt, kill & devour their prey. The monsters are describe as fast, nasty & hungry, with more teeth than a chainsaw and claws like Ginzu knives. They have shown a variety of different capabilities, like near-instantaneous reproduction and the ability to vomit highly toxic bile.

Weapons (Feast)
Teeth: Claws: Toxic Bile:
 * The Creature's mouth is chock full of razor sharp teeth that can bit people's heads off with utter ease. It is stated that have "more teeth than a chainsaw.
 * The claws of the Creature are ungodly sharp, at par with ginzu knives. One can easily slice bones and flesh to clear-cut ribbons. One was able to slice off a victims leg cleanly in one swipe.
 * Damage Type: Super-Sharp Claws
 * One of its stranger attacks, the Feast Creature is capable of puking a highly toxic bile at their victims. This bile will cause any victim hit to start rotting physically and mentally. After some time, the victim will be nothing more than rotten meat, bodily juices and deteriorated bones.
 * Any puked on begin to puke

Special Edges (Feast)

 * Super Strength: the Creatures are incredibly strong, capable of ripping people apart.
 * Super Speed: Feast Creatures are notable for their speed. One can easily match the speed of a Cheetah and slice off limbs in a blink of an eye.
 * Super-Fast Reproduction: Two adult Creatures (one male and one female) are capable of having sex and the female is able to reproduce up to two offspring almost instantly. While not as powerful as the adults, the offspring are still incredibly deadly, capable of slicing off limbs and ripping off faces in mere seconds.
 * Super Durability: A young Creature is capable of withstanding 6 shots from a Colt Single Action Army and two shots from a double barrel 12-guage shotgun. If a little one is capable of surviving that, imagine how much a feast creature is capable of surviving.
 * Fearless: It is unknown if they are incredibly brave, being perfectly fine to die, or just don't understand fear. Either way, a creature will die without fear.

Weaknesses

 * Animal Intelligence: While creativity does occur from time to time, such as using an individual as a living battering ram to break down a door, the Creatures are basically just animals. They have no idea how to use technology and rely more on instinct over cunning.
 * Damageable: While they are crazy tough, the Creatures can be killed after enough damage is done. They can also choke to death.

X-Factors (VvF)
Vampire vs Creature

=Bonies vs TBA=

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.

=Mixed Genre Battles= These are battles between warriors from the many relms of fiction.
 * What time period or genre they come from does not matter

=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: Beretta 92 Shotgun: Remington Model 870 Rifle: AK-74 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
 * The Beretta 92 is a series of 9x19 Parabellum firing pistols developed by the Italian company, Beretta.
 * Rounds: 9×19mm Parabellum
 * Range: 50 meters
 * Fire Action: Semi-Automatic
 * Magazine: 17-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
 * 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
 * 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=

Punisher


Originally a well respected U.S. Marine and Vietnam War veteran, Frank Castle worked hard to settle down with his wife and 2 children. A loyal husband and good father, Frank had all he needed. However, life turns dark for poor Frank: While taking his wife wife and two small children to Central Park in New York Cit,. the family happened upon the scene of a mob killing on the Sheep's Meadow green in the park. Fearing witnesses, the mobsters murdered Castle's family in cold blood and escaped. Castle managed to survive the attack but was deeply traumatized by the incident.

Denied justice by the New York police department, do to their deep ties wit the Mafia, Frank decided not to return to Marine duty, but instead, outfitted himself with assorted weapons and a battle suit that displayed a large skull on the chest, and embarked on a one-man anti-crime campaign throughout New York City. Castle devoted the rest of his life to eradicating organized crime, using the nom de guerre of the Punisher.

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. He has gone into conflict with several well known heroes and villains, including Spider-Man and Wolverine, and undergone several changes, such as his time as Franken-Castle and a black man, and has even died on a few incidences. However, none of these have changed his ultimate goal: to punish the murderous criminal scum of the Earth.

Weapons (Punisher)
Melee (Small)= Ka-Bar Knife: Melee (Large)= M4X Knife: Handgun= M1911 (derivative): Shotgun= Franchi SPAS-12: Rifle= M16A2: Special= M203 w/ various special rounds: Armor= Kevlar Vest:
 * The Ka-bar is a classic 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 carbon steel
 * Used to deal both slashing and stabbing damage
 * The M4X knife is a large combat knife that is made famous by the Punisher.
 * Blade is 8 1/2", single sided, made of carbon steel
 * Has saw-edge on back
 * Used to deal both slashing and stabbing damage
 * The M1911 is a classic American handgun design series used since World War II. The Punisher typically carries two stainless steel ones.
 * Rounds: .45 ACP
 * Range: 50 meters
 * Fire Action: Semi-Auto
 * Magazine: 8-round detachable clip magazine
 * 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: 40 meters meters
 * Fire Action: Semi-Auto or Pump-Action
 * Magazine: 8-round internal-tube magazine
 * The M16 series is a line of U.S. assault rifles. The M16A2 is the second generation of the series and appears to be the most common one Frank seems to wield, with a few modifications to it.
 * Rounds: 5.56×45mm NATO
 * Range: 550 meters
 * Fire Action: 3-round Burst or Automatic
 * Magazine: 30-round detachable clip magazine
 * The M203 is an underslung grenade launcher that is primarily placed to the M16 assault rifle and M4 carbine.
 * Rounds: 40mm grenades.
 * High-Explosive Dual Purpose Round (HEDP)- explodes on impact; explosions effective against both groups and armored vehicles
 * CS Round - Produces a white cloud of CS gas on impact
 * Buckshot Round - Fires multiple buckshot
 * Range: 150 meters
 * Fire Action: Single Shot
 * Magazine: 1-round Breach-loaded tube
 * The Punisher commonly wears a Kevlar vest for protection, It can stop most rifle rounds but not armor piercing. He also commonly wears a black t-shirt, black combat pants and black combat boots.
 * Kevlar vest is bullet proof (Type III) and cut/stab resistant
 * Padding on boots and knee pads are impact resistance
 * Shirt and pants are loose and lightweight for easy movement

Powers/Strengths (Punisher)
Peak Physicality: While he lacks any powers, the Punisher is at peak physical condition. He is able to bench-press 400 lbs and takes part of intense training and workout regiments.
 * Pain Tolerance: Frank has grown an immense tolerance to pain as he can take sever injuries and yet keep going.

Perseverance: The Punisher will persevere the worse in his quest to eradicate crime and will fight people to the bitter end.

Skills (Punisher)
Hand-to-Hand Combat (Expert): Frank 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: Frank 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.

Expert Marksman: Frank is an exceptional marksman of every type of firearm and is recognized as being ambidextrous in this respect. He is skilled in sharpshooting and knife throwing as well.

Weaknesses (Punisher)
Mentally Unstable: The brutal deaths of his wife and children at the hands of the Mafia had taken a serious toll on Frank's mind. He believes he has the right to kill criminals, even though no one person should dictate whether someone lives of dies.

Criminals Only: The Punisher only seeks to punish criminals. As such, innocents and loyal police officers are never targeted.

Judge Dredd


'Born' in 2066 AD, Joe Dredd is a clone of Chief Judge Eustace Fargo, the founder of the Judge system. Like his clone brother Rico, Joe was effectively born aged five years old thanks to accelerated aging techniques, and immediately inducted into the Academy of Law. The brothers graduated the Academy in 2079 (Joe graduated second in his class; Rico was first), but Joe was forced to arrest his brother for murder and corruption shortly afterwards. Rico was sentenced to the Judges' penal colony on Titan, while Joe Dredd became known as the most respected and feared of the street Judges, his name synonymous with the law in Mega-City One.

