Hey, can someone pull up the post I made on Federation armour? I can't remember where I posted it. All the other stuff on the Federation would be appreciated as well.
Hey, can someone pull up the post I made on Federation armour? I can't remember where I posted it. All the other stuff on the Federation would be appreciated as well.
I didn't have much of a problem with Other M Adam. My problem was because the controls were so hard to use that fights that I could have handled in SECONDS in Metroid Prime games become major slogs. I still haven't finished the fight against the Metroid-Spawning Boss because it is LITERALLY IMPOSSIBLE. Fuck whoever made that level, fuck whoever said that FPS mode was totally stationary, fuck Metroids, and fuck that room.
That said, I like the direction that the story is going in in this story so far. Kinda one part Justice League, one part XCOM, one part Metroid, and a tiny bit of other sci-fi smattered around here or there. Samus comes across as a bit of a Sue at one point or another, but since Pirates started showing up, that has greatly diminished.
Plus, the reveal that Metroids are in Antarctica and that they may have killed the Simurgh (assuming she's not actively helping keep them contained) was something I didn't see coming in any way, since... well, if you have Metroids in a game, the last place you'd expect to find them is the Arctic.
... Come to think of it, why aren't those ice pirates that you see in the first Prime game the ones you fight around the metroids in the Pirate Bases? That would make a lot of sense...
... Come to think of it, why aren't those ice pirates that you see in the first Prime game the ones you fight around the metroids in the Pirate Bases? That would make a lot of sense...
Because Samus just only acquired the Ice beam and they haven't had enough time to reverse engineer our stuff. Remember the __________ Troopers wield reverse egineered and far less useful versions of the prime beams.
The hunter walked the paths only known to his people, looking for any hint of his quarry. It's meat and hide will feed and clothe his people, its sinew used to make bows and laces, its bones tools. No part of the deer will be wasted.
So even with its strange path towards the great salty water expanse, the hunter continued to pursue it, its value too great to his people for him to give up even if he was nearing that place.
Or perhaps he was being drawn to it, curiosity mixing with that sense of adventure from his youth, when he and his friends had watched the cloud of light before he was told by the elders that such a place was forbidden, sacred.
Only the gods could approach it, they said.
And so, as the sound of water and the crashing of waves reached his ears he unconsciously diverted his eyes from seeing its magnificence. Focusing only on the tracks that went down towards the beach, he followed them. He would guess they were only an hour old, if the droppings it left were any indication. It must be by the water's edge, for why else would it go down there? Perhaps it was licking salt from the rocks.
He followed it down, grass giving way to rock and sand. It was here he discovered the deer had suddenly bolted away, running as fast as it could.
He would never catch it now, but what had given it such a fright? He scanned the beach trying to find-
He dived behind a rock, heart hammering in his chest. A god! A god was standing on the beach! Its body was like a tortoise shell, hard and thick, its wings of light hidden behind a beetles shell. Its body was colored like that of flowers, its upper half the colour of blood. He knew if he looked he'd see its single eye, a large green flame looking right at him.
The gods could not be snuck up on, he knew he was caught. Caught below the great cloud of light, the images of the gods and birds carved on its surface. He would surely be killed for trespassing on such a sacred place! He pulled out an arrow, staring down at the point. Perhaps... perhaps if he fell on his arrow, the gods would spare his village? For surely they would seek vengeance for his transgressions. He swallowed, finding courage and began to whisper a prayer to the god-
"While I appreciate being thought so highly of, I'm afraid your fear is quite misplaced. If we did not want your people here, we wouldn't even let you consider it." A... shockingly normal voice called out to him from the beach and he froze. Did... did the god-?
"Yes I did. Now come on out from that hiding spot, I would not mind some company."
He stood up, stiff and slowly turned himself to regard the god, certain it would be looking at him. Yet, too his surprise, the god had not changed position at all. It was staring up at the cloud of light, seemingly heedless to his presence. It did not have the single great flaming eye but instead a feature he recognized, the head of some great predatory bird, a crest or mane of dull feathers leading down its oddly reptilian neck. Its eyes stood out the most though, burning coals in a face that seemed so recognizable.
