Deadliest Fiction Wiki
Cap vs RED

It's a big bang showdown of patriotic proportions as a shitpost becomes real, true, red-blooded American showdown. They're as American as apple pie and fireworks as the best product of Big Pharma goes up against the thriving military industrial complex! Captain America, the kid from Brooklyn who went on to become America's Ass, serving his nation and world as its first superhero from World War II to the 21st century! RED Team, the bumbling but brutal squad of eclectic mercenaries and killers brought together to enforce the shadowy will of the Administrator and Redmond Mann! It's one man against the enforcers of the world; will the Star Spangled Man with a Plan win one for freedom and liberty, or will RED Team keep their secrets safe? Only you can decide who is...

THE DEADLIEST WARRIOR!!!

Captain America[]

Captain America MCU
I can do this all day.
— Captain America

Born in Brooklyn, New York City, Steven Rogers sought to enlist in the United States Army as World War II began despite his weak physical state. After multiple failed enlistment attempts, Rogers was recruited by the scientist Abraham Erskine for the Super Soldier experiments. Although he ended up its only successful candidate after Erskine's assassination, Rogers nevertheless joined the army, becoming its mascot and leading the Howling Commandos as Captain America. While serving in the Howling Commandos, Captain America came into conflict with HYDRA and its leader, Red Skull, during which he fell in love with his C.O. Peggy Carter and losing his best friend Bucky Barnes while on a mission. On his final mission as a Howling Commando, Captain America was forced to land a plane in the Arctic Ocean, surviving the impact thanks to the Super Soldier but frozen in ice for seventy years.

In the 21st Century, Captain America was revived by S.H.I.E.L.D., and served as a founding member of the Avengers when the Asgardian Loki attempted to invade Earth. After foiling an internal takeover of S.H.I.E.L.D. by HYDRA spies, Captain America discovered his thought dead friend Bucky Barnes was alive as the Winter Soldier. While looking for Bucky, Captain American assumed leadership of the Avengers after most of the roster retired after Ultron's attempt to destroy the world. When Bucky was framed for bombing a meeting of the United Nations, Captain America choose to side with his old friend over the governments, becoming a fugitive until Thanos' invasion of Earth. As one of the few survivors of the Snap, Captain America worked with the other surviving Avengers to travel back in time, gathering the Infinity Stones themselves and defeating a time-traveling Thanos to undo the Snap. Deciding that he was finally willing to retire, Captain America took the time-displaced stones and returned them, before settling in the 1940's to reunite with Peggy.

Equipment:

  • Vibranium Shield: Captain America's iconic weapon is his round shield, which is composed of vibranium. Vibranium is a nearly indestructable type of metal capable of absorbing vibrations and reflecting kinetic energy. This allows it to protect Cap from high-caliber gunfire, grenade launchers, energy blasts, and even a direct hit from Thor's hammer without taking any damage, though the momentum of such a blow can still send Cap reeling if he isn't anchored down. It can also be thrown while maintaining its momentum. Cap uses his shield in his unique fighting style, and can throw it with such accuracy that it can take out multiple opponents by ricocheting before coming right back to him.
  • Uniform: The uniform Rogers wore during the Avengers Civil War was a slightly modified version of the uniform designed for him by Tony Stark. It is composed of a Kevlar-based ballistic material. It has remarkable durability, and has protected Rogers from the likes of the weapons of the alien Chitauri and energy blasts from Ultron and Tony Stark himself, though particularly powerful or precise blasts like Iron Man's repulsors hit with a punch.

Abilities:

  • Enhanced Physical Condition: Thanks to the Super Soldier serum, Captain America's physicality slightly exceeds the peak of what humans can do. His strength lets him send multiple grown men flying, tear off car doors, and even briefly hold back vastly stronger superhuman foes like Thanos and Thor, and withstands blows from those same individuals. His agility and speed lets him lap peak athletes like Sam Wilson or outpace an entire army of Wakanda's warriors on foot. His reflexes, intelligence, and stamina have been similarly enhanced to allow him to use these superhuman abilities, and he possesses a minor healing factor that lets him recover from superficial wounds and removes toxins from his system rapidly.
  • Master Martial Artist: Captain America is a master martial artist and fighter, arguably the best fighter on the Avengers. He's taken out a squad of highly trained spec ops agents who ambushed him in an elevator, master assassins like the Winter Soldier, and physically superior aliens like the Chitauri and the Outriders. Even Iron Man's artificial intelligence FRIDAY took several minutes to come up with counters to his fighting style, and even that wasn't enough to beat Captain America.
  • Expert Infiltrator: Captain America's enhanced agility and speed lends itself to him being a skilled infiltrator and spy. He conducted multiple stealth operations while working with SHIELD, often filled with terrorists or military. When he went on the run from the Avengers, he was able to easily infiltrate the RAFT to rescue his companions and stay on the run for a two years with no hint of his whereabouts.
  • Expert Tactician: Thanks to the accelerated speed of his brain and his years of experience as a frontline soldier, Captain America is an incredibly skilled battlefield tactician and strategist. Despite his initial lack of training, Steve led the Howling Commandos on several operations in World War II, and only improved on that skillset during his time working with SHIELD and the Avengers. He rallied the New York police during the Chitauri invasion and the Avengers during Sokovia's defense against Ultron.
  • Master Athlete: Thanks to his superhuman abilities, Steve's an incredibly skilled athlete. He performs complicated acrobatics and parkour during his missions, and his athleticism let him keep up with superhumans like Black Panther and Spider-Man, a pair of notably acrobatic individuals who rely on it in their fighting.

RED Team[]

TF2 Group
You should try out for RED Team!
— The Heavy

RED (Reliable Excavation Demolition), a subsidiary of TF Industries, allegedly specializes in "demolition operations". In reality, from behind a myriad of sub-fronts, it secretly controls half of the world's governments. RED is led by founder and CEO Redmond Mann. Beneath the convincing exterior of their bases of operations can be found computer racks, satellites, rockets, and missile installations.

Employed by Mann, RED Team regularly comes into combat with their counterpart, the BLU Team. The team primarily defends the assets of Redmond Mann against BLU Team threats, from carts with bombs to the facilities themselves and various briefcases of intelligence. Since then, the RED and BLU teams have occasionally found themselves in alliances. When Grey Mann created an army of robots to destroy his brothers' properties, both groups come together to defend them. The RED Team was further hired by Saxton Hale, first as combatants for Mercenary Park and then as his own opponents in occasional sparring matches.

Soldier Jump
You are all weak! You are all bleeders!
— The Soldier

Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.

Equipment

  • Black Box: Soldier's primary weapon is the Black Box rocket launcher. The Black Box shoots rockets that, upon hitting an enemy, heal the Soldier based on the damage done. It holds 3 rockets before needing to reload, and Soldier holds a total of 20 rockets. The Soldier can also perform a rocket jump, where the Soldier shoots a rocket beneath his feet to propel himself into the air.
  • Gunboats: A pair of rugged leather boots worn by the Soldier. The Gunboats reduce the damage that rockets do to the Soldier when rocket jumping so long as the rocket doesn't damage an enemy.
  • Buff Banner: A tattered backpack with a battle-worn flag protruding from it, the Buff Banner builds up energy with each hit Soldier makes. When the Buff Banner has been filled fully, the Soldier can perform a ten-second rally that causes his and his allies' weapons to do mini-crits in damage.
  • Equalizer: A bloody pickaxe that the Soldier uses in melee. When the Soldier specifically wields the Equializer, he does more damage the less health he has, while receiving significantly less healing from the Medic's medigun.

The Scout
Grass grows, birds fly, sun shines, and brother, I hurt people.
— The Scout

The youngest of eight boys from the south side of Boston, the Scout learned early how to solve problems with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.

Equipment:

  • Baby Face's Blaster: A lever-action shotgun that is the Scout's primary weapon. The Baby Face's Blaster holds four shells in a drum magazine, and slightly slows the Scout down at first. However, each time he hits a target with the shotgun, his speed boosts, potentially going even faster than his normal speed. He loses boost when he takes damage or he double jumps. Scout can hold a maximum of 32 shells.
  • Pistol: A semi-automatic pistol with weak damage and medium range. It uses a 12-round box magazine and Scout can carry 36 rounds total.
  • Flying Guillotine: A meat cleaver that Scout can toss at an enemy. An enemy hit by the Flying Guilloutine bleeds for five seconds.
  • BONK! Atomic Punch: An energy drink that bestows the Scout invulnerability for 10 seconds. He cannot do damage while invulnerable. If he takes damage, he will become significantly slower after the invulnerability ends.
  • Boston Basher: A baseball bat with nails in it. When Scout hits an enemy with the bat, they bleed for five seconds. If Scout swings and hits empty air, he bleeds for five seconds.