Dredd has been instrumental in saving the city many times over the decades, facing foes such as the notorious Angel Gang, his vengeance-seeking brother Rico, the serial killer PJ Maybe, and meeting bizarre characters like Otto Sump, Max Normal, Chopper and Dave the Orangutan among many others. He led the rebellion against the insane Chief Judge Cal, defeated the robot revolutionary Call-Me-Kenneth and deposed the corrupt Chief Judge Sinfield, embarking upon the Cursed Earth saga as well as stopping The Apocalypse War, undertaking The Judge Child Quest and battling against the multidimensional, death spreading specters known as the Dark Judges.

Dredd has now been active as a Judge for over fifty years, and has been elevated to a position on the City's ruling Council of Five. He has repeatedly turned down attempts to appoint him Chief Judge as he believes he belongs on the streets, dispensing justice.

Weapons and Gear (Dredd)
Melee (Small)= Boot Knife: Melee (Large)= Daystick: Handgun= Lawgiver Mk.II: Shotgun= Widowmaker 2000: Rifle= Stub-Gun: Special= Various Lawgiver rounds: Armor= Judge Uniform:
 * 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, made of steel alloy
 * 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. It has various features and all of them accumulate to its awesomeness.
 * Rounds: Various
 * Range: Very Far
 * Fire-Action: Semi-Auto or Full Automatic
 * Magazine: Presumably a 30-round detachable clip magazine
 * Contains several Features such as:
 * Special Rounds (see Special)
 * "Fast-Focus" Viewfinder to facilitate rapid targeting.
 * Built-in motion tracker to detect movement from behind walls and in low light
 * Built-in Taser system for "non-lethal" incapacitate
 * 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 Lawrod rifle as the standard issue long-arm.
 * Rounds: High-Powered 12 Gauge Buck Shot
 * Range: Around 80 meters
 * Fire-Action: 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
 * Far enough to hit jet-like vehicles
 * Fire-Action: Single Beam
 * Magazine: Unknown
 * 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. Capable of going through at least 2 perps.
 * 2) Armour Piercing (AP) - Ammunition used to deal with Robots or lifeforms wearing body armor. Armour Piercing rounds are also powerful enough to go through multiple unarmored 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. Likely uses white phosphorus.
 * 5) High-Explosive (HE, Hi-Ex) - A round containing an amount of extremely concentrated high explosive. Effective against both large groups of enemies and single durable enemies, as well as destroying vehicles and blasting holes through walls.
 * 6) Heatseeking, "Hot-Shot" (HS) - Rounds that lock on and seek targets by their body-heat. Can be used in combination with incendiary rounds.
 * The Judge uniform consists of a navy-blue bodysuit; green padded boots, knee pads, elbow pads and gloves; golden alloy shoulder pads (the right in the shape of an eagle), and a blue and red helmet which almost entirely the wearer's face. Each peace having different levels of protection than others but are all protective.
 * Bodysuit, boots and gloves are bullet proof (Type IIIA) and cut/stab resistant
 * Reinforced Boots and Gloves are cut/stab resistant and impact resistant
 * Metal Knuckles on gloves increase damage of punches
 * Elbow & Knee pads protect against impact
 * Shoulder pads are highly bullet proof (Type III), stab/cut proof and impact resistant
 * Judge Helmet is highly bullet proof (Type IV), cut/stab proof and impact resistant
 * Entire uniform is fireproof and electricity proof
 * The Judge Helmet also has multiple features in itself
 * Respirator for safe breathing when in hazardous environments
 * HUB system for increased accuracy

Powers/Strengths(Dredd)
Near-Superhuman Physicality: Despite how old he has gotten over the years, Dredd is faster and stronger than the normal man. He was able to throw a werewolf over his head with one arm and punch a hole through Judge Fear's helmet as well as his face.
 * Pain Tolerance: Dredd has an incredibly high tolerance to pain, as bullets, knives and other weapons have gone into and through him throughout the years and yet they tend not to hamper him.
 * 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 in many ways.
 * Enhanced Vision: Dredd's vision surpasses human standards and provides superhuman clarity.
 * Night Vision: Dredd has 20/20 night vision. This means he can see almost anything while in the dark.
 * Aiming Boost: Dredd's eyes enhance his accuracy far beyond human standards.

Indomitable Will: Judge Dredd is near impossible to scare. He has faced horrors that would scare off more Judges. He even survived gazing into Judge Fear's face, which is so horrific that it causes death.

Abilities (Dredd)
Hand-to-Hand Combat (Advanced): Dredd is quite deadly in hand-to-hand combat, as he is able to take on individuals stronger and more skilled than himself.
 * 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.

Expert Marksman: Dredd's skill with a gun is unmatched. The addition of his biotic eyes enhance his accuracy beyond human levels. His Lawgiver's
 * Super Quickdraw: Dredd has a quickdraw speed that beat a robot's quick draw of .002 seconds. That means that Dredd has a quick-draw time of less than .002 seconds.

Weaknesses (Dredd)
EMP: Dredd's biotic eyes are vulnerable to electromagnetic. pulses, or EMPs. If hit with one, his eyes will go down. For how long is unknown.

Follower of the Law: Dredd is a devoted follower and believer of the Law and will do nothing that goes against it. As such, he will never harm innocents or other Judges.

X-Factors (PvD)
The Punisher vs Judge Dredd

=Ermac vs TBA=

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 with mental power. 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 very 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 with great speed.
 * 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.

=RED Team vs Dinosauriergruppe=

Intro (REDvGFI)
Today, we pit our favorite team of red-wearing mercenaries from Team Fortress 2 against the blood-thirsty freaks from Left 4 Dead! One side is quirky as all hell but damn good at what they do. The other is mindless and homicidal, wanting only to kill.

This it the Battle of Valve's Ultimate Killers!

The RED Team, the Red-Wearing Mercenaries of the Reliable Excavation Demolition company, who have battled the BLU Team, supernatural monsters and legions of robot-duplicates.

V.S.

The Green Flue Infected, the homicidal offspring of the Green Flue infection, who live only to chase down and kill any and all humans they can see!


 * Note: Wassboss already has his own plans for RED team vs Infected so this may or may not actually happen.

RED Team
Reliable Excavation Demolition is a holding corporation, allegedly specializing in "demolition operations". In reality, from behind a myriad of sub-fronts, it secretly controls half the world's governments, led by founder and CEO Redmond Mann. Beneath the convincing exterior of their bases of operations, computer racks, satellites, rockets, and missile installations can be found throughout these bases.

The Heavy=

The Heavy is a towering hulk of a man that hails from the USSR. He stands as one of the most dangerus of the RED team do to his high endurance, heavy weapons and great strength. He is very fond of his Minigun whom he nicknamed "Sasha".

Weapons:

Fists: Shotgun (Ithaca 37): Minigun (GE M134 Minigun): Sandvich:
 * The Fists are simply large, meaty hands wearing fingerless gloves and curled into deadly weapons.
 * Damage Type: Blunt Force
 * A sawed-off Ithaca 37 "Shotgun" is the sidearm of choice of the Heavy.
 * Rounds: 12 gauge buckshot
 * Effective Range: 40 meters
 * Rate of Fire: Pump-Action
 * Magazine: 6 round internal tube mag
 * The Minigun, known affectionately as "Sasha", is an enormous Gatling-style machine gun with a large rotating barrel, based on the GE M134 Minigun, complete with a large white underslung ammunition case and two handles.
 * Rounds: 7.62×51mm high-velocity, custom-tooled rounds
 * Effective Range: Likely 800 meters
 * Rate of Fire: Fully Automatic
 * Magazine: 200 round ammunition case
 * The Sandvich is a half sandwich that the Heavy uses to regenerate health.
 * Made with white bread, lettuce, tomatoes, Swiss cheese, and an indeterminate meat that is referred to both ham and bologna by the Heavy. Topped with a green pimento-stuffed olive, pinned by a toothpick.
 * Regenerates full health in 4 seconds

Special Edges:
 * Near-Superhuman Strength and Durability: The Heavy can take more bullets than any human can take. He can also kill a man with a single punch, displaying extraordinary strength. He is also strong enough to carry a 330.75 pounds Minigun with little problem.