"Yes, we do share a convergent evolution with your Avian species. Though I'm afraid your species will not understand what that is for quite a while. Far beyond your lifetime." The god spoke, its beak opening and closing though it did not turn to look at him. "Come, sit beside me. The sounds of the ocean will calm you, make you more at ease in my presence."
Numbly the man obeyed, for who would refuse the suggestion of a god? He sat himself beside the massive being, the dampness of the rock he was seated on ignored as he desperatly tried to understand what was happening.
It was quite a while before the god spoke again, and he had sat still the entire time. True to the gods word, the sound of the waves crashing against the beach slowly calmed him, his eyes closed as he relaxed. In fact, he had almost forgotten of the gods presence. Yet when it spoke, his attention was immediately on it.
"Have you... ever been blinded by the sun?" The god asked him, and he nodded, unsure.
The god made a non-commental sound, a warbling that only cemented its avian appearance. "Then you know how it leaves images, imprints on your vision. The light sears, and it's impossible to tell if what you see is a mirage or a glimpse of the truth..." The god closed his eyes, lost in thought.
The man stared, confused. Was... this a lesson, a message?"
"I am blind." The god said, looking up again to the cloud of light, whose sculptures the man realized were of the gods true appearance. "I peer into the distance, the future and this light... this blinding light is all I can see. All we can see."
"Yet we can still hear." The god shakes his head, as though trying to remember. "The laughter, the sobbing... The fleeting sounds of a child running through the temple's halls. At first we thought it a symptom of our madness, a hope constructed in our thoughts. Yet it grows more real by the day."
The god then turns to him, regarding him with its burning eyes. "Ah, but it will still be a few years till you understand, when you hold your daughter in your arms, why such sounds give us hope."
The man was quite taken aback a that. His daughter?! He had no child.
The god then looks... sad, worried. "Yet... despite the joy it gives we hear more sobs than laughter. More cries of rage and violence than those of joy and invention. What horrors are coming, that a child feels so lost and alone? We search for her in the temple, wandering its halls yet we catch no glimpse of her. Only the light, that blinding light..."
The man, unsure, thought on the gods words. "Perhaps..." the man said slowly, "Perhaps you are moving away from this girl? Chasing an echo." He did not know why he was speaking so cavalierly with the god, maybe it was the god himself calming the mans fear?
The god nodded. "Perhaps..." The god then looked at the man, its eyes narrowing yet somehow friendly. "Ah, but this washed up warrior has took enough of your time. We Chozo do tend to prattle on. You still have a deer to catch, you'll catch it if you leave now."
The man stood up straight, he had completely forgotten! He grabs his bow, and makes to move but pauses, looking back at the god.
The god lowered itself, a bow? "Good luck, oh mighty hunter. May you always strike true."
And with that the god spread its wings and took off into the sky, back to the temple of light. Yet the man could not shake the feeling that that farewell was not directed too him...
+++++
You are Samus Aran, and you were in your ship approaching where the crash site was. Behind you was Shielder, Glory Girl, Battery, Nightingale, and Vista. As this was an extraction mission space was imperative so cramming as many people into the ship as possible was not an option. Those who were chosen were chosen mostly in their ability to protect those at the crash site, which made Vista and Shielder the obvious options. Glory Girl and Battery were chosen as their own powers could help move debries so that they can be used as cover. As Panacea needed to touch her patients she was stuck at base, leaving you with Nightingale who was pouring over your workbench, trying to make things that would serve as many species as possible. It was the first time she could really go all out with her powers, so she was moving with an almost manic energy.
Dragon was currently in contact with the Commander, going over the plan as he fought tooth and nail to protect his men. You would defend the crashed ship as some of his men tried to disable the Pirates AA. You personally would probably assist those men, depending on how the situation on the ground changed.
