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Ave Traveler, welcome to sandbox. You may looking for my second sandbox.
Abraham Lincoln vs. Gabriel van Helsing
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Hellstorm serves up an action-packed, "mono e mono" vampire hunter duel! Abraham Lincoln, before his presidency, a vampire killer hellbent on avenging his friends and family! Gabriel van Helsing, vigilante monster hunter dispatched by The Holy Order to kill Dracula! Both of these vampire slayers are resourceful, intelligent, and skilled, but only one of these cunning warriors will come out on top as... the deadliest warrior!
The Joker Gang vs. The Governor's Woodbury Army
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Hellstorm brings you a battle of the sick-and-twisted leaders and their groups in this brutal apocalyptic battle! The Joker Gang, lead by the infamous Joker who managed to bring Gotham City down to it's knees and show it's true colors! The Governor's Woodbury Army! The organized para-military soldiers lead by the brutal sick-and-twisted Governor! In this battle of brutality it's going to come down to the warrior's weapons, group, and skills to prove once and for all, who is, the deadliest warrior!
The Joker Gang (represented by the Doctor)
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The Joker Gang was a group of criminals, in part a combination of small-time robbers and mentally-ill escapees of Arkham Asylum, who served under the Joker.
| Category: | Weapons: |
|---|---|
| Close Range | Extractor 1600 OTF knife, Crowbar, Glock 17 |
| Mid Range | Sawed-off Remington 870, MAC-10, Beretta PM12S |
| Long Range | AKMSU, M16A2, M1 Garand |
| Special Weapons | Norinco Type 69, M67 Grenades |
Gallery here.
The Woodbury Army (represented by the Fury o' the Desert)
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The Woodbury Army was a massive group of armed Woodbury citizens rounded together by The Governor in order to kill Rick Grimes' group for the Prison, and for his own personal vengeance against the group. Philip, better known as "The Governor", is a survivor of the undead apocalypse who is in command of the fortified town of Woodbury after the outbreak.
| Category: | Weapons: |
|---|---|
| Close Range | Bowie knife, Baseball bat, Beretta 92SB Nickel |
| Mid Range | Remington 870 Police Magnum, MP5K, IMI Uzi |
| Long Range | Colt Law Enforcement Carbine, Type 56 |
| Special Weapons | Browning M2HB, M203 Grenade Launcher |
Gallery here.
Notable Members
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The Joker Gang
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- The Joker: Joker is depicted as a maniacal criminal mastermind who terrorizes Gotham City and whose goal is to plunge it into anarchy. The Joker has been described as a "psychopathic, mass murdering, schizophrenic clown with zero empathy." The Joker is a genius at planning and improvising criminal activities. He is incredibly intelligent and calculating, always staying one step ahead of everyone else, including Batman and the police. His unique worldview, as well as the complete mystery surrounding his identity also give him something of an edge. He is also shown to be a skilled, fearless, and unpredictable fighter, taking on mob henchmen and cops with ease, and showing how he can be lethal with many forms of weaponry.
- Dopey is an alarm disabler, who allowed the rest of the buglars to break into the bank. His mask features a drooping nose with blue paint on the tip, and red paint around the eyes and mouth. A tuft of brown hair sprouts at the top of the mask.
- Happy is a vault opener, His mask features a puckering face with blue paint around the mouth and eyes, and red paint on the nose and eyebrows, with a decent head of red hair sitting on the top of the mask.
- Grumpy is one of the three bank robbers who broke into the bank. His mask features a grotesquely smiling face with a tuft of multicolored hair on the top and blue makeup around the eyes.
- Chuckles the second of the bank robbers and was the only clown uninvolved with the betrayal. His mask features a face with bared teeth, blue paint around the eyes in a plus or cross pattern, and small blue eyebrows.
- Thomas Schiff came under the "employment" of the Joker after being released from Arkham Asylum by Ra's Al Ghul. The Joker used Schiff as a calling card in his scheme to harm Rachel Dawes and Harvey Dent. He disguised himself as an Honor Guard during the funeral of Commissioner Loeb and was shot in the leg when he attempted to escape.
X-Factors
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Consider these following X-Factors when casting your vote:
Psychological Warfare
Which warrior is more mentally susceptible to the other's attacks?
Strategy
Which warrior can form a more solid game-plan beforehand, and which warrior is more adaptable to changing their plans if things go south?
Combat Experience
Which warrior has more experience fighting other combat-capable warriors?
Endurance
Which warrior can sustain physical damage for a longer amount of time before giving in?
Intelligence
Which warrior is more intelligent in the battle space? Which warrior will be able to figure out their foe and exploit their weaknesses first?
Creativity
Which warrior will be able to use the environment and any other X-Factors in the area to their advantage more successfully?
Weapon Use
Which warrior is more skilled in the usage of their weapons?
Brutality
Which warrior is more physically brutal in the battle space?
Battle
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10-v-10
The Joker Gang is looking for shelter during the Zombie Apocalypse when they come across Woodbury. Theybarge in killing citizens hoping to take over, but little do they know the Governor has a force of his own...
- Votes with at least five complete and relevant sentences or votes with edges count as a full vote.
- Votes with one sentence do not count.
- All other votes count as a half vote.
- Any well-reasoned counter-arguments that aren't subjected to a well-reasoned rebuttal can lower a vote by half a point or nullified completely.
Now...VOTE!!!!!
Hellfury S4
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We've managed to pull through and survive the Hellstorm, but Beelzebub's wrath has come back again, and has brewed up a Hellfury! The spirtual successor to Hellstorm is here, and bringing you more violence and carnage than ever before! 14 new fights are here, and only 14 warriors will come out victorious as ... THE DEADLIEST WARRIOR!
- RED Team (Team Fortress 2) vs. General Grievous (Star Wars)
- Duke Nukem (Self-titled) vs. Sam Stone (Serious Sam)
- Anton Chigurh (No Country for Old Men) vs. Norman Stansfield (Leon: The Professional)
- Jack Ryan (BioShock) vs. Booker DeWitt (BioShock Infinite)
- Brotherhood of Steel (Fallout) vs. The Thing (John Carpenter's The Thing)
- Handsome Jack (Borderlands 2) vs. The Didact (Halo 4)
- Dimentio (Super Paper Mario) vs. Fawful (Mario & Luigi: Bowser's Inside Story)
- Aurra Sing (Star Wars) vs. Mordecai (Borderlands)
- Skynet (The Terminator) vs. A.I.M. (MCU) (Marvel Cinematic Universe)
- Conker the Squirrel (Bad Fur Day) vs. Naughty Bear (Self-titled)
- Travis Touchdown (No More Heroes) vs. Jack Cayman (MadWorld)
- Isaac Clarke (Dead Space) vs. SHODAN (System Shock)
- Fox McCloud (Star Fox) vs. Rocket Raccoon (Guardians of the Galaxy)
- Giygas (EarthBound) vs. To be determined.
RED Team vs. General Grievous
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Intro TBA.
RED Team
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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.
The other half of the world is just as secretly controlled by their rivals, BLU (Builders League United). Each corporation administers its half of the world with a multi-disciplined army of paper pushers. For any problem lacking an obvious bureaucratic solution, mercenaries are contracted to address the situation through a massive application of force. Conflicts between the two companies began as land disputes between their leaders, and have continued for about a century to the present day. RED and BLU share an intense rivalry, with nearly all encounters between the two quickly escalating into brutal and often fatal violence. Inter-company friendship is also strictly forbidden by contract.
Despite this, the RED Demoman and the BLU Soldier at one time became fast friends after meeting each other at a projectile weapons expo. Once this was brought to the attention of the Administrator, however, she pitted them against each other in a deadly competition that promised a mysterious new item to the winner, twisting their former friendship into a bloody war. RED favors a more rustic style of architecture than BLU. RED's dress code, however, is rather liberal, requiring that employees adopt a red motif for easy identification. This could also be for identification by Sentry Guns.
Offensive
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Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it's assaulting Control Points or grabbing the Intelligence, these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).
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.
Born and raised in Boston, Massachusetts, the Scout is a fast running scrapper with a baseball bat and a mean attitude. He has a snarky 'in-your-face' attitude, is very rude, and seems to think he can handle anything. He often acts a lot tougher than he can actually prove to be, though he's certainly not weak.