The Scout=

Born and raised in Boston, Massachusetts, the Scout is a fast running scrapper with a baseball bat and a snarky 'in-your-face' attitude. He is very rude, and seems to think he can handle anything. He often acts a lot tougher than he can actually prove to be, though he's certainly not weak.

Weapons:

Bat: Pistol (Walther PPK): Scattergun:
 * The Bat is an aluminium baseball bat sporting a rubber tape grip, a faded green oval label, and a large dent on its side.
 * Damage Type: Blunt Force
 * The secondary weapon for the Engineer and Scout classes, the Pistol is based on the Walther PPK, with an impossibly big 12 round clip.
 * Rounds: .32 ACP
 * Effective Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 12 round clip
 * The Scattergun is a short, double-barreled lever-action shotgun with a wooden handle.
 * Rounds: 12 gauge buck-shot
 * Effective Range: 25 meters
 * Rate of Fire: Lever Action
 * Magazine: 6 shell internal tube mag

Special Edges:
 * Super Fast: The Scout is the fastest mercenary on the battlefield. He can cut distances super fast and deal damage quickly.
 * Double Jump: The Scout has an unnatural ability to jump once and then jump again half-way in the air.
 * Hit-and-Run Fighter: The Scout is ideal for literal hit-and-run tactics for sapping away the enemies' health due to his ability to get in, do damage and dash away before even being targeted.

The Soldier=

The Soldier is a crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable of both offense and defense, and loyal to the United States Army, despite never being a member of the U.S. Army.

Weapons:

Shovel: Shotgun (Ithaca 37): Rocket Launcher:
 * The Shovel is a hand-held folding shovel, also known as an entrenching tool or spade, with a splintered handle.
 * Damage Type: Blunt Force or Hacking
 * A sawed-off Ithaca 37 "Shotgun" is the sidearm of choice of the Soldier
 * Rounds: 12 gauge buckshot
 * Effective Range: 40 meters
 * Rate of Fire: Pump-Action
 * Magazine: 6 shot internal tube mag
 * The Rocket Launcher is a typical rocket-propelling device with a protruding metal side and a wide exhaust port.
 * Rounds: Rocket-propelled grenade
 * Effective Range: 200 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 4 rockets internal tube

Special Edges:
 * Rocket Jump: The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health. This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout's double jump.
 * WWII Experience: When rejected by the U.S. Army during WWII do to his mental instabilities, he was able to sneak into Germany, taught himself how to utilize a large array of weapons and slaughtered a very large number of Nazi soldiers single-handedly.
 * Loyalty: The Soldier has a deep patriotic loyalty to the RED Team.

The Engineer=

The Engineer is a soft-spoken, amiable Texan with an interest in all things mechanical. He specializes in constructing and maintaining Buildings that provide support to his team, rather than fighting at the front lines.

Weapons:

Wrench: Pistol (Walther PPK): Shotgun (Ithaca 37): Sentry Gun: Dispenser: Teleporter:
 * The Engineer's Wrench is similar in appearance to a monkey wrench.
 * Damage Type: Heavy Blunt Force
 * Also used to build and repair Buildings
 * The secondary weapon for the Engineer and Scout classes, the Pistol is based on the Walther PPK, with an impossibly big 12 round clip.
 * Rounds: .32 ACP
 * Effective Range: 50 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 12 round clip
 * A sawed-off Ithaca 37 "Shotgun" is a common sidearm of the Pyro.
 * Rounds: 12 gauge buckshot
 * Effective Range: 40 meters
 * Rate of Fire: Pump-Action
 * Magazine: 6 shot internal tube mag
 * The Sentry Gun, also known as the Sentry Mechanical Firing Device, Sentry, Turret, or simply abbreviated to SG, is a building that can be constructed by the Engineer using the PDA, the Engineer's build tool. The gun itself is a tripodal device constructed of metal, team-colored paint, and a laser sight (when used with the Wrangler).
 * Weapons: High-Powered, Twin-mounted Gatling guns w/ Rocket Launcher
 * Rocket Launcher equipped when fully upgraded
 * Effective Range: Likely 500 meters
 * Rate of Fire: Automatic
 * Magazine: 200 rounds (Gatling guns), 20 rockets (rocket launcher)
 * The Dispenser, also known as the Dispense-O-Matic 9000 Provisions Dispenser, is a building that can be constructed by an Engineer using the Build Tool. The team-colored device is a sort of gas station pump with various supplies inside and a CRT screen with a gauge.
 * Provides ammo and health to allies
 * Teleporters, also known as Telemax Teleporters, are a type of building produced by the Telemax Corporation that can be constructed by an Engineer using the Build Tool. Two components make up a complete and functional teleporter set: the Teleporter Entrance and the Teleporter Exit. Both ends appear as devices painted team color that rotate quickly to form glowing, circular pads.
 * Teleports allies from one designated location to another

Special Edges:
 * Engineering Genius: All of the Engineer's machines were designed and built by the Engineer himself.
 * Loyalty: The Engineer is a very loyal member of the RED team, which is good as his gear is most effective when he is a good teammate.

The Demoman=

The Demoman is a scrumpy-swilling demolitions expert from the Scottish Highlands, and is one of the more versatile members of the team. A master of explosives, the Demoman strategically deals indirect and mid-range combat and massive splash damage. The Demoman uses his only good eye and the knowledge of his surrounding environment for well-timed detonations that send enemies skyward, often in many pieces.

Weapons:

Bottle: Stickybomb Launcher: Grenade Launcher:
 * The Bottle is a brown glass bottle of scrumpy marked with 'XXX' on the label and a year suggesting it was made in 1808.
 * Damage Type: Blunt Force w/ Cutting from glass shards
 * The Stickybomb Launcher is a modified grenade launcher that fires grenades that stick to anything, with a large magazine and wide barrel.
 * Rounds: Sticky Grenade
 * Sticks to walls and enemies
 * Effective Range: 200 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 8 grenade internal drum-mag
 * The Grenade Launcher is a multiple-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip.
 * Rounds: Time Grenades
 * Explodes if impacting an enemy unit or after set interval after being fired
 * Effective Range: 350 meters
 * Rate of Fire: Semi-Auto
 * Magazine: 6 round revolving cylinder

Special Edges:
 * Explosive Expert: The Demoman is an explosive expert, using careful precision and the environment to deal maximum damage.
 * Brutal: He is perfectly fine with blowing the crap out of people.

The Spy=

The Spy, hailing from an indeterminate region of France, is an enthusiast of sharp suits and even sharper knives. He relies on stealth and trickery to aid his team.

Weapons:

Knife: Revolver: Disguise Kit: Invis Watch:
 * The Knife, also known as the Butterfly Knife or Balisong, is a foldable butterfly knife with a handle clip and clip-point blade.
 * Damage Type: Piercing or Cutting
 * The "Revolver" is a Colt Python with a six-inch barrel and ivory grips, the Spy's primary weapon.
 * Rounds: .357 Magnum
 * Effective Range: 50 meters
 * Rate of Fire: Double Action
 * Magazine: 6 round revolving cylinder
 * The Disguise Kit, also known as the Spytron 3000 Disguise Kit, is an ordinary cigarette case that, in addition to six normal cigarettes, contains hidden Spy tech.
 * Used to take identity of enemy units
 * The Invisibility Watch, also known as the Invis Watch, is a piece of advanced technology embodied in a digital watch with a partially wooden face and a silver segmented wristband.
 * Used to turn invisible

Special Edges:
 * Master Spy: The Spy's unique set of gadgets and weapons make him perfect at going around unnoticed.
 * Back-Stab: The Spy is the master of literately stabbing people in the back and killing them instantly.

The Sniper=

Hailing from the Australian Outback, the Sniper is a tough and ready crack shot. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using his Sniper Rifle and its ability to instantly kill a target with a headshot.

Weapons:

Kurki: SMG (MAT-49/M1A1 Thomson): Sniper Rifle (Remington 700): Jarate:
 * The Kukri is a large, curved knife based on a machete.
 * Damage Type: Cutting
 * The Submachine Gun, often abbreviated as SMG, is a Frankinstine gun of the MAT-49 and M1A1 Thomson submachine guns.
 * Rounds: 9×19mm Parabellum
 * Effective Range: 50-100 meters
 * Rate of Fire: Automatic
 * Magazine: 25 detachable magazine
 * The Sniper Rifle is a bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath, based on the Remington 700.
 * Rounds: .308 Winchester
 * Effective Range: 800 meters
 * Rate of Fire: Bolt Action
 * Magazine: 25 internal magazine
 * Jarate, the "Jar-based Karate", is a standard mason jar filled with urine that is capped with a screw-on lid.
 * Thrown at enemy targets to cover in urine and glass
 * Urine weakens up enemies and make them more vulnerable to damage

Special Edges:
 * Crack Shot: The Sniper is a very skilled... well, sniper. Can hit more targets than any other sniper and can kill virtually anyone with a head-shot.
 * Patient: The Sniper knows that being a sniper requires patients so he learns to be very patient from time to time.

The Pyro=

The Pyro is a mumbling pyromaniac of indeterminate origin who has a burning passion for all things fire related. As shown in Meet The Pyro, the Pyro appears to be insane and delusional, living in a utopian fantasy world known as Pyroland.

Weapons:

Fire Axe: Shotgun (Ithaca 37): Flare Gun Flame Thrower:
 * The Fire Axe is the melee weapon of choice for the Pyro. It is a stereotypical fireman's axe with a red axe head, silver edge, and a wooden handle.
 * Damage Type: Hacking (Axe head) or Piercing (Pick end)
 * A sawed-off Ithaca 37 "Shotgun" is a common sidearm of the Pyro.
 * Rounds: 12 gauge buckshot
 * Effective Range: 40 meters
 * Rate of Fire: Pump-Action
 * Magazine: 6 shot internal tube mag
 * When the Pyro wants a sidearm that fits his love of fire, he will use a flared-end, single-shot team-colored flare gun.
 * Rounds: Flares
 * Sets individuals on fire
 * Effective Range: 10 meters
 * Rate of Fire: Single Shot
 * Magazine: 1 shot
 * The Flamethrower is the weapon of choice of the Pyro. It is a long metal pole connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle.
 * Primary Fire: Flaming Gas
 * Sets individuals on fire
 * Secondary Fire: Compressed Air
 * Sends enemies flying backwards
 * Effective Range: 50 meters
 * Rate of Fire: Cone of Fire
 * Magazine: 200 ounces of gas

Special Edges:
 * Fire-Retardant: The Pyro's asbestos-lined suit makes him fire-retardant. This means fire does not do as much fire as it does to non-fire-retardant people.
 * Usefully Insanity: The Pyro's insanity makes him very deadly to his enemies but not to his allies. That's nice.

The Medic=

The Medic is a Teutonic man of medicine. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team.

Weapons:

Bonesaw: Medi Gun: Syringe Gun:
 * The Bonesaw is a worn, large-toothed medical saw with a thick grey handle, similar to those that were once used during operations and amputations.
 * Damage Type: Sawing
 * The Medi Gun is a modified fire hose nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols.
 * Used to heal allies
 * Can "Overheal" allies
 * Also used to ÜberCharge allies
 * ÜberCharge makes allies utterly invincible for a limited time
 * The Syringe Gun is an oddly-shaped air-powered gun. Mounted on top of the weapon is a transparent cylindrical case filled with syringes, from which the projectiles it fires are apparently derived.
 * Rounds: Syringes
 * Effective Range: Roughly 100 meters
 * Rate of Fire: Automatic
 * Magazine: 40 shot detachable cylinder magazine

Special Edges:
 * Man of Medicine: The Medic use to be a legit medical doctor in till he lost his medical license do to his "questionable ethics".

Green Flue Infected (RvG)
The Infected is the name for those infected by Green Flu and have become feral, homicidal, zombie-like beings. They have lost any form of their humanity or memories, as well as their intellect, turning them into nothing more than animals.

Units (Green Flue)
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 and Abilites:

Unarmed Attacks:
 * The Common Infected utilize their hands and feet to cause bodily harm to others.
 * Includes punching, kicking and clawing

Special Edges:
 * Pack Strength: What the Common Infected lack in durability or intellect they make up in shear numbers. They tend to come in full force and work to bring targets down through shear numbers.
 * Full Speed: While not naturally fast, the Common Infected to tend to charge into fights in full sprints, charging their targets with all the energy in their body.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Boomer=

The Boomer is a Special Infected that vomits a special bile at Survivors, which temporarily blinds them and draws Common Infected to them.

Weapons and Attacks:

Slap: Bile: Explosive Death:
 * Boomers are capable of using its hands to claw people when in melee range. The result is more of a slap, though, as its chubby hands and blunt claws allow more for.
 * Damage Type: Blunt Force
 * The Boomers primary attack is vomiting its bile at distances. This bile can both temporarily disorient people and attract more Boomers.
 * Projection: Bile Stream
 * Effect: Disorientation and attracting common infected
 * If shot, a Boomer will explode in a blast of bile, having the same effect as with its bile attack
 * Projection: Explosion of Bile
 * Blast Radius: 2 meters
 * Effect: Disorientation and attracting common infected

Special Edges:
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

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 and Attacks:

Claws: Pounce:
 * The primary weapon of the Hunter is its claws, capable of ripping up flesh with speed.
 * Damage Type: Sharp Clawing
 * A Hunter will work to pounce onto its prey, pin them down and claw them in till the individual or the Hunter is dead.
 * Projection: Pounce Attack
 * Leaps onto target, followed up with pinning and constantly attack

Special Edges:
 * Enhanced Strength and Speed: The Hunter's mutations grants it enhanced strength and speed, granting it several capabilities superior to other Infected.
 * Super Jump: The Hunter can jump faster and farther than other infected.
 * Super Climbing Skills: The Hunter is capable of climbing up and over obstacles faster than other infected and with greater grace.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Smoker=

The Smoker is an ambush class that can strangle targets with its long tongue. As the name implies, Smokers also emit smoke when killed to impair Survivors' vision. A Smoker also will frequently cough, letting the Survivors know when he is in the area.

Weapons and Attacks:

Claws: Tongue Attack: Smokey Death:
 * Smokers use clawed hands to shred their enemies apart when close enough.
 * Damage Type: Blunt Claws
 * The Smoker's iconic weapons is a disturbingly long mutated tongue, which is used akin to a lasso. They then use the tongue's incredible strength to pull any human attacked towards the Smoker and his Infected friends, or up the side of a building to be strangled
 * Projection: Lasso Tongue
 * Wraps around target and pulls individual towards Smoker; location of Smoker has different results
 * If on even level: target is pulled into the Smoker and Smoker claws into the target
 * If on higher level, target is partially pulled up the side and is strangled by the tongue
 * If killed, the Smoker explodes in a cloud of smoke. This smokes obscures vision and causes agitation in the throat.
 * Projection: Smokey Explosion
 * Individuals in blast have obscured visions and agitated throats.