Your ship coasted in, flying just above the tree-tops to avoid making yourself an even bigger target. Strange readings kept appearing as you drew near, and it didn't take you long to see why. Orange, seething clouds swirled above you, an aurora of lights dancing in the sky with it. Smoke and flames seemed to flash through it, as meteors seemed to fall with every flash of lightning, often in manners quite impossible for anything natural. Changing direction or exploding in mid-air. Whatever that explosion was it seemed to have set the sky on fire.
As you drew closer a rain of ash coloured water began to fall, winds rocking your ship, radiation warnings spiking and you saw what had created it in the distance, just on the horizon. A tornado of flame, reaching up into the clouds, towards a hole in the sky.
If you had to give it a name, you'd call it a portal storm. The others beside you would probably call it a hell on earth.
Your eyes flicked down to a display as Dragon fed you information on the battlefield, and you made your decision of who you'll assist.
Who do you assist?
[] Adam Malkovich (Defense)
[] Anthony Higgs Team (LAB)
[] Rundas (AA)
[] Tencta (AA)
The Aries-class is considered to be outdated, and is to be replaced fleet-wide with the Anhur class. Until then, the GF is still dependent on the so-called "Rams" to transport Marines into action. The stable, old ships have powerful armament and armor, which is why they are appreciated by the crew and Marines in combat. The pilots, who are often referred to as "Aries shepherds", are generally seen as slightly insane. After all, they regularly fly into dangerous combat areas, often even without an escort.
Vessel Name:
-G.F.S. Sagittarius Vessel Class:
-GFDF TR-077 Aries-Class Transport Manufacturer:
-Galactic Federated Shipyards Role:
-Heavy Combat Transport / Support Shielding:
-Regenerating Ablative Plates Armament:
-2 Railcannons with integrated heavy missiles
-2 light particle beam projectors
-2 anti-missile laser projectors
-3 GM-42 "Growler" Class Turrets Crew:
7 personnel
-1 Commanding Officer
-1 Pilot
-1 Weapons Officer
-1 Medical Officer
-1 Engineering Officer
-1 Science Officer
-1 Radar Intercept Officer Passengers:
36 Personel
Currently slated for training missions. No Golem Hardsuit in storage despite facilities for it.
Personnel List:
- Commander Adam Malkovich (Commanding officer)
- Lieutenant Yuko Jin (Pilot/Pilot)
- Private First Class A'Krahu (Unique)
- Private First Class O'Throke (Tactical)
- Private First Class Morpha (Support)
- Private First Class F'Alfan (Tactical)
- Private First Class Heeni (Tactical)
- Private First Class Mori Cari (Tactical)
- Private First Class Trani Yegur (Tactical)
- Private First Class Trunni (Tactical)
- Private First Class T'Trako (Tactical)
- Private First Class Filipa Sierzant (Assault)
- Private First Class Arthur Herbertson (Assault)
The standard Federation Marine armour provides Super-strength and reflexes, powerful shields and grav-dash system for increased mobility as well as numerous other beneficial functions for the Federation Marine. It is armed with a powerful Energy Rifle designed to pierce shields at a rapid clip. Its charge function comes with a tractor beam ability as well, allowing the marine to absorb materials to maintain their equipment in the field with minimal effort.
The Heavy Weapon and Explosive experts variant of the standard GF power suit. They are most known for the Heavy Energy Cannon they carry into battle. While it has tougher shields due to the Heavy Energy Cannons Power pack it is otherwise functionally identical to the Standard Federation variant. However the power drain for the Heavy Energy Cannon prevents the use of the vast majority of war gear available to other Trooper variants. Therefore, the Federation has developed specialty gear for the Demolition trooper allowing the Demolition Trooper to become a devastating force against the Space Pirates.
Their variant color is yellow.
Modules Available:
Split Warheads:
-Missiles fired by the demolition trooper will split in two when fired, doubling damage or hitting multiple foes.
Energy Mortar:
-A devastating unguided projectile. Fired on an arcing path the energy mortar acts as an infantry scale artillery piece, allowing Marines to engage distant targets. When it reaches its target the mortar explodes with devastating force, ripping through even heavy armour with ease. Must be charged in order to fire.
