..."Only King Size can save Japan!"
"Err... I think you said wrong that monster's name."
"I'm not talking of any sorry heap of plush! I'm talking of a
few scores of king sized assault mecha, you nerd!"
(Heard near Osaka temple)
Oh No! Giant Mecha Rampage!
This one came about after considering how much fun it might be
to play the monsters for once. At the bottom are some short descs
of the monsters I thought up, but I really only have a solid
enough idea to do a build for Dragon Comet 7 and the brothers
Master. The rest, or any other, similar styed monster you lot
can come up with for about 350 points or so, are basically open.
This is also intended to be a premeire episode for Rika if the
players still don't know her.
It's an all-out slugfest in downtown Tokyo! Or, at least, that's
how it begins.... Versatility and the endurance to outlast multiple
opponents will stand you in good stead for this one. Bring a
friend or take them all on!
This is another multi-level evtravaganza for a team of 3-5, though
of course they don't know they'll be a team ahead of time. It's
intended for "second tier" PCs with mecha in the 200-300 point
First level: Hello Tokyo my old friend, I've come to trash you once again...
The initial breifing is very simple, consisting of telling the
players that they're playing the roles of giant movie monsters,
come to Tokyo for a friendly lil' fight. Also note that giant
movie monsters almost never fight to the death, and that all
they have to do to disengage and go to the next stage is return
to their starting points. At least one of them should emerge
dramatically from Tokyo Bay, complete with slightly raggedy brass
fanfare. The first thing they should notice is that they seem
to have gotten very large... the "skyscraper" models in this
OVA are 24m tall with 10K, and with everything else (except the
mecha) scaled to match. Monster rampage sirens will echo through
the streets, and every move the players make will be heralded
by booming steps as if they were actually as large as they seem.
Initially, there will be panicked crowds of very tiny people
evacutaing, which will have cleared out by the time the Space
The Space Monsters show up when one of the players gets down to
3/4 kills or below in any servo. (Come on, you honestly think
they're going to NOT fight each other basically immediately?
Puh-leeez.) There are as many of them as there are PC's, and
the space monsters DO fight as a team, which means that the PCs
may get their tails kicked quickly if they don't shape up and
work together themselves. Assuming that they do, indeed, sort
things out and start getting the upper hand again, the JSDF's
Gamma Zeta One and Gamma Zeta Two will arrive and attack all of
them equally, but the PCs a little more "equally" if you get
my meaning. This level, as a whole is meant to be a fight that
they lose - but even if they win, the space monsters will retreat
themselves before destruction. At most, one of them may be held
down and killed while the others bug out. The only idiots who'll
fight to their death are the JSDF... hey, it's traditional!
Powerups on Level One are as follows:
- Double V-Max: three of them, in the form of the reactors of a nuclear power
plant on the north edge of the city. Chowing down on one will
produce a play of blue lightning over the affected mecha, and
its coloration will turn darker for the duration of the effect.
There are two JSDF maser half-track trucks and some blowtorch
tanks defending the powerplant.
- Repair: one of these is stashed on an especially large building near
the center of town. Any unit that climbs to the top and stays
there for a full turn will have half their damge repaired, the
rest on the subsequent turn, after which it will not work for
them again. the powerup respawns as long as there are units that
have not used it, but is destroyed iof the building is. The building
is 30m tall, has 50K, 10SP, and DC 8.
- Rearm Weapons: the main JSDF base on the southwest edge of town has five hangers,
two of which are used for the Gamma Zeta units and the other
three of which will act as this powerup if someone crashes through
them. The base is defended by five maser tanks, and the GZ units
will hurry back to defend it if launched, or launch early if
it is attacked before they show up.
Level Two: Star Search
The "briefing" for this level is more of a cut scene, starring
a clean-cut young astronomer and a reasonably cute lady reporter
who watch a televised message from the Nau'tii aliens bragging
about how their society is a perfect utopia and that theyt are
going to conquer and exterminate all life on Earth. They also
claim that they are unstoppable; either that even Earth's mightiest
mecha cannot stop their monster army (if the PCs lost the first
battle, as intended) or that they are even now making their monsters
more powerful, so that not even Earth's mightiest mecha will
be able to stop them a second time. The astronomer then exposits
about how the aliens and thier monsters must have been the swarm
of maneuvering meteors that landed near Mount Snuh a few nights
ago, and the reporter suggests they investigate before telling
anyone in authority.
The actual level is set in lightly forested foothils near Mount
Snuh, the trees being about 2m high on the monsters and mecha,
like a shaggy lawn to a human. Drill Master and Cut Master and
enough other monsters to have one less than the PCs will show
up in Space Titanium Cyber-armor, and the 'masters will combine
into God Drillcutter as soon as both of them have taken damage.
They combine top to bottom, DM forming the chest and arms and
CM froming the waist and legs.
Both sides should be completely repaired for this battle, and
half of the space monsters will fight to the death, while God
Drilcutter and any remaining monster flee towards Mount Snuh
when the JSDF maser trucks arrive. This happens either when a
player is getting close to destruction or when they are about
to do in the alloted number of space monsters. The JSDF will
only fire at the monsters. The space monsters will head straight
for Mount Snuh.
Powerups in this level: None. There is an abandoned mine shaft at the base of one of
the hills, which will make the entire hill explode in a 15K BR
10 fireball if something is shot down it, however, and there
are signs warning of explosives around the entrance to the mine
shaft. The shaft is too small for any mecha unit to enter.
Level three: My power is beyond your comprehension! Or, not.
The cut scene for this level features the astronomer and reporter
talking to a small, bespectacled, and fidgety JSDF officer, who
thanks them for the information that led them to the monster
battle, but they've searched all over the area and can't find
any trace of the Nau'tii or their monster army. He then escorts
them out the door, and Astronomer Guy remarks to Reporter Girl
that he doesn't think the general believed that they'd found
a secret cave on Mt. Snuh. Reporter Lass starts to reply, wavers
for a moment, then is replaced by Rika! She asks him sarcastically
what his fist clue was, then the rest of the animation freezes
(having been messed up by being hacked) and she turns to face
the screen. She tells each player to get going, already, using
thier screen name.
Players will have had half of any damage they had at the end of
Level Two repaired at the beginning of this level, as will the
monsters they fought in Level Two. Megaa, of course, will be
freash as a daisy. The battleground is a gentle depression in
the slope of the mountain, with the snuh cap starting a little
way upslope and the steep, but climbable, descent to the foothils
over a rim on the other side of the crater, which is in fact
what formed when one of the blazing-hot space monsters fell from
the sky. The floor is smooth enough that wheeled units or humanoids
that brought a mecha skateboard along can play around as if it
were a giant half-pipe. To the left and right of the crater are
ridges, the left cutting off into a cliff a few hundred meters
below the crater with rubble at the foot and the right continuiing
unbroken to the base of the mountain.
The final monster battle takes place here, and all of them will
fight to destruction. At some point, either Megaa's cybernetic
control helmet will be damaged or he'll be fatally wounded, at
which point he'll quit flying around, slam into the left ridge
about level with the crater, and break the end of it off, sliding
down and over the cliff to be buried amonst the rubble. Without
thier warlord the space monsters will attack each other even
over the PCs, while the voice of the Nau'tii leader will come
over the comm channels complaining that their base is now exposed
thanks to Megaa, and that they can't even controll the space
monsters to stop the earth mecha from destroying it without him.
This is being in the nature of a Subtle Hint to the players that
maybe they should look what's in dat big hole over dere - if
they still don't get it, have a sign reading "This way to the
aliens" appear with an arrow pointing down the hole and signed
with a happy SD Rika head.
The PCs should at this point enter the tunnel, while the monsters
are busy fighting themselves. (Even CM & DM will decombine and
turn on each other if God Drillcutter is the only one left) In
it, they'll find a bunch of aliens (you can tell they aren't humans
because they're all wearing silver space suits and sunglasses)
running around on gantries where the monsters were fitted with
their cyber-armors, a glowing main dome with some smaller, differently
colored glowing subdomes, and off to one side a building where
a pair of humans that are supposed to be Astromomer Guy, Reporter
Girl, and the skeptical JSDF officer are escaping in the confusion.