Special Edges:
 * Superhuman Tongue Strength: The strength of the Smoker's tongue is great enough to drag a 200 lbs adult male a long ways
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Jockey=

The Jocky is a small Infected that attacks Survivors by clinging to them from behind and literally riding the Survivor while attacking them. He can shift his weight around and cause the Survivor to stumble in his desired direction, giving this Special Infected a type of control over the Survivor.

Weapons and Attacks:

Claws: Jump-and-Ride:
 * Jockey's use their blunt claws as weapons when attacking humans.
 * Damage Type: Blunt Claws
 * The Jockey will use his super jumps and claws to leap up onto targets and ride them around. They can throw their weight around to steer targets towards hazards.
 * Projection: Ride
 * Leaps on target and steers them around
 * Used to steer targets into hazards

Special Edges:
 * Super Jump: The Jokey has incredible jumping abilities, allowing it to leap onto individuals very quickly.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Spitter=

The Spitter is a Special Infected that possesses the ability to spit a green ball of acid from long distances, which, upon hitting the ground, will expand into a large puddle and damage any organism who make contact with it. After spitting, however, the Spitter is temporarily paralyzed for a second, giving the Survivors a chance to kill her. Upon death, the Spitter leaves a similar, smaller kind of puddle that has the same effect on the Survivors.

Weapons and Attacks:

Claws: Acid Spit: Death Pool:
 * Like most other Infested, the Spitter uses claws for melee combat.
 * Damage Type: Blunt Claws
 * The Spitter's primary weapon is its acid spit, which creates a pool that burns those in the pool.
 * Projection: Acid Spit
 * Spit creates a pool of acid
 * Targets are damaged when in Acid pool
 * When killed, acid spews out of the Spitter and creates a pool of acid.
 * Projection: Acid Pool upon Death
 * Targets are damaged when in pool

Special Edges:
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Charger=

The Charger is a Special Infected with a huge mutated right arm with immense power and a tiny, shriveled and highly useless left arm. The Charger's main attack is charging forward and plowing into the Survivors. On a successful charge, he will grab and carry a single Survivor while knocking down the others. Once the Charger has hit a wall or other surface, or after he has run a certain distance, he will begin slamming his captive into the ground until an ally frees them.

Weapons and Attacks:

Giant Fist: Charge Attack: Slam Attack:
 * The Charger uses its giant mutated arm to punch enemies with immense force.
 * Damage Type: Immense Brute Blows
 * The Charger's namesake attack is its charge attack. It uses its powerful arm and deceptive speed to charge into enemies, ramming enemies around while grabbing hold of one of them.
 * Projection: Giant Arm Charge
 * Knocks enemies away
 * One target is grabbed
 * If it misses its attack and hits a wall, it will be stunned
 * After the charge attack, the Charger will stops after a certain distance or when it hits a wall and begins to slam the target onto the ground.
 * Projection: Multiple Slams
 * Keeps slanming target in till he/she is fully dead

Special Edges:
 * Enhanced Strength and Durable: The Charger's mutation gives it massive muscles and hardness in its torso, legs and right arm (though, its left arm is shriveled). This gives the Charger incredible strength and durability.
 * Charging Speed: While slow for the most part, the Charger can move incredible fast while in a charge.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Witch=

The Witch initally appears more normal than the others, having an audibal cry and frightened appearince. However, when startled, the Witch stands up and reveals her enraged face, long bloody talons and monsterous scream. He is among the most dangerous Infected, capable of downing an individual near-instantly. She concentrated on only one individual at a time, ignoring all others and completely open to fire from enemies.

Weapons and Attack:

Claws:
 * The Witch has long sharp talons that is used to tear people apart.
 * Damage Type: Sharp Claws

Special Edges:
 * Superhuman Durability: It is not explained how she is so durable but a Witch is almost as durable as a Tank.
 * Passive: Unlike most every Infected, the Witch is passive in till disturbed. This can come to her advantage as she is will be ignored, giving her a longer lifespan.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

Tank=

The Tank is the biggest and strongest of all the Infected and is reasonably fast, only slowing if hit with large amounts of constant damage. The Tank has incredible strength and resistance ― his punch can send individuals flying. He is also capable of throwing chunks of concrete that he rips out of the ground to momentarily stun (surprisingly not kill) individuals and dealing the same damage as a punch from a Tank.

Weapons and Attacks:

Giant Fists: Rubble Throw:
 * The Tank uses its giant fists as deadly weapons, crushing opponents and sending others flying.
 * Damage Type: Immense Brute Blows
 * Sends opponents flying
 * The Tank can pull massive chunks of rocks or concrete from the ground to fling at survivors.
 * Projection: Thrown Rocks/Concrete
 * Causes a lot of immense damage

Special Edges:


 * Superhuman Strength and Durability: The Tank is recognized for its strength and durability, capable of pushing cars around, pulls concrete out of the ground, withstand large quantities of bullets and survive a few explosives.
 * Charging Speed: The Tank is also able to move at great speeds while charging at immense speed.
 * Pain Resistance: The Infected do not feel pain. This does not make them any tougher but this allows them to not succumb to pain.
 * Fearless: The Infected do not appear to feel fear.

X-Factors (REDvDSG)
RED Team vs Green Flu Infected RED Team=

Heavy - Scout - Soldier - Engineer - Demo-man - Spy - Sniper - Pyro - Medic

Strength

95 - 75 - 85 - 75 - 85 - 75 - 75 - 85 - 75

Endurance

95 - 75 - 85 - 75 - 85 - 75 - 75 - 85 - 75

Agility

65 - 85 - 70 - 75 - 75 - 80 - 80 - 75 - 75

Speed

65 - 90 - 70 - 75 - 75 - 80 - 80 - 75 - 75

Intelligence

70 - 75 - 80 - 95 - 80 - 80 - 80 - 75 - 90

Brutality

65 - 90 - 75 - 75 - 75 - 80 - 80 - 75 - 75

Training

70 - 65 - 70 - 65 - 70 - 80 - 65 - 75 - 65



Infected=

Common - Boomer - Hunter - Smoker - Jokey - Spitter - Charger - Tank - Witch

Strength

75 - 60 - 80 - 80 - 70 - 70 - 95 - 120 - 90

Endurance

75 - 40 - 80 - 75 - 85 - 75 - 95 - 120 - 90

Agility

75 - 40 - 80 - 75 - 75 - 75 - 70 - 70 - 80

Speed

75 - 40 - 80 - 75 - 75 - 75 - 70 - 70 - 80

Intelligence

05 - 10 - 20 - 20 - 20 - 10 - 10 - 10 - 10

Brutality

65 - 90 - 75 - 75 - 75 - 80 - 80 - 75 - 75

Training

00 - 00 - 00 - 00 - 00 - 00 - 00 - 00 - 00

Who and What: The Units
There will be 1 of each member of the RED Team and 1 of each Special Infected, with 12 Common Infected joining them
 * RED Team: The Heavy, The Scout, The Soldier, The Engineer, The Demo-Man, The Spy, The Sniper, The Pyro, and The Medic




 * Green Flu Infected: 20 Common Infected, 1 Boomer, 1 Hunter, 1 Smoker, 1 Jockeys, 1 Spitter, 1 Charger, 1 Witch and 1 Tank

Common:

Why: The Reason
The RED Team are preparing a

Voting
A recommended style of doing this is to compare the two sides in this style:
 * Warriors: RED Team's mercenaries vs the Infected's various types
 * Armament: RED Team's firearms, melee weapons, gadgets and skills vs the Infected's mutated "natural" weapons and abilities
 * X-Factors: RED Team's
 * Collective: RED Team vs the Infected - Who Wins?

