Final Gauntlet XIV
[X] Kill the Gunzu first. Close as soon as possible, because it isn't as agile as we are, then Screw Attack it to death. Follow by shooting the Holtzes and Violae, forcing them to either take splash damage or spread too far apart to effectively threaten you.

...


(rolled 83, 74, 46, 82, 21, 32, 68)

The flying units move backward as you advance, getting off as many shots as possible on you before you can corner the gunzu. You are struck many times, but keep yourself from falling into the fireblood, and fortunately you are able to evade the more dangerous super missiles until the gunzu falls to your screw attack, just barely clipping you with its self destruct explosion. You recover enough energy to make up some of the difference, as well as super missile components (ENERGY 651/1,200, SUPER MISSILES 14/30).

You're surrounded by holtzes now, and the trio of violae are roaring across the cavernous room toward you. You cut back passed them to the entry platform - shooting all the while - and land, recharging your repulsor for a moment and firing at them as they approach.

(rolled 12, 82, 57, 62, 49, 83, 58)

Two violae you pop with missiles before you even cross back. The third, unfortunately, you detonate much closer to yourself near the wall, but in so doing you take out many of the holtzes. The last few fliers die to beams and missiles while doing only slightly more damage, and the last one you intercept with the screw attack. Between the meta-beam and some good luck with their remains, you actually have more energy afterward than you did before (ENERGY 670/1,200, MISSILES 106/250).

Almost no sooner have you destroyed the last holtz, however, that the wall on the far side of the chamber splits open like the petals of a massive flower, and a chorus of all too familiar squeals - and a single, high, foaming roar - echoe across the fireblood. You see them on the DEV before they fly into view.


Three basic metroids, and one advanced.






FIGHT: tactics for the metroid pack (write in).


...


ENERGY: 670/1,200

MISSILES: 106/250

SUPER MISSILES: 14/30

POWER BOMBS: 21/30
 
You say one advanced, but which kind is that? Alpha, Gamma, Zeta, or Omega?
 
You say one advanced, but which kind is that? Alpha, Gamma, Zeta, or Omega?

Advanced Metroid said:

Tactical Summary: metroid has surrounded itself with a protective exoskeleton that will require heavy firepower to break before it can be frozen and shattered; target the entity's underbelly to expose its true body. Upper carapace includes a plethora of longer ranged senses, a set of energy-infused claws that will drain 60 units of defensive energy upon striking, and a meta-kinetic beam weapon that - while slow to charge - will drain 150 points of defensive energy from your suit's batteries.

Lore: this metroid's structure and external organs combine traits previously observed in alpha, gamma, zeta, omega, and queen metroids, as well as vestigial features recognizable from immature phazon leviathan cores. It is overwhelmingly probable that this form was subjected to further chozo modification and engineering to create the evolutionary chain of advanced forms encountered on SR388.

Fortunately, this more inchoate advanced metroid is less dangerous than the culmination of that chain, being more equivalent to a zeta metroid in overall threat level.​
 
These Metroids need to chill out.

[x] Ain't nothing like the classics. Ice beam and Missiles all the way for the small three. When that's done, get underneath the big one and Missile it in its HUGE GUTS until our warheads RIP AND TEAR it to pieces.
 
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[x] Ain't nothing like the classics. Ice beam and Missiles all the way for the small three. When that's done, get underneath the big one and Missile it in its HUGE GUTS until our warheads RIP AND TEAR it to pieces.
 
[x] Ain't nothing like the classics. Ice beam and Missiles all the way for the small three. When that's done, get underneath the big one and Missile it in its HUGE GUTS until our warheads RIP AND TEAR it to pieces.
 
How were my tactics, by the way? I recall the Holtzes relying on melee and flamethrower divebombing, but those rolls didn't look very good.
 
[x] Ain't nothing like the classics. Ice beam and Missiles all the way for the small three. When that's done, get underneath the big one and Missile it in its HUGE GUTS until our warheads RIP AND TEAR it to pieces.
 
[x] Ain't nothing like the classics. Ice beam and Missiles all the way for the small three. When that's done, get underneath the big one and Missile it in its HUGE GUTS until our warheads RIP AND TEAR it to pieces.
 
I'm assuming the crystal sapphire blue dress gown, or the hairstyle is what you're referencing to (alternate) Peach's and Luigi's daughter, Rosiline(sp?)
 
Fukken metroids amirite
[x] Ain't nothing like the classics. Ice beam and Missiles all the way for the small three. When that's done, get underneath the big one and Missile it in its HUGE GUTS until our warheads RIP AND TEAR it to pieces.

...


The enemy rises over the slabs of jagged metal, and the battle trance inhabits you entirely. Three readily destructible targets. One more durable target. All with limited ranged combat ability.

