User:Pac-MB/sandbox

Introduction
This webpage will be about showcasing the game modes, killstreaks, maps, classes, and spawnable characters from Strike Force Heroes 3.

Strike Force Heroes 3
In the new update 34.6, 1 limited time class and 2 new spawnable characters have been released.

Classes
Classes are types of soldiers that are present in each Strike Force Heroes game. They have their specialities and unique abilities. In Strike Force Heroes 3, there are 11 normal classes and 2 irregular classes. Each class can use two primary and two secondary weapons, with exception of Engineer and Elite who use all types of secondary weapons. Each class has it's gender (Justin is the only male character who is from a female class). Unlike in earlier SFH games, there is only one class unlocked in the beginning (Engineer), and the player needs to complete missions or quests to unlock new.

~Classes with energy special abilities (unlike killstreaks it only takes a few seconds to recharge)

List of classes
There are 15 regular classes in Strike Force Heroes 3, and 2 irregular class added in later versions (Knight) and (MBTZ).

Engineer (Male) A balanced class unlocked at the start of the game. They have great offensive firepower due to the ability to use Explosives and Rifles, but they can also defend objectives with their turret killstreaks and use turrets to support the squad on the battlefield. As of the 21.5 update, they can spawn characters and build turrets. They can't spawn dinosaurs though.

Gunslinger (Female) Offensive support class. They boost their squadmates' firepower/crit-chance with their killstreaks.

Medic (Female) Defensive support class. They heal their squadmates and give them armor through killstreaks, but they can do a lot of damage themselves (similar to Gunslingers), because they can use Rifles. In this update, only for capture the flag and DLC ammo modes, they can revive their nearby squadmates on the spot if they have loving spirit trait.

Juggernaut (Male) Heavy defensive class. They have the highest health and they can take the most damage. They excel in close range combat, although ability to use Defriender often makes them effective on medium ranges too. They protect themselves with defensive killstreaks (which are technically also offensive because Flame Armor can quickly kill enemies at close range by inflicting them with two status effects at once, and because "I'm the Juggernaut" can kill an enemy with his/her own weapon).

Ninja (Female) They are masters of stealth, best for making single target assassinations. Their killstreaks and traits are mostly offensive, although they work best in support role.

Mercenary (Male) Heavy offensive class. Although their weapons have similar firepower to Engineer's, their traits and killstreaks are used only to deal massive damage.

Sniper (Male) They have the lowest health, but one of the best firepower on long ranges. Due to their abilities to easily take out enemies on long ranges, they can be used to defend objectives and attack. Fortune's 500 is probably the best weapon for this class.

Elite (Female) An elemental class. Most of their weapons and abilities involve damaging enemies with status effects.

Buccaneer (Male) They are masters of long-ranged attacks with a fast rate of fire, being able to take down single enemies quickly. However, they use explosive killstreaks for area damage. They are best used for defending objectives due to their low health and vulnerability up close.

Scout (Female) Offensive/Defensive support class. They can spawn heroes and zombies for support attacks. In Jurassic Plains map, they can also spawn dinosaurs that can aid their squadmates.

~Super-SFH (Male) A melee class. They can punch enemies up close with H-fists, but can also change weapons from melee to ranged (such as laser beam) by zooming in to aim. Their kill streaks rely on taking enemies out in a group.

~Magician (Female) (Unlocked after completing Quest 5) Offensive support class. They unleash magic bullets which can sometimes reveal powerful spells. They're also the only class to transform enemies into goats.

~Astronaut (Male) (Unlocked after completing Quest 9) Heavy offensive class. They have similar firepower to Juggernaut's and Engineer's. But they can deal with groups of enemies using space grenade, which traps up to 3 enemies for 10 seconds.

~Supreme Hunter (Female) (Unlocked after completing Quest 14) They have a very strong firepower. Their killstreaks (missile barrage and autofire leap) can cause them to unleash even powerful weapons automatically.

Zealot (Male) (Unlocked after completing Quest 20) Heavy but balanced class. They have similar attacks to Super-SFH with a few exceptions. Zealots uses close ranged weapons instead of melees and their killstreaks boost enemies speed or aim.

Arctic Hunter (Male) (Limited Time) Offensive support class. They behave similarly to Medic but with the ability to thaw out frozen allies to prevent them from being disabled by the chilling wind in Ice Caverns and Frostbite Tundra and give allies resistance to fire for 12 seconds. They also have slightly more health and firepower. In Icy Caverns, they can revive a squadmate once every 20 seconds.

Irregular classes
Knight (Male) The rarest and the most unique class, that is used only by one hero in the entire game. It is impossible to recruit Knights normally like other classes. Knights can only use blades, which forces the Knight to do close-ranged combat. If you like to use Rusty, please make sure he is equipped with a Katana, or even better, a Hattori Hanzo, so that you can turn an enemy's own weapon against him/her. Be careful that Buccaneers are Knight's worst nightmare, especially when the Buccaneer uses killstreak Barrel Blast, as you have to destroy the barrel first (120 health), which would result explosion, killing you instantly if you have below 90 health.

MBTZ (Male) One of the most rarest and uniquest class, that is only recruitable twice in the entire game. MBTZs can use only primary weapons (Duals or Experimental). They have the lowest health of all classes. However, the MBTZ can summon his Tech-Cone or Mech 5000 which will have 4x the amount of health after 3 kills. These machines have 3 abilities each (Tech-Cone: ZPG Rocket, Gatling Bullets, and Stun Mine) and (Mech 5000: Multi-Rocket, Super Stomp, and Mech-Shield). Both machines use the same primary weapon Laser Assault Blaster.

Spawnable Characters and Dinosaurs
Ordinary heroes, turrets, dinosaurs, and zombies that can be spawned in the game only by Scouts and Engineers. They are used for support to fight against enemies and are useful in Capture the Flag, Time Gnome, and Graveyard Assault modes. To summon heroes, look for medium crates of your team colour that appear randomly in the map. For zombies, look for piles of dirt with a sign of your team colour. Turrets are spawnable inside mechanical pots. In Jurassic Plains map, you can spawn dinosaurs from piles of bones with a flag of your team colour. Boxes, dirt piles, and bones will not appear on Deathmatch, One Man Army, Gun Game, Team Gun Game, or Herbal Takeover modes. However, turrets are available during the Herbal Takeover mode.

Heroes
Swordsman (20 health) Regular fighter. Attack deals 8 damage.

Axester (35 health) Jester with 2 attacks Axe Hurt and Deflectable Bullets. Axe Hurt attack deals 12 damage while Deflectable Bullets only for shotgun weapons deal 40 damage.

Armoured Guard (80 health) He uses armour to shield himself. Explosive weapons can't destroy the armour in 1 hit. Armoured Guard's main weakness is Sniper as they can shoot through the armour. He has 2 attacks Sword Attack and Super Stomp. Sword attack deals 50 damage and Super Stomp deals 25 damage.

Landminer (15 health) Drops landmines randomly on the screen. Enemies take 25 damage from nearby landmine explosions. Landmines can also be destroyed, but requires 3 hits from any weapon to detonate.

Pistol Gunner (10 health) Regular gun fighter. Each attack deals 5 damage to the enemy.

Machine Gunner (55 health) Powerful short ranged fighter. Deals 25 damage to enemy.

Wizard (65 health) Shoots magic bullets that can slow the enemy. Deals 40 damage each.

Electric Boombox Master (30 health) (Appears in Mixtape Room only) Upon reaching a glowing tile under the disco light, he will raise his boombox to play electric funk jam for 7.5 seconds, freezing all enemies on the screen and preventing them from using their abilities. The exception is Engineers and Elites who do not react to his music. This jam also stops other jams and makes teammates move 3 times slower. After that, his boombox will need up to 95 seconds to recharge before using it again. However, if there are multiple Electric Boombox Masters on the screen, they can extend the jam.

Zombies
Browncoat Zombie (30 health) Regular old zombie. His attacks are Zombie Hurt and Hard Rock Toss. Each Zombie Hurt attack deals 15 damage. Hard Rock Toss deals 25 damage.

Conehead Zombie (127 health) Slightly more health than Browncoat zombies but attacks in the same manner.

Buckethead Zombie (175 health) He has the highest health of all non-shielded Browncoat Zombies. Attacks in the same manner.

Newspaper Zombie (200 health) Uses newspaper as a shield and then becomes enraged when it is destroyed. Attacks in the same manner.

Excavator Zombie (215 health) Uses shovel to instantly defeat turrets by digging them up. Zombie Hurt deals 30 damage. Hard Rock Toss deals 45 damage.

Coffin Zombie (700 health) Coffin can't be destroyed instantly by explosives.

Outhouse Zombie (1000 health) Outhouse can survive up to 5 hits from explosives and barrel attacks. His attacks are Headbutt Slam, Zombie Hurt, Hard Rock Toss and Shoddy Laser Blast. Each Zombie Hurt attack deals 15 damage and each Headbutt Slam attack deals 25 damage. If the player goes too far from him, he will shoot a laser.

Turquoise Skull Zombie (35 health) Shoots a laser that can destroy up to 4 enemies within close range. Zombie Hurt deals 20 damage. Turquoise Laser deals 260 damage.

Yeti Imp (12 health) Explodes within contact and freezes the enemy.

Arcade Zombie (36 health) Pushes an arcade machine towards objectives or specific areas.

Skateboard Zombie (40 health) When rap jam plays in Mixtape Room, he will kick up to 3 allies forward up to 2.5 paces. When the allies hit an enemy, they are pushed back with all other obstacles behind them. He will also instantly destroy any spawn characters by crushing them with his skateboard.

Paint Roller Zombie (42 health) When blues jam plays in Mixtape Room, his paint roller will create ink that will destroy spawned enemy characters instantly and prevent enemy arcades from pushing their arcade machine on the splattered area.

Joel Batroi Camlot (60 health) Teleports away from explosives (except MK 32 and Glo6) and machine guns (except Chain SAW).

Yakil Matrition (45 health) Summons 2 coffin zombies every 5 damage shots (won't spawn when hit by explosives or experimentals).

Turrets
Healer Bot (64 health) Nearby allies regenerate 15 health per 2 seconds.

Zombot Turret (87 health) Each shot deals 4 impact damage and 2 splash damage.

Dr Freeze (72 health) Shoots frozen beams that slow the enemy and deal 20 damage. Works best at attacking groups.

Boxer Bot (20 health) Melee bot. Punches rapidly at nearby enemies and deals 15 damage per punch.

Rocket Bot (91 health) Strongest bot that launch rockets up to 3 targets per 5 seconds. Deals 40 damage.

Stun Bot (38 health) Arms land mines randomly up to 5 paces around the map that will stun enemies that run into them.

Mr. Toxic (67 health) Shoots toxic beams that can poison up to 2 zombies. Deals 20 damage.

Dinosaurs
Dinosaurs are only available in Jurassic Plain map. They each have a special ability that will aid groups of their allies. However, they can be transformed into goats by Magicians, which causes them to be an obstacle until the Magician who has transformed it dies. Dinosaurs will leave after their limit of using their special abilities.

Raptors Kicks allies forward up to 6 paces. Leaves after kicking 8 times.

Ankylosaurus Pushes an unlimited number of their allies into the first enemy. When they hit the enemy, he/she will be knocked off the screen. Leaves after pushing 4 times.

T-Rex Devours enemies in front of it and roars at nearby allies causing an increase in speed for 5 seconds. Leaves after roaring 3 times or devouring 5 times.

Allosaurus Tosses allies forward up to 12 paces over obstacles. Leaves after tossing 3 times.

Majungasaurus Stomps on the ground, causing a shockwave that pushes all allies forward 3 paces on the screen. Leaves right away after stomping.

Bosses
Bosses are strong enemies found either on the portal campaign mission, final missions, or boss rush mode. However, in Rebel Assault mission, some bosses can become normal enemies. Each boss can reveal their special abilities except Justin and Mike who uses abilities from other classes.

Portal Mission: Devs De La Muerte
Devs De La Muerte is the second last final mission in SFH3. When you defeat them for the first time, 2 endless portals will open which leads to 2 final bosses.

Justin

Mike

Dark Sheol
Dark Sheol is unlocked after defeating the portal mission.

Satan (2 phase attacks)

Lost Jungle
Lost Jungle is unlocked after defeating the portal mission.

Ultra Excavator (2 phase attacks)

Boss Rush
Boss Rush mode is unlocked after beating Justin and Mike in Devs de la Muerte for the first time or completing all Hard campaign missions. The boss rush takes place inside Devil Denzel (a map that is 4x larger than a normal map). Before the Boss Rush starts, players have a choice of 4 free items that are rarely seen in normal missions. Picking up an item will cause the other three to disappear and start the Boss Rush. Boss Rush consists of 15 waves. 2 bosses are in battle every wave (unless otherwise noted). The next round will not start until the previous wave of bosses has been defeated. However, 2 more bosses will spawn in with the previous ones if not defeated under 10 minutes.

Wave 1: Aylmer and Cankeo

Wave 2: Grandel and Hell of Imps

Wave 3: Boxer Master and Duke of Swords

Wave 4: Andwer and Contrasery

Wave 5: Flinger and 2xHollow

Wave 6: Dex and Adzex Goblin

Wave 7: 3xFisu and Jackhammer Knight

Wave 8: Norman and Scurvy General

Wave 9: Vinh and Yasiv

Wave 10: 2xChilling Yeti and 3xC.H.A.D

Wave 11: Dark Goblin and Shockwave Goblin

Wave 12: War and Skello

Wave 13: Scorpio and Masters of Globex

Wave 14: Kraken Isolator and Machine-gun Robot

Wave 15: Emperor Golem and Giant T-rex

Killstreaks
While killstreaks do not have restrictions, they can be offensive, defensive and support.

Roles
Turret killstreaks Turrets are used by Engineer. They are defensive, support and offensive at the same time, as you can place them to defend points, drop them in enemy crowds to save ammo, or support your team anywhere on the battlefield.

Offensive killstreaks These killstreaks are used by offensive classes. They give extreme offensive power only to the user, who then uses it to kill enemies quicker. They are used by Mercenary, Sniper, Super-SFH, Buccaneer, Supreme Hunter, and Ninja.

Defensive killstreaks They are used by Scouts, Rusty the Knight, and the Juggernaut. For Scouts, they can either place spawned characters anywhere on the map or killing an enemy will automatically spawn a random character. This only works for basic, conehead, buckethead, newspaper, or arcade zombies. For Juggernauts and Rusty, on the other hand, both defensive killstreaks give them an armor set, along with shield that has special effects. Rusty uses the defensive juggernaut killstreak.

Support killstreaks Offensive support killstreaks are used by Gunslingers, Zealots, Magicians, Astronaut, and Elite. Gunslinger's killstreaks boost the offensive power of the squad, Zealot's killstreaks boosts speed and accuracy of the squad, Elite's killstreaks have effect on the entire enemy squad, Astronaut's killstreaks have an effect on up to 3 enemies, while Magician's have effect on single enemies per hit.

Defensive support killstreaks are used by Medic. They heal the squad, or boost their defense.

Engineer

 * Shotgun Turret- Deploy a turret with a powerful close range attack.
 * Rocket Sentry- Deploy a powerful sentry with homing rockets.

Gunslinger

 * Critical Boost- Increases their squadmates 50% chance for critical hit.
 * RoF Boost- Increases all squadmates rate of fire by 50% for 8 seconds.

Medic

 * Rapid Regen- Rapidly regenerate your squads health for 8 seconds.
 * Kevlar Vests- Equip you whole squad with full armor.

Juggernaut

 * Flame Armor- Gain armor, ignite nearby enemies for 7 seconds.
 * "I'm The Juggernaut"- Using your armor, deflect attacks for 7 seconds.

Ninja

 * Smoke Bomb- Teleport to a random location and stealth for 2 seconds.
 * Deadly Shurikens- Equips the ninja with 3 poisonous shurikens.

Mercenary

 * "Betsy"- Pull out "Betsy" until it runs out of ammo.
 * Ghost Weapon- Doubles every shot and damage.

Sniper

 * Wall Hack- Enable Wallhack, shoot through walls for 6 seconds.
 * Aim Bot- All shots count as headshots.

Elite

 * Satelite Beam- Freezes all enemies on the screen after 3 seconds of activation.
 * Death Ray- Ignites all enemies after 3 seconds of activation.

Buccaneer

 * Explosive Barrel- Hide in a barrel and explode when near enemies. Most effective when near groups. The Barrel has 120 health.
 * "Cannon"- Pull out "Cannon" until it runs out of ammo.

Scout

 * Character Assist- Using a bot, spawn up to 3 random zombies anywhere on the screen.
 * Spawn Play- Kills automatically spawn a zombie for 7 seconds.

Super-SFH

 * Super Ultra Ball- Launch a powerful ball that deals up to 105 damage with splash attack.
 * Turbo Twister- Spin around, nearby enemies will take 15 damage.

Magician

 * Goatify- Turn a single enemy into a goat per hit (5 ammo in total). The goat effect will disappear after 10 seconds or if the magician is killed.
 * Acid Square- Create a semisphere that poisons enemies that run into it.

Astronaut

 * Space Grenade- A space shield will form, trapping 3 nearby enemies while keeping them in mid-air.
 * Time Consumer- Send up to 3 enemies on the screen back to where they started.

Supreme Hunter

 * Missile Barrage- Using a rocket launcher, fire 3 powerful missiles at enemies.
 * Autofire Leap- Launch up to higher platforms. Fire rate is increased by 75% while in the air.

Zealot

 * Speed Boost- All squadmates move 2x faster for 15 seconds.
 * Accuracy Invasion- Increases your squadmates aim by 40% for 12 seconds.

Special Abilities in Mixtape Room
Certain classes or spawned characters have special abilities designated for this map which they will only use when their jam is on.

Super-SFH
Preferred jam: Rock (makes all players move 2x faster)

Special Ability: Pushes any enemy they encounter back to the closest empty space. If there are no areas for them to land on, the enemy will be kicked off the lawn, destroying him/her instantly.

Elite
Preferred jam: Pop (slows down all players by 50%)

Special Ability: Creates a yellow forcefield that protects themselves and allies around them from fire and poison effects.

Sniper
Preferred jam: Rap (players retain their original speed)

Special Ability: Hides underground until enemies approach them and suddenly pops up to make surprise attacks.

Zealot
Preferred jam: Rap

Special Ability: Kicks anything forward 1.75 paces.

Mercenary
Preferred jam: Metal (makes Juggernauts move 4x faster and all other players move 3x faster)

Special Ability: All shots that hit the ground or an obstacle will generate a shockwave that deals 80 damage to the first opponent they hit.

Skateboard Zombie
Preferred jam: Rap

Special Ability: Knocks up to 3 allies forward up to 2.5 paces. When they hit an obstacle or an enemy (other than an arcade machine), they will be pushed back along with other enemies or objects behind them. They can also instantly destroy turrets by crushing them with his skateboard.

Paint Roller Zombie
Preferred jam: Blues (Magicians and Super-SFH move 2x faster, all other players retain their original speed)

Special Ability: Creates an ink trail that will destroy any enemy except Super-SFH instantly when stepped on.

Arcade Zombie
Preferred jam: 8-bit (players retain their original speed)

Special Ability: Arcade machines will spawn 8-bit variants of browncoat, conehead, and buckethead zombies.

Electric Boombox Master
Preferred jam: Electric Funk (makes players move 3x slower)

Special Ability: Upon reaching a glowing tile under the disco light, he will raise his boombox to play electric funk jam for 7.5 seconds, freezing all enemies on the screen and preventing them from using their abilities. The exception is Engineers and Elites who do not react to his music. After that, his boombox will need up to 95 seconds to recharge before using it again. However, if there are multiple Electric Boombox Masters on the screen, they can extend the jam.

Battleground Faction
Battleground Faction is a discovered hub where players can complete quests, edit characters, buy special abilities from the store, enter multiplayer game modes, and join friends. All old version progress will be saved here automatically.

Multiplayer Game Modes
Game modes are multiplayer matches that affect how players gains points in order to win matches.

Deathmatch: Kill enemies to reach the score.

One Man Army: Work as a team of 14 other players to kill the One Man Army (bigger soldier that glows red) and become the new One Man Army.

Gun Game: Kill to upgrade your weapon.

Graveyard Assault: You can only use 1 player but the teams are made randomly usually 12 vs 12. All players have hats to indicate support of plants or zombies. Plants must defend a specific amount of gardens while zombies try to turn them into graveyards by controlling each garden for 20 seconds in an expanding map. There are 2 different maps that are designated for this mode.

Herbal Takeover: Opposite of Graveyard assault with plants attacking and zombies defending. Only bots are spawnable in this mode. 2 different maps are available for this mode.

Team Deathmatch: Kill a designated amount of enemies to win.

Capture the Flag: Capture enemies' flag to win.

DLC Ammo: Kill enough enemies who drop power crates after vanquished. Pick up a designated amount of crates to reach the score. Each power crate that you pick up increases your fire power.

Suburbination: Capture and hold zones to gain points. Points are gained depending on the # of zones that your team has captured.

Time Gnome: Push your giant gnome bomb to the enemy hole before it explodes. Both bombs are armed to the exact same time.

Team Gun Game: Kill to upgrade your teams' weapons.

Twister Rattler: Two teams battle to get the Twister Rattler (Shoots tornadoes and doubles damage). The first team to vanquish 48 enemies using Twister Rattler wins.

Turf Vanquish: A mixture of team deathmatch and DLC ammo modes.

Boss Rush: Face off 15 rounds of bosses. 2 bosses appear in each wave. The next wave doesn't start until the previous bosses have been defeated or after 10 minutes. Your allowed 2 squadmates in this mode.

Maps
Street

Furnace

Ice Caverns

Frostbite Tundra

Space-Tech Factory

Canoburn Fields

Gorge

Anderson Trailer Park

Frosty Crescent Creek

Zen Pond

Boney Island

Zombot Town

Mixtape Room

Jurassic Plains

City Square

Sandy Beach

Dark Sheol (unlocked after beating Satan)

Lost Jungle (unlocked after beating Ultra Excavator)

Graveyard Assault
Great White Caves: The zombies need to redirect 3 beams of light towards the frozen Yeti King. There are three mirrors in total, and the more mirrors there are facing the Yeti King, the quicker the Yeti King will defrost.

Citron City: The zombies must go to the Anderson Trench Tower and steal 5 tacos from specific areas. They must first destroy a regenerating shield which leads to the hidden tacos. The taco will be reseted automatically after dropped for 10 seconds.

Rocket Rush: From the depths of space, Nathan Anderson and the plants have deployed a space rocket (Planturbo Z-8) to crash land on Zombot Quarters. Will the zombies be able to stop them?

Herbal Takeover
Zomburbia: It's that time of the year again. The next batch of fresh Zombie recruits are about to graduate, but the Plants have other plans for them...Hint: It involves toilet paper!

Lunar Legacy: In space, Dr. Zandris Zombolt has developed a zombie clone machine near his moon base that will help deflect sunlight on earth with purple solar eclipse. The plants must stop him!

Zombopolis: There's big trouble in not so little Zombopolis. The Plants must stop the Zombies from launching Zombot into battle before it's too late!