View Full Version : Monster Island anyone?
Scorpion13mk2
February 21st, 2008, 10:32 PM
Im a big fan of the Firefly games Monster Island game.
Well, back before thier board crashed, I had posted alot of write ups of Toho stuff. I even had write ups of Ultraman and his Kaiju.
I wanted to know if there are any fans of that game on kaijuphile who would like to see my stuff. Id love to get some discussion about this game going.
So, is anyone interested?
Morgoth
February 22nd, 2008, 09:23 PM
Sure. I've picked up all the Monster Island stuff and found the rules much more satisfying than the similarly themed Giant Monster Rampage. I think Firefly Games has done a good job of crafting an entertaining set of monster design rules and setting.
Scorpion13mk2
February 23rd, 2008, 10:30 PM
Alrighty then.
Ill start off with some Showa monsters from Toho, since the Showa era is my favorite era. I probably wont be doing any Heisei monsters (past Biollante, that is), so if you want to see them, please, post them yourself. Id love to see some other people's stuff.
And here we go.....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/godzilla_showa_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/godzilla_showa_02.jpg
Godzilla
Strength: 8
Reflexes: 3
Health: 8
Mind: 3
Life: 40
Evade: 13
Toughness: 10 (8 + 2 Toughness)
Daze: 11 (13)
Move: 5
Special Abilities:
Atomic Heat Ray: Blast 5d6
Sea Creature: Swim 6'
Amphibious Monster: Immunity To Drowning
Radioactive Beast: Immunity To Radiation
Impenetrable Hide: Armor + 2
The monster known as Godzilla is perhaps the most powerful and dangerous creature to ever walk the earth. He has laid waste to city after city, and is a fearsome combatant. His heat ray is devastating to man and monster alike.
Orga777
February 23rd, 2008, 11:39 PM
Very interesting. I never heard of the game, but it definitly is something I would be interested in. If Someone could post the rules on making kaiju I would write up a few myself.
Scorpion13mk2
February 24th, 2008, 08:22 AM
Well, they have their rules for sale on paizo.com. Only 7 bucks. Cheap. I got mine for 15 back in the day.
And its TOTALLY worth it.
Scorpion13mk2
February 29th, 2008, 06:48 PM
And another one....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/rodan56_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/rodan56_02.jpg
Rodan
Strength: 8
Reflexes: 3
Health: 8
Mind: 2
Life: 40
Evade: 13
Toughness: 10 (8 + 2 Toughness)
Daze: 11
Move: 5
Special Abilities:
Flying Monster: Flight 18'
From Hell it comes...: Immunity to Fire
Hide Armor: Toughness +2
Rodan was awoken from the depths of the earth when japanese coal miners foolishly dug too deep into the earth.
Rodan is a horrible monster, with a voracious appetite, devouring the enormous Meganuron insects swarming over its eggs before turning its attention to man. In combat, Rodan is implaccable. His hide is almost inpenetrable, able to shrug off Godzilla's deadly ray with no effect, and attacking with abandon any foe foolish enough to challenge him.
Scorpion13mk2
February 29th, 2008, 07:40 PM
And another one yet....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/New20Ultraman202.jpg
Ultraman
Strength: 6
Reflexes: 4
Health: 7
Mind: 6
Life: 35
Evade: 4
Toughness: 7
Daze: 13
Move: 5
Special Abilities:
Specium Ray: Blast 5d6
Ultra Rings: Entangle 3d6
Monster Fighter: Hand-to-Hand + 1d6
Flyer: Flight 9'
Teleportation: 6'
Allied: Science Patrol
Ultraman is a superhero from the faraway Nebula M78, who came to earth chasing the monster Bemlar. While there, he accidently collided with a jet piloted by Science Patrol member Hayata, nearly killing him. Feeling guilty for this, and also sensing the large amount of monsters and extra-terrestrials threatening the planet, he joined with Hayata, saving his life, and becoming the new defender of the earth.
Like that? But Ultraman doesnt really fight all those monsters all by himself. His alter-ego is Hayata, and he fights threats to the earth alongside the....
Science Patrol
Science Patrol
Attributes: Attack 4, Evade 15, Toughness 4, Morale N/A, Move 2
Powers: Close Assault, Firepower 2d6 (3d6 in Close Assault), Personnel, Invention
The Science Patrol are a team of highly trained soldiers and scientists tasked with defending the world from all the various monsters and aliens who threaten it. They are a very dangerous adversary to have, and are never panicked in battle.
http://i160.photobucket.com/albums/t166/Scorpion13mk2/JetVTOL.jpg
Jet V-TOL #1
Attributes: Attack 5, Evade 12 (16 if flying), Toughness 6, Morale N/A, Move 0
Powers: Firepower 3d6, Flying 12, Targetting, Transport
The Jet V-TOL#1 is the main mode of transportation used by the Science Patrol. It is armed with potent rockets and missles, and can be easily modified to carry any number of new and unorthodox weapons. The aircraft can be very effective in battle against giant monsters
http://i160.photobucket.com/albums/t166/Scorpion13mk2/MiniBeetle.jpg
Jet V-TOL #2
Attributes: Attack 5, Evade 12 (16 if flying), Toughness 5, Morale N/A, Move 0
Powers: Firepower 2d6, Flying 12, Targetting, Transport
The V-TOL #2 is simply a smaller auxillary craft used for non-essential missions and times when 2 craft are needed to subdue monsters. It is as fast and agile as the main craft, but not as durable and with less powerful weaponry.
http://i160.photobucket.com/albums/t166/Scorpion13mk2/science-patrol-earth-borer.jpg
Earth-Borer Tank "Pelucidar"
Attributes: Attack 3, Evade 12 , Toughness 10, Morale N/A, Move 4'
Powers: Firepower 2d6, Burrowing 6', Transport
The Earth-Borer Tank "Pelucidar" is named after the mythical (?) underground land of prehistoric creatures. Its name comes from the fact that its main use is for burrowing under the earth. Although used mainly for rescue operations and investigations, it can still be used in battle, though it is not nearly as effective is this aspect as the V-TOL craft.
http://i160.photobucket.com/albums/t166/Scorpion13mk2/S-16Submarine.jpg
S-16 Submarine
Attributes: Attack 4, Evade 12, Toughness 6, Morale N/A,
Powers: Firepower 2d6, Targeting, Transport, Swim 6'
This small submarine is used by the Science Patrol to investigate and combat underwater menaces. It is quite effective in this, and it can dive to incredible depths.
Nuclear Menace
May 8th, 2008, 05:54 PM
Yeah.. i cant find the game anywere soooo....:confused: You guys have any idea were i can find it???:blush:
Terrichance
May 19th, 2008, 11:29 PM
Well, you can always try Firefly game's official site. You can order printed copies, or download them as PDF files.
I too, have played with the Monster Island series, though my major problem is I don't know anybody closeby to play with. I've got the first book, the 'escape' book, and have reecently downloaded the 'invasion' book as well. Have yet to get the 'revenge' book or any of the battlepacks.
May I ask a question, Scorpion? How big a point pool are you starting with, making your monsters? I've always used the 30-point pool standard with mine.
Showa Godzilla
May 20th, 2008, 06:52 PM
This Game looks pretty interesting, Same with Giant Monster Rampage. Which one do you guys think is better?
Scorpion13mk2
May 24th, 2008, 12:44 PM
Well, you can always try Firefly game's official site. You can order printed copies, or download them as PDF files.
I too, have played with the Monster Island series, though my major problem is I don't know anybody closeby to play with. I've got the first book, the 'escape' book, and have reecently downloaded the 'invasion' book as well. Have yet to get the 'revenge' book or any of the battlepacks.
May I ask a question, Scorpion? How big a point pool are you starting with, making your monsters? I've always used the 30-point pool standard with mine.
I use however many points are necessary to make the monster accurately. I often find in games that a few more points advantage doesnt really make much of a difference. A good player (or a few decent rolls) will more than make up for such a disadvantage.
Showa, Ive never played Giant Monster Rampage, but everything Ive read makes it out to be far more rules intensive. I prefer the simplicity of Monster Island, myself.
Terrichance
May 24th, 2008, 11:22 PM
A point 'average' then, I see. That makes sense. Although that tells me that if I ever face up against you, I'll have to 'buff' my own monsters up somewhat. XD;
Terrichance
May 25th, 2008, 09:44 PM
I had an idea today, which has resulted in me spending the majority of the day, making the following.
Who here knows what train operators used to do back in the days BEFORE telephones? They played 'Telegraph Chess' with each other to pass the time, telegraphing their moves and moving the chess pieces on their own respective ends. With that piece of old-fashioned entertainment in mind, I crafted THIS
http://www.gosdin.net/rebound/sonicartic/monsterisland%20nethex%20map%20color.png
A plain Black/white version can be found HERE.
http://www.gosdin.net/rebound/sonicartic/monsterisland%20nethex%20map.png
This shouldn't be hard to figure out. Using this, people can play the Monster Island game with each other, over the internet. Just print out the map, and get some markers of some sort, and you're ready!
The space system is akin to Battleship, where you state what space you're starting on, or have landed on after moving. As long as each player has the map, and markers representing all players, there should be VERY little trouble.
Perfect for use in chats and IMs. And for those of you who see a use for this beyond Monster Island, here's a blank hexmap for you.
http://www.gosdin.net/rebound/sonicartic/hextile%20net%20map.png
I hope people will get some use out of this. And if anybody would like to battle with me, my own contact info is in my profile. Have fun!
punc_e
June 2nd, 2008, 08:38 PM
Well, while I'ved never played Monster Island, I do play Giant Monster Rampage fairly frequently, and I don't find it to be that rules-intensive. My girlfriend really doesn't have patience for overly-complicated rule-systems (it's why she doesn't play D&D) but she does just fine with GMR -- okay, granted, we keep a chart handy when playing listing the different things that modify target "to hit" numbers.
Saruman
June 3rd, 2008, 05:29 PM
I had an idea today, which has resulted in me spending the majority of the day, making the following.
Who here knows what train operators used to do back in the days BEFORE telephones? They played 'Telegraph Chess' with each other to pass the time, telegraphing their moves and moving the chess pieces on their own respective ends. With that piece of old-fashioned entertainment in mind, I crafted THIS
http://www.gosdin.net/rebound/sonicartic/monsterisland%20nethex%20map%20color.png
A plain Black/white version can be found HERE.
http://www.gosdin.net/rebound/sonicartic/monsterisland%20nethex%20map.png
This shouldn't be hard to figure out. Using this, people can play the Monster Island game with each other, over the internet. Just print out the map, and get some markers of some sort, and you're ready!
The space system is akin to Battleship, where you state what space you're starting on, or have landed on after moving. As long as each player has the map, and markers representing all players, there should be VERY little trouble.
Perfect for use in chats and IMs. And for those of you who see a use for this beyond Monster Island, here's a blank hexmap for you.
http://www.gosdin.net/rebound/sonicartic/hextile%20net%20map.png
I hope people will get some use out of this. And if anybody would like to battle with me, my own contact info is in my profile. Have fun!
Cool map, could be bigger but that's easy enough to do. What program did you use to make the map?
Terrichance
June 4th, 2008, 01:44 AM
It's not of super-high quality, somebody could have made a similar map in Windows Paint. I use Paint Shop Pro for the majority of my digital works though.
As to the size, the only thing you'll need to worry about is how big a piece of paper you'll be using. If you know computers, you should be able to scale a picture to take up the whole piece of paper. If you meant filewise, I'm using my own webspace, hosting the pic. Smaller file means less load strain. But like you said, once you've saved it, you can easily enlarge it.
Saruman
June 4th, 2008, 07:46 AM
Oh I meant 'size' as in there should be more hexes. Instead of stopping at 'O' go all the way to 'Z' and have the numbered side go to 26, thus making a much larger map.;)
Terrichance
June 4th, 2008, 05:48 PM
Well, I've got a map of Monster Island itself all dolled up. However, depending on your printer paper size, the spaces might wind up so miniscule, you couldn't even put a pen cap on one. I could try breaking it up into seperate images and have them be printed out individually, so they could later be taped together...
Kyono_Rei
August 27th, 2011, 05:51 PM
Godzilla
Strength: 8
Reflexes: 3
Health: 8
Mind: 3
Life: 40
Evade: 13
Toughness: 8 (+2 = 10)
Daze: 11 (13)
Move: 5
Special Abilities:
Atomic Heat Ray: Blast 6d6
Sea Creature: Swim 6'
Amphibious Monster: Immunity To Drowning
Radioactive Beast: Immunity To Radiation
Impenetrable Hide: Armor + 2
Your Godzilla a 44 point monster, way above the 30 point limit in the game. But hey, it is the KLing of mnonsters, ne?
Also, his two immunities are really not all that usefull for something that costs 5 points per each, unless you have an underwater scenario.
So not counting the 2 immunities, it is a 34 point monster - well within parameters. Good job IMHO.
Here is King Ghidorah according to me:
King Ghidorah
Strength: 4
Reflexes: 4
Health: 6
Mind: 2
Life: 30
Evade: 14
Toughness: 6 (5+1)
Daze: 8
Move: 5
Special Abilities:
Three heads (10 pts)
Gravity Beam: Blast 5d6 (5 pts)
Fly 6' (2 points)
Scales - Armor + 1 (1 point)
All in all, its a 34 point monster. If someone allows multiple Blast powers, you could make him a 36 point monster and give him an additional: "Wind blast 2d6" so he could use a ranged attack each turn.
Scorpion13mk2
August 30th, 2011, 11:42 AM
Well, I calls em likes I sees em. In the few times I was actually able to play the game, a point advantage, unless it was obscene, really doesnt make much difference.
The original Godzilla I made, back when I just had the first book and it had just come out; that version's point total was somewhere around 56 or so points. Eventually I came to the conclusion that I didnt really need to make them that powerful.
You have any others? Id love to see them here. I myself usually focus on Showa monsters rather than Heisei or Millenial monsters. The only Heisei monster I think Im doing is Biollante. Pretty much everyone else is just boring enough that I dont give a crap.
Before the board became a ghost town, I was hoping to find a bunch of like-minded people who would be able to post all sorts of Monster Island stuff. It was like that at the old Firefly Games board, but then that went down, the people in charge let the entire board contents, which was FULL of cool new units and ideas and rules and scenarios and when they came back up they posted about once or twice a year and most of the regulars of the board just left. Ah, well, there you go.
This game is great and Id love to see more ideas for it here.
Kyono_Rei
September 3rd, 2011, 04:45 PM
Sure, I did play monster island, though we did have some house-rules involved (mostly to prevent some "gamey" tactics like falying beyond the reach of a non-fly monster and spamming projectiles) .
Recently I've been thinkign about adapting the Monster Island rules to a hexagon map based game. See my "Godzilla Hex" thred http://www.kaijuphile.com/forums/showthread.php?t=21788.
Here is my Varan:
Varan
Strength: 6
Reflexes: 6
Health: 7
Mind: 3
Life: 35
Evade: 16
Toughness: 9 (7+2)
Daze: 10
Move: 7
Special Abilities:
Fly 6' (2 points)
Swim 3' (1 point)
Scales&Spikes - Armor + 2 (2 points)
Tearing claws (+2d6 to each strike attack)
All in all a 28 point kaiju. He can also be given an underwater immunity which would raise his point limit to 33, but I don't think its needed.
All in all he s not the strongest of all Kaiju, but he is a very agile land fighter that can take on some theorethically stronger Kaiju in a brawl.
He can also fly, but his main weakness is a lack of projectile ability.
Morgoth
September 4th, 2011, 09:10 PM
Gotta say Ghidorah looks pretty weak in comparrison. Given he normally takes on 2 or three (or nine) monsters at a time, and is the only monster tough enough to actually survive not one but two episodes of Zone Fighter, you should really gear him up as a 50 point monster designed to go up against at least two adversaries at a time.
Kyono_Rei
September 5th, 2011, 02:20 PM
Gotta say Ghidorah looks pretty weak in comparrison. Given he normally takes on 2 or three (or nine) monsters at a time, and is the only monster tough enough to actually survive not one but two episodes of Zone Fighter, you should really gear him up as a 50 point monster designed to go up against at least two adversaries at a time.
Well a 50 point monster would be a Monster with the capital M.
I doubt two 30 point monsters could take down one 50 point monster in this game.
This is mainly because higher levels of reflexes would make it near-impossible to hit the monster and high levels of toughness would make it near-impossible to damage when hit.
This indeed may be the weak point of the game - it generally works well in the 20-38 point range, but monsters above 40 tend to be very unbalanced, especially if these points go into "core stats" and not additional abilities like flying or immunities.
And that Ghidorah I posted is actually pretty strong, but its strenght comes from its abilities - it can attack 3 times a turn (regular monsters only once a turn), had a strong projectile and can fly.
Hmm... I could actually run a test fight of that ghidorah vs Godzilla ans see how it goes.
Kyono_Rei
September 5th, 2011, 06:09 PM
This is probably going to be a pretty straightforward fight, as the map is mostly clear terrain (I need to playtest this several times before I get down to city-crushing stuff).
King Ghidorah
Strength: 4
Reflexes: 4
Health: 6
Mind: 2
Life: 30
Evade: 14
Toughness: 6 (5+1)
Daze: 8
Move: 5
Special Abilities:
Three heads (10 pts)
Gravity Beam: Blast 5d6 (5 pts)
Fly 6' (2 points)
Scales - Armor + 1 (1 point)
Godzilla
Strength: 8
Reflexes: 3
Health: 8
Mind: 3
Life: 40
Evade: 13
Toughness: 8 (+2 = 10)
Daze: 11 (13)
Move: 5
Special Abilities:
Atomic Heat Ray: Blast 6d6
Sea Creature: Swim 6'
Amphibious Monster: Immunity To Drowning
Radioactive Beast: Immunity To Radiation
Impenetrable Hide: Armor + 2
Both start some space away, so it may take some time.
Round 1:
Godzilla has the initiative, due to his higher roll and mind. He moves 5 hexes twoard the ennemy, using up all his movement points (no hard terrain in the way).
Ghidorah moves 2 hexes and uses his grav beam... at a -2 range. He rolls 12+4-2=14. He hits, as this is one point above Goji's evade. He rolls 5d6 for damage 5+5+2+1+1-10(Goji's toughness)=4 Goji loses 4 life points which brings him to 36. End of round.
Round 2:
Ghidorah has the initiative this time, due to a very lucky roll of 17 (3d6).
Ghidorah takes to the air and moves twoards some woods to the north.
Godzilla moves 2 hexes twoards his foe and attacks with his atomic ray! This is a -2 attack (-1 for range, -1 for the fact that Ghidorah is flying). He rolls 9+3-2=10. This is below Ghidorah's evade score (14), so he misses! He still has 1 movement point, which he saves for a block in case Ghidorah decieds to go melee next round.
Round 3:
Ghidorah still has the initiative.
Ghidorah moves away 3 hexes (not to allow Goji to reach him in his turn) and fires his gravity beam again (as a ranged attack, it can be used every other turn). This time its a -3 penalty (-2 for range, -1 for flying). He rolls an 8+4-3=9. Below Goji's evade (13), so he too missess.
Godzilla spends this whole turn "showing off" - roaring, waving his small hands and stomping on the ground in anger. This counts as "intimidation" and gives Goji a +2 to his next attack.
Round 4:
Goji takes the initiative and repeats his tactic from 2 turns before -he moves 2 hexes, fires his beam and saves 1 action point for a potential block.
His attack is at -2 (range, ghidorah flying), which cancels out with his +2 modifier for his "intimidation" from last round. He rolls 14+3=17. More than Ghidorah's evade score of 14, so he hits. He rolls 6d6 and gets a score of 22 (very lucky roll)! Ghidorah takes 16 points of damage and is "dazed" - ouch!
Ghidorah falls to the ground and spends his part of round 4 dazed. This doesn't look good for him, he sure better win the initiative roll next round, or Goji is going to attack him in melee
Round 5:
Ghidorah had a lucky throw and takes the initiative. He fires his beam at Goji at -1 range. He rolls 14-1 = 13, he hits! He rolls 19, this means that Goji takes 9 damage, but it sot dazed. Goji now has 27 hit points, Ghidorah 16.
Godzilla closes range to Ghidorah this round, keeping 1 actin point for a potential block again.
Round 6:
Ghidorah still has the initiative. He decides to swoop down (+1 to attack roll) on Goji with a triple ram (-2 to attack, +2d6 damage) attack. Here is where his 3 heads may make all the difference. Goji of course blocks the first atatck.
Goji rolls 6 (poor roll) +2+3=11 for the block, Ghidorah rolls 9-1+4=12. Goji failed to block the first attck, but Ghidorah still narrowly missed him.
Ghidorah rolls 15+4-1 for his next attack and hits. He rolls 16 for damage, dealing 6 to Goji.
Ghidorah atatcks for the 3rd time... rolls 7+4-1=10.He misses Goji again.
Now its Goji's turn.
Rather than deciding to go for a breath atatck, Goji decides to go for a grab. while potentially risky, this attack can make all the difference if succeding and since he he has a lifepoint advantage of 21 to 16, he decides to take the calculated risk.
He rolls 14(lucky)-2+3=15. He manages to grab Ghidorah and now they are in a clinch!
Round 7:
Ghidorah has the initiative (a lucky roll here is really good for him in such a situation). He tries to brake free of the clinch (only thing he can do at the moment)... good thing he has 3 attacks, bad thing is that Goji is much stronger. Ghidorah fails his first throw (7 vs 15), fails his second throw (10 vs 13) and fails his 3rd throw (7 vs 9). Things are not looking good for him.
Goji starts crushing Ghidorah. Rolls 11 so Ghidorah takes 5 damage.
Round 8:
Goji has the initiative now. He is still crushing Ghidorah. He rolls 13, so Ghidrah takes 7 damage and is down to only 4 hit points.
Ghidorah is still trying to brake loose...
loese first attempt (7 vs 15), loses second attempt (7 vs 17), tie on third attempt (9vs 9). On a tie he brakes free (This is a sort of a home rule, since the rulebook hardly mentions what happens on a tie here). He used up most of his AP on the attempts to brake free, so he just takes to the air where he is.
Round 9:
Ghidorah has the initiative.
He fires his gravity beam at goji from the air. This is close range, but still -1 for the fact he is flying. He rolls 11+4=15. He hits Goji. He rolls 19, dealing 9 damage to Goji, who is down to 12 hit points. Ghidorah then moves away 2 hexes.
Godzilla fires his own projectile - his atomic ray. This can potentially be the deciding strike. Again -1 for the fact that his target is flying. He rolls 7+3-1=9. He missed. He runs after Ghidorah with his remaining AP.
Round 10:
Ghidorah still has the initiative. This is a risky situation, he could either wait the turn out and khope that he either wins the initiative in turn 11 as well to strike with his beam again, or he could try to make another "swoop&ram attck" now. Both kaiju are low on hit points and srong on projectiles. One good hit now may end the game.
Ghidorah, since he has less HP, decides against melee and waits the turn out.
Goji spends the turn on intmidation again.
Round 11:
Ghidorah has the initiative still (lucky). He goes for the gravity beam again (at -1 for attack). He rolls 12+4-1=15. He hits for 22! Just enough to take Godzilla down (22 dmage-10 for Goji's toughness).
Godzilla is down and out after this atatck, Ghidorah is very badly injured but can now celebrate his victory against his decades long foe!
http://i51.tinypic.com/1knkp.jpg
My comment: This was quite an even match. Godzilla had been lucky at first with his atomic ray that stunned Ghidorah and then with his grab attack.
But then his luck ran out. Ghidorah managed to brake free from Goji's iron grip in the nick of time, then mnaged to land two very deadly beams on Goji.After Ghidorah broke free Goji missed with his own beam and lost the initiative in the worst possible moment. In rounds 9 to 11 victory hanged in teh balanced and Goji was one hit from a victory, but he failed to land that hit against a more agile flying opponent.
This was all very straightforward, as there was hardly any special terrain around (there was some woods in the north, but in the fray of battle neither side decided to use them. It would have been a different story if one of the kaiju did not have such excellent projectile capacity. If that was so, he might have moved into the woods to throw uprooted trees at his opponent for example). Generally everything becomes much more complicated if you have buildings, varied terrain and human units running about.
Play time: 1 hour, 38 minutes. It would be half of that or even less the time if it wasn't for me noting all this down.
Morgoth
September 7th, 2011, 01:27 AM
Really cool battle report. Reminds me of White Dwarf.
Certainly a valid point on what happens if the extra points go into stats. That's one thing I liked about 'Monsters' was it split up where you could spend your build points.
That said, don't you think KG's Evade is a bit high? He doesn't really act terribly nimble and as for the accuracy of his attacks - well, Ghidorah is the patron saint of 'spray and pray' tactics. :D
Scorpion13mk2
May 22nd, 2012, 03:54 PM
Here's a few more....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Mothra61Larva.jpg
Mothra (Larva)
Strength: 4
Reflexes: 4
Health: 5
Mind: 4
Life: 25
Evade: 14
Toughness: 7 (4+3 Toughness)
Daze: 9
Move: 4'
Special Abilities:
Monster god: Toughness +3
Silk Spray: Entangle 3d6
Giant Silk Worm: Clinging
Immature Form: Cocoon
The larval form of Mothra is not very powerful compared to other giant monsters. It is, however equipped with the ability to spit silk that is strong enough to imprison the likes of Godzilla and Ghidorah. It is able to cocoon itself as well, transforming into its mature stage....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Mothra61.jpg
Mothra (Imago)
Strength: 8
Reflexes: 5
Health: 7
Mind: 4
Life: 35
Evade: 15
Toughness: 10 (7+3 Toughness)
Daze: 11
Move: 3'
Special Abilities:
Flying Monster: Flying 12'
Monster God: 3 Toughness
Poisonous Powder: Blast-Venom (works exactly like the Venom power from Invasion Of Monster Island but as a ranged attack. Also, the ranged penalty is doubled and has a maximum range of 6')
Hurricane Wind Blast: 2d6 blast and this also acts as a shove attack.
The mature form of Mothra is far more powerful than the larval form, being able to fight and almost win against Godzilla even when old and near death.
Its been awhile, but here's more. What do you think?
Scorpion13mk2
May 22nd, 2012, 04:13 PM
And a new army unit...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/superx.jpg
Super-X
Attack: 5
Evade: 14
Toughness: 13
Life Points: 10
Morale: 5
Move: 10'
Powers:
Firepower: 4d6
Fly: 12'
Blast: Venom (Ranged attack that does no damage otherwise but acts the same as the Venom power)
The Super-X is pretty much the same as the regular flying tank but with one big difference; the Cadmium missles. Its from those that the vehicle gets its Venom blast power. The missles dont need to be cadmium; it can carry missles filled with any kind of substance to act as a poison to suit whichever monster it fights.
Scorpion13mk2
May 23rd, 2012, 11:33 AM
And another...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/King_Kong62.jpg
King Kong
Strength: 8
Reflexes: 4
Health: 8
Mind: 4
Life: 40
Evade: 14
Toughness: 8
Daze: 12
Move: 6'
Special Abilities
Beast God of Farou Island: Absorption; Electricity 4
Great Ape: Clinging
Swimming 6'
King Kong is a powerful beast, strong enough to defeat Godzilla in direct combat, one of a very few able to do so.
Scorpion13mk2
May 23rd, 2012, 12:20 PM
And another....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/645px-Angilas_Fhigkeiten_2.jpg
Anguirus
Strength: 8
Reflexes: 3
Health: 8
Mind: 2
Life: 40
Evade: 13
Toughness: 10 (8+2 Toughness)
Daze: 10
Move: 5'
Special Abilities
Armored Shell: Toughness 2
Natural Weaponry: Defensive Adaptation 1d6
Swimming 6'
Anguirus is a large, tenacious beast attacking just about any foe without hesitation. A truly huge amount of damage must be dealt to him to force him to retreat.
Scorpion13mk2
May 23rd, 2012, 01:17 PM
Another.....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/ShowaKingGhidorah2.jpg
Ghidorah
Strength: 6
Reflexes: 2
Health: 10
Mind: 2
Life: 50
Evade: 12
Toughness: 10 (8+2 Toughness)
Daze: 12
Move: 6'
Special Abilities
Three Headed Monster: Extra Heads 2
Space Monster: Flying 9'
Lightning Beams: Blast 4d6
Electromagnetic Creature: Immunity to Electricity
Ghidorah is one of the most powerful monstersto appear on Earth, often requiring the cooperation of several earth monsters to defeat.
Ghidorah has a weakness to mind control. Any save made by Ghidorah against an attempt to mind control it by an alien player is made with -2 penalty. Conversely, Ghidorah cannot be mind controlled by a human faction.
--------------------
As you can see by this write-up I went with the depiction of Ghidorah from the original film with him being a monster associated with electro-magnetism as opposed to the later gravity association.
Scorpion13mk2
May 23rd, 2012, 06:07 PM
Here's one.....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/ebirah66_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/ebirah66_02.jpg
Ebirah
Strength: 6
Reflexes: 3
Health: 6
Mind: 1
Life: 30
Evade: 13
Toughness: 8 (6+2 Toughness)
Daze: 7
Move: 4'
Special Abilities
Giant Claws: +1d6 Melee
Sea Monster: Immunity To Drowning
Horror Of The Deep: Swimming 9'
Armored Shell: +2 Toughness
An enormous lobster, Ebirah is a carnivorous sea monster. The monster is vicious to a fault, attacking anything that comes into it's territory.
Scorpion13mk2
May 23rd, 2012, 07:00 PM
Kyono already did a write up of Varan, here's my interpretation...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/varan58.jpg
Varan
Strength: 6
Reflexes: 3
Health: 7
Mind: 2
Health: 35
Evade: 13
Toughness: 7
Daze: 9
Move: 5'
Special Abilities
Lake Monster: Immunity to Drowning
Glider: Flying 9'
Amphibious Demon: Swimming 6'
An enormous lizard monster, Varan is worshipped as a god by the villagers in an area known as "The Himalaya's of Japan".
Scorpion13mk2
May 24th, 2012, 05:07 PM
Heres one...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/hedorah_final_sh01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/hedorah_final_sh02.jpg
Hedorah
Strength: 6
Reflexes: 1
Health: 8
Mind: 2
Life: 40
Evade: 11
Toughness: 6
Daze: 10
Move: 4'
Special Abilities
Smog Monster: Immune To Venom
Living Sludge: Immune To Drowning
Non-Terrestrial Creature: Absorption; Acid 6
Amorphous Thing: Regeneration 5
Poisonous Monster: Acid For Blood
Water Monster: Swimming 6'
Shapeshift To Flying Form: Flying 9'
Sludge Glob: Entangle 2d6
Eye Beam: Blast 5d6
Hedorah is an alien creature that feeds upon, and produces, industrial pollutions. Its amorphous body heals incredibly quickly and the monster also has access to a variety of powers making defeating it in combat a dangerous proposition.
Hedorah's only real weakness is against electricity. If Hedorah is hit with an attack that does electrical damage, it does not subtract it's Toughness score from the damage rolled.
Scorpion13mk2
May 24th, 2012, 10:13 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Manda_head.jpg
Manda
Strength : 8
Reflexes: 3
Health: 6
Mind: 2
Life: 35
Evade: 13
Toughness: 7
Daze: 8
Move: 4'
Special Abilities
Sea Serpent: Immune to Drowning
God Of The Mu: Swimming 9'
The god of the Mu Empire, Manda is an enormous sea serpent. The monster is especially good as constricting and thus it gains a +2 bonus to grab attempts.
Scorpion13mk2
May 25th, 2012, 11:15 AM
And another special unit for Army players...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/gotengo63_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/gotengo63_02.jpg
Flying Battleship Atragon
Attack: 5
Evade: 14
Toughness: 12
Life Points: 15
Morale: N/A
Move: 6'
Powers:
Firepower 4d6
Flying 9'
Swimming 9'
Tunneling 6'
Transport
Blast; Entangle 3d6
Built by the genius Captain Shinguji, the Atragon is a marvel of engineering. Able to travel in the sea, fly through the air or even tunnel through the earth, its armament enables it to engage any foe.
Scorpion13mk2
May 25th, 2012, 05:54 PM
Heres one for the Alien players...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/457114-01yq2_large.jpg
Moguera
Attack: 4
Evade: 12
Toughness: 15
Morale: 0
Move: 5'
Powers
Firepower 3d6
Tunneling 3'
Moguera is the type of robot used by the Mysterians when they carry out planetary invasions. Its not nearly as durable as other giant robots used by other aliens races, such as the MechaGodzilla robot built by the Simeon invaders, but they are able to be mass produced. The robot is used more to create chaos in the countries of opposing forces than for direct millitary supremacy. They also act as guards for Mysterian base-complexes.
---------------------
As you can see, Moguera, from the original Mysterians movie, is written up as a Battle Robot (from Invasion of Monster Island) rather than a full blown dai-kaiju. The reason for this being that having seen the robot in action...its really not all that impressive. At least, not on the scale of other giant monsters like Godzilla.
Scorpion13mk2
May 25th, 2012, 08:13 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/FrankensteinPhoto1.jpg
Frankenstein's Monster
Strength: 6
Reflexes: 5
Health: 6
Mind: 5
Life: 30
Evade: 15
Toughness: 6
Daze: 15
Move: 6'
Special Abilities
Unnatural Creature: Immune to Radiation
Unchecked Cellular Growth: Regeneration 5
The Frankenstein Monster, grown to incredible size from the radiation of the atom bombs dropped on Japan at the end of WW2, is a powerful adversary. Utilizing his unnatural durability and heightened intelligence, he makes for a dangerous opponent.
