TEXT:  
  
  GIANT MONSTER RAMPAGE  
  REVISED 
   
  WRITTEN BY 
  Ken Lewis 
   
  COVER ART 
  Matt Frank 
   
  INTERIOR ART 
  Matt Frank 
   
  ADDITIONAL IDEAS, MATERIAL, AND PLAYTESTING BY 
  Brian Barrow, Alan Beeks, Matthew Byers, John Daywalt, Micah Joy, Daniel Mannix, 
  Kyle Mannix, Matthew Mastrogiovanni, Stephen Rohde, Scott Smith, Andrew Sinclair, 
  Derrick Stenson, and Tony Toon 
   
  TABLE OF CONTENTS 
  Introduction 
  Pg. 3 
  Chapter 1: Monster Kingdoms 
  Pg. 5 
  Chapter 2: Monster Statistics 
  Pg. 7 
  Chapter 3: Enhancements 
  Pg. 9 
  Chapter 4: The Military 
  Pg. 25 
  Chapter 5: Monster Swarms 
  Pg. 33 
  Chapter 6: The Playing Filed 
  Pg. 35 
  Chapter 7: Sequence of Play 
  Pg. 41 
  Chapter 8: Combat 
  Pg. 44 
  Chapter 9: Scenarios 
  Pg. 52 
  Chapter 10: Optional Rules 
  Pg. 55 
  Chapter 11: Known Monsters 
  Pg. 67 
  Appendix: Tables and Charts 
  Pg. 71 
   
  Giant Monster Rampage Revised is copyright © 2005 Radioactive Press. All rights reserved. 
  All artwork is copyright © 2005 Radioactive Press and all respective artists. All rights reserved. 
  Cannot be used without permission from Radioactive Press. 
   
   
   
   
   
   
   
  2
  
  INTRODUCTION TO  
  GIANT MONSTER RAMPAGE 
    
  INTRODUCTION 
   
  Giant Monster Rampage is a turn based combat 
  game for two or more players set in a world 
  where giant monsters really exist. The game 
  allows players to take control of one of several 
  different monster types, from mutant animals to 
  alien robots. Giant Monster Rampage is unique 
  in that it allows players to create and personalize 
  their own monster or make an existing one as 
  seen on television or in a movie. The object of 
  the game is simply to cause as much damage 
  and destruction as possible. 
   
  MUTATOR X 
   
  Several weeks after the bombing of Hiroshima 
  and Nagasaki a strange sickness began to show 
  itself in the survivors of that devastating attack. 
  Both man and animal alike were affected. The 
  disease caused strange mutations but rarely 
  killed anything infected. Many believed this new 
  disease to be nothing more than the effects of 
  radiation sickness. They were wrong. Several 
  years later a young scientist named Eiji Honda, 
  studying the lasting effects of radiation on 
  animals in the blast area, discovered that all of 
  the animals that exhibited mutations possessed 
  a new type of virus. Eiji then focused his 
  research towards this new pathogen. He began 
  to grow cultures of the virus and eventually 
  started injecting healthy animals with it. He was 
  not surprised when some those animals began 
  to exhibit the same mutations seen in the 
  animals that survived the bombing. He named 
  this new microbe Mutator X. Now that he had 
  found the cause of the mutations he began to 
  search for a cure. He focused his research on 
  the animals that were injected with the virus but 
  did not develop mutations of any kind. Several 
  years passed and all the while more and more 
  animals became infected with the virus. By the 
  end of the 1950s the virus could be found in 
  nearly every country around the globe. During 
  this time Eiji had managed to discover that most 
  animals were naturally immune to the virus and 
  that only a few actually exhibited the mutations. 
  He also discovered that infected animals that 
  have been exposed to radiation were more likely 
  to develop mutations than those that have not. 
  Ultimately Eiji with the help of several geneticists 
  discovered that all animals have a gene that 
  when exposed to large amounts of radiation 
  alters itself and allows the virus to invade cells. 
  This gene was dubbed the genesis gene. Eiji 
  also discovered that some animals already have 
  the altered gene even though they have not 
  been exposed to radiation of any kind. This lead 
  to the discovery that the gene can be inherited 
  from infected parents. After compiling all of his 
  research Eiji came to the conclusion that 
  Mutator X only affects certain animals that have 
  a genetic predisposition for it and that when 
  Mutator X infects an animal it invades all cells 
  and alters the genome producing the mutations. 
  Shortly after Eiji announced his discovery to the 
  scientific community in 1957, the first of many 
  giant monsters made its appearance, the world 
  was never the same. 
   