(rolled 6, 22, 50)

Stacked ice beam shots hem in the closest of the three metroids as the latter spread out and begin their approach, and then another volley slams into it dead center. The metroid freezes, and you unload five missiles in half as many seconds at the helpless target, leaving nothing but a cascade of exotic ice tumbling down into the fireblood. It is unfortunate that metroids seem able to protect their own vital energies from being stolen by the meta beam (MISSILES 101/250).

The other two basic metroids are flying along the sides of the chamber, darting from cover to cover as they approach. The advanced metroid has remained in place, and building up a halo of brilliant energy around itself as lightning crackles between its limbs. You know what's coming.

(rolled 38, 48, 60, 34, 54, 79)

You dive off the platform and roll aside through the air just before you can hit the fireblood, putting several of the tall metal slabs between you and the advanced metroid. An instant later, brilliant light spills around the edges of the metal's silhouette, and you see the top of the slab start to warp and melt as the mighty energy blast stabs into it.

Your trajectory has brought you dangerously close to the metroid advancing from the left, however. It descends at you with an eager squeal, but you land enough ice beam shots to slow its approach, giving you time to fly upward and get out of the way of its charge. From above, you land a third consecutive beam shot, freezing it in place. Unfortunately, you're only able to get a single missile off before the other metroid closes the distance and forces you to disengage. The greater metroid, meanwhile, has risen high to the ceiling, its crustaceous limbs folded protectively around its destructible abdominal plating, as it begins charging another blast while its lesser kin keep you pinned down. (MISSILES 100/250)


(rolled 83, 19, 76, 27)

You try to freeze the metroid that's gotten all up in your business, but its too evasive, and its all you can do to avoid its own lunging, clawing attacks while you streak away toward the western side of the room, passing underneath the greater metroid as it drifts further toward the east, charging its attack as it moves. Keep them all close to each other, far away from you, with cover in between.

Unfortunately, the greater metroid finishes charging its beam again before you can make it behind the westernmost slab. Everything goes white, and your visor snows out as you plunge into the fireblood. (ENERGY 600/1,200)

(52, 89, 37, 53, 47, 90)

You have to stay in the fireblood a moment longer than you otherwise could have to avoid the immense, grabbing claws of the greater metroid as it drops onto you, but you manage to kick off the floor and launch yourself back into the air without letting it touch you. The two other metroids, fully unfrozen, come at you like squealing, mewling shooting stars of pulsating death while their greater rises from the fluid again, glowing green gel dripping off of its spines and dangling limbs as it works its own mandibles excitedly.

You freeze one of the lesser metroids. Then the other unexpectedly leaps forward and attaches itself to your helmet, bringing you down with a sickly splash. (ENERGY 580/1,200)

(rolled 61, 61, 71, 92, 84, 58, 10, 18)

You roll into the morph ball and lay bombs as fast as you can, grimacing from the extraspacial cockpit as the fireblood engulfs you and the metroid alike again. Just as you force it to let go, a massive, hooked claw slices through the gel and sends you careening away across the bottom. By the time you can springball out of the fireblood and unmorph in midair to reengage the repulsor, you've taken hideous amounts of shield damage.

But you've succeeded. All three enemies are clustered at one end of the room, behind you. You fly back to the eastern platform, and once again freeze and shatter a metroid while the two try to pursue you. The greater metroid, for its part, is charging up its energy beam for the third time. (ENERGY 446/1,200, MISSILES 95/250)

(rolled 100, 82, 20, 41, 16, 33, 26, 73)

You fail to freeze the next metroid before it draws close, and being forced to take cover from the next energy blast gives you very limited room to dodge. It attaches itself, and you just barely manage to morph and bomb it off before you spend more than a second in the fireblood. You fly upward, and this time freeze it beneath your feet, land atop it, and unload missiles, not stopping until the greater metroid climbs over the easternmost slab and slashes you. You took more damage, but the last of the lesser metroids is down, and you even recovered some energy as it died this time. (ENERGY 382/1,200, MISSILES 89/250)

Just one target remaining. You've taken a lot of damage, though, and burned through a good number of missiles. Maybe you should think about the best way to handle the advanced metroid in this combat environment.





FIGHT: damage threshold reached. Adjust tactics if desired (write in).


...


ENERGY: 382/1,200

MISSILES: 89/250

SUPER MISSILES: 14/30

POWER BOMBS: 21/30​
 
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Bugger all, those were some bad rolls. I think I'm going to sit this round out because I'm at a loss, but I definitely think we need to regain some of the energy we've lost, so I'm going to suggest that we [x] Crystal Flash as soon as the last Metroid is taken care of.
 
[X] Run. Use the Crystal Flash once you're through the right-hand tunnel. Trade Power Bombs, those haven't been super useful.
-[X] When you return, drop a Power Bomb to knock the Advanced Metroid away from where it will doubtless be waiting for you.
 
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Power bombs take time to charge. That plan virtually guarantees that we take a claw or meta blast hit.

No. We need to maintain our maneuverability.
 
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