He is the fastest mercenary on the battlefield, and his Double Jump leaves slower opponents struggling to keep up, as well as it helps him navigate the terrain and dodge oncoming projectiles. Carrying a Scattergun and a Pistol, the Scout is ideal for aggressive fighting and flanking, and is good at quick hit and run tactics for sapping away the enemies' health due to his ability to get in, hit, and dash away before even being noticed.
The Scout is an excellent choice for completing objectives quickly. He captures control points and pushes carts at the rate of 2 players. His speed makes him a natural for capping the Intelligence; his double jump allowing him to carry it along paths the enemies won't expect him to be on.
| Type | Weapon |
|---|---|
| Melee | Steel-baseball bat that allows the Scout to triple jump. |
| Secondary | Grants the scout more health and prevents any injuries from fall damage. Based off the Colt Model 1908 Vest Pocket, the Pocket Pistol fires .25 ACP rounds and a magazine of 12 rounds. The Scout carries 36 extra rounds of ammo. |
| Primary | 2 Shots loaded with 32 shots of ammunition are carried by the player. The Soda Popper has a quick firing speed and reload speed, though If one shot is unused before reloading, it is lost. Running or jumping with the Soda Popper out will build up 'hype'; other weapons out will not build hype. After 13 seconds of running and/or jumping, the hype meter becomes full and the player is granted Mini-Crits to all of their weapons for 8 seconds. |
| Special | When drunken, the Bonk! Atomic Punch gives the Scout invincibility to all damage for 8 seconds and takes a 24 second recharge to be used again, knockback does effect the Scout, however. |
Though he wanted desperately to fight in World War 2, the Soldier was rejected by every branch of the 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.
The Soldier is a crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable of both offense and defense, and a great starter class to get familiar with the game.
The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health. This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout's double jump.
| Type | Weapon |
|---|---|
| Melee | The Half-Zatoichi is a Katana, and on kill, restores the Soldier to full health. |
| Secondary | The Righteous Bison is a sidearm which requires no ammo and fires electrical projectiles which can hit targets multiple times, penetrate enemies, and cannot be reflected. |
| Primary | The Cow Mangler 5000 is a "rocket launcher" which fires five explosive blasts of red energy at targets. Instead of reloading, a cranking action is required to recharge the energy. A charged blast can be fired which causes energy, explosive, and fire damage to the target, when fired at machines, it can disable them for four seconds. |
| Special | The Concheror, When used, can heal any nearby teammates. |
Only two things are known for sure about the mysterious Pyro: it sets things on fire and it doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe its 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 its asbestos-lined suit. Either way, it's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.
The Pyro is a mumbling pyromaniac of indeterminate origin who has a fervent fondness for all things fire related. As shown in Meet The Pyro, the Pyro appears to be insane and delusional, living in a fantasy world known as Pyroland. The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics. Due to the Flamethrower’s short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard.
Although categorized as an offensive class, the Pyro brings a few sources of utility to the battlefield. The Pyro’s compression blast, for example, can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy, even one under the effects of an ÜberCharge. The Pyro wears an asbestos-lined suit that provides protection from any fire damage.
| Type | Weapon |
|---|---|
| Melee | The Third Degree is a retro-futuristic Fire Axe with a white-hot coil in lieu of a sharpened edge. The weapon has the ability to deal damage not only to the enemy being struck, but also to any players healing or being healed by the target with Medic healing beams. The effect is a chain reaction; all players that are connected by the beams will be damaged. Damage vulnerabilities and resistances are not transferred to other players in the chain. |
| Secondary | The Manmelter fires flaming bolts of energy that are similar to the flares fired by the Flare Gun, but travel 50% faster. Unlike flares, the energy bolts cannot inflict guaranteed critical hits on enemies. The Manmelter itself has unlimited ammunition, cannot fire random critical hits, does not need to be reloaded, and has a slow firing speed. Because of its lack of reload animation, The Manmelter will play a distinct but quiet sound when it is ready to be fired again. The weapon can also activate a vacuum-like function, pulling up dust from the ground and extinguishing teammates that are on fire. For each ally extinguished, the Manmelter stores a guaranteed critical hit for later use. Up to 35 crits can be stored in this fashion, all lost upon death. Firing a crit from the Manmelter shoots a burst of fire from the gun. Enemies killed by the Manmelter suffer a distinctive death by incineration, wherein they disintegrate into smoldering orange cinders that quickly fade away. |
| Primary | The Phlogistinator fires waves of energy that function identically to the Flamethrower's flames. However, these energy waves appear to fire directly in front of the Pyro, despite the actual damage-causing particles lagging behind, resulting in an effect that can be deceiving to the eye.With the Phlogistinator equipped, all fire damage done by the Pyro will increase a 'Mmmph' bar. Once filled, it can be activated, which performs a taunt that will refill health completely and enable a short crit boost, as well as giving the Pyro high-damage resistance. This weapon cannot gain random crits or use compression blasts. Enemies killed by the Phlogistinator suffer a distinctive death by incineration, wherein they disintegrate into smoldering orange cinders that quickly fade away. |
| Special | The Scorch Shot is a flare gun with a gray barrel and an orange painted muzzle, notably seen in Meet the Pyro. This flare gun shoots a flare that bounces off enemies as well as allies and explodes, igniting all enemies caught in the explosion and knocking back the player hit with the flare. Flares that don't directly hit an enemy explode instantly on contact with an object or touching a player a second time. Both the impact from the flare and the explosion can damage and ignite enemies, potentially hitting the same enemy twice. Only a direct hit with the weapon will cause knock back. The knock back itself behaves similarly to a Compression Blast except that the angle the flare hits the target has no bearing on how he is knocked away. That is, a shot fired from above and a shot fired from below will knock the target away in the same way. The resulting knock back strength depends on the distance from the player to the target, gaining up to 3x more strength at very long ranges. The knock back from the explosion can also be used to flare jump in a manner similar to rocket or sticky jumping. |
Defensive
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Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.
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.
The Demoman is a scrumpy-swilling demolitions expert from the Scottish Highlands, and is one of the more versatile members of the team. Though his weapons lack pinpoint accuracy, the Demoman is a powerful, if unpredictable, asset, and can hold his own in just about any situation. He is a master of explosives, excelling at indirect and mid-range combat. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his only good eye and the knowledge of his surrounding environment for well-timed detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordinance however, they will be shocked to learn the Demoman is extremely proficient at melee combat, being one of the deadliest melee classes in the game as he has a variety of powerful melee unlocks in his arsenal.
The Demoman excels at swift disassembly; he can bounce his grenades at creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. His stickybombs are a perfect tool for area denial, and are effective at keeping opponents away from any carts, control points, or Intelligence that he deems off-limits.
| Type | Weapon |
|---|---|
| Melee | The Skullcutter is a bloodied battle-axe with a wooden shaft and spiked crossguard.Like the Eyelander, this weapon has a large melee range and will decapitate enemies. It does not collect heads, though, so it does not provide additional health or speed when it kills an enemy player. Instead, it deals 20% more damage and can deal random critical hits. |
| Secondary | Unlike the normal Stickybomb Launcher, the Scottish Resistance allows for selective detonation of laid bombs. Only those within a certain angle of the player's crosshair will explode when secondary fire is pressed. Players can therefore detonate traps in set areas and from behind walls and solid objects. Bombs that can be detonated are discernible by their team color glow, or white glow as seen through walls. The number of explodable bombs within sight can be expanded if the player moves backwards, effectively encompassing the Stickybombs in the crosshair radius. This unique function allows several sticky traps to be laid in various locations, but will require the Demoman to keep watch of these areas to know when to spring the trap. Additionally, the weapon is able to fire bombs at a faster rate, and can deploy six additional bombs for a total of 14 out at any time. The bombs, however, will take longer to prime, preventing players from firing and detonating stickies in the air at enemies effectively. The stickies also have the unique ability to destroy bombs laid by enemy Demomen. The speed that the bombs fly at is identical to that of the Stickybomb Launcher. |
| Primary | The Grenade Launcher is a multiple-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip. It fires grenade projectiles that travel at approximately 1065 Hammer units per second, and detonate either on direct contact with enemies or after a set interval after spawn. The grenades bounce with a degree of unpredictability because they have a spin. The ability of the grenades to bounce can be used to indirectly attack enemies around corners. Unlike most projectiles, the grenades are not affected by damage falloff. They arc significantly downward after being fired and launch slightly to the right of the cross-hair. Grenades can also be used for a makeshift explosive jump. |
| Special | The Splendid Screen is an iron shield spattered with blood, with four bosses in the cardinal directions and a larger boss in the middle. This item has four different styles. These styles, titled "Classic", "Spike", "Arrow", and "Spike and Arrow", allow the Splendid Screen to bear a spike, an arrow, neither, or both, embedded in its face.The Splendid Screen's charge ability is more potent than the Chargin' Targe's; there is no minimum distance required to deliver damage with a shield bash, and a successful charge bash delivers 70% more damage. Like the Targe, heads gathered by the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron will increase the damage of the bash, at a maximum of 5 heads. However, the Splendid Screen only offers +20% fire resistance and +15% explosive resistance, instead of the Targe's +50% fire resistance and +40% explosive resistance. |
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.