   
   
  THE OTHERS 
   
  While the majority of monsters that emerged 
  were mutants of normal animals some new 
  types of monsters started to appear over the 
  years. These new monsters included prehistoric 
  creatures, giant robots, and the very bizarre 
  elemental, dimensional, and undead monsters. 
  These latter three, while rare, posed the biggest 
  threat to the cities of the world.  
   
   
   
   
   
  3
  
  SANCTUARY: THE MONSTER ISLES 
   
  Forced to take action or watch their cities be 
  trampled under the feet of these immense 
  creatures the U.N. created a special task force 
  in 1965, dedicated to disposing these immense 
  adversaries. The group was called the Monster 
  Control Capture and Containment taskforce or 
  MCCC for short. Seeing no better candidate the 
  U.N. chose Eiji Honda to be in charge. The 
  taskforce had the might of several countries 
  military arsenals at their command, but they 
  soon discovered that modern weapons had little 
  to no effect on the giant monsters. Since they 
  couldn’t destroy the monsters the group focused 
  on finding a way to contain and control them. 
  The answer came in the form of a small force 
  field generator developed by a college physics 
  student. Once he learned of the new invention 
  Eiji proposed that a large force field generator 
  be created, one that would be able to cover 
  several hundred miles. Then they could find a 
  way to capture the giant monsters and move 
  them to the enclosed area where they could be 
  studied and if they were lucky would destroy 
  each other keeping their numbers in check. Eiji 
  proposed a location in the south pacific that 
  contained several islands of various sizes 
  spread out over a three hundred mile radius. 
  The U.N. agreed and work began on what was 
  to become the Sanctuary Islands, also known as 
  the Monster Isles. 
   
  MONSTER CREATION GUIDELINES 
   
  Below is a series of steps to help guide you 
  through the monster creation process. All of the 
  steps will be discussed in detail in their 
  appropriate sections. 
   
  1. MONSTER 
  It is important that you have your monster toy 
  (miniature) before you begin. If you do not have 
  one check with the other players before you buy 
  one. It is important that all of the figures be 
  similar in size.  
   
  2. POINT VALUES 
  Before you can begin making a monster, all of 
  the players must agree on how many points will 
  be available to create their monsters. An 
  average monster costs 150 points. 
   
  3. KINGDOM 
  Pick your monster’s kingdom. There are nine 
  kingdoms for you to choose from. The kingdom 
  you choose should represent the way your 
  monster looks.  
   
  4. STATISTICS 
  Assign statistic scores to your monster. Each 
  player uses their points to buy statistics. Certain 
  statistics are not bought; these will be discussed 
  further in chapter 2. 
   
  5. ENHANCEMENTS 
  Buy enhancements for your monster. Each 
  player uses their points to purchase special 
  enhancements for their monster. Enhancements 
  are discussed in chapter 3. 
   
  6. OPTIONS 
  There are a lot of optional rules for use with 
  Giant Monster Rampage. All players should 
  agree upon and / or be made aware of any 
  optional rules, including house rules that are 
  going to be used before monsters are created. 
   
  7. DETAILS 
  Now your monster needs a name and a history. 
  Is it a prehistoric monster awakened from a long 
  slumber, or is it an alien invader sent to destroy 
  the civilizations of earth? The details are for you 
  to decide. Once you are done with the details 
  you are ready to play  
   
  WHAT YOU NEED TO PLAY 
   
  To play Giant Monster Rampage you will need 
  the following items: 
  • 
  This rulebook 
  • 
  A 
  monster 
  toy 
  (miniature) 
  (3-6” 
  recommended) 
  • 
  A copy of the monster record sheet or a 
  blank piece of paper 
  • 
  Pencil 
  • 
  Tape measure or similar measuring 
  device marked in inches 
  • 
  At least three 10 sided dice (abbreviated 
  d10 from here on) 
  • 
  Several building blocks (connectable 
  plastic blocks recommended) 
   
  MONSTER TOYS (MINIATURES) 
   
  Finding a monster toy should not be that difficult 
  nor should it cost you a lot of money. Any toy 
  store usually has a wide variety of monster type 
  toys to choose from. Before you buy a monster 
  make sure you check with the other players to 
  see what scale monsters they are using. You 
  don’t want to buy a monster that stands 6” tall 
  when all of your friends’ monsters are only 3”.  
   
