User:Wassboss/Sandbox

Wii Fit Trainer
"Let's get fired up!"

- Wii Fit Trainer.

Standard Moves
Neutral Attack: Thrusts her arm out, then her knees and then she stomps on the opponent.

Dash Attack: Slides across the floor in the Gate position.

Forward Tilt: Assumes the Dancer pose and hits the opponent with her arm and leg.

Up Tilt: Touches her toes with one arm and thrusts up with the other.

Down Tilt: Thrusts her knees forward in the Bridge pose

Forward Smash: Stomps forward and strikes to either side of her.

Up Smash: Raises her clasped hands above her head.

Down Smash: Gets on all fours and thrusts her right arm and left leg in opposite directions.

Neutral Aerial: Snaps her arms and legs together in a pincer motion

Forward Aeriel: Thrusts her arm and leg out diagonally.

Back Aerial: Double kicks behind herself.

Up Aerial: Waves her clasped hands above her.

Down Aerial: Stomps down with both feet in the Chair position.

Throws: Wii Fit Trainer grabs an opponent and does one of four throws; Serves the opponent like a volleyball. Throws the opponent behind her and jump kicks the opponent in the stomach. Hits the opponent upwards. Throws the opponent on the ground between her legs.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Wii_Fit_Trainer_(SSB4)#Moveset

Special Moves
Neutral Special: Sun Salutation. The WFT enters the Sun Worship pose and begins to charge up a yellow energy ball which when released will travel in a straight line towards an opponent. Damage and knockback varies depending on how long it is charged.

Side Special: Header. The WFT takes out a football and heads it sideways. The ball will bounce once in a long arc before disappearing, damaging any opponent caught in it's path. The initial headbutt can also damage an opponent and will meteor smash them. Does medium damage and minor knockback.

Up Special: Super Hoop. The WFT will twirl upwards by spinning several hoops around her body which carries her high into the sky. Does minor damage if an opponent is hit by the move.

Down Special: Deep Breathing. The WFT breathes in to create a pink circle around her torso with a larger blue outline which will begin to shrink in. If the WFT breathes out when the two circles connect then she will receive a minor heal and all her attacks are powered up for 7 seconds, dealing greater knockback and overall increasing her KO potential.

Final Smash: Wii Fit. The WFT assumes the tree position and yells one of several phrases which will release a multitude of multicoloured human silhouettes in the direction she is facing. The silhouettes will do minor damage but will do massive pushback and can hit the opponent multiple times.

R.O.B
"R-O-B, ROB!"

- Crowd cheering for R.O.B.

Standard Moves
Neutral Attack: Punches twice.

Dash Attack: Does a two-handed downwards swing.

Forward Tilt: Performs a leaning hook punch.

Up Tilt: Throws both arms up in a weightlifting pose.

Down Tilt: Pokes at the ground with both arms.

Forward Smash: Spins his head around and fires a short range laser forward.

Up Smash: Performs a handstand and fires his burners upwards.

Down Smash: Spins his arms around in a low-angled corkscrewing motion.

Neutral Aerial: Performs a somersault and uses his thrusters to fire a blast of energy.

Forward Aeriel: Swings his arm downwards.

Back Aerial: Shoots fire out of his burners behind himself, propelling him forward.

Up Aerial: An upwards, windmill arm attack

Down Aerial: Fires a laser blast downwards.

Throws: R.O.B grabs an opponent and does one of four throws; Pushes his opponent away. Flings the opponent behind himself. Grabs the opponent rises into the air and slams them into the ground. Drills the opponents head into the ground.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/R.O.B._(SSB4)#Moveset

Special Moves
Neutral Special: Robo Beam. R.O.B fires a beam of energy out of his eyes. The attack does minor damage and knockback but once it is used it takes 1 second to recharge and if the attack is used again before it recharges then R.O.B will instead shoot a much weaker and closer range attack. If the laser is left to charge for 20 seconds then it will become a much more powerful and damaging attack but the speed is decreased. This super charge does medium damage and high knockback.

Side Special: Arm Rotor. R.O.B spins around with his arms outstretched and finishes the move with a powerful uppercut. The spin itself does multiple hits and reflects projectiles back at an opponent.

Up Special: Robo Burner. R.O.B uses his burners to lift himself upwards until the fuel runs out when he will float back to the ground. Does no damage.

Down Special: Gyro. R.O.B will take out a spinning top and begin to spin it on the ground. R.O.B will then launch the spinning top as a projectile, damaging anyone who gets in it's path. The attack will do more damage the longer it is charged and after it's initial launch it can be picked up and used as a projectile by an opponent.

Final Smash: Super Diffusion Beam. R.O.B. transforms into a laser cannon and fires an intense beam of energy at the opponent. It starts off as a large beam which traps the opponent in place before splitting into four smaller one. The attack finishes with a powerful final blast which deals massive knockback to anyone caught in the beam.

X Factors
Strength: R.O.B=62/Wii Fit Trainer=70

Despite being a surprisingly heavy fighter most of R.O.B's attacks are not all the powerful and even his smash attacks aren't all that strong. The WFT may not appear to be very bulky but many of his smash attacks and special moves are very strong and they can be boosted even more by the use of Deep Breathing.

Speed: R.O.B=72/Wii Fit Trainer=66

R.O.B may not be particularly strong but he makes up for this with his attacks being quite quick to execute and his special moves being able to used fast in quick succession. The WFT is actually the faster of the two in running speed but her attack speed is about average.

Agility/Aerial Mobility: R.O.B=75/Wii Fit Trainer=85

As it would be expected, the WFT is a very agile fighter with many of her attacks being based off Yoga moves which require a great deal of flexibility to pull off and can often surprise an opponent with how she can attack them. R.O.B has some good aerial ability but on this ground his moves don't require a great deal of agility and his attacks are somewhat clunky.

Close Quarters Combat: R.O.B=75/Wii Fit Trainer=80

The WFT's mix of flexible standard attacks with powerful smashes makes her a good fighter in close range and she can hold her own well when the fighting gets up close and personal. R.O.B on the other hand suffers due to his weaker attacks and it can often be hard for him to land the finishing blow but his size and weight make him a difficult character to take down.

Ranged Combat: R.O.B=80/Wii Fit Trainer=78

Both bring a couple of ranged options curtsey of their special moves but R.O.B's are just quicker to use and more effective to combo with. The WFT's neutral special and side special are powerful moves but R.O.B's are both strong and quick to use and the reflecting ability of his side special help him to counter the WFT's projectiles more effectively than she can deal with his.

Brutality: R.O.B=40/Wii Fit Trainer=40

Both of these fighters act as aids to their retrospective games and do not actively engage in any form of combat in universes, serving to guide the player as opposed to do the work themselves. As such neither posses a high level of brutality.

Shulk
"I'm really feeling it!"

- Shulk

Standard Moves
Neutral Attack: A jab followed by a mid-level roundhouse kick followed by an upward lifting slash.

Dash Attack: Swipes his sword inwards as he draws from his shoulder.

Forward Tilt: Swings his sword in front of himself.

Up Tilt: Leaps in place and performs an arching swipe overhead.

Down Tilt: Swipes at his opponent feet.

Forward Smash: A two handed stab forward, striking with Monado's beam blade.

Up Smash: Slams his sword into the ground which activates the beam blade pointing upwards.

Down Smash: Spins his sword around himself on the ground.

Neutral Aerial: A circular, upward-arcing slash.

Forward Aeriel: An overhead, forward leaning slash.

Back Aerial: Thrusts his sword behind himself.

Up Aerial: Thrusts his sword upwards, revealing his beam blade.

Down Aerial: Performs a downwards thrust.

Throws: Shulk grabs an opponent and does one of four throws; Slashes them with a two handed attack. Stabs their midsection with his beam blade. Throws them in the air and stabs them. Slams them into the floor and back stabs them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Shulk_(SSB4)#Moveset

Special Moves
Neutral Special: Monado Arts. Shulk activates Monado Arts which he can use to access one of five specific abilities;

Jump: This art makes Shulk quicker and more agile in the air, as well as greatly increasing his jump height at the cost of taking more damage and knockback when hit.

Speed: This art increases Shulk's dashing speed and the quickness of his attack but massively decreases his attack strength and his jump height.

Shield: This art increases Shulk's weight which makes him incredibly difficult to damage or knockback but also greatly reduces his speed and damage output.

Buster: This art allows Shulk to deal greater damage with his attacks while also reducing his knockback which allows for easier comboing. However the damage he receives from attacks is increased.

Smash: This art gives Shulk a tremendous amount of knockback but deals minuscule amounts of damage while also increasing his own knockback from opponents attacks.

Side Special: Back Slash. Shulk lets out a cry of "Back Slash" and leaps forwards, performing a downwards slash attack. This attack does greater knockback and damage if it hits an opponents back but ordinarily does medium damage and knockback.

Up Special: Air Slash. Shulk leaps into the air with a cry of "Air Slash" and slashes upwards in an arching swing and at the height of his jump he can perform a second slash. Does minor damage and minor knockback with the initial slash and medium knockback with the second.

Down Special: Vision. Shulk activates his Vision ability to foresee an opponent next move and countering the attack with his sword, doing damage. The damage output and knockback of the counter is directly proportionate to the strength of the attack he is countering.

Final Smash: Chain Attack. Shulk will catch his opponent in front of him with a blue light which will transport them to a battle arena in which Shulk is joined by Duban and Riki. The three will then perform a series of attacks dealing minor to medium damage before Shulk launches them away with a charged Monado Slash

Marth
"I am a prince before I am a son or a brother."

- Marth

Standard Moves
Neutral Attack: Slashes Falchion twice in front of himself

Dash Attack: Performs a diagonal slash upwards.

Forward Tilt: Leans forward and slashes upwards.

Up Tilt: Swings his sword above his head in an arc.

Down Tilt: Pokes at the ground with his sword.

Forward Smash: Swings his sword in an arc from head to ground.

Up Smash: A direct thrust upwards.

Down Smash: Sweeps his sword on the floor on either side of himself.

Neutral Aerial: Performs two horizontal slashes around himself.

Forward Aeriel: Performs a vertical slash.

Back Aerial: Slashes behind himself with his sword in a vertical slash.

Up Aerial: Swings his sword in an arc above his head.

Down Aerial: Slashes below himself.

Throws: Marth grabs an opponent and does one of four throws; Pushes his opponent forwards, tripping them with his leg. Pulls an opponent over his outstretched leg to trip them. Throws his opponent into the air. Throws his opponent on the floor, making them bounce.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Marth_(SSB4)#Moveset

Special Moves
Neutral Special: Shield Breaker. Marth holds Falchion horizontally at chest level to charge up the attack and them unleashes a powerful forward thrust. As the name implies the attack cannot be blocked or shielded and does extra damage if the opponent is struck by the hit. Knockback and damage vary depending on how long it has been charged for.

Side Special: Dancing Blade. Marth performs a sideways slash which does minor damage. If it connects with an opponent then Marth can follow up with up to three more slashes, which vary in power and the type of attack which is performed can range from a flurry of jabs to a powerful upwards upper cut swing. Does minor damage with each hit but can combine to do major damage and knockback depends on the direction of the final swing.

Up Special: Dolphin Slash. Marth quickly swipes upwards with an arching slash which lifts them into the air. Does medium damage and low knockback although the attack is more powerful if the opponent is struck with the tip of the blade.

Down Special: Counter. Marth adopts a defensive stance and blocks any attack with his blade, which will make a chinking sound if struck. Marth then retaliates with an attack of his own, the damage output and knockback of which is directly proportionate to the strength of the attack he is countering.

Final Smash: Critical Hit. Marth raises his sword to the sky, catching the light and making it shine. He then dashes forward with blazing speed, smashing into his opponent with a powerful swinging slash. Does massive damage and massive knockback and is basically a one hit K.O move.

X Factors
''Note: Shulk's X Factor ratings are based on his standard non-monado arts abilities. Actual ratings may vary depending on if he's currently using Monado Arts. ''

Strength: Shulk=81/Marth=74

Shulk's sword Monado is a large and long sword and this gives him a powerful set of standard moves and his special moves also do high damage, with his counter being the strongest of any other character. Marth does have a couple of powerful special moves but his strikes designed to be quick and accurate as opposed to being powerful.

Speed: Shulk=70/Marth=81

As mentioned above Marth's fighting style is based heavily around the speed of his attacks and chaining them together to make up for their lack of strength. Shulk is by no means slow but his attacks can be sluggish at times and his dashing speed is about average whilst Marth is pretty quick on his feet.

Agility/Aerial Mobility: Shulk=77/Marth=80

Marth's quick attack and movement speed leads itself towards an agile fighting style and he is very nimble when on the ground and in the air his quick attacks allow him to juggle an opponent effectively. Shulk also has quite an agile fighting style but in the air his moves are a bit too slow to use and he just doesn't have the finesse that Marth has.

Close Quarters Combat: Shulk=87/Marth=87

Both of these fighters are expert swordsman and have honed their skills with a blade to become masters of close quarters combat.

Ranged Combat: Shulk=0/Marth=0

Neither of these fighters have an ranged attacks.

