Ghidora is a huge three headed terrifying space demon. A member of a family of space monsters, not too much is actually known about this beast, other than it strikes without mercy and can be very deadly. They are known to have been responsible for the destruction of several civilisations across the galaxy. They can fly through the void of space, and can mimic hyperspeed travel by metamorphosing into pure energy, surrounding itself in a magnetic casing, and simply disappearing to strike terror elsewhere.
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A typical beast of this type is around 150 metres in length, with a wing span of another 150 metres. The beast is a golden colour, and has three heads and a tail. Each head is independent of each other, and each can bite in physical combat or fire a continuous lightning type energy ray. The heads actually move in a fairly erratic motion, which can be both a bonus or a hindrance for the beast and it is opponents. In an atmosphere, the Skyllan can achieve around mach 4, and can cause wide spread destruction via sonic booms, and the mere fact that a 500,000 ton being can generally cause havoc by jumping on things. There are other versions of the beast though, some with four legs and dark grey in color. These also tend to have some other powers, such as a short range life leach effect. |
For the most part, Ghidora should be treated like a Space Dragon (SM7.0), but with the following statistics:
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Ghidora has a total of 7 locations - 3 heads, body, wings, tail and claws.
Like a normal space dragon, Ghidora does not use a normal DAC, instead whenever it is damaged, roll on the following hit location:
| 1 | 2-3 | 4 | 5 | 6 |
|---|---|---|---|---|
| Head | Body | Wings | Tail | Claws |
Destroying all three heads will kill Ghidora, as will destroying the body. Destroying just a single head will result in the loss of the attacks from that head only, but Ghidora will suffer no other ill effects.
If Ghidora suffers 2 head kills or a 75% destruction of its body, then it may attempt to retreat.
Ghidora's heads may be targeted individually, although in this case each head is treated as having 4 points of ECM. Misses do not hit other parts of Ghidora's body.
Ghidora has several attacks that it may use. These are as follows:
The type of attack must be chosen in the Energy Allocation phase and may not be changed until the next EA phase of the following turn. Only two heads may use the MCIDS option per turn.
Ghidora may conduct 3 head attacks and a single claw attack each turn.
The main weapon of Ghidora is the energy ray that it spits out of its mouth. This is sometimes fired in a continuous beam which rips up everything it touches, or can be used in smaller bursts (this is treated as the MCIDS attack).
Because of the erratic motion of Ghidora's heads, this weapon can be very effective as the beam stays on target, or else it can be widely ineffective as the heads swing from side to side missing everything.
To simulate this, Ghidora's weapon is treated as a phaser 1, but requires a to-hit roll to be successful (see table below). If it hits, then the target takes damage as per a phaser 1 hit with normal range modifiers (thus roll another 1d6 to determine the damage). Every other impulse that the target remains in range and is a clear target to Ghidora, make another to-hit roll, but this time using the follow-thru row of the table. If successful, the target is hit again for more phaser 1 damage. This continues until either Ghidora misses, or it has hit six times in a row that ray. This spillover damage may hit differing shields or part of a ship if the target moves and Ghidora does not.
The ray may be used once per head per turn, and may be used across turns with the roll over damage. If roll over damage is caused across two turns, then the ray for that head has to wait for 8 impulses before firing again.
| Range: | 0 | 1-5 | 6-8 | 9-15 | 16-25 | 26+ |
|---|---|---|---|---|---|---|
| To-Hit: | 1-5 | 1-5 | 1-4 | 1-3 | 1-2 | 1 |
| Follow-thru: | 1-4 | 1-3 | 1-3 | 1-2 | 1 | 1 |
Use against fighter flights: The energy ray may be used against fighter flights at any range, although it is not as effective as an MCIDS, but it has a much greater range. Make a normal to-hit roll, and roll for damage as normal, but each hit can only ever destroy 1 fighter (and thus inflict a maximum of 3 points of damage). If a hit is scored, follow-thru attacks are allowed as normal.