   
  4
  
  CHAPTER 1 
  MONSTER KINGDOMS 
   
  KINGDOMS 
   
  Not all monsters are the same; they come in a 
  variety of shapes and sizes. The kingdom 
  system was developed by scientists working for 
  the MCCC as a way to classify the different 
  types of monsters that have emerged. Choosing 
  a kingdom does not limit your monster in any 
  way. Kingdoms are used as a background for 
  the origin of your monster. Read through them 
  all and pick the one that best describes your 
  monster.  
   
  ALIEN 
  This kingdom of monsters is of extraterrestrial 
  origin or just a bizarre genetic mix. Alien 
  monsters have odd appearances and can look 
  like several types of creatures mixed into one. 
  Alien monsters are generally not the result of 
  Mutator X infection. Most of these types of 
  monsters come from distant galaxies.  
   
  ANIMATED PLANT 
  This kingdom of monster represents plant-like 
  creatures that have mutated to large size and 
  developed the ability to move. It was originally 
  believed that the Mutator X virus could not affect 
  plants but recent discoveries have shown that 
  the Mutator X virus can cause mutations in 
  plants under the right conditions. The exact 
  conditions that allow the mutations are still under 
  investigation. 
   
  DIMENSIONAL 
  Dimensional monsters are from other planes of 
  existence, many of which have been worshipped 
  by inhabitants of earth as deities. They tend to 
  look like mythical creatures and possess strange 
  and wondrous powers. It has been confirmed by 
  scientists that several dimensions lay close to 
  the one we live in. At certain times the barriers 
  between these dimensions weaken allowing 
  some things to cross over into our world. 
   
  ELEMENTAL 
  The elementals are truly weird monsters. Their 
  bodies are composed of one or more non-living 
  elements. No logical explanation has been found 
  for the existence of these creatures. They have 
  no biological or mechanical systems explaining 
  their reason for being. Despite little advances in 
  their 
  knowledge 
  of 
  elementals 
  scientists 
  continue to search for a reason. One theory that 
  has gained the most popularity is that elemental 
  monsters are in fact creatures of energy able to 
  animate inanimate objects like stone or water.  
   
  HERO 
  The heroes are those humans who possess 
  strange abilities like those used by many 
  monsters. While the kingdom may be known as 
  hero not all heroes are good-natured. Comic 
  book characters come to life is what some 
  scientists call those individuals who possess 
  strange powers and abilities. All heroes are a 
  result of humans or humanoids becoming 
  infected with the Mutator X virus. 
   
  MECH 
  This kingdom represents any kind of giant sized 
  robotic machine, including monsters that are half 
  living half-machine, commonly called cyborgs. 
  Most mechs and cyborgs have been created by 
  the MCCC in an effort to have the means to 
  battle giant rampaging monsters on even terms. 
  However, a few countries have started to 
  develop mechs and cyborgs for more than just 
  defense. It should be mentioned that all cyborgs 
  developed to date have malfunctioned in one 
  form or another causing more damage then any 
  possible benefits they could possess. All such 
  projects have been banned in most civilized 
  countries. 
   
  MUTATED ANIMAL 
  Most giant monsters belong to this kingdom. 
  This kingdom represents any modern day 
  animal that has mutated to large size. All 
  mutated animals are a result of Mutator X 
  infection. 
   
  PREHISTORIC CREATURE 
  This is the second most common kingdom. 
  Monsters from this kingdom are throwbacks to a 
  bygone age; the last living descendent from a 
  time when giant monsters ruled the earth. How 
  these monsters survived so long without being 
  discovered remains a mystery. Some scientists 
  believe that these monsters are capable of 
  extremely long periods of hibernation and 
  possess some sort of biological system that 
   
  5
  
  allows them to absorb nutrients through their 
  skin from their surrounding environment. 
   
