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User:Schwarzweissrot/Sandbox2: Difference between revisions

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<tabber>
==Background==
|-|Rocket Launchers=
{| class="mw-collapsible mw-collapsed" align="center" border="1" cellpadding="1" cellspacing="1" style="width:100%"
| colspan="2" style="text-align: center; background-color: #000000; color: #ffffff" |'''Gallery'''
|-
|
<gallery position="center" captionalign="center" widths="400" orientation="none" bordersize="none" bordercolor="transparent" captiontextcolor="#e7d835" captionsize="small" captionposition="below" columns="3" spacing="small" navigation="true">
1024px-Rocketlauncher concept.png|'''Rocket Launcher'''
</gallery>
|}


==Powers and Stats==
'''[[DebatesJungle Tiering System|Tier]]:''' '''9-B''', likely '''8-C''', '''higher''' with most weapons, '''High 8-C''' with Tornado Generator, '''High 8-C''', likely '''8-B''' with Doomsday Rocket Launcher, '''Unknown''' with Orbital power beam targeter


'''Name:''' Varies depending on the choice of the player


----
'''Origin:''' [[RimWorld]]
[[File:1370871-250px directhittransparent.png|200px|Direct Hit]]
 
{{Quote|A high precision version of the standard-issue rocket launcher, the Direct Hit has been engineered from the ground up for Soldiers who have mastered the art of shooting at their targets instead of vaguely near them.}}
'''Gender:''' Varies
*Trades splash damage for increased speed and power of the rocket
 
[[File:250pxBlackbox.png|200px|Black Box]]
'''Age:''' Varies from 14 to 120 biologically, and from 14 to 3200 chronologically
{{Quote|If you're lucky enough to sport the upper body strength to actually carry this monster, you can guarantee, after firing this half-a-ton hellraiser, it will be the only thing left that's not a smouldering pile of ash.}}
 
*Rocket launcher that gains health on hit
'''Classification:''' Human
[[File:TF2 Liberty Launcher.png|200px|Liberty Launcher]]
 
{{Quote|This particular variant has all the bells and whistles befitting an entire front line unit: folding sight, capacity to split into two parts for easier carrying, and a stock that can be comfortably used by one in every 500 soldiers.}}
'''[[Attack Potency]]:''' '''Wall level''', likely '''Building level''' (Can fight against those who can harm them and wittle down comparable opponents over time), '''higher''' with most weapons (Even earlygame weapons such as wooden clubs and short bows can make short work of unarmored  colonists, certain midgame and endgame weapons can one-shot them), '''Large Building level''' with Tornado Generator (Tornadoes are usually around [https://vsbattles.fandom.com/wiki/User_blog:Flashlight237/Revising_Tornadoes this level]), '''Large Building level''', likely '''City Block level''' with Doomsday Rocket Launcher, '''Unknown''' with Orbital power beam targeter
*Increases the speed and splash radius in exchange for -20% of the damage from the rockets
 
[[File:Cow Mangler 5000.png|200px|Cow Mangler 500]]
'''[[Dimensionality]]:''' '''3-D'''
{{Quote|A deadly device by any measure, the Cow Mangler will quantum disentangle Cows, Sheep, Humans and even Demomen!}}
 
*Fires light that can be charged up into a fiery explosion
'''[[Speed|Travel Speed]]:''' '''Varies''', '''Superhuman''' (Colonists with the Jogger trait are able to move just as fast as [[Cougar (RimWorld)|Cougars]]; colonists with the Slowpoke trait move at about 88% of their speed and colonists without movement speed influencing traits move at 92% of their speed), '''higher''' with Bionic legs, at least '''Subsonic''' with Archotech legs (It is said in the item description of them that a pair of these can move the user as fast as a decent car, RimWorld takes place in the year 5500 and should therefore have much faster cars than the current real world has)
[[File:Beggar's bazooka.png|200px|Beggar's Bazooka]]
 
{{Quote|What is better than killing a man with a highly explosive high velocity projectile launcher? Killing a man with a highly explosive high velocity projectile launcher that YOU HAVE MADE!}}
'''[[Speed|Combat Speed]]:''' At least '''Subsonic''', at least '''Subsonic''' to '''Supersonic+''' attack speed with firearms
*Allows for rapid fire rocket launches in exchange for 3% deviation on fire as well as -20% damage with the rockets
 
[[File:Rocket Jumper.png|200px|Rocket Jumper]]
'''[[Reactions|Reaction Speed]]:''' At least '''Subsonic'''
*Rockets do no damage in exchange for damage free rocket jumping
 
|-|Secondaries=
'''[[Lifting Strength]]:''' At least '''Class 10''', likely '''higher''' (Can easily carry Elephants, even while being completely malnourished, not having slept for a day and only having one arm)
[[File:TF2 Shotgun.png|200px|Shotgun]]
 
*Standard shogun that can be upgraded to pierce.
'''[[Striking Strength]]:''' '''Wall Class''', likely '''Building Class'''
[[File:Buff Banner Buffpack.png|200px|Buff Banner]]
 
{{Quote|Admit it: Every so often, you suspect you’re carrying your team... How about motivating those lazy sons of bitches to put on their war face and fight?}}
'''[[Durability]]:''' '''Wall level''', likely '''Building level''', '''Large Building level''', likely '''City Block level''' with armor
*Gives Mini crits after enough rage had been built up
 
[[File:Gunboats.png|200px|Gunboats]]
'''[[Stamina]]:''' Peak Human
{{Quote|What is the science behind these miracles of technology? Magic, probably.}}
 
*-60% from self blast damage
'''[[Range]]:''' Standard melee range by themselves and with melee weapons, tens of meters to hundreds of meters with firearms
[[File:Battalion's Backup.png|200px|Battalion's Backup]]
 
{{Quote|Now don't get me wrong, YOU don't need back-up, but please dig deep in that war torn black pea of a heart and feel pity for the rest of your good-for-nothing team. All you need is the Battalion's Backup to give them a helping hand. Just make sure you ain't too busy kicking somebody's ass when they call.}}
'''[[Hax|Powers and Abilities]]:'''
*Gives 10% more health and at full charge will reduce all damage by 35%
 
[[File:RED Concheror Buffpack.png|200px|Concheror]]
'''[[Standard Equipment]]:''' None notable
{{Quote|I did not have permission to die!}}
*'''Optional Equipment:'''
*Gives passive regeneration and when fully charged gives a 35% speed boost and health back for all attacks.
 
[[File:Mantreads.png|200px|Mantreads]]
'''[[Intelligence]]:''' '''Varies''' from '''Average''' to '''Extraordinary Genius''' academics wise. Up to '''Genius''' combat wise
{{Quote|This American boot just kicked your ass back to Russia!}}
 
* -75% less knockback, +200% more control on rocket jumping, 3x falling damage to who ever this lands on.
'''Standard Tactics:'''
[[File:Reserve Shooter.png|200px|Reserve Shooter]]
 
{{Quote|Military scientists were at first dumbfounded by the request made by soldiers of the airborne divisions to make a gun with the same firepower in a smaller package. It's usually their job to put vastly more firepower in a package that's the same size or much bigger. Grudgingly the work was completed, and this was the result, a compact shotgun.}}
'''Weaknesses:'''
*Delpoys 20% faster and does mini crits to all characters knocked into the air
 
[[File:Righteous Bison.png|200px|Righteous Bison]]
'''Notable Attacks/Techniques:''
{{Quote|Scientists in the future have studied your ass for centuries - and sent me back in time to kick it!}}
 
*Fires an energy blast that goes through the target.
==Battle Records==
[[File:B.A.S.E. Jumper.png|200px|B.A.S.E. Jumper]]
'''Notable Victories:'''
{{Quote|Fall in, men!}}
 
*On demand parachute
'''Notable Losses:'''
[[File:Panic Attack.png|200px|Panic Attack]]
 
