Contest of Marvels II Thread 3

Vermin (1) He's mine 2) Shriek's being overestimated.)
Hercules (As much as I like Thunderbird Hercules is just too good.)
New Sun (He's just way too overpowered)
Mr. Immortal (Well he can't really die so.....)
 
Vermin: Closest one this week...

Hercules: Hercs faced tougher in asgard and he's just got more experience

New Sun: I hate the leader and couldn't be bothered to go through a ridiculously complex plan to move a character forward that I don't like.Sorry :(

Spitfire: Immortality won't save you when you're only being knocked out and superspeed can't even be compared to gymnastics
 
Vermin
Hercules
New Sun
Spitfire

You know, I vote based on the debates and all.
 
Shriek is tied with vermin 3-3
Hercules is beating warpath 6-0
New Sun is beating leader 6-0
Spitfire is beating mr immortal 4-2
 
Shriek - Good debate from both sides though.
Hercules - No knives and all.
New Sun
Spitfire - Nice, but I just wasn't convinced, sorry.
 
New Sun - no debate from Hippy :eek: New Sun is awesomely powerful though.
Hercules - although I think Warpath will prove to be a great character in future (challenging Gladiator & co is a great start), Herc has the edge.
Shriek - range is the main factor.
Spitfire - believable strategy.
 
Results So Far:

Shriek currently beating Vermin 8-5
Hercules currently beating Warpath 13-0
New Sun currently beating Leader 13-0
Spitfire currently beating Mr. Immortal 11-2
 
Taking away Warpath's knives did not leave me much given Hercules has wrestling skills above Warpath's fighting skills. I even ended up voting for Hercules. :(
 
Final Results:

Shriek beat Vermin 8-5
Hercules beat Warpath 13-0
New Sun beat Leader 13-0
Spitfire beat Mr. Immortal 11-2
 
CoM.jpg


BRACKET 5,

Match 19:

Nimrod (WIEGEABO) bio

th_nimrodii.gif


vs.

Talisman (POWDERMAN) bio



Match 20:

Terrax (PHAEDRUS45) bio

th_Terrax.jpg


vs.

War Machine (KYTRIGGER) bio

th_uswar-1.jpg
 
BRACKET 6,

Match 19:

Bi-Beast (POWDERMAN) bio

th_bibeast.jpg


vs.

Patriot (DARKHELLRIDER) bio

th_225px-Patriotya.png


Match 20:

Wildside (KYTRIGGER) bio

th_wildside.jpg


vs.

Dark Beast (ICEMAN/PSYLOCKE) bio

th_270px-Darkbeast.png
 
LOCATION: Latveria/Castle Doom

In the Marvel Comics fictional universe, Doctor Doom makes his home in Castle Doom, a high 110 room castle built in the 16th century by the Latverian nobleman Count Sabbat. It first appeared in Fantastic Four no.5.
The castle overlooks the Latverian capital of Doomstadt (formerly Hassenstadt). Doom has lived in the castle since usurping the throne from King Vladimir, save for the brief periods when the throne was usurped from him by Prince Zorba or Doom's own "heir," Kristoff. Doom destroyed the castle to quell a rebellion lead by he exiled Prince Rudolpho. The rebuilt castle's general out structure remained the same, but current technology was integrated into the castle's structure in accordance to Doom's specifications.
The exterior walls of Castle Doom are constructed of reinforced stone, and the tower roofs are also reinforced. Moments after an attack is detected, force screens spring up around the exterior walls. Interior walls are also made of stone and reinforced, and all interior doors are made of wood reinforced with steel. Doom's above-ground laboratories are supplemented with energy screens that can reflect attacks back onto its point of origin.
Guards are posted along the exterior walls at all times. Standard shifts include six Doom-Knights on the higher towers, six Warrior Robots patrolling the lower parapets, four human Latverian Guardsmen watching the front gate and main entrance, and a minimum of three Guardian Robots patrolling the woods around the based of Castle Doom. Built into the castle are a number of deterrents, including stunners, shock fields on the walls, doors and windows, and gas emitters that can fill a room with knock-out gas or an exceedingly lethal poison gas. It Doom feels these measures are not extreme enough, he will employ excessive measures such as his Rainbow Missiles or Vortex Machines. The weakest defensive point of Castle Doom are the docks that open out to the Klyne River -- this entrance is only staffed by two human Latverian Guardsmen and four to six Warrior Robots.
Visual, audible and motion sensors honeycomb Castle Doom and Latveria. Only the fear in Doom's underlings slows his knowledge of all that goes on in his domain, as his minions are understandably hesitant to bring him bad news. Doom has built in triple-redundant protective devices around his surveillance and security systems, requiring an amazing degree of skill to neutralize the alarms or surveillance devices.
Castle Doom contains one basement and five sub-basements. The basement contains Doom's wine cellars and storage space for miscellaneous housewares. The first sub-basement is contorted with small winding passageways that lead only into various trapped rooms. Separated from these corridors is Doom's hangar, which can open to the castle's courtyard or via a ramp leading out behind the castle. The second sub-basement holds Doom's primary research & development laboratories. This floor also contained numerous torture chambers, which Doom equipped with various power-inhibiting devices when he converted them into superhuman detention cells. The Memory Transference Machine, which was used to turn Kristoff into a mental clone of Doom, is also located on this level. Prison cells nested in a tangled maze of corridors make up 30% of the third sub-basement. The remainder of this level is used for Doom's major projects, such as his Cosmic Energizer and his currently inert series of Doomsman androids. The highly advanced and extremely efficient nuclear reactor which powers Castle Doom is located in the fourth sub-basement, as are more secret laboratories and workshops. The fifth sub-basement is equal parts worked stone and natural caverns. An offshoot of the Klyne River runs through this level, which feeds three backup hydroelectric generators. Doom's magical summoning room is also located on this level, as is a supplemental robot construction facility.
The Ground Floor contains the grand entry hall and a lavish reception hall with a raised throne. Behind a large tapestry in the back of the throne room is a concealed door leading to a robing room and study. To the left of the entry hall is Doom's art gallery, antiquated kitchens and the chef's quarters, and a staff lounge and staff dining area. To the right of the robing room are hallways leading to a robot repair/recharge area, a fully stocked armory, and guard bunks.
The 2nd floor contains the grand ballroom, the official throne room (a high-ceilinged chamber where Doom holds his more diplomatic meetings), a formal dining room, servant's quarters, expensively furnished guest rooms, a music room (housing Doom's Hyper-Sound Piano), the castle museum (featuring the Latverian crown jewels and various mementos of Doom's conquests), the archives/royal historian's office, the communications center, robot construction workshops, offices for various staff, and a balcony from which to address the public. Guard bunks and guard posts are scattered throughout this floor.
The 3rd floor holds several secondary R&D laboratories, scientist's quarters, a medical infirmary, the hangar, a surveillance center (focused on the national/domestic level), and robot construction workshops. Guard posts, mostly manned by robotic guards, are scattered throughout this level.
The 4th Floor holds several tertiary R&D laboratories, including a holography & laser lab, a chemical lab, and a genetics lab. A surveillance center, focused on international events, is also located on this level.
Floors 5-10 are located in Castle Doom's massive central tower. The 5th floor houses a game room, and the 6th floor holds Doom's living quarters. The 7th floor holds Doom's private scientific laboratories, and Doom's private magical laboratory & workshop are located on the 8th floor. The 9th and 10th floor holds Doom's private 2-story library.
Retrieved from "http://en.wikipedia.org/wiki/Castle_Doom"

(ALL BATTLES MUST STAY IN CASTLE DOOM. Of course, Doom won't be present, but anything (or anyone) who would normally be there in the Master's absense will be, including Doombots. But, take note, Doombots will not attack the participants, unless your character would be able to do something with them to help in his/her match.)
 
I have a question about War Machine. James Rhodes is now a Sentinel O.N.E. commander, so do I have him as that, or as classic War Machine? (It's kind of like the question from ealier where I had Scorpion, and even though he currently has the Venom Symbiote, he was picked as classic Scorpion.)
 
kytrigger said:
I have a question about War Machine. James Rhodes is now a Sentinel O.N.E. commander, so do I have him as that, or as classic War Machine? (It's kind of like the question from ealier where I had Scorpion, and even though he currently has the Venom Symbiote, he was picked as classic Scorpion.)

This is War Machine, as stated. In fact, I believe it will be his classic armor, like from his first series. I believe the Max titles were considered outside of continuity, as I read that somewhere. But, if you want the Max stuff to be included, just find out from JH what the ruling is.
 
This is indeed Rhodes as War Machine, not Rhodes from Sentinel Squad O.N.E.

And the Max series has been confirmed as out of continuity, so it doesn't count. This is good old fashioned West Coast Avengers and such War Machine.
 
Terrax vs. War Machine:

While War Machine is a totally cool character, this is a slaughter. Terrax isn't one to give an inch in a battle, but go straight for the kill. He's never been one to "***** foot" around.

Rhodes would be able to get information on Terrax; but, all it would do is make him realize how royally *!@# he truly is. Terrax would only know the rules of the game and his location. That would be all he needs, as you'll notice at the end of my argument.

Let's look at each character's powers:

Terrax:

Terrax was apparently born with a limited mental control over rock and earth, which he used to create simple constructs. After his powers were enhanced by Galactus, his ability was enhanced in terms of volume and complexity. He was also awarded superhuman strength and durability. Like all of Galactus's Heralds, he is immune to the vacuum of space. His cosmic-powered axe is magically sharp and can generate waves of force. Originally he could fly through space on his own by riding masses of stone which he levitated, but after taking over a human body (Harmon Furmintz, the creator of Psionex), he needed the additional power of his axe to travel through space.

War Machine:

AbilitiesNone, Power suit grants:

Superhuman strength

Flight

Energy blasts

Variety of offensive and defensive weapons

Remote drones



The important thing to note is that Terrax is 1) invulnerable to what Rhodes would hit him with, and 2) Terrax has "mental control over rock and earth" and wouldn't even have to worry about Rhodes. He'd simply use his ability the second he got transported to the Castle and destroy it completely. With Rhodes either trapped or more likely dead within the rubble, this contest would be finished in record time.

I could say how Terrax would use his axe and slice Rhodes open like a can opener. I could exclaim how Terrax has been hit with the Power Cosmic and not fallen in the past. But, really, with manipulation of rock and earth, War Machine is simply finished.

Winner = Terrax
 
Phaedrus45 said:
Match 20:

Terrax (PHAEDRUS45) bio

th_Terrax.jpg


vs.

War Machine (KYTRIGGER) bio

th_uswar-1.jpg

Okay. This is a tough match, but definately winnable for War Machine.

First, let's get prep-time out of the way. Terrax won't really have any info on War Machine, but War Machine could get info on him definately. he has faced the New Warrriors and the Fantastic Four before, and some of those battles were extremeyl public (like when he had lifted all of Manhattan off the ground). Also, Rhodes could get info on Doom Castle as well. While he wouldn't know everything about the place, he would definately be familiar with teh surroundings, and have a much better idea of what to expect in the way of traps and whatnot. In all honesty, I wouldn't doubt that he would upload all the info and schematics for the castle into his armor so he could constantly know where he was at all times. So the advantage of prep time goes to War Machine.

Now onto the powers:

War Machine has many different weapons ranging from flame throwers to missiles, to repulsor rays and many other things. He also has a strength level of about 90 tons and pretty impressive forcefields.

Now Terrax has increased strength, and control over rock/earth, and energy blasts. He's also very durable. His strength is listed at around 75 tons.
Now here's one of the most deciding parts of the battle.Terrax is a former Herald of Galactus, and with the Power Cosmic, this figh twould be almost all but over, but he doesn't have the power anymore. Galactus stripped it of him. The power Galactus gave him increased his power of rocks over 100 fold, which is what let him do all the great feats like take on teh Fantastic Four, and lift Manhattan as I stated earlier. While he can still control rocks, he is nowhere near that power now.
Also you have to throw in the fact that while he does use his rock powers, he also loves to brawl. I highly doubt that he would just resort to using his powers in a one-on-one fight like this. If he was trying to take over Latveria? Yes. But he wouldn't pass up an opportuntity to get his hands dirty on this fight and would seek hand to hand combat.