Brutality: Shulk=60/Marth=65

Both of these warriors are not shy with deadly force when it comes to battle but Marth wins out because he faces off against human opponents which better desensitises him to using it against another person. Shulk mostly fights against monsters or human controlled machines which don't have quite the same effect as fighting and killing a living human.

Jigglypuff
"Jigglypuff!"

- Jigglypuff

Standard Moves
Neutral Attack: Two quick slaps.

Dash Attack: A dive forward.

Forward Tilt: Spins once while kicking

Up Tilt: Performs a backwards kick upwards.

Down Tilt: Swipes out with her foot.

Forward Smash: Slides forward while keeping foot stuck out.

Up Smash: Performs an upwards headbutt.

Down Smash: Kicks outwards to either side of her body.

Neutral Aerial: Sticks her foot out while compressing her body.

Forward Aeriel: Performs a dropkick.

Back Aerial: Does a spinning backwards kick.

Up Aerial: Waves hand upwards.

Down Aerial: A spinning drill kick.

Throws: Jigglypuff grabs an opponent and does one of four throws; Puffs up to knock her opponent forward. Performs a backwards suplex on opponent. Spins and throws her opponent into the air. Throws the opponent on the floor and rolls on top of them.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Jigglypuff_(SSB4)#Moveset

Special Moves
Neutral Special: Rollout. Jigglypuff will begin to spin rapidly on the spot before launching herself forward. When she connects with an opponent it will knock them back as well rebounding Jigglypuff away from them and it can be charged for a more powerful attack. Does medium-high knockback and damage depending on how long it is charged for.

Side Special: Pound. Jigglypuff performs a powerful forward punch. Does medium damage and minor knockback.

Up Special: Sing. Jigglypuff will begin to sing, causing sound waves and music notes to emanate from her body. Any opponent in range will be put to sleep by the soothing melody. The length of the sleep depends on how injured they are, the more injured the opponent is the longer they will remain asleep. Does no damage.

Down Special: Rest. Jigglypuff will fall asleep for roughly three seconds. If Jigglypuff is right next to an opponent when activating the move it will do damage and knockback but the time frame for this is extremely small and if it fails to hit then Jigglypuff is left vulnerable for the remaining 3 seconds. Does massive damage and knockback.

Final Smash: Puff Up. Jigglypuff inflates herself to a very large size, pushing any opponent in her path away until she reaches her full size. Once this happens she let's out a cry of "Jigglypuff" and deflates herself, which causes a massive knockback and damage effect to any nearby opponent, launching them away from Jigglypuff. This effect will remain for the duration of the shrinking process.

Pikachu
"Pika Pika!"

- Pikachu.

Standard Moves
Neutral Attack: A quick headbutt.

Dash Attack: A leaping headbutt.

Forward Tilt: Does a double footed kick in front of itself.

Up Tilt: Swings tail above itself.

Down Tilt: Sweeps its tail in front of itself.

Forward Smash: Performs a thrusting headbutt which ejects a jolt of electricity.

Up Smash: Performs a back flip and swings its tail upwards.

Down Smash: Spins in place while surrounded by electricity.

Neutral Aerial: Curls in a ball and spins.

Forward Aeriel: Performs a corkscrew spin while surrounded by electricity.

Back Aerial: Spins around multiple times.

Up Aerial: Swings its tail above itself in an arc.

Down Aerial: Spins in a downwards corkscrew while surrounded by electricity.

Throws: Pikachu grabs an opponent and does one of four throws; Places the opponent on its back and shocks them. Performs a Tomoe nage throw on the opponent. Places an opponent on its head and headbutts them upwards. Jumps on the opponent after placing them on the floor.

Link for more detailed stats and further standard moves:

http://www.ssbwiki.com/Pikachu_(SSB4)#Moveset

Special Moves
Neutral Special: Thunder Jolt. Pikachu shoots an arching electrical jolt in front of itself. The jolt will travel in a straight line but when it reaches a wall of the edge of a platform it will continue up or around it, making it able to hit opponents even if they are not in the direct path. Does minor damage and knockback.

Side Special: Skull Bash. Pikachu will begin to charge up before launching itself forward at high speed with a battle cry, surrounded by electricity and the longer it charges up the more powerful the impact is. Does medium-massive damage and knockback depending on how long it is charged for.

Up Special: Quick Attack. Pikachu moves at warp speed in the direction desired, which does minor damage to anyone it passes through.

Down Special: Thunder. Pikachu lets out a cry of 'PIKA' before calling down a bolt of lightning, which damages any opponent in its path. It it connects with Pikachu it will create a large shockwave which deals extra damage and knockback to any opponent within range. Lightning does medium damage and knockback whereas the shockwave does high damage and knockback.

Final Smash: Volt Tackle. Pikachu transforms into a gigantic ball of electricity and can then fly around the area at high speeds doing minor damage to anyone it connects with. The ball can also send out a blast of electricity which does medium damage and high knockback.

X Factors
Strength: Jigglypuff=75/Pikachu=40

Speed: Jigglypuff=45/Pikachu=81

Agility/Aerial Mobility: Jigglypuff=90/Pikachu=84

Close Quarters Combat: Jigglypuff=65/Pikachu=76

Ranged Combat: Jigglypuff=0/Pikachu=40

Brutality: Jigglypuff=53/Pikachu=53

Nick Cutter vs Nick Burkhardt


Nick Burkhardt: The detective from Portland determined to keep peace between the human race and wesen.

vs.

Nick Cutter: The ARC's head scientist who searched for his lost wife Helen for over 8 years.

Who is deadliest.

Nick Burkhardt
"I know what you are."

- Nick, to various Wesen. Nick Burkhardt is a Grimm and detective for the Portland Police Department. He was orphaned at a young age when both his parents were killed in a car crash and was brought up by his Auntie Marie. Growing up, he was not exposed to any information regarding his Grimm heritage or the Wesen that surrounded him. He learned about these largely from his own experiences since 2011, which made him unique among Grimms and generally promoting the development of more socially acceptable interaction with all individuals.

Kanabo
 * -|Melee =

Length: 4 foot

Weight: 15 lbs Glock 17
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 375 m/s

Ammo: 17 Rounds Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

Weight: 7 lbs Colt M4A1
 * -|Assault Rifle =

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s

Weight: 7.5 lbs Doppelarmburst
 * -|Special =

Crossbow with bolts dipped in poison, which can knock a person unconscious.

Range: 45 metres

Nick Cutter
"You still don't get it, do you? That no matter how many times you interfere, you still can't get the result you want because evolution can't be bent to your will."

- Nick Cutter. Professor Nick Cutter's research is what first led the government to investigate the anomaly phenomenon. His mission is to make sense of the anomalies which are allowing creatures from the past, and the Future, to roam the modern world. For Cutter this is not just a professional mission, he has a personal interest. His wife, Helen Cutter, went missing and was presumed dead for eight years. After escalating events during a siege on the ARC, Cutter was shot in the chest by his wife Helen, but managed to survive long enough to pass on the Artefact to Connor, before dying.

Katana
 * -|Melee =

Length: 3 foot

Blade: 2.2 foot

Weight: 4 lbs SIG Sauer P226
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 760 m/s

Ammo: 15 Rounds Mossberg 590 Cruiser Range: 40 Metres
 * -|Shotgun =

Ammo: 8 rounds

Round: 12 Gauge

Weight: 7 lbs Heckler & Koch G36
 * -|Assault Rifle =

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs Harpoon Gun
 * -|Special =

High powered spear gun. Has enough power to penetrate crocodile armour.

Range: 10 metres

X Factors
Physicality: Burkhardt=85/Cutter=80

Nick Burkhardt wins out here for a couple of reasons. Firstly he's 5 years younger than Cutter and he's at a point where he is at a peak age for physical fitness whereas Cutter, being in his mid 30's, is coming up to a point where his body is just not as able as it once was. Burkhardt also has a physically demanding job, being a detective as opposed to a lecturer and his Grimm training has also helped to improve his physical fitness. Cutter is by no means out of shape but his line of work doesn't require a whole lot of physical activity and when he does have to exert himself he takes longer to recover.

Training: Burkhardt=87/Cutter=76

Nick Burkhardt as previously mentioned is a detective and thus has received a high level of training in firearms, police work, profiling etc. He's also got training in crossbows, swords and other such medieval weaponry from his Grimm training although a lot of it is self taught. Nick Cutter has some training with firearms and such but the bulk of his training is in more academic subjects such as archaeology and palaeontology which aren't as applicable to combat as Burkhardt's are.

Experience: Burkhardt=83/Cutter=83

Both of these guys have a good experience in there respective roles. Nick Burkhardt has been a detective for many years and his new found role as a Grimm has lead to him facing a variety of superhuman criminals. Cutter has been facing prehistoric creatures for the past two years and also has experience dealing with human fighters as well, most of which are militarily trained or psychopathic. Burkhardt's experience is more varied but Cutter has got more experience so it evens out roughly.

Intelligence: Burkhardt=79/Cutter=90

Nick Cutter is a highly intelligent individual with an extensive knowledge of prehistoric creatures and of anomalies. He is able to come up with plans and tactics on the spot and has saved his team-mates from certain death many times due to his quick thinking and has been shown to outwit government agencies, military groups and even his own nut-ball wife to get his job done. Nick Burkhardt is by no means stupid, he can pick up on the smallest clues at crime scenes and took to his Grimm training well but his knowledge is more practical than theoretical whereas Cutter has a good mixture of both.

Miscellaneous
Set between Season 1-2 of Grimm and Season 2-3 of Primeval.

The battle will take place in some woods on the outskirts of Portland. Nick Burkhardt is investigating reports of a humanoid beast in the area, which he presumes is a Wesen. Nick Cutter is also investigating the scene as an Anomaly has been detected in the area. Both of them have brought their cars where they are keeping some of their melee, special and Assault rifles. Both are armed with their Handguns and Shotguns.

The Spy vs James Bond


The Spy: The Ski Mask wearing assassin who is known for his sharp suits and even sharper knives.

vs

James Bond: England's finest and most famous secret agent who is prepared to do anything for his country.

Who is deadliest

The Spy
"This Spy has already breached our defences...You've seen what he's done to our colleagues! And worst of all: He could be any one of us."

- The BLU Spy on the RED Spy. The Spy is the master of stealth o in Team Fortress 2, helping gather intelligence and stab the backs of the opposing team. A Frenchman, The Spy is very charismatic, sarcastic, and most of all, romantic Often isolating himself from the rest of his team, the Spy is more comfortable around the other colour, using his Disguise Kit as well as his Invisibility watch to try and fool the less wise. A natural enemy of The Engineer, the Spy's sapper can shut down and break apart almost any electrical contraption with enough time, from blowing up pesky sentries to ripping dispensers into junk metal. However, the Spy doesn't aim to just sneak in on the other team for intelligence; he has the ability to instantly kill most people with a swift stab to the back.

Revolver
 * -|Main =

Range: 45 Metres

Ammo: 6 rounds The Ambassador
 * -|Secondary =

Range: 50 Metres

Ammo: 6 rounds Butterfly Knife
 * -|Melee =

Weight: 4 oz

Length: 11 inches

Double Sided Invisibility Watch
 * -|Watch =

One of the Spy's main assets in battle is his Watch, which allows him to become invisible for short periods of time, roughly about 10-15 seconds. It also allows him to move silently as well, making sneaking up on enemies all the easier. The Spy cannot attack while cloaked and must de-cloak in order to attack an enemy. De-cloaking makes a whooshing sound when activated and takes roughly 2 seconds to fully de-cloak, the same goes for cloaking. Disguise Kit
 * -|Special =

The Spy's other gadget is the Disguise Kit which allows him to disguise himself as an opposing team member, allowing him to infiltrate an enemy base undetected. His disguise is only dropped if he attacks an opponent, either through knifing or shooting. For this battle, the Spy will be able to disguise himself as either Bond himself or as one of his Secret Agent teammates.

James Bond
"The names Bond. James Bond"

- James Bond, introducing himself. James Bond is, without a doubt, one of the greatest espionage agents in the world. Bond works for MI6, the counter-intelligence branch of the British Secret Service. Although little is known about his personal history, he has performed special-ops missions across the planet, fighting against everyone from dictators and rogue agents to large-scale terrorist organizations and would-be world conquerors. Although he might seem a detached playboy at first glance, Bond is a trained killer, and is fully prepared for any task his country asks of him.

Walther PPK
 * -|Main =

Range: 50 Metres

Ammo: 8 rounds Smith & Wesson M&P
 * -|Secondary =

Range: 50 Metres

Ammo: 8 rounds Fairbairn-Skyes Dagger
 * -|Melee =

Weight: 8 oz

Length: 11.5 inches

Single Sided Wrist Dart Gun
 * -|Watch =

One of Bond's many watch based gadgets, the Wrist Dart gun is, as the name suggests, a dart gun disguised as a wrist watch which is activated by the users nerve impulses. It fires both armour piercing and cyanide-coated darts and has a range of about 5-6 feet.