  UNDEAD MONSTROSITY 
  This 
  kingdom 
  is 
  for 
  those 
  unexplainable 
  monsters that though they appear living do not 
  have a spark of life in their decaying bodies. 
  Monsters from this kingdom are commonly 
  referred to as zombies or spirits. Like the 
  elementals there is no explanation for why these 
  monsters exist. The energy monster theory 
  proposed 
  for 
  the 
  existence 
  of 
  elemental 
  monsters has also been suggested for the 
  reason these abominations exist. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6
  
  CHAPTER 2 
  MONSTER STATISTICS 
   
  STATISTICS 
   
  All monsters have eight statistics that help to 
  define their physical aspects. Below is a list of 
  the statistics with a brief description on how 
  each is used.  
   
  DISTANCE 
  This statistic represents your monster’s ability to 
  move around. A monster may move double its 
  distance statistic in inches each phase, triple its 
  distance statistic if it is running. This includes 
  flying monsters in which case it is called darting. 
   
  STRENGTH 
  This statistic represents how strong your 
  monster is. It is used to see how much damage 
  your monster can inflict with its natural attacks 
  as well as how many tons it may lift. A monster 
  can lift 15,000 tons per point of strength it 
  possesses. For example a monster that has a 
  strength score of 3 would be able to lift 45,000 
  tons. Below is a chart used to determine how 
  many wounds your monster inflicts with each of 
  its natural attacks. Note: This is your monster’s 
  base natural attack damage and may be 
  increased with enhancements. 
   
  STRENGTH DAMAGE CHART 
  Strength 
  Damage 
  1-5 
  1 
  6-8 
  2 
  9-10 
  3 
   
  DEXTERITY 
  This statistic measures how well your monster 
  fights and defends itself in close combat. It is 
  used primarily when attempting to hit another 
  monster as well as to avoid being knocked 
  down. 
   
  TOUGHNESS 
  This statistic is a measure of how resilient a 
  monster is to taking damage. It is used when 
  trying to avoid taking wounds. 
   
  WOUNDS 
  This statistic is a measure of how much damage 
  a monster can sustain before it is incapacitated. 
  Wounds are not bought like other statistics 
  however additional wounds can be purchased 
  with creation points.  
   
  ATOMIC POWER 
  This statistic is a measure of how much atomic 
  energy a monster can harness from its body, 
  internal reactor, or similar energy source to use 
  enhancements. Atomic power is not bought like 
  other statistics but instead is determined 
  randomly every round of the game. Atomic 
  power and how it is used is discussed further in 
  Chapter 7: Sequence of Play. 
   
  TONNAGE 
  This statistic is a measure of how many tons 
  your monster weighs. Like atomic power this 
  statistic is not bought it is calculated based off of 
  the monster’s other statistics.  
   
  NATURAL ATTACKS 
  A natural attack is an attack where a monster 
  uses its arms, legs, teeth or any other available 
  means for striking its opponent. The number of 
  wounds inflicted by a natural attack depends on 
  your monster’s strength.  
   
  POINT TOTAL 
   
  Before buying statistics all players must agree 
  on how many creation points each player will be 
  allowed to spend on his or her monster. Creation 
  points are used to buy a monster’s statistics and 
  enhancements. As a guideline the average 
  monster costs 150 points. This total may be 
  raised or lowered depending on the level of 
  power you want your monster to possess.  
   
  BUYING STATISTICS 
  Statistics are gained by spending creation points 
  to buy them. With the exception of atomic 
  power, natural attacks, tonnage, and wounds all 
  other statistics must be bought with creation 
  points. Below is a chart that is used to determine 
  your statistic point costs. All statistics must have 
  a rating of at least 1 and may not be bought 
  above 6 unless otherwise noted. 
   
   
   
   
   
  7
  
  STATISTIC COST CHART 
  Stat 
  Cost 
  1 
  5 
  2 
  10 
  3 
  15 
  4 
  25 
  5 
  35 
  6 
  50 
   
  ATOMIC POWER 
  Atomic power is a randomly generated statistic 
  and can only be enhanced with special 
  enhancements.  
   
  WOUNDS 
  Each Monster starts the game with 10 wounds. 
  Additional wounds may be bought at the cost of 
  10 creation points per wound. A monster may 
  also give up a wound to gain 10 creation points 
  to spend on other things. A monster may never 
  have more than 15 or less than 5 wounds. 
   
  NATURAL ATTACKS 
  All monsters start the game with 2 natural 
  attacks. Additional natural attacks may be 
  bought at the cost of 20 creation points per 
  attack. A monster may also give up a natural 
  attack to gain 20 creation points to spend on 
  other things. A monster may never have more 
  than 5 or less than 1 natural attack.  
   
  TONNAGE 
  A monster’s tonnage is based off of its statistics. 
  To calculate your monster’s tonnage add 
  together its distance, strength, dexterity and 
  toughness. Multiply that number by 3,000. The 
  resulting number is your monster’s tonnage. You 
  can buy extra tonnage for your monster at the 
  cost of 1 creation point per 5,000 ton increase. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8
  
  CHAPTER 3 
  ENHANCEMENTS 
   
  ENHANCEMENTS 
   
  Like the kingdoms, the MCCC has classified all 
  enhancements 
  that 
  have 
  been 
  used 
  by 
  monsters to date. This is by no means a 
  complete listing of all enhancements that a 
  monster can possess. Every year there seems 
  to appear a new enhancement or a variation of 
  an old one. All enhancements are classified into 
  one of two categories: physical enhancements 
  and 
  atomic 
  enhancements. 
  Physical 
  enhancements are those powers that do not 
  require 
  atomic 
  power 
  to 
  use. 
  Atomic 
  enhancements are those powers that do require 
  atomic power to use. Thanks to the development 
  of the AP wave reader scientists have been able 
  to determine the approximate amount of atomic 
  power that a monster uses when it activates an 
  atomic enhancement as well as how much the 
  monster possesses itself. This information has 
  helped many MCCC taskforces know when to 
  strike and when to keep their distance.  All 
  enhancements are laid out as follows. If one of 
  the categories is not listed with an enhancement 
  then it does not apply to that enhancement. 
   
  Name: This is the common name of the 
  enhancement. You may change it to fit the 
  concept of your monster.  
   
  Points: This is how many creation points it cost 
  you to purchase the enhancement. 
   
  Energy: This is the amount of atomic power 
  points required to use the enhancement.  
   
  Duration: Some enhancements have affects 
  that last longer than others. This is where you 
  find out how long the enhancement lasts. There 
  are three different durations used, a phase, a 
  turn, or a round. Whichever one is listed for the 
  enhancement, it lasts until the end of that 
  specific 
  timeframe. 
  For 
  example 
  if 
  the 
  enhancement had a duration of 1 turn, it would 
  last until the end of the current turn in which it 
  was activated. 
   
  Type: Each enhancement belongs to one of five 
  different subcategories. Each is listed below with 
  a brief description.  
   
  Close Combat: These enhancements 
  are used when fighting in close quarters 
  with another monster and can only be 
  used during the close combat phase of 
  the game unless otherwise stated in the 
  enhancement’s description. A close 
  combat enhancement can only be used 
  once per close combat phase. 
   
  Defensive: These enhancements are 
  used to prevent injury to your monster 
  and can be used in any phase during 
  any player’s turn. However, they must 
  be activated before any to hit rolls are 
  made. There is no limit to the number of 
  times you may activate a defensive 
  enhancement unless stated in the 
  enhancement’s description. 
    
  Movement: These enhancements are 
  used to help your monster move around 
  and can only be used during the 
  movement phase of the game. A 
  movement enhancement can only be 
  used once per turn. 
   
  Ranged 
  Combat: 
  Ranged 
  enhancements 
  are 
  combat 
  enhancements used at a distance to try 
  and 
  damage 
  opponents. 
  These 
  enhancements can only be used during 
  the 
  ranged 
  combat 
  phase 
  unless 
  otherwise stated in the enhancement’s 
  description. 
  Ranged 
  combat 
  enhancements can only be used once 
  per turn. 
   
  Special: Special enhancements have 
  unique times in which they can be used. 
  When and how they can be used is 
  listed in the enhancement’s description. 
   
  Range: If the enhancement has a range this is 
  where it is listed. Some enhancements have 
  AoE listed after the range. This means the 
  enhancement’s range has an area of effect. This 
  means it can affect all targets within the listed 
  range. Other ranged attacks have spray next to 
  the range. A spray attack can affect all targets in 
  a straight line from the attacker out to the 
  attack’s maximum distance. For both area of 
   
  9
  
  effect and spray attacks that inflict damage you 
  must roll to hit each target separately unless the 
  enhancement’s description says otherwise. 
   
