by dinoman666 » Wed Apr 27, 2011 7:45 pm
Name: Mecha-King Ghidorah
Alias: The Three-Headed Cyborg
Height: 150 meters
Length: N/A
Weight: 115,000 tons
Wingspan: 150 meters
Appearance: Mecha-King Ghidorah is physically almost identical to the original space dragon, but with significant cybernetic enhancements. His wings and torso are encased in layers of Space Titanium armor plating. The clublike tips of his tails have been replaced with vicious Space Titanium blades, and extra armor has been placed around his legs. This particular set of plates actually connects directly to the dragon's musculature, allowing him to move around and carry his heavy new armor with ease. Rings of ST around the base of MKG's two outside heads serve a similar purpose, enhancing the heads' reaction times. The middle head, severed during KG's battle with Spinnerax and subsequently taken away by Mechagodzilla, has been replaced with an entirely robotic version, which contains a DNA computer in place of his central brain.
Powers:
Breath Weapons: MKG possesses two different breath weapons: his Gravity Beams, which are still used by the outside heads and have not changed since KG's presumed death (still powerful electric beams capable of lifting structures and enemies), and a new weapon used by his middle head: the Triple Laser Beam. This weapon is primarily made of plasma energy (similar to Horus's own mouth ray), with two coils of electricity (similar to the Gravity Beams) around it. While it lacks the versatility of the Gravity Beams, the Triple Laser Beam makes up for it with sheer damage output. As such, it is MKG's primary weapon.
Missiles: MKG is equipped with both High-Explosive Armor-Piercing (HEAP) and Electromagnetic Pulse (EMP) missiles. The EMP missiles are fairly standard, unlike the advanced design used by Horus, but are more than sufficient to take out most electronic systems. The HEAP missiles, on the other hand, have been scaled up to compensate for MKG's sheer size and brawn. They are significantly more powerful than basic HEAP missiles, and are exceptionally devastating in large numbers (and MKG has plenty).
Flight: MKG's wings, while still flight-capable, are primarily used as solar panels, which helps power the cyborg as well as his weapons. However, with the support of jets mounted in MKG's armored back, the cyborg can achieve flight speeds of up to Mach 2 in a straight line, or even hover in place. However, he is not agile in the air, and limits flight to getting from location to location, or to perform bombing runs.
Melee Weapons: The teeth of MKG's middle head are no less dangerous than the original's, and likely more so, considering they're made of Space Titanium. All three heads can bite with equal ferocity, and the cyborg's enhanced reflexes make his snakelike strikes lightning fast. The middle head can effectively control the outer ones like arms, using them to pick up even very heavy enemies and toss them back out into shelling range. If attacked from behind, MKG can retaliate with his tail blades, which can been sheathed in energy powered by his solar panels (yet another feature shared by Horus's own tail blade). These tails are slightly slower than MKG's heads, but somewhat more damaging to targets they hit.
Chest Beam/Shield System: If groundbound and stationary, MKG can produce a spherical energy shield around himself that blocks incoming projectiles, from missiles to beam weapons. However, it does not react to melee attacks. Certain types of energy (electricity, ice, radiation, fire, etc.) can be absorbed by the shield and redirected into a chest-mounted Energy Emitter concealed in MKG's chest armor. After absorbing enough attacks (and before overloading, of course), the Energy Emitter can fire a powerful beam of whatever energy (or even energies) the shield had previously absorbed. The beam is one of the most powerful weapons in MKG's arsenal when at full power, and can blow even the heaviest monsters off their feet in such cases. Projectiles like missiles and more exotic attacks like acid or plasma, however, cannot be absorbed by the shield; the attack is simply blocked or reduced in power.
Armor and Enhancements: Unsurprisingly, MKG's Space Titanium armor provides him with quite a bit of protection, further supported by his armored scales. However, it is also extremely heavy. DHARMA has solved this issue somewhat by giving MKG internal cybernetic implants connected to much of the outer plating. These implants enhance MKG's strength, allowing him to carry his armor without too much trouble. However, he is only slightly faster on his feet than the original King Ghidorah, and is not very agile (not that he ever was). The implants also enhance his reaction time, precision, and reflexes. As a result, MKG's aim with his weapons is exceptional, and while his melee attacks are generally rather average in terms of damage and power, they are extremely fast and very capable of countering or interrupting blows from stronger melee fighters.
Origin: After King Ghidorah's apparent death at the drills of Spinnerax, DHARMA, tracking down the rampaging monsters, collected the dragon's remains, planning to turn one of Earth's many threats into the ultimate monster hunter (specifically, he is well-equipped to fight Horus). He has turned from a planet-destroying alien into a tool to be used; Mecha-King Ghidorah is little more than a glorified armored weapons platform. However, King Ghidorah was never killed for good, and it is likely that certain external stimuli could reawaken the dormant monster...
Allies: Currently, DHARMA.
Enemies: Horus, other targets given to him.
Strengths: Mecha-King Ghidorah's armored scales and Space Titanium armor combined make the cyborg durable in close combat. Most forms of physical attack (claws, teeth, tails, even drills and blades) often slide or bounce off MKG's metal body. More specialized melee weapons, like Spinnerax's drills, can do more damage, but the cyborg is still exceptionally resistant to such attacks. However, he is still not a very good melee fighter, and can get quickly overwhelmed with too many physical blows if he can't get back out into a suitable range for his weapons (he often uses his grappling heads and tails to simply throw enemies away if they get too close). In addition, he possesses the same immunity to electricity he always had.
Weaknesses: MKG is vulnerable to acid, like the original King of Terror (though his shield can block it if he's capable of activating it), and is also strangely vulnerable to sonic blasts, which appear to disorient the cyborg and interfere with his electronic systems.
Name: Raptoran
Alias: "Raptorzilla"
Height: 2-100 meters
Length: 3-120 meters
Weight: 200 pounds-40,000 tons
Appearance: Raptoran looks like a large JP-esque Velociraptor with green scales and red, tigerlike stripes along his back, tail, and legs. He has a crest of flexible spines along the back of his head and neck, which can spring up when the monster is angry or excited. His back has small, jagged spines, not unlike those of Godzilla, albeit miniature in proportion.
Powers: Raptoran starts out small and relatively unintelligent, but as he feeds, he steadily grows in size, and depending on his meal, intelligence as well. At his max, "adult" size, Raptoran can produce a plasma beam from his maw that comes in several forms. He can spit weak green fireballs at the weakest, used mainly for harassing prey. The beam's average strength level is seen as a blue beam that is powerful enough to bowl smaller monsters over. The red beam is more powerful, used for tougher opponents. As a last resort, he can use most of his energy to form a bright-white plasma beam that can completely obliterate weaker monsters. Raptoran can eat to regain energy, but otherwise he relies on his lightning-fast speed (considered one of the fastest monsters on land) and razor sharp claws and teeth to run circles around and eviscerate his foes. He has a moderate healing factor, and is also a relatively good swimmer, though he has difficulty fighting underwater, and only uses it when he needs to travel elsewhere.
Origin: Raptoran origin is similar to that of Godzilla's in that he is a nuclear-mutated dinosaur. However, he never grew in size, and was hidden from the modern world until the Japanese found him on a nearby island, then captured him for study and sent him to Tokyo...
Allies: None as of yet.
Enemies: For now, only his human captors.
Strengths: Raptoran is as resistant to radiation as Godzilla, and nearly as resistant to heat as well.
Weaknesses: Cold energy (as it slows him down and reduces his own energy) as well as particularly powerful physical moves, primarily edged ones.
Name: Mechagodzilla
Alias: None
Height: 100 meters
Length: N/A
Weight: 120,000 tons
Appearance: Identical to the incarnation from the original GEW
Powers: Mechagodzilla has a staggering arsenal of alien weaponry:
Offensive:
Laser Eyes: MG can produce a yellow beam from each optical unit, and the two beams combined rival the power of Godzilla's Atomic Ray.
Missiles: MG can fire pointed missiles from his hands, knees, toes, back, shoulders, and hips. These missiles are guided, and can be manually controlled by the mech as long as they are within its sight. MG carries a wide variety of missiles, which can be exchanged internally as the need arises: freezing, incendiary, EMP, sonic stun, energy-draining (explosion drains energy from shields), acid-releasing, armor-piercing, and proximity-fuse, which explode at certain distances. All missiles are capable of piercing the hides or chassis of enemies before detonating. Thanks to scanners in its optical units, MG can figure out which missiles are best for whichever opponent it is currently facing.
Smart Laser: Mechagodzilla's chest can open up, revealing a cannon inside that can shoot up to eight red energy beams at once. Each one can move independently of the others, and they possess incredible slicing ability, able to cut through buildings, rocks, and other obstacles with ease.
Drill/Laser Hands: MG's missile fingers are pointed and surprisingly flexible, allowing him to grab foes. However, they can also close together and spin rapidly, forming lethal drills. Even while spinning, these closed drills can be enveloped in yellow energy by MG, making them deadly energy blades, which can also rapidly shoot bolts of energy at foes from a distance if necessary.
Mouth Beam: Meachgodzilla can fire a green beam from its mouth. This beam is incredibly powerful, comparable to Godzilla's Hyper Spiral Ray, but it uses large reserves of energy, and is saved for only the most dire situations. In the event of his head being removed, Mechagodzilla's AI brain is protected inside a machine in its neck, which allows the mech to function fine, albeit without its head-based weapons. However, the machine can also fire an immensely powerful scatter-shot version of the mouth beam that is incredibly inaccurate, but absolutely lethal to most monsters at close range.
Defensive:
Armor: Mechagodzilla's armor is pure Space Titanium, making him extremely durable. However, it is also reinforced internally with diamond, making him even tougher than would be expected without sacrificing speed.
Shield: At will, MG can produce a blue energy shield that covers its entire mechanical body. This shield absorbs almost any attack thrown at it, and redirects more powerful ones back at their source in order to conserve energy. However, MG is incapable of using jets or any form of energy/ranged weapon, and must rely solely on melee attacks. However, the shield also delivers a powerful electrical shock to anything it touches. If the shield is overloaded, MG can make the shield into a weapon: the blue field dematerializes into a shockwave of electrical energy that explodes outward in front, behind, to either side, and above/below (in certain situations) the mech for 200 meters. This blast acts like an EMP burst to other mechs, but also acts like an immense lightning storm, and is equally dangerous to organic targets.
Jets: Located in its back and feet, Mechagodzilla's jets allow the otherwise sluggish mech to fly at speeds of up to Mach 5 (Mach 20 in space).
Nanobots: Mechagodzilla's internal systems contain billions of nanobots controlled by the mech. These nanobots are capable of repairing hull breaches and restoring energy to the mech using materials MG has "consumed:" MG can absorb most artificial and organic materials through its mouth or arms, which are then contained in its body for later use. As long as it has material to break down for its nanobots, Mechagodzilla has a virtually unlimited energy source.
Hologram: Mechagodzilla can produce a hologram around its body in place of its shield, which allows the mech to impersonate any similarly-sized and shaped monster. This hologram is nearly impossible to penetrate with human scanners.
Origin: Mechagodzilla appears to be some sort of intergalactic exterminator created by an unknown alien race. Due to King Ghidorah's destructive tendencies, it appears that MG has been sent to track down and destroy the three-headed monster. However, MG is not particularly noble or good, and does not discriminate between a target and those who get in its way. Mechagodzilla's appearance is unusual, and far too uncanny to be a mere coincidence. It is likely that the mech's creators have seen Godzilla before, and built MG in his image...
Allies: None, other than its unknown masters. However, it will accept help where it can get it.
Enemies: King Ghidorah, others who get in its way.
Strengths: Mechagodzilla is effectively immune to radiation and nuclear energy, and also highly resistant to electricity (a useful trait against KG, and intended to protect itself from its own shield system).
Weaknesses: MG is slow on the ground, and therefore vulnerable to faster, close-combat-oriented opponents. However, its hull is only particularly vulnerable to powerful blunt blows (edged attacks usually bounce off its Space Titanium armor). Acid eats away at the armor as well, but this effect is slowed by the self-repairing nanobots. MG's main weakness, however, is its AI brain: if somehow damaged or corrupted, Mechagodzilla can turn from a focused machine into a reckless monster, smashing everything in its way and attacking those nearest to it. However, this is a worst-case scenario. Still, even at best, Mechagodzilla will forget its main directive and target and simply follow its own desires, which is usually bad for whatever civilization it happens to be among...
Name: Anguirus
Alias: Angilas, The Spiked Beast
Height: 50 meters on all fours; 100 meters on hind legs
Length: 160 meters
Weight: 50,000 tons
Appearance: Identical to his incarnation in Godzilla: Unleashed
Powers: Anguirus only has one form of ranged combat: his powerful lungs allow him to produce a devastating Sonic Roar after taking a deep breath. The roar can stun or even knock out monsters, and can shatter buildings. Other than this, Anguirus relies on close combat in battle. He is remarkably tenacious, even for a daikaiju, known to hold onto enemies with his vice-like jaws for as long as physically possible and fighting with every ounce of strength he can muster, often lasting significantly longer than other monsters. He is also surprisingly fast and has incredible reflexes, lending him well in battle. Anguirus is intelligent enough to use unique strategies involving his shell. An intensely defensive opponent, he will often use his spiked carapace to block enemy attacks, then quickly counterattack with his jaws, claws, horn, tail, or shell while his foe is in pain. Anguirus can also roll into a ball and tumble about as a giant, spiny wrecking machine. Anguirus can swim, but it is used only to get from place to place, and he can also burrow to a limited degree as well.
Origin: Anguirus' origin is completely unknown. However, he appears to be a heavily mutated dinosaur, like Godzilla. He is also a well-known ally of Godzilla, and has been observed fighting alongside him in many situations. However, he is less destructive than his ally, and rarely ventures into human-controlled territory of his own free will.
Allies: Godzilla and similar monsters.
Enemies: None, except those who attack him or his allies.
Strengths: Anguirus is extremely tough, especially when on all fours, which makes getting past his shell difficult. Even when attacks do hit him in more exposed areas, he is resistant to sonic-based attacks and explosive blasts.
Weaknesses: Anguirus' underbelly is vulnerable to edged attacks, and larger opponents that can repeatedly batter him often wear the monster down with ease.
Name: Arandar
Alias: The Force of Nature
Height: 40 meters on all fours, nearly 120 meters on his hind legs
Length: 100 meters
Weight: 30,000 tons
Wingspan: N/A
Appearance: Arandar is serpentine in shape, sheathed in plated scales that cover his entire body. He looks like a somewhat stretched crocodile, dull, dark blue in color. Despite the scales, Arandar's frame is lithe and nimble, and very slim for such a large creature. His four legs are strong and capable of propelling him at high speed over open terrain, or letting him raise up onto his hind legs. The limbs ends in five clawed digits on each, useful for scratching enemies or climbing. As he weaves and bends his frame, the scales will flex and expose a shimmering light beneath. This light also emanates from the beast's eyes and maw, and changes color depending on the elemental force Arandar is currently using: red, white, blue, or yellow. The tip of his long tail ends in a large pincer-shaped structure, and the outer edges of each prong are razor-sharp. A dim glow of the same colored light as the rest of Arandar rests between the two tips of the prongs, and expands if he produces energy from it.
Powers:
Elemental Fury: Arandar's primary power is the ability to harness the forces of nature themselves, either offensively or defensively. This often manifests as one of four elements: fire (represented by a red glow), sheer cold (white), electricity (yellow) or wind (blue):
Fire: Arandar can spew flame from his maw as a short range blast of heat, or lob explosive fireballs from his tail like a mortar cannon at longer range. When he is harnessing fire in this manner, intense heat emanates from his body as a deterrent against other monsters, so they don't get too close.
Frost: In a similar vein, Arandar can also spray freezing cold snow and ice like a concentrated blizzard from his mouth and tail, or spit large spikes of ice at more distant targets. These spikes will pierce most surfaces they hit--as well as the hides of other monsters--as if they are made of steel, before shattering in a small blast of sheer cold and rock-hard icy shards. Arandar is chilling to the touch when harnessing such an ability, and can make melee attackers too numb and sluggish to fight effectively.
Electricity: Arandar can spit bolts of lightning from his mouth and tail from an exceptional distance, and can harness electrical forces to enhance his melee attacks as well, stunning and electrocuting his enemies at almost any range.
Wind: Concentrated blasts of air produced from either end of his body allows Arandar to slow and knock down opponents like bowling pins. At extremely close range, he can form swirling gusts to keep enemies off their feet, or even produce a sonic boom that knocks back any opponents right next to him.
Melee: Arandar will not shy away from close-range combat if pressed, but is not exceptionally strong; he prefers wearing an enemy down with a thousand cuts, rather than taking them down with a few powerful blows. As such, he uses his claws, teeth, and tail blades in hit and tun tactics (often enhanced by his elements) to repeatedly slice and dice his enemy until they're too injured to fight back. Arandar uses his speed and agility to his advantage in close combat, running circles around enemies, or merely evading their attacks until he can set up his own blows. He is exceptionally difficult to keep a grip on as well, and is adept at wriggling out of the grasp of almost any enemy.
Origin: Arandar represents the dark side of nature: he is as merciless as a wildfire, as relentless as a blizzard, as imposing as a thunderstorm, and as vicious as a hurricane. His origin is mostly unknown, though he is clearly not extraterrestrial in origin. He may simply be another mutation, but the source of his power suggests that simple radiation was not the cause, or at least, not the only one. Arandar is territorial and aggressive, attacking anything that gets in his way, and directing his fury especially to those who attempt to harm the planet itself, human or kaiju.
Allies: None.
Enemies: Any who oppose his work.
Strengths: Arandar is quick and nimble, and has an incredible array of powerful abilities he can unleash upon foes. He is versatile and adaptable, using different elements for different foes as the need arises. He is vicious and overwhelming in close combat as well, channeling his raw fury into blow after blow. Depending on the element being harnessed at the time, Arandar is also virtually immune to the effects of that particular element, until he switches to another one.
Weaknesses: Like all things of Earth, Arandar is not perfect. As a tradeoff to his natural immunities when harnessing certain elements, the monster is equally vulnerable to another element, depending on which one he is currently harnessing (fire is weak to frost, frost is weak to fire, and earth or other solid objects are resistant to electricity and wind), and it takes a couple seconds of concentration to change from one element to another. Because this is mostly unfeasible in combat, he tends to rely on his speed, which also has a drawback: despite his scales, Arandar is physically rather frail compared to most kaiju of similar size, and his attacks do not possess the raw power of many monsters and mechs. As such, sufficiently powerful blows, specifically blunt ones, can stun or heavily damage Arandar and make him vulnerable to follow-up attacks.
Last edited by
dinoman666 on Sat Jan 11, 2014 1:02 am, edited 17 times in total.
"Heroes have morals. Villains have work ethic."
-Megatron