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{{Quote|Grass grows, birds fly, sun shines, and brother, I hurt people. I'm a force of nature.|Scout}}
[[File:Scout.png|right|400px]]
==Background==
==Background==


==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


==Powers and Stats==
'''Name:''' Varies depending on the choice of the player
'''[[DebatesJungle Tiering System|Tier]]:''' At least '''8-C''', likely '''8-B'''
'''Name:''' Jeremy


'''Origin:''' Team Fortress 2
'''Origin:''' [[RimWorld]]


'''Gender:''' Male
'''Gender:''' Varies


'''Age:''' 27 years old
'''Age:''' Varies from 14 to 120 biologically, and from 14 to 3200 chronologically


'''Classification:''' Human, Mercenary
'''Classification:''' Human


'''[[Attack Potency]]:''' At least '''Building level''' ([[User blog:GiverOfThePeace/TF2 Re-Calc|He sports several weapons which are capable of vaporizing giant MvM robots]]. There are statements that indicate some of the weapons of the mercenaries to be capable of atomiziation; see note. [https://www.youtube.com/watch?t=2m45s&v=36lSzUMBJnc&feature=youtu.be He knocked out a Soldier in one blow with a bat], [https://www.teamfortress.com/tf06_thenakedandthedead/#f=122 he can use the same pistol that TFC Heavy used to kill Medic with two shots]. His Scattergun and other primary weapons are comparable to the Shotgun used by several other mercenaries, [https://www.youtube.com/watch?v=h42d0WHRSck&t=34s whereas Soldier was able to one-shot a Demoman at midrange]) to '''Building level+''' ([[User blog:Soupywolf5/Cow go zap|Soldier's Cow Mangler is stated to be able to atomize sheep]]; other weapons would generally be comparable to this due to outputting similar values of damage), likely '''City Block level''' ([[User blog:Soupywolf5/Cow go zap|The Cow Mangler is also stated to be able to atomize cows]])
'''[[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


'''[[Dimensionality]]:''' '''3-D'''
'''[[Dimensionality]]:''' '''3-D'''


'''[[Speed|Travel Speed]]:''' '''Relativistic''' ([[User blog:Soupywolf5/TF2 Speed: Righteous Bison Edition|Moves at a third of the speed of the projectiles from the Righteous Bison, which is referred to as indivisible particle smasher]])
'''[[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)
 
'''[[Speed|Combat Speed]]:''' '''Relativistic+''' (Regularly fights with and against his fellow mercenaries, all of which can react to the projectiles from the Righteous Bison. After the events of Mann vs Machine, [https://www.teamfortress.com/tf06_thenakedandthedead/#f=157 he was able to defeat multiple MvM robots by himself], [https://www.youtube.com/watch?v=fbOBcHGwWDg&t=16s whereas pre-MvM Sniper was blitzed by a common Sniper Bot]), '''FTL''' when launching baseballs with the Sandman or when throwing the Flying Guillotine, '''higher''' with gunfire, '''FTL+''' with Bonk! (Capable of casually evading the Righteous Bison's projectiles at point-blank range)
 
'''[[Reactions|Reaction Speed]]:''' '''Relativistic+''' (Capable of easily reacting to the projectiles from the Righteous Bison), '''FTL+''' with Bonk!
 
'''[[Lifting Strength]]:''' At least '''Superhuman''' (Signficantly downscales from [[Soldier (Team Fortress)|Soldier]])
 
'''[[Striking Strength]]:''' At least '''Building Class''' to '''Building Class+''', likely '''City Block Class'''
 
'''[[Durability]]:''' At least '''Building level''' to '''Building level+''', likely '''City Block level'''
 
'''[[Stamina]]:''' Superhuman ([//www.teamfortress.com/scoutupdate/energydrink.htm Bonk! causes feelings of lethargy to regular drinkers and Scout is more than capable of drinking multiple cans of Bonk within a battle.] [//www.teamfortress.com/tf03_cold_day_in_hell/#f=27 He managed to keep fighting after a bear slashed his stomach open], [//www.teamfortress.com/tf03_cold_day_in_hell/#f=38 which caused many of his organs to fall out and his heart to stop.] [https://www.teamfortress.com/meetthedirector/?p=5 When interviewed by the Director, he boasted about himself until his film camera ran out of film and then for five more hours, stating that he "had tons more ta say"])