*+50% more bullets, greater accuracy, and deploys 50% faster. In exchange for each bullet doing -20% and each shot becomes less accurate.
'''Inconclusive Matches:'''
|-|Melee Weapons=
[[File:Equalizer.png|200px|Equalizer]]
{{Quote|Get close enough to death, and you will become Death himself.}}
*Increases power the greater damage has taken. Also gives access to the kamikaze attack.
[[File:Half Zatoichi.png|200px|Half Zatoichi]]
{{Quote|You have dishonored this entire unit!}}
*Gain 50% health back on kill. Sheathing the sword without a kill hurts soldier for 25% of his max health.
[[File:Disciplinary Action.png|200px|Disciplinary Action]]
{{Quote|Which of you numbnuts let us down?}}
*+70% more range and gives a speed boost when ever it hits an ally. Does -25% less damage.
[[File:Saxxy.png|200px|Saxxy]]
{{Quote|What we can tell you is that all twenty of tonight's winners are going home with a handsome 100% Australium-plated Saxton Hale statuette, which'll look great on your virtual mantle, and even better buried waist-deep in the skull of one of your enemies, since it's also an in-game melee weapon.}}
*Turns the opponent into gold on kill
[[File:Market Gardener.png|200px|Market Gardener]]
{{Quote|As the soldiers' need for a digging implement for graves, latrines and trenches increased to include hedgerows, shrubberies and officers' golf courses, the Army stepped up development of its standard issue digging tools to make them smaller and more effective.}}
*Triples the damage while rocket jumping in exchange for -20% firing speed
[[File:Golden Frying Pan.png|200px|Golden Frying Pan]]
*Turns the opponent into gold on kill
[[File:Escape Plan.png|200px|Escape Plan]]
{{Quote|If you know what's good for ya, you will run!}}
*Increases speed while this is out in exchange for durability
|-|Halloween=
{{#tag:tabber|
{{!}}-{{!}}Regular Spells=
[[File:Spellbook Shadow Leap.png|200px|Shadow Leap]]
*Regular Magic Spell No. 1 - Shadow Leap
**Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. Also heals the user for 30 health on use (in Soldier's case, it would heal him for 15% of his total health). The projectile arcs under gravity. Hitting an enemy player will deal 10 damage (in Scout's case 8% of his total health). Soldier can utilize this spell twice and, when doing so, will say "ipsum instantarium."
[[File:Spellbook Fireball.png|200px|Fireball]]
*Regular Magic Spell No. 2 - Fireball
**Shoots a ball of fire that sets enemies on fire in a large radius. Not affected by gravity, similar to rockets except they cannot be reflected by a compression blast. The attack deals 100 damage and aditionally sets the target on fire for 5 seconds. Soldier can utilize this spell twice and, when doing so, will say "caputus crepitus."
[[File:Spellbook Blast Jump.png|200px|Blast Jump]]
*Regular Spell No. 3 - Blast Jump
**Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Will also heal the user for 25 health and deal 4-12 damage to nearby opponents in a small radius on use. Soldier can utilize this spell twice and, when doing so, will say "amplus tripudio."
[[File:Spellbook Healing Aura.png|200px|Overheal]]
*Regular Magic Spell No. 4 - Overheal
**Übercharges the spell-caster and all allies within 275 hammerunits (equal to 5.236 meters) and quickly refills their health up to an overhealed amount of up to twice their maximum health. The uber lasts for 1 second and healing lasts for 3 seconds. Also pushes back enemies from the user. Soldier can utilize this spell once and, when doing so, will say "barpo kabalto."
[[File:Spellbook Ball O' Bats.png|200px|Swarm of Bats]]
*Regular Magic Spell No. 5 - Swarm of Bats
**Shoots a glowing ball that quickly falls in a steep arch, exploding in a small radius upon impact. Enemies hit will be assaulted by bats, causing them to fly into the air and bleed. The attack deals 40 damage and targets bleed for 3 seconds. Soldier can utilize this spell twice and, when doing so, will say "deus invictus."
[[File:Spellbook Pumpkin MIRV.png|200px|Pumpkin MIRV]]
*Regular Magic Spell No. 6
**Throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something; if it hits a player, it immediately explodes. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team, they simply disappear. Note that these pumpkins can also cause damage to the spell-caster or any teammate that detonates them. Pumpkins bombs that did not explode disappear after 40 seconds. Soldier can utilize this spell once and, when doing so, will say "pactum diabolus."
[[File:Spellbook Stealth.png|200px|Stealth]]
*Regular Magic Spell No. 7 - Stealth
**Temporarily cloaks the spell-caster for 8 seconds. The spell-caster is unable to push the cart, capture, or block capture while under the effects of the spell. The caster is fully able to attack, but attacking immediately breaks the spell. The spell also heals the user for 40 health on use. Soldier can utilize this spell once and, when doing so, will say "barpo invisum."
{{!}}-{{!}}Rare Spells=
[[File:Spellbook Summon MONOCULUS.png|200px|Summon Monoculus]]
*Rare Magic Spell No. 1 - Summon MONOCULUS
**Fires a skull at the area. Upon impact, summons a ghostly team-colored MONOCULUS (smaller than the normal MONOCULUS) that floats upwards a fixed height and attacks enemies. Should both teams summon a MONOCULUS, they will attack each other when there are no players of the opposite team to attack. Unlike the real MONOCULUS, the one created by this spell will not move. When utilizing this spell, Soldier will say "invokum MONOCULUS."
[[File:Spellbook Summon Skeletons.png|200px|Summon Skeletons]]
*Rare Magic Spell No. 2 - Summon Skeletons
**Fires a skull at the area. Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. If not destroyed, skeletons suicide after 30 seconds have passed. When utilizing this spell, Soldier will say "mortis animataris."
[[File:Spellbook Ball O' Lightning.png|200px|Ball O' Lightning]]
*Rare Magic Spell No. 3 - Ball O' Lightning
**Fires a wave of electricity that continuously deals 20 damage to enemies it touches and sucks them in. It will vanish after a certain amount of time or if it directly hits a large obstacle. When utilizing this spell, Soldier will say "imputum fulumenus."
[[File:Spellbook Meteor Shower.png|200px|Meteor Shower]]
*Rare Magic Spell No. 4 - Meteor Shower
**Fires a fire ball. Upon impact, summons several meteors above the targeted area, which does 100 damage continuously to enemies in a range about 1.5 times the size of a capture point. When utilizing this spell, Soldier will say "seismela tremoro."
[[File:Spellbook Power Up.png|200px|Power Up]]
*Rare Magic Spell No. 5 - Power Up
**Causes the spell-caster to shrink and gain a big head. Results in the spell-caster becoming more difficult to hit, gaining a significant boost to their movement, attack, and reload speed, taking greatly increased knockback, and having unlimited jumping capacity. Also heals the user for 100 health on use. If the caster is on a slope or near a structure or prop when this spell runs out, they can suffer a crush death. When utilizing this spell, Soldier will say "paidum celeris."
{{!}}-{{!}}Other Objects=
[[File:Backpack Soul Gargoyle.png|200px|Soul Gargoyle]]
*Collects the souls of those who die at the hands of its user.
}}
</tabber>

