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Battle Master
November 25th, 2010, 02:33 AM
INDEX


Anguirus (http://www.kaijuphile.com/forums/showpost.php?p=339422&postcount=2) (GFW)
Anguirus (http://www.kaijuphile.com/forums/showpost.php?p=339423&postcount=3) (Showa)
Baragon (http://www.kaijuphile.com/forums/showpost.php?p=339424&postcount=4) (GMK)
Burtannus (http://www.kaijuphile.com/forums/showpost.php?p=339425&postcount=5) (Dark Horse)
Clover (http://www.kaijuphile.com/forums/showpost.php?p=339426&postcount=6) (Cloverfield monster)
Dragon Zord (http://www.kaijuphile.com/forums/showpost.php?p=339427&postcount=7) (MMPR)
Eleking (http://www.kaijuphile.com/forums/showpost.php?p=339428&postcount=8) (Ultra Galaxy Mega Monster Battle)
Frankenstein (http://www.kaijuphile.com/forums/showpost.php?p=339429&postcount=9)
Gamera (http://www.kaijuphile.com/forums/showpost.php?p=339430&postcount=10) (Showa)
Gigan (http://www.kaijuphile.com/forums/showpost.php?p=339431&postcount=11) (Showa)
GINO (http://www.kaijuphile.com/forums/showpost.php?p=339432&postcount=12) (G:TS)
Godzilla (http://www.kaijuphile.com/forums/showpost.php?p=339433&postcount=13) (Showa)
Gorgo (http://www.kaijuphile.com/forums/showpost.php?p=339434&postcount=14)
Gorosaurus (http://www.kaijuphile.com/forums/showpost.php?p=339435&postcount=15)
Green Gargantua (http://www.kaijuphile.com/forums/showpost.php?p=339436&postcount=16) (Garia)
Guiron (http://www.kaijuphile.com/forums/showpost.php?p=339437&postcount=17)
Jet Jaguar (http://www.kaijuphile.com/forums/showpost.php?p=339438&postcount=18)
Kamacuras (http://www.kaijuphile.com/forums/showpost.php?p=339439&postcount=19) (GFW)
King Cobra (http://www.kaijuphile.com/forums/showpost.php?p=339440&postcount=20) (G:TS)
King Kong (http://www.kaijuphile.com/forums/showpost.php?p=339441&postcount=21) (Toho)
King Seesar (http://www.kaijuphile.com/forums/showpost.php?p=339442&postcount=22) (GFW)
King Seesar (http://www.kaijuphile.com/forums/showpost.php?p=339443&postcount=23) (Showa)
Kumonga (http://www.kaijuphile.com/forums/showpost.php?p=339444&postcount=24) (GFW)
Megaguirus (http://www.kaijuphile.com/forums/showpost.php?p=339445&postcount=25)
Megalon (http://www.kaijuphile.com/forums/showpost.php?p=339446&postcount=26)
Mothra (http://www.kaijuphile.com/forums/showpost.php?p=339447&postcount=27) (GMK)
Mothra (http://www.kaijuphile.com/forums/showpost.php?p=339448&postcount=28) (Kiryu)
Mothra (http://www.kaijuphile.com/forums/showpost.php?p=339449&postcount=29) (Showa)
Rodan (http://www.kaijuphile.com/forums/showpost.php?p=339450&postcount=30) (Heisei)
Rodan (http://www.kaijuphile.com/forums/showpost.php?p=339451&postcount=31) (Showa)
Titanosaurus (http://www.kaijuphile.com/forums/showpost.php?p=339452&postcount=32)
Viras (http://www.kaijuphile.com/forums/showpost.php?p=339453&postcount=33) (Showa)

Battle Master
November 25th, 2010, 02:36 AM
Anguirus (GFW)

Neutral Prehistoric Reptile

Length: 80 meters
Weight: 30,000 metric tons

Film Appearances: Godzilla Final Wars


Powers:


Spiked Carapace - Anguirus is encased in a tough, spiny shell that serves as a form of armor.
Leaping - Anguirus is able to leap great distances, out-maneuvering and confusing his foes. Anguirus ADDS +10 to his DPN.
Spiked Ball - Anguirus can curl into a ball, presenting his spiked carapace toward his foes. In addition, he can employ his tremendous speed to launch himself at his foes, becoming in effect, a living missile.

Weaknesses: None

Personal Primal Number: - 13 - Flying Ball of Death - Anguirus curls into an armored ball and launches himself at his enemy. This attack causes 2 WOUNDS against which there are NO Defense Rolls. However, there is a chance Anguirus will also be injured by this kamikaze attack. Roll 1d6. If the result is 1-3, Anguirus will suffer 1 WOUND as a result of his reckless assault.

Special Rules: Tenacious - Anguirus is a determined and worrisome opponent, never accepting defeat and attacking even the most awesome of adversaries with reckless ferocity. As a result of this tremendous determination, Anguirus is allowed one final attack roll AFTER he has been defeated. If he can successfully TIE THE SCORE with this attack, combat will continue. Anguirus may only use his tenacious abilities once each battle.

Battle Master
November 25th, 2010, 02:37 AM
Anguirus (Showa)


Neutral Reptile Mutation

Length: 60 meters
Weight: 30,000 metric tons

Film Appearances: Gigantis the Fire Monster, Destroy All Monsters, Godzilla on Monster Island, Godzilla vs Megalon,
Godzilla vs the Cosmic Monster


Powers:


Prehensile Tail and Spiked Carapace - Anguirus has a tough, spiny shell on his back. In addition to protecting him, Anguirus has perfected a backwards leap in which he can slam his spiked body into the vulnerable flesh of his foes.
Burrowing - Anguirus is able to burrow into the ground and even tunnel through solid earth. He always counts the amount of Cover on a battlefield as ONE CATEGORY HIGHER (+5 BONUS to his DPN), up to the maximum of EXTREME (+20 BONUS).

Weaknesses: None

Personal Primal Number: - 59 - Gripping Jaws - Anguirus clamps his jaws around his foe's neck, leg or other appendage, clutching tightly and refusing to release his hold. He does not need to make another Attack Roll UNTIL HE IS DISLODGED by his foe successfully dealing a HIT to Anguirus. Anguirus will AUTOMATICALLY cause a wound to his adversary in each successive round until he is hit. Until the enemy successfully deals a wound to Anguirus, he CAN NOT attempt Defense Rolls against his powerful jaws.

Special Rules: Tenacious - Anguirus is a determined and worrisome opponent, never accepting defeat and attacking even the most awesome of adversaries with reckless ferocity. As a result of this tremendous determination, Anguirus is allowed one final Attack Roll AFTER he has been defeated. If he can successfully TIE THE SCORE with this attack, combat will continue. Anguirus may only use his tenacious abilities once each battle.

Battle Master
November 25th, 2010, 02:38 AM
Baragon (GMK)

Good Mystical Reptile Guardian

Height: 30 meters
Weight: 10,000 metric tons

Film Appearances: Godzilla, Mothra, King Ghidorah: Giant Monsters All-out Attack


Powers:

Burrowing - Baragon is able to burrow into the ground and even tunnel through solid earth. He always counts the amount of Cover on a battlefield as ONE CATEGORY HIGHER (+5 BONUS to his DPN), up to the maximum of EXTREME (+20).
Leaping - Baragon is able to leap great distances, out-maneuvering and confusing his foes. He gains a BONUS of +10 to his DPN for this ability.
Powerful Claws - Baragon possesses immense digging claws that are able to tear through the hide of his enemies.

Weaknesses: None

Personal Primal Number: - 03 - Pitfall - Baragon digs a concealed hole beneath the surface of the battlefield for his foe to fall into. The enemy kaiju is unable to strike against Baragon on its next turn which is FORFEITED. The foe also CAN NOT attempt a Defense Roll against ending up in the hole. In addition, Baragon's Attack Rolls are -20 off the dice to reflect the ease with which he strikes at his confined enemy. His opponent CAN NOT attempt a Defense Roll against and Attack while in the pit. To get out of this predicament, the kaiju must successfully deal a wound to Baragon.