Scorpion13mk2
May 25th, 2012, 08:23 PM
And his opponent...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/still4.jpg
Baragon
Strength: 6
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 6
Daze: 12
Move: 5'
Special Abilities
Heat Ray: Blast 4d6
Tunneling Dinosaur: Tunneling 6'
Agile Predator: Leaping 9'
Baragon is a vicious predator that uses its ability to tunnel and leap to devastating effect.
Scorpion13mk2
May 26th, 2012, 06:22 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/kumonga67_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/kumonga67_02.jpg
Kumonga
Strength: 6
Reflexes: 3
Health: 7
Mind: 2
Life: 35
Evade: 13
Toughness: 7
Daze: 12
Move: 5'
Special Abilities
Poisonous Spider: Venom
Webbing: Entangle 3d6
Inectile Agility: Clinging
Kumonga is a giant spider who hunts on Solgell island. The monstrous arachnid uses its venomous bite and webbing to subdue it's prey.
Scorpion13mk2
June 4th, 2012, 09:27 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/jet_jaguar_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/jet_jaguar_02.jpg
Jet Jaguar
Strength: 6
Reflexes: 5
Health: 6
Mind: 5
Life: 30
Evade: 15
Toughness: 6
Daze: 11
Move: 6'
Special Abilities
Martial Arts Programming: +1d6 Melee attacks
Built-in Jets: Flying 9'
Robot Hero: Alliance; Humanity
Jet Jaguar is an android built by inventor Goro Ibuki. The robot is able to change its size at will from human scale to the size of monsters like Godzilla and Megalon. In combat it fights fearlessly and although it doesnt possess any real built-in weaponry, its advanced brain allows it to utilize various martial arts maneuvers.
Jet Jaguar is able to make alliances with other monsters much easier than normal. When attempting to make an alliance with another monster, roll 4d6+ Mind rather than the standard 3d6.
Scorpion13mk2
June 4th, 2012, 09:58 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/gigan72_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/gigan72_02.jpg
Gigan
Strength: 6
Reflexes: 3
Health: 6
Mind: 3
Health: 30
Evade: 13
Toughness: 6
Daze: 13
Move: 5'
Special Abilities:
Cybernetic Claws: +1d6 Melee
Tri-Fold Wing Assembly: Flight 9'
Gigan is a large alien creature with extensive cybernetic enhancements. Vicious and sadistic, Gigan with press the attack against an outmatched opponent ruthlessly, although if he himself is outmatched he will demonstrate a wide streak of cowardice and run without hesitation.
Gigan has an enormous saw built into it's torso thats able to slice through steel as though it were paper. If Gigan has an opponent grabbed and its using the squeeze maneuver rather than doing the 3d6 damage from it's strength score it does 5d6 damage.
Scorpion13mk2
June 4th, 2012, 10:33 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/megalon_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/megalon_02.jpg
Megalon
Strength: 6
Reflexes: 3
Health: 7
Mind: 1
Health: 35
Evade: 13
Toughness: 7
Daze: 11
Move: 5'
Special Abilities:
Static Electricity Beam: Blast 4d6
Napalm Fire Bomb: Bombardment 5d6
Subterranean Monster: Tunneling 6'
Battle Monster: +1d6 Melee
Flying 9'
Megalon is the monster god of the underground/water nation of Seatopia. Equipped with a number of powerful weapons, Megalon simply batters his enemies into submission. Despite all of his advantages, Megalon suffers from a distinct lack of intelligence; his only real weakness. Without an Idol to help guide him, Megalon with wander aimlessly, attacking whatever happens to be nearby.
Scorpion13mk2
June 4th, 2012, 10:52 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/mechagodzilla74_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/mechagodzilla74_02.jpg
MechaGodzilla
Strength: 8
Reflexes: 2
Health: 8
Mind: 4
Health: 40
Evade: 12
Toughness: 11 (8 + 3 Toughness)
Daze: 14
Move: 5'
Special Abilities
Space Beams: Blast 5d6
Missile Launchers: Firepower 4d6
Space Titanium Armor: + 3 Toughness
Rocket Powered Robot: Flying 9'
Ally: Simeon Aliens
MechaGodzilla is a robot built by the Simeons, an alien race who use the automaton in an attempt to take over the earth to save their own race from it's doomed planet which is about to be consumed by a black hole. In battle, MechaGodzilla is a terrifying opponent. The robot bristles with deadly weapons and will use them relentlessly against anything that challenges it. Even in close combat it excels; it is enormously strong.
MechaGodzilla possesses an artificial intelligence, but is usually controlled by the Simeons in some way, whether from a secret base or from a computer placed in a cyborg Idol built by the aliens. If the secret base is destroyed or the cyborg Idol captured MechaGodzilla is immediately dazed for 3 turns before it's back-up programming comes online. After this, it's mind score is 2. This diminished score also applies if MechaGodzilla is on a map without a controlling Idol or base.
Scorpion13mk2
June 4th, 2012, 02:00 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/king_caesar74_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/king_caesar74_02.jpg
King Seesar
Strength: 6
Reflexes: 3
Health: 7
Mind: 4
Health: 35
Evade: 13
Toughness: 7
Daze: 14
Move: 5'
Special Abilities
Guardian Spirit of the Azumi: +1d6 Melee
The spirit-beast guardian of the ancient Azumi royal family, King Seesar will arise to defend the people of Okinawa from super-natural threats when awakened from his sleep by an Azumi family member. In combat, Seesar fights according to what the situation calls for. When the situation calls for a direct attack, Seesar attacks savagely; when he is over-matched he will not hesitate to run for cover and wait for a more advantageous opening.
King Seesar also has a notable ability; He is able to reflect beam or ray weapons back at his attacker. If King Seesar is hit with a beam attack (it must be a beam attack, if Blasts or Firepower attacks do damage with physical matter like missles or acid or whatnot Seesar cannot use this ability) he can make an attack the next turn that does the exact amount of damage he absorbed, and of the same type of damage (fire, cold, electricity, etc.). Seesar can only hold this energy for a single turn; if he doesnt use it within this time he loses it until he can reflect another attack. King Seesar can only reflect and absorb 25 points of damage; if an attack does more damage to this, Seesar takes full damage from this attack as usual.
Scorpion13mk2
June 4th, 2012, 04:20 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/superx2_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/superx2_02.jpg
Super-X2
Attributes
Attack: 5
Evade: 14
Toughness: 10
Life Points: 15
Morale: N/A
Move: 10
Powers
Firepower 4d6
Flying 12'
The Super-X2 is the next in the series of flying battle tanks designed to defend Japan from Godzilla's attacks. It has improved armor and again has an assortment of conventional weaponry but like the original's cadmium weaponry, the new Super-X also has a special weapons system; The Fire Mirror.
The Fire Mirror allows the Super-X2 to reflect an enemy's beams back at them. In gameplay, this means that when the Super-X2 is targeted by an enemy's beam attack, the Super-X2 player can declare that it is opening the front of the craft to exposed and utilize the Fire Mirror. When the Super-X2's player decides to do this, the Fire Mirror stays open for the rest of the turn. The Fire Mirror can only absorb and reflect the rays from one foe; if another opponent attacks the Super-X2 with a ray attack it wont be able to reflect the attack. The Fire Mirror, if it has absorbed a beam attack, can on the next turn fire the beam back at whomever it wishes, dealing the same amount of damage (and the same damage type) as it absorbed.
The Fire Mirror can only absorb so much energy to reflect. If the Fire Mirror absorbs 25 or more points of damage it is considered warped into uselessness. If the player controlling the Super-X2 tries to use the Fire Mirror again after that, it only has 1 chance in 6 to function properly. A failure means that the Fire Mirror fails totally and the Super-X2 is dealt damage as though it's armor was 5 instead of the normal 10. Whats more, if the Fire Mirror absorbs more than 30 points of damage in a single attack, the Mirror fails and the Super-X2 is dealt damage as described above.
The Fire Mirror can only reflect beam attacks. Physical attacks like missles, acid sprays, regular flame, bullets, etc, cannot be reflected. If the Super-X2 tries to reflect these attacks, or if it is hit by one of these attacks while it's mirror is open to reflect a beam attack, it takes damage as though it's armor was 5 instead of 10
------------------------------
Wow. Thats alot of homebrew rules there, and while I normally dislike putting in alot of stuff like that into the game (I like to keep things as simple as I can) the Super-X2 and King Seesar in the post above are just awesome enough for me to put those rules in to display them properly.
Scorpion13mk2
June 6th, 2012, 08:40 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/titanosaurus_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/titanosaurus_02.jpg
Titanosaurus
Strength: 8
Reflexes: 3
Health: 7
Mind: 3
Life: 35
Evade: 13
Toughness: 8
Daze: 13
Move: 5'
Special Abilities
Aquatic Dinosaur: Immune To Drowning
Sea Animal: Swimming 9'
Typhoon-Force Winds: Blast 2d6; also acts as a shove attack
A dinosaur discovered in the 1950's by the scientist Dr. Mafune, Titanosaurus is a powerful combatant. Enormously strong, the monster is actually a rather peaceful creature who was content to spend it's days swimming in the deeps and eating its fill of fish. Unfortunately, Mafune managed to enslave the beast using sonic waves in a bid to avenge himself on those who mocked him for his belief in the monster.
Titanosaurus' main weakness is to ultrasonic waves; if the monster is hit with a sonic based attack, Titanosaurus' Daze score is considered to be 10 instead of 13.
Scorpion13mk2
June 6th, 2012, 09:30 AM
No picture for this one, its an attack available to Army players and for this one Im also including a point cost....
Pit Trap (7)
Attributes: Attack 4
A Pit Trap is a special attack that is available to Army players. It works differently than other attacks like it, such as a Bombing Run or Missle Strike.
By buying this attack, the Army player can declare that a particular spot and a 3 inch radius around it is not a normal patch of ground, but is in actuality a large pit, dug out to the depth of about 100 or so feet and filled with dynamite and canisters of poison gas.
This attack can only be used in a wilderness area; it cant be placed inside a city, water or forested area. When the Army player decides to use it, he declares that the monster, when the monster is moving on it's turn, has stumbled into a specially made pit trap. If the monster's Evade score is exceeded by the Army player's attack roll, the monster is considered to have fallen into the pit and is dealt 5d6 damage in addition to being Knocked Down. It takes one entire turn for a monster to climb out of the pit. If the monster's Evade is higher than the Army player's attack roll, the monster is considered to have triggered the trap's explosives but not fallen into the pit and the attack is wasted.
(For ease of playing the game, players can declare that the pit, whether or not the monster has fallen into the trap, has been filled in by the explosions from the dynamite. However, if the players enjoy a little extra complexity in their game, the pit could just stay in the play area for the rest of the game. Monsters falling into the pit are considered to have fallen from Low Altitude, being dealt 3d6 damage and being Knocked Down by doing so.)
Pit Traps can only be bought at the beginning of the game with the rest of the Army player's starting units; it cannot be bought with points from the Reinforcement rule later in the game.
-------------------------------------
So there you go. Alot of new houserules again, but hey, I liked that scene from King Kong vs Godzilla and I wanted to have some way to use it in the game. Oddly, I couldnt find a picture of Godzilla falling into or climbing out of the pit, so no picture for this one.
Scorpion13mk2
June 6th, 2012, 10:01 AM
More new Army units....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Battleship-USS-Missouri.jpg
Battleship (17)
Attributes
Attack: 4
Evade: 12
Toughness: 10
Life Points: 13
Morale: 5
Move: 0
Powers
Bombardment: 5d6
Firepower: 4d6
Close Assault: 3d6
Swimming: 3'
Battleships are enormous seacraft, covered with weaponry able to pound nearly anything its used on into rubble. It can only be deployed on maps with deep water areas; rivers arent large enough to accommodate the ships.
Scorpion13mk2
June 6th, 2012, 10:52 AM
Another sea unit.....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/1-aircraft-carrier.jpg
Aircraft Carrier (13)
Attributes
Attack: 5
Evade: 12
Toughness: 10
Life Points: 10
Morale: 5
Move: 0'
Powers
Firepower 3d6
Transport
Swimming 3'
Aircraft Carriers are large ships that are able to transport and deploy nearly any variety of aircraft. Its Transport ability enables it to deploy aircraft units from the ship instead of the edge of the map when using the Reinforcements rule. Also, Flying Tanks, and units like them, can land on the ship and can be repaired as though it were next to a science center or a scientist unit. Its Firepower power comes from the assortment of anti-aircraft weaponry, therefore it can only attack flying units with it's firepower.
Also, the Aircraft Carrier makes the deployment of aircraft easier. Any non-special aircraft (special aircraft being Flying Tanks and such) can be bought with 1 fewer point whenever a Aircraft Carrier is deployed. Like the Battleship, Aircraft Carrier's can only be bought and deployed on maps with deep water areas.
Scorpion13mk2
June 6th, 2012, 11:03 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/red_satan_sub_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/red_satan_sub_02.jpg
Submarine (12)
Attributes
Attack: 4
Evade: 13
Toughness: 8
Life Points: 8
Morale: 5
Move: 0'
Powers:
Firepower 4d6
Swimming 6'
Submarines are heavily armed boats that are able to dive deep into the sea and attack enemies under the water. Like the Battleship, it can only be deployed on maps with deep water areas.
Scorpion13mk2
June 6th, 2012, 12:33 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/spip_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/spip_02.jpg
SPIP Rocketship (12)
Attributes
Attack: 4
Evade: 12
Toughness: 9
Life Points: 8
Morale: 5
Move: 0'
Powers:
Blast 5d6
Flying 9'
Spaceflight
Transport
The SPIP Rocketship is a large space-craft built to travel to other planets to engage extra-terrestrial threats. The craft is far too large to operate in the atmosphere of the Earth; it can only fly in orbit or outer space.
It's large size makes it ungainly and unsuitable for dogfights. Its powerful ray cannon and heavily armored construction makes it an excellent choice for assaulting space stations and extra-planetary bases. In addition to it's ability to transport a squad of personnel, the SPIP also can transport and deploy vehicles known as Moon Buses. When the SPIP is landed on a surface, it cannot use it's Blast attack.
------------------------------------
And now for the....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/moon_veh_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/moon_veh_02.jpg
Moon Bus
Attributes
Attack: 4
Evade: 13
Toughness: 6
Morale: 5
Move: 5'
Powers
Firepower 3d6
Transport
Moon Buses are tractors designed to be transported and deployed to other planets. Armed with a turret mounted ray cannon and able to transport a full squad of personnel, it is mainly used to assault alien bases.
Scorpion13mk2
June 6th, 2012, 12:48 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/atomic_heat_cannon_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/atomic_heat_cannon_02.jpg
Atomic Heat Cannon (9)
Attributes
Attack: 4
Evade:10
Toughness: 12
Morale: 5
Move: 0'
Powers
Firepower 5d6
Atomic Heat Cannons are essentially the same thing as standard Laser Cannons, except that theyre non-mobile. Used mainly to defend an important site such as a space launch base or headquarters in the instance of alien invasion or monster uprising, these stationary cannons can fire their rays every turn. However, such a powerful output requires that a functioning nuclear power plant be within 6 inches of the cannons. They cannot be deployed on maps without nuclear plants, and if the plant providing them their power is destroyed, they are unable to fire at all.
Scorpion13mk2
June 6th, 2012, 03:25 PM
Heres a big one....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/biollante.jpg
Biollante
Strength: 10
Reflexes: 1
Health: 10
Mind: 3
Life: 50
Evade: 11
Toughness: 10
Daze: 13
Move: 3'
Special Abilities
Acidic Sap: Blast 5d6
Jawed Vines: Blast 3d6
Genetically Engineered Monster: Regeneration 3
Vine Grab: Entangle 3d6
Biollante was created when Dr. Shirigami spliced Godzilla's cells with those of a rose and his late daughter, Erika. The result was a monster of incredible power, larger than Godzilla himself. Biollante is terrifying in battle, using every one of its weapons in a relentless onslaught.
Because of Biollante's incredible size and it's extensive root system, Biollante cannot be tripped, thrown, piledriven or knocked down.
Scorpion13mk2
June 7th, 2012, 02:21 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/gorosaurus_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/gorosaurus_02.jpg
Gorosaurus
Strength: 6
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 6
Daze: 12
Move: 5'
Special Abilities
Digging Monster: Tunneling 3'
Gorosaurus is a large theropod, possessing large muscular jaws and powerful hind legs which it uses to knock its opponents prone.
Gorosaurus' kick is so powerful that whenever it attempts to make a shove or trip attack it has a +2 bonus to its roll.
Scorpion13mk2
June 7th, 2012, 08:49 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/kamacuras_sho_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/kamacuras_sho_02.jpg
Kamakiras
Strength: 4
Reflexes: 3
Health: 4
Mind: 1
Life: 20
Evade: 13
Toughness: 4
Daze: 11
Move: 4'
Special Abilities
Flying Predator: Flying 6'
Kamakiras is a sort of gigantic mantis, a constantly hungry predator. Although against most giant monsters they dont really measure up, but they rarely attack healthy prey in less than a group of three.
Scorpion13mk2
June 8th, 2012, 09:43 AM
Now for a bit of a change up from the normal assortment.....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Yonggary-Version1.jpg
Yonggary
Strength: 6
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 6
Daze: 12
Move: 4'
Special Abilities
Fire Breath: Blast 4d6
Laser Beam: Blast 3d6
Subterranean Monster: Tunneling 6'
Yonggary is a large dinosaur-like monster that was released from his hibernation by earthquakes brought on by atomic testing. Although he is relentlessly destructive, Yonggary has a weakness to chemical attacks. Whenever he is hit with a Venom attack, he takes double damage.
Scorpion13mk2
June 8th, 2012, 10:08 AM
And another...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/403667_10150496242628166_503923165_8828618_2120314 929_n.jpg
Gamera
Strength: 6
Reflexes: 3
Health: 8
Mind: 4
Life: 40
Evade: 13
Toughness: 10 (7 + 3 Toughness)
Daze: 14
Move: 5'
Special Abilities
Fire Breathing Turtle: Blast 4d6
Pyrovore: Immune To Fire
Flying Turtle: Flying 9'
Sea Monster: Immune to Drowning
Swimming 6'
Heavy Shell Armor: + 3 Toughness
Gamera, an enormous turtle monster released from hibernation in the Arctic when a plane carrying a hydrogen bomb crashed, is a powerful foe. The monster mainly survives by feeding off of flames, and shows a marked fondness for children; any child Idol who is in danger on the map will draw the attention of Gamera who will move to protect them at any cost.
Scorpion13mk2
June 8th, 2012, 10:54 AM
I hope I dont break any tables with this picture....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/GameraVsBurgaron288.jpg
Barugon
Strength: 6
Reflexes: 2
Health: 7
Mind: 3
Life: 35
Evade: 12
Toughness: 7
Daze: 12
Move: 5'
Special Abilites
Rainbow Ray: Bombardment 5d6
Freezing Breath: Entangle 3d6
Projectile Tongue: + 1d6 Melee
Danger Sense: 360 Degree Sense
A gigantic lizard monster hatched from a large gem that was stolen from a cave in New Guinea, Barugon's powers make him very dangerous, though he has a marked weakness against water. Whenever Barugon is submerged in water, he takes 4d6 damage a round after his breath runs out instead of the standard 2d6.
Scorpion13mk2
June 8th, 2012, 11:24 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/gaos67.jpg
Gaos
Strength: 6
Reflexes: 4
Health: 6
Mind: 3
Life: 30
Evade: 14
Toughness: 6
Daze: 13
Move: 5'
Special Abilities
Sonic Laser: Blast 5d6
Flying Monster: Flying 12'
Fire Suppressing Fog: Extinguish
The predatory Gaos is an enormous vampire bat-like monster. Able to fly with terrific speed and possessing a deadly sonic laser beam, Gaos preys on human flesh. Never the less, Gaos has a few significant weaknesses. For one, he cannot turn his head, and thus any monster who manages to surprise him gets a + 4 bonus to their attack roll instead of the normal 2. Also, the monster hates open flame and if he is within 6' of a fire, he must move to extinguish it with the fog he produces. Finally, Gaos is a totally nocturnal monster; he is significantly hampered by sunlight. Thus, he cannot take a Recovery action if he is fighting on a map that is considered to be in daylight.
Scorpion13mk2
June 9th, 2012, 08:07 PM
Here are some Ultraman monsters...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/bemular1il.jpg
Bemlar
Strength: 6
Reflexes: 2
Health: 6
Mind: 2
Life: 30
Evade: 12
Toughness: 6
Daze: 12
Move: 4'
Special Abilities
Heat Ray: Blast 4d6
Bemlar is the dangerous monster Ultraman was chasing when he crashed into Hayata.
Scorpion13mk2
June 9th, 2012, 08:27 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Baltan20New.jpg
Baltan
Strength: 6
Reflexes: 4
Health: 6
Mind: 6
Life: 30
Evade: 14
Toughness: 6
Daze: 16
Move: 5'
Special Abilities
Ray Blasters: Blast 4d6
Illusion Powers: Camouflage
Paralyze Ray: Entangle 3d6
Gravity Manipulation: Flying 9'
Baltan (which is the name of the entire race of aliens) is one of the most dangerous foes of Ultraman, one which he has faced numerous times. The Baltan are devious would-be conquerors, scheming constantly to take over the earth. They would have taken it over already, if not for the fact that their natural size (which would be on the microscopic scale) prevents them from making more than one of their members a size large enough to put their plans into action.
Scorpion13mk2
June 9th, 2012, 08:41 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/003neronga.jpg
Neronga
Strength: 6
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 6
Daze: 12
Move: 4'
Special Abilities
Electricity Ray: Blast 3d6
Invisibility Field: Camouflage
Electro-vore: Immunity To Electricity
Neronga is an ancient monster released from his slumber by construction on a hydro-electric dam. The beast lives off of electrical current, and his ingestion of such is what grants him his powers.
Scorpion13mk2
June 11th, 2012, 08:15 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/ragon1dm.jpg
Ragon
Strength: 6
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 6
Daze: 12
Move: 5'
Special Abilities
Hydrogen Breath: Blast 4d6
Sea Creature: Immune to Drowning
Swimming: 6'
Ragon is a living fossil, a throwback to a prehistoric era that has somehow managed to survive to our time. Unfortunately, his presence in waters contaminated by nuclear fallout has cause him to lose his mind and grow to incredible size. Now he is constantly fighting, he attacks nearly everything that catches his eye with total abandon.
