Sumo
wrestling, one of the earliest forms of martial arts, is the national
sport of Japan. In Sumo, strength and power are important but proper
form and good tactics are equally important. Wrestlers vied with each
other to gain the title of Yokozuna (Grand Champion) in rigidly defined
contests held each year in Japan, but early in the 21st century the
unthinkable happened the fans of Sumo started to get bored with
seeing the same old faces in the ring, and began to drift away, seduced
by the faster moving, more colourful and flamboyant Western sports which
they could watch from the comfort of their own homes.
With their sport rapidly approaching a crisis, the
Sumo Kyokai (ruling council) met to try and find a solution to bring the
young Japanese back to their beloved sport. It is not recorded who came
up with the idea, but it was suggested that the strengths of modern
Japan should be merged with the culture and traditions of Sumo, and that
Sumos should use their skills and abilities to battle high-tech
state-of-the-art robots, and so the Sumo Meks were born.
Due to the new technical requirements (and also to
bring in lots of young men) a new class of assistant was created
that of the Pit Stop Babe. These young women were chosen from the most
beautiful and academically gifted Japanese, trained in robotics and
mechanics and they accompany their massive creations to the dohyo.

|
This is a supplement to Amazon Miniatures
popular tabletop game, Sumo Basho, and requires reference to the main
rules contained in the Sumo Basho box set (SBP01). Use the normal Sumo
Basho rules with the following adjustments.
- When a Mek player rolls for Chi, they should refer to the Mek Chi
table instead of the normal one.
- Sumo Meks have an extraordinarily long reach, and can initiate a
slapping attack from a distance without fear of reprisal. This can
only be done when the Mek starts its turn facing its intended
target, and is also no more than one Mek base width away. The Mek
player rolls 2d6, and on a score of 3,7 or 11 a wound is caused. The
player being attacked cannot retaliate in any way, but human Sumos
may dodge this attack by rolling a successful turning attempt
(including all modifiers). (This dodge cannot be used when being
attacked from the rear) Other Meks may not avoid this attack as they
do not have the honed reflexes of a human Sumo. If a Mek chooses to
use a slap attack, this will take up its entire turn. It may not
move either before or after the attack, obtain assistance from its
Pit Stop Babe or do anything else.
- When being charged by a Mek, a human Sumo can attempt to sidestep
the charging robot by making a successful Turning roll (including
all modifiers). If a Mek is sidestepped, then it will speed past its
target for a further d6 inches (as if it had failed a turn roll),
and the human can be positioned to face any direction . This
prevents the Mek from being able to attack that turn, and gives the
Human the opportunity to attack twice on their next turn, possibly
from the rear. If the human is prevented from attacking the Mek next
turn (either by the result of a Chi roll, or by being attacked by
another player in a multi-player game) this extra attack is lost.
- Referees, Geishas and Pit Stop Babes. To avoid unnecessary
bloodshed and deaths, all Meks are fitted with an avoidance circuit
which is designed to damage the Mek if it tries to injure a
non-combatant. Some clever Pit Stop Babes have circumvented this
safeguard, but the original programming tends to surface the more
damaged a Mek becomes. Use the normal Non-Combatant Chart for
collisions with Meks.
- If there is a conflict between the original rules and these new
rules, the new interpretation takes precedence.
Mek Chi Table Roll
| Chi Roll |
Result |
| 2 |
With a whirring of gears, you go into overdrive
add 2 to any combat results this turn |
| 3 |
As you charge across the ring, you activates your
turbo boost and catch your opponent off guard add 1 to all
combat results this turn |
| 4 |
Your Pit Stop Babe uploads an experimental
self-repair routine you can repair two points of damage this
turn. |
| 5 |
You can squirt hydraulic fluid into your opponents
eyes (or optics) giving them a 1 modifier on defence |
| 6 |
Overload!! you shudder to a halt surrounded by
a cloud of static electricity no movement this turn, but you
defend at +1 due to the sparks surrounding you. Your Pit Stop
babe will not approach until it has dissipated next turn |
| 7 |
The referee moves in a random direction |
| 8 |
our control interface is not working to full
efficiency all turn rolls are made at +1 difficulty until
your next turn |
| 9 |
Your logic circuits get confused End of turn |
| 10 |
Your Pit Stop Babe is too busy in an internet
chat-room to repair you this turn. |
| 11 |
You slip on some spilt oil, and crash to the floor
taking a point of damage. |
| 12 |
Feedback! sparks fly across your neural
processor, causing one point of damage. |
|