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 Monster’s 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 Monster’s 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 – 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.
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