Latest revision as of 09:36, 30 October 2021

Background

Powers and Stats

Tier: 9-B, likely 8-C, higher with most weapons, High 8-C with Tornado Generator, High 8-C, likely 8-B with Doomsday Rocket Launcher, Unknown with Orbital power beam targeter

Name: Varies depending on the choice of the player

Origin: RimWorld

Gender: Varies

Age: Varies from 14 to 120 biologically, and from 14 to 3200 chronologically

Classification: Human

Attack Potency: Wall level, likely Building level (Can fight against those who can harm them and wittle down comparable opponents over time), higher with most weapons (Even earlygame weapons such as wooden clubs and short bows can make short work of unarmored colonists, certain midgame and endgame weapons can one-shot them), Large Building level with Tornado Generator (Tornadoes are usually around this level), Large Building level, likely City Block level with Doomsday Rocket Launcher, Unknown with Orbital power beam targeter

Dimensionality: 3-D

Travel Speed: Varies, Superhuman (Colonists with the Jogger trait are able to move just as fast as Cougars; colonists with the Slowpoke trait move at about 88% of their speed and colonists without movement speed influencing traits move at 92% of their speed), higher with Bionic legs, at least Subsonic with Archotech legs (It is said in the item description of them that a pair of these can move the user as fast as a decent car, RimWorld takes place in the year 5500 and should therefore have much faster cars than the current real world has)

Combat Speed: At least Subsonic, at least Subsonic to Supersonic+ attack speed with firearms

Reaction Speed: At least Subsonic

Lifting Strength: At least Class 10, likely higher (Can easily carry Elephants, even while being completely malnourished, not having slept for a day and only having one arm)

Striking Strength: Wall Class, likely Building Class

Durability: Wall level, likely Building level, Large Building level, likely City Block level with armor

Stamina: Peak Human

Range: Standard melee range by themselves and with melee weapons, tens of meters to hundreds of meters with firearms

Powers and Abilities:

Standard Equipment: None notable

  • Optional Equipment:

Intelligence: Varies from Average to Extraordinary Genius academics wise. Up to Genius combat wise

Standard Tactics:

Weaknesses:

Notable Attacks/Techniques: 

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches: