
Subject 1v02P 6 as seen in Madness: Project Nexus (Classic)
Subject 1v02P_6 (can also be given a name chosen by the player) is a playable, fully customizable character who only appears in Arena Combat Mode (including Zombie Arena Mode) of Madness: Project Nexus (Classic). There is little known about him other than that he is controlled by the player and is a subject of Project Nexus. Although originally resembling any normal Grunt, he can be customized at the player's will through various purchased clothes and armor. He is one of the few characters who can be killed as many times as possible; any deaths are revived through cloning. However, he starts at level 1 with 17 hp, no stats or skills (including the inability to wear light class armor or higher.) and no TAC-Bar.
Although possibly long-dead by this point, 1v02p_6 plays a role in MADNESS: Project Nexus. In Sleeper Labs, Dr. Christoff mentions that 1v02p_6 is the test subject of NEXUS Core's Project Nexus. 1v02p_6's task was to train his combat skills in the Arena, so the NEXUS Core can later extract his memories and experiences in order to create an army of super soldiers, known as Sleepwalker Patients, even matching Hank J. Wimbleton in skill. The player can also find 1v02p_6's personal journal in his room, where he resided in between the arena waves.
Like with any other enemy in M:PNC, he can take wounds such as cuts, bruises, and bullet holes. These wounds will be replaced as stitches and/or bandages in the following "My Squad" screen and the next wave, even if he dies. In M:PNC, he can have all stats (Strength, Dexterity, Tactics, Endurance, Leadership and Awareness) and skills (Pistols, SMGs, Rifles, Shotguns, Melees and Unarmed) maxed at level 61. At this level, he will have health 77 and TAC-Bar 91.
Powers and Stats[]
Tier: 9-C to 9-B, higher with preparation
Name: Subject 1v02P_6
Origin: Madness Combat
Gender: Referred to as Male although Krinkles (the creator of madness combat) states the uncertainty of any nevadan residents having genders
Age: Unknown
Classification: A "Lab rat" of sorts for Nexus Core
Powers and Abilities: Superhuman physical characteristics, immortality (limited type 4, can be cloned when killed, retaining his memories, although he can't clone himself and its not combat applicable), regeneration (Mid via bandages, which he is shown to wear in areas where he was injured in his last battle after dying, including when he gets shot in the head, although it far from combat applicable), social influencing (can hire mercenaries to fight on his side), Self perception manipulation and afterimage creation (via bullet time), acrobatics, pressure point strikes (via quality punches), information analysis (can analyze his own weapons and allies), martial arts mastery, weapon mastery, preparation, immortality negation (type 7, has shown to easily kill zombies), Resistances to pain manipulation, fear manipulation, and empathetic manipulation. With preparation, he has all previous abilities plus paralysis inducement (via dash attack), attack reflection (via melee weapons, which can be upgraded to reflect bullets), further statistics amplification empowerment (can equip armour, better weapons, get upgrades that increase all his stats, and even his allies stats), and resistance to paralysis inducement (fully upgraded, he will no longer be stunned by any damage)
Attack Potency: Street to wall level with weapons, higher with preparation
Speed: Subsonic to Supersonic+ (Can dodge bullets) likely supersonic+ attack speed and reaction times (uses guns, can dodge and react to bullets)
Lifting Strength: Likely Class 1 (Comparable to other character such as Hank or sanford)
Striking Strength: Street to wall level, higher with preparation
Durability: Street level, Atleast wall to Small Building level with Preparation
Stamina: Very high
Range: Hundreds of meters with guns
Standard Equipment: Full list of Armor and weapons as well as Squadmates which have most of the abilities and accessibilities (including weapons and armor) that Subject 1v02P_6 has. He gets his weapons and armor from the Gearshop
Intelligence: Genius in combat
Weaknesses: Noted by Krinkles to be far less survivable than other characters, his cloning bases resurrection is not combat applicable
Notable Attacks/Techniques:
||Stats/Perks||
Stats affect your player's overall capabilities. Each stat will increase a certain area of expertise by a certain amount when a point is spent, and new abilities will be unlocked with each perk.
- Strength: "A measure of your raw strength." Strength will increase your Melee/Unarmed damage by Aprox. 0.66% per point.
- Perk 1 "Sidearm": Carry a second weapon.
- Perk 2 "Knockdown 1": Your blunt Melee and Unarmed attacks have a greater chance of knocking down enemies.
- Perk 3 "Block Breaker": Your Melee and Unarmed attacks are unblockable (but may still be parried).
- Perk 4 "Stun-Dash 1": Your dash attacks stun opponents.
- Perk 5 "Knockdown 2": Your blunt Melee and Unarmed attacks have a greater chance of knocking down enemies.
- Perk 6 "Stun-Dash 2": Your dash attacks knock over opponents.
- Dexterity: "Your speed and agility." Dexterity will increase your movement speed by 0.5% per point.
- Perk 1 "Dodge 1": When taking a Tac-Bar hit, you will automatically evade the shot, decreasing further damage (enabled at Level 5).
- Perk 2 "Fast-Load": Swap weapons more quickly.
- Perk 3 "Dodge 2": Perform an active sliding dodge with increased skill.
- Perk 4 "Bullet Block": Your Melee blocks will stop bullets at minor Tactics loss.
- Perk 5 "Dodge 3": Perform an active flipping dodge with ninja-like skill.
- Perk 6 "Bullet Deflect": Your Melee weapon will deflect bullets back at opponents.
- Tactics: "Battle savvy and your tactical integrity while under fire." Tactics will increase your Tac-Bar recharge rate by 1% per point
- Perk 1 "Evade 1": Take half Tac-Bar damage from low-accuracy shots.
- Perk 2 "Cover Fire": Take half Tac-Bar damage when hit while firing from cover.
- Perk 3 "Tac-Bar 1": Boost to your Tac-Bar.
- Perk 4 "Evade 2": Take half Tac-Bar damage from Melee and Unarmed attacks.
- Perk 5 "Tac-Bar 2": Bigger boost to your Tac-Bar.
- Perk 6 "Evade 3": Take no Tac-Bar damage from low-accuracy shots.
- Endurance: "The ability to withstand damage of all kinds and to lift heavy armor." Endurance will increase your damage reduction by Aprox. 0.66% per point.
- Perk 1 "Armor 1": You may wear light-class armor.
- Perk 2 "Armor 2": You may wear medium-class armor.
- Perk 3 "Stun-Proof 1": Low- to Mid-damage attacks no longer cause you to be stunned.
- Perk 4 "Armor 3": You may wear heavy-class armor.
- Perk 5 "Stun-Proof 2": You are not stunned by any form of damage.
- Perk 6 "Immunity": Low-damage shots inflict next to no damage to you.
- Leadership: "The level of skill and morale your teammates will exhibit in combat, and the fear you inspire in enemies." Leadership will increase your allies' reaction time by Aprox. 0.66% per point. Each perk will increase your squadmate capacity.
- Perk 1 "Team Bonus 1": Small increase to morale and decision-making skill of allies. Plus one squadmate.
- Perk 2 "Fearmonger 1": Small decrease to the morale and reaction-time of opponents. Plus one squadmate.
- Perk 3 "Team Bonus 2": Medium increase to morale and decision-making skill of allies. Plus one squadmate.
- Perk 4 "Fearmonger 2": Medium decrease to the morale and reaction-time of opponents. Plus one squadmate.
- Perk 5 "Team Bonus 3": Large increase to morale and decision-making skill of allies. Plus one squadmate.
- Perk 6 "Fearmonger 3": Large decrease to the morale and reaction-time of opponents. Plus one squadmate.
- Awareness: "Your time-sense and ability to perceive the weaknesses of opponents" Awareness will increase Tac-Bar damage you inflict by 0.2% per point.
- Perk 1 "Headshots": Headshots deal increased damage.
- Perk 2 "Bullet-Time 1": Retain full movement speed during Bullet-Time.
- Perk 3 "Bullet-Time 2": Retain full Melee and Unarmed attack speed during Bullet-Time.
- Perk 4 "Armor-Piercing": Close-range attacks ignore the enemy's medium or light armor.
- Perk 5 "Bullet-Time 3": Retain full ranged attack speed during Bullet-Time.
- Perk 6 "Bullet-Time 4": Increased movement speed during Bullet-Time.
||Skills/Perks||
Skills effect your ability to wield weapons with proficiency. While each individual skill point placed into a specific weapon skill does increase proficiency with that weapon, the change is too small to be useful. Rather, they serve as a means to space out available perks so you don't level up too quickly.
- Pistols: "Ability to wield small, single-handed ranged weapons." Will increase the damage you give when using pistols by 1 per point.
- Perk 1 "Pistol Accuracy 1": Tighten up the accuracy of pistol shots when standing still.
- Perk 2 "Pistol Reload": Doubletime your pistol reload.
- Perk 3 "Pistol ROF 1": Increased rate of fire with pistols.
- Perk 4 "Pistol Effectiveness": Pistols hit more often outside their effective range.
- Perk 5 "Pistol Accuracy 2": Further increase the accuracy of pistol shots when standing still.
- Perk 6 "Pistol ROF 2": Even better rate of fire with pistols.
- SMGs: "Ability to wield small, two-handed ranged weapons." Will increase the damage you give when using sub-machine guns by 1 per point.
- Perk 1 "SMG Aim 1": Increased accuracy the longer you hold down the trigger of your SMG.
- Perk 2 "SMG Reload": Doubletime your SMG reload.
- Perk 3 "SMG Tac Damage": Increased SMG damage on Tac-Bar hits versus stationary targets.
- Perk 4 "SMG Range": Increase the effective range of SMGs.
- Perk 5 "SMG Aim 2": Even greater accuracy the longer you hold down the trigger of your SMG.
- Perk 6 "SMG ROF": Increased rate of fire with SMGs.
- Rifles: "Ability to wield large, two-handed ranged weapons." Will increase the damage you give when using rifles by 1 per point.
- Perk 1 "Rifle Tac Damage": Increased rifle damage on Tac-Bar hits versus stationary targets.
- Perk 2 "Rifle Range 1": Increase the effective range of rifles.
- Perk 3 "Rifle Accuracy": Tighten up the accuracy of rifle shots when standing still.
- Perk 4 "Rifle Effectiveness": Rifles hit more often outside their effective range.
- Perk 5 "Rifle Range 2": Increase the effective range of rifles.
- Perk 6 "Rifle Reload": Doubletime your rifle reload.
- Shotguns: "Ability to wield large, two-handed scatter weapons." Will increase the damage you give when using shotguns by 1 per point.
- Perk 1 "Shotgun Damage": Increase damage of point-blank shotgun blasts.
- Perk 2 "Shotgun ROF 1": Increased rate of fire with pump shotguns.
- Perk 3 "Shot Increase 1": Each blast of your shotgun fires an additional pellet.
- Perk 4 "Shotgun ROF 2": Even better rate of fire with pump shotguns.
- Perk 5 "Shotgun Reload": Doubletime your shotgun reload.
- Perk 6 "Shot Increase 2": Each blast of your shotgun fires two additional pellets.
- Melee: "Ability to wield melee weapons at close-range, or thrown." Will increase the damage you give when using melee weapons by 1 per point.
- Perk 1 "Beginner Combos": Launch three basic melee attacks in quick succession.
- Perk 2 "Pistol Whip": Use your ranged weapon as a slugging instrument at close range.
- Perk 3 "Advanced Combos": Your three-hit combos feature more advanced moves.
- Perk 4 "Disarm": Timed blocking of an opponent's melee attack will disarm their weapon.
- Perk 5 "Expert Combos": Combos no longer include low-level attacks, and have a vastly improved cooldown time.
- Perk 6 "Master Combos": Your three-hit combos end with a devastating finisher attack.
- Unarmed: "Ability to wield one's fists as weapons." Will increase the damage you give when punching by 1 per point.
- Perk 1 "Basic Pugilist": Throw quality punches.
- Perk 2 "Pummel 1": Decrease the cooldown of your punches slightly.
- Perk 3 "Advanced Pugilist": Turn your fists into lethal weapons with some new moves.
- Perk 4 "Pummel 2": Decrease the cooldown of your punches moderately.
- Perk 5 "Expert Pugilist": Unleash devastating martial arts moves.
- Perk 6 "Pummel 3": Increase the actual speed of all unarmed attacks.
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches: