TEXT: A Sourcebook for
  By Johnathan Wright
  
  2
  THE BIG BOOK OF KAIJU
  “Kaiju No Daizukan”
  KAIJU OF THE LAND
  土地の怪獣 
  “Tochi No Kaiju”
  The ground shakes under their clawed feet. They are the Tochi no Kaiju, the Kaiju of the 
  Land. Whether on the surface or underground these creatures are unmatched in power and 
  savagery. But even among these titans there is one who stands above – a King of the  Monsters. 
  This sourcebook details the history and abilities of these legendary monsters, and provides 
  detailed statblocks at multiple power levels, each one ready to run right off the page. 
  A WrightWerx Publication 
  MechaVsKaiju.com 
  publisher@MechaVsKaiju.com 
  @MechaVkaiju on Twitter 
  facebook.com/MechaVsKaiju 
  Mecha vs Kaiju:Steam and Steel 
  ©2016 by Johnathan Wright. 
  All kaiju statblocks printed within boxed text are
   licensed under the Creative Commons Attribution 
  4.0 International License. To view a copy of this license, 
  visit http://creativecommons.org/licenses/by/4.0/. All other rights 
  reserved. This work is based on Fate Core System and Fate Accelerated 
  Edition (found at http://www.faterpg.com/), products of Evil 
  Hat Productions, LLC, developed, authored, and edited by Leonard 
  Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, 
  Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, 
  and licensed for our use under the Creative Commons Attribution 3.0 
  Unported license (http://creativecommons.org/licenses/by/3.0/).
  In other words, feel free to incorporate these rules into your game, as
  long as you tell folks that I wrote them, but I keep the rights to all the
  story stuff.
  Artwork by Butch Mapa
  Cover Design by Mike Todd
  
  3
  For those new to Mecha vs Kaiju Welcome! If this is your first introduction to MvK, just 
  remember that this is a world where every giant monster movie you ever saw as a kid 
  really happened, from gargantuan kaiju in Japan to giant insects in America. The MvK 
  Sourcebook offers a complete world filled with mystery and adventure. And ninjas...lots 
  and lots of ninjas.
  But if you are just looking for a one-shot encounter to spice up your Fate game then 
  these monster stat blocks are written with everything you need. The power’s name is 
  treated as an Aspect, which can be invoked or compelled as usual. Each power has a series 
  of “Mutation Stunts” underneath it. These stunts are clearly explained, exactly as they 
  appear in the MvK Sourcebook. Some are a similar power level to those used by characters, 
  while others are more powerful, especially those with prerequisites. If you wish to modi-
  fy a power while maintaining the kaiju’s difficulty level just swap one Mutation Stunt for 
  another. Don’t see a power you want? Just build them like you would any other Fate stunt. 
  Or you can get the Mecha vs Kaiju Sourcebook and take your pick!
  The “Big Book of Kaiju” is organized as the online message board for the Kaiju Hanta 
  (怪獣ハンター, using a gairaigo, or loan word, for  “hunter”). To learn more about this 
  group and the contributors who will be commenting on the kaiju entries you should 
  download the “Big Book of Kaiju Introduction”, a free appendix to this supplement avail-
  able at RPGnow.com.
  Kaiju Design
  These kaiju are all inspired by giant movie monsters, and their descriptions and actions 
  are based on the same. Kaiju Motivation is the driving force for the beast, and will rarely 
  change. Motivation inspires the kaiju to respond by Instinct whenever a new situation 
  arises. Instinct changes based on the circumstances, but some common instinctive 
  actions are provided as suggestions for their behavior. This is an important distinction: 
  Motivation describes mind-set, Instinct describes action in a given scene.
  When building a new kaiju, their power is based on the player group. Kaiju have 
  twice the Mutation Points (MP) as the average player’s Construction Points for building 
  a mecha, plus one for each player. Their skill cap is also 2 points higher than that of the 
  players. These kaiju designs assume each kaiju appearing alone. If there are more than 
  one reduce the skill cap of the group by 1.These builds assume a 4 player group that 
  have reached varying Milestones (Fate Core Rulebook Pg. 256). They do not use option-
  al rules, such as Kaiju Fortitude (MvK Pg. 105). 
  The kaiju in this book are designed for three different power levels. The first is “As-
  pects Only”, a game where players build their mecha without Construction Points; the 
  second is for an Experienced team that has put some missions under their belts and 
  achieved some Significant Milestones, therefore increasing their base Construction 
  Points; the third is the Endgame version of the kaiju, as it would appear in the final 
  battle, facing a group that has achieved two Major Milestones and increased their skill 
  cap. Kaiju stat blocks are written with all powers summarized for ease of use during a 
  game session.
  
  4
  IJIMEKKO 
  Essentially a walking muscle, Ijimekko is one of the easily-grown “disposable” kaiju 
  developed by the North Koreans in the mid 1970s. There is nothing at all fancy about this 
  monster, built from a powerful yet uncomplicated strain of Kaibutsu DNA, but it does the 
  job of savaging its enemy admirably. Ijimekko is seen mostly on the North Korean DMZ, 
  although frequent reports surface of the creature appearing on south sea islands.
  <<<Capt. Spawding>>>Ijimekko was one of North Korea’s first “success stories” in 
  exporting its kaiju technology. Wondering what caused the landslides in Peru in 1970? 
  The destruction of Spitak and Leninakan in Armenia in 1988? Or the 26,000 Iranians killed 
  in an “earthquake” 2003? Ijimekko, or at least one of his cousins. The kaiju are sent in 
  infant form, with sufficient nutrient to grow them to their adult size. After that the crea-
  ture’s life span and development are up to the “caretaker,” though none have lived longer 
  than a year due either to damage incurred during combat or starvation.
  <<<Rouzeki>>>So how can they get away with this? Kaiju are only allowed as defen-
  sive weapons!
  <<<Iseika>>>I could point fingers at an international community that has allowed 
  Japan to bear the brunt of kaiju attacks for decades, but in order to keep this on topic it 
  comes down to proof. Because other organizations have developed biological weapons 
  of this nature, North Korea can always point to them as a likely source. The fact that NK 
  sold those other groups the kaiju technology in the first place is beyond the point.
  <<<Fushigi>>>A recent development from Africa: a shipment of arms captured from 
  a warlord was labeled “RLD4 Feed”. The letters and numbers are known to represent an 
  official designation for Ijimekko. The chemical compound was found to be a highly con-
  centrated protein-infused grain. Is it possible that this kaiju has some kind of special 
  food? That could explain why their mortality rate is so high: if you can’t afford to feed it 
  correctly it dies.
  Motivation: Go until you drop
  Common Instincts: Eat Everything, Follow the Food, Hunting Prey
  Aspect Only
  Fantastic +6: Fighting
  Superb +5: Physique
  Great +4: Athletics, Notice
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
  Mutation Points: 4
  Beastly
  • Batter Down: Ijimekko gains +2 to Athletics and Physique for overcoming obstacles; 
  if it succeeds with style the obstacle is removed from scene.
  • Charger: successfully attacking after taking move action towards target increases 
  WV +2
  Killer Claws: Weapon Value 1
  Iron Body: Armor Value 1
  
  5
  Experienced
  Fantastic +6: Fighting
  Superb +5: Physique
  Great +4: Athletics, Notice
  Stress Boxes: 5
  Consequences: 2 Minor, Moderate, Severe 
  MP: 12
  Beastly 
  • Batter Down: Ijimekko gains +2 to Athletics and 
   Physique for overcoming obstacles; if it succeeds with 
  style the obstacle is removed from scene.
  • Charger: successfully attack after taking move action towards target increases WV +2
  • Enraged: When it takes a Consequence it also gains the aspect “Enraged” with a free 
  invoke.
  • Gallup: It moves two sectors in a conflict without rolling, instead of one, as long as 
  there are no aspects impeding its movement.
  Deadly Claws 
  • WV 2 
  • Bug Stomp: Ijimekko deals one additional stress against human-sized targets or      
  vehicles.
  • Piercing Strike: Once per scene it can force a target to use a Consequence of equal 
  value instead of a Stress box. If that Consequence is full it cannot use this ability.
  Fast Metabolism: Regeneration – Once per scene the kaiju may reduce the level of a 
  Moderate or Severe Consequence, or eliminate a Mild Consequence.
  Thicker Hide 
  • AV 2
  • Durable (Ijimekko gains 1 additional stress boxes)
  Endgame
  Note: It is highly unlikely that an Ijimekko will live long enough to gain this level of power.
  Superb +7: Fighting
  Fantastic +6: Physique
  Superb +5: Athletics, Notice
  Stress Boxes: 6
  Consequences: 2 Minor, Moderate, Severe  
   
  MP: 20
  Killer Claws 
  • WV3
  • Bug Stomp: Deal one additional stress against human-sized targets or vehicles
  • Piercing Strike: Once per scene Ijimekko can force a target to use a Consequence of 
  equal value instead of a Stress box. If that Consequence is full it cannot use this ability
  • Rending Strike (Once per scene, when the kaiju causes its target to take a consequence, 
  it can force the target to use the next higher consequence instead); 
  • Two Handed (Ijimekko may make an overwhelming attack with both claws. Increase 
  WV by +2. Reduce attack roll by -1 shift. If this attack Ties it is instead treated as a miss).
  
  6
  OUMANOU 
  Very little is known of this creature, and its genetic origins are a mystery. It appears to 
  be some kind of cross between a bipedal lion and a dog, with great speed and maneuver-
  ability. But it has only appeared once and left behind little evidence. Its offensive ability 
  is mainly physical, with vicious claws and a rapid combat style. Defensively it’s able to 
  absorb vast amounts of energy, which it demonstrated in its only recorded battle, against 
  the one and only Kaibutsu.
  The original kaiju had just made landfall on southern Okinawa when an earthquake 
  struck. Shortly afterwards, Oumanou appeared on the outskirts of Azama fishing village. 
  This new kaiju seemed to identify the area as its home turf and struggled to drive off the 
  monster. 
  Oumanou seemed to take strength from Kaibutsu’s energy blasts, and this enabled it 
  to frustrate the more powerful creature, causing it to finally leave. Then this strange kai-
  ju disappeared as quickly as it appeared. 
  <<<Saishi>>>This report presents the simple facts of the appearance of Oumanou, 
  but cannot tell you of the truth behind them. For centuries uncounted the Ryukyu island 
  chain, of which Okinawa is a principal part, stood politically apart from her northern 
  cousins, its own separate kingdom.  The Sho Dynasty unified the Ryukyu islands – nearly 
  150 in all – through a pact made with the Buddhist bodhisattvas. The Sho royal family 
  pledged to serve the Buddha, and in return the heavenly forces sent a guardian to protect 
  and serve the court. This creature was Oumanou, one of the Buddha’s own komainu  fu-dog 
  guardians.
  Beastly 
  • Batter Down(+2 to Athletics and Physique for overcoming obstacles; succeeds with 
  style the obstacle is removed from scene); 
  • Berserker Rage (When the kaiju suffers a physical Consequence, it can invoke that 
  consequence for free on its next attack. If it suffers multiple physical Consequences in 
  a single exchange, it gets a free invocation for each); 
  • Charger (successfully attack after taking move action towards target increases WV 
  +2.); 
  • Enraged (When Ijimekko takes a Consequence it also gains the aspect “Enraged” with 
  a free invoke); Gallup(move two sectors in a conflict without rolling, instead of one, as 
  long as there are no aspects impeding its movement).
  Self-Destruct: Doomsday(when Ijimekko is Taken Out it detonates, attacking every 
  target in its sector and all adjacent sectors with an attack rating of 7).
  Fast Metabolism: 
  • Heightened Reaction (Ijimekko’s Notice is treated as if it is +2 for purposes of deter-
  mining who goes first in an Exchange); 
  • Regeneration (Once per scene the kaiju may reduce the level of a Moderate or Severe 
  Consequence, or eliminate a Mild Consequence).
  Stony Hide 
  • AV 3 
  • Durable (Ijimekko gains 2 additional stress boxes)
  
  7
  For centuries the royal family venerated the Buddha, and during that time Oumanou 
  protected the royal family faithfully, granting the Sho the power to bring the island chain 
  together. But the Sho grew decadent and perverse, losing the mandate of heaven to rule. 
  In their folly they declared war upon the Tokogawa shogunate of Japan. Their armies sailed 
  up the Ryukyu islands with the Sho perched upon Oumanou’s back. As they set foot on 
  the southernmost island of Kyushu the guardian creature set the royal family down and 
  walked back into the sea, ignoring the king’s commands to return and do battle with the 
  shogun’s army. The Sho were defeated and the Ryukyu islands came under the control of 
  the Tokogawa.
  Oumanou disappeared into the mountains along Okinawa’s sea shore and slumbered 
  there for many long years. The descendants of the Sho built a shrine to the guardian on 
  Mabuni Hill, next to the quiet cliffs overlooking the Pacific Ocean. It was here that the 
  Imperial Army defenders fled in the final days of WWII. They came to beg the guardian 
  beast to rise up and destroy the American invaders. Here the commanding general of the 
  Okinawa army committed seppuku and many soldiers leapt off 500-foot cliffs in hopes of 
  rousing the creature. How little they had learned in the centuries of Oumanou’s slumber.
  It was only the corrupt, unnatural will of Kaibutsu stepping foot on the island that 
  roused the guardian’s ire. At the behest of the last daughter of the Sho, Oumanou broke 
  free of its mountain resting place and did battle with the kaiju. It kept Kaibutsu away from 
  every village by, as noted, frustrating the monsters desire for destruction. In the end the 
  kaiju left to find easier game, thus proving that faith and will can win out over the kaiju 
  when brute force fails.
  <<<Rouzeki>>>Wait a minute. I have nothing but the deepest respect for you Saishi, 
  but are you seriously suggesting that a kaiju would deliberately help small fishing villag-
  es? That’s crazy!
  <<<Shigakka>>>On the contrary, I thought it was a beautiful fairy tale. Thanks for 
  the input, Saishi.
  <<<Pateren>>>You two show an utter lack of understanding of the nature of the 
  entities you profess to study; typical of those who deny the divine power that walks the 
  very Earth. Oumanou is a prime example of the manifest intelligence lying within the soul 
  of every kaiju – though its source is not located in quite the region Saishi believes.
  <<<Saishi>>>I will NOT allow you to compare this servant of the Buddha to the beasts 
  you claim as your gods. This guardian is a noble creature, unlike the scientifically bred 
  monsters you venerate. The distinguished heavenly Kami and the bodhisattvas of the 
  divine Buddha have long shared the burden of defending the spiritual welfare of these 
  islands. We will not let your kind drag these people into the filth as you have done before.
  <<<Pateren>>>As you say Saishi, the people have seen the wisdom of our teachings 
  before. They will see it again.
  <<<Odokemono>>>Um, anybody else feel like they stepped into a movie that was 
  halfway through?
  <<<Capt. Spawding>>>Don’t worry, Odo – this movies a lot farther than half-way 
  through. And when Pateren figures that out, it’s gonna be a bad day for him.
  Motivation: This Is My Land
  Common Instincts: Destroy the Invader; Purify the Island; Take Every Hit
  
  8
  Aspect Only
  Fantastic +6: Athletics 
  Superb +5: Fight, Notice Great +4: Physique, Provoke, Will
  Stress Boxes: 4 Physical, 4 Mental
  Consequences: Minor, Moderate, Severe  
  Mutation Points: 4
  Apparition: Teleportation – Oumanou can travel great distances without touching the 
  ground. In place of its movement and dice action, it can move 4 sectors so long as it 
  has no aspects on it hindering its movement. It must end its turn on a solid surface.
  Fiery Halo 
  • Absorption: When Oumanou is struck with a fire attack it gains this boost. Once per 
  scene it may invoke a fire-related scene aspect for free.
  • Deflection: Oumanou can deflect ranged attacks away from itself, granting +2 Armor 
  Value against such attacks.
  Stone Skin: Shield – Oumanou has stone-like build ups on its chest and arms that grant 
  +1 Armor Value. It can invoke Stone Skin to absorb a single Mild consequence. Doing 
  so disrupts this skin, and it must be restored between scenes.
  Experienced
  Fantastic +6: Athletics 
  Superb +5: Fight, Notice Great +4: Physique, Provoke, Will
  Stress: 4 Physical, 4 Mental 
  Consequences: 2 Minor, Moderate, Severe   MP: 12
  Apparition 
  • Teleportation: Oumanou can travel great distances without touching the ground. In 
  place of its movement and dice action, it can move 4 sectors so long as it has no aspects 
  on it hindering its movement. It must end its turn on a solid surface.
  • Improved Teleportation: It can roll to overcome an aspect hindering its movement 
  before teleporting.
  Blazing Will: Psychic Attack – Oumanou makes a ranged attack using Will. The attack 
  is defended with Will. It has a range of 2 sectors.
  Burning Claws: Weapon Value 2
  Fiery Halo 
  • Absorption: When Oumanou is struck with a fire attack it gains this boost. Once per 
  scene it may invoke a fire-related scene aspect for free.
  • Deflection: +2 Armor Value against ranged attacks.
  • Redirection: expend Fiery Halo boost to make a Fight attack at a range of 2 sectors
  • Reflection: It can reflect damage back at an attacker. If it succeeds with style when 
  defending against ranged attacks the attacker takes 2 shifts of damage instead of the 
  kaiju gaining a boost.
  Stone Skin 
  • Extra Consequence (Mild)
  • Shield: Oumanou has stone-like build ups on its chest and arms that grant +1 Armor 
  Value. It can invoke Stone Skin to absorb a single Mild consequence. Doing so disrupts 
  this skin, and it must be restored between scenes.
  • Shield Wall: Stony growths can erupt into massive plates, large enough to cover both 
  Oumanou and another target. Once per scene either it or another character in the same 
  sector may invoke Shield Wall for free.
  
  9
  Endgame
  Epic +7: Athletics         Fantastic +6: Fight, Notice 
  Superb +5: Physique, Provoke, Will
  Stress Boxes: 4 Physical, 4 Mental
  Consequences: 2 Minor, 2Moderate, Severe           MP: 20
  Apparition 
  • Teleportation: In place of its movement and dice action, 
  Oumanou can move 5 sectors so long as it has no aspects 
  hindering its movement. Must end its turn on solid surface.
  • Improved Teleport: It can roll to overcome an aspect 
  hindering its movement before teleporting.
  • Advanced Teleporting: It may teleport as a movement action.
  Blazing Will 
  • Area: Oumanou strikes all targets in a sector. Make one attack roll applied to each 
  target, which defends against this attack as if it were the sole target. Reduce damage 
  -2 shifts. If the attack does no damage the attacker gains a Boost instead.
  • Cone: This attack affects 2 additional sectors, which must be either in a straight line 
  or adjacent to Oumanou’s sector. This does not increase the range of the attack. 
  • Psychic Blast: It makes a ranged attack using Will. The attack is defended with Will. 
  It has a range of 2 sectors.
  Burning Claws 
  • Weapon Value 2
  • Multi-Attack: attack a target with both Blazing Will and Claws in the same exchange.
  Fiery Halo 
  • Absorption: When Oumanou is struck with a fire attack it gains the “Fiery Halo” boost. 
  Once per scene it may invoke a fire-related scene aspect for free. 
  • Deflection: It can deflect ranged attacks away from itself, granting +2 Armor Value 
  against such attacks. 
  • Redirection: It may use Fiery Halo boost to make a Fight attack at a range of 2 sectors.
  • Redistribution: It may continue to use the boost it gained from Absorption to make a 
  Fight attack at a range of 2 sectors as long as it is exposed to same source of energy, 
  either through attacks, a scene aspect, or some other means. 
  • Reflection: It can reflect damage back at an attacker. If it succeeds with style when 
  defending against ranged attacks the attacker takes 2 shifts of damage instead of the 
  kaiju gaining a boost.
  • Refraction: Once per scene, when it takes a Consequence, it may place the “Scorched” 
  aspect on its attacker. This aspect receives free invokes based on the consequence 
  taken: 1 for a Mild; 2 for a Moderate; 3 for a Severe.
  Stone Skin 
  • Extra Consequence (Mild, Moderate)
  • Shield: +1 Armor Value. It can invoke Shield to absorb a single Mild consequence. 
  Doing so disrpts this skin, and it must be restored between scenes.
  • Shield Wall: Stony growths can erupt into massive plates, large enough to cover both 
  Oumanou and another target. Once per scene either it or another character in the same 
  sector may invoke Shield Wall for free.
  
  10
  RAPPAGON
  <<<Ekisaito>>>For all our interest in space, there are still vast areas of the world we 
  have yet to explore. Many have made great strides in exploring the sea, but an even more 
  mysterious land lies under our feet: the world under ground. In this land Rappagon reigns 
  supreme.
  None can say how long the subterranean kaiju Rappagon has dwelt under the earth, 
  moving through rock and earth as easily as a fish through water. He strikes from hiding, 
  exposing his armored head only long enough to launch a devastating incendiary gout 
  from his flame horn, then submerges beneath the surface of the earth, leaving no trace 
  to mark his passage except terror and devastation.
  Rappagon has come against over a dozen kaiju in his illustrious career. Kaibutsu, 
  Sanshuseki, Meguro – this guy has fought them all, and lived to tell the tale. Why once 
  Kaibutsu and Sanshuseki were really going at it when all of a sudden Rappagon busts out 
  of the ground, slams into both of them, knocks them to the ground, and is back under-
  ground and on his way before they even know what hit them. DAMN that’s cool!
  <<<Odokemono>>>Wow, this entry is like kaiju porn. If this guy loves this monster 
  so much he oughta shack up underground with him. 
  <<<Rouzeki>>>Man, Odo, this guy’s got YOU calling Rappagon “him” now. It’s like 
  a thought virus.
  <<<Pateren>>>I invite this author to make contact with any of the Shishigami no 
  Karuto chapter houses. We should talk.
  Motivation: King Under the Earth
  Common Instincts: Chip On Its Shoulder; It is WAY too loud up there!; Keep the Hu-
  mans on the Surface
  Aspect Only
  Fantastic +6: Stealth
  Superb +5: Athletics, Shoot
  Great +4: Fight, Notice, Physique
  Stress Boxes: 4
  Consequences: Minor, Moderate, Severe  
  Mutation Points: 4
  Earth Born 
  • Burrowing: Rappagon can travel just as quickly underground as it can above. It leaves 
  no tunnel behind. It gains +2 to Stealth while burrowing. 
  • Silent Burrow: While underground it can make a Stealth check before determining 
  turn order. It receives +2 to this roll. Enemies attempting to detect it must attempt to 
  Overcome this result with their Notice. If they fail they are unaware of it’s location.
  Fire Horn: Blast – Rappagon may attack targets up to 2 sectors away using Shoot.
  Unbreakable: Flawless Defense(Spend a Fate point when Rappagon arrives on the scene. 
  It will be immune to either physical damage for the duration of the scene. Weakness: 
  Soft Underbelly. Make a Notice check to overcome Rappagon’s Physique. If successful 
  attack Rappagon normally).
  
  11
  Experienced
  Fantastic +6: Stealth
  Superb +5: Athletics, Shoot
  Great +4: Fight, Notice, Physique
  Stress Boxes: 4
  Consequences: Minor, Moderate, Severe
  Mutation Points: 12 
  Earth Born 
  • Assassin’s Wind: If a target is unaware of Rappagon’s 
  presence it can take a portion of its movement, make a Fight 
  attack, and return to its hiding location provided it has sufficient movement to do so.
  • Burrowing: Rappagon can travel just as quickly underground as it can above. It leaves 
  no tunnel behind. It gains +2 to Stealth while burrowing.
  • Hidden Strike: If a target is unaware of the kaiju’s location it can use Stealth instead 
  of Fight to make physical attacks. 
  • Silent Burrow: While underground it can make a Stealth check before determining 
  turn order. It receives +2 to this roll. Enemies attempting to detect it must attempt to 
  Overcome this result with their Notice. If they fail they are unaware of its location.
  • Speed Boost: Move two sectors for free in a conflict without rolling, instead of one, 
  provided there are no situation aspects restricting movement; increase overland speed 
  one step (see “Speed” MvK Pg.47).
  Fire Horn 
  • WV 2; 
  • Blast: Rappagon may attack targets up to 2 sectors away using the Shoot skill. 
  Subterranean Sight
  • Keen Sense: Rappagon has highly specialized hearing, and gains a gains +2 to defend 
  or overcome with Notice when hearing is its primary sense, such as when it is under-
  ground. 
  • Vibration Detection: It can hear things not normally detectable by common hearing. 
  This aspect can be invoked for Rappagon to detect enemies while underground.
  Unbreakable 
  • Flawless Defense: Spend a Fate point when Rappagon arrives on the scene. It will be 
  immune to physical damage for the duration of the scene. Weakness: Soft Underbelly. 
  Make a Notice check to overcome Rappagon’s Physique.
  • Spiked Body: Rappagon is covered in spikes, granting a +1 to defend with Fight. If it 
  succeeds with style defending itself it inflicts 1 point of stress on its attacker.
  
  12
  Endgame
  Epic +7: Stealth        Fantastic +6: Athletics, Shoot 
  Superb +5: Fight, Notice, Physique
  Stress Boxes: 4  
  Consequences: Minor, Moderate, Severe 
   
   MP:20
  Earth Born 
  • Assassin’s Wind: If a target is unaware of Rappagon’s presence it can take a portion 
  of its movement, make a Fight attack, and return to its hiding location provided it has 
  sufficient movement to do so.
  • Burrowing: Rappagon can travel just as quickly underground as it can above. It leaves 
  no tunnel behind. It gains +2 to Stealth while burrowing.
  • Death from Below: Once per scene invoke “Death from Below” for free when making 
  an attack that originates from underground.
  • Gallup: This kaiju is capable of great speed. It moves two sectors in a conflict without 
  rolling, instead of one, as long as there are no aspects impeding its movement.
  • Hidden Strike: If a target is unaware of the kaiju’s location it can use Stealth instead 
  of Fight to make physical attacks. 
  • Silent Burrow: While underground it can make a Stealth check before determining 
  turn order. It receives +2 to this roll. Enemies attempting to detect it must attempt to 
  Overcome this result with their Notice. If they fail they are unaware of its location.
  • Slither: It always finds a way through. Scene aspects that affect moving from one 
  sector to another have no affect on this kaiju.
  • Speed Boost: It can move two sectors for free in a conflict without rolling, instead of 
  one, provided there are no situation aspects restricting movement; increase overland 
  speed one step (see “Speed” MvK Pg.47); 
  • Total Surprise: When Rappagon takes an Attack action against a target(s) that is un-
  aware of its location that target makes a Notice check opposed by the kaiju’s Stealth. 
  If the target fails this check the kaiju gains the boost “Surprise Attack” against them).
  • Turbo Boost: Rappagon is incredibly fast. +2 to create advantage or overcome actions 
  related to movement.
  • Turbo Strike: You know how to use your speed to best advantage in combat. Gain a 
  +2 to melee attack whenever you move at least two sectors unopposed.
  Fire Horn 
  • WV 2; 
  • Blast: Rappagon may attack targets up to 2 sectors away using the Shoot skill.
  • Hidden Shot: If a target is unaware of the kaiju’s location it can make a Shoot attack 
  without revealing its location.
  Subterranean Sight 
  • Keen Sense (Rappagon has highly specialized hearing, and gains a gains +2 to defend 
  or overcome with Notice when hearing is its primary sense, such as when it is under-
  ground); 
  • Vibration Detection: can hear things not normally detectable by common hearing. 
  This aspect can be invoked for Rappagon to detect enemies while underground.
  • Targeting Sense: Rappagon is able to use Vibration Detection to “see” targets normally, 
  as if it were using its eyes, as long as they are touching the ground. 
  
  13
  Unbreakable
  • Flawless Defense: Spend a Fate point when Rappagon arrives on the scene. It will be 
  immune to physical damage for the duration of the scene. Weakness: Soft Underbelly. 
  Make a Notice check to overcome Rappagon’s Physique).
  • Spiked Body: Rappagon is covered in spikes, granting a +1 to defend with Fight. If it 
  succeeds with style defending itself it inflicts 1 point of stress on its attacker.
   YAMAZARU
  One of the great type of kaiju once called “gargantua”, Yamazaru was clearly mutated 
  from primate DNA. Gargantua-type kaiju are rare, and all have common characteristics. 
  In addition to their primate origins they all possess a remarkable healing factor, making 
  them very long lived. They are also fast, immensely strong (even for kaiju) and are remark-
  ably nimble for their size, with great climbing ability.
  <<<Ekisaito>>>Ok, hand to God, I once saw Yamazaru charge down a steel canyon 
  street in Yokohama, jump up 5 stories, climb a glass wall, pull a parkour jump from 
  building to building THREE TIMES, then go all death-from-above on a mecha – WHAM! 
  laid the machine out in one shot. This thing is scary. 
  <<<Kirai>>>Gee damn boy, you are WAY too wound up about this brute. You like that 
  godless little monkey so much, why don’t you run off to Korea with it!
  <<<Odokemono>>>Everything’s better with monkeys!
  Motivation: Just leave me alone!
  Common Instincts: Run for the Hills, Destroy the Interlopers, This is MY turf
  Aspect Only
  Fantastic +6: Physique  
  Superb +5: Athletics, Provoke
  Great +4: Fight, Notice  
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
   
  Mutation Points: 4
  Bounding
  • Climbing: Yamazaru can climb as easily as anyone else walks. It’s movement is not 
  hindered by vertical surfaces.
  • Unstoppable: It is nearly impossible to prevent this kaiju from moving. The kaiju may 
  use Physique rather than Athletics to move from one sector to another.
  Mighty Grip
  • Alternate Attack: When Yamazaru attacks it grabs its enemy and pulls chunks of meat 
  from their bones. This attack form uses Physique as its base. 
  Healing Factor
  • Regeneration: Once per scene Yamazaru may reduce the level of a Consequence one 
  step.
  
  14
  Experienced
  Fantastic +6: Physique Superb +5: Athletics, Provoke
  Great +4: Fight, Notice  
    Stress Boxes: 5
  Consequences: 2 Minor, Moderate, Severe       MP:12
  Barbaric Heart
  • Hurl: Yamazaru can attack targets up to 2 sectors away 
  by hurling pieces of debris at them. Substitute Shoot 
  with Athletics for ranged attacks.
  • Roar: It’s high-pitched battle cry is utterly unnerving. 
  Once per scene it can make a Provoke attack against all 
  targets within 2 sectors.
  Bounding
  • Climbing: Yamazaru can climb as easily as anyone else walks. It’s movement is not 
  hindered by vertical surfaces.
  • Ground Pounder: When it strikes the ground it makes a Physique check against the 
  Athletics of all targets in a sector. If it succeeds it creates the advantage “Staggered” 
  on them. If it succeeds with style against any targets it gets a free invoke on them.
  • Leaping: It can travel great distances without touching the ground. In place of its 
  movement and dice action, it can move 5 sectors so long as it has no aspects on it 
  hindering its movement. It must end its turn on a solid surface.
  • Improved Leaping: roll to overcome an aspect hindering its movement before leaping.
  • Unstoppable: It is nearly impossible to prevent this kaiju from moving. The kaiju may 
  use Physique rather than Athletics to move from one sector to another.
  Shocking Grip
  • Alternate Attack: When Yamazaru attacks it grabs its enemy and pulls chunks of meat 
  from their bones. This attack form uses Physique as its base. 
  • Critical Strike: If it succeeds with style it creates the “Shocked” advantage on its target.
  • Knockback: Anytime it succeeds with style in a Fight check it may move its target back 
  up to 2 sectors.
  Healing Factor
  • Durable: It gains one additional stress box.
  • Regeneration: Once per scene Yamazaru may reduce the level of a Consequence one 
  step.
  Endgame
  Epic +7: Physique 
  Fantastic +6: Athletics, Provoke 
  Superb +5: Fight, Notice
  Stress Boxes: 5  
  Consequences: 2 Minor, Moderate, Severe  
  MP:20
  Barbaric Heart
  • Body Over Mind: Yamazaru’s physiology allows it to control its emotions through 
  physical discipline. It may use Physique instead of Will when defending against mental 
  attacks
  • Hurl: It can attack targets up to 2 sectors away by hurling pieces of debris at them. 
  Substitute Shoot with Athletics for ranged attacks.
  
  15
  • Hurl Enemy: If it has placed a “Grappled” or similar aspect on an enemy it may invoke 
  it to throw that enemy up to two sectors. Make a Physique check opposed by the target’s 
  Athletics. If it succeeds the enemy crashes prone to the ground, taking the difference in 
  rolls as shifts of damage. If the enemy succeeds it lands in the sector on its feet, taking 
  no damage.
  • Roar: It’s high-pitched battle cry is quite unnerving. Once per scene it can make a 
  Provoke attack against all targets within 2 sectors.
  Bounding
  • Climbing: Yamazaru can climb as easily as anyone else walks. It’s movement is not 
  hindered by vertical surfaces.
  • Leaping: It can travel great distances without touching the ground. In place of its 
  movement and dice action, it can move 5 sectors so long as it has no aspects on it 
   hindering its movement. It must end its turn on a solid surface.
  • Improved Leaping: It can roll to overcome an aspect hindering its movement before 
  leaping.
  • Ground Pounder: When it strikes the ground it makes a Physique check against all 
  targets in a sector opposed by their Athletics. If it succeeds it creates the advantage 
  “Staggered” on them. If it succeeds with style against any targets it gets a free invoke 
  on them.
  • Ground Devastation: Once per scene when it hits with a Ground Pounder attack, one 
  of its targets takes shifts of damage instead of receiving an aspect.
  • Unstoppable: It is nearly impossible to prevent this kaiju from moving. The kaiju may 
  use Physique rather than Athletics to move from one sector to another.
  Shocking Grip
  • Alternate Attack: When Yamazaru attacks it grabs its enemy and pulls chunks of meat 
  from their bones. This attack form uses Physique as its base. 
  • Close: When it forces its target to move back it can close in on it, moving one sector 
  as long as there are no aspects impeding its movement.
  • Critical Strike: When it succeeds with style it creates the “Shocked” advantage on its 
  target.
  • Damaging Aspect: When this attack hits, instead of doing damage, it may place the 
  “Shocked” aspect on the target. If the attack hits a target that already has this aspect 
  the target takes one additional physical stress. If it ties with this attack it causes a point 
  of stress rather than gaining a Boost.
  • Knockback: Anytime it succeeds with style in a Fight check it may move its target back 
  up to 2 sectors.
  Healing Factor
  • Absorption: Yamazaru gains power by absorbing electricity. When it is struck by an 
  attack using this element it gains the “Fully Charged” Boost. Once per scene it may 
  invoke a scene aspect related to electricity for free.
  • Durable: It gains one additional stress box.
  • Empowered Absorption: When it absorbs its specific energy source it regains the use 
  of one of its “once per scene” powers.
  • Regeneration: Once per scene it may reduce the level of a Consequence one step.
  • Sturdy: When taking damage it may fill in two Stress boxes at the same time.
  
  16
  KAIBUTSU
  The original kaiju was born mighty and has only grown stronger over the decades. 
  Some say each iteration is a new creature, as the monster makers of North Korea perfect 
  their craft. Others believe that this is the self-same creature, driven off – even killed – time 
  and time again, and always coming back stronger than before. Whatever the truth, the 
  fact remains that in a world of monsters, there is only one king.
  Motivation: King of the Monsters
  Common Instincts: Destruction is its own reward, Fight the Strongest, The Hunt is On
  Hiroshima/Chosin Reservoir 
  Kaibutsu was born when an enormous demonic Oni was bathed in the radiation of the 
  Hiroshima atomic bomb. For this reason those privy to the secret of their birth believe 
  that all kaiju are inherently evil, and seek only destruction. This is surely true of Kaibutsu. 
  It took North Korean scientists only 5 years to regenerate the first kaiju from a few 
  stolen cells back to its original form – just in time to unleash upon a battalion of Amer-
  ican Marines fleeing Mao’s Million Mutant Militia during the deadly winter of 1950. 
  Fantastic +6: Fight      Superb +5: Physique, Provoke      Great +4: Athletics, Notice, Will
  Stress Boxes: 4         Consequences: 2 Minor, Moderate, Severe         Mutation Points: 6
  Atomic Breath 
  • Alternate Attack: Kaibutsu gathers raw radioactive energy from its body and channels 
  it through its destructive breath. This attack form uses Physique as its base instead of 
  Shoot.
  • Blast: It has a ranged attack it can unleash on a target. It may attack targets up to 2 
  sectors away.
  Cry of the King: 
  Roar: Kaibutsu’s roar is utterly terrifying. Once per scene it can make a Provoke attack 
  against all targets within 2 sectors.
  Indestructible
  • Strength at the Base: When Kaibutsu takes stress and that box is already checked, it 
  may check off the next lowest box instead of the next highest. 
  • Unbreakable Hide: Armor Value 2
  Showa-Era
  Although Kaibutsu still appeared in North Korea throughout the 50s and 60s, it spent 
  more and more time away from Asia, appearing in the South Pacific and even being 
  reported within sight of the Americas.
  Epic +7: Fight       Fantastic +6: Physique, Provoke       Superb+5 Athletics, Notice, Will
  Stress Boxes: 4 (2,3,3,4)           Consequences: 2 Minor, Moderate, Severe           MP: 17
  Cry of the King
  • Roar: Kaibutsu’s roar is utterly terrifying. Once per scene it can make a Provoke attack 
  against all targets within 2 sectors.
  • Mighty Roar: It’s roar affects everyone, no matter how far away. Once per scene it can 
  make Provoke attacks against all targets that can hear it. This takes the place of the 
  “Roar” attack.
  
  17
  Atomic Breath 
  • Weapon Value 2
  • Alternate Attack: Kaibutsu gathers raw radioactive energy from its body and channels 
  it through its destructive breath. This attack form uses Physique as its base instead of 
  Shoot.
  • Blast: It has a ranged attack it can unleash on a target. It may attack targets up to 2 
  sectors away.
  • Blow Through: Its attacks are strong enough to strike many targets at a time. Once per 
  conflict, when it inflicts a physical consequence on an opponent it may also inflict a 
  2-point physical hit on another opponent in the same sector.
  Devastating Rage
  • Bug Stomp: Kaibutsu’s attacks against human targets are devastating. It may always 
  attack human-size targets or vehicles, and always deals one additional stress on a 
   successful physical hit.
  • Enraged: When it is harmed it only becomes madder. When it takes a Consequence it 
  also gains the aspect “Enraged” with a free invoke.
  Indestructible
  • Beneath Notice: Kaibutsu cannot take physical stress from human-size enemies.
  • Bug Proof: No matter how many humans fight, it shakes off their attacks. Whenever 
  it is attacked by a mob, opponents do not get a teamwork bonus when attacking.
  • Hardened: Its stress boxes can take more damage than normal. The first 2 stress boxes 
  absorb 2 and 3 points of stress respectively.
  • Regeneration: Once per scene it may reduce the level of a Consequence one step 
  (Severe to Moderate, Moderate to Mild) or eliminate a Mild consequence.
  • Renewal: Once per session it may clear all damage from its Stress Boxes. 
  • Strength at the Base: When it takes stress and that box is already checked, it may check 
  off the next lowest box instead of the next highest. 
  • Unbreakable Hide: Armor Value 2
  Heisei-Era
  When Kaibutsu returned in the 1980s it was more powerful, more vicious, and completely 
  out of control. It roamed everywhere in the Western Hemisphere; the Pacific Ocean was 
  its hunting ground, and nothing could stand up to its wrath.
  Fantastic +7: Fight     Superb +6: Physique, Provoke     Great +5: Athletics, Notice, Will
  Stress Boxes: 4 (2,3,4,4)      Consequences: 2 Minor, Moderate, Severe 
  MP:25
  Atomic Breath 
  • Weapon Value 3
  • Alternate Attack: Kaibutsu gathers raw radioactive energy from its body and channels 
  it through its destructive breath. This attack form uses Physique instead of Shoot.
  • Blast: It has a ranged attack that can strike targets up to 2 sectors away.
  • Blow Through: This kaiju’s attacks are strong enough to strike many targets at a time. 
  Once per conflict, when the kaiju inflicts a physical consequence on an opponent it may 
  also inflict a 2-point physical hit on another opponent in the same sector.
  • Piercing Strike: It can unerringly strike a vital point on its enemy. Once per scene it 
  can force a target to use a Consequence of equal value instead of a Stress box.
  
  18
  Cry of the King
  • Roar: Kaibutsu’s roar is utterly terrifying. Once per scene it can make a Provoke attack 
  against all targets within 2 sectors.
  • Mighty Roar: Once per scene it can make Provoke attacks against all targets that can 
  hear it. This takes the place of the “Roar” attack.
  • Nightmare Roar: It’s roar is not easily forgotten, and haunts the dreams of its victims. 
  The kaiju’s Roar attack fills the target’s Severe Mental Consequence with the aspect 
  “Nightmare Fuel”, regardless of how much or how little mental damage the target has 
  taken. If the target already has its Severe Mental Consequence full it gains a 2nd Severe 
  Consequence and is taken out. This second consequence can only be healed after the 
  first. The difficulty to recover from this damage is increased by +2.
  
  19
  Devastating Rage
  • Blood in the Water: When Kaibutsu hurts something it doesn’t stop. When invoking a 
  consequence it caused, increase its damage by +2WV.
  • Enraged: When it is harmed it only makes it madder. When it takes a Consequence it 
  also gains the aspect “Enraged” with a free invoke.
  • Empowering Rage: While it is “Enraged” it gains +2WV to either its melee attacks. 
  Indestructible
  • Absorption: Kaibutsu gains power by absorbing radiation. When it is struck by an attack 
  using radiation it gains the “Radioactivated” Boost. Once per scene the kaiju may invoke 
  a scene aspect related to radiation for free.
  • Beneath Notice: Kaibutsu cannot take physical stress from human-size enemies.
  • Deathless: The kaiju’s regeneration does not stop after it is taken out. Once per session 
  the GM may spend a Fate point. The kaiju removes its Severe Consequence and rejoins 
  the battle.
  • Hardened: Kaibutsu’s stress boxes can take more damage than normal. The first 3 
  stress boxes absorb 2, 3, and 4 points of stress respectively.
  • Regeneration: Once per scene Kaibutsu may reduce the level of a Consequence one 
  step(Severe to Moderate, Moderate to Mild) or eliminate a Mild consequence.
  • Renewal: Once per session it may clear all damage from its Stress Boxes. 
  • Shield of Fear: Anyone attempting mental contact or mentally attacking it will afterwards 
  suffer a Mental attack from the kaiju’s Provoke skill.
  • Strength at the Base: When Kaibutsu takes stress and that box is already checked, it 
  may check off the next lowest box instead of the next highest. 
  • Unbreakable Hide: Armor Value 2
  Millenium Era
  In the modern age Kaibutsu has become a force of nature. Wherever it makes landfall 
  calamity ensues, although damage to people and property is mostly only a byproduct. 
  Human beings seem to be beneath its notice. Today Kaibutsu’s prey is other kaiju. 
  Ironically it is the prevelance of these giant monsters in the world that actually keep 
  major population areas safe from the king of monsters.
  Legendary +8: Fight     Epic +7: Physique, Provoke   Fantastic +6: Athletics, Notice, Will
  Stress Boxes: 4      Consequences: Minor, Moderate, Severe, Unbroken (-8) 
  MP:31
  Cry of the King
  • Roar: Kaibutsu’s roar is utterly terrifying. Once per scene it can make a Provoke attack 
  against all targets within 2 sectors.
  • Mighty Roar: Once per scene it can make Provoke attacks against all targets that can 
  hear it. This takes the place of the “Roar” attack.
  • Nightmare Roar: It’s roar is not easily forgotten, and haunts the dreams of its victims. 
  The kaiju’s Roar attack fills the target’s Severe Mental Consequence with the aspect 
  “Nightmare Fuel”, regardless of how much or how little mental damage the target has 
  taken. If the target already has its Severe Mental Consequence full it gains a 2nd Severe 
  Consequence and is taken out. This second consequence can only be healed after the 
  first. The difficulty to recover from this damage is increased by +2.
  
  20
  Atomic Breath 
  • Weapon Value 3
  • Alternate Attack: Kaibutsu gathers raw radioactive energy from its body and channels 
  it through its destructive breath. This attack form uses Physique instead of Shoot.
  • Blast: It has a ranged attack it can unleash on a target up to 2 sectors away.
  • Blow Through: This kaiju’s attacks are strong enough to strike many targets at a time. 
  Once per conflict, when the kaiju inflicts a physical consequence on an opponent it may 
  also inflict a 2-point physical hit on another opponent in the same sector.
  • Dual Strike: It receives a decisive advantage from having multiple attack forms. It may 
  increase the stress of one attack by +1, striking with its claws and breath simultaneously. 
  • Multi-Attack: It can use two of its attack forms in the same exchange, but must do so 
  against different targets.
  • Piercing Strike: It can unerringly strike a vital point on its enemy. Once per scene it 
  can force a target to use a Consequence of equal value instead of a Stress box.
  Devastating Rage
  • Blood in the Water: When Kaibutsu hurts something it doesn’t stop. When invoking a 
  consequence it caused, increase its damage by +2WV.
  • Enraged: When it is harmed it only makes it madder. When it takes a Consequence it 
  also gains the aspect “Enraged” with a free invoke.
  • Empowering Rage: While it is “Enraged” it gains +2WV to either its melee attacks. 
  • Raging Charge: When it has the “Enraged” aspect it can make a full move, based on 
  Athletics, and attack in the same exchange.
  Indestructible
  • Absorption: Kaibutsu gains power by absorbing radiation. When it is struck by an attack 
  using radiation it gains the “Radioactivated” Boost. Once per scene the kaiju may invoke 
  a scene aspect related to radiation for free.
  • Beneath Notice: Kaibutsu cannot take physical stress from human-size enemies.
  • Calamity: It gains a -8 collateral consequence.
  • Crown of Menace: Until it makes a physical attack in a scene, characters with a Will 
  lower than Good (+3) simply cannot attack it. Those with sufficient Will to attack still 
  flinch at first, suffering a -2 to the attack.
  • Deathless: The kaiju’s regeneration does not stop. Once per session the GM may spend 
  a Fate point. The kaiju removes its Severe Consequence and rejoins the battle.
  • Hardened: Kaibutsu’s stress boxes can take more damage than normal. The first 3 
  stress boxes absorb 2, 3, and 4 points of stress respectively.
  • Never Broken: It gains a -8 physical consequence which recovers in the same way a -2 
  consequence does.
  • Regeneration: Once per scene Kaibutsu may reduce the level of a Consequence one 
  step(Severe to Moderate, Moderate to Mild) or eliminate a Mild consequence.
  • Renewal: Once per session it may clear all damage from its Stress Boxes. 
  • Shield of Fear: Anyone attempting mental contact or mentally attacking it will afterwards 
  suffer a Mental attack from the kaiju’s Provoke skill.
  • Strength at the Base: When Kaibutsu takes stress and that box is already checked, it 
  may check off the next lowest box instead of the next highest. 
  • Unbreakable Hide: Armor Value 2
  
  21
  NEW KAIJU MUTATIONS
  Assassin’s Wind (requires two other Stealth-related stunt): If a target is unaware of the 
  kaiju’s presence it can take a portion of its movement, make a Fight attack, and return 
  to its hiding location provided it has sufficient movement to do so.
  Beneath Notice (requires 3 other defensive mutations): The kaiju cannot take physical 
  stress from human-size enemies. This includes conventional tanks and aircraft. 
   Mecha-class weapons used on vehicles or in installations can still do injury. In settings 
  where it is already impossible to damage kaiju with human weapons then human-size 
  enemies cannot create advantages that will affect the kaiju.
  Death from Below (Requires “Burrowing”): The kaiju is an expert at attacking from out 
  of the ground. Once per scene it may invoke “Death from Below” for free when making 
  an attack that originates from underground.
  Empowered Absorption (Requires Absorption): When the kaiju absorbs its specific 
  energy source it regains the use of one of its “once per scene” powers.
  Flawless Defense: Spend a Fate point when the kaiju arrives on the scene. You must 
  announce you are spending a Fate point to activate a mutation, but you do not have to 
  specify which. The kaiju will be immune to either physical or mental damage for the 
  duration of the scene. This damage type must be chosen when the mutation is chosen. 
  Weakness: There must be some means of bypassing the kaiju’s flawless defense. A 
  character may attempt to make an appropriate skill check to overcome either the kaiju’s 
  Will or Physique, depending on whether the Defense applies to mental or physical 
  damage. If this succeeds the character may communicate this to others on the team. 
  They may then make a similar check at +2. Those who succeed can bypass Flawless 
  Defense.
  Heightened Reaction: The kaiju’s Notice is treated as +2 for purposes of determining 
  who goes first in an exchange. 
  Hidden Shot: If a target is unaware of the kaiju’s location it can make a Shoot attack 
  without revealing its location.
  Hidden Strike: If a target is unaware of the kaiju’s location it can use Stealth instead of 
  Fight to make physical attacks. 
  Hurl (Updated): This kaiju can attack targets up to 2 sectors away by hurling pieces of 
  debris at them. Substitute Shoot with Physique for ranged attacks.
  Life Sense: It’s highly-tuned senses can always find biological organisms. It gains a +2 
  anytime it is trying to locate a living thing that is hiding. In addition it is always aware 
  of the location of living things not actively trying to hide and can compensate for them 
  in combat. Multiple living opponents never get a teamwork bonus when attacking it.
  
SOURCE: textdata/thevault/FUDGE & FATE/Mecha vs. Kaiju/Big Book of Kaiju/Big Book Of Kaiju 01 - Kaiju Of The Land.pdf