  Damage: 
  Any 
  wounds 
  caused 
  by 
  the 
  enhancement will be listed here.  
   
  Description: This is where you will find the 
  detailed information about the enhancement. 
   
  PHYSICAL ENHANCEMENTS 
   
  The following enhancements represent physical 
  attributes that can be possessed by a monster. 
  Any physical attributes taken for a monster 
  should be apparent on the miniature being used 
  where applicable. If your monster looks like it 
  should have one of the physical enhancements 
  and you do not purchase that enhancement your 
  monster does not gain the benefits from it. 
   
  360º VISION 
  Points: 20 
  Type: Special 
  A monster with this enhancement can see in all 
  directions. Any monster attacking this monster 
  on its side or rear facings does not receive the 
  modifier to its target number for attacking these 
  locations. 
   
  ADHESIVE 
  Points: 20 
  Type: Special 
  A monster with this enhancement has a body or 
  limbs that are covered in a sticky substance 
  making it hard to move the monster against its 
  will. When trying to move this monster by force  
  it may attempt to resist the move. To resist the 
  monster must roll equal to or under its strength 
  on a d10. If the roll is successful the monster is 
  not moved. If the roll is unsuccessful the 
  monster may be moved as normal. This 
  enhancement cannot be used if the attacker’s 
  strength is twice that of the monster using this 
  enhancement. 
   
  ANNELID BODY 
  Points: 20 
  Type: Special 
  A monster with this enhancement has a long 
  cylindrical body that either lacks legs or has 
  numerous tiny legs. This monster cannot be 
  knocked 
  down. 
  A 
  monster 
  with 
  this 
  enhancement 
  cannot 
  take 
  any 
  other 
  enhancement that contains the word body. 
   
  ATOMIC PARASITE 
  Points: -10 per atomic enhancement possessed 
  by the monster 
  Type: Special 
  A monster that is an atomic parasite is unable to 
  create its own atomic power. It must therefore 
  leech its atomic power from other monsters. A 
  monster with this enhancement does not roll for 
  atomic power as normal. It gains its power by 
  attacking other monsters with its natural attacks. 
  For every wound this monster inflicts, after 
  wound absorption rolls, with its natural attacks it 
  gains 1 atomic power point and the wounded 
  monster loses 1. A monster can never gain more 
  than 10 atomic power points in this way. Points 
  gained are not lost at the beginning of a new 
  round like normal. However the monster may 
  choose to spend some to raise its initiative. 
  Points spent in this way are lost. This 
  enhancement cannot be taken with any other 
  enhancement that alters a monster’s atomic 
  power points and how they are gained. 
  Additionally it has no affect against monster’s 
  that have a current atomic power score of 0. 
   
  ATOMIC LEECH 
  Points: 25 
  Type: Special 
  A monster with this physical enhancement is 
  able to leech atomic power from another 
  monster with one of its natural attacks. This 
  enhancement must be bought for a single 
  natural attack. When the natural attack that is 
  enhanced with this enhancement wounds an 
  opponent the attacking monster gains 1 atomic 
  power point for each wound inflicted after 
  absorption rolls. The monster attacked loses 1 
  atomic power point for each wound inflicted. A 
  monster can only gain as much atomic power as 
  the attacked monster has to lose. 
   
  BACKUP GENERATOR 
  Points: 20 
  A monster with a backup generator has two 
  sources of atomic power. If your monster has a 
  backup generator you may choose to roll 2d10 
  when rolling for atomic power and pick the 
  highest. If both dice roll the same number you 
  may add them together. However due to the 
  dangerous nature of atomic power a monster 
  that chooses to use its backup generator will 
  suffer 1 wound that cannot be absorbed. 
   
   
   
   
   
   
  10
  
  BURROWING LIMBS 
  Points: 15 
  Type: Movement 
  A 
  monster 
  with 
  this 
  enhancement 
  has 
  appendages that are made for burrowing. This 
  monster may choose to move by burrowing 
  during its movement phase. While burrowing the 
  monster may move as normal but may not run. It 
  may also ignore all terrain features as it moves. 
  Once the monster has completed its move it 
  must surface in terrain it could normally occupy. 
  This enhancement also allows the monster to 
  perform the combat maneuver, burrowing pitfall. 
   