'''[[Range]]:''' Standard Melee Range by himself and with melee weapons, Tens of Meters with Shotguns, Hundreds of Meters with Pistols
'''[[Speed|Combat Speed]]:''' At least '''Subsonic''', at least '''Subsonic''' to '''Supersonic+''' attack speed with firearms


'''[[Hax|Powers and Abilities]]:'''
'''[[Reactions|Reaction Speed]]:''' At least '''Subsonic'''


<tabber>
'''[[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)
|-|By himself=
[[Superhuman Physical Characteristics]], [[Acrobatics]], [[Weapon Mastery]], Limited [[Flight]] (Can jump once in mid-air), [[Resistance|Immunity]] to [[Soul Manipulation]] (Due to Medic [https://www.teamfortress.com/tf06_thenakedandthedead/#f=216 surgically implanting himself with] [https://www.teamfortress.com/tf06_thenakedandthedead/#f=255 the soul of every other mercenary]), [[Resistance]] to [[Heat Manipulation]] (Capable of tanking several shots from weapons that can vaporize human beings and even MvM robots), [[Ice Manipulation|Extreme Cold]] ([https://www.teamfortress.com/tf03_cold_day_in_hell/#f=5 Managed to survive in freezing russian mountains,] [https://www.teamfortress.com/tf03_cold_day_in_hell/#f=6 despite the fact that he was not wearing weather compatible clothing])


|-|With Weapons=
'''[[Striking Strength]]:''' '''Wall Class''', likely '''Building Class'''
Same as base, [[Statistics Amplification]] (via various weapons), [[Status Effect Inducement]] with Fan O'War and Sandman, [[Afterimage Creation]] with BONK!, [[Energy Projection]] with C.A.P.P.E.R, Self-[[Healing]] when hitting targets with the Pretty Boy's Pocket Pistol or those drenched in the Mad Milk


|-|With Magic Spells=
'''[[Durability]]:''' '''Wall level''', likely '''Building level''', '''Large Building level''', likely '''City Block level''' with armor
Same as the first two keys, [[Magic]], [[Electricity Manipulation]] (via [https://wiki.tf2.com/wiki/Magic_spells#Rare_Magic_Spells Ball O' Lightning]), [[Necromancy]] and [[Summoning]] (via [https://wiki.tf2.com/wiki/Magic_spells#Rare_Magic_Spells Skeletons Horde]), [[Summoning]] (via [https://wiki.tf2.com/wiki/Magic_spells#Rare_Magic_Spells Summon MONOCULUS]), [[Invisibility]] (Via [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Stealth]), [[Teleportation]] and [[Healing]] (via [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Shadow Leap]), [[Fire Manipulation]] (via [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Fireball]), [[Healing]], [[Statistics Amplification]] and [[Size Manipulation]] (via [https://wiki.tf2.com/wiki/Magic_spells#Rare_Magic_Spells Power Up]), [[Status Effect Inducement]] and [[Animal Manipulation]] (via [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Swarm of Bats]), [[Healing]] and [[Invincibility]] (via [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Overheal]), [[Explosion Manipulation]] (via [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Pumpkin MIRV] and [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Meteor Shower]]), Blast Jumping and [[Healing]] (via [https://wiki.tf2.com/wiki/Magic_spells#Regular_Magic_Spells Blast Jump]), [[Soul Manipulation]] (via [https://wiki.teamfortress.com/wiki/Soul_Gargoyle Soul Gargoyle]; [https://i.imgur.com/gjvjap5.png which collects the soul of those who are killed by its wielders])


|-|With MvM upgrades=
'''[[Stamina]]:''' Peak Human
Same as the first two keys, [[Regeneration]] (Mid-low), [[Healing|Self-Healing]] with Health on Kill, [[Statistics Reduction]] (Mad Milk can be upgraded to slow down enemies drenched in it), [[Statistics Amplification]] (with Crits on Kill), [[Resistance]] to [[Fire Manipulation]] and [[Explosion Manipulation]] [[Teleportation]] and [[Statistics Amplification]] with Teleport to Spawn Canteen (Teleports the user to spawn and gives a 5 second speed boost), [[Invulnerability]] with Become Ubercharged Canteen, [[Statistics Amplification]] with Become Crit Boosted Canteen
</tabber>
'''[[Standard Equipment]]:'''  
<tabber>
|-|Primary Weapons=


|-|Secondary Weapons=
'''[[Range]]:''' Standard melee range by themselves and with melee weapons, tens of meters to hundreds of meters with firearms


|-|Melee Weapons=
'''[[Hax|Powers and Abilities]]:'''


|-|Halloween=
'''[[Standard Equipment]]:''' None notable
{{#tag:tabber|
*'''Optional Equipment:'''
{{!}}-{{!}}Spells=
[[File:Spellbook Shadow Leap.png|200px|Shadow Leap]]
{{Quote|ipsum instantarium}}
*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 Scout's case, it would heal him for 24% of his total health). The projectile arcs under gravity. Hitting an enemy player will deal 10 damage (in Scout's case 8%). Scout can utilize this spell twice.
[[File:Spellbook Fireball.png|200px|Fireball]]
{{Quote|caputus crepitus}}
*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. If the target does not find a way to put the fire out, and is as durable as Scout is, it would die from the afterburn effect. Scout can utilize this spell twice.
[[File:Spellbook Blast Jump.png|200px|Blast Jump]]
{{Quote|amplus tripudio}}
*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. Scout can utilize this spell twice.
[[File:Spellbook Healing Aura.png|200px|Overheal]]
{{Quote|barpo kabalto}}
*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. Scout can utilize this spell once.
[[File:Spellbook Ball O' Bats.png|200px|Swarm of Bats]]
{{Quote|deus invictus}}
*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. Scout can utilize this spell twice.
[[File:Spellbook Pumpkin MIRV.png|200px|Pumpkin MIRV]]
{{Quote|pactum diabolus}}
*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. Scout can utilize this spell once.
[[File:Spellbook Stealth.png|200px|Stealth]]
{{Quote|barpo invisium}}
*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. Scout can utilize this spell once.
Summon MONOCULUS
{{Quote|Invokum 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.
Summon Skeletons
{{Quote|Mortis animataris}}
*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.
Ball O' Lightning
{{Quote|Imputum fulumenus}}
*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.
Meteor Shower
{{Quote|Seismela tremoro}}
*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.
Power Up
{{Quote|Paidum celeris}}
*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.
{{!}}-{{!}}Other Objects=
[[File:Backpack Soul Gargoyle.png|200px|Soul Gargoyle]]
*Collects the souls of those who die at the hands of its user.
}}
</tabber>


'''[[Intelligence]]:''' '''Below Average''' academics wise (It has consistently been shown that Scout is academically inept), '''Genius''' combat wise (Alongside the rest of RED Team, he is considered to be one of the nine most dangerous mercenaries in the world. Despite his cocky and arrogant appearance, he stops boasting when he gets into a serious situation and concentrates solely on the fight, utilizing his honed evasiveness to outperform physically superior foes on a daily basis), '''Above Average''' street smarts (He managed to trick Spy by taking advantage of his feelings for his mother)
'''[[Intelligence]]:''' '''Varies''' from '''Average''' to '''Extraordinary Genius''' academics wise. Up to '''Genius''' combat wise


'''Weaknesses:''' Scout is insecure about his feelings for Miss Pauling and his (unsuccessful) attempts to impress her can distract him from time to time.
'''Standard Tactics:'''


'''Notable Attacks/Techniques''':
'''Weaknesses:'''
*'''Home Run:''' The Scout points to the sky, winds up, and swings the bat, instantly killing any enemy too slow, unaware, or simply unfortunate enough to be in range.


==Gallery==
'''Notable Attacks/Techniques:''' 


==Battle Records==
==Battle Records==

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: