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#1 Edited by shade555 (2101 posts) - - Show Bio

SirFizzWhizz

Chaplain Althrous

Brother Raclaw

Captain Leonatos

Perks

Full knowledge

Non Standard Gear

Vs

Ugivemetheluls

Obadiah Archer

2012 X0 Manowar

Bloodshot

Wolverine Level Healing Factor

Adamantium Bones

Non standard gear

1 Hour prep

Battlefield

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Rules

  • Vote for you thought was the better debater. Don't be biased toward a certain user or character you like
  • Don't spam with memes or nonsense that has nothing to do with the debate.
  • Give a detailed explanation to who you thought debated better or it won't be counted.
  • Incapacitation/BFR is not counted as a win.
  • Win by death or KO
  • 500+ Post count is necessary to vote
  • As always, have fun

@sirfizzwhizz@ugivemethelulz

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#2 Posted by SirFizzWhizz (34213 posts) - - Show Bio
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#3 Edited by Ugivemethelulz (1871 posts) - - Show Bio
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#4 Edited by SirFizzWhizz (34213 posts) - - Show Bio
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#5 Edited by SirFizzWhizz (34213 posts) - - Show Bio

@ugivemethelulz:

Meet the Space Marines!

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Take a quick Gander. What you see above is a simple squad of Marines lead by a sergeant vs some bad ass Eldar. My team is some of the best Space Marines from the 40K Comics.

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https://comicvine.gamespot.com/leonatos/4005-27068/ Comicvine breakdown for anyone who cares. Leonatos stars in the long running comics of Blood Quest. A Space marine Captain who defied all odds and fell to Chaos, and still fought the possession till his death. He is part of the Blood Angel chapter which are very close combat oriented and blood lusted than most chapters.

Leonatos Gear

  • Power Sword
  • Plasma Pistol
  • Melta Bombs
  • Power Armor
  • Iron Halo
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http://wh40k.lexicanum.com/wiki/Altheous Chaplain Altheous is a Chaplain of the Dark Angels, and leader of the Lion's Blade strike force. He has proven cunning as a commander and warrior, defeating greater odds than most.

Altheous Gear

  • Power Weapon
  • Power Fist
  • Plasma Pistol
  • Melta Bombs
  • Power Armor
  • Iron Halo
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https://comicvine.gamespot.com/raclaw/4005-79794/ Brother Raclaw is the appointed Castellan of several Crusades, equivalent of a Space Marine Captain, and greatest of the Sword Brethren. Sword brethren is the most elite and veteran unit in the Black Templar Space Marine Chapter. He has battled everything from Eldar, to Chaos, to Necrons and come out on top. Fighting on as a revered Dreadnought even after death.

Raclaw Gear

  • Power Sword
  • Storm Shield
  • Plasma Pistol
  • Melta Bombs
  • Power Armor

Breakdown of Characters

Teamwork

Your team being all Valiant and working together may seem to give a edge in team work, but I dont see it as my team all follow the Codex which is the universal battle bible filled with text book examples of all things war. Every loyalist Marine Chapter follow the rules of the Codex and as such are able to work as a well oiled machine with other Space Marines. It allows for the unison and effectivness without having to personally know the other guy. Its why Deathwatch Space Marines who are from all over the galaxy work like brothers who been fighting together for centuries. In short, the is no team work factor for your guys over mine.

Skill

That said, my team is also better in gear. Outside Manowar, they are better in stats too. I also argue they are on the same level as Eternal Warrior or Ninjak in skill. Space Marines are taken from the best of the best across the galaxy. Planets of warriors are commonly recruited through life and death trials to be just given a chance to become a Space Marine.

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The basics of most Space Marine Chapters choosing candidates. mentions the recruitment process is crucial to pick the best humans from warrior cultures or humans who simply survive in what is called Death Worlds where humans are unable to survive in.

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The trials of Space Wolves Chapter to choose recruits. Throwing out already hard living vikings of their world out into the freezing elements of Fenris. A world filled with wolves larger than men, krakens that can sink ships, and moose that trample armies. All the while implanted with a werewolf like curse, minus the immortality bit, that painfully affects their bodies. They have to survive and find their way back.

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The Blood Angels Chapter holds various tournaments and games of racing through a desert of a radioactive moon. Their aspirants chosen from tribal villages are already sick and dying from radiation poison while competing in games to the death, and surviving the harsh environment of a desert. Those that pass are healed and changed to be Space Marines.

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The Black Templar also choose their Space marines from world level tournaments of the best warriors of said world. Borther Raclaw takes on his worlds best in a free for all death match. As the last man standing, Raclaw is inducted into the Black Templar Chapter.

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After the fresh surgeries of the organs, not knowing if they will take or not with the body, Raclaw is given a further test to prove his worth by fending off a mutated human of super strength. All to be worthy as a member of the Black Templar Chapter. The fact is, before becoming a Space Marine, you must go above and beyond Rambo style as a human. Once you are turn to super human, you are thrusted in battle after battle after battle until the day you die. Centuries of non stop combat experience. That is the skill your team is up against here.

Super Human Abilities

So what makes a Space Marine super human? The special made organs implanted into them. Once chosen to be a Marine, the human will go through various surgeries, and are implanted with special made organs as children to give them super abilities. Once implanted with the organs, the super human stats start to developed.

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  • Mucranoid - Protects against the vacuum of space and extreme temperatures.
  • Larraman's Organ - Instant scarring to prevent any blood loss and also helps heal major wounds easy.
  • Omophagea - Allows access to recent memories through eating of the flesh.
  • Occulobe - Super enhance eyesight.
  • Secondary Heart - Allows more stamina and acts as a back up heart.
  • Biscopea - Allows strength of up to 2 tons or more.
  • Ollitic Kidney - Filters poisons and gasses that might harm a Space Marine.
  • Preomnor - Allows to digest poisons.
  • Interface - Allows the link up with Power Armour.
  • Haemastamen - Allows for the creation of efficient blood that allows high stamina.
  • Multi Lung - A third lung that allows a Marine to breath poisons and even water.
  • Lyman's Ear - Allows sharper hearing, filtering of sounds, and near immunity to disorientation.
  • Sus-an Membrane - Allow the Marine to enter hibernation for centuries.
  • Betcher's Gland - allows for the creation of both acidic and poisonous spit.
  • Ossmodula - Steel like bones that can heal fast, and fuses the rib cage.
  • Neuroglottis - Grants sense of smell on par of an dog, and allows an Marine to taste the toxicity, and nutritious content of objects, or the air itself.
  • Catalepsean Node - Marines can stay awake for days with no hindrance.
  • Progenoids - Also known as Gene Seed allows these organs to be developed, and accepted during surgery. They are harvested from Space Marines to make more Space Marines.

Now we know they are super human, how super human are they?

Strength

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Some stated statistics that show a fresh Space Marine can carry, lift, and push without Power Armour. All Space Marines can rip human beings into two.

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Space Marine casually lifts a half ton with no effort.

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Space Marines stated to rip the steel armor of tanks off like paper. Stated with Power Armour to support buildings as well as any Steel Girder.

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Space Marines lifting and throwing ton in weight stone rubble.

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Space Marine Captain Titus overpowers the hydraulics, and moves this large turret around.

