Wednesday, July 12, 2023

Character Sheet: Federation Mech

FEDERATION MECH


And now, we have another set of characters, this time hailing from the Prime series of games. You'd think a series like Metroid wouldn't have that many, but we're pretty close to fifty now. Our new ones include:

1. Federation Mech

2. Rundas

3. Ghor

4. Gandrayda

5. Noxus

6. Sylux

7. Spire

8. Trace

9. Kanden

10. Weavel

11. U-Mos

12. Aurora Unit

13. Dark Samus

14. Meta Ridley

15. Metroid Prime

16. Emperor Ing

17. Gorea

18. Chozo Ghost

19. Mechanoid

20. Ing

21. Liquid Phazon

22. Quad

23. Phazon Elite

24. Berserker Lord

25. Labor Golem

Today, let's begin with the Federation Mechs, the large robot suits piloted by Space Marines and featured as the central characters of Metroid Prime: Federation Force. Much like the Super Team of the Mario Strikers series, the Mech will also have a large orb that it will kick around with its various moves in tandem with its regular playstyle.

On top of the Blast Ball, which can shock anyone that touches it normally, the Mech carries guns, missiles, beams including freeze beams, tractor beams, and slow beams, a shield, proximity bombs, rocket boosters, and combat drones. It can also use a repair capsule to restore its own health, and uses ziplines at various points in various missions.

Here's the moveset I came up with:


Standard B: Shock Shot/Blast Ball

Basically the Mech will shoot forward with a stunning blast. If the blast ball is in the player's general vicinity, the shot will be directed straight at said ball and send it flying forward at high speed. If not, it will be a regular laser shot.


Side B: Tractor Beam

This shot will do the reverse and pull the Blast Ball back toward the player from wherever it happens to be on stage. If it's fallen off the stage and hasn't reappeared, it will pull in the nearest player.


Up B: Booster

The Mech will use a booster to launch itself up into the air a short distance.


Down B: Proximity Bomb

The mech will be able to lay this down anywhere on stage, and it will explode whenever an enemy or the Blast Ball gets too close. When the Blast Ball detonates it, it will send the Blast Ball flying as a projectile.


Final Smash: Blast Ball Finale

Three Mechs will appear in a cutscene, kicking the ball between each other for a minute before the main one jumps into the air, delivers a final blast, and sends it flying toward the goal, where the move's target stands.


Entrance: A chibi space marine will climb into the mech and activate it.


Taunts: Up, the chibi marine will climb out and sit on top of the mech proudly. Side, the mech will adjust its weapon. Down, the mech will kick the Blast Ball and get a little shock. Alex Miles would be a solid secret taunt for the Blast Ball Arena stage.


Kirby Hat: The mech's helmet


Kart: Basically, the chibi marine inside of a car version of the mech.

Special Move: The mech would produce the Blast Ball and send it rolling around the stage to shock anyone it passes.


Spirit Battle: three-on-three, with two allies for the player, on Blast Ball Arena.


Victory Screen: The standard mission complete screen from the game.

Losing Screen: The mech breaking down and the marine inside ejecting themselves from it.


Color Swaps: The blue-visored mission mech, the red one, the green one, the yellow one, the full-body-colored purple Blast Ball mech, the gold one, a suit based on Dark Samus, and a suit based on Samus.


Thanks for reading! Next up, one of Samus's friends from Corruption.

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