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Monster Hunt

Monster Hunt is a set of war games rules for running skirmish games based on Monster Movies: Films like; Godzilla, The Blob, Them, etc.

When I started writing these rules I decide that I would make them simple as possible.  The miniature scale I used for writing the rules is 20mm, but it would not take long to convert them for use with other scales.  Measurements are in inches.

Game Equipment

You will need a number of six sided dice (D6).
Monster miniatures.
Infantry based up singly.
Heavy weapons units can be based up together with the crew.
Vehicles are used by themselves.

The Forces

In Monster Hunt there are two types elements involved, The Monsters and the Army.

The number of Monster involved can vary from a few Dinosaurs to loads of Ants (see the Monster List at the end of the rules for examples).  The Army will have the following elements, each class as a single Unit as follows.

Unit Type

Move

Weapon Ranges

Damage

DV

Short

Medium

Long

Infantry

6

1-6

6-16

16-24

1d6

0

Infantry with LAW

5

1-5

5-12

12-20

3d6

0

Machine Gun Unit

4

1-10

10-20

20-30

2d6

0

Mortar Unit

4

*

*

*

3d6

0

Jeep

12

*

*

*

n/a

2

Jeep with mounted machine gun.

12

1-10

10-20

20-30

2d6

2

APC with mounted machine gun

10

1-10

10-20

20-30

2d6

4

Artillery Unit

0

1-10

10-30

30-40

4d6

0

Tank

10

1-10

10-30

30-40

3d6

4

Notes
DV  = Defence Value.
LAW  = Light Anti-tank Weapon.
APC  = Armoured Personnel Carrier.
*  = See special rules for Army Attacks.

Squads

Units are organized into Squads under the command of a Leader.  The following are examples of Squads:

1 Leader and 5-11 Infantry.
1 leader, 8 Infantry, APC (with Driver and Gunner).
1 leader, 3 Infantry and a Mortar Unit (or Machine Gun Unit).
1 Leader, 2 Jeeps, (with 2 drivers) and 5 infantry.
Artillery Unit.
Tank.

Leaders

Each Squad will have a Leader that represents a Colonel, Captain or Sergeant.  A leader can rally his squad, if it is panicking, on the following turn on a throw of 5+ on one die.

Turn Sequence

The game turn is very simple, just follow the following table (there is no initiative).

1) Monsters Move and Attack.
2) Squads Check Morale.
3) Squads Move and Attack.
4) Start New Turn.

Movement

Movement Modifiers:

Army:  Half move across woods, hills, rivers, and lakes are impassable.
Monsters:  Half move across lakes and woods (some types of monster could have special movement, i.e. flying).

Vehicles can carry Infantry as follows:

Jeeps can carry up to 4 men (Driver and 3 Infantry).
APC can carry up to 11 men (Driver, Gunner and 9 Infantry).
Tanks cannot carry Infantry.

Vehicles must be stopped before any Infantry can get in or out that turn.
Infantry getting in or out of an APC or Jeep cannot attack that turn.

Monster Attacks

Monsters Attack by special attacks as described below in the Monsters List.  The list gives you a base to hit number with each type of attack.  Add to this the Defence Value of the Unit attacked. Throw 2d6 and if you get the hit number or more the Monster has scored a hit.

A Hit affects the Unit as follows:

Infantry are destroyed.
Mortar and Machine gun Units are destroyed.
Artillery is destroyed (and the gun crew will panic and run away).
Jeeps: roll a die. 1-3 The Jeep is destroyed. 4-6 One of the passengers (or crew) is killed.
APC are destroyed but throw one die per Infantry Unit (and crew) travelling inside to see if he survived on a 3+.
Tanks are destroyed (but crew may survive as per APC).

Surviving crew are treated as Infantry units.  Alternatively, always treat crews as killed when their vehicles or weapons are destroyed.

Army Morale Check

Check morale of the whole Squad if:

Attacked.
Monster (sees or hears) is within 10 inches.
Units are dying around him/them.
Others Squads have failed their morale check within 10 inches.

Throw one die to check morale.  If a 1 is thrown the Squad has panicked and will move away from the cause of the morale check at their maximum move.

If Squad has lost half of its unit throw a die, If a 6 is thrown they hold, But if not, the Squad has panicked and will move away from the cause of the morale check at their maximum move.

Monsters do not need to check for Morale

Army Attacks

Units attack individually.  Each Unit may attack once per turn.  When you attack, check the range from the unit against the list above to see if it is short, medium or long.  Infantry, Machine Guns within 1 inch of the target are at Point Blank range.

Each range has a base number you need to throw to hit the target as follows:

Point Blank; 4
Short Range; 6
Medium Range; 8
Long Range; 10

The base number is modified as follows to produce a Hit Number:

Add the Monsterís Defence value (DV).
If firing from moving vehicle add 2.
Monster in cover add 2.
Tanks, Artillery and LAW firing at man- size targets add 2.

Now throw 2d6 and if you get the hit number or more you have scored a Hit. Throw the units damage dice to see how much damage you have done against the Monster.  Subtract score from the Monsterís Hit points.  When the Monster Hit points are reduced to zero, it is dead.

Special rules for Army Attacks

Mortars and Machine Gun Units can only attack when not moving.

Infantry units that are travelling by jeep may fire, but may only one attack per turn from that Jeep.

LAWs are one shot weapons, so after firing class a LAW unit as Infantry.

Mortar Units may attack up to a range of 10-30 inches.  Throw 1 die, and hit on a throw of 5 or 6.  If missed throw a die to see which direction it went, and 1d6+2 for how far.  A mortar shell dose 3d6 damage to any Monster in an area of effect 3 inches in diameter from where it lands.  If the area of effect covers any type of Army Unit, treat damage to the Unit as if it had been hit by a Monster.

Jeeps, Tanks and APC can ram a Monster at 4+ to hit.  Damage against the Monster is 1d6 for Jeeps, 2d6 for APC and 3d6 for Tanks.  Jeeps will be destroyed; APCs and Tanks will be damage as per Monster Combat rules.

Monsters List
 
TYRANNOSAURUS REX
Move; 8
Defence Value; 2
Attacks; Bit once per turn on 4+.  Stomp anything in its path on 6+.
Hit Points; 50 - 100
TRICERATOPS
Move; 6
Defence Value; 4 (2 if attacked from behind)
Attacks; Only one per turn, either, Tail sweep 8+ or Head Butt 6+
Hit Points; 35-80
GIANT SPIDER
Move; 10
Defence Value; 0 - 2
Attack; Bite once per turn on 4+.
Hit Points; 4 - 20
GIANT ANT
Move; 10
Defence Value; 2
Attacks; Bites once per turn on 4+.
Hit Points; 15 to 30 (Two hits at point black range will kill a giant ant.).
GIANT SCORPIONS
Move; 8
Defence Value; 3
Attacks; Claws once per turn on 4+ and poison sting on 6+ (Effects as Poisonous Spider).
Hit Points; 10 - 25
 
GIANT POISONOUS SPIDER
Move; 10
Defence Value; 0
Attacks; Either bites once per turn on 6+,  Or spit poison once per turn at 8+, at range of 6 inches.  Tanks and APC are unaffected by poison.  Jeeps are unaffected but the passengers are not.
Hit Points; 4 Ė 15
THE BLOB
Move; 6
Defence Value; 0
Attacks; Any Units the Blob envelops by moving on top of them are hit.
Hit Points; 100+
If full maximum damage is done to the Blob by a Unit (e.g. a Machine Gun Unit dose 12 points of damage), the Blob splits into two Blobs.  Divide the Hit Points between the two Blobs, rounding up fractions.  I suggest you use cotton wool for the Blob, so when it splits you just need to tear it in half.
 


Monster Hunt was published originally in the journal, "Ragnarok" (Issue 42).

Ragnarok is the Journal of the Society of the Fantasy and Science Fiction Wargamers.

You can find out more about the society and how to become a member from www.sfsfw.org.

 

 

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© Edmund Proctor  2003 - 2012