Cigarette Rocket
 * -|Special =

This gadget is given to Bond by Tiger and is a miniature launcher, capable of firing a jet powered projectile. The effective range is roughly 30 yards and it's power is more than enough to kill a person if it gets a direct hit.

X Factors
Stealth: The Spy=89/Bond=87

Both of these warriors are very skilled assassins and can easily sneak through crowded enemy bases without being detected and eliminating their targets silently and efficiently. What gives The Spy the edge though is his Invisibility Watch and Disguise Kit which allow him more options to ambush his enemies and makes him even harder to detect.

Experience: The Spy=80/Bond=92

While The Spy does spend the vast majority of his time fighting against other mercenaries, they are always the same 9 types and so he doesn't get much variety with his opponents. Bond on the other hand has faced dictators, rogue spies, terrorists and even superhuman fighter such as Jaws and as such has a much greater variety in his experience.

Training: The Spy=75/Bond=90

Bond has received a great deal of training due to his position as an Secret agent and has received training in espionage, assassination, marksmanship, martial arts and stealth as well as physical training to improve his physique. The Spy's training has never really be touched upon and it's unknown whether he is self taught or has been trained by an external force but his skill with firearms and blades has presumably been learnt somewhere.

Precision: The Spy=86/Bond=86

As both The Spy and Bond require silence and undetectability to complete their missions, both have to be precise with their blows/shots in order to take down an opponent without drawing attention to themselves. Both are crack shots with a pistol and are able to to hit moving opponents in the head without much difficulty and both are skilled close quarters combatants, knowing exactly where to strike in order to achieve maximum damage, either to kill or incapacitate an opponent.

Miscellaneous
This battle will be a 5 on 5 with James Bond and 4 other agents vs The Spy and 4 other spies. All will be armed with there respective pistols and melee weapons but only Bond and The Spy will have access to their watches and special weapons.

The battle takes place in a military base and both sets of warriors have been sent to acquire secret documents. The base is still being used by the military and will have armed soldiers about, meaning that the warriors will have to avoid detection from them as well as eliminating each other.

Zombies (PvZ) vs The Infected (L4D)
The Infected: The Green Flu infected individuals whose only purpose is to kill humans.

vs

Zombies: Doctor Zomboss's Creation, out to get the brains of one determined home-owner

Who is Deadliest

The Infected
"It's them or us!"

- Coach, on the Infected. The Infected are Left 4 Dead's take on the classic movie and pop-fiction zombie. But rather than being undead, they are living humans who have been Infected by the Green Flu virus, causing massively increased aggression and loss of many higher brain functions such as speech and self-preservation. Unlike cinematic Zombies, those present in the Left 4 Dead series attack human victims but do not attempt to eat them.

Common Infected "Holy shit, zombies are real. I KNEW it"
 * -|Standard Enemy =

- Ellis.

The Common Infected are, as the name suggests, the most commonly encountered infected in the game. They can be found just sitting or standing about but turn aggressive when attacked or when exposed to loud noises such as gunfire or explosions. They are very fast, easily able to catch up with the survivors but are not very tough and a well placed bullet or melee swing is usually enough to take them down. Their attacks consist of punches and kicks and unlike other zombies in the media, do not try to eat their victims, suggesting their motivation is nothing more than mindless aggression.

Numbers: 150 Charger "He's bashing me into shit!"
 * -|Heavy Hitter =

- Ellis.

The Charger is a powerfully built member of the infected, most notably on his right arm, which has grown to massive size at the expensive of his left arm, which has become shrunken and useless. The Charger's main form of attack, as his name suggests, is charging at an opponent and grabbing hold of them, knocking aside any survivor standing near enough to be hit by the charge. He will then proceed to pummel his opponent into the ground until they are dead, at which point he must wait for his attack to recharge. He can also swing his arm as a club, which does high damage.

Numbers: 2 Boomer "Boomer, don't let it puke on you."
 * -|Exploder =

- Zoey.

The Boomer is a large, bloated infected and his large size helps him to store his main weapon; his Boomer Bile. The Boomer is capable of projectile vomiting which can be aimed to hit multiple targets with one stream. The bile obscures the view of any hit survivors and also has the added effect of attracting a horde to attack the coated victims. This attack needs to be recharged after each use. When the Boomer is killed they will explode, coating any opponent in the resulting area with Bile, attracting a horde and knocking the surrounding enemies back. The Boomer can also claw at an opponent, although it does very little damage. For this battle for every successful bile hit, the Boomer will attract 10 more common infected to the battle.

Numbers: 5 Hunter "Yeah, you better hide! Sweatshirt wearin' little wuss"
 * -|The Sneaky One =

- Francis The Hunter may look like like a common infected but in reality he's much more powerful.The Hunter is incredibly agile and is able to leap great distances, allowing him to cover ground quickly. The Hunter's main method off attack is to pounce on his opponent and once he has landed on an opponent he will start to tear into them until they are dead. The Hunter can also attack with his claws, which do heavy damage to an opponent.

Numbers: 4 Jockey "That ain't right for a man to be ridden like that."
 * -|The Strange One =

- Coach The Jockey has undergone severe changes due to the infection, acquiring a large amount of muscle mass on his upper body. His main form of attack is to leap onto an survivor, riding them and dragging them away from the group. The victim can resist but it will only slow down the Jockey rather than change it's direction. After the survivor is significantly damaged the Jockey will jump off, leaving the opponent incapacitated. For this battle, the Jockey will kill his victim rather than incapacitating them. The Jockey can be knocked off with a strong enough shove but this drastically cuts the recharge rate of his next pounce. The Jockey can also claw at an opponent with his hands, doing minor damage.

Numbers: 5 Witch "RUN LIKE HELL!"
 * -|Mini-Boss =

- Zoey The Witch is quite possibly the most dangerous off all the infected. The Witch will start off passive, sitting still and crying. If a survivor approaches she will growl and start to get agitated and if the person continues to disturb her or starts shooting at her she will launch an attack at the person who has disturbed her. Her initial attack will incapacitate her target and she will then proceed to swipe at them with her claws rapidly, doing massive damage until they are dead. For this battle once she has killed her initial target, she will move onto a new target and will continue in this fashion until either all threats are dead, or she is killed. The witch has abnormally high health and strength despite her small frame and can kill a person in a matter of seconds. For this battle she will have roughly the same health as the Robo-Cone Zombie.

Numbers: 1 Smoker "Smoker. He's gonna have to use that tongue to choke my foot out of his ass"
 * -|Ranged Attacker =

- Francis The Smoker is an infected with an extremely long tongue. His main method of attack is to launch his tongue at a target from a distance and once it is latched on, dragging them away from the group. Once dragged over to the smoker he will begin to claw at the survivor, killing them quicker. If the target gets blocked by something e.g. a building, then the smoker will just constrict the survivor doing damage. The tongue can be dislodged with a hard enough shove and the Smoker has to recharge his ability between each use. He can also claw at an opponent with his hands to do minor damage.

Numbers: 4 Spitter "So that's a Spitter, huh? Do you think she's single?"
 * -|Support =

- Nick The Spitter is possibly the most grotesque looking infected of the lot and her ability isn't much more pleasant. The Spitter has the ability to spit out a ball of acid from her mouth, which upon hitting the ground spreads out into a large pool. Any enemies caught up in the pool will be damaged for however long they stand in it or until the pool disappears after a few seconds. When the Spitter is killed she will leave behind a small pool of acid which has the same effect as her regular spitting attack.

Numbers: 5 Tank "Run or shoot?... RUN OR SHOOT?!"
 * -|The Big Bad =

- Louis

The Tank is the biggest and most powerful of all the infected. He has an immense amount of upper body strength and can easily pick up and throw people great distances and is able to smash cars at his foes to do massive damage. He also has the ability to rip out large chunks of the ground around him and throw them as a projectile attack. Once an opponent is incapacitated the Tank will move onto the next enemy but if there are none around he will continue to pound the downed survivor until they are dead. His huge size also makes him incredibly durable and he can soak up lots of bullets before he succumbs to his wounds. For this battle he will have roughly the same health as the Gargantuar.

Numbers: 1

Zombies
"Hello, we are about to launch an all-out attack on your house. Sincerely, the Zombies."

- Note from the Zombies. Zombies are reanimated, mindless, decaying corpses with a hunger for human brains. They are the main antagonists of Plants vs. Zombies, as the objective of the game is to prevent them from eating the player's brains. Zombies, like their defensive counterparts the plants, are varied in strength as well as speed, and command unique aspects which must be countered appropriately. Regular Zombie "This zombie loves brains. Can't get enough. Brains, brains, brains, day in and night out. Old and stinky brains? Rotten brains? Brains clearly past their prime? Doesn't matter. Regular zombie wants 'em."
 * -|Standard Enemy =

- Regular Zombie Almanac Entry

The Regular Zombie makes up the bulk of Zomboss's army. They are pretty much the classic zombie, slow moving and deadly in a group. The Regular Zombies main form of attack is to grab onto and munch on an opponent, in an attempt to get to the juicy brains stored inside. He can also attack with his arms, punching or pulling at an opponent.

Numbers: 150 Football Zombie "Football Zombie gives 110 percent whenever he's on the field. He's a team player who delivers both offensively and defensively. He has no idea what a football is."
 * -|Heavy Hitter =

- Football Zombie Almanac Entry

The Football Zombie is a much tougher version of the Regular Zombie. He is encased in football gear; Helmet, Shoulder Pads, Gloves etc. and this gives him extra protection against attack although if his helmet falls off his health restores to that of a regular zombie. His form of attack is the same as the regular zombie but he is considerably faster.

Numbers: 2 Jack in the Box Zombie "This zombie shivers, not because he's cold but because he's crazy."
 * -|Exploder =

- Jack in the Box Zombie Almanac Entry

The Jack in the Box Zombie is a zombie in a straight jacket carrying an explosive Jack in the Box which he wind up as he walks towards an enemy. Once he gets close enough the jack will pop out and blow up all surrounding foes including the Zombie himself and any of his teammates in close enough proximity. He cannot attack in any other way and if he is killed before his Box can detonate then the explosive will be deactivated.

Numbers: 5 Digger Zombie "Digger Zombie spends three days a week getting his excavation permits in order."
 * -|The Sneaky One =

- Digger Zombie Almanac Entry

This Zombie carries around a pickaxe and wears a helmet with a flash-light. As his name suggests he can dig underneath the ground, bypassing enemy defences and leaping up out behind the enemy lines. He is easy to spot because it's helmet sticks out of the ground as it digs but it cannot be attacked until he surfaces. He attacks similarly to a regular zombie but he also has access to a pickaxe which he use as a makeshift weapon to do extra damage.

Numbers: 4 Dancing Zombie "Any resemblance between Dancing Zombie and persons living or dead is purely coincidental."
 * -|The Strange One =

- Dancing Zombie Almanac Entry

The Dancing Zombie enters the battlefield moonwalking accompanied by his own jingle and spotlight. It will then turn around and summons 4 backing dancers which surround him, protecting him attack on all sides. They will then begin dancing towards the enemy and once they make contact, will begin attacking either by swiping with their hands or trying to eat their opponent. The backing dancers are the same health as a regular zombie but the dancing zombie himself is significantly tougher to kill. The dancing zombie will continue to summon backing dancers to replace any that are killed until he himself is killed. When he dies any remaining backing dancers will continue to attack until defeated.

Numbers: 2 (10 in total, including the 8 backing dancers) Robo-Cone Zombie "Zombie engineers considered the orange cone the height of zombie protective technology. It wasn't until they perfected the design for the Robo-Cone that someone remembered the bucket."
 * -|Mini-Boss =

- Robo-Cone Zombie Almanac Entry

The Robo-Cone Zombie is a zombie inside of a large cone shaped machine. This machine comes with a pair of grabber arms and a pair of metal jaws which the Zombie inside uses to do damage to an opponent. The jaws do significantly more damage than a regular zombie's bite and the machine itself is also much more durable. For this match-up he will have roughly the same health as the Witch.

Numbers: 1 Catapult Zombie "Of all the things Catapult Zombie could launch with his catapult, basketballs seemed like the best and most obvious choice."
 * -|Ranged Attacker =

- Catapult Zombie Almanac Entry

The Catapult Zombie is a large zombie riding in a catapult machine. Once within an area and range of it's weapon the Catapult Zombie will proceed to lob basketballs at a selected enemy until they are dead at which point they will move forward and pick out a new target to launch basketballs at until they run out of ammo. Once this happens they will just drive forward and run over any other enemies. The Machine increases this zombies durability but once it is destroyed the Zombie will be killed instantly in the resulting explosion.

Numbers: 4 Wizard Zombie "All the zombies agree, Wizard Zombie's powers of transmutation are impressive. But what they don't get is ... why sheep? Everyone knows it would be more helpful if the Wizard used his powers to turn plants into, say, more zombies. But yeah, no one is going to say that to his face."
 * -|Support =

- Zombie Wizard Almanac Entry

The Wizard Zombie is the only Zombie that makes no attempt to eat the player's plants. He instead uses his rod to fire a beam which turns any opponent struck into a sheep which will then just stand passive, unable to attack or contribute to the rest of the battle. He can do this an unlimited number of times until he is killed and his durability is above that of a regular zombie. His beam does have a recharge time of a few seconds during which he is vulnerable to attack.

Numbers: 2 Gargantuar "When Gargantuar walks, the Earth trembles. When he moans, other zombies fall silent. He is the zombie other zombies dream they could be. But he still can't find a girlfriend."
 * -|The Big Bad =

- Gargantuar Almanac Entry

The Gargantuar is the biggest and toughest of all the zombies excluding Dr Zomboss. He carries a large weapon, either a telegraph pole or a sign post, which he uses to crush any opponent in his way, killing them instantly. Upon going down to half health he will throw the Imp on his back at the enemies. This Imp is a much smaller and weaker version of a normal zombie. For this battle the Gargantuar will have roughly the same health as the Tank.

Numbers: 1

X Factors
Speed: Infected=85/Zombies=45

The Infected are the personification of the modern 'fast zombie' and all of the members can move quickly and fluently and are almost human like in their movement speed. The Hunter, Witch and Charger get special mention in terms of running speed and the Hunter is also very agile, able to jump from roof to roof with his incredibly long jumps. The Zombies are more like the traditional Romero zombies, they don't move very fast and their movements are also more clunky. The Football Zombie is the only one in this team who can move at anything quicker than a slow amble although the Digger Zombie can dig quite quickly but besides those two they are painfully slow.

Intelligence: Infected=85/Zombies=80

The Infected show an human level of tactical knowledge and the Special Infected can often been seen working together to attack survivors, playing to their strengths and covering their weaknesses to take on armed groups of survivors. They do lose a few points however main due to the lone wolf mentality of the Witch and the Blind Rage of the Tank and Common Infected which often lead to them getting in the way of the others more organised attacks. The Zombies also show a degree of human intelligence, many have learnt to use human equipment and weapons and even create their own tools to use. However there is still more of a horde mentality, a group of individuals rather than a collective force and they tend to attack in an unsynchronised manner which is what gives the Infected the edge.

Durability: Infected=79/Zombies=86

Durability is where the Zombies really shine. They have a lot of highly durable members such as the Football and Wizard zombies and even the regular zombies can take a fair bit of punishment before going down. The Infected have some very durable members such as The Witch, Charger and Tank but as a whole they are lacking. The Common Infected are notoriously weak and can be taken down with a single solid melee attack and the Boomer and Spitter can't stand up to much damage before going down. As a whole the Zombies are just more durable as a group whereas the Infected are split between very durable and not very durable which is what gives them a lower rating.

Endurance: Infected=75/Zombies=90

The Infected are a determined bunch but all of the Special Infected (with the exception of the Tank) have a recharge time between each of their respective abilities, suggesting a lack of ability to maintain an constant attack. They are hit-and-run, jump in, do damage and they run off to wait for another opportunity. The Zombies are much more direct and will keep going at an enemy with seemingly not break. The Wizard Zombie is the only one who has a particularly long break between attacks all the rest can attack constantly. The Common Infected are good at this too but their lack of durability means they can't keep this up for long and the Special Infected can maintain an attack with their basic slashes but these aren't very damaging. The Infected's saving grace is the Tank though who needs to constantly fight to keep himself alive and has very little recharge time in-between his attacks. He's not enough to save this catagory for them but he improves their rating a bit.

Strength: Infected=80/Zombies=82 

The Infected have some pretty beefy members with the Tank, Charger and Witch coming to mind especially. The Tank can easily pick up and throw people, the charger can bowl multiple people over and the Witch can incapacitate in a single blow. However, as previously mentioned the Common Infected are very weak and out of the other Special Infected the others are only about human strength or slightly above. The Zombies have some powerful members as well such as the Gargantuar and Robo-Cone Zombie and their standard units are also that bit stronger than their counterparts and this gives them a slender edge in this catagory.

Miscellaneous
Battle will take place in a large city complex.

Raiden vs Tanith Low
Raiden: The Ninja Cyborg, who fought against the patriots to protect the weak.

vs

Tanith Low: The Remnant possessed sorcerer, famed for her swordsmanship

Who is Deadliest "I said my sword was a tool of justice. Not used in anger. Not for vengeance. But now... now I'm not so sure. And besides.... this isn't my sword."
 * -|Raiden =

- Raiden. Raiden is a Liberian-American mercenary and former special forces soldier. Previously a child soldier under Solidus Snake, Raiden was later selected by the Patriots to test the S3 Plan at the Big Shell, as a new recruit to the reformed FOXHOUND unit. He later worked alongside the Paradise Lost Army in their anti-Patriot activities, but was captured and forced to undergo heavy cybernetic experimentation. After successfully escaping, Raiden went on to assist Solid Snake during Liquid Ocelot's Insurrection. He later joined the PMSC Maverick as a means to support his family, but entered the battlefield once more after rival group Desperado ruined one of their missions, leaving him injured.

Powers and Abilities "Come and have a go, if you think you're hard enough!"
 * Cyborg Body: Raiden has had his body cybernetically enhanced to improve his physical performance to far above that of a normal human. His cyborg body has given him to following attributes;
 * Superhuman Strength: Raiden has shown a strength level far superior to that of a normal human, able to pick up and throw large objects and opponents with ease and effortlessly pry open a gate with his bare hands. His most impressive display of strength was lifting the skyscraper sized blade from a Metal Gear Excelus and able to duel said Metal Gear with it and coming out on top.
 * Superhuman Speed: Raiden has also been gifted with superhuman speed, which allows him to run at high speeds, fast enough to scale walls without falling.
 * Superhuman Reflexes: Raiden has also displayed a quick reaction speed and is able to dodge quick sword attacks and punches as well as being able to easily block bullets with his sword.
 * Superhuman Durability: Raiden has shown himself more than capable of withstanding some brutal beat-downs, such as being pummelled by giant mecha's, being slashed by HF Blades, being hit with missiles and even falling from a cargo helicopter, landing without sustaining any injuries. His cyborg body allows him to heal minor injures quickly and his pain inhibitors allow him to avoid feeling pain during combat.
 * Skilled Acrobat: Even before his cybernetic enhancements Raiden was a proficient acrobat and is able to perform complex gymnastic techniques during battle and his cyborg body only serves to further improve his ability. He has been showcased running up vertical walls, flipping over enemies in combat and jumping great distances. He is also a skilled free-runner and is able to navigate cluttered environments without having to pause.
 * Master Swordsman:Raiden is an incredibly skilled swordsman, possibly the best in the whole of the metal gear universe. He has shown himself more than capable of taking on multiple opponents at once and has gone toe to toe with powerful cyborgs such as Sundowner and Monsoon and come out on top. His Blade is made of a high frequency material and allows him to effortlessly slice through steel and concrete, making his swordsmanship even more deadly.
 * Master of Stealth: Raiden makes several references to stealth being his speciality and has showcased this one multiple occasions, being able to sneak undetected through bases swarming with enemies and avoid detection from highly advanced cyborgs.
 * Skilled Hand-to-Hand Combatant: Raiden is also a skilled unarmed fighter and can hold his own against someone as powerful as Steven Armstrong with his bare hands.
 * -|Tanith Low =

- Tanith Low, just before a fight becomes rough.

When Tanith was a young girl, she was sent by her parents to become a hidden blade under the teaching of Quoneel. There, she learned combat, stealth and Wall-Walking as well as unlocking locks. She took the name Tanith after the first person she killed when in training. When she was old enough, she left Quoneel and the other students and became a mercenary and bounty hunter. After an encounter with Mr. Bliss where she nearly died trying to save his life, he took an interest in her and she began to work for the English Sanctuary.

Powers and Abilities
 * Remnant Enhanced Body: Tanith Low has been possessed by a Remnant, a small ghost like creature, which latches itself to a person's soul and takes control of them, while still retaining their skills and memories. This has lead to the following attributes;
 * Superhuman Strength: Tanith has an above average strength rating being able to flip a much larger and heavier opponent over her and send powerful sorcerers reeling with a punch. She has also been shown to carry a full grown person for several hundred metres without strain.
 * Superhuman Durability: Tanith has been the victim of almost constant injury since her first appearance in the series but yet has still managed to pull through. She has survived being poisoned, thrown off a moving car, stabbed through the stomach, being nailed to a chair and has had most of the bones in her body broken but still comes back as strong as ever.
 * Superhuman Agility: Already an accomplished acrobat Tanith's agility has been further increased by her remnant occupant. She has often been described as a flashy fighter, using elaborate kicks and twists to out manoeuvre her opponents and managing to work back-flips and cartwheels effectively into combat. She also has the ability to walk up walls which she makes great use of in combat and can even duel another swordsman will upside down.
 * Master Swordsman: Tanith is unusual among sorcerers as she prefers to focus on close quarters combat as opposed to her magic in combat. She has greatly honed her swordsmanship against various mages and supernatural creatures such as vampires and can fight and beat highly skilled swordsman. Her remnant only makes her more deadly and allows her to take on multiple opponents at once and come out on top. Her sword of choice is unspecified but appears to be a Katana and is sharp enough to easily slice of heads with ease.
 * Master Hand-to-Hand Combatant: As well as being a skilled swordsman, Tanith is also a highly skilled hand-to-hand combatant and can take on much older and more experienced mages such as Tesseract and hold her own and take on multiple opponents at once.
 * Magic: As previously mentioned Tanith prefers to use her sword in combat and so her magical abilities take on a more passive role. Her main power is to walk on walls which she uses to out manoeuvre opponents and make her way through crowded areas. She can also unlock any lock just by touch and can reinforce a door by putting her hand against it and saying 'Withstand', making it powerful enough to hold back even the strongest of mages.
 * Master of Stealth: Tanith has also shown a high level of stealth. She has been shown to be able to easily sneak in and out of heavily guarded and magically defended fortresses with ease and is a master of sticking to the shadows, getting close enough to a person to hear them breathing without being detected.

X Factors
Physicality: Raiden=95/Tanith=88

Raiden's cyborg body allows him to easily surpass the physical limits of a normal human and allows him to perform feats even the most athletic person would find impossible such as lifting up giant mecha's and deflecting bullets. Tanith is at peak physical condition and the Remnant that possesses her only makes her even stronger but it still comes nowhere near the level that Raiden is at.

Training: Raiden=87/Tanith=87

Both of these two have received intense training from an early age. Raiden was a child soldier in the Liberian Civil War where he learned how to use firearms and has since gone onto train in swordsmanship, stealth and how to control his cyborg body. Tanith was also trained from a young age and while her training is not quite as vigorous it is more varied and she has also been trained for longer which evens it up.

Experience: Raiden=87/Tanith=90

Raiden has seen almost constant combat throughout his life, from fighting as a child in the Liberian Civil War, to fighting the patriots are their metal gears, to fighting against World Marshall and their array of powerful cyborgs such as the Winds of Destruction. Tanith has also seen her fair share of combat against Mages, Vampires, Trolls and other powerful supernatural creatures and her travels as a bounty hunter/mercenary have seen her face off against an equally varied set of opponents. What gives her the edge though is her Age. Tanith is 93 years old and since she has been trained from a young age has probably been active for over 70 years whereas Raiden is, at the oldest, in his mid thirties and has not seen as much combat as Tanith.

Brutality: Raiden=95/Tanith=100

Raiden received the nickname 'Jack the Ripper' for his abnormally high kill rate compared to the other child soldiers and has shown a willingness to use excessive violence to achieve his aims but at the end of the day he's still a good man at heart and has show compassion and a willingness to avoid unnecessary violence. Tanith is a completely remorseless psychopath and has no qualms with killing and maiming anyone who stands in her way and will even betray her closest allies in order to further he own goals, all the while taking a sick glee in how depraved she can be.

Miscellaneous
This battle will be set after the events of Metal Gear Rising: Revengance for Raiden and during Death Bringer for Tanith Low.

The battle will take place in a war torn city in Africa, the same place Raiden's PMC is helping to restore order to at the start of Metal Gear Rising: Revengance.

The AMS vs The ARC


The AMS: The zombie fighting group of agents who fight tirelessly against the evil Goldman and his army of undead minions.

vs

The ARC: A team of zoology experts and scientists who protect the world from the mysterious anomalies and the creatures that come through them.

Who is deadliest

The AMS
"Hello, my friends from the AMS"

- Caleb Goldman. The AMS is an international organization. It appears to deal with zombie-related infestations, as shown in The House of the Dead: Overkill and after the Curien incident. Its true purpose is never stated, however, but it appears to be outside of other US Government organizations and/or jurisdiction. For example, when G confronts Papa Caesar, he specifically places him under "AMS Arrest". By 2019, following a world-wide outbreak of zombies, it is obvious AMS is no more.

Desert Eagle
 * -|Handgun =

Range: 50 Metres

Muzzle Velocity: 420 m/s

Ammo: 6 Rounds SPAZ-12
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

Weight: 8.75 lbs Steyr TMP
 * -|Submachine Gun =

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

Rate of Fire: 850-900 RPM Heckler & Koch XM8
 * -|Assault Rifle =

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 900 m/s Hand Held Minigun
 * -|Special Weapon =

Range: 1,800 metres

Has unlimited ammo but if used fired for more than about 10 seconds then the gun will overheat and the user will have to wait a few seconds before being able to fire again.

The ARC
"The battle continues; there is always a new threat. Whatever it is; we'll deal with it."

- James Lester, Head of the ARC. The Anomaly Research Centre (often shortened to the ARC) is an organisation, prominent during the 21st century, founded to work out why the anomalies are happening, research into any possible ways of prediction or control of them, contain the creatures coming through them and cover up any creature sightings to stop mass panic.

SIG Sauer P226
 * -|Handgun =

Range: 50 metres

Muzzle Velocity: 760 m/s

Ammo: 15 Rounds Mossberg 590 Cruiser Range: 40 Metres
 * -|Shotgun =

Ammo: 8 rounds

Round: 12 Gauge

Weight: 7 lbs Heckler & Koch MP5
 * -|Submachine Gun =

Range: 100 Metres

Ammo: 32 rounds

Weight: 6 lbs

Rate of Fire: 800 RPM M4A1 Carbine
 * -|Assault Rifle =

Weight: 7.5 lbs

Rate of Fire: 700-950 RPM

Range: 500-600 Metres

Ammo: 30 rounds

Muzzle Velocity 880 m/s EMD Rifle
 * -|Special =

Range: 600 metres

Fires a powerful magnetic pulse with enough power to take down a T.Rex and kill a normal sized human. Ammo is unlimited but the user must wait a few seconds between each shot for the rifle to recharge.

X Factors
Stealth: AMS=70/ARC=85

The AMS Agents aren't exactly known for their use of stealth and most of the time they just walk into a location full of zombies and just start blasting away. The ARC has to be much more careful in order to keep the anomaly crisis a secret from the public and must be stealthy in order to avoid detection from the various creatures that come through the anomalies.

Training: AMS=82/ARC=90 

The AMS Agents go through AMS academy where they learn things such as law enforcement and firearm use but most of their training is very field specific. The ARC is another branch of the military and as such all members have received military grade training which is more applicable to standard combat.

Experience: AMS=88/ARC=84

The AMS has been active for over 30 years and many of it's members have extensive experience in their field and routinely face powerful undead creations including some with supernatural powers. The ARC has been around for a much shorter amount of time and while many of it's members are ex-military most of their experience is against prehistoric creatures which is not the same as facing humans or magical beings.

Efficiency: AMS=90/ARC=79

The AMS manages to complete all of it's missions with minimal civilian casualties and can deal with massive zombie outbreaks in a few hours, most of the time with only two agents on the case. The ARC can usually deal with the creatures that come through the anomalies but this is usually after a couple of civilians have been killed and has lost many of it's key personnel over the years to various creatures and psychopaths.

Miscellaneous
This will be a 5 on 5.

The battle will take place in a mansion grounds. The AMS has been sent in after reports of zombie experimentation on the grounds and have a warrant for the owners arrest but have been warned about possible security forces. The ARC have detected an Anomaly on the grounds and have been sent to investigate.

Black Dynamite vs Isaac Washington
Black Dynamite: The smoothest and most badass vigilante, who is cleaning up the streets and taking it to the man.

vs

Isaac Washington: The foul mouthed detective, out the avenge the death of his father at the hands of Papa Caesar.

Who is deadliest

Black Dynamite
"DY-NO-MITE, DY-NO-MITE!"

- Black Dynamite's Theme Tune. Black Dynamite is the smoothest, baddest cat on the street. He’s also a former C.I.A. agent out to avenge his brother’s death. Whether he’s taking down drug dealers or sweet-talking foxy mommas, he’s the man on the streets out to stop The Man. In addition to being a former C.I.A. agent, Black Dynamite was also a veteran of the Vietnam War, as well as taking care of a Whorephanage, which consists of Whores and Orphans living under one roof.

Smith & Wesson Model 29
 * -|Close Range =

Range: 50 Metres

Ammo: 6 Rounds M3-A1
 * -|Mid Range =

Range: 90 Metres

Ammo: 30 Rounds

Weight: 7 lbs

Rate of Fire: 450 RPM Colt AR-15A2
 * -|Long Range =

Weight: 8 lbs

Rate of Fire: 700-950 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 948 m/s Cobray 37mm Grenade Launcher
 * -|Special Weapon =

Range: 400 metres

Rate of Fire: 6 RPM

Explosive Round

Isaac Washington
"I'm gonna rip your motherfucking balls off."

- Isaac Washington Isaac Washington is the foul mouthed detective out to avenge the murder of his father at the hands of Papa Caesar. He is extremely rude, foul-mouthed, and trigger-happy, punching a government agent within seconds of meeting him, and loves the "f-bomb" expletive, using it practically for every other word. He often threatens people with ripping their pussy/dick off, even if they have a lack of it. His pride is his (short-lived) car and in his music.

Desert Eagle
 * -|Close Range =

Range: 50 Metres

Muzzle Velocity: 420 m/s

Ammo: 6 Rounds Steyr TMP
 * -|Mid Range =

Range: 100 Metres

Ammo: 30 rounds

Weight: 3 lbs

Rate of Fire: 850-900 RPM Heckler & Koch XM8
 * -|Long Range =

Weight: 7.5 lbs

Rate of Fire: 750 RPM

Range: 500 metres

Ammo: 30 rounds

Muzzle Velocity: 900 m/s SPAZ-12
 * -|Special Weapon =

Range: 40 Metres

Ammo: 6 rounds

Round: 12 Gauge

X Factors
Training: Dynamite=85/Washington=80

Black Dynamite has served in the US Army and in the CIA as well as having trained in Kung Fu, giving him a wide variety of training in different skill areas. Washington has only really received police training which is nowhere near as extensive or varied as what Dynamite brings to the table.

Organisational Ability : Dynamite=75/Washington=68

Neither of these guys are really known for their tactical awareness, most of the time they just sort of walk into a place and start shooting. However Dynamite has been shown to formulate a plan and organise his troops well as showcased during his war on drugs and attack on Kung Fu Island. Washington is much more impulsive and only really shows a level of planning when fighting Boss mutants, where he has to hit a particular area to do damage.

Experience: Dynamite=88/Washington=86

As previously mentioned Dynamite has served in the CIA and the US Army and has seen combat in Vietnam as well as his battles against the various thugs and gangsters in the Hood. Washington has also seen a fair bit of combat both against criminals and the various mutants he comes across in his search for revenge. What gives Black Dynamite the edge though is the fact that most of Washington's combat is against the Undead who don't have nearly the same ability as fully functioning humans.

Quality of Troops: Dynamite=72/Washington=80

Both of these guys will be joined by their respective comrades; For Black Dynamite his Crew and for Isaac Washington the Police Force. Dynamite's crew is made up mostly of his fellow pimps with a few members of the Black Panthers and who for the most part have very little training and almost no experience out of fighting against criminals in the hood. The police officers Washington brings have more experience and better training due to their line of work and are used to going up against the exact people Dynamite is bringing to the battle.

Miscellaneous
This will be a 5 on 5.

The Battle will take place in the neighbourhood where Black Dynamite and his Crew lives. Isaac Washington and his team of Officers have been sent to arrest Black Dynamite for his various crimes.

Nikolai Belinski vs Miguel


Nikiolai Belinski: The Russian soldier who can't live without his vodka.

vs

Miguel: The Mexican who fights off zombies all while drinking Tequila.

Who is deadliest.

Nikolai Belinski
"I'm out of Vodka— I-I mean ammo."

- Nikolai Belinski Nikolai is a soviet soldier who was captured by Richtofen to combat the Nazi Zombies. He tends to crack jokes, intentionally and unintentionally. He seems to not care about his physical appearance and smell. However, at the darkest of times, he can also be vigilant and appears to have a very keen survival instinct. He likes Dempsey, and tends to despise as well as appreciate Richtofen at times but holds a deep hatred for Takeo.

Sickle
 * -|Melee =

Length: 14 inches

Weight: 275 g

Steel Blade M1911
 * -|Handgun =

Muzzle Velocity: 251 m/s

Ammo: 7 rounds

Range: 50 Metres Olympia
 * -|Shotgun =

Range: 40 Metres

Ammo: 20 rounds

Double Shot AK-74u
 * -|SMG =

Muzzle Velocity: 735 m/s

Weight: 6 lbs

Rate of Fire: 700 RPM

Range: 350 metres

Ammo: 30 rounds Dragunov
 * -|Sniper Rifle =

Round Size: 5.45x39 mm

Weight: 9 lbs

Range: 800 metres

Ammo: 10 rounds

Semi-Automatic Thundergun
 * -|Special Weapon =

The Thundergun is a large, cannon-shaped weapon that fires blasts of incredibly strong compressed air. The Blast is powerful enough to instantly kill a person from a close range and at a distance can throw a person off their feet. The Thundergun fires two rounds. M67 Grenades
 * -|Explosives =

Weight: 400 g

Blast Radius: 15 metres (although fatal damage is only likely to take place within a 5 metre radius)

Ammo: 4 Grenades

Miguel
"In case of zombie apocalypse: Keep calm and have some Tequila."

- Tequila Zombies Tagline Miguel was just a regular guy living in Mexico when the undead came back to life. Armed with a machete, an assortment of firearms and his trusty bottle of Tequila he battled though the night, eventually defeating the head zombie and escaping on a motorcycle. His victory was short lived however as he crashed his Motorbike after being attacked by a female vampire but is saved by a police officer named Jacqueline, the two survivors teaming up to save her town from the zombies.

Machete
 * -|Melee =

Length: 18 inches

1 lb

Steel Blade Glock 17
 * -|Handgun =

Muzzle Velocity: 375 m/s

Ammo: 17 rounds

Range: 50 Metres Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds Tommy Gun
 * -|SMG =

Muzzle Velocity: 265 m/s

Weight: 10 lbs

Rate of Fire: 650-1500 RPM

Range: 50 metres

Ammo: 30 rounds Barret M95
 * -|Sniper Rifle =

Round Size: 12.7x99 mm

Weight: 23 lbs

Range: 1800 metres

Ammo: 5 rounds

Bolt Action Tequila Fire Shot
 * -|Special Weapon =

Miguel drinks a bottle of Tequila and takes out a match, spitting the tequila over it and firing a massive ball of fire forwards. The Fireball is powerful enough to instantly kill multiple people if they get in the way. Rocket Guitar
 * -|Explosives =

Miguel takes out a guitar case and fires off four rockets into the sky, which fall back to the ground, creating a mortar effect. Each Rocket is powerful enough to kill a person with a direct hit with an effective blast radius of 15 metres.

X Factors
Experience: Nikolai=82/Miguel=70

Nikolai not only boasts considerable experience fighting against zombies but he has also served as a soldier in both of the World Wars, giving him experience in both living and undead combatants. Miguel on the other hand, has only been fighting the zombies for about 3 days and while the undead he faces are tougher it's nothing on the 15+ years of combat experience Nikolai has behind him.

Training: Nikolai=75/Miguel=50 

As a solider Nikolai has likely received a very formal and extensive and seeing as how it's Soviet training it was likely very demanding and brutal. Little is known of Miguel's past but it is presumed that he has little formal training if any and any skills he has in regards to firearms and such are likely self taught.

Audacity: Nikolai=80/Miguel=85 

Nikolai has proven himself to be quite reckless at times with his drunkenness and bravado making him willing to do whatever it takes to succeed. However when fighting Nazi Zombies a certain level of caution must be applied, you can't just run in all guns blazing and Nikolai can show restraint. Miguel on the other hand, regularly wades into massive hordes of zombies armed with melee weapons and shows little to no caution in combat, often putting himself into range of the undead's attacks.

Teamwork: Nikolai=70/Miguel=65

The Nazi Zombie crew is a rag-tag group of individuals, with most of the members mistrusting or even downright hating the other members, with Nikolai himself only really getting along with Dempsey. While this leads to bickering and a lack of respect they can still function as an effective group against zombies. Miguel and his teammates are basically thrown together, he just bumps into them during his drunken adventure and works with them to stop zombie threats. They seem to get along alright but during combat they tend to work alone, fighting off zombies individually as opposed to a team.

Miscellaneous
This will be a 4 on 4 (Nikolai, Dempsey, Richtofen and Takeo vs Miguel, Jacqueline, Jeff and a Los Lobos MC Texas gang member).

The fight will take place in a small town in Mexico.

Toad (Mario Warfare) vs Rama
Toad (Mario Warfare): The Bodyguard to the Mushroom Kingdom royal family.

vs

Rama: The rookie cop, willing to fight his way through an army of drug dealers to arrest his target.

Who is deadliest.

Toad (Mario Warfare)
"This...is for the princess."

- Toad. Toad was a loyal soldier to the King for years ever since being rescued by him as an orphan. On Invasion Day, he attempts to escort the royal family out of the castle. but he learns from a royal guard that the castle is completely surrounded by Bowser's troops. He escorts Princess Peach out of a ventilation shaft before being confronted by Bullet Bill, a minion of Bowser, who shoots him in the chest. With his dying breath he activates a series of Bob-ombs on his chest, blowing the two of them up. Hand-to-hand skills
 * -|Unarmed =

Toad has shown himself to be a skilled unarmed fighter. A link to such prowess is Here and here. Heckler and Koch Mark 23
 * -|Pistol =

Muzzle Velocity: 260 m/s

Range: 50 metres

Ammo: 12 rounds

Cartridge: .45 ACP

Semi-Automatic Dual MAC-10's
 * -|Main Firearm =

Muzzle Velocity: 366 m/s

Weight: 6 lbs

Rate of Fire: 1,090 RPM

Range: 100 metres

Ammo: 32 rounds (for each MAC-10 making 64 rounds overall)

Rama
"No... I'm done."

- Rama Rama is a rookie cop who, as part of a 20-man elite SWAT team, is sent on an assignment to arrest a well known and powerful drug lord named Tama Riyadh, who is holed up in a fortified apartment block in Jakarta. After an initially successful sweep of the first few floors, the majority of the team are killed by snipers after being trapped on the 6th floor, leaving Rama and a couple of other men alive. Rama is then forced to fight his way though a literal army of criminals, making a shocking discovery along the way. Hand-to-hand skills
 * -|Unarmed =

Rama has shown himself to be a skilled unarmed fighter. A link to such prowess is here. Sig Sauer P220
 * -|Pistol =

Muzzle Velocity: 760 m/s

Range: 50 metres

Ammo: 8 rounds

Cartridge: .45 ACP

Semi-Automatic Heckler and Kock HK416
 * -|Main Firearm =

Muzzle Velocity: 788 m/s

Weight: 6.5 lbs

Rate of Fire: 850 RPM

Range: 600 metres

Ammo: 30 rounds

X Factors
Experience: Toad=87/Rama=87

Toad has been a loyal bodyguard and friend of the King for years, serving him though the Kong Massacre and various other attacks from the various troops that Bowser sends against the mushroom kingdom. Rama on the other hand is a rookie but in his short time has faced a hideout full of highly skilled criminals, not once, but twice and come out on top. Rama has probably faced tougher opponents but Toad has been in service longer so it equals out.

Training: Toad=80/Rama=90

While a highly skilled gunman and unarmed fighter, it is unknown the extent of Toad's training although it likely he went through rigorous training in order to qualify for bodyguard to a royal family. Rama has a much more detailed and extensive training. He's received SWAT training, which would include strict physical, psychological and various firearms training and on top of all this he's also received a high level of hand-to-hand combat training.

Hand-to-Hand Skill: Toad=90/Rama=95

Both of these guys are incredibly skilled hand-to-hand combatants and are able to take on multiple opponents at once. Rama gets the edge though because he relies on his unarmed combat a lot more and has waded though entire fortresses of heavily armed and highly skilled fighters using only his bare hands, even being able to take on opponents armed with actual weapons and come out on top. Toad is good but he's not quite on the same level.

Firearm Skill: Toad=85/Rama=78

Toad's fighting style is based off a fictional martial art called Gun-kata; a form of combat which makes use of both Kung-Fu and firearms. As such he often incorporates firearms in his combat style and has been described as 'the fastest gun in the mushroom kingdom'. Rama has a degree of skill using firearms but he doesn't use them that often in the films, much preferring to rely on his own unarmed skills to win him battles.

Agility: Toad=85/Rama=80

Toad is a very acrobatic warrior, often using flips and jumps in combat and even in just general movement, using his quick movements to distract an opponent. Rama is much more practical and leaves the flashy stuff to other people but he has shown an occasional burst of flair when necessary.

Miscellaneous
The battle will be set after the events of Mario Warfare for Toad and after The Raid 2 for Rama.

The battle will take place in an abandoned warehouse. There is a big room in centre, full of crates and machinery which can be used for cover, and several adjoining corridors leading to other parts of the factory.

Nicholas Angel vs Jack Cloth
Nicholas Angel: The police officer who uncovered the deadly secret of Sandford.

vs

Jack Cloth: The former detective, who quit the force after his wife was murdered in an abandoned prop warehouse.

Who is deadliest.

Nicholas Angel
"Well, I wouldn't argue that it wasn't a no-holds-barred, adrenaline-fuelled thrill ride. But there is no way you can perpetrate that amount of carnage and mayhem and not incur a considerable amount of paperwork."

- Nicholas Angel on Point Break Nicholas Angel is a policeman who served in the Metropolitan Police Service for over 10 years, being one of their most successful employees. His sterling efforts were noticed by his superiors, who were worried that his exemplary work made the rest of the force look bad. To solve this problem the Police Chief transferred him to the small town of Sandford where he discovered a sinister plot to keep Sanford's perfect image.

Jericho 941
 * -|Main Sidearm =

Range: 60 metres

Ammo: 10 Rounds

Round: .45 ACP Taurus P290
 * -|Secondary Sidearm =

Range: 50 metres

Ammo: 10 Rounds

Round: 9x19mm Mossberg 500
 * -|Shotgun =

Range: 40 Metres

Ammo: 8 rounds

Weight: 7 lbs Heckler & Koch G36
 * -|Assault Rifle =

Range: 800 Metres

Ammo: 30 rounds

Muzzle Velocity 920 m/s

Weight: 8 lbs

Rate of Fire: 750 RPM

Jack Cloth
"I'll shake your hand... but don't expect me to hold you down and kiss you roughly on the mouth."

- Jack Cloth to Tom Boss Jack Cloth was a former detective inspector who quit his job after his wife was murdered in an abandoned prop warehouse. He is called back to investigate a new murder and is assigned a new partner; DC Anne Oldman. After more murders come to light he realises that the victims all served on the same jury, which convicted a man of killing his wife, a man who was released a few days before the first murder. As he rushes to stop the killer before he strikes again he finds that the case is not as straightforward as it first seems.

Glock 17
 * -|Main Sidearm =

Range: 50 metres

Ammo: 17 Rounds

Round: 9x19mm Heckler & Koch USP
 * -|Secondary Sidearm =

Range: 50 metres

Ammo: 15 Rounds

Round: 9x19mm Remington 870
 * -|Shotgun =

Range: 40 Metres

Ammo: 6 rounds

Weight: 7 lbs AR-15
 * -|Assault Rifle =

Range: 500 Metres

Ammo: 30 rounds

Muzzle Velocity 948 m/s

Weight: 8 lbs

Rate of Fire: 700-950 RPM

X Factors
Training: Angel=85/Cloth=80

Both of these guys serve in the British police service and despite being from different areas both would have likely received a very similar level of training. What puts Angel ahead is that as well as taking standard police training he has also trained in a variety of other areas such as Advanced Driving and takes part in many extracurricular activities such as fencing and judo.

Experience: Angel=80/Cloth=75

As a front lines policeman, Angel deals first hand with criminals on a daily basis and has shown himself more than willing to take a hands on approach to his job, chasing down and apprehending any criminals he comes across. Cloth would appear to be older but this is offset by his role as a detective, he doesn't spend as much time in active duty as Angel and he also took a substantial time off after the death of wife.

Brutality: Angel=50/Cloth=80

Angel is very orthodox in his approach to policing and does not use excessive force against the criminals he apprehends. Even when directly attacked by an aggressor he always tries to disable them non-lethally, such as shooting them in the arm or leg. Cloth has no such qualms and regularly beats up and threatens suspects in his quest for justice and has no problem in killing the criminals he comes across even going as far as to crush a gangster with a digger.

Creativity: Angel=75/Cloth=83

Angel is a very by the book police officer, stick to rules and regulations as laid out in police guidelines, rarely straying from the standard procedures. He does show a certain creativity in the final showdown at Sandford but even then it's mostly curtsey of other people as opposed to himself. Cloth is a lot more unpredictable and thinks outside of the box to catch the various murders he comes across and can improvise on the fly depending on the situation.

Miscellaneous
This will be a 4 on 4.

The battle will take place in the village of Sandford.

The battle is set after the events of A touch of Cloth 3 for Jack and after the events of Hot Fuzz for Nicholas.

Wesen vs Creatures (Primeval)
Wesen: The human sub-species, who inspired the fairytales written about by the brothers Grimm.

vs

Creatures (Primeval): The various creatures that travel through the anomalies through to the present day.

Who is deadliest.

Wesen
"I know what you are!"

- Nick Burkhardt to the various wesen he encounters. Wesen is a collective term used to describe the creatures visible to the Grimms. They are the basis not only of the fairy tales that the Brothers Grimm have compiled, but also of the many legends and folklore from many cultures. Outwardly they would appear to be normal people but they can reveal their true form to normal people through a metamorphosis called a woge. They were historically hunted down by a special group of people called Grimms who could see the Wesen for who they are. Blutbad "We're more of a throats first ask questions later kinda wesen."
 * -| The Iconic =

- Monroe.

Blutbad are perhaps the most famous of all the Wesen. There appearance is that of a wolf which has lead to them often being mistaken as werewolves by normal people. They were made famous by their regular inclusion in fairytales such as Little Red Riding Hood and The Three Little Pigs and are often considered the arch enemies of Grimms. When woged Blutbad grow hair around their face even if they do not have a beard and their eyes glow red. Their main form of attack is their sharp teeth and claws which can easily rip and tear into a person. They also posses superhuman strength and are able to easily pick up and throw a grown man with little effort and have even been shown ripping off a man's arm. They have also been shown to move quicker than an average person and also would appear to have superhuman durability, having shown to be shot in the back and still be able to flee from an enemy. However their physical abilities are greatly diminished when not woged, although they would still be considered stronger and faster than a normal person.

Numbers: 5 Schakal "They're baby eating bad asses man, what else do you need to know?!?"
 * -|The Canine =

- Monroe on Schakal

Schakal are a jackal like Wesen who are well known for their love of jewellery (which often leads to them being Jewel Thieves) and who are also notorious for eating human infants. They are naturally cruel and violent and are infamous for their untrustworthiness, even when working together. When woged they have a similar canine look as a Blutbad but their hair is thinner and their teeth are much thinner but are nonetheless powerful enough to rip out a person's throat. They are stronger than an normal person but their main physical asset is their agility and speed and they are easily able to outrun a normal person and have been shown to dodge crossbow bolts at close range. They are also highly skilled fighters and have been shown being able to go toe to toe with a Grimm, who are specifically trained to take on Wesen.

Numbers: 4 Siegbarste "Siegbarstes are hard to kill. Not only do they have really dense bones they have thick skin and body odour that could stop a train."
 * -|The Big Guy =

- Monroe on Siegbarstes

Siegbarstes are one of the most dangerous and feared Wesen around. Siegbarstes are physically imposing creatures and when woged they take on an ogre like form, with their skin becoming leathery and their faces distorted into angry stare. They are immensely strong and are easily able to pick and throw around people and wesen alike with little problem and can break bones and beat people into a coma with their bare hands. They are also incredibly resistant to damage due to their thick skin and dense bone structure which allow them to shrug off most physical attacks and even small arms fire and coupled with their high pain tolerance it makes them hard to take down. The only sure fire way to kill them is with Siegbarste Gift which calcifies their bones from the inside but they can also be killed with significant force although the chances of doing so are very unlikely. Unlike other Wesen, Siegbarstes retain their full strength and durability in their human form.

Numbers: 2 Spinnetod "We're plagued by a condition that causes rapid ageing. The only way to reverse it is to kill and suck the lives out of young men"
 * -|The Creepy Crawly =

- Charlotte, a Spinnetod

Spinnetods are a spider like Wesen, fittingly know as the Black Widows of the Wesen world. Originating in Japan, Spinnetod females go through a moulting process known as 'Le retour d'age' where they shed their skin over a period of 3 days, giving the appearance of rapid ageing. The only way to halt this is by feasting upon the insides of young men usually after seducing them. The Spinnetod will then vomit a digestive juice into the victims mouth to liquefy their innards which they will then suck out of the abdomen using their Chelicerae. When woged a Spinnetod's eyes turn fully black and the Chelicerae sprouts from the mouth which can be used either as a piercing tool or to vomit out the digestive acid. Spinnetods are also incredibly strong and are easily able to overpower and pin down much stronger men and wesen and have even been able to overpower a Grimm. They are also incredibly fast and agile and can climb perfectly vertically at great speeds like a real spider. Spinnetods can also regenerate lost limbs such as fingers but this process takes several days.

Numbers: 1 Fuchsteufelwild "This ill-tempered creature is small in stature but capable of horrible and cunning acts of violence. He has an immense ego for such a nasty little beast."
 * -|The Gremlin =

- An Excerpt from the Grimm Diaries. Fuchsteufelwild are a goblin like creature and are likely the inspiration behind the Rumpelstiltskin, in fact all Fuchsteufelwild names are anagrams of Rumpelstiltskin. They are highly intelligent creatures and enjoy setting up intricate games with unsuspecting victims all of which involve challenging the victim to guess the Fuchsteufelwild's name, killing those who cannot. When woged their skin becomes green and their features become more goblin like, with pointed ears and sharp fangs. Their most notably change though is their hands which fuses their fingers into two much longer digits with razor sharp nails which secrete a highly corrosive acid which allows the Fuchsteufelwild to easily slice through tough materials such as metal and glass and they can literally slice a person in half with a well placed swipe. As well as this they are extremely agile and are able to leap great distances and climb quickly. However they are not particularly strong, relying more on their intelligence and stealth to take down an opponent. They also have huge ego's and the thought of being outsmarted or losing their game is enough to turn them violent and they will commit suicide if they feel there is no way that they can win.

Numbers: 2 Königschlange "They have the ability to use their serpent tongues to check body temperature. They also have sharp fangs that release a deadly toxin in whatever they puncture."
 * -|The Reptile =

- An Excerpt from the Grimm Diaries. Königschlange are a particularly unpleasant creatures and are greatly feared throughout the Wesen community. They have a fairly extreme woge which turns their skin scaly and gives them a hood, which makes them bare a striking similarity to a cobra. They also sprout sharp fangs which they can use to inject a deadly toxin into their unfortunate victim. While the exact lethality is unspecified it can be assumed that the venom is at least as potent as that of a King Cobra, whose venom can kill an person in as little as half an hour. Königschlange also posses extremely quick reflexes much like real life snakes and can strike at lightning fast speeds, making their attacks very difficult to dodge. On top of this they are also very physically strong and are able to overpower a normal person easily and they can even go toe to toe with a Grimm. They also possess a great sense of smell and touch which makes them almost impossible to sneak up on and their ability to sense things such as body temperature and heartbeat make them as sort after as a living lie detector and to confirm if a person is really dead.

Numbers: 2 Hexenbiest "Witch-like creature that somewhat resembles a demon or goblin. They work at the behest of royalty and are identifiable by a dark birthmark under their tongues."
 * -|The Ugly Chick =

- An Excerpt from the Grimm Diaries. Hexenbiest are one of the more manipulative and treacherous Wesen and are greatly feared throughout the community due to their vicious temper. They are the inspiration for the stereotypical with found throughout various fairytales and are known to be skilled at mixing potions and for using cats in the schemes. When woged, Hexenbiest retain their human features but their skin decays to resemble that of a rotting corpse which is especially jarring as many are considered very attractive in their human form. Hexenbiest possess superhuman strength and are able to overpower a grown man a rip them apart with their bare hands. They are also shown to have a powerful form of telekinesis which they can use to pick up and throw objects such as knives with great accuracy and can even pick up and throw people great distances. They also use this as a minor form of mind control, forcing a person to stab or shoot themselves against their will. Hexenbiest can also create minor illusions to distract and enemy. Numbers: 1 Mauvais Dentes "They have a reputation for toying with their victims before killing them, much like a cat does with its prey."
 * -|The Feline =

- An Excerpt from the Grimm Diaries.

Blutbad 5 vs Future Predator 5

Schakal 4 vs Hyenadon 2

Seigbarste 2 vs Gorgonopsid 1

Spinnetod 1 vs Arthropleura 1

Fuchsteufelwild 2 vs Camouflage Beast 4

Königschlange 2 vs Tree Creeper 2

Hexenbiest 1 vs Terror Bird 2

Mauvais Dentes 2 vs Sabre-Tooth Cat 2

Dämonfeuer 1 vs Pristichampsus 1

Manticore 3 vs Raptor 3

Captain Blackadder's Men vs Dutch's Gang


Captain Blackadder's Men: The men commanded by the cunning Edmund Blackadder, who tries everything he can to escape his grisly fate.

vs

Dutch's Gang: The wild west bank robbers lead by Dutch van der Linde, stealing from the rich to give to the poor.

Captain Blackadder's Men
Captain Blackadder's Men are a company under the command of Captain Edmund Blackadder, part of the long Blackadder family which has spanned centuries dating all the way back to the 15th century. Captain Blackadder is reluctant to meet his fate in the inevitable 'Big Push' and tries everything in his power to avoid meeting an early death through deceit, trickery and cunning.

Captain Edmund Blackadder
Captain Edmund Blackadder is the last in the long and illustrious Blackadder Family, a family of individuals known for their great cunning and sharp wit. Edmund is not different to his ancestors and having joined to army to fight against unarmed natives in the Scramble for Africa and was appalled to find out during the outbreak of WW1 that he would now have to face an enemy who could actually fight back. He has since spent his time trying to find anyway he can to escape from his position from posing as a chef, to setting up an entertainment core and eventually resorting to feigning madness but in the end he cannot escape the 'Big Push'.

Lieutenant George


Lieutenant George is a upper-class officer serving under Captain Blackadder. George enlisted for the army on first day of WW1 along with his friends of the Trinity College Tiddlywinks, becoming an enlisted officer purely because of his upper class up bringing. Filled with a boyish sense of enthusiasm and patriotism is the only member of the squadron who relishes the idea of 'going over the top', hoping to face the Germans in a blaze of glory. Despite his education at a highly rated university he is remarkably unintelligent and often agrees with the innane plans of Private Baldrick, much to his Captian's annoyance.

Private S. Baldrick
"I have a cunning plan."

- Baldrick's Catchphrase. Private Baldrick is a hapless private of Captain Blackadder's platoon and resident cook despite being supposedly the 'worst cook in the whole world'. From a ancestry that dates back just as far as that of his captain Baldrick, like the rest of his ancestors, is a dumb as a post and his so called 'cunning plans' range from harmless misunderstanding to borderline suicidal. It is unknown why he signed up for the war although it likely he was forced into conscription and he is just fearful as 'going over the top' as Blackadder himself but his nonsensical ideas and musings often find him on the receiving end of Blackadder's annoyance.

Captain Kevin Darling
"Rather hoped I'd get through the whole show. Go back to work at Pratt and Sons, keep wicket for the Croydon Gentlemen, marry Doris... Made a note in my diary on the way here. Simply says: "Bugger.""

- Kevin Darling.

Captain Kevin Darling is the smarmy right hand man of General Melchett and shameless sycophant, using flattery to wriggle his way into an officer staff role to avoid actually performing any combat role. It is because of this that he is at loggerheads with Blackadder, who is envious of his 'cushy' role and safety it brings and acts as the only other intelligent mind to act as foil Blackadder's various attempts to get out of the trenches.

Weapons
Bayonet
 * -|Melee =

Length: 16 inches

Double Sided

Can be used as a knife or fitted onto the Lee-Enfield. Webley Revolver
 * -|Sidearm =

Round: .455 Webley

Muzzle Velocity: 190 m/s

Range: 45 metres

Ammo: 6 rounds Lee-Enfield
 * -|Rifle =

Round: .303 Enfield

Muzzle Velocity: 744 m/s

Range: 503 metres

Ammo: 10 rounds Browning M1917
 * -|Machine Gun =

Round: 7.62x63mm

Muzzle Velocity: 853 m/s

Rate of fire: 450 rpm

Range: 1,400 metres

Ammo: 250 Round Fabric Belt

Stationary Mills Bomb
 * -|Explosive =

Weight: 1.6 lbs

Blast Radius: 35 metres

Detonation Mechanism: Pin Pulled (4 second fuse)

Dutch van der Linde
"We can't always fight nature, John. We can't fight change. We can't fight gravity. We can't fight nothin'. My whole life, John, all I ever did was fight."

- Dutch to John Marston. Dutch van der Linde is the leader of the self named Dutch's gang. Originally the gang included John Marston, Bill Williamson and Javier Escuella but the gang disbanded after Dutch slowly began to slip into insanity. Dutch disappeared for many years until resurfacing as the leader of a gang of disenfranchised young Native Americans in West Elizabeth. Originally robbing banks to give money to those in need, Dutch's slip into insanity lead to him adopting a more nihilistic approach and he was eventually hunted down by his former friend John Marston, where he committed suicide to avoid being killed by the government.

John Marston
"Every man has a right to change, a chance of forgiveness."

- John Marston John Marston is a former outlaw and bandit. He ran with Dutch and his gang committing bank robberies, train raids, murders and other various crimes across the country until one day in 1906 a botched bank robbery ended with him being badly wounded and left for dead by his supposed comrades in arms. He took this as a sign to give up his outlaw ways and retired to a ranch in New Elizabeth with his wife and son. However this peace was not to last long when his family is kidnapped by Agent Edgar Ross as leeway to force John to hunt down and kill his former comrades.

Bill Williamson
"Things are different now, John. Now, I'm in charge! No more Dutch, and no more you!"

- Bill to John Marston Bill Williamson was a former solider who used to be in Dutch's Gang but after Dutch went insane Bill made his own gang which took up residence in Fort Mercer, an old abandoned military fort. John Marston was sent to apprehend him and after initially being shooting and injuring him, Bill was later forced to retreat to Mexico where he was kept under the protection of President Allende until Marston later caught up with him and executed him after being betrayed by Allende's regime.

Javier Escuella
"You were always the weakest, John! Always a puto!"

- Javier to John Marston

Of all of Dutch's old gang, Javier Escuella is the one whose past is the least known although like John Marston he was an orphan who was taken under Dutch's wing. After Dutch went insane he returned to his native Mexico where he worked as a hit man for President Allende and would later help Bill Williamson to hide after he fled John. Javier was later tracked down by John to a fort in Neuvo Parasio where after trying to talk John out of capturing him he attempts to make his escape out of a window but is ridden down and captured.

Weapons
Bowie Knife
 * -|Melee =

Length: 16 inches

Single Sided.

Can be thrown. Colt Single Action Army
 * -|Sidearm =

Round: .45 Colt

Muzzle Velocity: 292 m/s

Range: 35 metres

Ammo: 6 rounds Winchester Rifle
 * -|Rifle =

Round: .44-40 Winchester

Muzzle Velocity: 759 m/s

Range: 182 metres

Ammo: 8 rounds Maxim Gun
 * -|Machine Gun =

Round: .303 British

Muzzle Velocity: 744 m/s

Rate of fire: 500 rpm

Range: 1,400 metres

Ammo: 250 Round Belt

Mounted on back of Armoured Stagecoach. Dynamite
 * -|Explosive =

Weight: 1.5 lbs

Blast Radius: 24 metres

Detonation Mechanism: Fuse Lit (4 second fuse)

X Factors
Training: Blackadder's Men=77/Dutch's Gang=55

Blackadder and his men have been trained by the British army in order to fight the German Soldiers but it is likely George and Baldrick have only received basic training as they are both new recruits and the army was more concerned with getting them into battle than making sure they were properly trained. However this is still better than Dutch's gang who are mostly self taught and while Bill did serve as a soldier for a bit the other three learnt as they went along rather than getting any specific training.

Experience: Blackadder's Men=69/Dutch's Gang=76

While Blackadder's Men did serve in the trenches in WW1 they spent most of that time sitting idly around waiting for the order to go over the top and the one time they are involved in any combat they are killed pretty quickly. Blackadder has been serving in the army longer than the other three but this was mostly against unarmed savages than against a trained force. Dutch and his gang may not have been in any wars but they have spent a considerable amount of time robbing banks across the Wild West and have been in numerous fire fights with law enforcement and presumably other gangs as well.

Intelligence: Blackadder's Men=77/Dutch's Gang=72

Captain Blackadder and Darling are two incredibly intelligent and cunning men and are easily able to outsmart and trick the men around them in order to avoid going over the top. If it were just these two then the score would be in the high nineties but they are dragged way down by George and Baldrick whose stupidity and naïvety often hinder or outright foil many of Blackadder's plans. The members of Dutch's gang might not be particularly smart but they have all shown at least some tactical thinking especially Dutch and Marston and are not dragged down by any member being especially stupid.

Brutality: Blackadder's Men=70/Dutch's Gang=90

Being career criminals Dutch's gang are not adverse to shedding blood in their and will cripple, kill and rape in order to achieve their goals. While they are soldiers and are expected and trained to kill, Blackadder's Men rarely kill anyone throughout their time in the trenches and George and Baldrick are much to kind hearted to cause any malicious damage to anyone.

Miscellaneous
This battle will take place in a one of the battlefields on the western front. There will be a large trench next to a dirt road with plenty of cover from abandoned artillery and trench defences. Blackadder's Men will start off in a trench and Dutch's Gang will be travelling along the road in an armoured stagecoach.

Desperado Enforcement LLC.
'''Desperado Enforcement LLC. '''is a private military company which specialises in providing cyborg weaponry, combatants and support to anyone willing to pay them. While the de facto leader is Sundowner the entire business is actually just a front the the crazed Senator Armstrong's darwinist utopia and Desperado regularly supplies terrorists and criminals in order to create a war economy and get Armstrong elected to President. The current members are; Steven Armstrong "Alright...the truth, then. You're right about one thing -- I do need Capital, And Votes! Wanna know why?! I have a dream!That one day, every person in this nation will control their own destiny! A land of the truly free dammit! A nation of action not words -- ruled by strength not committee! Where the law changes to suit the individual, not the other way around! Where power and justice are in back where they belong, in the hands of the people! Where every man is free -- to think --to act -- For himself! Fuck all these limp-dick lawyers, and these chicken shit bureaucrats! Fuck this 24/7 internet spew of trivia and celebrity bullshit! Fuck American Pride -- fuck the media -- Fuck - all of it! America is diseased -- rotten to the core...there's no saving it... We need to pull it out by the roots! Wipe the slate clean -- burn it down! And from the ashes a new America will be born! Evolved but unchained! The weak will be purged -- and the strongest will thrive -- free to live as they see fit! They'll make America great again!"
 * -|Leader=

- Steven Armstrong to Raiden

Steven Armstrong was a United States Senator representing the U.S. state of Colorado, as well as a candidate for the 2020 United States Presidential Election. He was also the benefactor for World Marshal Inc., as well as its de facto CEO.Armstrong was born and raised in Texas. Prior to pursuing politics, Armstrong played college football for the University of Texas, but joined the United States Navy due to a desire to serve his country, which also sacrificed his professional football career. However, although a member of the Navy, he never saw actual combat during his time in the service.

Powers and Abilities
 * Nanomachine Infused Body: Armstrong's entire body is composed of nanomachines. These nanomachines would harden different parts of his skin in response to physical trauma, with the side-effect of turning the affected areas black. Armstrong powers up his nanomachine technology by drawing in metal dust from any nearby metal object. These nanomachines give him several powers including;


 * Superhuman Strength: Armstrong was already a physically strong fighter before his nanotech infusion but the technology has increased it to superhuman levels. He has been shown to easily overpower other powerful fighters, can pick up and throw debris from a giant mecha and break Raiden's HF blade, all with his bare hands.


 * Superhuman Durability: As previously mentioned Armstrong's skin hardens in response to physical trauma which makes him incredibly durable. Blunt Trauma has no effect on him, sword strikes are mostly useless and even rocket launchers do very little to damage him. His nanomachines also give him a high healing ability to complement his durability and he has been shown to reattach his arm after it was sliced off in a fight.


 * Pyromancy: Armstrong is able to generate fire which can be used to enhance his physical attacks and create powerful explosions of fire by punching the ground.


 * Form a Blade: When Armstrong had his arm chopped off he was able to form a blade of nanomachines from where his arm should have been which he can then use as a weapon.

There are ,however, a couple of drawbacks to this technology. Firstly, the powering up process requires a great amount of metal and Armstrong is unable to attack or defend himself during this process. His nanomachines are also incapable of reacting to a sudden change in attack style e.g switching from blunt trauma to slashing and rapid attacks can also bypass the natural hardening suggesting that Armstrong has to be aware of the type attack being used in order for it to be most effective. His Nanomachines also have a limited battery life and if a battle goes on for too long then they will power down, leaving Armstrong more vulnerable.


 * Skilled Hand to Hand Combatant: Armstrong is shown to be a skilled hand to hand combatant and has been shown to easily beat skilled swordsmen with his bare hands. His fighting style is based heavily off wrestling moves and football moves as opposed to intricate or precise blows.

Sundowner "All we're saying is......give war a chance."
 * -|Second-in-command=

- Sundowner Sundowner was born in Alabama to a poor family. Although he had decent grades throughout school and was described as being a solid student, he never had the money to go to college, so he served in the military instead and participated in the Invasion of Panama, the Gulf War, the Iraq War, and Afghanistan. By 2008, he dropped out of official military service and served as a mercenary for various PMCs up to and during the advent of SOP.He was forced out of the battlefield for a few years after being hit with an IED, although he regained participation shortly after gaining a cyborg body. At some point he became the De Facto leader of Desperado Enforcement LLC.

Powers and Abilities Jetstream Sam "I see... you deny your weapon its purpose! It yearns to bathe in the blood of your enemies, but you hold it back!"
 * Cyborg Body: Owing to an explosion which destroyed most of his body, Sundowner underwent an operation to become a cyborg. This new cyborg body has increased his strength, agility, speed, reactions and durability significantly. Sundowner is strong enough to pick up a full grown man with almost no effort and lift and swing a lamp post as a weapon and durable enough to withstand several blows from a HF Blade.
 * Explosive Shields: Sundowner also has six shield-like platforms in the sockets on his back. These shields are explosive reactive armour that could repel attacks, doing damage to the person inflicting the blow. He can also use it as an offensive weapon, making use of his enhanced speed to charge at an enemy with his shields up.
 * Bloodlust: Sundowner's primary weapon is a pair of HF machete blades called Bloodlust. The two blades are the exact same length and can either be used as two separate swords or can be put together to create a shears-like contraption which functions as a giant pair of gardening shears.
 * Skilled Swordsman:Sundowner is a skilled swordsman as showcased in his fight with Raiden where he is able to hold his own against another skilled swordsman. His enhanced reflexes and reactions also help him in combat. allowing him to dodge and block attacks others would be unable to.
 * -|The Lone Ranger=

- Sam to Raiden Samuel Rodrigues was descended from a long line of swordsmen, dating back to 16th century Japan. Sam's father ran a Brazilian Kenjutsu Dojo and was killed by one of his pupils, although not before Sam personally inherited his Murasama blade from his father. He then left Brazil, presumably to train, and eventually returned to kill the pupil in question before leaving Brazil permanently. Afterwards, he travelled the world as a mercenary and was renowned for his incredible swordsmanship. At some he went after Steven Armstrong for his role with World Marshall but was defeated by him in a battle and decided to join his cause.

Powers and Abilities
 * Exoskeleton Suit: Unlike the other members of Desperado Sam's body is almost entirely organic, the only part of him that is not original is his right arm, which was badly damaged by Armstrong. To compensate he instead wears an Exoskeleton Suit which enhances his speed, strength, durability and agility to superhuman levels, bringing him to a similar level as the other cyborgs.
 * HF Muramasa Blade: Sam's weapon is a Muramasa blade passed down to him by his father, a legacy of his samurai ancestors. The conversion to high-frequency has made it extremely powerful, more so than other newer blades and has been shown to easily cut through skin and bone and can even slice through strong metals and concrete pillars. The Muramasa's sheath contained a rifle mechanism with a magazine loaded and a trigger located below the sword's hilt. By triggering this mechanism Sam could launch his sword from the sheath at lightning fast speeds and the added momentum makes the blade even more effective at slicing through an enemy.
 * Master Swordsman: Sam is an incredibly skilled swordsman, probably one of the best in the whole metal gear universe. He is able to easily overpower and beat already highly skilled swordsman and has beaten both Raiden and Armstrong using only his blade. His greatest feat as a swordsman was defeating a hit squad comprised of 10 mobsters with automatic weaponry using only his sword, the feat being made even more impressive by the fact that it was done before cyborg technology was available.
 * Skilled Hand to Hand Combatant: As well as being a great swordsman Sam is also a highly skilled unarmed combatant as well. He is able to take on skilled combatants with only his bare hands and has even been able to hold his own against armed fighters using only his hands as showcased during his duel with Raiden.
 * Manipulation of Emotions: Sam has shown a good ability to read people's skills and personalities easily and use this to his own advantage. He often taunts his opponents to sway their focus and anger them, to make them more predictable and more impulsive.

Monsoon "Wind blows, rain falls. The strong prey upon the weak. Don't be ashamed. It's only nature, running its course"
 * -|The Scary Guy=

- Monsoon to Raiden Details on Monsoon's past are unknown but it is known that at some point he joined a Cambodian organized crime syndicate and his crime record was extensive enough to far outrank any ordinary gang member. He eventually got cyberneticized with a magnetics-based body after being caught in a gang shoot-out and mortally wounded. It was at this point that he decided to work with the Delaware-based PMC Desperado, feeling it was much safer to work at a PMC instead of in a crime syndicate.

Powers and Abilities Mistral "I lost my whole family, everything... But I butchered those fuckers. My family's killers. That's when I realized... I am a killer too. And a good one at that."
 * Electromagnetic Generator: Monsoon's body was a unique cyborg chassis consisting of a series of segments held together by powerful electromagnetic forces which could separate considerable distances while still remaining part of the whole. This allows him to dodge sword slices, separating his body so that the blade would simply pass through as well as enabling him to separate his body to increase the reach of his attacks or attack from multiple angles. This magnetic field also allowed him to pick up huge metal objects and throw them at an opponent. He could also stick to metal surfaces and walk up them and even walk upside down. The generator also greatly his agility and he has showcased many complex gymnastic techniques and jump great heights. The generator also gives him the increased speed, strength and speed of other cyborgs. The generator does have a weakness to EMP blasts which will cut Monsoon off from his electromagnetic powers for a short while. Monsoon's head is also vulnerable to attack as he cannot separate it to avoid a strike.
 * Skilled Sai User: Monsoon's weapon of choice is a pair of sais called Dystopia. Monsoon is a very skilled user of these sais and is able to hold his own against skilled fighters with them. The sais have the special ability of being able to fire a burst of pink energy which stuns an opponent momentarily, allowing Monsoon to close the distance and attack. He can also pull himself towards an opponent with the same burst of energy.
 * Red Phosphorous Grenades: Monsoon makes extensive use of Red Phosphorous Grenades in his fight against Raiden. These have the effect of disorienting an opponent and shrouding their vision with smoke, making it hard for them to detect Monsoon, allowing him to attack from multiple directions.
 * -|Le Séducteur=

- Mistral Born to French and Algerian parents in the country of Algeria, she was orphaned at a very early age during the Algerian Civil War in the 1990s. She served in the French Foreign Legion for a while and later participated in wars in Iraq and Afghanistan, with a kill count in the dozens. Despite killing being her calling and She even grew envious of her prey because they had causes to fight for. Eventually, she met a Steven Armstrong who changed all that and allowed her to fight for an ideal.

Powers and Abilities Blade Wolf "Freedom cannot be forced upon others. It must be earned for oneself."
 * Cyborg Body: It is unknown why Mistral decided to get a cyborg body but is likely to due to serious injury in the past. Her cyborg body gives her enhanced speed, agility, strength, reactions and durability, far exceeding that of a normal human. She also has optical implants which gives her superhuman eyesight, allowing her to see a person standing hundreds of feet away.
 * Skilled Spear User: Mistral's weapon of choice is a spear called L'Etranger. The spear is double sided and can also be used as a whip or a grappling hook, to grab onto an slam an opponent or reach an opponent from a distance. Mistral is shown to be a very skilled spear fighter able to fight on par with Raiden during their fight.
 * Dwarf Gecko's: Mistral makes heavy use of Dwarf Gecko's in her fight with Raiden, using them to further enhance her cyborg body. She has sockets on the side of her body which she can plug up to 14 Dwarf Gecko arms, 7 on either side of her body, giving her more options to attack and more flexibility with her spear. Mistral also use the main body of the Gecko as an projectile attack, launching it at a foe at such a velocity that the body sets alight, making the attack even more damaging.
 * -|The Defector=

- Blade Wolf

Originally simply known as LQ-84i, Blade Wolf was built as a next generation weapon to replace human and cyborg combatants. While the project was initially considered a failure due to its lack of brutality Blade Wolf was later reactivated and put to use by Desperado, who was assigned to for usage in the 2018 Abkhazia Coup where he was manipulated into murdering Khamsin by Mistral and would later fight and be defeated by Raiden, who had him reprogrammed to work for Maverick and further assist him on his quest.

Powers and Abilities 
 * Various Weapons: Blade Wolf has at least six spring-loaded knives stored within his robotic body which he can fling at superhuman speed with his tail. While the blades themselves are nothing special when launched they are superheated to be able to slice through metallic surfaces. Blade Wolf can utilise his razor sharp claws as a weapon. Blade Wolf also has a large HF Chainsaw attached to his back which is easily strong enough to cut and slice through solid stone. Blade Wolf can detach and hold the chainsaw with his tail to give it extra reach and manoeuvrability.
 * Robotic Body: As a fully fledged robot, Blade Wolf has what could be considered superhuman abilities such as increased strength, durability and reactions. Blade Wolf also shows a cat like agility and is easily able to jump great distances and climb through tricky environments with ease.
 * Stealth Cameo: Blade Wolf possesses a cloaking system whereby light is bent around the user rendering them invisible to the naked eye, although those with cyborg enhancements can detect Blade Wolf even when cloaked. The cloaking system only last a for a short period of time and quick movement makes the cameo less effective and easier to spot.

The Dead Men
The Dead Men were an elite group on the side of Sanctuary during the war. They were named The Dead Men as they were renowned for going on Suicide Missions but always managing to come back alive. The Group has gone had several members over the years but the number of Dead Men has always remained at 7 with new members replacing those who had been injured or ironically enough killed. The current members are; Skulduggery Pleasant "I want you all to know, that we are the first line of defence. In fact, we’re practically the only line of defence. If we fail, there won’t be a whole lot else anyone else will be able to do. What I’m trying to say is that failure at the point isn’t really the smart move to make. We are not to fail, do I make myself absolutely clear? Failure is bad, it won’t help us the short term and certainly won’t do us any favours in the long run, and I think I’ve lost track of this speech, and I’m not too sure where it’s headed. But I know where it started and that’s what you’ve got to keep in mind. Has anyone seen my hat?"
 * -|Leader=

- Skulduggery Pleasant

Ghastly Bespoke
 * -|Second-in-command=

Dexter Vex
 * -|The Lone Ranger=

Anton Shudder
 * -|The Scary Guy=

Saracen Rue
 * -|Le Séducteur=

Erskine Ravel
 * -|The Defector=