=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 (Plastic)

 * 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(Plastic)

 * 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(Luffy)

 * 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 (Luffy)

 * 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(D)
Melee: Crescent Longsword Ranged: Wooden Needles
 * 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 supernatural
 * Can be used single-handed or duel-wielded
 * 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 friction-induced heat

Gear 1: Cybernetic Horse Gear 2: Pendant
 * D rides a cybernetic horse with mechanical legs and other enhancements that grants it superior speed, strength, durability and stamina to natural horses.
 * 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 does not utilize super-advanced technology

Powers(D)
Dhampir Attributes= 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. 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. Magic/Supernatural Powers= 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.
 * 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 with ungodly grace, 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 and many vampires.
 * 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.
 * Vacuum: Utilizing a powerful vacuum from inside himself, 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.
 * 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.
 * Telekinesis/Psychokinesis: D is able to lift things with his mind and has used it to resist another vampire's telekinesis and kill him.
 * Mental Resistance: D has a supernatural resistance to illusions and mind control.
 * Anti-Regeneration Attack: 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 and 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.

Edges(D)
Skills= Unique Attributes= Weaknesses=
 * 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.
 * Determination: D's determination and strength of will allowed 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.
 * Experience: D possess centuries of combat experience. He has faced a wide variety of enemies, from mutants and monsters to vampires, demons and cosmic forces. 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.
 * 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 and Gear (Aluchard)
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 powerful 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

Gear: Unique Items
 * Alucard utilizes varies items that are harmful to vampires, such as 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)

Powers (Aluchard)
Unique Vampire Attributes= Alucard demonstrates attributes that are far more powerful than any other vampire around. Magic= Aluchard also utilizes a variety of magical abilities, from physical powers 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).
 * Superhuman Agility: The ability to defy gravity to an uncertain limit. He is also seen leaping impossible distances and can walk up vertical surfaces.
 * 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.
 * Shadow Manipulation: Manipulation of shadows into physical form, which he can then use however he wishes.
 * Intangibility: The ability to pass through solid objects.
 * 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.
 * Supernatural Sense: The ability to sense supernatural activity.

Edges (Aluchard)
Skills= Special Edges= Weaknesses=
 * 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.
 * Experience: Alucard possesses centuries of combat experience. While he usually relies on crushing his opponents with sheer power, he does at times use strategy.
 * Energy Limitation: Alucard's powers are likely limited to the number of souls he has. If he utilizes the a massive amount of energy, he loses much of his power and becomes more 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 while 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 uses up too much energy, he may 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 beginning, 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 in the realm of vampire slaying but I have to give it to Vampire Hunter D. Alucard has been around almost 500 years and has learned a lot, 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;">75 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 without a thought of guilt.

<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 at all times and never fall for mind games, 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 swordsmanship combat, though is not limited to it. 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;">250 Experience 99

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, demons and cosmic entities 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.

=Xemnu vs TBA=

Xemnu the Titan


Xemnu, the Living Titan, is an intergalactic, extraterrestrial criminal who has a massive build, a genius intellect and powerful powers of the mind. His first appearance on Earth was when his ship crashed landed on Earth and he was revived by electrician Joe Harper. Upon awakening, Xemnu reveals his true existence and takes over the world's population through global-wide hypnosis, crafting him a massive ship with a blast-off powerful enough to destroy the world. However, Joe was able to get out of the control, sabotaged the ship, and saved the world by trapping Xemnu in space. However, Xemnu would return to Earth and try to conquer it through varies means. Through time, Xemnu had gone up against some of the most powerful individuals across the Marvel Universe, including the Hulk, Dr. Strange, Namor, Moondragon and many more.

Powers(Xemnu)
Alien Physiology/Cybernetic Augmentation: Xemnu is an alien cyborg from the planet Titan and remains as one of the last surviving members of his race. His unique physiology and cybernetic enhancements grants him immense physical capabilities.
 * Superhuman Strength: Xemnu wields enough strength to create immense shock-wave in to the Earth with his bare fists and stand up to the Hulk in a fight, putting him well into the 100+ category.
 * Superhuman Durability: Xemnu's durability equals his mass strength. He is capable of taking an immense beating from the Hulk and is able to withstand the immense heat of lava without harm.
 * Energy Absorption: Xemnu can absorb certain forms of energy, like electricity, and increase his telekinetic and telepathic powers.
 * Vaper Form: If his body is destroyed, Xemnu is capable of changing to a cloud of scattered atoms. In this form, he is capable of flying faster than light-speed.
 * Host Possession and Transformation: Xemnu is capable of taking over a host body in his gaseous form. This victim seems to gradually become his new body, not as a temporary host but as a fully functioning body.

Mental Powers: It is unknown whether Xemnu's mental powers are do to his alien species, his cybernetics or something unique about him. No matter the case, Xemnu has proven to be powerful with the powers of the mind.
 * Telepathy: Xemnu stands as one of the most powerful telepaths in the Marvel universe.
 * Mind Control: Xemnu commonly use his telepathy to take over minds. When at his full power, Xemnu is capable of taking over the minds of every person on Earth through most materials. While he hasn't wielded this power for a while, his telepathy is still great, powerful enough to take over the minds of Wonderman, take control of several intergalactic monsters and force Red Hulk to beat himself to near death.
 * Incapacitation: Xemnu is capable of using his telepathic powers to incapacitate individuals. He has used this to render She-Hulk unconscious (twice) through telepathic suggestion. This is a feat as She-Hulk has shown resistant to telepathic attacks from Moondragon.
 * Telepathic Combat: Xemnu is capable of combating the telepathic powers of others, such as when he and Moondragon resulted in a push (with Xemnu ending it with a punch to Moondragon's face).
 * Mental Blocks: Xemnu's telepathic powers allows him to create mental blocks in people, limiting or even disabling an individual's powers or knowledge. Xemnu has used this on Doctor Strange to render him powerless for a short time.
 * Control over Machinery: Xemnu's telepathic powers also stem to machinery. How this works is unknown but should not be
 * "Mento-Blast": One of Xemnu's unique attacks, the Mento-Blast is a psionic concussive blast that is a combination of telepathic and telekinetic energy, allowing for a powerful attacks that injures individuals both physically and mentally. It is powerful enough to incapacitate Namor and even an early Hulk, before he obtained his full resistance to telepathy.
 * Telekinesis: Xemnu's mental powers also stem to the physical world. He is capable of moving massive objects through telekinesis, such as an asteroid to knock his ship towards Earth when he had little to no energy left.
 * Enhance Strength: Xemnu is capable of using his telekinesis to enhance his strength to greater levels.
 * Decent Reduction: Xemnu is capable of using his telekinesis to slow down descents from great falls, allowing him to survive.
 * Telekinetic Fields: Xemnu is capable of creating a shield-like field around himself to provide him with protection.
 * "Atmos-Sphere": Xemnu is able to create a sphere from his telekinetic field. It is controlled with his mind, provides levitation, is resistant to physical force and creates an atmosphere for Xemnu to breath in.
 * Psychic Aura: Xemnu is capable of creating an aura of psionic energy that grants him immunity to magic. He used this against Doctor Strange, making many of his powers useless.

Strengths and Abilities

 * Genius-Level Intellect: Xemnu is a genius in several areas of science. Noted sciences include:
 * Cybernetics and Robotics: Xemnu is capable of creating and controlling an assortment of advanced devices, robots and machines.
 * Aerospace Engineering: Xemnu knows an immense about intergalactic travel and aerospace engineering, such as how to build and pilot space crafts on his own.
 * Genetic Engineering: Xemnu is capable of cloning monsters to use as servants and even genetically engineering monsters of his own, such as Kluh. He has also found ways to change the genetic make-up of individuals, transforming them into members of his own species.
 * Above Average Hand-to-Hand Combatants: While he prefers to use his intellect, mental powers and creations/minions, Xemnu has proven himself to be a capable fighter, being able to take down individuals using his physical capabilities.

Weaknesses

 * Touching: When an individual is directly touching Xemnu, they are not effected by his telepathy.
 * Glotter: Xemnu has a need to gloat over people inferior to him. This was the fact with

=Roshi vs Gouken=

Master Roshi


Master Roshi is an ancient and wise martial arts master, and the developer of the trademark Kamehameha. Roshi was a student of the Master Mutaito, the founder and teacher of the Mutaito Training Academy. He also climbed Korin Tower in search of the Sacred Water but learn that obtaining it from Korin was the power-increasing process itself. He succeeded after three years of hard work.

Years later, Roshi would stand as one of the two remaining members of the Academy to survive the wrath of King Piccolo's children. After his master defeated King Piccolo with the Evil Containment Wave and died from the power drain of it, Roshi would find the Turtle School, a martial arts school that taught its students of physical improvement and going beyond the human limits rather than specific techniques. He would take in Grandpa Gohan, Ox-King, Goku, Krillin, and Yamcha. He would later meet and battle the great King Piccolo and tries to use the Evil Containment Wave, which fails only because container that was to be used closed prematurely and the wave drained Roshi of his ki and killed him. He was brought back through the use of the Dragon Balls after Shenron was brought back to life by Kami.

Though he seems frail, Roshi is actually a mighty warrior. He frequently wears a turtle shell that weighs around 50 pounds to 100 pounds. He also has his students wear these to enhance their abilities as they train. He is able to tap into his ki to unlock potential the average human does not wield, up into the superhuman level. He is also able to unleash his inner ki to produce powerful waves. His power matches his wisdom and teaching skills.

Powers, Abilities and Techniques (Roshi)
Powers= Ki Manipulation  - Ki is a unique inner spiritual power. It is consisted of Genki (Energy), Yūki (Courage) and Shōki (Mind). This means that the use of ki requires immense physical, spiritual and mental training. Master Roshi has mastered the power of ki and is able to use his ki to create energy waves, enhance his abilities and utilize other amazing powers.
 * Near-Superhuman Strength - Roshi has demonstrated incredible strength on a few occasions, such as moving a large rock that a normal human could't move.
 * Near-Superhuman Endurance - Roshi is able to take blows that would kill another man.
 * Superhuman Speed - Despite his incredible age, Master Roshi is capable of moving at speeds impossible by human standards. While testing Goku and Krillin, he demonstrates the ability to run 100 meters in 5.6 seconds. That's nearly 40 miles per hour!
 * Superhuman Reflexes - Master Roshi's reflexes have shown to be equal to his speed, as he is able to catch sub-machine gun bullets with relative ease.
 * Superhuman Agility - Master Roshi is able to leap heights that normal men cannot reach. He has demonstrated this in many fights.
 * Power Increase - Master Roshi is capable of enhancing his strength through a technique that increases his muscle mass by a decent level, granting him superhuman strength and endurance. This also enhances his ki wave's power.
 * Superhuman Strength
 * Superhuman Endurance
 * Ki Output Increase
 * MAX Form - Roshi is able to enhance his muscle build to the point of increasing his size, strength, durability and ki power to its maximum state but at cost to his speed and stamina.
 * Major Superhuman Strength
 * Major Superhuman Endurance
 * Major Ki Output Increase
 * Telepathy – Telepaty is the ability to channel one's thoughts to another being as to read or communicate with the other being's mind. Master Roshi uses this at the 21st World Martial Arts Tournament to read the mind of Nam who was in desperate need of water for his drought-ridden village. He later uses this to converse between himself and the Master Shen during the 22nd World Martial Arts Tournament, even if the conversation was merely exchanging insults.
 * Ki Sense: Ki Sense is the ability to sense others' power levels. Roshi is shown to possess this ability at various points in the series.
 * Ki Waves: Master Roshi is able to project ki energy in the form of waves, beams and blasts.

Immortality - Master Roshi has drunk the "immortality elixir", granting him immortality. This means he can not die from old age.

Gouken


Gouken is a highly skilled martial arts master and warrior. He and his brother Akuma were pupils to Goutetsu, a martial arts master who taught a martial arts rooted in Ansatsuken, an ancient and very deadly art. Gouken, however, decided to develop a sub-style that removes the leathel aspects of it. Akuma, on the other hand, succumbed to the power of Satsui no Hado and killed Goutetsu. This started a hateful rivalry between the two.

Gouken would start his own dojo to teach in the way of his non-lethal martial arts. He took in Dan as his first student but found that he seek to use this skill for revenge. Knowing that this may lead to him going the path of anger and evil, Douken kicks him out. He later adopts an abandoned infant, who he names Ryu and teaches him since he was a child. He later takes in Ken Masters as another student and the two youths learn the Ansatsuken-based style. However, Akuma appears to challenge him, with Gouken the merciful victor. After letting his students go to increase their strength on their own, Akuma returns for a rematch, with the raging demon supposedly kills his brother. However, Gouken survives through a technique that empties the soul of emotions, merely leaving him in a deep coma. He would reawaken to the surprise of Ryu and Ken and would fight to keep Ryu off the path of Satsui no Hado. Akuma becomes interested in fighting Ryu but Gouken would eventually fight Akuma once more and (presumably) defeated the raging demon.

As the preceding master of the martial art that Ryu and Ken practice and wield in the series, Gouken is nonetheless the originator and peerless practitioner of the toned down assassination martial art taught by Goutetsu. As seen in his moveset, Gouken has mastered the martial art to the point that he has grown to create techniques that better suit his own dynamics and philosophies, one that follows the use of both the Chikara no Hado and the Power of Nothingness for an effective and powerful form of self defense, rather than the violent and destructive form of the martial art that his brother wields with the Satsui no Hado.

Powers, Abilities and Techniques (Gouken)
Powers= Ki Manipulation - Much like his students, Gouken has learned the way of manipulating his ki to enhance his physical form as well as perform unique ki-powered maneuvers.
 * Near-Superhuman Strength - Through use of his ki, Gouken is given near-superhuman strength, more than enough to incapacitate his foes.
 * Near-Superhuman Endurance - Gouken has near-superhuman endurance along with his strength, capable of taking fatal blows without slowing down before giving in.
 * Superhuman Stamina - Gouken is also able to use his ki to increase his energy when in fights, giving him more stamina than any other human being.
 * Near-Superhuman Speed - Gouken is notably faster than normal humans. This is evident in his ability to keep up with Akuma in hand-to-hand combat, who is well known for his blinding speed.
 * Superhuman Reflexes - Gouken is able to process information faster than normal humans. His reflexes are nearly at level with the likes of Akuma.
 * Ki-Powered Attacks - Gouken can use his ki to perform extraordinary attacks that normal fighters cannot perform.
 * Ki-Sense (possibly) - While not demonstrated, Gouken is likely able to sense one's sense, much like his student Ryu.

Power of Nothingness - The Power of Nothingness is a state of consciousness transcending ordinary perspective, born through spiritual and mental refinement. It is the complete opposite of the Satsui no Hado. As such, it can only be used by a person of pure mind, compassion, mercy and peace. Such a person must have embraced the peaceful and spiritual aspect of the art to their fullest extent. Just like the Satsui no Hado, the Power of Nothingness makes a person unbelievably powerful. Gouken used this to save Ryu from the Satsui no Hado and to match Akuma in their third fight.
 * Superhuman Strength
 * Superhuman Endurance
 * Ki Output Increase
 * Survival of fatal injuries

X-Factors (RvG)
Roshi vs Gouken Physicality= 120 Strength and Endurance 100 Gouken likely holds superiority in strength and endurance compared to Roshi in his relaxed state. However, when in his Increased Power state, Roshi's strength and endurance likely matches and possibly surpasses Gouken's, and Roshi's MAX form easily wins out.

