TEXT: A Sourcebook for
  By Johnathan Wright
  
  2
  THE BIG BOOK OF KAIJU
  “Kaiju No Daizukan”
  INSECT KAIJU
  怪獣昆虫
  “Kaiju Konch� “
  They are everywhere you look. On land or in the air, six-legged insects and eight-legged 
  arachnids are ubiquitous. This made insects natural test subjects for the Monster Maker of 
  North Korea. And as kaiju appear in the wild many of them are insects. Even the colossus 
  of America has been crippled by an explosion of mutigiant bugs. This sourcebook details 
  the history and abilities of these resilient creatures, 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:Kaiju Konchu
  ©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, Doantrang, Garayann, and John Nixon
  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 
  (������, 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  
  optional rules, such as Kaiju Fortitude (MvK Pg. 105). 
  The kaiju in this book are designed for three different power levels. The first is “Aspects 
  Only”, a game where players build their mecha without Construction Points; the second 
  is 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
  KAGEROU 
  As fears of Y2K proved groundless, people of Japan breathed a sigh of relief. Few 
  noticed the arrival of a strange new breed of dragonfly. They swarmed around electric 
  lines and power transformers, and soon brownouts were plaguing whole regions. The 
  dragonflies began to grow in size and converge in huge colonies. Power losses were 
  traced to the areas where these colonies lived, and when workers tried to cut power to 
  these areas the insects merged together into a massive flying kaiju, Kagerou.
  The creature flew over power plants and absorbed their energy. This caused the plants 
  to overload and shut down, enraging the kaiju and leading to massive destruction of the 
  power grid as it searched for new food sources. As its energy reserves became depleted 
  it split into multiple smaller versions of the creature. Without energy to feed on the 
  Kagerou spawn eventually died off.
  <<<Rouzeki>>>Geeze, the guy that wrote this completely ignores how that bastard 
  crippled the entire Chiyoda ward. I’m all for objective reporting, but how about some 
  “data” on how this monster nearly destroyed the industrial infrastructure of the nation.
  <<<Shimon>>>Details about kaiju destroying cities? Watch the damn news if you 
  want sensation. This is a place of research.
  <<<Kagakusha>>>This form of colony lifeform is unprecedented. It can merge  
  together and form several larger creatures or a single massive kaiju. This state seems to 
  be based on the amount of energy the creature absorbs. 
  <<<Gunsou>>>Makes gazer weapons worse than useless – they actually feed the 
  damn monster. 
  <<<Shimon>>>Wasn’t there something about those little critters that fly around it 
  that gave away it’s secret? Something about the direction they fly that was important?
  <<<Kagakusha>>>Yes, the “Electron Swarm” of smaller creatures flies counter- 
  clockwise around Kagerou, unless it is feeding. At this point the Swarm reverses its  
  direction due to a reversal in the polarity of the neutron flow. This was used as a weapon 
  against it when the polarity of the energy it was consuming was inverted. 
  <<<Rinen>>>No creature like this has ever existed on earth. Ignoring the Y2K  
  synchronicity, it simply appeared one day and started absorbing energy, dying after it 
  ran out of sources. It’s no great stretch to guess where this came from. I’m suggesting 
  Kagerou be officially recognized as an Iseijin-class kaiju. This thing is not of our world. 
  <<<Fushigi>>>”Dying” Rinen? Your optimism is on overdrive. When defeated  
  Kagerou broke down into individual component creatures. The Anti-Kaiju Force thought 
  it had collected all the bodies, but if even one survived then I’m sure we haven’t seen the 
  last of the creature.
  Motivation: feed...Feed...FEED!!!
  Common Instincts: Attack the greatest power source; Rage, rage against the dying 
  of the light; Strength in Numbers
  
  5
  Using Kagerou
  This shape-changing colony life form often first appears as a series of smaller monsters, 
  the “Chisana Kagerou”. When they absorb the energy of an area they unite to form the 
  Kagerou kaiju. When threatened they instinctively merge to defend themselves. However 
  many of the Chisana remain unabsorbed, flying around the kaiju as its Brood. They are 
  able to act independently, supporting the kaiju by attacking or creating advantages.
  Aspect Only
  Fantastic +6: Physique 
  Superb +5: Athletics, Fight
  Great +4: Notice
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe
  Mutation Points: 4
  Aggressive Absorption: Kagerou has the power to absorb 
  electricity. It makes a Physique roll of Fair (+2) against 
  passive opposition, or an opposed roll if there is active 
  opposition. If successful it places the “Drained” aspect on the target. If a sector 
  possesses an aspect related to that element this attack instead shuts down that aspect 
  within the entire sector. Abilities that use the specified energy source are inaccessible 
  until the Aspect is remedied. 
  Chisana Kagerou
  • Brood: Kagerou is not alone. It has a host of smaller (chisana) Kagerou at its command 
  that act as another singular kaiju. This gathering of smaller Kagerou is called its 
  “Electron Swarm” and fly within the kaiju’s electromagnetic field, circling it. It has the 
  aspect “Negatively Charged”. This aspect can be invoked by the kaiju like any other. 
  The brood acts at the same point in the initiative order as the kaiju. It has a Fight score 
  of 3. PCs can Create an Advantage to shut down the brood’s aspect, which prevents 
  Kagerou’s access to its attacks and aspects. The kaiju can sacrifice the brood to prevent 
  taking a Mild Consequence.
  • Colony: The Kagerou kaiju is a colony of much smaller creatures. These creatures act 
  independently, and can spread out over an area of many miles. When threatened, or 
  when Instinct tells them to, these creatures can merge into the full-size kaiju. Members 
  of the colony share the same Motivation as the kaiju, but the colony’s Instinct may 
  differ when it is in individual form. The Kagerou colony is made up of 31 smaller insect 
  creatures with the following attributes:
   
  Chisana Kagerou: Aspect “Hungry for Power”; Fight +2, Athletics +1; 
   
  Mutations: Flight, WV 1; Stress: 1
  Every member of the colony lost is a point of stress taken by the kaiju. This stress is 
  applied as a single unit and may be applied to physical or mental stress boxes. The 
  kaiju may use multiple stress boxes to take this stress. Physical or mental Armor Value 
  is doubled for the purposes of taking this stress.
  Flight: Kagerou flies through the use of wings. It moves as easily in the air as it can on 
  the ground, as well as hover in place. It uses Physique instead of Athletics for any skill 
  checks. It’s speed is not affected.
  
  6
  Experienced
  Fantastic +6: Physique   
  Superb +5: Athletics, Fight
  Great +4: Notice, Shoot  
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
  Mutation Points: 9 
  Electric Hunger
  • Absorption: Kagerou gains power by absorbing electricity. When it is struck by an 
  attack using this element it gains the “Energized” Boost. Once per scene it may invoke 
  a scene aspect related to its absorption power for free. 
  • Aggressive Absorption: It has the power to absorb electricity. It makes a Physique 
  roll of Fair (+2) against passive opposition, or an opposed roll if there is active  
  opposition. If successful it places the “Drained” aspect on the target. If a sector  
  possesses an aspect related to that element this attack instead shuts down that aspect 
  within the entire sector. Abilities that use the specified energy source are inaccessible 
  until the Aspect is remedied. It also gains the “Energized” boost.
  • Lightning Blast: It has a ranged attack it can unleash on a target. It may attack targets 
  up to 2 sectors away using the Shoot skill.
  Chisana Kagerou
  • Brood: Kagerou is not alone. It has a host of smaller creatures at its command that 
  act as another singular kaiju. This gathering of smaller Kagerou is called its “Electron 
  Swarm” and fly within the kaiju’s electromagnetic field, circling it. It has the aspect 
  “Negatively Charged”. This aspect can be invoked by the kaiju like any other. The 
  brood acts at the same point in the initiative order as the kaiju. It has a Fight score of 
  3. PCs can Create an Advantage to shut down the brood’s aspect, which prevents 
  Kagerou’s access to its attacks and aspects. The kaiju can sacrifice the brood to prevent 
  taking a Mild Consequence.
  • Colony: The Kagerou kaiju is a colony of much smaller creatures. These creatures act 
  independently, and can spread out over an area of many miles. When threatened, or 
  when Instinct tells them to, these creatures can merge into the full-size kaiju. Members 
  of the colony share the same Motivation as the kaiju, but the colony’s Instinct may 
  differ when it is in individual form. The Kagerou colony is made up of 31 smaller insect 
  creatures with the following attributes:
   
  Chisana Kagerou: Aspect “Hungry for Power”; Fight +2, Athletics +1; 
   
  Mutations: Flight, WV 1; Stress: 1
  Every member of the colony lost is a point of stress taken by the kaiju. This stress is 
  applied as a single unit and may be applied to physical or mental stress boxes. The 
  kaiju may use multiple stress boxes to take this stress. Physical or mental Armor Value 
  is doubled for the purposes of taking this stress.
  • Split: It can separate itself into two identical monsters. Each of the new kaiju’s skills 
  are reduced by 1. Any Stress or Consequences are divided between the two new  
  monsters however you wish. Splitting takes the kaiju’s action in that exchange. It may 
  still take a movement. The monsters can rejoin without using an action. The single 
  kaiju receives the Stress and Consequences of the most heavily damaged pair.
  
  7
  Insect Biology
  • Flight: Kagerou flies through the use of wings. It moves as easily in the air as it can 
  on the ground, as well as hover in place. It uses Physique instead of Athletics for any 
  skill checks. It’s speed is not affected.
  • Danger Sense: It gains a +2 to detect an ambush. No scene aspects may be invoked 
  or compelled to affect this roll, although personal aspects may be invoked or compelled 
  as normal.
  • Keen Sense: It has acute vision, and gains +2 to defend or overcome with Notice 
  when that sense is the primary one being used.
  Endgame
  Epic +7: Physique 
   
  Fantastic +6: Athletics, Fight
  Superb +5: Notice, Shoot 
  Stress Boxes: 5
  Consequences: 2 Minor, Moderate, Severe; Calamity: -8 Collateral Consequence
  Mutation Points: 14 
  Electric Hunger
  • Weapon Value 2
  • Absorption: Kagerou gains power by absorbing electricity. When it is struck by an 
  attack using this element it gains the “Energized” Boost. Once per scene it may invoke 
  a scene aspect related to its absorption power for free. 
  • Aggressive Absorption: It has the power to absorb electricity. It makes a Physique 
  roll of Fair (+2) against passive opposition, or an opposed roll if there is active  
  opposition. If successful it places the “Drained” aspect on the target. If a sector  
  possesses an aspect related to that element this attack instead shuts down that aspect 
  within the entire sector. Abilities that use the specified energy source are inaccessible 
  until the Aspect is remedied. It also gains the “Energized” boost.
  • Electric Blast: It has a ranged attack it can unleash on a target. It may attack targets 
  up to 2 sectors away using the Shoot skill.
  • Damaging Aspect: When this attack hits, instead of doing damage, the kaiju may 
  place the “Drained” aspect on the target, such as. If the attack hits a target that already 
  has this aspect the target takes one additional physical stress. If the kaiju ties with this 
  attack it causes the damage rather than gaining a Boost.
  Chisana Kagerou
  • Brood: Kagerou is not alone. It has a host of smaller creatures at its command that 
  act as another singular kaiju. This gathering of smaller Kagerou is called its “Electron 
  Swarm” and fly within the kaiju’s electromagnetic field, circling it. It has the aspect 
  “Negatively Charged”. This aspect can be invoked by the kaiju like any other. The 
  brood acts at the same point in the initiative order as the kaiju. It has a Fight score of 
  3. PCs can Create an Advantage to shut down the brood’s aspect, which prevents 
  Kagerou’s access to its attacks and aspects. The kaiju can sacrifice the brood to prevent 
  taking a Mild Consequence.
  
  8
  • Colony: The Kagerou kaiju is a colony of much smaller creatures. These creatures act 
  independently, and can spread out over an area of many miles. When threatened, or 
  when Instinct tells them to, these creatures can merge into the full-size kaiju. Members 
  of the colony share the same Motivation as the kaiju, but the colony’s Instinct may 
  differ when it is in individual form. The Kagerou colony is made up of 31 smaller insect 
  creatures with the following attributes:
   
  Chisana Kagerou: Aspect “Hungry for Power”; Fight +3, Athletics +2, 
   
  Physique +1; Mutations: Aggressive Absorption, Flight, WV 1; Stress: 2
  • Every member of the colony lost is a point of stress taken by the kaiju. This stress is 
  applied as a single unit and may be applied to physical or mental stress boxes. The 
  kaiju may use multiple stress boxes to take this stress. Physical or mental Armor Value 
  is doubled for the purposes of taking this stress. Split: It can separate itself into two 
  identical monsters. Each of the new kaiju’s skills are reduced by 1. Any Stress or  
  Consequences are divided between the two new monsters however you wish. Splitting 
  takes the kaiju’s action in that exchange. It may still take a movement. The monsters 
  can rejoin without using an action. The single kaiju receives the Stress and  
  Consequences of the most heavily damaged pair.
  Insect Biology
  • Armor Value 1
  • Durable: Kagerou gains an additional stress box. 
  • Flight: Kagerou flies through the use of wings. It moves as easily in the air as it can 
  on the ground, as well as hover in place. It uses Physique instead of Athletics for any 
  skill checks. It’s speed is not affected.
  • Danger Sense: It gains a +2 to detect an ambush. No scene aspects may be invoked 
  or compelled to affect this roll, although personal aspects may be invoked or compelled 
  as normal.
  • Keen Sense: It has acute vision, and gains +2 to defend or overcome with Notice 
  when that sense is the primary one being used.
  Chisana Kagerou
  
  9
  KAMAKIRA
  In the 1950s the American Southwest was devastated by atomically mutated insects 
  -- mutigiants. What nature began through random mutation, the monster makers of 
  North Korea perfected. She short lifecycle of insect allowed scientists to quickly mutate 
  whole families of creatures to find the perfect specimens. As a result many kaiju insects 
  appeared after the mid-sixties, during a period of rapid kaiju expansion. 
  The mantis Kamakira was a later creation and was often found outside North Korea in 
  the early seventies. 
  <<<Capt. Spawding>>>Kaiju advancement outstripped North Korea’s capacity to 
  maintain their stocks, which led to some nasty battles within the nation’s borders between 
  hungry monsters. For this reason the insect kaiju are some of the most frequently  
  exported breeds. Their short lifespan makes them ideal as tactical units in brief battlefield 
  campaigns. Kamakira is more often than not found outside North Korean control due 
  to its long range flight capability. Little bastard.
  <<<Gunsou>>>Kaiju insects like Kamakira were the first ones spotted outside of 
  Asia, especially the ones with a wide range of movement. One company of American 
  Marines that fought at Chosin against Kaibutsu was stationed in San Diego, where they 
  were dispatched to fight giant ants in Los Angeles. One vet from that company later 
  joined the Continental Rangers and fought a Kamakira when one made landfall in  
  Denver! No place is safe folks.
  <<<Shigakka>>>Data smuggled out of NK indicates that Kamakira was designed 
  specifically to operate in the United States. They sought to create a kaiju insect that 
  would fit in with the hordes of mutagiants that roam the American southwest.
  <<<Capt. Spawding>>>Ironically, Kamakira is such an apex predator that more than 
  once it has arrived in the United States, consumed entire mutagiant hives, and then 
  moved on, essentially aiding the cause of the Colonial Rangers.
  <<<Kagakusha>>>Another reason that Kamakira may be seen more often than 
  other kaiju is that some species of mantis can reproduce parthenogenetically: they do 
  not require a male to reproduce.
  <<< Odokemono>>>Well, at least we don’t have to see it get eaten while it’s doing 
  its husbandly duty. 
  Motivation: Hunting is Life
  Common Instincts: Go where the game is; Strike First, Strike Best; The Quick Kill is 
  Best
  Aspect Only
  Fantastic +6: Athletics 
   
  Superb +5: Physique, Notice
  Great +4: Fight  
   
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
  Mutation Points: 4
  Flight: Kamakira uses wings to fly and can move as easily in air as it can on ground, as 
  well as hover in place. It uses Physique instead of Athletics for any skill checks. Its com-
  bat speed is not affected. Outside of combat the kaiju can fly at “Jet” speed.
  
  10
  Experienced
  Fantastic +6: Athletics
  Superb +5: Physique, Notice
  Great +4
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe
  Mutation Points: 9 
  Flight: Kamakira uses wings to fly. The kaiju can move as 
  easily in the air as it can on the ground, as well as hover in 
  place. It uses Physique instead of Athletics for any skill checks. It speed is not affected.
  Raptorial Strike
  • Alternate Attack: Kamakira’s claw attacks are incredibly fast, using Athletics instead 
  of Fight. 
  • 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.
  • Knockback: Anytime it succeeds with style in a Fight check it may move its target 
  back up to 2 sectors.
  • Piercing Strike: It can unerringly strike a vital point on its enemy. Once per scene the 
  kaiju can force a target to use a Consequence of equal value instead of a Stress box. 
  If that Consequence is full the attacker cannot use this ability.
  • Reach: It can attack targets one sector away.
  Predator’s Grace
  • Leaping: Kamakira can travel great distances without touching the ground. In place 
  of its movement and dice action, the kaiju can move 6 sectors, so long as it has no 
  aspects on it hindering its movement. The kaiju must end its turn on a solid surface.
  • Specialized Defense: Kamakira is fast enough to dodge away from most melee attacks, 
  rather than meeting strength with strength. It defends against Fight attacks with 
  Athletics. 
  • Stand Fast: When threatened Kamakira puts on a deimatic display, raising its arms 
  and flaring out its wings, making it appear twice its size. This display gives it the strength 
  to ignore the effects of one consequence. The wound cannot be invoked by the kaiju 
  or compelled by enemies.
  Raptorial Strike
  • Alternate Attack: Kamakira’s claw attacks are incredibly fast, using Athletics instead 
  of Fight. 
  • Knockback: Anytime it succeeds with style in a Fight check it may move its target 
  back up to 2 sectors.
  • Piercing Strike: It can unerringly strike a vital point on its enemy. Once per scene the 
  kaiju can force a target to use a Consequence of equal value instead of a Stress box. 
  If that Consequence is full the attacker cannot use this ability.
  
  11
   
  Endgame
  Epic +7: Athletics
  Fantastic +6: Physique, Notice
  Superb +5: 
  Great +4: 
  Stress Boxes: 
  Consequences: Minor, Moderate, Severe
  Mutation Points: 15 
  Flight: Kamakira uses wings to fly. The kaiju can move as easily in the air as it can on 
  the ground, as well as hover in place. It uses Physique instead of Athletics for any skill 
  checks. It speed is not affected.
  Raptorial Strike
  • Weapon Value 3
  • Alternate Attack: Kamakira’s claw attacks are incredibly fast, using Athletics instead 
  of Fight. 
  • 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.
  • Knockback: Anytime it succeeds with style in a Fight check it may move its target 
  back up to 2 sectors.
  • Knockdown: The kaiju’s target ends its forced movement on the ground. The target 
  gains the Aspect “Knockdown” with a free invoke.
  • Piercing Strike: It can unerringly strike a vital point on its enemy. Once per scene the 
  kaiju can force a target to use a Consequence of equal value instead of a Stress box. 
  If that Consequence is full the attacker cannot use this ability.
  • Pounce: When it forces its target to move back it can move two sectors closer. This 
  movement is unaffected by aspects on the scene impeding its movement. Its next 
  attack against that target is made at a +2.
  • Stretching: It can attack targets two sectors away.
  Predator’s Grace
  • Leaping (Improved/Advanced): Kamakira can travel great distances without touching 
  the ground. As its movement, the kaiju can move 6 sectors. It can roll to overcome any 
  aspects hindering its movement before leaping. The kaiju must end its turn on a solid 
  surface.
  • Specialized Defense: Kamakira is fast enough to dodge away from most melee attacks, 
  rather than meeting strength with strength. It defends against Fight attacks with 
  Athletics. 
  • Stand Fast: When threatened Kamakira puts on a deimatic display, raising its arms 
  and flaring out its wings, making it appear twice its size. This display gives it the strength 
  to ignore the effects of one consequence. The wound cannot be invoked by the kaiju 
  or compelled by enemies.
  
  12
  MEGURO 
  Meguro is a burrowing insect kaiju that makes its home in old forests where it lives 
  off of decaying plant matter. There is little logic to its movements and it never seeks out 
  conflict. The only reported battles with Meguro occur when it is disturbed. During these 
  encounters it savagely attacks until the interloper withdraws. At this point, for reasons 
  unknown, Meguro leaves the area it was previously defending and finds a new hunting 
  space.
  <<<Rouzeki>>>There’s something inherently disturbing about bugs. They’re dirty, 
  nasty, carry diseases…why do the North Koreans insist on using them?!?! Meguro is like 
  some kind of huge beetle. The damn thing has spikes instead of hands and a mean 
  energy blast. There is nothing good about this creature. Nothing.
  <<<Odokemono>>>Could be worse – it might actually be a roach.
  <<<Rouzeki>>>I hate you.
  <<<Capt. Spawding>>Meguro is a lot more deadly than any of North Korea’s other 
  insect kaiju, and a kaiju with multiple forms is incredibly rare. All this makes me think 
  the source is someplace else. It’s no coincidence that this kaiju appeared around the 
  same time as the attacks from the Undersea Shogunate of Mu.
  <<<Rinen>>>You’re being unusually cagey, Cap’n. If you know something spill it. 
  C’mon, we’re all friends here.
  <<<Capt. Spawding>>>I only like to “spill” what I know for sure. We could never 
  trace Meguro directly to Mu, but the fact that it appeared just shortly before the Muan’s 
  invasion of Okinawa, was inhabiting areas close to their sphere of influence, and hasn’t 
  been openly hostile since the Undersea Shogunate’s defeat makes it likely.
  Motivation: I am completely alone...Good.
  Common Instincts: Avenge the Shogunate; Drive off the interloper; You have not
  even seen my final form.
  Aspect Only
  Subterranean Form
  Fantastic +6: Stealth
  Superb +5: Physique, Shoot
  Great +4: Athletics, Fight, Notice
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe
  Mutation Points: 4
  Blast: Meguro has a ranged attack it can unleash on a 
  target. It may attack targets up to 2 sectors away using the Shoot skill.
  Born to Dig
  Blind Sight: Meguro does not need vision to target and defend itself from its enemies. 
  It suffers no negative affect from being in complete darkness or from similar aspects.
  Burrow: Meguro can travel just as quickly underground as it can above. It leaves no 
  tunnel behind. Gain a +2 to Stealth while burrowing.
  
  13
  Transmute: Meguro can transform into an alternate form. This alternate form must 
  have the same Motivation and Instinct Aspects, but all other aspects and stunts may 
  be different. This alternate form is built on the same number of MP. It can freely  
  transmute from one form to another on its turn. It keeps all stress taken when switch-
  ing between forms.
  Surface Form
  Fantastic +6: Fight 
   
  Superb +5: Notice, Physique
  Great +4: Athletics 
   
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
  Surface Rage
  • Claws: WV 1
  • Enraged: When Meguro is harmed it only becomes madder. When it takes a  
  Consequence it also gains the aspect “Enraged” with a free invoke.
  • Spiked Body: It’s body is covered in spikes, granting a +1 to defend with Fight. If it 
  succeeds with style defending itself the kaiju inflicts 1 point of stress on its attacker.
  Transmute: Meguro can transform into an alternate form. This alternate form must 
  have the same Motivation and Instinct Aspects, but all other aspects and stunts may 
  be different. This alternate form is built on the same number of MP. It can freely  
  transmute from one form to another on its turn. It keeps all stress taken when switch-
  ing between forms.
  Experienced
  Subterranean Form 
  Fantastic +6: Stealth 
   
   
     Superb +5: Physique, Shoot
  Great +4: Athletics, Fight, Notice  
     Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe    Mutation Points: 8
  Born to Dig
  • Blind Sight: Meguro does not need vision to target and defend itself from its enemies. 
  It suffers no negative affect from being in complete darkness or from similar aspects.
  • Burrow: Meguro can travel just as quickly underground as it can above. It leaves no 
  tunnel behind. Gain a +2 to Stealth while burrowing.
  • Danger Sense: This kaiju gains a +2 to detect an ambush. No scene aspects may be 
  invoked or compelled to affect this roll, although personal aspects may be invoked or 
  compelled as normal.
  • Ground Pounder: When it strikes the ground the affects are felt everywhere. The kaiju 
  makes a Physique check against all targets in a sector opposed by their targets’  
  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.
  • Keen Sense: It gains +2 to defend or overcome with Notice when Blind Sight is the 
  primary one being used.
  
  14
  Stone Melter
  • Weapon Value +1
  • Blast: Meguro has a ranged attack it can unleash on a target. It may attack targets up 
  to 2 sectors away using the Shoot skill.
  Transmute: Meguro can transform into an alternate form. This alternate form must 
  have the same Motivation and Instinct Aspects, but all other aspects and stunts may 
  be different. This alternate form is built on the same number of MP. It can freely  
  transmute from one form to another on its turn. It keeps all stress taken when switch-
  ing between forms.
  Surface Form
  Fantastic +6: Fight
  Superb +5: Notice, Physique
  Great +4: Athletics
  Stress Boxes: 8
  Consequences: 2 Minor, Moderate, 
  Severe
  Surface Rage
  • Claws: WV 1
  • Ceaseless Attack: When this kaiju succeeds 
  with style, it may reduce the result by one and make 
  another attack against the same target. It may do this 
  up to three times.
  • Enraged: When Meguro is harmed it only becomes 
  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 melee attacks. 
  • Raging Charge: When it has the “Enraged” aspect and is moving towards a 
  target it can move much farther than it normally could while still attacking. The kaiju 
  makes an Athletics check against a passive opposition based on the number of sectors 
  the kaiju moves plus 1 for each aspect on the scene and on the kaiju itself that might 
  hinder movement. If the kaiju succeeds it takes the move and may then attack. If it 
  succeeds with style it gains a boost on the attack. If it fails the roll the kaiju still moves 
  but cannot attack.
  • Spiked Body: Meguro’s body is covered in spikes, granting a +1 to defend with Fight. 
  If it succeeds with style defending itself the kaiju inflicts 1 point of stress on its attacker.
  • Strike Back: When the kaiju succeeds with style on defense against a melee attack, the 
  opponent takes a 2-shift hit instead of the kaiju taking a boost.
  Transmute: Meguro can transform into an alternate form. This alternate form must have 
  the same Motivation and Instinct Aspects, but all other aspects and stunts may be  
  different. This alternate form is built on the same number of MP. It can freely transmute 
  from one form to another on its turn. It keeps all stress taken when switching between 
  forms.
  
  15
  Endgame
  Subterranean Form
  Epic +7: Stealth  
   
   
  Fantastic +6: Physique, Shoot
  Superb +5: Athletics, Fight, Notice 
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
    Mutation Points: 11
  Born to Dig
  • Blind Sight: Meguro does not need vision to target and defend itself from its enemies. 
  It suffers no negative affect from being in complete darkness or from similar aspects.
  • Burrow: Meguro can travel just as quickly underground as it can above. It leaves no 
  tunnel behind. Gain a +2 to Stealth while burrowing.
  • Danger Sense: This kaiju gains a +2 to detect an ambush. No scene aspects may be 
  invoked or compelled to affect this roll, although personal aspects may be invoked or 
  compelled as normal.
  • Durable: The kaiju gains an additional stress box. 
  • Ground Pounder: When it strikes the ground the affects are felt everywhere. The kaiju 
  makes a Physique check against all targets in a sector opposed by their targets’  
  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: The kaiju can do damage with their Ground Pounder attack. 
  Once per scene when they hit with a Ground Pounder attack, one of the kaiju’s targets 
  takes shifts of damage instead of receiving an aspect.
  • Keen Sense: It gains +2 to defend or overcome with Notice when Blind Sight is the 
  primary one being used.
  • Slither: This kaiju always finds a way through. Scene aspects that affect moving from 
  one sector to another have no affect on this kaiju.
  Stone Melter
  • Weapon Value: 1
  • Blast: Meguro has a ranged attack it can unleash on a target. It may attack targets up 
  to 2 sectors away using the Shoot skill.
  Transmute: Meguro can transform into an alternate form. This alternate form must 
  have the same Motivation and Instinct Aspects, but all other aspects and stunts may 
  be different. This alternate form is built on the same number of MP. It can freely  
  transmute from one form to another on its turn. It keeps all stress taken when switch-
  ing between forms.
  Surface Form
  Epic +7: Fight  
   
  Fantastic +6: Notice, Physique
  Superb +5: Athletics, Shoot 
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
  Mutation Points: 11
  Surface Rage
  • Claws: WV 1
  • Ceaseless Attack: When this kaiju succeeds with style, it may reduce the result by one 
  and make another attack against the same target. It may do this up to three times.
  
  16
  • Enraged: When Meguro is harmed it only becomes 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 melee attacks. 
  • Raging Charge: When it has the “Enraged” aspect and is moving towards a target it 
  can move much farther than it normally could while still attacking. The kaiju makes an 
  Athletics check against a passive opposition based on the number of sectors the kaiju 
  moves plus 1 for each aspect on the scene and on the kaiju itself that might hinder 
  movement. If the kaiju succeeds it takes the move and may then attack. If it succeeds 
  with style it gains a boost on the attack. If it fails the roll the kaiju still moves but can-
  not attack.
  • Raging Trample: It is capable of tearing through anything in its path during its rage-
  filled charge. When it successfully attacks a target after a Raging Charge it may make 
  an opposed Physique check. If this is successful the kaiju may Charge a new target. 
  The passive opposition for this new Athletics check is 2 plus distance plus hindering 
  aspects. 
  • Spiked Body: Meguro’s body is covered in spikes, granting a +1 to defend with Fight. 
  If it succeeds with style defending itself the kaiju inflicts 1 point of stress on its attacker.
  • Strike Back: When the kaiju succeeds with style on defense against a melee attack, 
  the opponent takes a 2-shift hit instead of the kaiju taking a boost.
  Chitinous Body
  • Armor Value: 1
  • Slither: This kaiju always finds a way through. Scene aspects that affect moving from 
  one sector to another have no affect on this kaiju.
  Transmute: Meguro can transform into an alternate form. This alternate form must 
  have the same Motivation and Instinct Aspects, but all other aspects and stunts may 
  be different. This alternate form is built on the same number of MP. It can freely  
  transmute from one form to another on its turn. It keeps all stress taken when switch-
  ing between forms.
  
  17
  SPIGA 
  Like Ijimekko, this spider species was a one of the “mass produced” kaiju developed as 
  rapid-deployment weapons designed to slow down the advance of enemy armies. Spigas 
  can move rapidly across the battlefield, coating vast areas with webs and immobilizing 
  whole regiments. They have been known to dig camouflaged underground pockets to 
  attack from surprise. Depending on the breed of spider used some Spigas can even spit 
  webbing capable of crashing aircraft.
  <<<Shigakka>>>The varieties of insect kaiju that appeared in the seventies is  
  remarkable. This era saw a glut of monstrous bugs that cropped up all over the world. 
  This was in part due to the resurgence of American mutagiant insects, which have been 
  classified as a different breed than the kaiju. Yet many blamed the upsurge of giant  
  insects on a North Korean famine that allegedly forced the government to allow their 
  weaker kaiju to fend for themselves . Others believe the giant bugs to be a natural  
  mutation caused by the spread of kaiju DNA due to numerous monster battles across 
  the world.
  <<<Capt. Spawding>>>This, of course, plays into North Korea’s claims that any 
  kaiju acting outside their borders is not their responsibility. 
  <<<Ekisaito>>>The 70’s was a HUGE time for insect kaiju! Seems when I was  
  growing up I was always hearing about some giant bug attack around the world.
  <<<Odokemono>>>So which was worse: giant bugs or disco?
  Motivation: This is my hunting ground
  Common Instincts: Come into my parlor; Control the Territory; Surprise!
  Aspect Only
  Fantastic +6: Athletics
  Superb +5: Fight, Notice
  Great +4: Physique
  Stress Boxes: 4
  Consequences: Minor, Moderate, Severe
  Mutation Points: 4
  Arachnid Horror
  • Climbing: Spiga can climb as easily as anyone else walks. The kaiju’s movement is 
  not hindered by vertical surfaces.
  • Multi-Legged: Spiga gains +2 to Overcome checks related to movement and remain-
  ing upright.
  Web Attack
  • Damaging Aspect: When this attack hits, instead of doing damage, Spiga may place 
  the “Webbed” aspect on the target. If the attack hits a target that already has this aspect 
  the target takes one additional physical stress. If the kaiju ties with this attack it causes 
  the damage rather than gaining a Boost.
  • Immobilize: It is capable of rendering a target unable to move. When it places the 
  aspect “Webbed” on a target that target cannot leave its current sector. To remove this 
  aspect the target must make a resisted Physique check.
  
  18
  Experienced
  Fantastic +6: Athletics 
   
  Superb +5: Fight, Notice
  Great +4: Shoot, Physique 
  Stress Boxes: 4
  Consequences: Minor, Moderate, Severe  
  Mutation Points: 9
  Arachnid Horror
  • Bug Stomp: This kaiju’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.
  • Climbing: Spiga can climb as easily as anyone else walks. The kaiju’s movement is 
  not hindered by vertical surfaces.
  • Multi-Legged: Spiga gains +2 to Overcome checks related to movement and remain-
  ing upright.
  • Speed Boost: You move two sectors for free in a conflict without rolling, instead of 
  one, provided there are no situation aspects restricting movement. The mecha’s over-
  land speed increases one step (see “Speed” MvK Pg.47).
  Web Shot
  • Area: This attack strikes all targets in a sector. Make one attack roll. The attack is 
  applied to each target, which must defend against this attack as if it were the sole 
  target. Reduce damage by -2 shifts. If the attack does no damage the attacker gains a 
  Boost instead
  • Blast: This kaiju has a ranged attack it can unleash on a target. It may attack targets 
  up to 2 sectors away using the Shoot skill.
  • Cone: This attack may affect 2 additional sectors. These sectors must be either in a 
  straight line or adjacent to the attacker’s sector. This does not increase the range of 
  the weapon.
  • Damaging Aspect: When this attack hits, instead of doing damage, Spiga may place 
  the “Webbed” aspect on the target. If the attack hits a target that already has this 
  aspect the target takes one additional physical stress. If the kaiju ties with this attack 
  it causes the damage rather than gaining a Boost.
  • Immobilize: It is capable of rendering a target unable to move. When it places the 
  aspect “Webbed” on a target that target cannot leave its current sector. To remove this 
  aspect the target must make a resisted Physique check.
  • Climbing: Spiga can climb as easily as anyone else walks. The kaiju’s movement is 
  not hindered by vertical surfaces.
  Endgame
  Epic +7: Athletics 
   
  Fantastic +6: Fight, Notice
  Superb +5: Physique, Shoot  
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe  
  Mutation Points: 15
  Arachnid Horror
  • Bug Stomp: This kaiju’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.
  
  19
  • Climbing: Spiga can climb as easily as anyone else walks. The kaiju’s movement is 
  not hindered by vertical surfaces.
  • Multi-Legged: Spiga gains +2 to Overcome checks related to movement and remain-
  ing upright.
  • Speed Boost: You move two sectors for free in a conflict without rolling, instead of 
  one, provided there are no situation aspects restricting movement. The mecha’s over-
  land speed increases one step (see “Speed” MvK Pg.47).
  Poisoned Pincers
  • Pincers: Weapon Value 1
  • Poison: When this attack succeeds with style the kaiju creates the Aspect “Poisoned” 
  on the target with a free invoke instead of a boost. A mecha pilot can be Poisoned 
  through contamination of their life-support system.
  • Ongoing Poison: Anyone with the “Poisoned” aspect will continue to be attacked 
  until it is overcome by a Physique check. The attack skill is based on the kaiju’s  
  Physique, as is the difficulty to overcome the aspect. If the victim is still in combat with 
  the kaiju when they make their Physique check then the roll is opposed.
  Web Shot
  • Area: This attack strikes all targets in a sector. Make one attack roll. The attack is 
  applied to each target, which must defend against this attack as if it were the sole 
  target. Reduce damage by -2 shifts. If the attack does no damage the attacker gains a 
  Boost instead
  • Blast: This kaiju has a ranged attack it can unleash on a target. It may attack targets 
  up to 2 sectors away using the Shoot skill.
  • Cone: This attack may affect 2 additional sectors. These sectors must be either in a 
  straight line or adjacent to the attacker’s sector. This does not increase the range of 
  the weapon.
  • Damaging Aspect: When this attack hits, instead of doing damage, Spiga may place 
  the “Webbed” aspect on the target. If the attack hits a target that already has this 
  aspect the target takes one additional physical stress. If the kaiju ties with this attack 
  it causes the damage rather than gaining a Boost.
  • Explosive Area: This attack affects the target sector and all 8 adjacent sectors. This 
  does not increase the range of the weapon, but it may be used in conjunction with 
  other stunts that do increase range.
  • Immobilize: It is capable of rendering a target unable to move. When it places the 
  aspect “Webbed” on a target that target cannot leave its current sector. To remove 
  this aspect the target must make a resisted Physique check. Signature Maneuver: This 
  kaiju has perfected a particular combat move. When the kaiju creates “Webbed” aspect 
  on a target, it gains one free invoke of the aspect.
  • Signature Attack: When the kaiju succeeds with style on an attack, either ranged or 
  melee, it can tag the target with the “Webbed” aspect with a free invoke instead of 
  receiving a boost.
  • Trap: Spiga lays a trap for its enemies, even if it is not in the scene. Spend a fate point. 
  This triggers a “Web Bomb” that attacks a target(s) as if it were a “Web Shot”.
  
  20
  “FATE OF AMERICA” SOURCEBOOK SNEAK PEEK
  Mutigiant insects tear the U.S. in half 
  In the 1950s the United States conducted unprecedented above-ground nuclear tests in 
  their Southwestern deserts. Rumors persisted throughout the decade of creatures  
  destroying isolated cabins or individual vehicles, and of other desert dwellers or  
  travelers disappearing. But as 1959 dawned the American heartland exploded. Colonies 
  of giant ants, huge carnivorous spiders, millipedes the length of freight trains, and 
  swarms of immense locusts all descended on Nevada, Utah, Arizona, New Mexico,  
  Wyoming, and southern Idaho. At first only active during the daylight hours, as the 
  weather warmed they became more and more energetic and dangerous. The military 
  mobilized, but they were hard pressed to stop the thousands of creatures that were 
  devouring everything in their path.
  These mutigiants would eventually drive out the citizens of the American Southwest, 
  leaving only the Mormons of the natural-fortress of Salt Lake City and the Native  
  American tribes who moved in to reclaim the land. Today this region has been renamed 
  the “Central Control Region”, with borders patrolled by the Colonial Rangers, a nation-
  alized version of the famous Texas Rangers.
  Mutigiant Stats
  Planning a session against American mutigiants is not significantly different from any 
  other session. You may use Nameless NPCs for smaller mutigiants (Fate Core pg. 215), 
  such as dog-size fleas or human-size ants. For larger predators you can add Size bonuses 
  to standard NPCs. For boss monsters, such as the queen of a hive, build them like kaiju, 
  with one Mutation Point per player.
  
  21
  Drones
  Aspect “We Hear and Obey” 
  Size: Human; 
  Physique +2, Notice +1; Stress: No stress boxes—a one shift hit is enough to take them 
  out
  Soldiers
  Aspect “I Will Die for Her” 
  Size: Monstrous; 
  Fight +3, Notice +2, Athletics & Physique +1; WV +1, AV +1, Stress: Three stress boxes— 
  a four shift hit is enough to take them out
  The Queen
  Fantastic +6: Provoke
  Superb +5: Notice, Physique
  Great +4: Fight, Shoot, Athletics
  Stress Boxes: 4
  Consequences: 2 Minor, Moderate, Severe
  Size: Towering
  Mutation Points: 4
  Motivation: The Hive is all
  Blast: The Queen has a ranged attack it can unleash on a target. It may attack targets 
  up to 2 zones away using the Shoot skill.
  Brood: The Queen is never alone. She has a host of smaller “Children” at her command 
  that act as another singular kaiju. The Children have the aspect “Born to Serve”, which 
  the Queen can invoke like any other. The brood has a +4 Fight and acts at the same point 
  in the initiative order as the Queen. PCs can Create an Advantage to shut down the 
  brood’s aspect. If all the brood’s aspects are shut down the kaiju loses access to its attacks 
  and aspects. The kaiju can sacrifice the brood to prevent taking a Mild Consequence.
  Poison: When this attack succeeds with style the Queen creates the Aspect “Poisoned” 
  on the target with a free invoke instead of a boost.
  Roar: This Queen’s screach is utterly terrifying. Once per scene she can make a Provoke 
  attack against all targets within 2 zones.
  A Question of Size 
  American giant monster stories have always focused on human soldiers and scientists 
  battling one-on-one against inhuman beasts, armed at most with explosives and flame 
  throwers. America in the early years of their campaign against the mutigiants lacked 
  the technology used by Japan against their kaiju. As their technology improved Amer-
  ica’s Colonial Rangers focused on power armor for individual soldiers. 
  Those wishing to run American campaigns should use the optional Size rules found on 
  page 72 of the MvK sourcebook. These rules grant static bonuses to creatures larger 
  than Human size. Mutigiants that are Monstrous size (8-19’) add +1 to their Physique 
  rolls, +1 Stress box, and +1 shift to their Weapon and Armor Value. Those Towering few 
  larger than 20’ add +2 Physique, +1 Stress box, and a +2 shift to WV and AV.
  
  22
  NEW MUTATIONS
  Aggressive Absorption: This kaiju has the power to absorb a specific element, 
  such as Fire or Radiation, chosen when the power is gained. It makes a Physique 
  roll of Fair (+2) against passive opposition, or an opposed roll if there is active 
  opposition. If successful it places the “Drained” aspect on the target. If a sector 
  possesses an aspect related to that element this attack instead shuts down that 
  aspect within the entire sector. Abilities that use the specified energy source are 
  inaccessible until the Aspect is remedied. If the kaiju also possesses the  
  “Absorption” mutation it gains the boost from this mutation. 
  Colony: This kaiju exists as a colony of much smaller creatures. These creatures 
  act independently, and can spread out over an area of many miles. When  
  threatened, or when Instinct tells them to, these creatures can merge into the full-
  size kaiju. Members of the colony share the same Motivation as the kaiju, but the  
  colony’s Instinct may differ when it is in individual form. The number of colony 
  members is determined by the strength of the kaiju (as determined by its skill cap) 
  and by the strength of the individual colony members (chosen at the point of  
  creation).
  Skill Cap 6/7 Skill
  Mutation
  Stress
  Average
  63/125
  Two +1
  One
  Fair
  31/63
  One +2, one +1
  Two
  One
  Good
  15/31
  One +3, one +2, one +1
  Three
  Two
  For example, a kaiju with a skill cap of 6 could have 63 Average-powered colony 
  members, 31 Fair-powered members, or 15 Good-powered members. 
  Every member of the colony lost is a point of stress taken by the kaiju. This stress 
  is applied as a single unit and may be applied to physical or mental stress boxes. 
  The kaiju may use multiple stress boxes to take this stress. Physical or mental Armor 
  Value is doubled for the purposes of taking this stress.
  Flight (Update): Through wings or some other process this kaiju can fly. The kaiju 
  can move as easily in the air as it can on the ground, as well as hover in place. It 
  uses Physique instead of Athletics for any skill checks. The kaiju’s combat speed 
  is not affected. Outside of combat the kaiju can fly at “Jet” speed.
  Immobilize: This kaiju is capable of rendering a target unable to move. When it 
  places an appropriate aspect on its target, such as “Webbed” or “Grappled”, that 
  target cannot leave its current sector. To remove this aspect the target must make 
  a resisted Physique check.
  Speed Boost (Update): This kaiju is capable of great speed. It moves two sectors 
  in an exchange without rolling, instead of one, as long as there are no aspects 
  impeding its movement. The mecha’s overland speed increases one step (see 
  “Speed” Pg.47). Note: These rules supersede the kaiju mutation “Gallup”. 
  Multi-Legged: The kaiju gains +2 to Overcome checks related to movement and 
  remaining upright.
  
  23
  Raging Charge (Update): (requires “Enraged”) When a kaiju has the “Enraged” 
  aspect and it is moving towards a target it can move much farther than it normally 
  could while still attacking. The kaiju makes an Athletics check against a passive 
  opposition based on the number of sectors the kaiju moves plus 1 for each aspect 
  on the scene and on the kaiju itself that might hinder movement. If the kaiju  
  succeeds it takes the move and may then attack. If it succeeds with style it gains a 
  boost on the attack. If it fails the roll the kaiju still moves but cannot attack. For 
  example a kaiju charges an enemy that is 3 sectors away with a Scene Aspect of 
  “difficult terrain”. The passive opposition for the Athletics check is 4 (3+1).
  Raging Trample (Update): (requires “Raging Charge”) This kaiju is capable of 
  tearing through anything in its path during its rage-filled charge. When it success-
  fully attacks a target after a Raging Charge it may make an opposed Physique check. 
  If this is successful the kaiju may Charge a new target. The passive opposition for 
  this new Athletics check is 2 plus distance plus hindering aspects. For example a 
  kaiju successfully charges and attacks. It succeeds at a resisted Physique check. It 
  then charges another target 2 sector away with a Scene Aspect of “difficult terrain”. 
  The passive opposition for the Athletics check is 5 (2+2+1).
  Reactive Split (requires “Split): This kaiju may split as a reaction to being hit in 
  combat. When intentionally splitting it may do so without using its action. Finally 
  the kaiju may split as many times as it wishes. Each time the new kaiju’s skills are 
  reduced by a further -1. It may rejoin into as many kaiju as it wishes, with the same 
  damage rules applying.
  Split: This kaiju can separate itself into two identical monsters. Each of the new 
  kaiju’s skills are reduced by 1. Any Stress or Consequences are divided between the 
  two new monsters however you wish. Splitting takes the kaiju’s action in that  
  exchange. It may still take a movement. The monsters can rejoin without using an 
  action. The single kaiju receives the Stress and Consequences of the most heavily 
  damaged pair.
  Transmute (Update): This kaiju can transform into an alternate form. This alternate 
  form must have the same Motivation and Instinct Aspects, but all other aspects and 
  stunts may be different. This alternate form is built on the same number of MP. The 
  kaiju can freely transmute from one form to another on its turn. It keeps all stress 
  taken when switching between forms.
  Trap: This kaiju can lay a trap for its enemies, even when it is not in the scene. Spend 
  a fate point. You may attack a target with one of the kaiju’s attack forms. This attack 
  uses the kaiju’s attributes. Any other mutations that usually accompany that attack 
  trigger when the trap is sprung. For example, a creature has a Shoot of 4 and the 
  attack form “Atomic Breath”, with a Weapon Value of 2 and the mutations Blast 
  and Alternate Defense (Physique). The kaiju’s trap power “Atomic Bomb” functions 
  exactly like a kaiju attack: it has a range of 2 sectors from its point of origin, attacks 
  the target with a +4, adds 2 shifts to the damage, and requires the target defend 
  with their Physique.
  
SOURCE: textdata/thevault/FUDGE & FATE/Mecha vs. Kaiju/Big Book of Kaiju/Big Book Of Kaiju 02 - Insect Kaiju.pdf