  CORROSIVE BLOOD 
  Points: 30 
  Type: Special 
  A monster with this enhancement has blood that 
  acts like acid when it comes into contact with the 
  air. Anytime this monster suffers wounds from a 
  close combat attack, the attacker suffers 1 
  wound from the corrosive blood. This damage is 
  only applied once per attack that successfully 
  inflicts at least 1 wound after absorption rolls. 
   
  ELASTIC APPENDAGE 
  Points: 10 
  Type: Close Combat 
  This enhancement must be bought for a single 
  natural attack. The natural attack enhanced with 
  this enhancement can be used to attack targets 
  that are behind another monster or terrain 
  providing the target is within the monster’s 
  reach. You must declare when this attack is 
  being used before rolling to hit. 
   
  ENHANCED SENSES 
  Points: 15 
  Type: Defensive 
  A monster with this enhancement has finely 
  attuned senses. Anytime this monster is 
  declared as the target of an attack roll a d10. If 
  the roll is 4 or less the monster may add 1 to its 
  opponent’s target number. This ability can only 
  be used once per turn. 
   
  ENERGY CONVERSION 
  Points: 15 
  Type: Special 
  A monster with this physical enhancement can 
  catabolize its own body and turn it into atomic 
  power. This monster may choose to inflict one 
  wound on itself and gain 2 atomic power points. 
  Wounds lost in this way cannot be absorbed but 
  they 
  may 
  be 
  healed 
  as 
  normal. 
  This 
  enhancement may be used at anytime before a 
  to hit roll is made.  
   
  FINLESS 
  Points: -5 
  Type: Special 
  A monster with this enhancement is not 
  equipped for swimming nor can it swim. At the 
  beginning of this monsters turn if it is in deep 
  water terrain it suffers 1 wound. Additionally this 
  monster treats every 1” moved through deep 
  and 
  shallow 
  water 
  terrain 
  as 
  3”. 
  This 
  enhancement 
  cannot 
  be 
  taken 
  with 
  the 
  enhancement fins/webbed feet. NOTE: This 
  enhancement should only be allowed if there is 
  going to be an adequate amount of water terrain 
  on the playing field. 
   
  FINS/ WEBBED FEET 
  Points: 10 
  Type: Movement 
  A monster with this enhancement has fins or 
  similar appendages designed for swimming. A 
  monster with fins ignores all movement penalties 
  when moving through water terrain. This 
  enhancement 
  cannot 
  be 
  taken 
  with 
  the 
  enhancement finless. 
   
   
   
  FLAT FOOTED 
  Points: 15 
  Type: Special 
  A monster with this enhancement has sure 
  footing making it harder to knock it down. This 
  monster gets a +2 bonus to its dexterity when 
  making knockdown checks. 
   
    
    
    
   
  11
  
  GNAWING TEETH 
  Points: 25 
  Type: Close Combat 
  A monster with this enhancement has teeth that 
  can gnaw through anything. This enhancement 
  is used to enhance a single natural attack. The 
  natural attack enhanced with this enhancement 
  gains a +1 to its damage and it ignores the 
  effects of any enhancement that increases a 
  monster’s toughness. Additionally if a natural 10 
  is rolled the attack inflicts an additional wound.  
  You must declare when this attack is being used 
  before any to hit rolls are made. 
   
  HEALTH CONVERSION 
  Points: 20 
  Type: Special 
  A monster with this enhancement can take some 
  of its own life force to temporarily boost one of 
  its own statistics. This monster may choose to 
  inflict one wound on itself and add a +2 bonus to 
  any of the following statistics: distance, strength, 
  dexterity, or toughness. This bonus lasts until 
  the end of the current round. Wounds lost 
  through the use of this enhancement cannot be 
  absorbed but they may be healed as normal. 
  This enhancement may be used at anytime 
  before a to hit roll is made.  
   
  HEAVY 
  Points: 25 
  Type: Special 
  A monster with this enhancement is extremely 
  heavy, when determining this monster’s tonnage 
  double the end result. 
   
  HIGH METABOLISM 
  Points: 25 
  Type: Special 
  Monsters with this enhancement have a 
  biological or mechanical system that is adept at 
  protecting the monster from adverse side 
  affects. A monster with this enhancement does 
  not suffer statistic reduction from any atomic or 
  physical enhancement directed at it. 
   
