Alpha Movement: The Game!

By Dark Knight

Also lots of thanks to Brick’s and Jade’s ideas and contributions

coooool!!!!

Yes, yes, I know it sounds CRAZY!!! But, dude, it sounds cool, too. I was really tired of always have to use the same good guys everytime. So, in a random day, I tought: “Hey, what about if we have a game in wich we can use the Mavericks instead of the boring good boys?” So I come up with this idea, and hope you like it! Comments and constructive criticism are welcomed (you can find my e-mail in our Contact Us section).

Our favourite anti-heroes and their powers…

Yes, as Mavericks we always have a good array of powers, but beign on the first MMX game has some drawbacks. For example, before MMX2 there were no low-life attacks. So I created some upgrades and charged shots for our beloved Mavs, wich you’ll see later. For now, here is our initial equipment:

(Note: The X shown here is only a dummy)

Launch Octopus

He’s not only the leader, but also a great fighter, wielding one of the heaviest firepower of all the team. Altough he’s a monster in water ambient, being able to dive, he can do well on land. He’s a bit slow, but his missiles solve the problem. His starting powers are:

-Homing Torpedo: Octo’s main weapon. A spread of missiles. They’re quick and have seeker ability, but can be destroyed if the enemy blast ‘em. The true power of this weapon comes when is used in huge numbers

Torpedo Pack(x3) Damage: Standard

Fire Rate: Quick

Range: Seeker

 

-Marine Tornado: He generates a large whirpool, wich can damage, engulf and throw away enemies it catches, and also dissable all the fire based weapons and attacks of them. It can be directed anywhere for a short while until it dissipates. More effective near water.

Damage: Variable

Attack Rate: Slow

Range: Short

-Fish Fang: He blasts four fish-like torpedoes, with abilities similar of those of the Homing Torpedo, but can be manual controlled if underwater. Can also be blasted down by the enemy.

Damage: Standard

Fire Rate: Quick

Range: Seeker/Manual

 

Flame Mammoth

Filled with oil and equipped with heath generators, this massive behemoth is ready to set an inferno whenever the Maverick cause needs him. He’s the slowest member of the team, tough, but compensates that well with his massive attacks and strength. His starting powers are:

-Fire Wave: Flame’s main weapon. He'll shot a fire stream to the ground, wich will erupt into flames. After erupting, the flames will dissapear. Want a more durable fire? Try combining attacks.

Damage: Fully concussive

Fire Rate: Medium

Range: Medium

 

-Oiling: He shoots globs of oil from his trunk. They can cover enemies, slowing them down, they can also slow down enemies who walk over them. And its true power comes when Flame shoots fire at ‘em, and the flame walls will last far longer than the normal attack. With enough oil and flame, he can create a true inferno!

Oil damage: None

Firewall damage: Fully concussive

Fire Rate: Medium

Range: Medium

 

-Jump Press: An earth-shaker jump. It’ll do maximun damage to any enemy it crushes, and also the impact of the jump will damage nearby enemies.

Jump damage: Very high

Impact Damage: Lightly concussive

Attack Rate: Slow

Range: Long

 

Boomer Kuwanger

This mysterious Reploid ports the best speed among all the Mavericks (take this, Overdrive!), and also specializes in blade attacks. He’s not very resistant, so he must rely on his incredible speed and evasion tricks to avoid attacks. His starting powers are:

-Boomerang Cutter: Boomer’s main weapon. He throws his Boomerang headpart. The blades'll fly a distance, cutting anything on it's way. If the blades doesn't slash apart the enemy with a single hit, they'll start doing concussive damage to it. Then they return to Boomer.

Damage: Standard/Concussive

Fire Rate: Slow

Range: Medium/Long

 

-Dead Lift: He dashes at light-speed, grabbing an enemy with his blades, and then throws it at the ceiling. If no ceiling is present, then they'll will fly a distance and then they land hard.

Damage: Very High

Attack Rate: Slow

Range: Long

 

-Quick Teleport: He quickly dissapears and reappears in another place. This move helps him to avoid attacks and confuse enemies.

Damage: None

Attack Rate: Very Quick

Range: Variable

 

Spark Mandrill

Definitely, he’s the bruiser of the team. He’s great at punching and obliterating enemies with his powerful electric powers. His attacks can be slow, but he’s gifted with an agility unusual for his size. His starting powers are:

-Electric Spark: Spark’s main weapon. He punches the ground, sending two massive electrical charged orbs, wich crawl at ceilings and walls.

Damage: High

Fire Rate: Slow

Range: Long

 

-Dash Punch: He charges, executing a powerful punch, doing lethal damage to any enemy he punches. If he collides against a wall, he’ll do some damage enemies’s crawling along the wall.

Punch damage: High/Very High

Impact Damage: Lightly concussive

Attack Rate: Slow

Range: Medium/Long

 

-Punching: Close-quarters combat at its best.

Damage: High

Attack Rate: Quick

Range: Melee

 

Storm Eagle

The lord of the skies, Storm Eagle, has the power to generate true wind storms and move with the speed of an eagle. In other words, he’s also one of the most well-rounded membrs of all the team. His starting powers are:

-Storm Tornado: Storm’s main weapon. He shoots a large and powerful stream of air, wich throws enemies away and can also smash them at walls.

Damage: Variable

Fire Rate: Very Slow

Range: Long

 

-Storm Dive: Storm flies down, and dives smashing any enemy who gets in his way.

Damage: High

Attack Rate: Medium

Range:Variable

 

-Eagle Egg: Storm spits an egg from his beak, when it collides with the ground, four small birds will fly out and attack the enemy.

Damage: Standard

Fire Rate: Medium

Range: Medium/Long

Chill Penguin

This small type is more dangerous than he looks! With the hydrogen tanks attached to his back, he can do several ice attacks. Beign so small puts Chill sometimes in problems, but his defensive powers do protect him well. His starting powers are:

-Shotgun Ice: Chill’s main weapon. He spits ice chunks from his beak, they’ll protect him from enemy blasts, but they break easily against resistant enemies (but still doing damage to ‘em) and walls. Can also relase an icy breath, wich can freeze enemies, and if the attack continues, create two defensive ice statues of himself.

Ice Shards damage: Standard

Freezing Breath damage: None

Fire Rate: Medium/Quick

Ice Shards Range: Long

Freezing Breath Range: Short

 

-Sliding: As its name says, he slides and rebounds if he hits a wall. He’s invincible while doing this.

Damage: High

Attack Rate: Medium/Slow

Range: Medium

 

-Blizzard: Using almost a great amount of power, Chill can literlaly create a blizzard that will send opponents right to the center of it - in this case, Chill, damaging anything that touches him. The storm power is not as strong as the Storm Tornado, but covers all the area for a short time. He must recharge* after the attack.
 

Armored Armadillo

The stocky Armadillo is armored like a tank and ready to demolish any enemy that’s crossing his path. He’s very slow, but some of his powers can turn that into frenetical speed! The best at blocking attacks. His starting powers are:

-Rolling Shield: Armadillo’s main weapon. He curls up and excutes a powerful rolling attack, ricocheting at walls and doing lots of damage to any enemy it presses (he’s invincible while doing this).

Damage: High

Attack Rate: Long

Range: Variable

 

-Guard Shell: He can use his shields to effectively block and deflect all attacks that come to him.

Damage: None/Variable

Attack Rate: Variable

Range: Melee

 

-Plasma Blast: Armi shoots beams with his head turret. A standard, good damaging attack.

Damage: Medium/High

Fire Rate: Quick

Range: Long

 

Sting Chameleon

This stealthy entity is great for recon and spy missions, and also has a good array of long-range weapons. He’s not very strong nor tough, but his Iron Tongue and Camouflage abilities turns him into the most hard-to-hit Maverick. His starting powers are:

-Chameleon Sting: Sting’s main weapon. He shoots from his tail three green lasers, with impressive reach and piercing ability.

Damage: Standard

Fire Rate: Slow/Medium

Range: Very Long

 

-Iron Tongue: Sting will do a lethal strike with his tongue to a nearby enemy. Can also hang from the ceiling with it.

Damage: High

Attack Rate: Quick

Range: Semi-melee

 

-Camouflage: Sting will use his stealth ability for a limited amount of time, then he must recharge*.

Damage: None

Attack Rate: Slow

Range: None

 

This is our starting kit, in the great adventure that’s coming…

MORE COMING SOON…

   

 

 

 

 

 

Megaman, X, Rockman, and related characters are copyright to Capcom.