Given player tendencies, mass destruction should ensue. If not,
then it'll get trashed anyway when the last space monster, down
to about 1/4 kills, comes looking to fight some more. Even if
the players are heavily damaged, he should be an easy kill at
The final cut scene just barely begins to play when again, Rika
stops it. She assures the players that it was really lame anyway,
and then comments that "that looked like fun!" and asks if she
can join them next time. She'l announce any rank changes herself
regardless of what they say, but if someone is really put out
by the cut scene not being shown she'll run it anyway after leaving.
The players should egt the idea that she's some human uberhacker
if they have any idea at all what she is beyond a disruption.
(An example of leading them this way w/o having her lie might
be answering questions like this: "Who are you?" "I'm Rika. I'm
new around here." "/Where/ are you?" Oh, everywhere, really.
You know, the 'net.")
Powerups on this level: Anyone curious enough about what snuh is to go up to it should
be encouraged to look more closely; anyone who feels the snuh
will regenerate 10% of their total kills/system cost per turn
as long as they don't do anything else. On the other side of
the right hand ridge (the unbroken one) are several rearm weapons
- Gamma Zeta One and Two - these are 10MA MV -3 flying nits, each with 18 kills, SP 8
and DC 8, IA 5 portfolio 3 (Mecha Piloting, Reflex, and Gunnery),
a quality 5 Reflector system, and Many 4k BR 1 missiles, which
can be fired singly or in flights of up to three.
- maser half-track trucks - these are 4MA MV -6 ground units, each having 10K, SP 6 and
DC 4, and an 8K beam weapon with a warm up time of 2.
- blowtorch tanks - These are the real popcorn of the JSDF, each having 5K, effectivly
no armor, and a 2K projo weaon for a main gun. Doin't worry about
how many shots it has, they're not likely to get a first shot
let alone any more. Their purpose is to turn all red and runny
when one of the monsters/mecha fires at them, or even looks at
them funny if the effects crew is feeling frisky. Excample: "You
fire your wide angle: hex energy beam at a column of the tanks,
which melt into puddles of goo all along the path of the beam.
In fact, the tanks in hexes to either side of the beem seem to
be getting a little soft around the edges. Over on your right,
the three tanks that seemed to be trying a flanking maneuver
are melting too, for no readily apparent reason."
- Dragon Comet 7 - a very fast, vaguely bird-shaped fireball. It can project
fire blasts and makes slicing attacks with its firey wings.
- Jukii - a sea monster, rather like a traditional oriental dragon in
layout. He can crush opponents in his coils and spit a deluge
of frothy pink seawater from his native world or giant, black
- Plongtor - a heavily armored spiky pillbug that can curl up and roll
and shoots silk ala caterpillar Mothra.
- Guuber - a vaguely peanut shaped monster with three legs and a single,
tentacular arm on the top of its head. Fires eye beams and swings
an EMW in its one hand.
- Drill-Master - humanoid with drill-hands and knees. Must survive to the last
- Cut-Master - humanoid with saw blades on its chest and knees. Must survive
to the last level.
- God Drillcutter - combined form of Drill-Master and Cut-Master - has double
drill hands and saw blades on upper and lower legs.
- Warlord of Monsters Megaa - lizardish humanoid with a skull-like head and lots of bony
plates and spikes, fitted with a cyborg controller helmet by
the Nau'tii aliens.
- Space Titanium Cyber-armor - basically Command Armor with a big beam gun and a missile
rack, plus a projo turret or arm mount. More of a battle frame
than real armor, it's just enough to hold the weapons and enough
verniers to keep the B mod down to 2 or so. DM & CM have versions
that transform as they combine, mounting both missile racks on
the shoulders, both beam guns on the arms, and both projo turrets
on the hips.
All space monsters can fly, but only DC7 and Megaa can do it
Nau'tii aliens - the reason for all the the trouble, the Nau'tii aliens want
to conquer Earth and wipe out all the native life forms, apparently
because they're bored with their perfect civilisation, though
they never really say. Thier secret mountain base isn't much
of a defense against big, determined oppponents.
OVA created by CrystalDrogn