Pyro
Mmmph.
— Pyro

Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he's a fearsome, inscrutable, on-fire Frankenstein of a man - if he even is a man.

Equipment:

  • Phlogistinator: A retro-futuristic ray blunderbuss with some metal parts colored copper and a red canister stamped with the Dr. Grordbort crest. Instead of pure flame, the Phlog releases a wave of energy that can ignite individuals on fire. As the Phlog does damage to individuals, it builds up "mmmph", which after significant build-up allows the Pyro to trigger an "mmph", which will allow the Phlog to do significantly more damage than normal. Triggering the "mmph" takes several seconds, during which the Pyro is invincible. The Phlog holds 200 units of ammunition.
  • Panic Attack: A pump-action shotgun with its drum magazine placed under the barrel. In addition to being able to switch to the shotgun faster, the Panic Attack shoots in a consistent shot cluster. The Panic Attack has a magazine of 6 shots and Pyro carries 32 additional shells.
  • Scorch Shot: A flare gun pistol. This flare gun does less damage than the basic flare gun, but does extra damage against those that are burning and pushes someone hit by it back several feet. The flare also explodes when it hits the ground rather than fizzling out. The Scorch Shot is a single-shot weapon and Pyro carries 16 flares total.
  • Powerjack: An antique automobile jack with a red-colored car battery strapped to its base with tan leather straps. The Powerjack makes the Pyro faster, heals him on kill, but makes him more vulnerable to damage.

Engineer TF2
How am I gonna stop some big mean Mother Hubbard from tearing me a structurally superfluous new behind? The answer? Use a gun.
— The Engineer

This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.

Equipment:

  • Rescue Ranger: A pump-action shotgun with some fancy tech added to it. This shotgun shoots bolts of metal that can hurt individuals or apply metal up to 60 metal to a machine to heal it. The Rescue Ranger also allows the Engineer to retrieve a far away building by consuming 100 metal. Picking it up physically does not consume metal. While hauling a building, the Engineer is marked for death, meaning he takes more damage from attacks. The Rescue Ranger holds 4 bolts, and the Engineer can carry an additional 16 bolts.
  • Wrangler: A device slapped together with a joystick and a radar dish. The Wrangler allows the Engineer to take manual control of his Sentry, as well as creating a protective shield around it to protect the building. The Sentry cannot auto-aim or fire while the Wrangler is being used.
  • Eureka Effect: A futuristic wrench with some fancy tech attached to it. The Eureka Effect allows the Engineer to teleport to the base, or to a teleporter exit if he has one built. It also decreases the cost of building teleporters, though it also decreases the speed that devices are built and causes a dispenser to produce less metal for the Engineer.
  • Sentry Gun PDA: The Engineer can construct a single Sentry Gun. The Sentry Gun has three phases: the first, which costs 130 metal to create and is a single turret machine gun which holds 150 rounds; the second, which requires 200 metal to be applied to the sentry gun, turns the single turret into a pair of gatling guns, and increases the ammunition size to 200 rounds; and the third stage, which requires 200 metal to be applied to the sentry gun, adds a pair of rocket launchers to the gun with 20 rockets salvos. Health and ammunition must be full before metal contributes to the upgrade process.
  • Dispenser PDA: A dispensing machine that distributes healing and ammunition to allies nearby. It heals a small amount of damage per second, increasing the amount on each level. It produces ammunition for the user, at 20%, 30%, and 40% per second every second per stage. For the Engineer, it produces 40, 50, and 60 metal per five seconds per stage. It costs 100 metal to create a Dispenser, and additional 200 metal per stage to build. The Engineer starts with, and can hold, 200 metal.
  • Teleporter PDA: A pair of teleporters that the Engineer can create. The teleporter seemingly has unlimited range, but can only teleport one person at a time. The basic teleporter costs 25 metal to build and takes ten seconds to recharge. The second stage costs 100 metal to upgrade and takes 5 seconds to recharge. The final stage costs 100 metal to upgrade and takes 3 seconds to recharge. The Engineer can only build one entrance and exit at a time.
  • Destruction PDA: A device the Engineer can use to blow up his buildings from anywhere on the map, thus allowing him to construct another machine in a different location.