That leaves us with his almighty axe. I will be the first to admit that the axe is extremely powerful. Luckily for War Machine, Sentry destroyed it in his mini. No axe for Terrax. Even without his axe though, he is a formidable fighter, but so is War machine. remember, War Machine has a strength advantage also.

And the final downfall for Terrax in this match is the location. Castle Doom is absolutely riddled with traps. War Machine knows this and would be careful while in the castle, using his many forms of technology to detect as much of the traps as possible. Terrax on the other hand wouldn't know about hte traps and would immediately just start wandering around the castle looking for War Machine. Terrax would undoubtedly spring some of those traps which would either immobilze him instantly, or give War Macihine an advatage to strike. Knowing how strong Terrax is, War machine would waste no time in striking Terrax as fast and as hard as he could to put him down quickly.

Winner- War Machine



EDIT: We have decided that Terrax DOES have his axe for this fight, so disregard any mention of him not having it.
 
Phaedrus45 said:
Match 20:

Wildside (KYTRIGGER) bio

th_wildside.jpg


vs.

Dark Beast (ICEMAN/PSYLOCKE) bio

th_270px-Darkbeast.png

This is an interesting match because it pits two really insane bastards against each other. In all honesty, they probably wouldn't fight, but instead start kidnapping Latverians and torturing them in the name of science and fun. But alas, they must do battle...

First off, prep time wise Wildside would know who Dark Beast is. He works for Weapon X and would have access to all of their data files.

As for Dark Beast, I honestly don't know if he would have any knowledge of Wildside. I am not sure who he is even affiliated with anymore. Also, since he is from AOA, I am not sure if there was a Wildside version in that time.

Basically it either comes down to Wildside having an advantage, or them both being even in the prep time department.


Now on to powers:

Wildside's powers are that he has enhanced strength, agility, and retractable claws form his fingers. He also has the power to mess with people's minds. He can make them see illusions and whatnot. He basically "warps their reality". Oh yeah, and he's a sadist and is insane.

Dark Beast is basically just an evil version of Beast. He has enhanced strength, agility, and is very smart. Oh yeah, he's insane too.

I will note one very big difference between Beast and Dark Beast though. While they are both as intteligent as the other, Beast has shown to know much more than Dark Beast. Dark Beast basically just concerned himself with genetics so he is a master of that department, but when he infiltrated the X-Men as Beast, he showed that he didn't kno wnarly as much as Beast in most other areas, such as computers, and general science.

The main reason I wan to stress this difference is because of the technology in Castle Doom. While I am betting it is extremely hard to hack into, regualr Beast might be able to get in and control the Doombots and traps and whatnot (although, to be honest, I don't even know if he could hack in Dr. Doom's computers). Dark Beast though isn't nearly as proficient at these sort of things and would have no chance at this.

Now, when it comes to fighting, they are pretty evenly matched. Dark Beast has a little bit of an edge in agility and strength, but it isn't staggering. What makes this a tough battle for dark Beast is Wildside's ability to mess with Dark Beast's brain. All the agility in the world won't help him if he sees walls that aren't there, cielings falling down, 100 Wildsides, or whatever else Wildside decides to have Dark Beast see. It should also be noted that he doesn't just cast illusions, but "warps their perception of reality" so he could concievably make Dark Beast hear and smell things that aren't there as well.

Dark Beast won't know what's happening until Wildside starts cutting into him, and by then it will be too late. Wildside would immobilze Dark Beast and then slowly kill him.

Winner-Wildside
 
Phaedrus45 said:
This is War Machine, as stated. In fact, I believe it will be his classic armor, like from his first series. I believe the Max titles were considered outside of continuity, as I read that somewhere. But, if you want the Max stuff to be included, just find out from JH what the ruling is.

Yeah, I was hoping it was the older War Machine version and not James Rhodes in Sentinel O.N.E. Then not only would I have to battle Terrax, but I would have the problem in that he wouldn't fit inside Castle Doom. :woot:
 

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