Special Rules: Monster Guardian of Yamato - If one of the other Guardians of Yamato (King Ghidorah [GMK] or Mothra [GMK]) has been DEFEATED in the tournament, Baragon may draw upon its energies to RE-ROLL his first MISSED HIT and increase his own PN by +20.
If BOTH other Guardians have been defeated, he is allowed TWO RE-ROLLS and a +40 increase to his PN.
If Baragon is the LAST GUARDIAN remaining in the tournament, he is allowed a final all-out attack when he is defeated, drawing upon the energies of all three Guardian spirits to try to annihilate his enemy. On a roll of 1-2 on a d6, the attack is successful but BOTH BARAGON AND HIS OPPONENT vanish from the battlefield AND THE TOURNAMENT.

Battle Master
November 25th, 2010, 02:40 AM
Burtannus (Dark Horse)


Neutral reptilian dinosaur

Height: 60 meters
Weight: 70,000 metric tons

Comic Appearances: Godzilla, King of the Monsters #13


Powers:


Electrical Horn - Burtannus is capable of sending an electric current through her horn to shock her foe, as well as discharging the energy in the form of a Power Arc Bolt.
Spikes - Burtannus' long tail is tipped with a crown of spikes which complement the appendage's use as a bludgeon.
Armor - Burtannus has added protection around its body in the form of a tough armor-plated hide.
Burrowing - This race of creatures are primarily underground dwellers and extraordinary burrowers. They always count the amount of Cover on a battlefield as ONE CATEGORY HIGHER (+5 BONUS to their DPN), up to the maximum of EXTREME (+20).
Bite - Burtannus' size is such that she possesses immense biting strength, further augmented by the large beak over her mouth.

Weaknesses: None

Personal Primal Number: - 78 - Mother's Fury - Burtannus' opponent has stumbled across her nest of young children! Now fully enraged at the threat to her progeny, Burtannus' Power Number increases +10 for EACH CHILD uncovered. Roll a d6. If an ODD number, there is 1. An EVEN number - 2. Burtannus can power up to the maximum 90 and immediately attacks after this roll. Her opponent CAN NOT make a Defense Roll against this attack.

Special Rules: - They Grow Up So Fast - If the match goes OVER 7 ROUNDS, Burtannus' children have had time to grow large enough to help their mother. Roll a d6 to determine the number of children. If an ODD number, there is 1. An EVEN number - 2. Each CHILD's Power Number is HALF that of their parent. (If an odd number, round DOWN). When the ORIGINAL Burtannus attacks, the children do as well. They can only take 1 HIT before being defeated but do have Defense Rolls.
This rule applies every time a MULTIPLE OF 7 ROUNDS is reached.

Battle Master
November 25th, 2010, 02:42 AM
CLOVER (Cloverfield monster)

Neutral Prehistoric Amphibious Mutation

Height: 48 meters
Weight: 35,000 metric tons

Film Appearances: Cloverfield


Powers:

Tail - Clover has a sturdy tail, able to tear through a bridge.
Durability - Clover's thick hide can resist conventional military weapons.
Strength - Clover possesses enough strength to crush tanks and topple large buildings.
Leaping - Clover is able to leap great distances, out-maneuvering and confusing his foes. He gains a BONUS of +10 to his DPN for this ability.
Parasites - their mysterious biological make-up could possibly cause pain and distraction to a vulnerable opponent.
Swimming - Clover is an excellent swimmer, as much at home in the water as on land. AQUATIC KAIJU do not gain their special Cover Bonuses against Clover.
Mobility - Clover is considered quite fast on land for a kaiju but a bit clumsy.

Personal Primal Number: - 08 - De-Lousing - Clover's parasites are shed onto its opponent to viciously torment him. In addition to dealing ONE WOUND, they continue to weaken it. The foe becomes awkward and slows down, LOSING -10 from his Power Number EACH ROUND until either he or Clover has been defeated. If the enemy kaiju's Power Number reaches 0, it has been killed by the deadly effects of the parasites.

Against non-Biological kaiju, this simply deals ONE WOUND.

Special Rules: City Smasher - Clover is known for the massive citywide destruction it can cause. If a battle takes place IN A CITY, Clover will deal horrible damage to it, even moreso than is natural for a kaiju.
BEFORE EACH ROUND, roll a d100. If 1-30, the Cover Bonus offered by the battlefield is REDUCED ONE CATEGORY (-5) FOR THE REMAINDER OF THE TOURNAMENT.

Battle Master
November 25th, 2010, 02:43 AM
Dragonzord

Evil Alien-made Robot

Height: 50 Meters
Weight: 60,800 Metric Tons

Appearances: Mighty Morphin’ Power Rangers (Season 01 - 02)


Powers:

Finger Missiles - Capable of being fired at rapid speeds and can reduce a building to rubble within seconds.
Drill-attack Tail - Able to move at rapid speeds, the drill is nigh invincible and can tear through most material if it can land a solid blow.
Hand-to-Hand - Very adept at hand-to-hand combat, it uses all of its limbs when need be, and then some. Has superior strength and agility as well as durability.
Head Crest - The Dragonzord can detach the crest on top of its head and throw it at enemies. Presumably, it would slice up an average kaiju.

Weakness: The Dragonzord is subject to the whims of allegiance, gaining or losing valuable strength and attributes depending on whether it is Good or Evil.

Personal Primal Number: - 91 - Out of Control - The Dragonzord descends into a mechanical fury, destroying everything around it. The opponent may attempt a Defense Roll to avoid suffering 2 WOUNDS.
Any other combatants suffer 1 WOUND and the Cover of the battlefield is REDUCED by one level (- 5).

Special Rules: Breaking the Spell - After the Evil Dragonzord has been defeated, roll a d10. On a roll of 1-4, the Good Guys claim and repair it as the Good Dragonzord with ALL DAMAGE REPAIRED and a Power Number INCREASE of +20. The enemy kaiju must now fight this upgraded Dragonzord in order to win the battle. Both monsters count as ‘fresh’ when initiating this new battle.


Dragonzord

Good Alien-made Robot

Height: 50 Meters
Weight: 60,800 Metric Tons

Appearances: Mighty Morphin’ Power Rangers (Season 01 - 02)


Powers:

Finger Missiles - Capable of being fired at rapid speeds, they pack a punch but aren't that powerful. Can reduce a building to rubble within seconds, however.
Drill-attack Tail - Able to move at rapid speeds, the drill is nigh invincible and can tear through most material if it can land a solid blow.
Hand-to-Hand - Very adept at hand-to-hand combat, it uses all of its limbs when need be, and then some. Has superior strength and agility as well as durability.
Head Crest - The Dragonzord can detach the crest on top of its head and throw it at enemies. Presumably, it would slice up an average kaiju.

Weakness: The Dragonzord is subject to the whims of allegiance, gaining or losing valuable strength and attributes depending on whether it is good or evil.

Personal Primal Number: - 91 - Controlled Strike - The Dragonzord, now with a pilot inside, can make a concise strike against a particular target. Dragonzord deals d2 WOUNDS to the opponent and REDUCES the enemy's power number by - 10.

Special Rule: Green Candle - The Dragonzord's power source is tied to a magic candle which may run dry at an inopportune time.
AFTER THE FIFTH ROUND, roll a d10 at the start of each round. On a roll of 1, the candle has run dry and the Dragonzord deactivates, forfeiting the match.

Battle Master
November 25th, 2010, 02:44 AM
Eleking

Good alien kaiju

Height: 53 Meters(?)
Weight: 25,000 tons(?)

TV Appearances: Ultra Galaxy Mega Monster Battle Eps. 8-12


Powers:

Tail - Eleking has a long, whip-like tail that can constrict an opponent as well as deliver a powerful electrical shock.
Swimming - Eleking is able to function in the water as well as on land. AQUATIC KAIJU gain no extra Cover Bonus when fighting ELEKING.
Electrical Blades - Powerful electrical blasts can be fired from Eleking's 'teeth'.
Horns - Actually two rotating crescent-shaped antennas where his eyes should be, able to "see" reflected electricity like sonar.
Electrical Burst - A powerful electrical shock emitted from Eleking's body like an electric eel.

Weaknesses: None

Personal Primal Number: - 67 - Tail Wrap - Eleking has entrapped his enemy with his long, powerful tail! In addition to dealing ONE WOUND, he will automatically deal one wound EACH ROUND instead of making an Attack Roll. The hapless foe must land a successful HIT on Eleking to break free.

Special Rules: Electric Beast - Eleking is a being of electricity and can benefit from the world around him.
If combat is taking place in a city, Eleking is able to absorb electricity from surrounding buildings, INCREASING its PN by +10.
If fighting in an AQUATIC battlefield against a non-aquatic kaiju, Eleking is able to use its conductive properties to attack from many angles, forcing the opposing kaiju to treat the cover as NONE.

Battle Master
November 25th, 2010, 02:45 AM
Frankenstein


Good Humanoid

Height: 50 meters
Weight: 20,000 metric tons

Film Appearances: Frankenstein Conquers the World

Powers:


Regeneration - Frankenstein possesses a remarkable healing factor, even regrowing severed limbs over time.
Cunning - Frankenstein is able to employ crude weapons fashioned from trees and other scavenged materials. He also has the knowledge to employ fire as a weapon.

Weaknesses: None

Personal Primal Number: - 66 - Meal Break - Instead of attacking his foe, Frankenstein wolfs down whatever foodstuffs might be close at hand. He HEALS ONE WOUND in the process.

Special Rules: It's a Trap! - Frankenstein is intelligent enough to dig crude pits and set snares in preparation for his battle. The battlefield is a network of deadfalls and booby traps. Any time Frankenstein's foe makes a SUCCESSFUL Defense Roll BECAUSE OF THE COVER BONUS (i.e. without the Bonus, the Defense Roll would have failed), roll a d6. On a roll of a 1, the enemy kaiju suffers a wound not from Frankenstein's attack but from his trap! There is NO DEFENSE ROLL against falling into one of Frankenstein's traps!

Battle Master
November 25th, 2010, 02:47 AM
Gamera (Showa)


Good Reptilian Monster

Height: 45 meters
Weight: 24,000 metric tons

Film Appearances:Gamera; Gamera vs Barugon; Return of the Giant Monsters; Destroy All Planets; Attack of the Monsters; Gamera vs Monster X; Gamera vs Zigra and Super Monster Gamera

Powers:


Swimming - Gamera is able to function in deep water just as well as on land. AQUATIC KAIJU gain no extra Cover Bonus when fighting Gamera.
Flight - Gamera is able to fly at speeds of up to Mach 3 by producing blasts of flame from his shell. These enable him to fly at extreme speeds and with incredible maneuverability. Gamera counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield. However, he is equally able to function on the ground and so will use either the listed Cover Bonus or that for being an AERIAL KAIJU.
He is also able to travel into space.
Claws -
Bite - His powerful jaws enable him to tear flesh from his adversaries.
Tusks - Gamera's tusks are like massive daggers of bone.
Shell - Gamera has an extremely hard, tough shell, almost impenetrable to any form of attack.
Flying Shell Ram - Gamera may employ his own body to brutally batter a foe while flying.
Rolling Shell Attack -
Plasma Breath - Gamera is capable of breathing sheets of intense flame.
Heat Absorption - Gamera feeds on heat, flames and plasma, growing stronger from these elements. If Gamera is fighting a kaiju with a HEAT OR FIRE-BASED ATTACK, ADD +10 to his PN if he receives a HIT.
Healing Factor - Gamera is able to recover from even the most horrible injuries, although it is less speedy than Godzilla's regeneration. He seems to favor recovering underwater.
Acrobatics - Gamera has exhibited an uncanny ability to perform almost Olympic-style feats of maneuverability, resulting in a BONUS of +10 on all Defense Rolls.

Gamera charges into battle before taking an adequate measure of his foe. The turtle monster is often surprised by new tactics and powers his enemies spring upon him, sometimes with near fatal results. Gamera is always better prepared when he engages his enemy in a second encounter, warily protecting himself from whatever tactics had defeated him before, often employing rubble or nearby objects as makeshift tools to aid him in protecting himself. Gamera will pursue an enemy relentlessly and offers his foes neither mercy nor quarter. If he has one overwhelming weakness, it is his complete devotion to children. He will break away from combat if children are being threatened, even sacrificing his own body to protect children from harm.
Weaknesses: Cold - Gamera seems to be especially vulnerable to COLD-BASED ATTACKS. If he is fighting a kaiju with a COLD or ICE-BASED ATTACK, roll the d100 die after a successful HIT. If the result is 1-20, Gamera is dealt an EXTRA WOUND.


Personal Primal Number: - 64 - Gamera pauses to protect a little Japanese boy wearing short pants who the audience has chased onto the battlefield. Gameraforfeits this turn and his enemy gets an EXTRA Attack Roll, subtracting -10. Gamera is detained and CAN NOT make a Defense Roll.

Special Rules: I can still fight! - Gamera is a determined and tenacious warrior, despite having suffered 3 WOUNDS. Because of his tremendous determination, Gamera is allowed one final Attack Roll AFTER he has been defeated. If he can successfully TIE THE SCORE, combat will continue. His enemy CAN NOT attempt a Defense Roll against this last ditch effort. Gamera may only use his extreme determination once each battle.

Battle Master
November 25th, 2010, 02:47 AM
Gigan (Showa)


Evil Cyborg Space Monster

Height: 65 meters
Weight: 25,000 metric tons

Film Appearances: Godzilla on Monster Island, Godzilla vs Megalon


Powers:


Buzz Saw - Gigan's chest houses a powerful chainsaw-like device that can rip through even the tough, scaly hide of Godzilla with contemptuous ease.
Claws - Gigan's arms terminate in metal scythe-like attachments that he employs as both blades and hooks.
Flight - Gigan is able to fly. He counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield. However, he is equally able to function on the ground and will use either the listed Cover Bonus or that for being an AERIAL KAIJU.

Weaknesses: None

Personal Primal Number: 72 - Brutal Attack - Gigan stuns his foe with a savage, mutilating assault of sadistic depravity, slicing him open with his buzz saw chest. In addition to DEALING ONE WOUND for which there is NO DEFENSE ROLL, Gigan has so hideously mutilated his foe that his Power Number is REDUCED -20 FOR THE REMAINDER OF THE BATTLE.

Special Rules: Space Chicken - Gigan is unlikely to stick around if he sees that the battle is going against him.
When Gigan has SUFFERED 2 WOUNDS and if his opponent is winning the fight, roll a d6 at the START OF EACH ROUND. On a roll of 1-2, Gigan decides that discretion is the better part of valor. He flies back into space and OUT OF THE TOURNAMENT, FORFEITING THE MATCH to his opponent.

Battle Master
November 25th, 2010, 02:49 AM
GINO (G: The Series)

Good Radioactive Reptile

Height: 55 meters
Weight: 17,500 metric tons

Television Appearances: Godzilla: The Series


Powers:

Thermonuclear Breath - GINO can fire a powerful thermonuclear beam from his mouth.
Claws and Spines - GINO has very sharp claws with which he will scratch at foes and has sharp spikes along his back.
Tail - GINO has a whip-like tail with which he attacks opponents.
Regeneration - GNO has the ability to repair some wounds, though not as fast as a Heisei Godzilla.
Intelligence - GINO has an extremely high intelligence, at almost human-esque levels.
Burrowing - GINO is able to burrow into the ground and even tunnel through solid earth. GINO always counts the amount of cover on a battlefield as one category higher (+ 5), up to the maximum of Extreme (+ 20).
Swimming - GINO is able to function equally well above or underwater. Aquatic kaiju do not gain their special Cover Bonus when fighting GINO.


PPN and Special Rules:

Personal Primal Number - 16 - Deadly Intelligence - If GINO's opponent has a specific weakness, GINO has figured it out. He now uses that weakness against his opponent, dealing 2 WOUNDS. If his for has no weakness, this counts as a regular Attack.

Special Rule - Mother - Wherever there are monsters, there is always a chance that H.E.A.T. will show up. Roll a d10.
If EVEN, H.E.A.T. arrives. If ODD, they are investigating elsewhere.
If Nick is nearby, GINO will become more aggressive, trying to protect who it believes to be its mother. ADD +10 to GINO's power number, up to the maximum 90.
Opposing kaiju now must make a Focus Roll to attack either the H.E.A.T. Seeker or GINO. The ship cannot attack but can make Defense Rolls to evade possible damage. Should the Seeker receive ONE WOUND, it sinks and GINO's next successful Attack will deal TWO HITS. The loss of its "family" also INCREASES GINO's OPN +10 (up to the maximum 90) FOR THE REMAINDER OF THE BATTLE.

Battle Master
November 25th, 2010, 02:51 AM
Godzilla (Showa)


Good Radioactive Reptile

Height: 50 meters
Weight: 20,000 metric tons

Film Appearances: Ghidorah the Three-Headed Monster, Godzilla vs Monster Zero, Godzilla versus the Sea Monster, Son of Godzilla, Destroy all Monsters, Godzilla's Revenge, Godzilla vs the Smog Monster, Godzilla on Monster Island, Godzilla vs Megalon, Godzilla vs the Cosmic Monster, Terror of MechaGodzilla


Powers:


Armored Hide - Godzilla's skin is extremely tough and durable, proving all but invulnerable to even the most extreme damage.
Tail Slap - Godzilla shows a propensity to employ his gigantic tail as a massive bludgeon.
Atomic Breath -Godzilla is able to spew a variety of radioactive breath attacks, ranging from fiery blasts to clouds of atomic smoke.
Swimming - Godzilla is an AMPHIBIOUS KAIJU, as much at home in the water as on land. AQUATIC KAIJU do not gain their special Cover Bonuses against Godzilla!
Regeneration - Godzilla is able to heal injuries as his mutated metabolism rapidly repairs damaged cells.
Flight - By using his breath attack like a rocket booster, Godzilla is capable of propelling himself through the air in a slow, awkward manner of flight.
Electro-magnetism - Godzilla is able to supercharge his body into a powerful electro-magnet, attracting any metallic objects toward him with irresistible force.

Weaknesses: None

Personal Primal Number: - 55 - Atomic Blast - Godzilla delivers a point-blank blast of radioactive energy which stuns his foe. In addition to suffering a wound, Godzilla's enemy must FORFEIT BOTH ITS NEXT ATTACK AND DEFENSE ROLLS while it recovers.

Special Rules: Down But Not Out - Godzilla regularly recovers from seemingly mortal injuries. When Godzilla receives a 3rd WOUND, roll a d100. On a roll of 1-30, Godzilla HEALS ONE WOUND. If this is sufficient to TIE THE SCORE or bring his TOTAL BELOW 3, the fight continues.

NOTES: Only ONE such attempt can be made per battle.

If Godzilla has suffered 2 or more Wounds resulting from multiple foes or a Primal Number, he can attempt to recover from only ONE.

Battle Master
November 25th, 2010, 02:52 AM
Gorgo (Ogra)


Neutral amphibious dinosaur/sea creature

Height: 60 meters
Weight: 27,500 metric tons

Film Appearances: Gorgo


Powers:


Armored Hide - Gorgo's skin is tough and durable, proving all but invulnerable to most damage.
Claws - Gorgo is equipped with sharp claws on her massive hands with which to scratch and bash around her opponents.
Eye Sight - Gorgo has excellent vision, including in the dark.
Swimming - Gorgo is an AMPHIBIOUS kaiju, as much at home in the water as on land. AQUATIC KAIJU DO NOT gain their special Cover Bonuses against Gorgo!

Weaknesses: None.

Personal Primal Number: - 61 - Search and Rescue - Gorgo finds her child! The young Gorgo helps its mother fight her opponent with a Power Number 1/3 of her's. It can only take 1 HIT before being defeated. This will enrage Gorgo further, adding +20 to her PN. Their opponent must make a Focus Roll to determine which Gorgo to attack.
As a result of her efforts to locate her abducted offspring, if the battlefield is an URBAN AREA, she has REDUCED its Cover Bonus by -5 FOR THE REMAINDER OF THE TOURNAMENT.


Special Rule: The first time Gorgo rolls DOUBLES (except 00), her child joins her in battle. It has a Power Number 1/3 of its mother's. In its FIRST BATTLE, it can only take 1 HIT before being defeated. This enrages Gorgo, adding +20 to her PN. If the Gorgos survive this battle, it will JOIN GORGO in her NEXT ONE. By then, the child will have gained from its experience and can take 2 HITS before being defeated. It will have a Power Number 1/2 of its mother's.
If it survives its second battle, it will grow into a full adult, with the same PN as its mother's. If either is killed, the other receives a +20 PN increase due to its rage.
In Gorgo's 3rd battle, should Ogra be defeated, it will continue to compete as the new Gorgo. If both are competing, the enemy kaiju must make a Focus Roll to determine which Gorgo to attack. Their enemy must also defeat BOTH Gorgos to win the battle.

Battle Master
November 25th, 2010, 02:53 AM
Gorosaurus


Neutral Dinosaur

Height: 50 meters
Weight: 15,000 metric tons

Film Appearances: King Kong Escapes, Destroy All Monsters


Powers:


Bite - Gorosaurus possesses powerful jaws capable of maintaining a viselike grip.
Kangaroo Kick - Gorosaurus can rear back on his tail and deliver a massive double kick with both of his muscular legs.
Burrowing - Gorosaurus is able to burrow and even tunnel through the hardest ground. He always counts the Cover on a battlefield as ONE CATEGORY HIGHER (+5 BONUS to his DPN), up to the maximum of EXTREME (+20).

Weaknesses: None

Personal Primal Number: - 67 - Kangaroo Attack - Gorosaurus delivers a powerful double kick which knocks his foe prone. The enemy monster must FORFEIT BOTH ITS NEXT ATTACK AND DEFENSE ROLLS while it recovers. In addition, Gorosaurus makes his next Attack Roll on his staggered foe at +20 to his PN.

Special Rules: Terrain Master - Gorosaurus is a jungle predator skilled at employing the landscape around him for concealment and cover. Beginning WITH THE 2nd ROUND, Gorosaurus is able to use the terrain cover to launch an EXTRA surprise attack. Roll a d6. On a roll of 1-2, Gorosaurus has been able to ambush his foe before the round begins. The surprised enemy kaiju CAN NOT make a Defense Roll against these sneaky attacks.

Battle Master
November 25th, 2010, 02:55 AM
Green Gargantua (Gaira)


Evil Humanoid Kaiju

Height: 50 meters
Weight: 15,000 metric tons

Film Appearences: War of the Gargantuas


Powers:


Strength - Gaira has enormous strength and is a brutal, physical beast.
Durability - Gaira is extremely durable.
Intelligence - Gaira has almost (if not) of human intelligence, cunning and able to use his surroundings for weapons.
Amphibious - Being from the sea, the Green Gargantua is at home on land or in the water. AQUATIC KAIJU do not gain their special Cover Bonuses against Gaira!

Weaknesses: The Green Gargantua is a nocturnal beast, leery of bright lights and especially loathing daylight. BEFORE THE BATTLE BEGINS, roll a d6. On a roll of 1-2, the battle occurs during the brightest part of the day, REDUCING Gaira's Power Number by -10.

Personal Primal Number: - 58 - Opportunity Knocks - Gaira is an opportunistic monster but equally quick to flee a more powerful opponent. If his foe's Power Number is HIGHER, roll a d6. On a roll of 1-3, he turns tail and runs, FORFEITING THE BATTLE to his enemy.
Conversely, each time Gaira DEALS A WOUND to his foe after rolling his PPN, his brutality and ferocity increase and his Power Number is RAISED +10. He also gets to make an ADDITIONAL Attack Roll against which his foe CAN NOT make a Defense Roll.

Special Rules: - Double Trouble - BEFORE COMBAT BEGINS, roll a d6 to see if the BROWN Gargantua, Sanda, would also like to get in on the battle. On 1-3, Sanda arrives, with the same PN and DPN as Gaira.
Unfortunately, the Gargantuas are mortal enemies so they must each make a Focus Roll to see if they will target their "team mate" or the enemy kaiju. The "brother" is killed after one hit if not in the tournament himself. If the other one is competing, the battle becomes a FIGHT TO THE DEATH for all three kaiju, with the last one standing moving on to the next round. Each combatant must make a Focus Roll to determine who it will target.

Battle Master
November 25th, 2010, 02:57 AM
Guiron

Evil Alien Guardian Beast

Height: 63.75 meters
Weight: 30,000 metric tons

Film Appearances: Attack of the Monsters


Powers:

Knife - Guiron's head is a large blade, capable of cutting flesh and bone with ease.
Shurikins - Guiron is capable of shooting shurikins from a depression on either side of the blade.
Reflect - Guiron is capabe of reflecting focused beams back at opponents.
Leaping - Gurion is able to leap long distances, out-maneuvering and confusing his foes. Gurion gains a BONUS of +10 on all Defense Rolls.


Weaknesses: None.



PPN & Special Rules:

Personal Primal Number: 14 - Off With The Head! - Guiron has positioned his large knife-like head for a killing stroke. Roll a d10.
If 1-5, the opposing kaiju manages to see the attack coming and dodge it.
If 6-10, Guiron has managed to surprise his foe. SHINK! The kaiju is decapitated and dealt an instant 3 WOUNDS.

Special Rule: Beam Reflect - Whenever Guiron makes a successful Defense Roll against an opponent with a BEAM WEAPON who has a LOWER OPN or less than 20 points higher than Guiron's, the ray is reflected back at the attacker who must then make a Defense Roll to avoid suffering a Wound.

Battle Master
November 25th, 2010, 02:58 AM
Jet Jaguar


Good Robotic Humanoid

Height: 50 meters
Weight: 25,000 metric tons

Film Appearances: Godzilla vs Megalon


Powers:


Flight - Jet Jaguar is able to fly by means of propulsion units in its legs. It counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. However, Jet Jaguar is equally able to function on the ground and will use either the listed Cover Bonus or that for being an AERIAL KAIJU.
Size Changing - Jet Jaguar is able to change size from normal human height to that of a kaiju in a matter of seconds. On any battlefield, Jet Jaguar always counts the Cover as EXTREME (+20 to his DPN).
Martial Arts - Jet Jaguar has been programmed with a variety of devastating karate and judo moves.

Weaknesses: None

Personal Primal Number: - 74 - Arm Breaker - Jet Jaguar has been programmed with a variety of crippling martial arts techniques. It has successfully snapped the upper arm bone of its foe, crippling him badly. In addition to CAUSING A WOUND, the enemy kaiju FORFEITS its next Attack Roll and its Power Number REDUCED by -10 for the remainder of this fight.

Special Rules: Friendly Smile - Jet Jaguar is able to calmly walk up to its enemy, displaying an unwavering, inviting steel grin, getting in close before the enemy realizes there is trouble coming. BEFORE THE BATTLE BEGINS, Jet Jaguar may make one FREE Attack Roll, taking advantage of its foe's surprise. The enemy may not make a retaliatory attack nor a Defense Roll. Jet Jaguar will only use this ability against EVIL opponents.

Battle Master
November 25th, 2010, 03:00 AM
Kamacuras (GFW)

Neutral Insect Mutation

Height: 20 meters
Length: 45 meters
Weight: 10,000 metric tons

Film Appearances: Godzilla Final Wars



Powers:

Claws - Kamacuras has sharp claws with which it can grab and slice opponents.
Camouflage - Kamacuras possesses the ability to blend in with its surrounding, making it undetectable.
Flight – Kamacuras is able to fly and counts as an AERIAL KAIJU. They will always take the OPPOSITE Cover Bonus for a battlefield, treating NONE as EXTREME, for example. However, Kamacuras is equally able to function on the ground and will use either the listed Cover Bonus or that for being an AERIAL KAIJU.
Weaknesses:None

Personal Primal Number: - 13 - Blinding Speed - Kamacuras executes a quick attack on its opponent, catching him off guard. The opponent suffers ONE WOUND, and such is its shock that it must FORFEIT its next Attack Roll. It also CAN NOT make a Defense Roll against the speedy assault.

Special Rule: - Stealth Attack - Kamacuras is able to meld into its surroundings, allowing it to surprise its foe with a quick attack. If the battlefield Cover is MODERATE (+10 point BONUS to Defense Rolls) or higher, Kamacuras may make a stealth Attack Roll BEFORE THE BATTLE BEGINS.
Roll a d6. On a roll of 1-4, Kamacuras has caught its foe off guard and may make an immediate Attack Roll with no Defense Roll possible. However, on a roll of 5-6, the opponent has detected Kamacuras and is ready with its own counter attack. The opponent then may make an immediate Attack Roll, with no possible Defense Roll by Kamacuras.

Battle Master
November 25th, 2010, 03:02 AM
King Cobra (G: The Series)


Neutral Poisonous Serpent

Height: 50 meters
Length: 100 meters
Weight: 20,000 metric tons

Television Appearances: GODZILLA THE SERIES Competition; Monster Wars Part 1, 2, 3; S.C.A.L.E.


[B]Powers:

Constriction: King Cobra can wrap its body around an opponent and squeeze.
Venom: King Cobra can spit venom at its enemies, blinding them and slowing them down.
Special Senses: King Cobra can "smell" the air with its tongue and has heat sensors below its eyes.

Weaknesses: None


PPN and Special Rules:

Personal Primal Number: 74 - Constriction - King Cobra wraps itself around its opponent, constricting and crushing the foe. Until the kaiju makes a successful Attack Roll against King Cobra, King Cobra's OPN is INCREASED + 20 and the opponent may make no Defense Rolls.

Special Rule - Blinders - When King Cobra makes a successful Attack against a foe, its OPN is REDUCED - 15. The venom is wiped away and the OPN goes back to normal after the next round.
However, if King Cobra makes another successful Attack the next turn, the OPN does NOT revert to normal but DECREASES another - 15.
This trend will continue if King Cobra makes further attacks in a row. If he does not, some of the venom will be wiped away, increasing the OPN + 15 each turn in which King Cobra does not attack successfully until the number returns to normal.

Battle Master
November 25th, 2010, 03:06 AM
King Kong


Good Colossal Mammal

Height: 45 meters
Weight: 25,000 metric tons

Film Appearances: King Kong vs Godzilla, King Kong Escapes


Powers:


Immense Strength - King Kong is possibly one of the most physically powerful kaiju in existence, able to rip apart mountains with his bare hands.
Absorb Electricity - King Kong is UNAFFECTED BY ELECTRICAL ATTACKS and will actually absorb electricity that is directed at him.
Electric Shock - If Kong has been 'charged' with electricity, he can send powerful shocks into his enemy by grabbing them.
Intelligence - Kong is extremely intelligent and quite keen at fashioning improvised weapons, be it a club made from a tree to hurling boulders at an enemy. He also displays a propensity for using his enemy's mass against it via judo-like maneuvers.

Weaknesses: Kong appears extremely susceptible to MIND-ALTERING EFFECTS, be it the narcotic berry juice of Faro Island or the hypnotic glow globe of the Mechani-Kong.

Personal Primal Number: - 62 - Jawbreaker - King Kong grabs his enemy and delivers a savage, mutilating strike. Not only does this deal 1 WOUND but the damage is so intense that his foe is stunned for the NEXT ROUND AND has his Power Number REDUCED by -10 points. The unlucky kaiju who has stumbled into Kong's powerful grasp CAN NOT make a Defense Roll against this attack.

Special Rules: - Pretty Little Thing - BEFORE THE BATTLE BEGINS, roll a d100. On a roll of a 1-10, there is an attractive young woman near the battlefield that has drawn Kong's affections. So determined is he to protect his new love that he may RE-ROLL ALL FAILED ATTACK ROLLS during the battle. However, such is his reckless rage and determination to defend his lady that Kong gains no benefits of the battlefield's Cover Bonus to his DPN.

Battle Master
November 25th, 2010, 03:08 AM
King Seesar (GFW)


Good Mystical Guardian


Height: 50 meters
Weight: 30,000 metric tons

Film Appearances: Godzilla Final Wars

Powers:


Armored Body - King Seesar's body is extremely tough and durable, almost possessing a stone-like quality.
Intelligence - King Seesar will employ the terrain to his advantage, always counting the Cover Bonus for a battlefield as ONE CATEGORY HIGHER (+5 point BONUS to Defense Rolls), with EXTREME cover offering him a +25 BONUS. This has no effect on battlefields that offer NO COVER and he receives the -5 point PENALTY to Defense Rolls.
Melee Fighting - King Seesar is a master of hand-to-hand combat. He will also perform sudden and unexpected attacks on his foe.

Weaknesses: None

Personal Primal Number - 04 - Terrain Master - King Seesar launches himself at his foe, countering any attempts to block his attacks. Not only does this cause 1 WOUND but King Seesar will SUBTRACT -20 from his next Attack Roll as he takes advantage of his stunned opponent. His enemy CAN NOT make a Defense Roll against this attack must ADD +10 to his next Attack Roll as he tries to recover.

Special Rules:Battlefield Improvisation - King Seesar's cunning has resulted in a sudden unexpected attack on his foe. When his opponent makes a successful Defense Roll against one of King Seesar attacks, he must RE-ROLL in order to counter any surprise move. This only applies if the Cover Bonus for the battlefield is MODERATE (+10 BONUS to Defense Rolls) or greater.

Battle Master
November 25th, 2010, 03:08 AM
King Seesar (Showa)


Good Mystical Guardian

Height: 50 meters
Weight: 30,000 metric tons

Film Appearances: Godzilla vs the Cosmic Monster


Powers:


Armored Body - King Seesar's body is extremely tough and durable, almost possessing a stone-like quality.
Energy Reflection - King Seesar's eyes are able to trap energy attacks directed against him and fire them back at his enemy.

Weaknesses: None

Personal Primal Number: - 74 - Shoulder Charge - King Seesar rushes at his foe, smashing his powerful body into that of his enemy and knocking him to the ground. Not only does this cause 1 WOUND but King Seesar will SUBTRACT -20 from his next Attack Roll as he takes advantage of his recovering opponent. His enemy CAN NOT make a Defense Roll against this attack and must ADD +10 to his next Attack Roll as he tries to regain his footing.

Special Rules: Terrain Master - King Seesar is very canny about employing terrain to his advantage and will always count the Cover Bonus for a battlefield as ONE CATEGORY HIGHER (+ 5 BONUS to Defense Rolls), with EXTREME Cover offering him a +25 BONUS to Defense Rolls. This has no effect on battlefields that offer NO COVER and he receives the -5 PENALTY to Defense Rolls.

Battle Master
November 25th, 2010, 03:18 AM
Kumonga (GFW)


Neutral Radioactive Arachnid

Height: 17.5 meters
Width: 20 meters
Length: 30 meters
Weight: 15,000 metric tons

Film Appearances: Godzilla Final Wars


Powers:


Webbing - Kumonga can fire a ready-made web to entrap his foes.
Leaping - Kumonga is able to leap great distances, out- maneuvering and confusing his foes. He gains a BONUS of +10 to his DPN. In addition, such is the height of his jumps that AERIAL KAIJU must treat their Cover Bonus as being one category less (-5).
Multi-faceted Eyes - Located atop Kumonga’s head, his eyes give him nearly 360 degree vision.
Poison Sting - Kumonga can deliver a venomous bite by means of a stinger between his jaws, administering a powerful sulphuric venom.
Exoskeleton - Kumonga’s body is protected by a tough, armored exoskeleton.
Burrowing - Kumonga is able to burrow and even tunnel through the hardest ground. He always counts the Cover on a battlefield as ONE CATEGORY HIGHER (+5 BONUS to his DPN), up to the maximum of EXTREME (+20).

Weaknesses: None.

Personal Primal Number: 13 - Web Netting - Kumonga shoots a string of web above his foe which expands into a net, trapping the opponent. The enemy must now direct all his Attack Rolls at the webbing at +10 to his PN. Until his foe gets free, he CAN NOT make a Defense Roll against Kumonga's attacks. A successful HIT signifies that the opponent has freed itself and may continue the fight as usual. Additional webs will have no further effect.

Special Rule: Frozen Up - Beginning with the 4th ROUND and before either combatant attacks, Roll a d100. On a roll of 1-20, Kumonga has made a tactical blunder, leaving himself open to an Attack Roll by his opponent. The enemy kaiju may make an immediate free Attack Roll against Kumonga. Kumonga CAN NOT make a Defense Roll as he has frozen up at the discovery of his mistake. This blunder has no effect if the foe is caught in Kumonga's Web Netting.

Battle Master
November 25th, 2010, 03:20 AM
Megaguirus


Neutral Extra-dimensional Prehistoric Insect

Length: 50 meters
Weight: 12,000 metric tons

Film Appearances: Godzilla vs Megaguirus


Powers:


Claws - Megaguirus has forelimbs that end in powerful crab-like claws.
Flight - Megaguirus is among the fastest kaiju and is able to fly at supersonic speeds. She counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. Such is her speed that she may RE-ROLL her FIRST 3 FAILED Defense Rolls in any match.
Swimming - Unlike most insects, Megaguirus is able to function in water. AQUATIC KAIJU gain 1 LESS extra Cover Bonus when fighting Megaguirus.
Razor Wings - Megaguirus is able to vibrate her serrated wings at terrific speed, employing them as powerful cutting blades.
Sonic Blasts - Megaguirus can generate powerful sonic waves from her wings.
Stinger - Megaguirus' tail ends in a vicious stinger that can tear through the toughest hide. She also uses it to drain energy from her foe, increasing her own power.
Energy Blast - After draining radioactive power from Godzilla, Megaguirus was able to produce an intense sphere of explosive energy.
Exoskeleton - Megaguirus’s body is protected by a tough, armored exoskeleton.
EM Pulse - Megaguirus can generate a powerful electro-magnetic pulse that shuts down ALL ELECTRONICS within a wide area.


Weaknesses:


Subject to Injury - Megaguirus is especially succeptible to heat and fire attacks. Whenever she is hit with a HEAT- or FIRE-BASED ATTACK, in addition to suffering ONE WOUND, her Power Number is REDUCED -5 points.

Personal Primal Number: - 03 - Energy Vampire - Megaguirus impales her stinger into her foe, draining them of their vital energy. In addition to causing ONE WOUND, this attack REMOVES -20 points from the enemy’s Power Number and ADDS +20 points to her Power Number.

Special Rules: Meganula Swarm - BEFORE THE BATTLE BEGINS, an enemy of Megaguirus will be attacked by a swarm of the small but deadly Meganula dragonflies. This relentless and vicious assault is resolved as THREE separate Attack Rolls with a Power Number of 20. The enemy CAN NOT use a Defense Roll against these attacks. Any wounds suffered by the foe will be carried over into the battle itself.

Battle Master
November 25th, 2010, 03:21 AM
Megalon


Evil Insect Deity

Height: 55 meters
Weight: 40,000 metric tons

Film Appearances: Godzilla vs Megalon


Powers:


Exoskeleton - Megalon’s body is protected by a tough, armored exoskeleton.
Jumping - Megalon is able to cover great distances overland by hopping.
Burrowing - Megalon is able to burrow and even tunnel through the hardest ground. It always counts the Cover on a battlefield as ONE CATEGORY HIGHER (+5 BONUS to his DPN), up to the maximum of EXTREME (+20).
Flying - Megalon is able to fly through the air in an ungainly sort of fashion. AERIAL KAIJU gain ONE LESS category of Cover (+5 to their DPN) against Megalon than they normally would.
Energy Bolt - Megalon can fire a searing electrical beam from his horn.
Napalm Blobs - Megalon can spit explosive blobs of a napalm-like substance which are highly incendiary and can quickly cause massive fires.
Drill Hands - Megalon’s forearms end in massive metal limbs which can combine to form a whirling drill.

Weaknesses: None

Personal Primal Number: - 74 - Ring of Fire - Megalon unleashes a concentrated attack that surrounds his foe in a circle of flames, preventing even AERIAL KAIJU from rising above the smoke and fire. This attack causes no damage but the enemy kaiju must roll 1-3 on a d6 TO ESCAPE the Ring of Fire before making an Attack Roll. While encircled, the foe suffers a PENALTY of -20 on his Attack Rolls against Megalon. Megalon, however, may freely attack his foe in this predicament, against which the enemy CAN NOT make a Defense Roll.

Special Rules: Really Stupid - Megalon may be the least intelligent monster in the entire kaiju kingdom, requiring close guidance and support to operate properly. BEFORE THE FIRST ROUND of battle begins, roll a d6. On a 1, something has happened to Megalon’s controller, leaving the insect monster to his own limited devices. As a result, Megalon will automatically GO LAST in every Round of combat. Furthermore, if his foe does NOT hit him in a Round, Megalon must make a Focus Roll in order to attack his enemy.

Battle Master
November 25th, 2010, 03:22 AM
Mothra (GMK)


Good Mystical Insect Guardian

Height: 10 meters
Length: 24 meters long
Weight: 15,000 metric tons
Wingspan: 75 meters

Film Appearances: Godzilla, Mothra, King Ghidorah: Giant Monsters All-out Attack



Powers:


Clawed Feet - Mothra has multiple clawed feet which she can use to attack her foe.
Hurricane Winds - Mothra is able to create hurricane-force wings by flapping her large wings.
Poison Stingers - Using her stinger, Mothra is able to fire multiple small projectiles, stunning her foe.
Flight - Mothra is among the most agile flying kaiju. She counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. Such is her agility that Mothra may RE-ROLL her FIRST 3 FAILED Defense Rolls in each battle.

Weaknesses: None

Personal Primal Number: - 03 - Stinger Surprise - Mothra fires her poison stingers at her opponent. Roll a D3 to determine how many HITS the opponent must attempt to block. In addition, due to the paralyzing effect of the stingers, the kaiju forfeits its next turn of rolls.

Special Rules: - Spiritual Attack - When she receives 2 WOUNDS, Mothra attempts to quell her enemy's battlefield rage. Roll a d6. On 1-4, she is unsuccessful and her opponent makes an Attack Roll to which she CAN NOT make a Defense Roll. On a 5-6, she is successful and delivers 1 WOUND to her foe for which there is NO Defense Roll. This has no effect on FULLY MECHANICAL combatants.

Monster Guardian of Yamato - If one of the other Guardians of Yamato (Baragon [GMK] or King Ghidorah [GMK]) has been DEFEATED in the tournament, Mothra may draw upon its energies to re-roll her first MISSED HIT and increase her own PN by +20.
If BOTH other Guardians have been defeated, she is allowed TWO RE-ROLLS and a +40 increase to her PN.
If Mothra is the LAST GUARDIAN remaining in the tournament, she is allowed a final all-out attack when she is defeated, drawing upon the energies of all three Guardian spirits to try to annihilate her enemy. On a roll of 1-2 on a d6, the attack is successful but BOTH Mothra AND her opponent vanish from the battlefield AND THE TOURNAMENT.

Battle Master
November 25th, 2010, 03:24 AM
Mothra (Kiryu)


Good Mystical Insect Guardian

Length: 36 meters
Wingspan: 108 meters
Weight: 12,000 metric tons

Film Appearances: Godzilla: Tokyo SOS


Powers:


Reflective Scales - Mothra can shed scales from her wings which are able to reflect energy attacks, magnifying their power and redirecting them back upon whatever created the attack.
Hurricane Winds - Mothra can generate hurricane intensity winds by beating her wings rapidly.
Flight - Mothra is among the most agile flying kaiju. She counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. Such is her agility that Mothra may RE-ROLL her FIRST 3 FAILED Defense Rolls in any match.

Weaknesses: None

Personal Primal Number: 03 - Larva - Hearing to the telepathic calls of their mother, Mothra’s TWO LARVAE have arrived to aid her against her foe. Each of the larva has a Power Number equal to ½ that of their mother and can withstand three HITS before being eliminated. The enemy kaiju must make a Focus Roll to determine which of the three Mothras it will attack. Their opponent need only eliminate one Mothra, be it the adult or either of the larva to win the match.

Special Rules: Telepathy - Unlike other monsters, Mothra can actually communicate telepathically with humans. As a result, MILITARY ATTACKS are never directed against her. In fact, ANY ATTACK which might have been targeted against her is instead REDIRECTED against her foe, possibly resulting in double attacks against the enemy in cases where the military is targeting BOTH kaiju.

Battle Master
November 25th, 2010, 03:25 AM
Mothra (Showa)
Adult Form

Good Mystical Insect Guardian

Length: 60 meters
Wingspan: 135 meters
Weight: 15,000 metric tons

Film Appearances: Mothra, Godzilla vs Mothra, Godzilla versus the Sea Monster


Powers:

Poison Pollen - Mothra can shed a poisonous dust from her wings; a lethal airborne cloud potent enough to stagger even the toughest kaiju.
Hurricane Winds - Mothra can generate winds of hurricane intensity by beating her wings rapidly.
Flight - Mothra is among the most agile flying kaiju. She counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. Such is her agility that Mothra may RE-ROLL her FIRST 3 FAILED Defense Rolls in any match.

Weaknesses: None

Personal Primal Number: - 64 – Poisonous Dust – Mothra is able to generate a terrible poisonous cloud of dust from her wings as a weapon of last resort. This pollen taxes her own strength terribly and she suffers 1 WOUND when she uses it. The dust, however, is so destructive that it will cause 2 WOUNDS to her foe.

Special Rules: Next in Line - When Mothra is defeated in her Adult Form, roll a d6. On a roll of 1, ANOTHER LARVA appears to take her place. A NEW BATTLE begins between Mothra's slayer and the larva which has a Power Number equal to HALF that of the defeated Adult Mothra. Mothra's killer starts this new fight with ONE WOUND from injuries and exhaustion due to the first battle.

Battle Master
November 25th, 2010, 03:26 AM
Rodan (Heisei)


Neutral Radioactive Prehistoric Reptile

Height: 43.75 meters
Weight: 10,000 metric tons

Film Appearances: Godzilla vs MechaGodzilla II


Powers:


Flight - Rodan is among the fastest kaiju and is able to fly at supersonic speeds. He counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. Such is his speed that Rodan may RE-ROLL his FIRST 3 FAILED Defense Rolls in each battle.
Sonic Booms - As Rodan flies, his tremendous speed creates sonic booms that can level buildings caught in his wake.
Body Smash - Rodan has perfected a tactic whereby he plows into his foe, using his own body as a missile while flying at his target at tremendous speed.

Weaknesses: None

Personal Primal Number: 90 - Sonic Doom - Rodan soars over the battlefield, allowing his mighty sonic booms to devastate the terrain. In addition to dealing 1 WOUND to his foe, Rodan’s assault REDUCES THE COVER BONUS of the Battlefield by 2 categories (-10) for the remainder of the tournament. The enemy kaiju is also stunned by the attack and must FORFEIT its next Attack and Defense Roll.

Special Rule: Transformation - Rodan may mutate further into Fire Rodan. The first time Rodan rolls DOUBLES (except 00) in a fight, he will transform into his next stage. Any wounds suffered by Rodan are 'healed' when he changes into Fire Rodan. Once he has become Fire Rodan, he will remain so for the rest of the tournament.


Fire Rodan


Neutral Radioactive Prehistoric Reptile

Height: 43.75 meters
Weight: 10,000 metric tons

Film Appearances: Godzilla vs MechaGodzilla II


Powers:


Flight - Rodan is among the fastest kaiju and is able to fly at supersonic speeds. He counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. Such is his speed that Rodan may RE-ROLL his FIRST 3 FAILED Defense Rolls in each battle.
Sonic Booms - As Rodan flies, his tremendous speed creates sonic booms that can level buildings caught in his wake.
Uranium Beam - Fire Rodan is able to spit a crackling beam of concentrated radioactive energy.

Weaknesses: None

Personal Primal Number: 90 - Sonic Doom - Rodan soars over the battlefield, allowing his mighty sonic booms to devastate the terrain. In addition to dealing 1 WOUND to his foe, Rodan’s assault REDUCES THE COVER BONUS of the Battlefield by 2 categories (-10) for the remainder of the tournament. The enemy kaiju is also stunned by the attack and must FORFEIT its next Attack and Defense Roll.

Special Rules: From the Ashes of Death - Fire Rodan’s radiation mutated body may allow him to recover even from seemingly mortal wounds. Roll a d100 when Rodan has received 3 WOUNDS. On a roll of 1-50, Rodan RECOVERS and continues to battle his enemy. If his foe is able to deal ONE ADDITIONAL HIT to Rodan, he is eliminated from the tournament, this time for good. Fire Rodan can make Defense Rolls against these additional attacks.

Battle Master
November 25th, 2010, 03:27 AM
Rodan (Showa)


Neutral Prehistoric Reptile

Height: 50 meters
Weight: 15,000 metric tons

Film Appearances: Rodan, Ghidorah: the Three-Headed Monster, Godzilla vs Monster Zero, Destroy All Monsters


Powers:


Flight - Rodan is among the fastest kaiju and can fly at supersonic speeds. He counts as an AERIAL KAIJU and may take the OPPOSITE Bonus for the Cover offered by a battlefield, treating NONE as EXTREME, for example. Such is his speed that Rodan may RE-ROLL his FIRST 3 FAILED Defense Rolls in each battle.
Extremely Tough - Rodan's resistance to radiation-based attacks is enormous and was completely unharmed by point-blank blasts of Godzilla's atomic ray.
Hurricane Winds - Rodan is able to generate hurricane winds with his wings, destroying entire cities by simply flying over them.

Weaknesses: Rodan has displayed a vulnerability to poison gas in several instances and also may be repulsed by magnetic energies such as were used to contain him on Ogasawara Island.

Personal Primal Number: 59 - Dive-bomber - Rodan swoops down from the heavens, driving his enormous mass into his foe like a living projectile. Rodan's opponent suffers TWO WOUNDS from such a tremendous impact when Rodan slams into his foe. Rodan himself is not unharmed by such a kamikaze attack and will suffer ONE WOUND as a result of this reckless assault. His enemy CAN NOT make a Defense Roll against this surprise attack.

Special Rule: It has a Mate! - Roll 1d6 BEFORE THE BATTLE BEGINS. If the result is 1, Rodan has not come to the battlefield alone - his mate has accompanied him! The enemy kaiju must fight both Rodans, each with his full Power Number. The enemy kaiju must make a Focus Roll to determine which Rodan he will attack. Their foe needs only eliminate one to win the battle and does not need to deal 3 wounds to each monsters.

Battle Master
November 25th, 2010, 03:28 AM
Titanosaurus

Neutral Prehistoric Reptile

Height: 60 meters
Weight: 30,000 metric tons

Film Appearances: Terror of MechaGodzilla


Powers:


Aquatic - Titanosaurus is much more at home in the water than he is upon dry land, being able to breathe underwater and swim at great speed. On any battlefield with a large body of water, Titanosaurus counts the Cover Bonus as EXTREME (+20 to his DPN).
Whirlwind Tail - Titanosaurus can create whirlwinds of tremendous force with his long, fanned tail.

Weaknesses: Titanosaurus is extremely vulnerable to high-pitched SONIC ATTACKS. If he is fighting a kaiju with a SONIC-BASED ATTACK (such as Gyaos), roll the d6 die after a successful HIT. If the result is 1, Titanosaurus is dealt an EXTRA WOUND.

Personal Primal Number: - 75 - Whirlwind Assault - Using his massive fan-tipped tail, Titanosaurus knocks his foe across the battlefield. This results in ONE WOUND and the enemy kaiju must FORFEIT ITS NEXT ATTACK. In addition, the enemy suffers an attack due to being battered against the terrain itself. Using the Cover Bonus of the battlefield for the Power Number, the foe is attacked a SECOND TIME with no Defense Roll possible on either of these attacks.
Note: AQUATIC or BURROWING kaiju CAN NOT use their increased Cover Bonuses for calculating the Attack Power Number.

Special Rules: Peaceful Dinosaur - Titanosaurus is by nature a peaceful, passive creature, goaded into battle only by the commands of the mad Dr. Mafune and his cyborg daughter. BEFORE THE BATTLE BEGINS, roll a d100. On the result of a 1-10, Dr. Mafune's control is temporarily broken. Left to his own inclinations, Titanosaurus wants no part in any fighting and happily skips from the battlefield (and the tournament), forfeiting the match to his would-be foe.

Battle Master
November 25th, 2010, 03:30 AM
Viras (Showa)


Evil Alien Cephalopod

Height: 72 meters
Weight: 32,000 metric tons

Film Appearances: Destroy all Planets


Powers:


Tentacles - Viras is equipped with six powerful tentacles which can wrap around and bind his foes.
Head projections - The strange spiky crown on Viras’ head can close, forming a sharp, deadly spear point.
Leaping - Viras is able to leap great distances, out-maneuvering and confusing his foes. Viras gains a BONUS of +10 to his DPN.

Weaknesses: Viras has displayed a vulnerability to extreme COLD. If Viras is fighting a kaiju with a COLD or ICE-BASED ATTACK, roll the d100 after each successful HIT he receives. If the result is 1-20, Viras is dealt an EXTRA WOUND.

Personal Primal Number: - 68 - Impale - The devious cunning of Viras enables him to maneuver his foe into a position
where the alien can impale him with his spear-point head. This deals ONE WOUND and will continue to deal ANOTHER each successive round with no Defense Roll possible. The only way the enemy kaiju can escape from Viras is to defeat him before being killed. After impaling his foe, Viras may NOT make any further attacks, nor may he make any Defense Rolls.

Special Rules: Alien Mind Control - BEFORE THE BATTLE BEGINS, roll a d100. On a roll of 1-20, a star ship from Viras’ home world has accompanied him. The ship may attempt to seize control of the enemy kaiju’s mind by attacking with a Power Number of 40 which may be dodged with a successful Defense Roll. If the ship seizes control of the enemy’s mind, the kaiju can make NO Attack or Defense Rolls on its next turn. Viras’ enemy can try to destroy the alien ship by making a Focus Roll between Viras and the star ship. The ship is destroyed if it suffers ONE HIT. It is too slow-moving in Earth's atmosphere to make a Defense Roll.