by Larry Bond
Godzilla takes 30 seconds to turn 45°. On land, Godzilla moves 100 yards a step, and he gets one step each 30-second Engagement Turn. Wading in the water, he moves 50 yards with each step. Swimming, he moves 300 yards each step. In each plotting phase (which covers a three-minute Tactical Turn), Godzilla’s player is allowed six “steps.” These may be actual moves, turns, or planned attacks. How Godzilla Detects Godzilla’s definitely a sight monster. He doesn’t use hearing, and appears to have typical reptilian ears. His sense of smell is very limited. He never sniffs or uses it to find anything, which makes sense, considering his nuclear halitosis. He’s not very limber, and so to see something off to his side, he has to turn his whole body. His field of vision is 45° to either side of his forward centerline. It can be obscured by smoke, but you need a lot of smoke. He is treated as a Large ship on the line of sight table on land, and a Small ship when he’s wading in the water. How Godzilla Fights Godzilla attacks with his teeth, feet, hands or tail. He can also breathe, infrequently. If he sees a target, the Godzilla player rolls D100 on the Godzilla Attack Table to see which form of attack he chooses. He can make up to six attacks in a Tactical Turn, one each 30 seconds. Attacking takes all his brainpower, so he cannot attack and move in the same step. Bite Attack He chomps at anything between directions 2 and 3. It has to be within 50 yards, and he can bite at aircraft up to 50 yards above him.
Chance vs. Plane: 10% Chance vs. Helo: 50% Arm Swipe: He swings at anything within 50 yards. A left swing can attack anything between directions 4 and 1. A right swipe can attack anything between directions 5 and 1.
Chance vs. Ship: 80% Chance vs. Plane: 30% Chance vs. Helo: 60% Tail Swipe A swing of his tail attacks everything within 100 yards between directions 6 and 7. Roll for each eligible target in the area:
Chance vs. Sub: 30% Kick: A left kick attacks anything between directions 2 and 1 within 50 yards. A right kick attacks anything between directions 3 and 1 within 50 yards.
Chance vs. Ship: 60% Chance vs. Sub: 30% Stomp A stomp requires Godzilla to be next to the target and spend one “step” aiming. A left stomp attacks anything between directions 2 and 1 within 50 yards. A right stomp attacks anything between directions 3 and 1 within 50 yards.
Chance vs. Ship: 90% Chance vs. Sub: 50% Two-handed Grab When Godzilla really wants to get something, he can attempt to grab anything within 50 yards between directions 2 and 3.
Chance vs. Ship: 80% Chance vs. Plane: 60% Chance vs. Helo: 90% Breathe This is the biggie. He emits a jet of white-hot radioactive plasma 300 yards long and 10° wide in any direction between 2 and 3.
Chance vs. Ship: 90% Damage done by Godzilla Aircraft and helicopters are destroyed by any attack. Buildings: Roll for each block attacked:
Tail: 3D10*10% destroyed Stomp: 4D10*10% destroyed Breath: 6D10*10% destroyed Bite: 2D10*10% destroyed 2-H Grab: 3D10*10% destroyed Medium buildings: Subtract one die from the number rolled Tall buildings: Subtract two dice from the damage rolled. Ships: Roll for each ship attacked
Tail: 2D6*50 dp Stomp: 3D6*50 dp Breath: 4D6*50 dp
Monster’s Ball Harpoon 4 Scenario: Godzilla vs. Tokyo
Godzilla Attacks Distracting and Destroying Godzilla Maps (very slow: 287K) Referee Page (slow: 120K) Japanese Charts and OOB (slow: 159K) BT Back to The Naval Sitrep #23 Table of Contents Back to Naval Sitrep List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by Larry Bond and Clash of Arms. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history and related articles are available at http://www.magweb.com |