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Space Marine pushes across the steel floor a semi truck size artillery shell.

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Space Marine stops dead a charging Ork Dreadnaught.

Durability (No Armor)

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Space Marine slams powerful Chaos Marine, who has a healing factor, through a concrete wall. then they free fall several stories through the air, and pancake a transport tank with their weight and momentum. With the Chaos Marine on top of the Space Marine. Both are alive and still fighting.

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The force that would shatter a human's skeleton is barely felt by a Space Marine.

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This Veteran Sergeant is coated in a flamethrower using special high burning gel. Not only he survives but brushes away with ease the burning and and damage to his bare head.

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This Farseer lightning attack kills a normal Tactical Marine, but the Space Marine veteran plows through a torrent of it to kill the Eldar.

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Space Marine survives being sheared to the bone inside a exploding Land Raider.

Speed

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Space Marine Captain at the time Gabriel, of the Blood Ravens states how he sees in slow motion the Bolts he fired.

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Space Marine Captain Ragnar Blackmane reacts and dodges in Micro Seconds.

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This scan states due to the stats and training an Space Marine can processes, and come up with a plan of attack in the time space of a Nanosecond even though that is very much a stretch, it is noteworthy close enough to the speed and reactions of Space Marines.

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A Iron Warriors Chaos Lord, with no Chaos Gifts mind you, is seeing a stated impossible fast missile coming at him which he blocks fine with his liquid metal of a arm.

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Space Marine Captain of the Blood Gorgons slaps down a bolt at close range.

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Chief Librarian Sapredon of the Soul Drinkers cuts a bullet in half in mid air.

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A veteran Space Marine of the Word bearers cuts down three Bolts out of the air.

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A Chaos Lord who lost all his Chaos Powers, now a average Space Marine of great skill is able to cut down multiple bullets and Bolts out of the air consistently.

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Another scan of a Night Lords Captain from the Horus Heresy era has stated hundreds of years of training and experience, with honed reactions of a Space Marine can block Bolter rounds on their arms, and weave around laser fire without ever feeling its heat.

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Night Lord Space Marine Captain of the Horus Heresy is nearly too fast to be seen by humans, and is fast enough to dance between rain drops.

Yeah, to sum it up, my team has super human durable character, with casual bullet timing speeds, and in the 5 ton area of strength. They are insanely skilled to boot. I have not touch on gear, armor, nor the other super human abilities that will counter your team. All in all, I say the painted picture is not a pretty one for your team.

Strategy

The initial strategy is simple. My team has full knowledge of yours. The Battlefield is small as shit. I see no real reason why they cannot get into close combat and do what they do best. Wreck shit. A single hit from their weapons is enough to win the day.

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#6 Edited by Ugivemethelulz (1871 posts) - - Show Bio

The Valiant Trio

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Archer

A young gifted pisot with the ability to copy any skill

Now although it doesn't say I have been allowed to use Classic Feats for both Archer and Bloodshot

Strength

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Archer is able to flip and throw Armstrong a 300lb man with enough force to crush part of a car

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1) Able to slam some with enough force to crack the ground

2) Puts his hand through a metal plate over an inch thick while sleep walking

Durability

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Archer is able to tank a kick from Mary-Maria someone who can put two fingers through a quarter inch of solid concrete

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Tanks a punch strong enough to crack the ground when he lands

Speed

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1) Dodges a shot from a laser gun

2) Dodges a shot from a tranq gun

3) Able to hit somebody nine times before they could blink

X-O Manowar

The Keeper of the X-O Manowar armor

Strength

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1) Able to break concrete just by running

2) Smashes a tank

Durability

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1-2) Falls from Orbit and crashes through the roman Colosseum and gets up just fine

3-4) Flies straight into ground cratering the street and gets up just fine

Speed

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Cuts a bullet in half

Energy Blasts

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1) His energy blasts can blast through concrete pillars

2) Blows up tanks

Bloodshot

Project rising spirit's own super solider

Strength

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1)Able to rip out a cyborgs head along with his spine

2)With his good arm his able to match Gamma's strike who's strong enough to crack concrete walls

3)Able to punch through the glass cockpit of a mech

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1) Bends pure steel bars

2) Lifts up a moving bulldozer

Durability

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1-2) Tanks a kick that sends his head into a concrete wall

3-4) Slammed into a concrete wall then thrown hard enough to send him into another concrete wall

Speed

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Bloodshot is fast enough to deflect bullets with his sword

Healing Factor

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Heals from a .50 shot to the chest in moments

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1) Runs through five machine guns

2) A direct Head shot doesn't bother him

Prep

With this prep time Archer goes ahead and visits Livewire and Torque copying both their technopathy and psychic projection powers

With Torque powers he can create a hard light shell which can

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1) Slap a Humvee away

2) Tank machine fire and nearly stops a large speeding military vehicle larger than a humvee

3-4) Fall from a large creating a large explosion and after a bit gets up

With Livewire's powers he can control tech

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1-2) Livewire is able to hack the X-O Manowar armor

3) When previously another psiot with the same power went brain dead trying to hack the armor

and She's able to hack and force a large sentient space ship to crash to earth

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Then using Livewire's technopathy Archer can configure Bloodshot's nanties to be able to use the "Haradra" Protocol on command

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Using this Bloodshot can blast your team's synapses.

Strategy

Archer is easily the most skilled one here.

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Able to download/copy Gilad's fighting style

Meaning that Archer can copy your team's fighting style becoming just as if not more skilled as shown above where he stomps the Eternal Warrior who you argue to be on the same level of skill as your team.

Not only that but Archer also has Wolverine's healing factor which is good enough to heal Wolverine after his heart is exploded

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or

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Heal from machine gun fire with ease

or

Probably his best feat for his healing factor

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Where he completely heals when reduced to nothing but his bones in a short amount of time

While Bloodshot has an adamantium skeleton meaning that his nanites don't have to waste their protein repairing bone with his near Wolverine level healing factor

Along with XO's durability I don't see how a single hit can take out any of my team members.

As for damaging your team I've shown X-O Manowar is more than capable enough of doing that( Blowing up tanks). Bloodshot with the non-standard gear perk has access to the HARD Corps implant with gives him access to a wide variety powers such as Muscle Mode

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Which is strong enough to crater the street and make several cars jump. Also note how Bloodshot tanked the hit along with an electrical attack and is just fine.

Archer Himself can use muscle mode for damage

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Also note Archer was able to tank a punch from someone using muscle mode

Overall

  • My team just like yours have casual bullet timing feats
  • Archer is the most skilled one here. He can copy/download your team's fighting style , skill, etc
  • Archer and Bloodshot can last a long time due to their healing factors and adamantium skeleton
  • Archer and Bloodshot can at the very least match your team in strength with muscle mode
  • Any tech you have can be hacked by Archer or Bloodshot
  • X-O Manowar is the strongest one here
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#7 Posted by Ugivemethelulz (1871 posts) - - Show Bio
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#8 Edited by SirFizzWhizz (34213 posts) - - Show Bio

@ugivemethelulz: @shade555:

Before I go on, just a question.

With this prep time Archer goes ahead and visits Livewire and Torque copying both their technopathy and psychic projection powers

1) Are you able to visit other people and heroes for prep for help? Just wondering.

2) Your getting specific Techopathy powers but no psychic attacks are allowed too.

3) Also your team has no Knowledge of my team. So why are you grabbing VERY SPECIFIC counter powers?

Using this Bloodshot can blast your team's synapses.

4) Bloodshots synaptic attack is a mental attack, and not allowed no? Its basically a way to find a loop hole to no psychic rule to do a psy attack that shuts brains down. So...........

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#9 Posted by Ugivemethelulz (1871 posts) - - Show Bio

@ugivemethelulz: @shade555:

Before I go on, just a question.

With this prep time Archer goes ahead and visits Livewire and Torque copying both their technopathy and psychic projection powers

1) Are you able to visit other people and heroes for prep for help? Just wondering.

Shade555 has the final say on this but I don't see it as helping since Archer doesn't need their permission to copy their powers he just needs to be there when they use them or force them to use their powers by attacking them. Its like stealing weapons from an armory for prep.

2) Your getting specific Techopathy powers but no psychic attacks are allowed too.

Technopathy controls tech so it isn't TP the rules say no mind control on enemies

3) Also your team has no Knowledge of my team. So why are you grabbing VERY SPECIFIC counter powers?

Because those are the only two powers Archer hasn't copied yet. The only people Archer hasn't copied powers from are Peter Stanchek (TK is banned and Archer already has his other powers such flight and shields) and generation zero but they're all dead or in hiding soo yeah...he won't be able to meet them to copy their powers. Besides I really wanted the technopathy to configure Bloodshot's nanties to be able to use the Hardara protocol, the psychic projection is just a bonus.

Using this Bloodshot can blast your team's synapses.

4) Bloodshots synaptic attack is a mental attack, and not allowed no? Its basically a way to find a loop hole to no psychic rule to do a psy attack that shuts brains down. So...........

The attack doesn't shut down brains it just causes massive pain and shuts down powers as shown when a depowered Hardara doesn't instantly die. Plus the rules state you can't mind control enemies but I assume that causing extreme pain or "brain blasting" is allowed.

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#10 Posted by shade555 (2101 posts) - - Show Bio
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#11 Edited by Ugivemethelulz (1871 posts) - - Show Bio
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#12 Edited by SirFizzWhizz (34213 posts) - - Show Bio

@shade555 said:

@ugivemethelulz: Yes you can visit other people for prep.

Ok and what about the Psy Technopathy to mentally shut down my gear and power armor and the mental attack in the form of synaptic burst?

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Last time I check, Sypnatic burst would easy stomp Midnighter.

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#13 Posted by blackestnight93 (14821 posts) - - Show Bio

2012 X0 Manowar

Since when is Alric a street leveler?

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#14 Posted by Ugivemethelulz (1871 posts) - - Show Bio

@blackestnight93: Since Midnighter was considered street level. From what I've seen Midnighter can kick tank shells away and bust Apollo's ear drums . I mean 2012 X-O Manowar's best feat of outracing an FTL explosion and surviving a surface wiping blast is an extreme outlier. Considering he's been hurt by alot less. He's never tanked a nuke or anything close to one. His best speed feat is slicing a bullet in half. 2012 X-O wouldn't stomp Midnighter at least not the Wild-storm version(The OP sped not specify which version of midnighter). If mercenary tao is allowed I don't see why x-o wouldn't be allowed.

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#15 Edited by blackestnight93 (14821 posts) - - Show Bio

@ugivemethelulz: Wildstorm Midnighter isn't a street leveler at all. I don't understand how Alric is considered high street to anyone when you look at his feats. I have him as a mid tier, personally.

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#16 Posted by Ugivemethelulz (1871 posts) - - Show Bio

@blackestnight93: I think it depends which version of midnighter the op is referring to. I dunno I might be low balling Alric but I don't see him doing good against mid tiers like the thing. There's probably a feat I'm forgetting.

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#17 Edited by blackestnight93 (14821 posts) - - Show Bio

@ugivemethelulz: well, it depends on which range of mid tiers we're talking about. Thing is somewhere around high mid, I believe. I don't have Alric on Ben's tier, but I have him above the norm for street. Mostly due to his strength and durability. But that's just me.

I'll stop derailing this CaV now though. Apologies for that.

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#18 Posted by FC_Tsukihanami (916 posts) - - Show Bio

They made Warhammer comics? That's pretty cool.

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#19 Posted by SirFizzWhizz (34213 posts) - - Show Bio

They made Warhammer comics? That's pretty cool.

They are bad ass. The older Warhammer Monthly ones are hard to find online, but possible. Good stuff short story wise. The recent Boom Comics are good as is the newer recent ones made by Titan Comics.

@shade555 said:

@ugivemethelulz: Yes you can visit other people for prep.

Ok and what about the Psy Technopathy to mentally shut down my gear and power armor and the mental attack in the form of synaptic burst?

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Last time I check, Sypnatic burst would easy stomp Midnighter.

Still waiting on this answer. Which determines if I just forfeit or not.

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#20 Posted by shade555 (2101 posts) - - Show Bio

@sirfizzwhizz: Mind assaulting in any way cannot be used on enemies.

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#21 Posted by Ugivemethelulz (1871 posts) - - Show Bio

@shade555: do you also count Technopathy as a mental assault?

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#22 Posted by shade555 (2101 posts) - - Show Bio
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#23 Edited by SirFizzWhizz (34213 posts) - - Show Bio

@shade555 said:

@sirfizzwhizz: Mind assaulting in any way cannot be used on enemies.

Thank you.

@ugivemethelulz:

Rebutals

Prep

With this prep time Archer goes ahead and visits Livewire and Torque copying both their technopathy and psychic projection powers

With Torque powers he can create a hard light shell which can

1) Slap a Humvee away

2) Tank machine fire and nearly stops a large speeding military vehicle larger than a humvee

3-4) Fall from a large creating a large explosion and after a bit gets up

Neat. how does this help against sun temperature plasma weapons? All my Marines have them here.

Plasma Waepons

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Plasma Canon, Guns, and Pistols all fire energy pulses that hit targets with spheres of nuclear energies. Energies that reach the temperatures of small suns. Dealing in pure heat and explosive shock damage.

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Plasma Gun takes out three Orks at once. Vaporizing them.

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Plasma Gun disintegrates multiple Orks with a blast.

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Plasma Gun vaporizes a Warp Beast, and vaporizes a Dark Eldar in armor.

So unless your Harlight shields have sun temperature damage resistance, it will be worthless.

Melta Bombs

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Meltabombs and Melta Charges work as explosive heat damage on the subatomic level.

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A single Meltabomb takes out a Dreadnought. Dreadnought armor withstand Plasma guns fine but Melta base weapons slag them easy.

Only defense is dodging which your character may fail to do thanks to the false safety of his shields. Another counter is Melta Bombs So no reason for the Hardlight shields to be a factor. Same applies to Manowar and Ninjak.

With Livewire's powers he can control tech

1-2) Livewire is able to hack the X-O Manowar armor

3) When previously another psiot with the same power went brain dead trying to hack the armor

and She's able to hack and force a large sentient space ship to crash to earth

Since mind control is not allowed, your not hacking the AI/Machine Spirits of my Power Armor or tech. So thats useless power. Moving on.

Then using Livewire's technopathy Archer can configure Bloodshot's nanties to be able to use the "Haradra" Protocol on command

Using this Bloodshot can blast your team's synapses.

Again this is not allowed and stated so.

Strategy

Archer is easily the most skilled one here.

Able to download/copy Gilad's fighting style

Meaning that Archer can copy your team's fighting style becoming just as if not more skilled as shown above where he stomps the Eternal Warrior who you argue to be on the same level of skill as your team.

Doubt it. My team has super stats with their skill. Archer can copy all he wants, he is not matching the strength, durability, special physical abilities, or gear my team has.

Not only that but Archer also has Wolverine's healing factor which is good enough to heal Wolverine after his heart is exploded

Wolverine can heal heart damage. Wolverine cannot heal from having no lungs. And no, the nuke feat was Wolverine amped by Death bullshit. Wolverine is able to be drown or killed via decapitation. A Plasma blast or Melta charge would vaporize Archer flat out. Its not a factor.

or

Heal from machine gun fire with ease

or

Probably his best feat for his healing factor

Where he completely heals when reduced to nothing but his bones in a short amount of time

This is false and mis info. Wolverine was amped by death nonsense at the time. Even then, Wolverine was KOed for a time.

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The issue is wolverine volume 3 issue 48. It took wolverine a few minutes to fully heal. Thats a KO. Not to mention the Magneto feat. This almost kills Wolverine. destroying his mind and healing factor.

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And we know for a fact suffocation will kill him since his brain needs oxygen. Twice, not once, but twice it is stated drowning would kill Wolverine.

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Even stated that destroying his brain would possibly kill Wolverine.

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The fact is Wolverine is not immortal, not even close. He is not unbeatable either. He can be incapcitated or KOed easy with the weapons and gear my team has, and flat out killed via decapitation, brain damage, or suffocated.

While Bloodshot has an adamantium skeleton meaning that his nanites don't have to waste their protein repairing bone with his near Wolverine level healing factor

Not really. Again, Bloodshot healing factor is not repairing decapitation, brain damage, having all his flesh disentigrated, ect. in any timely fashion. Bloodshot would be KOed, or decimates. Now you bring up Adamantium bones like it will help? Nope. Adamntium has no defense vs sub atomic level attacks like the Melta Charges, or Power Weapons. Magneto showed many times molecule level manipulation can decimate Adamantium. Powers Weapons do just this.

Power Weapons

p
p

The Power Weapon is a weapons that has a energy field over the weapons of choice. The energy field allows the weapon to cuts and/or part matter on the molecular level. Power Weapons take to form of swords, axes, mauls, hammers, halberds, any kind of close combat weapon really with a energy field added.

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Leonatos using Power Sword to cleave a non Power Weapon with ease.

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Leonatos stalemates, and cuts through a psychic energize Force Weapon with Power Sword.

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Power Weapon of a Chaplain cuts off an tank turret of a Gargant with ease. Even though the weapon is a blunt hammer and not a blade.

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Power Sword wielded by peak human soldier cuts through Power Armor with ease.

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Peak human Commissar cuts down a Chaos Marine's Power Armor like a hot knife through butter.

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Power Sword easily stabs through Ork Terminator Armor. Terminator armor is design to tank anti tank missiles, lascannons, and even plasma weapons. Yet the power weapons cut through it with ease.

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Power Sword cleaves with ease a Terminator Armor Ork in two. Again the said armor is one of the most durable materials in 40K universe.

Along with XO's durability I don't see how a single hit can take out any of my team members.

Well I just showed Plasma Weapons, Melta Bombs, and Power Weapons easily dealing with your team. Easy. They have zero feats or defense vs weapons that burn at temperatures of suns, cut on the molecule level, or destroy on the sub atomic level. Your only options is dodge or die. Thank to the speed and skill of my Marines, dodging is unlikely for everyone outside Archer.

As for damaging your team I've shown X-O Manowar is more than capable enough of doing that( Blowing up tanks). Bloodshot with the non-standard gear perk has access to the HARD Corps implant with gives him access to a wide variety powers such as Muscle Mode

Which is strong enough to crater the street and make several cars jump. Also note how Bloodshot tanked the hit along with an electrical attack and is just fine.

Wow that is some good shit, what counters do I have? A few actually.

One, dodge and counter attack with speed and skill. My team are largely faster by feats, better reaction times, and beside Raclaw have Jump Packs.

Jump Pack

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Jump Pack description.

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Chaplain using a Jump Pack to air strike foes, and bouncing from hot spot to hot spot.

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Example of assault strikes with Jump Packs. jumping right on top of the target to stun the foe, and start attacking.

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Jump Pack being used for short flight through the warring ships.

This allows the Chaplain and Leonatos some damn good added speed and maneuverability.

Two, my team has the super human durability naturally, with power armor, with Force Fields in the form of Iron Halos (Leonatos, Althrous,) and Storm Shields (Raclaw)

Iron Halo

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The Iron Halo as describe is a unique energy field from forgotten conversion field emitter technology that helps buffer psy attacks, and any form of energy or physical blow. Running on the nuclear reactor of the Space Marine armor, this force field can tank as much as much force as a large explosion before breaking down, and needing to recharge.

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The Iron Halo being described as it tanks a Plasma Gun blast with no harm.

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The Iron Halo of Gabriel shrugging off dozen strikes from super strength Bloodletter demons wielding Power Weapons. Only the major blow from Demon prince breaks the fields remaining energy, and Gabriel is KOed.

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Titus's Iron Halo showed the ability to tank a near half skyscraper explosion of energy, and free fall to the surface of the planet. At which point the Halo did outright break, and Titus was very wounded. Still that is a lot of energy to drain the Halo completely. Best part is the Halo can recharge with less damage taken. You would need to pour constant attacks to drain it just to get through it.

Storm Shield

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Storm Shields are shields with energy fields that work like Iron Halos.

This 3 fold layer of defense will tank any glancing blow that my Marines may not fully react to or dodge. Your team would not dealing damage in any significant time without getting rekt first.

Archer Himself can use muscle mode for damage

Also note Archer was able to tank a punch from someone using muscle mode

Thats cute and I raise you the Power Fist.

Power Fist

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Power Fists and Power Claws are large hydraulic gauntlets with the disruptive energy field. Stated to double the users strength for that arm.

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Huron Blackheart's with his power Claw crushes a Power Armour Space Marine into a bloody wreck.

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Althrous shows his Power Fist breaking through Power Armour with ease. Even on Glancing blows thanks to its strength and energy field.

I also have not even delve into the durability of the normal Power Armor my marines wear yet which alone would tank Archer strength.

Power Armour

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Space Marines are armored in Power Armor for protection. Adding to their already super human durability. This Adamatium and Ceramic armor hybrid allows nothing short of tank penetrating level weapons to cause real damage. Shrugging off what we in real life label as "Small Arms" fire easy.

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A Space Marine hit by a grenade launcher, and shrugs it off.

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Two Space Marines get shot up by Heavy Bolter fire, but remain unharmed. Heavy Bolter can decimate stone gaurd towers with a burst.

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Space Marine back plate tanks the light anti tank rounds of a Autocannon. Even after a dozen of shots.

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Space Marines walk through flaming fire of a explosive barrage that disintegrate sandbag emplacements.

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Power Armour shrugging of Pulse Rifles, and Plasma Rifle of Tau. Pulse Rifles are seen blowing Gaurdsmen to bloody wrecks in one blow, sending them flying. Tau Commander's Plasma Rifle that blows huge hole through through the General, body armor and all.

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Powerful lightning blasts that craters the ground, glassing the insides, are shrug off by Space Marine Power Armour. Lightning blasts with the stated impact of missiles.

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Space Marines at ground zero of the city wiping shock wave of a crashing object from space. Stun, but whole for the most part as they climb from the rubble.

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Space Marine Captain normal Power Armour tanks the force of a explosion that trashed the inside of an whole military bunker at ground zero.

The durability of the Marine own enhance body, combine with power is enough to laugh off Archers best hits. Add in the energy force fields that need to be worn down, its damn near impossible for your team.

Conclusions

I layed all my cards on the table. This is my closer as of now. Your team was woefully under prepared to face this team that just fall short of the rules in every category. My team has insane skill, sonic speeds, decent super human strength, crazy destructive weapons, and damn good durability to reach tourney limits.

Archer is a non factor. One decent and he is dead. Melta Charge or Plasma Pistol will KO or outright kill him regardless of the overblown healing factor. My team has fought plenty of healing factor foes (Necrons, Daemons, ect) and its nothing new to them. Decapitation or dismemberment is another sure way to put Archer down. Archer is just a non factor.

Bloodshot is able to fair a bit better in durability due to the healing and adamantium, but again things like Plasma Weapons would KO him. Melta and Power Weapons will by pass adamantium. So same scenario.

Manowar is the most dangerous, and worthy foe. He has the damage output to take out one of my guys. However, Manowa's flight is counter by Jump Packs. Manowar's crazy damage output is lessen by the 3 fold defense my team has. Manowar's durability is by pass by my teams gear. Leading to him lasting longest but falling all the same in a likely early 3v1 scenario as Archer and Bloodshot cannot hang.

Im ready for votes mate when you are.

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#24 Posted by shade555 (2101 posts) - - Show Bio
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#25 Posted by Ugivemethelulz (1871 posts) - - Show Bio

@shade555: Does hacking tech with Bloodshot's nanites (NOT Archer's technopathy) count as a "mental assault" (since Bloodshot is hacking through machines ,His nanites )

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#26 Edited by shade555 (2101 posts) - - Show Bio
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#27 Posted by Ugivemethelulz (1871 posts) - - Show Bio

@shade555: Lmao I guess this means Felicity Smoak is the world's greatest telepath.

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#28 Edited by SirFizzWhizz (34213 posts) - - Show Bio
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#29 Edited by TheHappyAlt (87 posts) - - Show Bio

@sirfizzwhizz: A curious question Fizz....

If you have Plasma weapons, wouldn't that be pretty much ignoring the durability of adamantium? If you headshot someone with adamantium skeleton, wouldn't the heat transfer to their brains and melt them? O_O.

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#30 Edited by Ugivemethelulz (1871 posts) - - Show Bio

@ugivemethelulz:

Rebutals

Prep

With this prep time Archer goes ahead and visits Livewire and Torque copying both their technopathy and psychic projection powers

With Torque powers he can create a hard light shell which can

1) Slap a Humvee away

2) Tank machine fire and nearly stops a large speeding military vehicle larger than a humvee

3-4) Fall from a large creating a large explosion and after a bit gets up

Neat. how does this help against sun temperature plasma weapons? All my Marines have them here.

Plasma Waepons

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Plasma Canon, Guns, and Pistols all fire energy pulses that hit targets with spheres of nuclear energies. Energies that reach the temperatures of small suns. Dealing in pure heat and explosive shock damage.

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Plasma Gun takes out three Orks at once. Vaporizing them.

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Plasma Gun disintegrates multiple Orks with a blast.

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Plasma Gun vaporizes a Warp Beast, and vaporizes a Dark Eldar in armor.

So unless your Harlight shields have sun temperature damage resistance, it will be worthless.

Melta Bombs

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Meltabombs and Melta Charges work as explosive heat damage on the subatomic level.

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A single Meltabomb takes out a Dreadnought. Dreadnought armor withstand Plasma guns fine but Melta base weapons slag them easy.

Only defense is dodging which your character may fail to do thanks to the false safety of his shields. Another counter is Melta Bombs So no reason for the Hardlight shields to be a factor. Same applies to Manowar and Ninjak.

With Livewire's powers he can control tech

1-2) Livewire is able to hack the X-O Manowar armor

3) When previously another psiot with the same power went brain dead trying to hack the armor

and She's able to hack and force a large sentient space ship to crash to earth

Since mind control is not allowed, your not hacking the AI/Machine Spirits of my Power Armor or tech. So thats useless power. Moving on.

Then using Livewire's technopathy Archer can configure Bloodshot's nanties to be able to use the "Haradra" Protocol on command

Using this Bloodshot can blast your team's synapses.

Again this is not allowed and stated so.

My Entire Prep is useless so there isn't anything to counter here

Strategy

Doubt it. My team has super stats with their skill. Archer can copy all he wants, he is not matching the strength, durability, special physical abilities, or gear my team has.

So you agree he can match their skill, good.

Wolverine can heal heart damage. Wolverine cannot heal from having no lungs. And no, the nuke feat was Wolverine amped by Death bullshit. Wolverine is able to be drown or killed via decapitation. A Plasma blast or Melta charge would vaporize Archer flat out. Its not a factor.

Archer isn't the type of character to stand there and tank shit. He's quick enough to avoid plasma blasts he's a bullet timer just like your team

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1) Raises Shield after bullets were fired

2) Dodges a shot from behind

3) A thug behind him pulls the trigger to fire but Archer casually turns around and shoots an arrow into his gun before the gun can fire

4) Ducks under AK fire

or

Heal from machine gun fire with ease

or

Probably his best feat for his healing factor

Where he completely heals when reduced to nothing but his bones in a short amount of time

This is false and mis info. Wolverine was amped by death nonsense at the time. Even then, Wolverine was KOed for a time.

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Didn't know that, good to know

The issue is wolverine volume 3 issue 48. It took wolverine a few minutes to fully heal. Thats a KO. Not to mention the Magneto feat. This almost kills Wolverine. destroying his mind and healing factor.

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And we know for a fact suffocation will kill him since his brain needs oxygen. Twice, not once, but twice it is stated drowning would kill Wolverine.

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Even stated that destroying his brain would possibly kill Wolverine.

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The fact is Wolverine is not immortal, not even close. He is not unbeatable either. He can be incapcitated or KOed easy with the weapons and gear my team has, and flat out killed via decapitation, brain damage, or suffocated.

I don't need Wolverine's healing factor to make Archer immortal, just keep Archer in the fight for prolonged period of time which it is more than able to.

Not really. Again, Bloodshot healing factor is not repairing decapitation, brain damage, having all his flesh disentigrated, ect. in any timely fashion. Bloodshot would be KOed, or decimates. Now you bring up Adamantium bones like it will help? Nope. Adamntium has no defense vs sub atomic level attacks like the Melta Charges, or Power Weapons. Magneto showed many times molecule level manipulation can decimate Adamantium. Powers Weapons do just this.

Actually Bloodshot has healed from all of that

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1-3) Takes and heals brain damage with ease

4) His head can be re-attached but it does have to be carried over

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Hit by an air to air missile and crashes down making a small crater. Although it seems like he was k.oed as you can see he didn't regenerate on purpose so he could sneak into the base. Once inside he recovers nearly instantly.

Power Weapons

p
p

The Power Weapon is a weapons that has a energy field over the weapons of choice. The energy field allows the weapon to cuts and/or part matter on the molecular level. Power Weapons take to form of swords, axes, mauls, hammers, halberds, any kind of close combat weapon really with a energy field added.

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Leonatos using Power Sword to cleave a non Power Weapon with ease.

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Leonatos stalemates, and cuts through a psychic energize Force Weapon with Power Sword.

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Power Weapon of a Chaplain cuts off an tank turret of a Gargant with ease. Even though the weapon is a blunt hammer and not a blade.

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Power Sword wielded by peak human soldier cuts through Power Armor with ease.

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Peak human Commissar cuts down a Chaos Marine's Power Armor like a hot knife through butter.

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Power Sword easily stabs through Ork Terminator Armor. Terminator armor is design to tank anti tank missiles, lascannons, and even plasma weapons. Yet the power weapons cut through it with ease.

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Power Sword cleaves with ease a Terminator Armor Ork in two. Again the said armor is one of the most durable materials in 40K universe.

Along with XO's durability I don't see how a single hit can take out any of my team members.

Well I just showed Plasma Weapons, Melta Bombs, and Power Weapons easily dealing with your team. Easy. They have zero feats or defense vs weapons that burn at temperatures of suns, cut on the molecule level, or destroy on the sub atomic level. Your only options is dodge or die. Thank to the speed and skill of my Marines, dodging is unlikely for everyone outside Archer.

Since I can't use technopathy to hack your tech Bloodshot's nanties will have to do

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1-2) Able control two other people who have the same nanties as him and makes their heart pump fast enough to explode their brains

3) Resists control from Ax , a techopath, and is still able to force his armor to expose himself and cut off his arm

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1) Able to hack an encryption that N.S.A and MI6 couldn't for weeks.

2) Hack the HARD Crops neural implant after just upgraded it

3) Again overpowers someone elses nanites

4) His nanites are advanced enough to resist even soul manipulation

5) Remotely shuts down a helicopter

Bloodshot's nanites can hack while he fights

With this Bloodshot should be able to hack your tech force it to shut down or remotely active the metlabombs taking anyone is the blast radius.

Also X-O Manowar can absorb energy

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1-2) absorbs the energy of an alien vehicle and uses it against it them

3-4) Again absorbs energy

X-O can drain your team's tech of their energies, heck even Bloodshot can go so as well with the HARD Corps power "absorption"

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This along with Bloodshot's nanties hacking your tech, your team will be left with no weapons or shields.

Wow that is some good shit, what counters do I have? A few actually.

One, dodge and counter attack with speed and skill. My team are largely faster by feats, better reaction times, and beside Raclaw have Jump Packs.

I don't see how, I showed my characters performing similar feats as yours. Bloodshot can block bullets with his sword and see the world in slow motion

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Same with X-O who can slice a bullet in half

And if that isn't enough with the HARD Corps implant Bloodshot/Archer(Archer copy powers from the HARD corps implant) can use speed which let Bloodshot speed blitz Toyo Haradra

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Who can redirect assault rifle with his TK

Jump Pack

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Jump Pack description.

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Chaplain using a Jump Pack to air strike foes, and bouncing from hot spot to hot spot.

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Example of assault strikes with Jump Packs. jumping right on top of the target to stun the foe, and start attacking.

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Jump Pack being used for short flight through the warring ships.

This allows the Chaplain and Leonatos some damn good added speed and maneuverability.

Both Archer and Bloodshot can fly as well

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Although it doesn't show Bloodshot himself flying ,the HARD Corps implant allows for the power of flight. So there just as maneuverable as your team if not even more since the jumpacks seem to only be able to fly in straight line or have very limited mobility.

Two, my team has the super human durability naturally, with power armor, with Force Fields in the form of Iron Halos (Leonatos, Althrous,) and Storm Shields (Raclaw)

Iron Halo

No Caption Provided

The Iron Halo as describe is a unique energy field from forgotten conversion field emitter technology that helps buffer psy attacks, and any form of energy or physical blow. Running on the nuclear reactor of the Space Marine armor, this force field can tank as much as much force as a large explosion before breaking down, and needing to recharge.

No Caption Provided

The Iron Halo being described as it tanks a Plasma Gun blast with no harm.

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The Iron Halo of Gabriel shrugging off dozen strikes from super strength Bloodletter demons wielding Power Weapons. Only the major blow from Demon prince breaks the fields remaining energy, and Gabriel is KOed.

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Titus's Iron Halo showed the ability to tank a near half skyscraper explosion of energy, and free fall to the surface of the planet. At which point the Halo did outright break, and Titus was very wounded. Still that is a lot of energy to drain the Halo completely. Best part is the Halo can recharge with less damage taken. You would need to pour constant attacks to drain it just to get through it.

Storm Shield

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Storm Shields are shields with energy fields that work like Iron Halos.

This 3 fold layer of defense will tank any glancing blow that my Marines may not fully react to or dodge. Your team would not dealing damage in any significant time without getting rekt first.

With your energy drained or hacked your Iron Halo and storm are shield are shutdown

Thats cute and I raise you the Power Fist.

Power Fist

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Power Fists and Power Claws are large hydraulic gauntlets with the disruptive energy field. Stated to double the users strength for that arm.

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Huron Blackheart's with his power Claw crushes a Power Armour Space Marine into a bloody wreck.

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Althrous shows his Power Fist breaking through Power Armour with ease. Even on Glancing blows thanks to its strength and energy field.

Again with its energy drained or hacked it'll be useless

I also have not even delve into the durability of the normal Power Armor my marines wear yet which alone would tank Archer strength.

Power Armour

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Space Marines are armored in Power Armor for protection. Adding to their already super human durability. This Adamatium and Ceramic armor hybrid allows nothing short of tank penetrating level weapons to cause real damage. Shrugging off what we in real life label as "Small Arms" fire easy.

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A Space Marine hit by a grenade launcher, and shrugs it off.

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Two Space Marines get shot up by Heavy Bolter fire, but remain unharmed. Heavy Bolter can decimate stone gaurd towers with a burst.

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Space Marine back plate tanks the light anti tank rounds of a Autocannon. Even after a dozen of shots.

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Space Marines walk through flaming fire of a explosive barrage that disintegrate sandbag emplacements.

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Power Armour shrugging of Pulse Rifles, and Plasma Rifle of Tau. Pulse Rifles are seen blowing Gaurdsmen to bloody wrecks in one blow, sending them flying. Tau Commander's Plasma Rifle that blows huge hole through through the General, body armor and all.

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Powerful lightning blasts that craters the ground, glassing the insides, are shrug off by Space Marine Power Armour. Lightning blasts with the stated impact of missiles.

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Space Marines at ground zero of the city wiping shock wave of a crashing object from space. Stun, but whole for the most part as they climb from the rubble.

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Space Marine Captain normal Power Armour tanks the force of a explosion that trashed the inside of an whole military bunker at ground zero.

The durability of the Marine own enhance body, combine with power is enough to laugh off Archers best hits. Add in the energy force fields that need to be worn down, its damn near impossible for your team.

Not really Archer even without muscle mode can harm your team

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1) Knocks out the Eternal Warrior in one hit . For reference the Eternal Warrior can fall through a skyscraper and into the adjacent building then get up just fine.

2) Sends an immortal flying hundreds of meters away completely obliterating an entire stone building

3-4) Jumps and hits a multi story tall giant hard enough to make him vomit.

Archer isn't gonna one shot your team but no way are they gonna laugh off these hits.

Conclusions

I layed all my cards on the table. This is my closer as of now. Your team was woefully under prepared to face this team that just fall short of the rules in every category. My team has insane skill, sonic speeds, decent super human strength, crazy destructive weapons, and damn good durability to reach tourney limits.

Archer is a non factor. One decent and he is dead. Melta Charge or Plasma Pistol will KO or outright kill him regardless of the overblown healing factor. My team has fought plenty of healing factor foes (Necrons, Daemons, ect) and its nothing new to them. Decapitation or dismemberment is another sure way to put Archer down. Archer is just a non factor.

Bloodshot is able to fair a bit better in durability due to the healing and adamantium, but again things like Plasma Weapons would KO him. Melta and Power Weapons will by pass adamantium. So same scenario.

Manowar is the most dangerous, and worthy foe. He has the damage output to take out one of my guys. However, Manowa's flight is counter by Jump Packs. Manowar's crazy damage output is lessen by the 3 fold defense my team has. Manowar's durability is by pass by my teams gear. Leading to him lasting longest but falling all the same in a likely early 3v1 scenario as Archer and Bloodshot cannot hang.

Im ready for votes mate when you are.

Overall

With a combination of nanites and energy draining your tech will be shutdown forcing you team to engage in H2H combat where my team's healing factors will let them last a very long time. Now that your shields are down X-O's damage output will shred through your team while Archer and Bloodshot provide heavy support or Bloodshot can remotely activate the meltabombs taking out anyone in the blast radius .

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#31 Posted by Ugivemethelulz (1871 posts) - - Show Bio
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#32 Posted by SirFizzWhizz (34213 posts) - - Show Bio

@sirfizzwhizz: A curious question Fizz....

If you have Plasma weapons, wouldn't that be pretty much ignoring the durability of adamantium? If you headshot someone with adamantium skeleton, wouldn't the heat transfer to their brains and melt them? O_O.

Nah. Terminator Armor Helmets blocks it so can Admantium. Not a argument I am willing to pursue really.

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#33 Posted by SirFizzWhizz (34213 posts) - - Show Bio

@ugivemethelulz:

Archer isn't the type of character to stand there and tank shit. He's quick enough to avoid plasma blasts he's a bullet timer just like your team

Yes, however my team still has the advatage in everything and know about his powers. Full Knowledge perk. Archer has no clue about the skill, gear, or stat limits of my team. He will make a punishable mistake.

1) Raises Shield after bullets were fired

Lot of shields there, Archer would get fried. never knowing if his shield would work or not.

Didn't know that, good to know

Yeah the Hydro Man feat is valid, but the WW2 nuke feat is context heavy as shit.

I don't need Wolverine's healing factor to make Archer immortal, just keep Archer in the fight for prolonged period of time which it is more than able to.

I dont see how. One hit will slow Archer alot and multiple hits end him after that. My team has full knowledge of this.

1-3) Takes and heals brain damage with ease

4) His head can be re-attached but it does have to be carried over

Hit by an air to air missile and crashes down making a small crater. Although it seems like he was k.oed as you can see he didn't regenerate on purpose so he could sneak into the base. Once inside he recovers nearly instantly.

The point is he is KOed. Which is not helpful here.

Along with XO's durability I don't see how a single hit can take out any of my team members.

Its not that a single hit can take them out. A single hit will by pass any defense is the point, and decapitation or cutting foes in half is a win. Full knowledge perk, my team would know to do this.

Since I can't use technopathy to hack your tech Bloodshot's nanties will have to do

1-2) Able control two other people who have the same nanties as him and makes their heart pump fast enough to explode their brains

3) Resists control from Ax , a techopath, and is still able to force his armor to expose himself and cut off his arm

1) Able to hack an encryption that N.S.A and MI6 couldn't for weeks.

2) Hack the HARD Crops neural implant after just upgraded it

3) Again overpowers someone elses nanites

4) His nanites are advanced enough to resist even soul manipulation

5) Remotely shuts down a helicopter

Bloodshot's nanites can hack while he fights

With this Bloodshot should be able to hack your tech force it to shut down or remotely active the metlabombs taking anyone is the blast radius.

Ah yes, the infamous nanite hack. It is a game changer in many way. However, there is still one issue with it. It has to make contact with my team, there are in his blood after all, and I dont see that happening via the Iron Halos. You have to wear them down first. That is also if Bloodshot gets in range to do it. Again, my team has full knowledge of this, and will just keep distance.

Also X-O Manowar can absorb energy

1-2) absorbs the energy of an alien vehicle and uses it against it them

3-4) Again absorbs energy

X-O can drain your team's tech of their energies,

I question the energy draining. I never seen him energy drain anyone in the series or against all kinds of tech base foes. Yet now he can drain willy nilly? Sounds suspect or context missing. looking at the scans, seems physical contact has to be made with the armor. I dont see any feats of absorbing shields. So i dont see him making physical contact with the armor.

So again, with full knowledge perk, my team will know of this and simply melta charge or plasma blast him. Which I know he cannot absorb as he been hit by energy weapons all the time with no absorbing. They can also cut Alric in two as soon he makes contact them which be suicidal.

heck even Bloodshot can go so as well with the HARD Corps power "absorption"

Yeah, and nearly lost his brain over it. My team are powered by nuclear fission. Show me a feat of absorbing nuclear fission worth of energy from the Power Armor and we can talk. Well, it does not matter really as Bloodshot clearly has to be in close proximity as the scan shows and my team is staying a distance to blast or melta charge him.

This along with Bloodshot's nanties hacking your tech, your team will be left with no weapons or shields.

lot of physical contact or close range for that drain or nanite hack. All stop via force fields that block reality warping attacks, space tearing attacks, and psychic effects. The Iron Halo. Full Knowledge also helps greatly here.

I don't see how, I showed my characters performing similar feats as yours. Bloodshot can block bullets with his sword and see the world in slow motion

Same with X-O who can slice a bullet in half

And if that isn't enough with the HARD Corps implant Bloodshot/Archer(Archer copy powers from the HARD corps implant) can use speed which let Bloodshot speed blitz Toyo Haradra

I think your team is decently fast. Fast enough. I think they are decently skilled. However my team is combat tactics wise the best in a galaxy expanding war that involves daily whole armies with tech and psy powers that wreck worlds in days. They have the experience, team work, and know how to deal with all this. Full Knowledge perk further boost this effectiveness. The gear and weapons is more of a boon. Too much in the end.

Both Archer and Bloodshot can fly as well

Although it doesn't show Bloodshot himself flying ,the HARD Corps implant allows for the power of flight. So there just as maneuverable as your team if not even more since the jumpacks seem to only be able to fly in straight line or have very limited mobility.

Since we never seen Bloodshot fly, not sure how it helps to mention he can. He may be shitty at it. I dont see him factoring. Good to know about Archer, which makes Bloodshot Raclaw's problem.

With your energy drained or hacked your Iron Halo and storm are shield are shutdown

You yet to prove they can by pass shields, outside the one feat of Bloodshot who was being overloaded, took forever, and had to be in real close on a disabled foe.

Again with its energy drained or hacked it'll be useless

Again, I counter this.

1) Knocks out the Eternal Warrior in one hit . For reference the Eternal Warrior can fall through a skyscraper and into the adjacent building then get up just fine.

2) Sends an immortal flying hundreds of meters away completely obliterating an entire stone building

3-4) Jumps and hits a multi story tall giant hard enough to make him vomit.

Archer isn't gonna one shot your team but no way are they gonna laugh off these hits.

Fair enough. Though the 3 fold defense still holds, and close combat is the worst spot for Archer. If he even makes it to close combat.

Final Thoughts

Not much has change. The trump cards are Nanite hacking, and draining via Manowar or possibly Bloodshot. All good counters but proven limited in the way they are done. My team still holds the advantages for reasons stated, and due to their full knowledge and better teamwork/tactics via the Codex Astartes...

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All three of my guys are Codex Chapters. They know the Codex Astartes inside and out and as such can fight like one machine then your team of several parts with some team work together. With full knowledge of your teams strengths and weakness. All the hax of the factories of Mars behind their Emperor God given bodies. My team would prevail, in the name of the Emperor!

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#34 Edited by Ugivemethelulz (1871 posts) - - Show Bio

Final Counters

Yes, however my team still has the advatage in everything and know about his powers. Full Knowledge perk. Archer has no clue about the skill, gear, or stat limits of my team. He will make a punishable mistake.

Lot of shields there, Archer would get fried. never knowing if his shield would work or not.

Yeah the Hydro Man feat is valid, but the WW2 nuke feat is context heavy as shit.

I dont see how. One hit will slow Archer alot and multiple hits end him after that. My team has full knowledge of this.

The point is he is KOed. Which is not helpful here.

Its not that a single hit can take them out. A single hit will by pass any defense is the point, and decapitation or cutting foes in half is a win. Full knowledge perk, my team would know to do this.

In the end none of this really matters. All that matters weather or not Bloodshot hack and shut down your tech from a distance (which he can....)

Ah yes, the infamous nanite hack. It is a game changer in many way. However, there is still one issue with it. It has to make contact with my team, there are in his blood after all, and I dont see that happening via the Iron Halos. You have to wear them down first. That is also if Bloodshot gets in range to do it. Again, my team has full knowledge of this, and will just keep distance.

Actually he doesn't need to be in contact at all.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6

1) Hacks and shuts down a helicopter remotely from a distance

2) Again from a distance controls a suit of power armor

3) Remotely taps into the HARD Corps implant

4-6) Able to hack an entire power grid

Bloodshot can even hack another jet while dog-fighting

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So no Bloodshot doesn't need to be in contact at all he's hacked from a distance plenty of times. Also you have provided no hacking resistance feats for your tech so Bloodshot will have no problem instantly hacking your tech. Knowing what Bloodshot can do doesn't mean your team can do anything about. Setting off the metla bombs your team carries is too good of an opportunity too pass. With the bombs going off your jumpacks will destroyed limiting your teams mobility. With the good chance of heavily damaging your team or outright killing them. After that Bloodshot's nanites can just continue and shut down your other tech with no issue.

I question the energy draining. I never seen him energy drain anyone in the series or against all kinds of tech base foes. Yet now he can drain willy nilly? Sounds suspect or context missing. looking at the scans, seems physical contact has to be made with the armor. I dont see any feats of absorbing shields. So i dont see him making physical contact with the armor.

So again, with full knowledge perk, my team will know of this and simply melta charge or plasma blast him. Which I know he cannot absorb as he been hit by energy weapons all the time with no absorbing. They can also cut Alric in two as soon he makes contact them which be suicidal.

Theres not really any context behind it's just a underutilized ability. He's faced people who used power armor before so he won't hesitate to drain their energy. Also your them will be vastly weakened by tanking their own metlabombs and their tech will shut down by Bloodshot.

Yeah, and nearly lost his brain over it. My team are powered by nuclear fission. Show me a feat of absorbing nuclear fission worth of energy from the Power Armor and we can talk. Well, it does not matter really as Bloodshot clearly has to be in close proximity as the scan shows and my team is staying a distance to blast or melta charge him.

Toyo at the age of 6 was able to block the nuke that hit Hiroshima with a shield

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So almost losing his brain to somebody who can casually tank nukes with a shield isn't really that bad. Plus he won't be alone Archer can go in and drain as well, along with X-O. And Bloodshot's nanites can still hack your tech(Since they can act independently of Bloodshot) while he and Archer absorb your energy.

lot of physical contact or close range for that drain or nanite hack. All stop via force fields that block reality warping attacks, space tearing attacks, and psychic effects. The Iron Halo. Full Knowledge also helps greatly here.

I've proven Bloodshot doesn't need to be in close range to hack your tech and you haven't shown a single feat of hacking resistance. In reality X-O doesn't even need to go in and drain your energy since Bloodshot can do both hacking and draining (Along with Archer) And since your melta bombs will have been detonated your team will be heavily damaged

I think your team is decently fast. Fast enough. I think they are decently skilled. However my team is combat tactics wise the best in a galaxy expanding war that involves daily whole armies with tech and psy powers that wreck worlds in days. They have the experience, team work, and know how to deal with all this. Full Knowledge perk further boost this effectiveness. The gear and weapons is more of a boon. Too much in the end.

Experience isn't gonna stop their defenseless tech from being remotely hacked by Bloodshot. And he's "fast enough" to pull this off. Even if they try to gain some distance Bloodshot can chase them down with speed or flight and he can hack while chasing them.

Since we never seen Bloodshot fly, not sure how it helps to mention he can. He may be shitty at it. I dont see him factoring. Good to know about Archer, which makes Bloodshot Raclaw's problem.

You yet to prove they can by pass shields, outside the one feat of Bloodshot who was being overloaded, took forever, and had to be in real close on a disabled foe.

Again, I counter this.

You haven't proven your team's tech can resist hacking for even a moment meaning your melta bombs are set off and your power weapons are shut down with ease.

Fair enough. Though the 3 fold defense still holds, and close combat is the worst spot for Archer. If he even makes it to close combat.

But they won't have three fold defenses. And Archer can last long time when your team are deprived of their weaponry.

In the end

  • Bloodshot is fast enough to not get blitzed and hack your gear
  • I've proven Bloodshot can easily hack your tech from a distance without any trouble.
  • Your MeltaBombs are set off heavily damaging your team
  • Your team has to deal with three people absorbing their energy and hacking all at once
  • Once your gear is gone your damage output is massively reduced having to resort to H2H.
  • X-O Manowar can blast your team to pieces once all their shields are gone

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#35 Posted by Ugivemethelulz (1871 posts) - - Show Bio

@shade555: My closer has been posted so you can open this to votes now.

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#36 Posted by shade555 (2101 posts) - - Show Bio

Bump

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#37 Edited by SirFizzWhizz (34213 posts) - - Show Bio