Demoman taunt laugh
I'm goin' ta blast ya into thin gruel!
— Demoman

A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not. Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.

Equipment:

  • Grenade Launcher: The Grenade Launcher is the primary weapon of the Demoman. It is a 4-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip. Grenades bounce with a degree of unpredictability because they have a spin, and arc significantly downward after being fired and launch slightly to the right of the cross-hair. Grenades explode on contact with enemies, but not other surfaces. Demoman can carry 16 additional grenades on his person.
  • Stickybomb Launcher: The Stickybomb Launcher is the secondary weapon of the Demoman. This weapon launches small, glowing, spiked bombs that adhere to almost any surface (a notable exception being people). It holds eight rounds before having to be reloaded. The Demoman can be place up to eight bombs at once before previous bombs automatically detonate. The stickybombs themselves are weak, and can be easily destroyed by bullets or melee attacks without detonating. The Demoman also has the ability to detonate them underneath of him to propel himself into the air. Demoman can carry 24 additional stickybombs to reload.
  • Chargin' Targe: The Chargin' Targe is a wooden and metal shield that gives Demoman access to a "Charge" attack. The Charge in question allows the Demoman to perform a straight-forward charge for 1.5 seconds. The shield also provides a small resistance to fire and explosives.
  • Ullapool Caber: A stick grenade Demoman uses like a melee weapon. When the grenade makes contact with any enemy or solid object, it explodes, dealing damage to the target and Demoman, as well as launching Demoman straight up into the air. The Caber does not blow up if it hits an ally or a friendly building.

300px-Heavy
Some people think they can outsmart me. Maybe. Maybe. I've yet to meet one that can outsmart bullet.
— Heavy

Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb; he's not your big friend and he generally wishes that you would just shut up before he has to make you shut up.

Equipment:

  • Tomislav: A heavily customized Thompson machine gun, turned into a minigun. It is a more accurate and faster to deploy minigun, at the cost of firing speed. The Tomislav uses a 200 round drum magazine.
  • Family Business: A pump-action shotgun with a hammer and sickle posted on it. The shotgun does less damage than the usual Shotgun, but fires faster and has a larger magazine. The Family Business holds 8 shells, and the Heavy can carry an additional 32 shells.
  • Sandvich: A sandwich that heals the Heavy to full health if he eats it or to half health for others. The Heavy can get another sandwich at a Dispenser or a resupply room.
  • Eviction Notice: A pair of brass knuckles with spikes on them. When equipped, these knuckles let Heavy punch and move faster, as well as giving Heavy a speed boost when he hits an enemy. While he has them equipped, he loses a tiny amount of health for every second.

Sniper Profile
Be polite. Be efficient. Have a plan to kill everyone you meet.
— Sniper

While little is known of his life prior to his joining RED, it is known that the Sniper is always polite and respectful, alongside having a decent relationship with his parents. Part-time hitman and part-time Outback survivalist, the Sniper caught the attention of the Administrator, who recruited him to join RED Team. The Sniper is ruthless on the battlefield, taking pleasure in assisting in anyway he can in the ongoing war against the BLU team. 'Equipment:

  • Machina: A futuristic sniper rifle with that shoots lasers, the Machina is a good gun I can feel you laughing Wass git gud sniper rifle that charges shots to do more damage the longer the Sniper spends scoped in. When fully charged, the Machina's shots hit so hard they can pierce through multiple individuals in a straight line. However, the Machina cannot fire when not scoped, and fires tracer rounds that lead easily back to the Sniper. The Machina is single-shot, and holds 25 rounds.
  • HCuntsman: A wooden recurve bow that shoots arrows. They can be lit on fire. The Sniper has a quiver that can hold 12 arrows.
  • Jarate: A jar of piss that, when the target is covered in the piss, takes more damage from attacks. It takes 20 seconds for the Sniper to...reload the jar.
  • Tribalman's Shiv: A wooden kukri with a serrated back and sharp edge. The Tribalman's Shiv does less damage than the normal kukri, but inflicts bleeding for five seconds on a target hit.

The Medic
Let's go practice medicine.
— The Medic

What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.

Equipment:

  • Crusader's Crossbow: A wooden crossbow with a metal barrel attached to a canister housing a syringe. The bolts fired from the Crusader's Crossbow heals a teammate and hurts an enemy based on the distance traveled. The Crusader's Crossbow uses one bolt and the Medic carries 38 additional bolts.
  • Medi-Gun: A modified fire hose nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. The Medi-Gun releases a beam of healing to the target, doing more healing if a teammate has not taken damage in the last ten seconds. The Medi-Gun can do overheal to grant temporary improved health, and has a range of approximately 28 feet. When the Medi-Gun reaches 100% charge, which is gained based on amount of health healed, the Medic can trigger and Ubercharge, turning himself and whoever he heals invulnerable. The Ubercharge lasts 8 seconds, but suffers a time penalty if the Medic ubers a different teammate.
  • Ubersaw: A cleaver-like blade fixed into a bonesaw grip, with a large syringe filled with red glowing liquid. When the Medic hits an enemy with the ubersaw, it feels his ubercharge by 25%, but is slower to attack with than the regular bonesaw.

SFM Spy

He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You're dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real). The Spy, originating from an indeterminate region of France, is a fan of sharp suits and even sharper knives, and relies on stealth and trickery to aid his team.

Equipment:

  • Ambassador: A large-frame stylized revolver made of steel with a deep red rosewood grip, and an engraving of a reclining woman on the barrel. It has hollow point bullets loaded into the cylinder. The Ambassador rewards accuracy by scoring automatic critical hits with headshots, in exchange for being a slower, less powerful revolver. The Ambassador holds six bullets, and Spy carries an additional 24 rounds.
  • Big Earner: A broken Italian stiletto switchblade left permanently unsheathed. Three small bands of blood-stained tape are wrapped near the base of the blade. The Big Earner reduces the Spy's health by 25%, but refills the cloak on Spy's invisibility watch with each kill and grants a burst of speed on kill.
  • Cloak and Dagger: A watch that allows the Spy to turn invisible. The watch keeps Spy invisible until he moves, with each step draining the watch's battery, though speed boosts provided by the Big Earner do not further impact the drain rate. The Cloak and Dagger emits a loud, noticeable sound when the Spy decloaks. The battery completely refills in 15 seconds, although can refill faster at a dispenser. The Spy cannot shoot or stab while invisible.
  • Disguise Kit: Spy uses a disguise kit that lets him instantly disguise into either a member of his own team or as an opponent.
  • Sapper: Useless here.

TF2_-_Frontier_Map_Walkthrough

TF2 - Frontier Map Walkthrough

A game of Payload on Frontier, a decent showcase of both the classes of TF2 and the map's layout.

Team_Fortress_2_Frontier_Gameplay_(100_Players)

Team Fortress 2 Frontier Gameplay (100 Players)

A very silly game of Frontier from Defense, with 100 players.

Notes[]

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  • Captain America appears between the events of Avengers: Age of Ultron and Captain America: Civil War.
  • RED Team appears from Team Fortress 2

  • Frontier Map TF2

    The battle takes place on Frontier, the map shown above.

    Captain America must retrieve the RED intel, located in the final spawn room for RED Team, and bring it back to his spawn point. RED Team must stop him and have at least one team member alive at the conclusion. There is one of each RED Team member present in the battle.

    The intel is located in the room with the number 3. Captain America begins on the bottom of the map in the room marked with a black circle. The rooms marked 1 and 2 are supply rooms that RED Team can use to resupply if there is no dispenser. Just as in TF2, when Captain America acquires the intelligence, his location will be known at all times to any remaining RED team members until he dies or wins.

    Additionally, there are ammo boxes that can supply ammunition for each RED Team members' weapons and metal for the Engineer, and med kits spawned across the map. Each of RED Team's resupply rooms has unlimited supplies, allowing the team to resupply to their max supply capacity and restore their health immediately.

    RED Team will not respawn.

    Cap has not received any intel about the layout of Frontier prior to the match.