Scorpion13mk2
June 11th, 2012, 09:34 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/greenmons.jpg
Green-Monsu
Strength: 4
Reflexes: 2
Heatlh: 6
Mind: 1
Life: 30
Evade: 12
Toughness: 5
Daze: 11
Move: 5'
Special Abilities
Spore Spray: Blast 4d6
Radioactive Plant: Regeneration 4
Poisonous Plant: Venom
Unnatural Elasticity: Slippery
Green Monsu is a deadly, ambulatory plant grown to unbelievable size by radioactive fallout. The plant-monster seeks to spread it's seeds wherever it can.
Scorpion13mk2
June 11th, 2012, 10:35 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/guezra2.jpg
Gesura
Strength: 6
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 6
Daze: 12
Move: 4'
Special Abilities
Poisonous Quills: Defensive Adaptation 1d6
Sea Lizard: Immune to Drowning
Swimming 6'
Gesura is an enormous lizard monster, crawling out of the sea in order to consume cacao beans, causing massive amounts of destruction in its wake.
Scorpion13mk2
June 12th, 2012, 08:17 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/577px-Antlar.png
Antlar
Strength: 6
Reflexes: 3
Health: 7
Mind: 2
Life: 35
Evade: 13
Toughness: 9 ( 7 + 2 Toughness)
Daze: 12
Move: 5'
Special Abilities
Reinforced Exoskeleton: Toughness +2
Crushing Jaws: +1d6 Melee
Magnetic Beam: Entangle 3d6
Antlar is a powerful and ancient monster, one that has besieged the city of Baraji for thousands of years. Antlar's powerful exoskeleton and magnetic powers make him a very dangerous foe, but not an invincible one. A large gem, known as The Blue Stone Of Baraji can destroy Antlar easily. If Antlar is touched by the stone then it acts like an attack. Antlar is dealt 6d6 damage and loses his Toughness score against that damage and for 5 turns afterwards.
Scorpion13mk2
June 12th, 2012, 09:25 AM
And now, a set of 3 monsters...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/334px-Led.jpg
Red King
Strength: 8
Reflexes: 2
Health: 8
Mind: 2
Life: 40
Evade: 12
Toughness: 10 (8+2 Toughness)
Daze: 12
Move: 5'
Special Abilities
Hardened Armor Plates: Toughness +2
Violent and aggressive, Red King is a giant dinosaurian monster who likes nothing better than fighting and killing any foe that challenges him with his prodigious strength. Red king lives in the Lawless Monster Zone, wandering about the island, attacking whichever monster happens to cross his path.
---------------------------------
http://i160.photobucket.com/albums/t166/Scorpion13mk2/chandora.jpg
Chandora
Strength: 6
Reflexes: 2
Health: 6
Mind: 2
Life: 30
Evade: 12
Toughness: 6
Daze: 12
Move: 4'
Special Abilites
Wind Blast: Blast 2d6 and also acts as a Shove attempt
Chandora is a prehistoric beast residing on a monster filled island, able to create hurricane force winds with it's wings.
-----------------------------------------------
http://i160.photobucket.com/albums/t166/Scorpion13mk2/magura.jpg
Magura
Strength: 4
Reflexes: 2
Health: 4
Mind: 2
Life: 20
Evade: 12
Toughness: 4
Daze: 12
Move: 4'
Special Abilities
Subterranean Dinosaur: Tunneling 6'
Magura is a large dinosaur, one of many on a monster filled island in the south pacific. Equipped with powerful digging claws, Magura is able to tunnel through solid bedrock and surprise his enemies.
Scorpion13mk2
June 12th, 2012, 11:32 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/gabora.jpg
Gabora
Strength: 6
Reflexes: 2
Health: 6
Mind: 2
Life: 30
Evade: 12
Toughness: 9 (6 + 3 Toughness)
Daze: 12
Move: 4'
Special Abilities
Uranium Beam: Blast 4d6
Armored Shell: +3 Toughness
Radio-vorous: Immune To Radiation
Tunneling 3'
A gigantic monster who consumed radioactive materials, Gabora is equipped with an armored shell and a dangerous uranium heat beam.
Scorpion13mk2
June 12th, 2012, 11:44 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Jirass.png
Jirass
Strength: 6
Reflexes: 3
Health: 6
Mind: 3
Life: 30
Evade: 13
Toughness: 6
Daze: 13
Move: 5'
Special Abilities
Electricity Ray: 4d6
Lake Monster: Immune To Drowning
Swimming 6'
Jirass is a lake monster, grown to incredible size by a mad scientist trying to create his own version of the Loch Ness Monster.
Scorpion13mk2
June 12th, 2012, 12:24 PM
Im consciously skipping Gyango in these write-ups; so dont think Ive forgotten him. Call me a poseur, but I just dont care for the "comedy" episodes of the show that much, so dont expect me to write up Gabadon, either.
And now....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/dodongo.jpg
Dodongo
Strength: 6
Reflexes: 2
Health: 5
Mind: 3
Life: 25
Evade: 12
Toughness: 6
Daze: 13
Move: 4'
Special Abilities
Eye Beams: Blast 3d6
Dodongo is an ancient monster, entombed in rock for thousands of years and awoken when a archeological expedition discovered the strange mummy that was somehow connected to Dodongo. When the mummy was accidentally revived and was later destroyed after having killed several people, Dodongo awakened and began to rampage.
---------------------------------
And for the sake of completeness....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/mummy-being.jpg
Mummy Monster
Attributes
Attack 3
Evade 12
Toughness 10
Morale N/A
Move 4'
Powers
Firepower 1d6
Close Assault 2d6
Personnel
The Mummy Monster was found by the archeological team exploring a mysterious cave uncovered by miners. After being revived, the monster went on a rampage, killing nearly everyone it came across. The mummy is fearless; even when up against several opponents it does not retreat, it charges into battle.
Scorpion13mk2
June 12th, 2012, 01:29 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Pestar-1.png
Pestar
Strength: 4
Reflexes: 2
Health: 4
Mind: 2
Life: 20
Evade: 12
Toughness: 4
Daze: 12
Move: 3'
Special Abilities
Fire Breath: Blast 3d6
Oil Eating Monster: Immune to Fire
Sea Creature: Immune to Drowning
Swimming 6'
Pestar is a profoundly bizarre sea monster, one who consumes petroleum for sustenance. The creature isnt bothered by fire, and when on land seems to constantly attempt to start conflagrations with it's breath. Consequently, every time it uses its Blast attack, it is considered an attempt to start a fire.
Scorpion13mk2
June 13th, 2012, 09:52 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Gamakujira.jpg
Gamakujira
Strength: 6
Reflexes: 2
Health: 10
Mind: 1
Life: 50
Evade: 12
Toughness: 8
Daze: 11
Move: 5
Special Abilities
Water Spout: Blast 4d6
Water Beast: Immune To Drowning
Swimming 6'
Gamakujira is an enormous sea monster who consumes pearls. leading him into direct conflict with humanity. The monster does not hesitate to destroy whatever is in it's way to get to the pearls it craves, but while eating little can distract it; its gigantic body can take incredible amounts of damage before the monster's attention can be drawn.
Scorpion13mk2
June 13th, 2012, 10:17 AM
Baltan Squadron
Attributes
Attack 5
Evade 15
Toughness 6
Morale 5
Move 3'
Powers
Firepower 2d6
Close Assault 3d6
Flying 9'
Personnel
A second attempt to invade the earth by the alien Baltans resulted in the arrival of several squads of human-sized Baltans. The aliens attack from flight, raining down their deadly rays upon their foes.
-----------------------------------------------
And also..... a new Wonder Weapon!
Mars 133 Gun (12)
A special weapon made to destroy Baltan aliens, the Mars 133 gun works on the same principal as Ultraman's Specium ray. Any Scientist unit, or one with the Invention ability can use this with a range of 9' as a Blast attack. The gun deals 2d6 damage while simultaneously halving the Toughness score of any Baltan unit.
Scorpion13mk2
June 13th, 2012, 10:27 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Bulton.jpg
Bullton
Strength: 0
Reflexes: 1
Health: 6
Mind: 5
Life: 30
Evade: 11
Toughness: 6
Daze: 15
Move: 3'
Special Abilities
Cosmic Blast: Blast 4d6
Space Warp: Teleportation 9'
Chrono-Distortion: Entangle 3d6
Bend Light: Camouflage
Dimensional Manipulation: Incorporeal
Multi-Dimensional Awareness: 360 Degree Sense
Molecular Control: Electromagnetic Pulse
7th Dimensional Brain: Psychic Shield 8
Bullton is an utterly alien creature with the unbelievable ability to manipulate time and space. Although it's physical form is more or less unable to combat it's enemies, its incredible powers make it more than a match for nearly any foe.
Scorpion13mk2
June 13th, 2012, 08:41 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/292px-Zarab.jpg
Zarab
Strength: 6
Reflexes: 3
Health: 6
Mind: 5
Life: 30
Evade: 13
Toughness: 6
Daze: 15
Move: 5'
Special Abilities
Power Bolts: Blast 3d6
Psionic Whelm: Psychic Blast 2d6
Flying 9'
Zarab is an alien being who uses various forms of deception to achieve it's goals, namely the conquest of planet Earth. Among the schemes that he uses are creating disasters and then claiming credit for solving the problems and framing true defenders of mankind as dangerous threats. He accomplishes this by using his powers to disguise himself as said defenders. In game terms, Zarab can disguise himself as whichever monster he wishes, but once he takes 10 or more points of damage, he changes to his true form for the rest of the game.
Scorpion13mk2
June 13th, 2012, 09:21 PM
Heres a two-fer for everybody....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/579px-Banila_Aboras.png
Banila & Aboras
-----------------------------------------------
Banila
Strength: 6
Reflexes: 2
Health: 7
Mind: 2
Life: 35
Evade: 12
Toughness: 7
Daze: 12
Move: 4'
Special Abilities
Flame Breath: Blast 4d6
Banila is an ancient monster, red in color, who was bound by an ancient civilization into a capsule to prevent his constant battles with Aboras from destroying their cities. Banila, when released, will destroy everything in sight unless Aboras is also free. In that case, he will rampage across the countryside in a straight line to Aboras. For this purpose, Banila always knows where Aboras is, no matter where the other monster happens to be.
-------------------
Aboras
Strength: 6
Reflexes: 2
Health: 7
Mind: 2
Life: 35
Evade: 12
Toughness: 9 (7+2 Toughness)
Daze: 12
Move: 4'
Special Abilities
Acidic Foam: Blast 4d6
Armored Exoskeleton: Toughness +2
Aboras is the other monster that was imprisoned by the ancient race, eons before our own civilization. It behaves more or less like Banila; it is a violent, bloodthirsty creature that apparently lives only to fight and kill its foe. If Banila hasnt been freed, he will simply rampage mindlessly. If Banila is free, Aboras will automatically know his location and will move immediately to the other monster and engage it.
The hatred Banila and Aboras harbor for each other is immense, thus they cannot be distracted from fighting each other in any way. Idols do not attract them, nor can Mind Control be used to order them to stop fighting.
Scorpion13mk2
June 14th, 2012, 01:09 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/391px-Hydra.png
Hydra
Strength: 6
Reflexes: 4
Health: 6
Mind: 3
Life: 30
Evade: 14
Toughness: 8 (6+2 Toughness)
Daze: 13
Move: 5'
Special Abilities
Fire Breath: Blast 4d6
Thick Hide: + 2 Toughness
Flying Beast: Flying 12'
Hydra is a prehistoric beast awakened from it's slumber by the ghost of a young boy killed in a hit and run accident. Now the monster prey's on vehicles in it's quest for vengeance. Hydra is a very aggressive monster; when a foe appears in front of it, it charges and attacks without hesitation.
Scorpion13mk2
June 14th, 2012, 01:24 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Kemular.jpg
Kemular
Strength: 6
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 9 (6+3 Toughness)
Daze: 12
Move: 4'
Special Abilities
Poisonous Smoke: Blast; deals no damage but a hit acts like a Venom attack
Power Rays: Blast 4d6
Poisonous Creature: Immune to Venom
Armored Shell: Toughness + 3
Kemular is a monster who was awakened from a dormant volcano in Japan. The monster constantly breathes highly poisonous fumes, sickening and killing animals in it's vicinity. The monster comes equipped with armored plates on it's back, giving it a great deal of protection and also protecting it's one vulnerable spot; the secondary brain on it's back. Any attack roll against Kemular that exceeds the monster's Evade score by 5 or more points (in this case a roll of 18) bypasses his defenses and the damage rolled from that attack does not have the monster's Toughness score subtracted.
Scorpion13mk2
June 14th, 2012, 02:16 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/572px-Telesdon.png
Telesdon
Strength: 6
Reflexes: 2
Health: 6
Mind: 2
Life: 30
Evade: 12
Toughness: 6
Daze: 12
Move: 4'
Special Abilities
Fire Breath: Blast 4d6
Underground Dinosaur: Tunneling 6'
A dinosaur monster summoned by a subterranean race in a bid to conquer the surface world, Telesdon is able to dig through thousands of tons of dirt and solid rock to get to the world above.
Scorpion13mk2
June 14th, 2012, 02:52 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Jamila.jpg
Jamila
Strength: 6
Reflexes: 4
Health: 6
Mind: 4
Life: 30
Evade: 14
Toughness: 6
Daze: 14
Move: 5'
Special Abilities
Flame Breath: Blast 4d6
Alien Physiology: Immune To Fire
Jamila is a monster that was once a human; an astronaut whose ship crashed on an alien planet. The strange environment changed Jamila, transforming him into a monster. Blaming all of humanity for his misfortune, he rebuilt his ship and returned to Earth to destroy humanity. The time spent on the alien world changed Jamila's molecular structure so much that now water acts as a powerful acid to the monster. Any unit or monster with the Extinguish power that uses water to put out fires can be used to deal damage to Jamila. Each use of the Extinguish power deals 2d6 damage to the alien mutant; this damage totally bypasses Jamila's Toughness score.
Scorpion13mk2
June 16th, 2012, 09:23 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/Gubira.png
Gubira
Strength: 6
Reflexes: 2
Health: 6
Mind: 2
Life: 30
Evade: 12
Toughness: 6
Daze: 12
Move: 4'
Special Abilities
Nasal Drill: +1d6 Melee
Sea Beast: Immune To Drowning
Swimming 9'
Tunneling 3'
Gubira is an aquatic beast awakened by the construction of a sophisticated underwater base. The sea monster is an excellent swimmer, and it's drill-like horn can drill through solid rock with ease.
Scorpion13mk2
June 16th, 2012, 05:33 PM
And another twofer....
http://i160.photobucket.com/albums/t166/Scorpion13mk2/327px-Gigass.png
Gigas
Strength: 6
Reflexes: 2
Health: 7
Mind: 2
Life: 35
Evade: 12
Toughness: 6
Daze: 12
Move: 4'
Special Abilities
~
Gigas is a large ape-like creature, living in the Japanese alps and doing battle with whatever other monsters it comes across.
Scorpion13mk2
June 17th, 2012, 08:17 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/dorako.jpg
Dorako
Strength: 4
Reflexes: 3
Health: 6
Mind: 2
Life: 30
Evade: 13
Toughness: 5
Daze: 12
Move: 5'
Special Abilities
Hook Hands: +1d6 Melee
Flying 9'
Dorako is a strange monster that was trailing along side the comet Tsuiphon in outer space. When the comet passed close to Earth, Dorako left the comet's trail and came to earth. An extraterrestrial creature, Dorako possesses metallic hooks for hands, insectile wings and a great deal of aggression.
Scorpion13mk2
June 18th, 2012, 10:54 AM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/374px-Gomora.jpg
Gomora
Strength: 8
Reflexes: 3
Health: 8
Mind: 2
Life: 40
Evade: 13
Toughness: 8
Daze: 12
Move: 5'
Special Abilities
Incredible Stamina: Hardy
Fast Healing: Regeneration 2
Gomora is a dinosaur discovered by a scientific expedition, subdued by tranquilizer bombs, and transported to Tokyo. However, Gomora's incredible constitution allowed him to wake up early, escape from his bonds and go on a rampage. Gomora is unbelievably aggressive, and will only withdraw from combat when severely wounded. Gomora will attack quickly and relentlessly, using his tail to great effect. He is one of a very few monsters able to actually defeat Ultraman in combat.
Scorpion13mk2
June 18th, 2012, 11:11 AM
Now, to take a break from Ultraman monsters, heres some units for Army players...
http://i160.photobucket.com/albums/t166/Scorpion13mk2/moonlight_sy-3_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/moonlight_sy-3_02.jpg
Moonlight SY-3
Attributes
Attack 5
Evade 15
Toughness 10
Life Points 8
Morale N/A
Move 6'
Powers
Firepower 4d6
Flying 15'
Spaceflight
Transport
A super-advanced rocket ship built to be able to operate in nearly any environment, the SY-3 is used to transport scientists and expert to and from the UN moonbase. If needed, the SY-3 can be armed with a variety of weapons. The rocketship also comes equipped with a exploration car, which it can deploy on the lunar surface.
-----------------------------------------
http://i160.photobucket.com/albums/t166/Scorpion13mk2/ground_car31_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/ground_car31_02.jpg
Exploration Car
Attributes
Attack 4
Evade 12
Toughness 10
Morale N/A
Move 6'
Powers
Firepower 3d6
Transport
A small vehicle transported by the SY-3, this car is able to navigate the rough landscape of the moon's surface. It also comes equipped with 4 small maser cannons, enabling it to defend itself against aggressors.
Scorpion13mk2
June 19th, 2012, 02:34 PM
http://i160.photobucket.com/albums/t166/Scorpion13mk2/hybrid_tank_01.jpghttp://i160.photobucket.com/albums/t166/Scorpion13mk2/hybrid_tank_02.jpg
Hybrid Tank (9)
Attributes
Attack 5
Evade 13
Toughness 15
Morale 4
Move 6'
Powers
Firepower 4d6
A fighting vehicle made in the far flung future of 1999, the hybrid tank is equipped with an assortment of anti-personnel weaponry in addition to it's large cannons and missile racks.
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SAR-1 Radar Car (7)
Attributes
Evade 12
Toughness 2
Morale 3
Move 5'
Powers
Targeting
The SAR-1 is a radar car, equipped with highly advanced technology allowing it to pinpoint targets that, under normal conditions, would be effectively invisible. If a SAR-1 is on the map it is able to target enemies with incredible accuracy, and as a result, all to-hit rolls made for Bombardment attacks gain a bonus of +1. The SAR-1 can also detect monsters or units with the Camouflage power activated provided that SAR-1 is within 9' of the hidden unit. Units or monsters can be hit with ranged attacks if detected, but only as long as the SAR-1 is within it's range.
Scorpion13mk2
June 19th, 2012, 05:50 PM
Here are a few new wonder weapons....
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Flare Bombs (10)
Flare Bombs are devices designed to produce bright, distracting lights in the hopes that these lights would be able to draw advancing monsters away from cities and avoid a battle altogether. Once completed, the bombs can be used at any place on the map the Army player wishes. The bombs act like Idols, and all monsters within 15' of the spot where the flares went off must roll 3d6+Mind. If the roll is under 15, the monster must immediately move towards where the flares went off, as they are drawn towards the bright lights. The flares last for 1d6+3 rounds, and a monster that failed it's save must move to and stand enthralled by the sight for the duration of the flares. If the dazed monster is attacked by any other unit or player, or even dealt damaged by natural phenomena, the spell is broken and it may begin it's turn immediately. Whats more, if a unit or monster is destroyed within 15' of the dazed monster, it is free to act immediately.
This weapon can be used to win a scenario. If the monster is entralled within 15' of the edge of the play-map, there is a chance it will simply leave and leave humanity alone totally. However, there is 50/50 chance that SOMETHING will happen to draw the monster's attention back to the play area, a huge fire will start, a plane will crash, a oil refinery will explode... In any event, a monster that has saved against a flare bomb or has been snapped out of it by damage or some other distraction can not be distracted by a flare again for the rest of the game.
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Sedatives (12)
A sedative is a gas or injection or even a "sleep ray" that can be used on monsters to put them in an artificial slumber. Once invented, the Scientist unit can use it as a ranged attack. If this attack hits, then the monster is considered to have been dealt 5d6 damage only for the purpose of determining whether or not the damage rolled exceeds their Daze score. If it does, the monster is Dazed as usual, but doesnt actually take any damage to it's hit points. In this way, a Scientist can potentially cause the monster to sleep for an extended period and remove it from where it can cause harm. If the Scientist unit is able to cause the monster to sleep for 3 consecutive turns then the monster is considered to have been tranquilized and loses the game. However, if the sleeping monster is attacked or dealt damage from any source, it awakens immediately and cannot have the Sedative device used on it for the rest of the game, as now it is more determined than ever to stay awake.
And now for the big one......
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Oxygen Destroyer (30)
Considered by many scientists to be one of the most, if not the most, destructive and dangerous wonder weapons ever devised, the Oxygen Destroyer is capable of utterly annihilating whatever happens to be within it's radius. The Oxygen Destroyer can only be used by a Scientist unit and affects everything in a radius of 6' around the Scientist. The device deals 8d6 worth of damage to every organic creature in this area (so its useless on monsters that are robots or golems or things like that) that does not have the monster's toughness score subtracted from it. Any units in this area that are Personnel are destroyed immediately, regardless of their own toughness scores. If this weapon is used on land, it also effects monsters that are flying up to Low Altitude. If used in the water, the damage is increased to 9d6. In any case, the Scientist unit using the Oxygen Destroyer is automatically destroyed when it is activated.
Scorpion13mk2
June 24th, 2012, 06:00 PM
Heres one for everyone who is a fan of Ultraman: Towards the Future! Man, that show is just awful. I mean...damn.
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Ultraman Great
Strength: 6
Reflexes: 4
Health: 6
Mind: 5
Life: 30
Evade: 14
Toughness: 6
Daze: 15
Move: 5'
Special Abilities
Plasma Bolts: Blast 5d6
Flying 12'
Allied: Humanity
Ultraman Great was called to Earth to defend the planet from the evil alien being known as Gudis. When two astronauts were in danger on Mars from the monster Gudis, Ultraman joined with Jack Shindo to save his life after his friend was killed by the monster.
Scorpion13mk2
June 25th, 2012, 08:31 AM
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Markalite Cannon (10)
Attack 5
Evade 12
Toughness 10
Morale 4
Move 3'
Powers
Blast 4d6
Markalite Cannons are enormous ray projectors built to counter powerful beam weapons. While the cannons themselves come equipped with beam weapons, their main use is their ability to absorb and reflect rays back at their source. When the Markalite is hit with up to 25 points of damage from a ray (physical weapons like shells, missles or acid cant be reflected, they simply damage the Markalite), it can fire the energy back at whichever target is in range the next turn, doing the exact amount of damage it absorbed. IE, if the Markalite absorbs 12 points of damage from a beam weapon that does 4d6 damage, the Markalite doesnt roll 4d6 damage when it reflects the attack, it does 12 damage on a successful attack roll. However, the Markalite can only absorb 25 points of damage; if it is dealt more damage, the reflector dish malfunctions and it is dealt the damage as normal.
Scorpion13mk2
June 27th, 2012, 11:23 AM
Heres a BIG project of mine, one Im actually very proud of. See what you think of it.
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Radioactive Probe (15)
Fired from space by would be alien conquerors, the Radioactive Probe is a different kind of weapon; one that does no damage directly, but is still devastating in it's effect. The Probe emits waves of strange radiation, causing the development of horrible mutations and strange monsters. These creatures can then be controlled by the aliens, and used to aid in their conquest of the Earth.
When the Radioactive Probe is bought, the Alien player rolls 2d6; whichever number is rolled results in the Probe creating the monster with the corresponding number. Monsters created by the Probe cant hold a candle to Giant Monsters in terms of sheer destructive power or incredible durability but they do have another characteristic that allows them to stay dangerous; the ability to multiply. Every 3 rounds after the first round they were deployed, another Probe unit is generated within 6' of a RP unit already on the play map. Every monster on the list can multiply as long as at least one Radioactive Probe unit of it's type remains on the play-map.
Alien players can control the monsters created by a Radioactive Probe by having a Alien unit on the map with the Mind Control power. The Alien players do not need to use the Mind Control power; merely having a unit on the map with the power is enough for the Alien player to control all Radioactive Probe units on the map. If, however, all the Alien player's units with the power of Mind Control are destroyed, the Radioactive Probe units are uncontrolled; even if the Alien player can put another unit with Mind Control on the map using reinforcement points they cannot regain control of the Radioactive Probe units.
Uncontrolled Radioative Probe units behave simply; they move to the closest Civilian, Army or even Alien unit and attack it. Only Monsters are exempt; Probe units arent stupid enough to try to fight creatures as gigantic as Kaiju, though they will defend themselves if attacked by giant monsters.
Another characteristic of Radioactive Probe units is their ability to "swarm" over units they are fighting. For every RP unit after the first that is attacking another unit in a turn, the RP units gain the ability to bypass 2 points of Toughness. For example, a unit of Zombies is fighting an Armored Personnel Carrier. The single unit of zombies would be unable to damage or destroy the vehicle, as the vehicle has 8 points of Toughness and the Zombies can only deal a maximum of 6 points of damage. However, if a second unit of zombies joins in the attack, then both Zombie units deal damage as though the APC's Toughness score is 6 instead of 8. If 3 Zombie units were attacking at the same time, the APC's toughness score would be considered to be 4, and so on. Other units outside of Radioactive Probe units do not gain this bonus so if a Attack Saucer was attacking the same APC the Zombies were, it would still be treated as if the APC's Toughness was 8. Only one attack is made when the Alien player decides to use the Swarm attack. To clarify, if the two Zombie units are attacking the APC and the Alien player decides to Swarm it, only one attack is made with against the lowered Toughness score. Uncontrolled RP units do not Swarm.
Once the corresponding unit has been rolled, the Alien player has 4 units of the monster to place on the map and may place them wherever the player wishes, as long as they are within 6' of an Alien unit.
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2. Flesh Eating Zombies
Attibutes: Attack 3, Evade 8, Toughness 10, Morale N/A, Move 3'
Powers: Close Assault 1d6, Personnel
"The radiation from the probe has caused the bodies of the recently dead to reanimate into hideous ghouls that constantly hunger for the flesh of the living."
Flesh Eating Zombies are mindless automatons; they are motivated only by their hunger. Thus, they dont roll Morale checks. As a fighting unit, Zombies are nearly useless against fighting vehicles but extremely effective against Personnel units. Since they are ambulatory corpses, Zombies can travel through water and not drown, nor are they affected by radiation from nuclear meltdowns. The one and only thing Zombies fear is fire; they will not go closer than 3' to fires. If a fire is started near a zombie, they will forgoe any attacks against other units and move to 3' away immediately.
Human units destroyed by Zombies become Zombie units the next turn.
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3. Giant Ants
Attributes: Attack 4, Evade 10, Toughness 7, Morale 5, Move 5'
Powers: Close Assault 1d6, Personnel, Tunneling 3'
"The probe's radiation has caused common ants nearby to grow into giants the size of cars. The insects then set out to build a colony and destroy any human being they come into contact with"
Giant Ants are dangerous opponents, able to tunnel under the earth and emerge to destroy their foes.
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4. Giant Gila Monster
Attributes: Attack 4, Evade 10, Toughness 8, Life Points 8, Morale 5, Move 5'
Powers: Close Assault 2d6
"The radiation has mutated a common lizard into a gigantic monster that is constantly hungry and agressive."
Giant Gila Monsters are different from other Radioactive Probe units in that they have more in common with true Kaiju than the relatively man-sized Zombies or Giant Rats. Rather than the regular 4 units gained with other RP units, the Alien player only gets one Giant Gila monster when rolled after the use of a Radioactive Probe. Also, Giant Gila Monsters do not gain the ability to "swarm" enemy units, but they do multiply like other units.
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5. The Blob
Attributes: Attack 3, Evade 1, Toughness 5, Life Points 10, Morale N/A, Move 3'
Powers: Close Assault 1d6
"The probe has brought a small organism with it from space, an amorphous blob that exists only to consume and grow."
The Blob is a living mass of slime, one that consumes everything in it's path. The Blob's main ability is that it's able to ignore most forms of damage. Damage that is done with things like bullets, shells, missles, acid, etc, doesnt injure the Blob. Only attacks that are ray weapons like lasers or freeze rays can injure or destroy it. In addition to this, the Blob can utilize the swarm manuever by itself by virtue of it's acidic nature. Every round after the first, the Blob can make another attack as though the Toughness of it's target were 2 points lower than before. In addition, Blobs are immune to drowning, radiation and poison attacks. Blobs multiply like other units.
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6. Psychics
Attributes: Attack 4, Evade 14, Toughness 3, Morale 5, Move 3'
Powers: Firepower 2d6, Mind Control
"The probe's radioactivity has influenced normal earthlings, causing their brains to mutate into an alien hive mind which grants them powerful psychokinetic abilities and the urge to destroy all non-mutated human beings."
Psychics are regular human beings that have been changed into murderous mutants by the probe's radioactive signals. These powers manifest in two main ways. One, their powers allow them to tekekinetically attack their foes, throwings heavy objects through the air and causing the heads of their enemies to explode. Two, they are able to control the minds of human units. This works the same way as the normal Mind Control powers an Alien player uses to try to control a giant monster, but only on Human units. For this purpose, assume that the Morale score of those units are the mind points those targets use to resist the mind control attempt. A score of N/A counts as a score of 6 mind points. Only one Human unit can be mind controlled, despite how many Psychics are currently in play.
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7. Giant Rats
Attributes: Attack 3, Evade 14, Toughness 5, Morale 4, Move 5'
Powers: Close Assault 1d6, Clinging, Swimming 3'
"The probe causes normal vermin to grow to the size of large dogs, with appetites to match"
Giant rats are voracious hunters, always hungry and willing to attack and eat nearly anything. When first placed on the map, 6 units of rats are available instead of the normal 4; they are incredibly prolific.
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8. Green Slime
Attributes: Attack 4, Evade 13, Toughness 5, Morale N/A, Move 3'
Powers: Close Assault 1d6
"The probe brings with it from space an interstellar plague; a strange green slime that lives off of energy and can grow into hideous monsters."
Green Slime is a substance from deep space that, when in proximity of energy sources, generates bizarre monsters that live to consume and multiply. Green Slime creatures are utterly immune to ray weapons like heat rays, electricity, radiation beams, etc. In addition to this, when Green Slime creatures are within power sources, another unit is generated every round. IE, if a unit of Green Slime creatures are within 3' of a nuclear power plant, they will generate another unit of monsters every other round. Other things that could be considered power sources are Laser Cannons, Science Labs, Space Shuttles with experimental drive systems, Alien units that are within reach of the monsters, Flying Tanks or even giant monsters if their powers are more energy based. While they can use the Swarm manuever as normale, they can also feed off of power sources. The act of feeding off of energy sources behaves the same way as a Swarm attack, simulating how their feeding drains and destroys the source itself. Only giant monsters are immune to this. Furthermore,uncontrolled Green Slime monsters only move to the nearest living thing to attack it only if there are no energy sources on the map. If there are energy sources still on the map, they instead move there to feed on it.
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9. Killer Plants
Attributes: Attack 3, Evade 10, Toughness 8, Morale N/A, Move 3'
Powers: Close Assault 1d6, Clinging
"The radiation from the probe has caused nearby vines and creepers to mutate into ambulatory killers that use their thorns to drink the blood of human beings."
These plants have been changed into killers, and they seek to continually grow and dominate the landscape. They are able to crawl up the sides of buildings and like The Blob, they can initiate a Swarm attack by themselves against opponents, being able to bypass 2 points of Toughness from their opponents score beginning on the second turn of consecutive combat with a single opponent. These plants are able to multiply faster than other units, another unit of Killer Plants being created every 2 rounds instead of 3. However, the plant monster are especially vulnerable to fire. They will seek to avoid fire at all costs and will forgoe any other actions in a turn if they happen to be within 3' of a fire to move to 3' or more away. Also, they take double damage from fire or attacks that have the ability to start a fire.
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10. C.H.U.D.s
Attributes: Attack 4, Evade 12, Toughness 10, Morale 5, Move 4'
Powers: Close Assault 1d6, Tunneling 3'
"The radiation from the probe has changed regular people into hideous mutants, highly radioactive and bloodthirsty."
CHUDS are horrible mutants, dwelling underground and emerging to attack and devour nearly everything they are able to catch, from pets to people. In addtion to their normal ability to Swarm enemy units, they also are charged with radiation. In effect, if a unit of CHUDs is within range to make Close Assault attacks, enemy units are considered to be in an irradiated are like the area around a Nuclear Power Plant meltdown.
11. Killer Swarm
Attributes: Attack 5, Evade 15, Toughness 1, Morale 3, Move 1'
Powers: Close Assault 1d6, Flying 4'/Swimming 4'
"The probe's radiation has caused normal animals to become unnaturally agressive and swarm together, attacking every person they happen to come across."
Killer swarms can come in two kinds; flying or swimming. Flying Swarms are normally composed of bees, wasps or common birds. Swimming Swarms are usually composed of pirahnas, sharks or even snakes. Swimming Swarms cannot come onto land, and Flying Swarms that happen to land in water are instantly destroyed. The Alien player can decide which swarms are which at any time of their creation. When the first Swarms are placed on the map, the Alien Player can decide that 2 are Flying Swarms, and two are Swimming, or 3 are Flying and one is Swimming, and so on. This also extends to multiplying the Swarms. Like Killer Plants and Blobs, Swarms can initiate a Swarm attack by itself.
12. Player's Choice
If this result is rolled, then conditions are favorable enough that the Alien player is able to choose which Radioactive Probe unit that he wants to field.
Radioactive Probes can only be used once a game.
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