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'''Standard Tactics:''' Charges into the enemies with whatever weapon their holding, sometimes even without any weapon at all  
'''Standard Tactics:''' Charges into the enemies with whatever weapon their holding, sometimes even without any weapon at all  


'''Weaknesses:''' None notable  
'''Weaknesses:''' If they smoke, they'll die a horrible death moments later  


   
   

Revision as of 19:57, 17 July 2021

The only way to salvation through unity of purpose. Join us and advance the ranks to become one if the coveted l33t crew. Or enroll in our special A.T.P. (accelerated training program) to give you all the edge you need to enforce the will of the whole

Background

The Agency Against Hank Wimbleton (A.A.H.W.), is an organization of non-unique characters led by the Auditor and the main antagonists of the Madness series whose immediate goal is to take out Hank J. Wimbleton. Later on, their role was expanded to take out any other opposition to their group, such as Jesus, Sanford, Deimos and 2BDamned.

Powers and Stats

Tier: At least 10-A | At least 9-A | At least 9-A

Name: Agency Against Hank Wimbleton

Origin: Madness Combat

Gender: Unknown

Age: Unknown

Classification: Organization, The Victims

Attack Potency: At least Street level (The weakest of grunts receive the best training from the military and can casually rip heads. Agents, Egineers and Soldats are considered to be leagues above regular Grunts) | At least Small Building level (Superior to Hank in strengths and always gives him a hard time, sometimes even killing him) | At least Small Building level (Comparable, if not superior to M.A.G. Agents)

Dimensionality: 3-D

Travel Speed: Athletic Human | Subsonic (Comparable to Hank) | Subsonic (Comparable, if not superior to M.A.G. Agents)

Combat Speed: Supersonic+ (Fodder, but still somewhat comparable to Hank), Varies up to High Hypersonic with various firearms (Can wield different types of weapons, one of them is a Railgun, which can reach speeds of 4,500 m/s) | Supersonic+ (Superior to regular agents), Varies up to High Hypersonic with various firearms | Supersonic+ (Comparable, If not superior to M.A.G. Agents), Varies up to High Hypersonic with various firearms

Reaction Speed: Supersonic+ (Regular grunts are capable of deflecting bullets normally) | Supersonic+ (Superior to regular agents) | Supersonic+ (Comparable, If not superior to M.A.G. Agents)

Lifting Strength: Class 1 (Can easily rip heads off) | At least Class 10 (The strongest lifter in the entire series, superior to the likes of Hank and Sanford) | Likely Class 10 (Comparable to M.A.G. Agents)

Striking Strength: At least Street Class | At least Small Building Class | At least Small Building Class

Durability: Street level | At least Small Building level (Can shrug off hits from Hank) | At least Small Building level (Can tank hits from Sanford, Deimos, a Hank)

Stamina: Likely High | Extremely High | Extremely High

Range: Standard melee range physically, further with melee weapons, up to Hundreds of meters with firearms | Extended melee range physically, further with melee weapons, up to Hundreds of meters with firearms | Extended melee range physically, further with melee weapons, up to Hundreds of meters with firearms

Powers and Abilities: Weapon Usage, Martial Arts, Human Achievements, Explosion Manipulation (Via grenades and rocket launchers), Empowerment (Emotion is a powerful factor in Nevada, so much so that Hank being ecstatic about his murders makes him more powerful and unstoppable than if he were furious, and his excitement is also what helps him be stronger than Sanford and Deimos), Stealth Mastery, Pain (The weakest beings of Nevada feel lots of pain and yet they still appear unaffected), Mind Manipulation and Trauma (Nevada generally doesn't have much humanity; there are no women, no children, no men. Just monsters. As time goes on the entropy of Nevada just increases due to the sheer madness), Limited Empathic Manipulation (Relationships aren't really a thing in Nevada) and Fear Manipulation (Fear isn't a powerful motivator in Nevada)

Standard Equipment: A wild variety of melee weapons and firearms

Intelligence: Varies

Standard Tactics: Charges into the enemies with whatever weapon their holding, sometimes even without any weapon at all

Weaknesses: If they smoke, they'll die a horrible death moments later


Key: Regular Members | M.A.G. Agents | G03LMs


Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches:

Discussions (Link For Mobile Users):

Discussion threads involving The Pink God/Sandbox