Slow Beam:
-As Paralyzer weaponry used by the Federation police can be easily broken out of by the vast majority of Pirate Forces a new infantry scale weapon needed to be devised. Warping the very fabric of space-time this weapon system surrounds an enemy in a temporary temporal stasis field, slowing their movements for a limited time. The charged shot creates a massive sphere of temporal stasis, slowing everything that enters it to a crawl. However, this includes the Marine and their weapons fire. Caution is advised when using.
Ion Cannon:
-A powerful beam that can tear through armour and shields alike. Fires for several seconds. Must be charged to fire.
Super Torpedo:
-A ship scale weapon adapted for infantry use. This tracking projectile is intended to be the primary answer against Pirate heavy armour. Incredibly powerful the explosives used by the Torpedo can not be replicated in the field without special facilities.
Shaped Shielding:
-Specialty shielding that takes advantage of the Heavy Energy Cannons power pack, effectively doubling the Demolition Troopers shields.
Remote Heavy Attack Pod:
-Small drone with limited AI. Can not travel far from trooper. Armed with a heavy particle cannon and two under-slung light blasters the Remote Heavy Attack Pod is mostly used in Point Defense. However, it can be equipped with Missiles, saving space on the Trooper at the cost of a very limited ammo count.
Proximity Mines:
-Explosive drones armed with an advance IFF system. Will leap up and fly toward an enemy when they get into range.
Det-Pack:
-Powerful remotely activated device. Must be manually placed and can not be replicated in the field without special facilities. They work by warping the fabric of space-time, ripping everything in a sphere apart. Very few things are capable of resisting this field. The radius of this field can be pre-set by the Trooper, allowing very controlled demolitions.
Lockdown:
-Temporarily diverts all power to the Troopers shields, vastly boosting their defensive capabilities at the cost of being unable to fire or move.
Teleport Pack:
-Adds a short range teleport pack to the trooper.
Falchion Turret:
-Deploys a GMX-01 'Falchion' Class Turret onto the Battlefield. The Falchion is a missile turret intended to be used against agile airborne foes or heavily armoured infantry. Typically supported by special facilities if deployed out in the field it lacks the ability to replenish its ammunition. As such marines will need to manually supply missiles to the turret.
The most commonly used variant of Federation Power Suits. Used by both Federation Police Forces and Marines it is the backbone of the Federation. Though considered bare bones the sheer number of modules available to the Tactical Variant makes it an adaptable and devastating foe.
Its variant colour is blue.
Modules:
Missiles:
-Standard missiles used throughout the Galactic Federation.
Proximity Mines:
-Explosive drones armed with an advance IFF system. Will leap up and fly toward an enemy when they get into range.
Paralyzer Beam:
-GF police variant. Like the pistol the Paralyzer beam will harmlessly enshroud targets in energy and freeze them for a period of time. If the target is in the air it will freeze them in place in defiance of gravity. When the effect wears off gravity will re-assert itself, however all prior momentum will be lost. Charge shots will fire a shotgun like blast of several normal Paralyzer shots.
Battle Shield:
-The Galactic Federation have developed a man-portable battle shield that is resistant to most small-arms fire. Its portability is its weakness, however. The emitter could be easily destroyed with Grapple beam technology. It is also only capable of defending from one direction, and explosive attacks will likely damage the Marine through it.
Shock Missile:
-Missile that trades its explosive payload for a variant that delivers a powerful electric shock to a target. Capable of stunning foes or disrupting the functions of robotic enemies.
Cyro Missile:
-Covers enemies in a freezing agent, holding them for a time.
Incendiary Missile:
-Missile that trades its explosive payload for a variant that delivers a powerful incendiary to the enemy. While generally weak against most military grade enemies the environmental damage and tendency to continuously burn foes has made it a favorite among Marines tasked with clearing out fortified positions.
Growler Turret:
-Deploys a GM-42 'Growler' Class Turret onto the Battlefield. The GM-42 'Growler' Class Turret is a dated design, though still quite effective as a point-defense system. It is lightly armored, and fast-moving targets can evade its tracking system. Several copies of the system exist, including the Space Pirate "Humility" Class automated turret.
Overcharge:
-Drains shields to power weapon systems, increasing fire rate and damage.
Commander Package:
-Advance AI system that allows the trooper to direct large number of robotic allies.
Glaive Turret:
-Deploys a GMX-02 'Glaive' Class Turret onto the Battlefield. A rapidly deployed turret the Glaive class turret is used mostly in a support or defensive role, and is only as accurate as the gunner manning it.
Rail Cannon:
-Converts Missiles into a particle beam system. Also comes with a vision enhancement system, allowing the marine to make long distance shots. While incredibly effective against unarmored foes defensive systems that are resistant against beam weapons completely defeats it. However the sheer speed it can be fired makes it a powerful support weapon.
Logan class Point Defense:
-Deploys missiles that hover around the Trooper. When an enemy is detected they will automatically launch towards it.
Remote Attack Pod:
-Small drone with limited AI. Can not travel far from trooper. Armed with a particle cannon the Remote Attack Pod is mostly used in Point Defense. However, it can be equipped with Missiles, saving space on the Trooper at the cost of a very limited ammo count.
Lockdown:
-Temporarily diverts all power to the Troopers shields, vastly boosting their defensive capabilities at the cost of being unable to fire or move.
Teleport Pack:
-Adds a short range teleport pack to the trooper.
Falchion Turret:
-Deploys a GMX-01 'Falchion' Class Turret onto the Battlefield. The Falchion is a missile turret intended to be used against agile airborne foes or heavily armoured infantry. Typically supported by special facilities if deployed out in the field it lacks the ability to replenish its ammunition. As such marines will need to manually supply missiles to the turret.
Equipped with a cloaking device the support variant perfectly captures the nature of the Federation/Pirate conflict. Originally intended to be medics deployed to ravaged civilian centers they became a favorite target of the Space Pirates. Often the Pirates would force the Support Trooper to watch as they tortured and devoured their patients alive before turning on the support trooper. As such the Support Trooper has evolved, hiding from view as they heal their allies and practice preventive medicine against the Space Pirates.
Its variant colour is green.
Modules:
Missiles:
-Standard missiles used throughout the Galactic Federation.
Teleport Pack:
-Adds a short range teleport pack to the trooper.
Proximity Mines:
-Explosive drones armed with an advance IFF system. Will leap up and fly toward an enemy when they get into range.
Remote Attack Pod:
-Small drone with limited AI. Can not travel far from trooper. Armed with a particle cannon the Remote Attack Pod is mostly used in Point Defense. However, it can be equipped with Missiles, saving space on the Trooper at the cost of a very limited ammo count.
NanoPod:
-Converts Missiles into specially designed clusters of Nanomachines. These nanomachines can convert themselves into energy to restore a troopers shields, fix armour or heal a wide variety of injuries.
Deployable cover:
-Deploys a shield emitter that will create a strong barrier Troopers may use as cover. Can not be fired through. Shield emitter will eventually overload from sustained fire.
Det-Pack:
-Powerful remotely activated device. Must be manually placed and can not be replicated in the field without special facilities. They work by warping the fabric of space-time, ripping everything in a sphere apart. Very few things are capable of resisting this field. The radius of this field can be pre-set by the Trooper, allowing very controlled demolitions.
Melta-Cannon:
-Converts missile ammo into devastating short-range attack that chews through missile resistant armour.
Decoy:
-Creates semi-sentient hardlight holograms to distract and confuse the enemy.
Paralyzer Beam:
-GF police variant. Like the pistol the Paralyzer beam will harmlessly enshroud targets in energy and freeze them for a period of time. If the target is in the air it will freeze them in place in defiance of gravity. When the effect wears off gravity will re-assert itself, however all prior momentum will be lost. Charge shots will fire a shotgun like blast of several normal Paralyzer shots.
Bubble Shield:
-Deploys a large shield dome in a single location. Capable of taking incredible amounts of punishment and allows allies to fire from inside it.
Restore Field Emitter:
-Creates an emitter that releases a cloud of restorative nanomachines. While it doesn't heal as quickly as a nanopod it lasts for a considerable amount of time and covers a large area.
Remote Stealth Pod:
-Small drone with limited AI. Can attach to allies to provide limited stealth. Certain actions like firing weapons will disrupt the cloaking field.
Growler Turret:
-Deploys a GM-42 'Growler' Class Turret onto the Battlefield. The GM-42 'Growler' Class Turret is a dated design, though still quite effective as a point-defense system. It is lightly armored, and fast-moving targets can evade its tracking system. Several copies of the system exist, including the Space Pirate "Humility" Class automated turret.
Equipped with an Anti-grav flight pack, more powerful shield emitters and advance aim-assist systems that allows the use of two Energy Rifles the Assault Variant is the most aggressive variant of GF power suit. While it has the least modules available its effectiveness against the Pirates is not to be underestimated. A noticeable trend in GF marines using this variant is increases of aggression and sadistic tendencies against Space Pirates. Often Marines trained in using this armour variant have experienced personal tragedy at Pirate hands, or became traumatized over the course of duty. While the best psychiatric help the Federation has to offer is available the fact Assault Trooper training encourages increasingly violent actions against Space Pirates has been a hot topic among soldier advocacy groups.
Its variant colour is red.
Modules:
Split Warheads:
-Missiles fired by the demolition trooper will split in two when fired, doubling damage or hitting multiple foes.
Proximity Mines:
-Explosive drones armed with an advance IFF system. Will leap up and fly toward an enemy when they get into range.
Diffusion Lenses:
-Charge shots are more powerful, explosive attacks. Weapons fire faster.
Shock Missile:
-Missile that trades its explosive payload for a variant that delivers a powerful electric shock to a target. Capable of stunning foes or disrupting the functions of robotic enemies.
Energy Blades:
-Replaces the energy Bayonets with longer and more powerful energy blades.
Rail Cannon:
-Converts Missiles into a particle beam system. Also comes with a vision enhancement system, allowing the marine to make long distance shots. While incredibly effective against unarmored foes defensive systems that are resistant against beam weapons completely defeats it. However the sheer speed it can be fired makes it a powerful support weapon.
Paralyzer Beam:
-GF police variant. Like the pistol the Paralyzer beam will harmlessly enshroud targets in energy and freeze them for a period of time. If the target is in the air it will freeze them in place in defiance of gravity. When the effect wears off gravity will re-assert itself, however all prior momentum will be lost. Charge shots will fire a shotgun like blast of several normal Paralyzer shots.
Teleport Jump Pack:
-Adds a short range teleport pack to the trooper. Increased power allows the Marine to spam teleports.
Two Remote Heavy Attack Pods:
-Small drones with limited AI. Can not travel far from trooper. Armed with a heavy particle cannon and two under-slung light blasters the Remote Heavy Attack Pod is mostly used in Point Defense. However, it can be equipped with Missiles, saving space on the Trooper at the cost of a very limited ammo count.
Groundslam:
-Releases a devastating wave of energy when the trooper purposely slams into the ground. Must be charged.
Pilot Suit based on standard Fleet Trooper uniform. Allows non-invasive uplinking to all Galactic Federation vehicles, spacecraft and mechs. Otherwise equipped with standard military-grade life-support and piloting assistance technology.
Standing at 16 feet tall this exo-skeleton has jokingly been referred to have been made to look Space pirates dead in the eye by GF pilots. However this advance, armoured exoskeleton is a heavy weapons platform intended to be used alongside standard marines, tearing through Pirate forces and drawing enemy fire. Equipped with powerful shields, a heavy energy cannon, a wrist mounted energy blade, missiles and an Anti-Gravity flight-pack it is a mobile and devastating opponent. However, it currently suffers from having a limited number of modules. The lack of non-lethal applications has also limited its service. Extremely vulnerable to anti-vehicle and anti-robot weapons.
Can only be used by those equipped with a GF pilot suit.
Modules:
Bubble Shield:
-Deploys a large shield dome in a single location. Capable of taking incredible amounts of punishment and allows allies to fire from inside it.
Battle Shield:
-The Galactic Federation have developed a man-portable battle shield that is resistant to most small-arms fire. Its portability is its weakness, however. The emitter could be easily destroyed with Grapple beam technology. It is also only capable of defending from one direction, and explosive attacks will likely damage the Marine through it.
Commander Package:
-Advance AI system that allows the trooper to direct large number of robotic allies.
Ion Cannon:
-A powerful beam that can tear through armour and shields alike. Fires for several seconds. Must be charged to fire.
Super Torpedo:
-A ship scale weapon adapted for infantry use. This tracking projectile is intended to be the primary answer against Pirate heavy armour. Incredibly powerful the explosives used by the Torpedo can be replicated by the Golems built-in micro-factories.
Slow Beam:
-As Paralyzer weaponry used by the Federation police can be easily broken out of by the vast majority of Pirate Forces a new infantry scale weapon needed to be devised. Warping the very fabric of space-time this weapon system surrounds an enemy in a temporary temporal stasis field, slowing their movements for a limited time. The charged shot creates a massive sphere of temporal stasis, slowing everything that enters it to a crawl. However, this includes the Marine and their weapons fire. Caution is advised when using.
Multi-Missile System:
-Multi-targeting systems allow the GOLEM to launch salvo's of missiles at a time.
Diffusion Lenses:
-Charge shots are more powerful, explosive attacks. Weapons fire faster.
Shock Missile:
-Missile that trades its explosive payload for a variant that delivers a powerful electric shock to a target. Capable of stunning foes or disrupting the functions of robotic enemies.
Incendiary Missile:
-Missile that trades its explosive payload for a variant that delivers a powerful incendiary to the enemy. While generally weak against most military grade enemies the environmental damage and tendency to continuously burn foes has made it a favorite among Marines tasked with clearing out fortified positions.
Teleport Jump Pack:
-Adds a short range teleport pack to the trooper. Increased power allows the Marine to spam teleports.
Vent:
-Releases a devastating sphere of energy from the Golem exosuit. Must be charged.
This was annoying to put together, but finally done. Half-assed a bit so might need to do clean up but done for now.
He's the man in charge of this GF operation, it makes sense we aid him. Meanwhile, Anthony and his team are likely wounded, so we need to get the medic there and assist them pronto, while Shielder can defend Nightingale's patients.
The vote is for who Samus assists. As in she's going to jump out of the ship while the ship lands beside the crashed transport. Everyone else is going to help Adam.
So basically we have canon Metroid characters, humans who stepped out of an anime, humans who didn't step out of an anime, nonhumans who stepped out of a fantasy setting (including at least one space elf and one space demon), at least two small furry animals, humanoid eldritch abominations, nonhumanoid eldritch abominations, something that looks like a Xenomorph, something that looks like a robot, something that looks like the X Parasite (such brazen infiltration!), a Quarian from Mass Effect, and the Viper and Chrysalid from XCOM.
Let's take out the biggest immediate threat first, then we can help take out the AA.
Although if I may ask, is the Mecha/Exo-suit fighting the LAB? That's where I would put it if I was in command, and if that's the case, that's even more reason to help it out. Free that up from it's equal, and send it to wreck the mooks.
So basically we have canon Metroid characters, humans who stepped out of an anime, humans who didn't step out of an anime, nonhumans who stepped out of a fantasy setting (including at least one space elf and one space demon), at least two small furry animals, humanoid eldritch abominations, nonhumanoid eldritch abominations, something that looks like a Xenomorph, something that looks like a robot, something that looks like the X Parasite (such brazen infiltration!), a Quarian from Mass Effect, and the Viper and Chrysalid from XCOM.