The Heavy is a towering hulk of a man that hails from the USSR. The Heavy is the largest and possibly most dangerous class in Team Fortress 2. Boasting the most default health and devastating firepower from his trusty Minigun, the Heavy is no pushover. The Heavy's Minigun can inflict heavy damage at a high rate of fire, allowing him to mow down most enemies in seconds.
| Type | Weapon |
|---|---|
| Melee | The Fists of Steel are a pair of large robotic gauntlets, appropriately team-colored, that encase the Heavy's hands.These weapons reduce damage from all sources that are not melee-based, be they hitscan or projectile, by 40%. |
| Secondary | The Family Business is a pump-action shotgun with a retractable stock attached to its receiver. The stock has a faded Hammer and Sickle on its right side. The weapon has a 33% increased ammo magazine compared to the Shotgun, for a total of 8 shells. |
| Primary | The Hou-Long Heater is a gigantic minigun used by the Heavy. The name comes from the Chinese word for "fire dragon" (火龍, huǒlóng). It is an antique wooden machine gun with team-colored portions. A traditional Chinese dragon's head is mounted on the muzzle of the gun. While deployed, a flashing ring of flame and smoke surrounds the user; this ring lights any enemy within the flame's radius on fire and inflicts afterburn damage, but will not damage buildings and cannot deal critical hits (though it can deal Mini-crits). However, the Huo-Long Heater consumes 6 ammunition per second while spun up, even if not firing. In addition, the Ring of Fire will not take effect if the weapon is out of ammunition. |
| Special | The Buffalo Steak Sandvich is a slab of raw rib-eyed steak, from a buffalo. Like the Sandvich, the Buffalo Steak Sandvich can be consumed by pressing either the primary fire or taunt key. When eaten, it temporarily increases the Heavy's momement speed to 311 HU/s, roughly 35% faster than the Heavy's normal walking speed, restricts him to using only melee weapons, and increases all damage dealt and taken to Mini-crit levels. The effects last for 15 seconds. While the Heavy is eating, he makes a loud munching sound. The recharge time for the Buffalo Steak Sandvich is 30 seconds. The Heavy can instantly recharge the Steak by visiting a Resupply cabinet, picking up his own thrown Steak, or collecting any health pickup while at full health. |
This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbecues, 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.
The Engineer is a soft-spoken, amiable Texan with an interest in all things mechanical. He specializes in constructing and maintaining Buildings that provide support to his team, rather than fighting at the front lines. The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammo of nearby teammates, and Teleporters that quickly transport players from point A to point B. Because the Engineer's ingenious devices are under constant threat from explosives, The Engineer must keep his gear under a watchful eye and under repair with his Wrench at all times. When the Engineer needs to get his hands dirty, his trio of generic yet capable weapons, along with the assistance of his helpful hardware, make him more than capable of holding his own in a fight. If need be, the Engineer can even pick up and haul constructed buildings to redeploy them in more favorable locations.
| Type | Weapon |
|---|---|
| Melee | Southern Hospitality is a modified pipe wrench with a spiked knuckle guard and a sharp metal piece on the top.Striking an opponent with this weapon causes them to bleed for five seconds. |
| Secondary | The Short Circuit is a futuristic electrical device consisting of two probes and rubber sealing, that replaces the Engineer's right arm. This weapon fires a burst of electrical energy that does minor damage to enemies and has the ability to destroy enemy projectiles within a 180 degree radius at the expense of 35 metal. The weapon's electrical arcs are capable of hitting both multiple enemies and multiple projectiles in a single shot. Although unable to deliver critical hits either randomly or through any crit boosts or to operate underwater, the Short Circuit does not require reloading and instead draws ammunition directly from the Engineer's metal supply. Enemies hit by the Short Circuit will emit white electrical sparks for a brief moment. Additionally, enemies killed by the weapon will suffer a distinctive death by vaporization. |
| Primary | Pomson 6000 is a retro-futuristic ray gun with many team-colored portions. The weapon fires an unreflectable projectile beam that consumes no ammunition. Though this weapon does not use the traditional ammunition reserve used for most weapons, it still must be reloaded. This is done by pumping a slide on the right side of the weapon. Enemies killed by the Pomson 6000 suffer a distinctive death by vaporization: they turn black, hover in mid-air while performing a specific disintegration animation surrounded by team-colored particles, and then disappear into ashes. |
| Special | The Widowmaker is a futuristic, tan Shotgun styled after the Widowmaker TX, a weapon available in Deus Ex: Human Revolution.This weapon uses the Engineer's metal as its source of ammunition; each shot fired will consume 30 metal, making for a maximum of 6 shots able to be fired without additional metal, with no requirement to reload. Each point of damage done to an enemy player or building with the Widowmaker is returned to the Engineer as metal; as such, the amount of metal returned can be greater than the amount expended when fired if enough damage is dealt. |
The Sentry Gun, also known as the Sentry Mechanical Firing Device, Sentry, Turret, or simply abbreviated to SG, is a building that can be constructed by the Engineer using the PDA, the Engineer's build tool. The gun itself is a tripodal device constructed of metal, team-colored paint, and a laser sight. The Sentry Gun functions as an automated turret which fires at the closest enemy within its range and line of sight. Dealing constant as well as consistent damage with noticable knockback and an immunity to critical hits, a Sentry Gun is the cornerstone of a successful defensive setup. Though The Engineer must be on the lookout for such threats to ensure their Sentry Gun's survival.
| Level | Kill Icon | Health | Cost | Weaponry | Damage | Ammo |
|---|---|---|---|---|---|---|
| 150 | 130 Metal | Semi-Automatic Firing Barrel | Damage: 16 Shots per second: 4 Average DPS: 64 | 150 rounds | ||
| 180 | 330 Metal | Dual Rotational Minigun Barrels | Damage: 16 Shots per second: 8 Average DPS: 128 | 200 rounds | ||
| 216 | 530 Metal |
Dual Rotational Minigun Barrels Target Guided Rocket Launch Support System |
Damage: 16
|
200 rounds |
Support
Edit
Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, or 300% healing rate as well as immunity to movement impairing effects. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable buildings, and assassinate critical threats.
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.
The Medic is a Teutonic man of medicine. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. Although the Medic's Syringe Gun and Bonesaw aren't the greatest weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of trouble.
When the Medic focuses his Medi Gun on a teammate, they will regain health points. Teammates who are already healthy will have their health buffed beyond the normal limit, up to 150%. Teammates who have not taken damage recently will be healed more rapidly, encouraging smart withdrawals when injured.
When healing, the Medic's unique ÜberCharge bar will gradually be filled, gaining charge faster if healing injured teammates. When the ÜberCharge bar is fully charged, the Medic's healing gun will begin to crackle with small jolts of electricity, indicating that he can now deploy a unique charge to benefit his patient and himself for eight seconds. A charge from the Medi Gun offers temporary invulnerability, a charge from the Kritzkrieg offers his patient guaranteed critical hits, and a charge from the Quick-Fix offers rapid healing and immunity to knock back.
Although the Medic cannot heal himself, he is capable of slowly regenerating health over time; the longer a Medic stays out of combat and avoids taking damage, the faster his health will recover. An injured Medic will begin regenerating health at a rate of 3 health per second, scaling up over the following ten seconds to a maximum of 6 health per second.
| Type | Weapon |
|---|---|
| Melee | The Ubersaw is a cleaver-like blade fixed into a Bonesaw grip. Its most prominent feature is a large syringe filled with team-colored liquid and the needle protruding out of the front of the weapon.Every successful hit against an enemy with this weapon adds 25% to the Medic's ÜberCharge meter, at the cost of a 20% slower swing rate. The vial on the Übersaw's syringe serves as a visual representation of a Medic's ÜberCharge. It fills slowly as teammates are healed and enemies are attacked with the weapon. Should the ÜberCharge be deployed and the player switch to the Übersaw, the liquid can be seen slowly draining from the syringe. |
| Secondary | The Quick-Fix is a prototype Medi Gun with a group of three gauges on one side, a (cosmetic) ÜberCharge gauge on the other side, and what appears to be a blender for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions that replaces Medic's default backpack. This Medi Gun has a 40% faster heal and 25% faster ÜberCharge build rate compared to the default Medi Gun. It lacks the ability to overheal patients, but can maintain an overheal previously applied on a target by other means. Additionally, should the Medic train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as knockback, stun, and slowdown, including compression blasts; however, the target will not become invulnerable to attack. Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate. Whenever the patient uses an explosive jump (except Detonator and Sentry jumping), the Medic will be shot upward as well. The Medic will be launched with equal force in the same direction. |
| Primary | The Blutsauger is similar in appearance to the Syringe Gun, but has a solid, partially team-colored and pill-shaped tank in place of the syringe canister. A team-colored heartbeat monitor line is painted on its sides.This gun fires syringe projectiles at a speed of 990 Hammer units/61.88 feet per second, similarly to the default Syringe Gun. Additionally, whenever a projectile hits an enemy player, three health is replenished to the player. As compensation, the Blutsauger reduces a Medic's passive healing ability by 2 HP per second, so a Medic that has recently taken damage will regenerate 1 HP/sec, at a maximum of 4 HP/sec. Like the Syringe Gun, the Blutsauger's projectiles have a travel time and follow an arced trajectory, so it is necessary to lead a moving target and aim upward to compensate for distance. The further an enemy is, the more one has to aim upwards. |
| Special | The Crusader's Crossbow is a wooden crossbow with a metal barrel attached to a canister which houses an arrow until it is fired. The Medic's icon is present on both the canister and the frame of the Crusader's Crossbow. The Crusader's Crossbow fires an arrow that travels in a slight arc with a team-colored streak trailing behind it, not unlike the Huntsman. The Crusader's Crossbow does not require the user to charge their shot before firing, and the time spent reloading is less than the Huntsman; however, the arrows cannot score headshots. Arrows fired from the Crusader's Crossbow will damage enemies and heal teammates, allowing a sharpshooting Medic to deal damage from a great distance. Arrows function on a reversed damage falloff scale; the further an arrow travels, the greater the amount of damage it will deal or health it will heal. The amount of health replenished is not affected by whether the teammate has been recently damaged. Healing teammates with an arrow fired from the Crusader's Crossbow does not contribute to the Medic's ÜberCharge meter. |
In his former life as a tracker of dangerous game in the unforgiving Australian outback, the Sniper would spend months by himself. Prolonged isolation taught him a valuable lesson: You don't have to rely on other people if you never miss.
The Sniper is a tough and ready crack shot. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using his Sniper Rifle and its ability to headshot. He is effective at long range, but weaker at close range, where he is forced to use his Submachine Gun or his Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where he can easily pin down enemies at chokepoints.
Although he is typically known for instantaneously killing enemies at a distance, the Sniper can use the Huntsman to get closer to the enemy. Additionally, the Sydney Sleeper, or the mysterious Jarate allow him to take on a support role by causing enemies to take increased damage.
| Type | Weapon |
|---|---|
| Melee | The Bushwacka is an enormous Bowie knife with a serrated spine, a small hole near the back of the blade, and a wooden handle with gold pommel and guard. When attacking with this weapon in a situation where it would normally deliver a mini-crit, such as against a Jarate-sodden foe or when buffed via the Buff Banner, it will instead perform a critical hit. On the other hand, the Sniper will have an additional 20% vulnerability to fire. |
| Secondary | The Cozy Camper is a large team-colored backpack with camping gear attached. The attached gear includes Jarate, a Stainless Pot, a miniature Australian flag, and a koala doll with a slouch hat. The pot and the Jarate sway when the Sniper moves.When equipped, the Cozy Camper will prevent the Sniper from 'flinching' such that the Sniper Rifle's scope will not move when taking damage, such as weapon fire, bleeding, or afterburn. Additionally, overall knockback is reduced by 20%, and the Sniper will gain 1 HP per second (although this is visible as 2 HP every 2 seconds). As a downside, the Sniper will move 80% slower while scoped. |
| Primary |
The Hitman's Heatmaker is a somewhat stubby Sniper Rifle, fitted with a sleek scope, a wooden stock with a brown leather rest, and a suppressor attached to its barrel. The Hitman's Heatmaker's Focus system is similar to the Bazaar Bargain's Headshot system, but the bonus is gained simply on kills or assists, rather than successful headshots. In addition, successful headshot kills will decapitate the target. However, bodyshots deal 20% less damage, and fully-charged bodyshots will not be able to one-shot any class, dealing only 120 damage. The weapon requires 3 kills, or 9 assists (or any combination of those), in order to fill the Focus bar entirely. It triggers automatically if it is filled with a killing shot. While focused, the weapon will charge 25% faster, fire tracer darts similar to the Machina, and will not unscope after firing. This does not increase rate of fire, but the weapon will still charge while reloading. |
| Special | Jarate, the "Jar-based Karate", is a standard mason jar filled with urine that is capped with a screw-on lid. The item is a thrown weapon; the jar breaks and the liquid is splashed over a short distance, either upon immediate contact with the world or another player. Enemies caught within the splash radius will be covered in the contents of the jar for 10 seconds. During this period, all incoming damage is registered as mini-crits, the player's view is tinted yellow, and they shed yellow droplets. The liquid can be removed by the player jumping into water or being healed for an extended period of time. This weapon has a 20-second cooldown before it can be used again as indicated in the HUD, and a ding will play to alert the player it has regenerated. Jarate has many other useful attributes. Jarate-covered enemies take mini-crits from afterburn, bleeding, and Sentry Gun damage. Additionally, the weapon is not limited to offensive use, as it can be used to extinguish afterburn on oneself and teammates. |
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. Using a unique array of cloaking watches, he can render himself invisible or can even fake his own death, leaving unaware opponents off-guard. His Disguise Kit lets him take on the form of any class on either team, allowing him to blend in while behind enemy lines before stabbing his unsuspecting "teammates" in the back. In fact, a swift backstab with any of the Spy's knives will kill any foe in a single hit - provided they aren't under the effects of any type of invulnerability or immense damage reduction.
In addition to being able to swiftly assassinate key enemies, the Spy possesses the ability to disable and destroy constructed buildings with his Sapper. Once attached to an enemy building, the Sapper disables and slowly drains health from the building.
The Spy is able to enter an enemy teleporter and can use this to make his way to the enemy team, and blend in amongst them.
Whereas most classes can only see the names and health of their teammates, the Spy can observe the names and health of the enemy team as well, allowing him to relay useful intelligence.
| Type | Weapon |
|---|---|
| Melee | Your Eternal Reward is a long, ornate dagger with distinctive oriental designs, a team-colored wooden handle, and a curved golden hilt. This weapon retains the instant-kill backstab ability of the Knife, but with some tweaks. Upon a successful backstab, the Spy will instantaneously disguise as the target without the puffs of smoke that usually surround a disguising Spy. Furthermore, the victim will not scream upon death, nor will a death notice appear in the enemy team's kill feed. Also, the corpse of the victim will fade away almost instantly as if cloaking. The process is so quick and unnoticeable that the Spy is never revealed between disguises. Therefore, Sentry Guns will be unable to target the Spy between backstabs, making it easier to backstab unaware Engineers and sap his buildings. Upon backstabbing someone who is being healed by a Medic, the healing beam will automatically transfer to the Spy. The player still retains the ability to change and reload their disguise weapon, as with the butterfly knife. Altogether, backstabs become much more difficult to track, as victims disappear silently with the Spy instantly taking their place in battle. However, the disguise effect is not activated if the target does not die from the backstab; namely, if the target is wearing a Razorback, has the Dead Ringer active when backstabbed, or is invulnerable. This also means that disguising as allied players is impossible. Non-backstab kills achieved will not grant the Spy the victim's disguise, but the kill will still be silent and the corpse of the victim will disappear. Returning to a Resupply locker will remove the current disguise of the Spy. |
| Secondary | The L'Etranger is a stylish, narrow-barreled revolver with an ivory handle design. This weapon deals 20% less damage than the default Revolver, making it less suitable for direct conflict. However, a successful hit will fill the Spy's Cloak meter by 15%, regardless of which cloaking device is equipped. The Spy can therefore use the gun to charge their Cloak in order to perform an escape or traverse a guarded area. This is especially useful when there is no metal or ammunition within close proximity. |
| Type | Weapon |
|---|---|
| Secondary PDA | The Dead Ringer is a gold-plated pocket watch with an engraving of a hummingbird on its lid, and a circular Cloak display within.This weapon's main attribute is to Cloak the owner for 6.5 seconds upon being injured, leaving behind a fake Spy corpse to distract and deceive enemies. If the player is disguised as a friendly class, activation drops a ragdoll corpse of that class. To use this Cloak, the Spy must be holding the watch by pressing secondary fire before taking damage. The Cloak generated is instantaneous, and can generate certain information in the game that will indicate the Spy is dead.The Dead Ringer blocks 90% of the damage from the activating hit as well as during the first 6.5 seconds of the feign death Cloak. This allows the player to survive fully charged headshots by Snipers, backstabs from enemy Spies, and Taunt kills as long as the user has a sufficient amount of Health before the attack was made. Since backstabs have a base damage of 6 times the victim's current health, and the initial hit that activates the Dead Ringer does 10% damage, backstabs will deal 6/10 of the Spy's current health. Additionally, the watch prevents the Cloak from flickering upon impact with enemies or damage.The Dead Ringer uncloaks with a very loud and distinct sound. The uncloak noise is quite loud up-close, but rapidly fades with distance. Emerging from the Dead Ringer's Cloak before it drops below 40% charge will always drain the meter down to 40%, though this penalty does not apply when decloaking with less than 40% remaining. As such, players will be left with between 0% and 40% remaining energy when emerging from the Dead Ringer's Cloak. Like the standard Invisibility Watch, resupply areas, Dispensers, picked up weapons, and ammo can also replenish the Cloak meter. A large ammo box and medium boxes will restore 35% and small boxes 25%. Dispensers in particular recharge a cloaked Spy with this watch differently depending on the building's level. Level 1 will only slow down the time it takes to decloak. Level 3 Dispensers, however, will very slowly recharge the Cloak to full. If a Spy is cloaked for more than 6.5 seconds using the Dead Ringer, through collecting ammo or other sources, it will revert to a standard Cloak, losing the 90% damage reduction and flickering if the player collides with an enemy or gets shot. Activating the Dead Ringer while already on fire extinguishes it. The player must take evasive action, however, as they can be lit on fire again during Cloak. The Dead Ringer Cloak will activate even if the Spy was previously covered by Jarate – though the increased damage will still be in effect – but will short out if he is hit by Jarate while the Cloak is active. Any weapons that can inflict bleed which will cause the Spy to drop blood even while cloaked, allowing him to be tracked by sharp-eyed opponents. |
| Building | The Sapper is the default Building weapon for the Spy. It is a small box inscribed 'ELECTRO-SAPPER' and sports a dial and switches. It also features two clamps that are deployed when used. The sole function of the Sapper is to destroy machinery. Should the Spy select the weapon and stand near an enemy structure, it can be sapped. Additionally, the needle on the gauge will move to the right red zone. A sapped building will cease to function. Unlike the Spy's other weapons, using a Sapper will not cause him to lose his disguise. The Sapper has infinite ammunition and no discernible "cooldown" time. In the fight, The Spy will be able to use Sappers to disable Droids on Grievous' side. |
General Grievous
Edit
Grievous, born as Qymaen jai Sheelal, was the cyborg Supreme Commander of the Droid Army of the Confederacy of Independent Systems for most of the Clone Wars. Grievous was originally a Kaleesh from the planet Kalee, where he lived his early life. During the Kaleesh conflict against the Huk, Qymaen jai Sheelal quickly learned the art of war, specializing in a slugthrower rifle. Quickly amassing a great number of Huk kills, he became a demigod among his people. He eventually met the female Kaleesh Ronderu lij Kummar, a master with the sword. The two became very close before her death at the hands of the Huk. Heartbroken, Qymaen jai Sheelal renamed himself Grievous and turned all his anger and grief toward the Huk. Aided by his elite, he forced the Huk off Kalee and then swarmed their homeworld, conquering the Huk. The Huk turned to the Galactic Republic for help, and the Kaleesh were forced back to their own world by the Jedi and left to starve. Desperate to help his people, Grievous took a job as an enforcer with the InterGalactic Banking Clan. However, after learning that the Huk had attacked Kalee, he headed home to gain vengeance. After consulting with his ally, Confederate Head of State Count Dooku, IGBC Chairman San Hill arranged for a bomb to be placed on Grievous' shuttle, Martyr. The Kaleesh was critically injured, but lived, and Hill arranged for the final stage of his plan. Grievous was reconstructed as a cyborg and was presented to Dooku as a potential weapon to be used in the upcoming war that the count had planned against the Republic.
After being made Supreme Commander, Grievous proceeded to wreak havoc on the Republic for the three-year–span of the Clone Wars. The general was trained in the art of lightsaber combat by Dooku himself, who was also a Sith Lord. Grievous was a quick study and eventually came to be recognized as one of the most skilled duelists in the galaxy. Aided by his IG-100 MagnaGuards, Grievous killed many Jedi, and led the Confederacy to victory in many battles. Quickly gaining a reputation as a savage, merciless brute as well as a tactical genius, the cyborg struck fear into the hearts of many with his flagship, the ion cannon–armed Malevolence, as well as Operation Durge's Lance, a massive strike at the Core Worlds.
In 19 BBY, Grievous led the Confederate Navy in the Battle of Coruscant, an attack on the Republic's capital. Grievous killed several Jedi and took Supreme Chancellor Palpatine, leader of the Republic, hostage. However, before the general's flagship, Invisible Hand, could jump to hyperspace, the Republic Navy arrived, and the Chancellor was freed by Jedi Knights Obi-Wan Kenobi and Anakin Skywalker, the latter of whom was also successful in killing Dooku. Grievous fled to the Outer Rim world of Utapau and attempted to regain control of the war, though the Confederacy had been dealt a great blow with the loss of Dooku. Grievous was killed shortly after in the Battle of Utapau by Kenobi, and the Confederacy fell soon after. At some point after Grievous's death, his body was used to create the droid warrior N-K Necrosis, who considered himself to be the reincarnation of Grievous. However, the droid was killed shortly after his creation by several spacers.
Duke Nukem vs. Serious Sam
Edit
Intro TBA.
| “ | I'm Duke Nukem. And I'm coming to get the rest of you alien bastards!
— Duke Nukem
|
” |
Duke Nukem was your average womanizing, alcoholic, weapon toting United States citizen during the 90s. He spent most of his days throwing money at strippers and the bottle, but then the aliens attacked. At first Duke was indifferent, but then...they stole our chicks. Vowing to abort the entire alien species, Duke began to fight the invaders and the mutants they created- including the LARD (Pig versions of the LAPD), Alien footsoldiers and giant monsters. During this time he would show borderline super-human feats, such as ripping a giant monster's head off so he could defecate down it's neck, and killing aliens just as big as he was with nothing more than his "mighty boot". When he finally confronted and killed the Alien Queen, he had his ego inflated to obscene levels, and humanity didn't exactly try to squash this- building monuments to his greatness and declaring him a hero. But then the aliens returned. Fortunatly for the world, whenever invaders come knocking, the Duke is there to show them the door...and his foot.
- Melee- The Mighty Boot, Might Fists, and Shotgun Buttstroke
- Pistol- Glock 17: 12 round magazine and fires 9mm PAK rounds
- Pistol- M1911: 8 round magazine, fires .45 rounds, equipped with laser sight
- Shotgun- Winchester 1300 Defender: 7 round tube, pistol grip
- Assault Rifle- Ripper Chaingun: Full-auto, triple barreled 50 round machine gun
- Sniper Rifle- Railgun: Powerful three-shot rifle
- Explosive- RPG: One-shot, Tracker Rockets
- Grenade- Pipebomb
- Explosive Trap- Laser Tripmine
| “ | Sam I Am!
— Sam Stone
|
” |
Not much is known about Sam's early life. Some stories describe him as being very charitable - helping blind people across the street, shopping for elderly people and repairing broken toys for children. Others claim that he stole apples from his neighbor's yard, painted bomb logos on fresh facades and even freed animals from the Zoo. However, there are some things that are known for certain. As far as anyone can remember, and even in the earliest known pictures of him, Sam is always seen wearing blue jeans, red sneakers and a white shirt with the Serious Bomb logo on it; He has always had a passion for cooking; He was the vocalist for the songs of the dance duo - "Villi Manilli", consisting of Groovy Gregory and Dancing Denzell, whom Sam described as "the coolest people [he] had ever met"; And he had always dreamed of being a lone hero that will save the planet.
Sam's only known family includes his sister - Serious Sammy, and his long-lost twin brother - Mental Mate. Sam's parents had lost Mate in the mall, when they were just babies. Mate was then adopted by TV producer Maaron Telling. Sam and Mate had never known of each other, growing up. However, sharing Sam's passion for cooking, Mate had started up his own cooking show, which is how Sam first discovered Mate. They eventually met up, and became inseparable, trying to catch up on their lost childhood. Sam also had a girlfriend, named Yollanda Youth who he met at a Zagreb Night Club, which Sam frequently visited. The two started a relationship, which was the subject of much media attention.
Eventually Sam joined the military and was eventually promoted to the rank of Captain. While in the Military, at some point he was implanted with His NETRICSA unit, NETRICSA being a standard-issue device for all soldiers.
- Melee- Sledgehammer
- Pistol- TBA.
Norman Stansfield vs. Anton Chigurh
Edit
Norman Stansfield
Edit
Norman Stansfield is a corrupt Drug Enforcement Administration (DEA) agent who employs a holder to store cocaine in his residence. When Stansfield learns that the holder has been stealing some of the drugs for himself, he and his henchmen gun down the man's entire family, with the exception of 12-year old Mathilda, who is able to find refuge with neighbor, and professional hitman, Léon. As the film progresses, Mathilda implores Léon to teach her his trade in order to kill Stansfield and avenge the murder of her younger brother.
Stansfield wears a beige suit. He has been described as a psychopath, and as having an unhinged, unpredictable personality; he has also been cited for his charm, however. He is a classical music purist, who likens his killings to the works of Beethoven. Throughout the film, he takes an unidentified drug in capsule form, which causes exaggerated physical contortions and heavy breathing, and apparent feelings of blissfulness.
TBA.
TBA.
Anton Chigurh
Edit
| “ | What's the most you ever lost on a coin toss?
— Anton Chigurh
|
” |
Anton Chigurh is a hitman notorious because of his lack of mercy and acknowledgement of human emotion. He enjoys unconventional weapons like a Captive bolt pistol, a tool used stun animals prior to slaughter, and a sound-suppressed shotgun. During the early 1980s, Chigurh was hired to extract a satchel of drugs, but discovered the drugs were already taken by a hunter named Llewelyn Moss. Desiring money, the hitman tracks down the hunter, but Moss does not go down without a fight. Moss, who is also being chased by Mexican gangsters, leads Chigurh into a trap filled with angry, drug-desiring Mexicans. However, his mastery in killing allows him to tear apart the Mexican gangsters and eventually a bounty hunter.
Close Range
Edit
For killing and lockpicking among many other uses, Anton Chigurh is armed and dangerous with his signature Captive Bolt Pistol, stealthy and quick killing, but impractical and noticeable.
Handgun
Edit
TBA.
Dimentio vs. Fawful
Edit
TBA.
Ash Williams vs. Buffy Summers (Collab w/ BeastMan14)
Edit
Hellfury brings you a fist full of Boomstick in this weeks battle of the hunters of the undead! Ashley J. Williams, the infamous time-traveling slayer of Deadites and Hero from the Sky! TBA.
Ash Williams (represented by the Doctor)
Edit
Biography
Edit
| “ | Good. Bad. I'm the guy with the gun.
— Ashley J. Williams
|
” |
TBA.
Weaponry
Edit
| Category | Weapon |
|---|---|
| Melee | Hand-mounted Chainsaw |
| Ranged | 12 gauge double-barreled Boomstick |
| Special | The Necronomicon Ex-Mortis |
Buffy Summers (represented by da Beast)
Edit
TBA.
Biography
Edit
TBA.
Weaponry
Edit
| Category | Weaponry |
|---|---|
| Melee | Stake |
| Ranged | Crossbow |
| Special | Mʔ |
X-Factors
Edit
Ash - Buffy
100- Experience -100
75- Strength -85
77- Speed -87
Ellie (The Last of Us) vs. Carl Grimes (The Walking Dead Comics) (Collab w/ Skull)
Edit
The Skull of one of many dead soldiers roll through the desolate desert of this dead earth. A cloaked man stands still in the dry and practically lifeless desert, his cape blowing in the sand. The Wandering Skull stops at the feet of none other than the cloaked man, the Doctor. A battle between two young children flashes in the Doctor's eyes.
"Who's skull is this?"
We will find out in this brutal battle between two young survivors of the apocalypse, once children without a care in the world turned helpless killers in a struggle to hold their own in this new, violent world that belongs to the dead.
Ellie (represented by the Doctor)
Edit

Added by Dr. Las Moore| “ | This is our routine. Day and night, all we do is survive; it never lets up. He tells me how these streets were crowded with people just going about their lives... must've been nice.
— Ellie
|
” |
Ellie was born sometime in the year 2019, six years after the spread of the fungal pandemic. As a result, she grew up in an oppressive military quarantine zone in Boston, Massachusetts with little knowledge of the world prior to the incident. For a time she was raised by mother, Anna, and Marlene. When her mother died, Marlene continued to look after her, a promise she made to her mother. In the year 2033, now aged 14, Ellie meets Joel, a survivor who successfully smuggles her out of the quarantine zone in Boston in order to bring her to a secretive group known as the Fireflies so he can fulfill a final request from a dying friend.
Weaponry
Edit
| Category | Weapon | Stats |
|---|---|---|
| Melee | Switchblade | |
| Secondary | Beretta Model 70 | Semi-auto, fires .32 ACP rounds, 8 round magazine |
| Primary | Bolt-action rifle and Bow & Arrow |
Carl Grimes (represented by the Skull that wanders....)
Edit

Added by Dr. Las Moore| “ | I'm worthless now.
— Carl on his eye disability
|
” |
Carl Grimes is the son of Rick and Lori Grimes and brother or half-brother of Judith. He joined Shane, along with his mother, to travel to Atlanta, Georgia for the refugee camp. As time goes on, he slowly becomes hardened due to the severe loss of life around him. While only seven years old when the dead began to rise, Carl quickly became adapted to the new world, proving himself a good shot for his age, similar to his father.
After Zombies invade the Alexandira Safe-Zone, Douglas Monroe, a survivor, begins haphazardly shooting zombies. As he is overtaken by a group, he fires his gun and accidentally shoots Carl in the head, destroying his right eye and taking out a chunk of his face. When Negan and his Saviors become a threat to the group, Carl hides under some mattresses in one of their trucks, ambushing the saviors as they open the door and killing several, before being brutally beaten by Dwight, and then taken hostage by Negan.
However, while Negan is usually cold and dispassionate, the harsh demeanor of Carl leaves an impression on him, as Negan, while claiming he's still going to punish Carl, starts to mentor him into the ways of The Saviors, acting curious and concerned about his past and bluntly claiming that, in his eyes, Carl is going to become a serial killer.
Weaponry
Edit
Carl Grimes come into combat jampacked with a load of deadly weaponry. He is skilled with his bowie knife and is a crackshot with his pistol, he also brings in the M4A1 previously owned by a member of his group.
| Category | Weapon | Stats |
|---|---|---|
| Melee Weapon | Bowie Knife | 12 inch blade |
| Secondary Weapon | Beretta M9 | Semi-auto, fires 9mm rounds, range of 50 meters,15 round magazine, weighs 41.0 oz loaded |
| Primary Weapon | M4A1 | Full-auto, fires 5.56mm rounds, range of 500 meters, 30 round magazine, 700-950 rpm |
X-Factors
Edit
Ellie - Carl
TBD - Experience - TBD
TBD - Intelligence - TBD
TBD - Brutality - TBD
TBD - Mental Stability - TBD
TBD - Training - TBD
TBD - Creativity - TBD
(*) If Rick wins. Ellie after learning of the death of her mentor and friend Joel she begins to wander alone across America. At one point she'll be captured by the Saviors and Negan will realize the prefect way to deal with her. Once they return back to base; Negan will make his way to Carl and says he has a way for him to make up for all the men he killed. Then he'll put both Ellie and Carl in an arena to fight to the death.
(*) If Joel wins. After having lost his father. Most of his group later is killed by a group of Firefiles he even loses his eye, Carl and Carol are forced to wander the wastlelands of America he'll at one point meet up with Abraham and Rosita, after about of month of traveling with them they are both killed by the Saviors. Carl manages to grab the M4 and kill off multiple Saviors, he is overwhelmed by Dwight and later taken back to the Savior Base. Negan liking his spunk decides to keep him and raise as his "son." Ellie and Joel is hunting and comes across a group of Saviors who attempt to kill them. After managing to hold off a few of them they are captured. Negan takes them back to base. He tells Ellie the only way to save him is to fight his son to the death. If she manages to succeed he'll let both of them walk of to freedom.
Brotherhood of Steel vs. The Thing
Edit
TBA.
Travis Touchdown vs. Jack Cayman
Edit
Hellfury brings you the most over-produced, bloody-gorey fight of the ages in this battle of the brutal competitors! Travis Touchdown! The otaku turned UAA assassin after buying a beam katana in an online auction and climbing the ranks of the brutal UAA! VERSUS! Jack Cayman! Former marine, police officer, and rogue agent turned three-time champ of the extremely brutal MadWorld tournament! WHO...IS...DEADLIEST!?!?!
Travis Touchdown
Edit
| “ | Everybody deals with grief differently right? Some people f--k at funerals, I cut off heads!
— Travis Touchdown
|
” |
A 27-year-old American assassin and stereotypical otaku – Travis' motel room decorated with professional wrestling and anime collectibles – living in near poverty in the motel "NO MORE HEROES" of Santa Destroy, California accompanied by his kitten Jeane. He appears to have interest in lucha libre and Japanese pro wrestling icons, as well as a moe driven anime series called Pure White Lover Bizarre Jelly; his apartment is filled with such mentioned merchandise.
After winning a beam katana in an online auction, Travis becomes a hitman. When he runs out of money to buy video games he accepts a job to kill Helter-Skelter, also known as "the Drifter," which earns him rank eleven by the United Assassins Association, a governing body of assassins. Realizing that he has now made himself a target for aspiring assassins, he sets out to secure himself as number one in the UAA.
| Close Combat | Wrestling | Travis is trained and skilled in Wrestling when in close combat, and has performed multiple moves like Suplexes, Full Nelson, Powerslam, Powerbomb, and Piledriver. See here for more on his wrestling moves. |
| Signature Weapon | Blood Berry | The Blood Berry is a seemingly primitive beam katana model that Travis Touchdown obtains through an online auction. When activated, it emits a blue beam as the frame of the Blood Berry is extracted along with the blade, and the receiver is headed by a blade attachment in the form of a pointed spike. The Blood Berry is one beam katana that cannot function properly without a receiver, and so this blade attachment allows the beam katana to penetrate matter it normally cannot by having a standard, dull receiver. The Blood Berry is also the only recognized beam katana to contain a guide bar in its design. |
| Secondary Weapon | Rose Nasty | The Rose Nasty are receiverless beam katanas with curved, red blades and differing hilts with handguards. Furthermore, the off-hand beam katana has a slightly shorter blade than its counterpart making the set similar to traditional daisho. Both blades are swung, allowing versatility and a good damage radius. |
TBA.
Jack Cayman
Edit
| “ | I don't help people. I Kill Them.
— Jack Cayman
|
” |
Jack is the star of MadWorld, the man with the chainsaw on his arm, the cigarette in his mouth, and the biggest swagger to hit Jefferson Island in years. Jack arrives on the scene in Varrigan City without a sponsor, a reputation, and with no obvious reason for being there, aside from the hundred-million-dollar prize that’s up for grabs.
Of course, that’s what he wants them to think. The people in the studio, the folks watching at home, even Agent XIII…none of them knows about the voice in his ear, Amala. Nor does she know about the voices in his head. Jack’s mysterious past and his motivation for entering the DeathWatch Games is revealed in due time—but only to those who live to hear the tale.
TBA.
TBA.
X-Factors
Edit
Travis - X-Factor - Jack
80 - STRENGTH - 90
Jack's weaponry and fighting style relys on his brute strength, He can pick up an armored man and heavy machinery without difficulty. Travis relys more on his skill with his Beam Katanas and wraslin' moves, he can pick up a man and slam him, but not as quick and easily as Cayman can.
75-INTELLIGENCE-80
Travis has never been potrayed as extremely intelligent, he's rushed into battles without much thought and has been tricked numerous times. Jack has never been potrayed as extremely intelligence, but his knowledge shows more than Travis'.
Punisher vs. Joker
Edit
Hellfury brings you true rage and anger in this non-stop, bloody action-packed comic book battle! Throwing two brutal and violent characters into a deathmatch will only end in a death! Who will survive!? Will it be...The Punisher! A Vietnam war veteran turned brutal, criminal-hunting vigilante who punishes the guilty and brings a one-man war on terror! Or will the victor be...The Joker! The arch-nemesis of the dark knight, terrorist, torturer, and slayer of thousands molded into a ruthless and sadistic killer clown! WHO...IS...DEADLIEST!?!?!
The Joker
Edit
| “ | I've proved my point. I've demonstrated there's no difference between me and everyone else! All it takes is one bad day to reduce the sanest man alive to lunacy. That's how far the world is from where I am. Just one bad day.
— The Clown Prince of Crime
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” |
The Joker, who's true name is unknown, is the homicidal arch-enemy of the Batman. His alias' and background constantly change, though one thing from his multiple origins remains the same each time, the Joker is known to have been forced to swim through a vat of chemicals which turned his skin white, his hair green, and left his face permanently locked in a double Glasgow Grin. Completely unpredictable with no regard for human life, the Joker finds murder and mayhem funny, and is perhaps the most dangerous man on New Earth with a body count stretching into the thousands, all centered around his obsession with destroying the Dark Knight.
Weaponry
Edit
The Joker boasts a large array of both practical and impractical weaponry ranging from a traditional handgun to explosive cigars. In this fight The Joker and his goons will be armed with...
| Crowbar | The Classic Crowbar that the Joker used to beat Jason Todd, the second Robin, to a bloody pulp before killing him and his mother. |
| Switchblades | The Joker often conceals two Switchblades in his sleeve which he pops out when needed in combat. |
| Butcher Knife | Traditional Butcher Knife that is concealed within his coat. |
| Straightrazor | A Straightrazor concealed within his pocket. |
| Cyanide Pie | A poisonous cyanide-filled pie that can kill a target if landed on the face. |
| Razor-sharp playing cards | Playing cards sharpened to a razor point able to cut through steel. |
| Boxing glove | A spring-loaded mechanical arm with a boxing glove on the end. The force of the spring is shown to be extremely powerful - enough to knock people out. |
| Electric joy-buzzer | A deadly joy-buzzer strapped around the Joker's palm, and can shock another human to the point of death. |
| Acid Flower | A bright-yellow harmless looking flower stitched into the Joker's suit, but squirts out a deadly array of acidic chemicals onto the target. |
| Harpoon Gun | A weapon that takes the appearance of a harmless green toy revolver that shoots a small flag reading "BANG!". However, after a second pull of the trigger, the flag blasts out of the barrel and impales the target. |
| Smith & Wesson Model 15 | 6-Cylinder S&W Revolver firing .38 Special rounds. |
| Glock 17 | Semi-automatic Glock 17 chambered in 9mm rounds with 17 rounds per magazine and a range of 50 meters. |
| Beretta 92FS | Semi-auto Beretta 92FS firing 9mm rounds with 15 rounds per magazine and a range of 50 meters. |
| M1921AC Thompson | Fully-automatic M1921AC Thompson chambered in .45 ACP rounds with a 100-round drum magazine and a range of 50 meters. |
| Saiga-12 | Rotating-bolt, gas-operated semi-automatic with 12 Gauge shells and 10-round magazine. |
| TAR-21 | Semi-Auto/Full-Auto IMI Tavor TAR-21 firing 5.56x45 NATO rounds, 50 bullet magazine, Grip, Smileyface Red Dot Sight, and a range of 550 meters. |
| Joker Venom | A gas that slowly and painfully kills the victim and causes uncontrollable spasms of laughter until the victim dies with a large grin on their face. |
Jack Ryan vs. Booker Dewitt
Edit
Hellfury brings you a fierce firefight of bullets, electricity, fire, and much much more in this franchise fight! Booker DeWitt! The disgraced Pinkerton agent turned private investigator, exploring Columbia and rescuing Elizabeth to earn some cash! VERSUS! Jack Ryan! The unlucky plane crash survivor turned man fighting for his life in a living hell!
WHO...IS...DEADLIEST!?!?!
Booker DeWitt
Edit
| “ | Well... Nothing ventured, nothing gained.
— Booker DeWitt
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” |
Booker DeWitt is a former Pinkerton agent, disgarced do to the use of his extreme methods on the job. As a member of the Pinkerton Agency, DeWitt had been tasked with breaking up union strike efforts. At one point he was also an Indian fighter, and was present at the battle of Wounded Knee. Following his discharge, he became a private investigator. When he was contacted by a man who offered DeWitt a mission that would help pay off his gambling debts. The client gave DeWitt information about the location of Columbia and commissioned him to find and rescue Elizabeth, a young woman who was held captive within the city, to bring her back to New York. Upon his arrival in Columbia, DeWitt hears explosions and gunfire in the distance, revealing the civil turmoil in the city. In Columbia, Booker gains access to extraordinary abilities in the form of Vigors.
Weaponry
Edit
Booker comes across a wide variety of unique firearms to get the job done while in Columbia, some such as...
| Melee Weapon | SkyHook | Short-ranged melee weapon that uses three rotating hooks to damage enemies |
| Handgun | Mauser C96 "Broadsider" | Fires 9mm rounds, holds 18 bullets per magazine, high rate of fire |
| Shotgun | Modified "China Broom" Winchester 1887 | Fires 12 gauge, holds 4 shells before reload, low rate of fire |
| Sub-machine Gun | British Lanchester Mk. 1 "Triple R" | Fires 9mm rounds, holds 35 bullets per magazine, high rate of fire |
| Long Range | M1903 "Bird's Eye" Springfield | Fires .30-06 rounds, holds 4 bullets per magazine, low rate of fire |
| Launcher | Barnstormer | Fires Rockets, holds 2 rockets before reload, low rate of fire |
Vigors
Edit
To rival Jack's Plasmids, Booker brings in the amazing superhuman Vigors!
| Electric Power | Shock Jockey Vigor |
| Fire Power | Devil's Kiss Vigor |
| Back at Ya Power | Return to Sender Vigor |
| Swarming Power | Murder of Crows Vigor |
| Assist Power | Possession Vigor |
| Forceful Power | Charge Vigor |
Jack Ryan
Edit
| “ | ...they told me, 'Son, you're special, you were born to do great things.' You know what? They were right.
— Jack
|
” |
Jack arrives in Rapture in a Bathysphere taken from the nearby lighthouse after a plane crash. He explores the city with the help of Atlas, who speaks to him through a short wave radio. Atlas guides Jack to his family's location in a bathysphere, before it is blown up by Andrew Ryan. Atlas guides Jack to Ryan's location to kill him, and after doing so Atlas reveals himself as Frank Fontaine, a thought to be killed Gangster. Before Ryan's death it is revealed that Jack is the illegitimate son of Andrew Ryan. Jack was to be Fontaine's back up plan if he was ever forced into a bad position by Ryan during the increasing hostility leading up to Rapture's Civil War. Jack was "born" and raised by scientists in rapture. Jack finally locates and kills Atlas, escaping Rapture.
Weaponry
Edit
Jack comes across a variety of weapons in Rapture to help him survive the living hellhole of a city, such as...
| Melee Weapon | Pipe Wrench | 2.5'' Pipe Wrench dealing blunt damage |
| Revolver | Modified Webley Mk IV Revolver | Fires .38 S&W, holds 6 rounds, solid rate of fire |
| Shotgun | Modified 1882 Spencer Shotgun | Fires 12 gauge, holds 4 slugs, average rate of fire |
| Sub-machine Gun | Modified 1921 Thompson | Fires .45 ACP, holds 40 rounds per magazine, high rate of fire |
| Long Range | Modified Crossbow | Fires Steel Bolts, holds 5 bolts, average rate of fire |
| Launcher | Custom Grenade Launcher | Fires Grenades, holds 6 grenades, average rate of fire |
Plasmids
Edit
Jack brings in the genetic-modifying Plasmids to counter Booker's Vigors!
| Electric Power | Electro Bolt Plasmid |
| Fire Power | Incinerate! Plasmid |
| Back at Ya Power | Telekinesis Plasmid |
| Swarming Power | Insect Swarm Plasmid |
| Assist Power | Enrage/Security Bullseye Plasmids |
| Forceful Power | Sonic Boom Plasmid |
X-Factors
Edit
Booker/Jack
75-STRENGTH-100
Booker has above an average physique and above average human strength due to his training and combat experience, Jack had a "gross musculature of a fit, 19 year old." at the age of one due to chemicals like Lot 111, Jack's altered strength and splicing make him superhuman, getting him the edge.
80-DURABILITY-90
Both can withstand the elements and a hellstorm of bullets and pressure, though Jack's splicing and enhanced strength make him a bit more durable than his opponent.
80-INTELLIGENCE-65
Jack, under Fontaine's control, cannot think for himself and always obeys the phrase "Would You Kindly?". He doesn't put in much thought and strategy in combat when facing Splicers and Big Daddies, though he is shown to be smart enough to jack complicated machinery and use it to his advantage. Booker, on the other hand, puts more thought and strategy in combat and can think for himself.
80-TRAINING-30
Booker was a former Indian Fighter, Pinkerton agent, and solider in the 7th Calvary Regiment, getting him training easily, bar none. Jack was made to be a sleeper agent and tool for Fontaine, having no real training.
85-EXPERIENCE-55
Booker has experience working for the Pinkerton Agency, serving in the United States Army, and as a Private Investigator, and was present and fought in The Battle of Wounded Knee. Jack has no real combat experience aside from his time in Rapture.
70-CREATIVITY-85
Booker can be creative in combat with his Vigors and Elizabeth's Tears, though relies mostly on his firearms for basic combat. Jack relies on the creative combos of his plasmids, weaponry, and hacking to survive in Rapture.
80-BRUTALITY/KILLER INSTINCT-90
Booker was disgraced from the Pinkerton Agency do to his extreme methods and brutality on the job, and doesn't hesitate to kill an attacking foe in anyway possible, though he will avoid a fight if the option is there. Jack was literally born to kill and relies on his killer instinct and brutality to intimidate foes, and won't hesitate to kill a splicer or harvest a Little Sister to survive.
