120 Speed and Reflexes 90 Both men are faster than normal men but Roshi falls in the area of superhuman, as the man can create afterimages, catch submachine-gun fire and sprint at 40 miles per hour.

100 Stamina 100 Both show levels stamina greater than the average person. Both have survived intense beat downs that would kill a normal man. However, both have their limits and can only fight for so long.

Mentality= 90 Intelligence/Wisdom 90 Both are incredibly wise men and geniuses in the area of martial arts. At the same time, though, Roshi is far older (the man is 300 years old) and has studied and taught martial arts far more than Gouken. At the same time, though, Roshi's goofy, perverted nature can get in the way at times. Gouken, on the other hand, does not have the stupid tendencies that Roshi has but cannot match his aged wisdom and studies.

85 Courage 95 Both warriors are willing to die when lives are on the line, especially those who are close to them. However, of the two, Roshi is much more likely to to stand down against someone stronger than himself.

60 Brutality 60 Neither warrior seeks to kill. Both men are able to see the good in people and know that blood-lust corrupt the souls of men. As such, both men seek to find the safest way to fight.

Tactical= 90 Training 85

95 Fighting Style 95

History= 150 Experience 95

=Humorous Battles= These are battles between enemies that are overtly cartoony.

=The Mario Bros vs The Prisoners (Battle Block Theater)=

The Mario Bros
The Mario Bros are the Italian plumber-duo of Mario and Luigi. Despite their job title of being plumbers, the Mario Bros spend more of their time rescuing Princess Peach, defeating Bowser and protecting the Mushroom Kingdom, as well as the entire world, from evil.

Mario is the "older" of the twins and is shorter and pudgier of the duo. He has super jumping and stomping capabilities, proving an effective tool against most of their foes. He is able to pick up uniqe mushrooms, suits and hats that grant him unique super powers.

Luigi is the "younger: of the twins but is also taller and thinner. He too has super jumping and stomping abilities, even more powerful than Mario's abilities. He too can utilize special mushrooms, suits and hats to give him super powers.

Abilities (MB)

 * Super Jump: The Mario Bros are capable of jumping up to two stories. Likewise, they are capable of surviving immense heights without taking damage.
 * Grab-and-Throw: The Mario Bros will commonly pick up things and use them against individuals
 * Stomp: Mario's and Luigi's stomp attack allows them to take out the majority of their enemies, including Gumbas and Koopa Troopers.
 * Butt Stomp: The Mario Bros are capable of doing a super butt "stump" that can destroy bricks.
 * Butt Slide: A Mario Bro is capable of doing a "butt slide" that can take out enemies through force of their slide.

Power-ups (MB)

 * Fire Flower: Allows a Mario Brother to launch fireballs that bounce across the ground towards an enemy
 * Ice Flower: Allows a Mario Brother to launch special snowballs that bounce across the ground and freeze anyone hit into a block of ice
 * Mini Mushroom: Causes a Mario Bro to shrink down in size, allowing them to fit in tiny areas and escape situations quickly.
 * Propeller Mushroom: Gives a Mario Brother a propeller helmet, allowing them to fly up in the air and glide.
 * Penguin Suit: Turns Mario or Luigi into their penguin form, granting them traction on ice and the ability to swim faster and slide more effectively. They also get the Ice Flower ability to throw snowballs that freeze enemies.
 * Tanooki Suit: Given to them when using a Super Leaf, Mario or Luigi are given the ability to fly and can do a spin attack using their tails.
 * Mega Mushroom: Transform Mario or Luigi into giants, granting them super strength, invulnerability and the able to destroy anything in their wake. However, the user is significantly slower.

The Prisoners
The Prisoners are individuals that are held against their will in the old Battleblock Theater, forced to partake in "acts", where they must battle varies enemies and avoid traps. They vary in looks but they all have the same capabilities.

Abilities (Pr)

 * Double Jump: The Prisoners have the ability to jump up and then jump again to get up farther. They also appear to be able to fall from any distance and not die.
 * Hand to Hand Combat: Prisoners have a wide variety of unarmed combat attacks. Includes but possibly not limited to:
 * Punch and Kick: Basic unarmed attacks
 * Push: Useful to get an enemy off and into a hazard
 * Powerslide: Allows for dodging obstacle and knocking enemies back
 * Karate Chop: When jumping up, can karate chop an individual down from above
 * Uppercut (Shoryuken): Can do a jumping uppercut, capable of sending enemies flying upwards

Weapons/Tools (Pr)

 * Acid Bubble: When used, the Acid Bubble will fire a green bubble that will dissolve characters if hit from the sides or bottom. If landed on it will bounce a character up a short distance and pop.
 * Airplane: When thrown, the Airplane flies generally in a straight line until it hits something. Upon hitting an object, it will crumple. Pressing the weapon button again while in flight or while it is crumpled will cause it to explode lethally after a short delay.
 * Boomerang: When thrown, the boomerang will fly out and back to its prisoner. If a prisoner or cat is hit, it will be stunned for a short time. The boomerang can also be used to grab gems and yarn from afar.
 * Dart Gun: The Dart Gun fires a dart that will stick to most surfaces and knock down characters it hits. Stuck darts can be used as platforms and will un-stick after a short time.
 * Disk: When thrown, the Disk has a long lobbing arc which will explode lethally a short time after landing. If a character is hit with the Disk they will be knocked down.
 * Dodge Ball: The Fan pushes all characters in a straight line backwards a short distance. Enemies closer to the Fan are pushed back farther. The Fan can also be used to deflect most weapons.
 * Fan: The Fan pushes all characters in a straight line backwards a short distance. Enemies closer to the Fan are pushed back farther. The Fan can also be used to deflect most weapons.
 * Fireball: When thrown, Fireballs will ignite characters they hits in a straight line. While ablaze, characters can touch other players (Friends and Foes) to set them on fire too. If a burning character does not reach a water source quickly, he dies, but touching water while afire will launch the extinguished player into the air.
 * Force Ball: When thrown, the Forceball floats horizontally for a short time while gradually ascending. At the end of its timer, it explodes, non-lethally pushing all characters away.
 * Frog: The Frog will walk in a straight line and up or down obstacles for 26 paces before exploding. If a character comes in contact with the frog, it will detonate lethally.
 * Grenade: Once tossed, a grenade will bounce for a short distance, then explode. If the grenade hits a character before the end of its timer, it will immediately explode.
 * Ice Cannon: The Ice Cannon shoots two ice cubes in a random trajectory. If the ice cubes strike a character, they will be frozen in a block of ice for a few seconds. While trapped in ice a player can still move laterally, although at a slower pace. Being attacked by a friend or foe will release the player.
 * Vacuum: When the Vacuum is activated it will pull objects and characters towards the player. Some projectiles like acid bubbles will also be sucked in harmlessly, although grenades that are vacuumed in will cause the Vacuum's owner to express immediate surprise, then explode.

X-Factors (MBvPr)
Mario & Luigi vs Prisoner

85 85 Strength 75

75 75 Durability 90

90 90 Jumping-Power 90

TBA
=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 fight some Crazy S**t=

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 not thousands, of innocent lives, or will the two 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
"Here comes DEADPOOL!"

- 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 85

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;">89 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;">85 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 85

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 85

Both Boba and Deadpool are very smart. Deadpool is fluent in Japanese, German, Spanish, Russian, Pashto, Urduamongst and other languages, can figure out if 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 jobs done but he typically f--ks around and make the situation worse.

<p style="text-align: center;">80 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 92

Neither one is afraid of death but Deadpool gets the win as his insanity and knowledge that most anything can't kill him makes it 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 next 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 around 66 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.