  IMPALER 
  Points: 10 
  Type: Special 
  A monster with this enhancement has a large 
  horn, antlers or similar sharp protrusion on its 
  head. Add 1 to the number of wounds caused by 
  this monster when it uses the maneuver 
  ramming.  
   
   
  LEAPING MUSCLES 
  Points: 15 
  Type: Movement 
  A monster with this enhancement is able to leap. 
  A monster that can leap may move twice its 
  strength statistic in a straight line ignoring all 
  terrain features and monsters as it moves. This 
  move may be made in addition to the monsters 
  normal move.  A leap can only be used once per 
  movement phase. 
   
  LONG APPENDAGE 
  Points: 5 per 1” increase 
  Type: Close Combat 
  A monster with this enhancement has a natural 
  attack that has a longer than normal reach. This 
  enhancement only pertains to a single natural 
  attack, but can be bought separately for multiple 
  attacks. For every 5 points spent on this 
  enhancement a single natural attack’s reach is 
  increased by 1” up to a maximum of 6”. NOTE: 
  All monsters have a base reach of 2” 
   
  MASSIVE APPENDAGE 
  Points: 20 
  Type: Close Combat 
  A monster with this enhancement has a huge 
  appendage like a claw, massive jaws, or large 
  cybernetic weapon. This enhancement must be 
  assigned to a single natural attack. That attack 
  gets a +1 bonus to damage and will inflict double 
  damage on the to hit roll of a natural 10. 
   
  MULTIPE BLAST POINTS 
  Points: 10 per power 
  Type: Special 
  This enhancement allows a monster to use a 
  specific ranged attack enhancement more than 
  once during its ranged combat phase. The 
  ranged attack enhancement must be chosen 
  when this enhancement is taken. The ranged 
  attack enhancement with this enhancement can 
  be used as many times as the monster wants 
  with the atomic power points it possesses. It can 
  also be used against different targets. This 
  enhancement cannot be taken with ranged 
  enhancements that have an area of effect. 
   
  NATURAL ARMOR 
  Points: 25 
  Type: Defensive 
  A monster with natural armor has very thick skin. 
  Whenever this monster fails a wound absorption 
  roll it may reroll it. This enhancement only 
  applies to a single wound’s absorption roll and 
  may only be used once per turn. 
   
  12
  
  PARALYZING TOUCH 
  Points: 25 
  Type: Close Combat 
  Duration: 1 round 
  This enhancement allows a monster to cause 
  paralysis 
  with 
  its 
  natural 
  attacks. 
  This 
  enhancement must be bought for a specific 
  natural attack. Any monster that is hit by a 
  natural attack enhanced with this enhancement 
  must roll equal to or under its toughness or have 
  its dexterity and distance statistics reduced to 1 
  for the remainder of the current round. Attacks 
  enhanced with this enhancement must be 
  declared before any to hit rolls are made.  
   
  PERMANENT ATOMIC POWER 
  Points: 30 per point 
  Type: Special 
  Some monsters are able to generate a stable 
  amount of atomic power per round. This atomic 
  power is constant in addition to the randomly 
  generated atomic power. A monster may 
  purchase 1 permanent atomic power point per 
  30 points spent on this enhancement. A monster 
  cannot purchase more than 5 permanent atomic 
  power points. When rolling for this monster’s 
  atomic power, roll a d10 and add in the 
  permanent atomic power. This can result in a 
  monster having more than 10 atomic power 
  points. However due to the dangerous nature of 
  atomic power at high levels if a monster ever 
  has 15 atomic power points it suffers 1 wound 
  that cannot be absorbed. 
   
  SCRAWNY 
  Points: -5 
  Type: Special 
  A monster with this enhancement is extremely 
  skinny, 
  when 
  determining 
  this 
  monster’s 
  tonnage divide the end result by half rounded up 
  to the nearest thousand. 
   
  SHELL 
  Points: 20 
  Type: Defensive 
  A monster with this enhancement has a large 
  shell, carapace, or similar tough substance that 
  covers its back. This monster receives a +2 
  bonus to its toughness against any attacks that 
  hit it in its rear facing. 
   
  SLIMY 
  Points: 15 
  Type: Defensive 
  A monster with this option is covered in a thick 
  viscous slime. Any monster that attempts to grab 
  or throw a monster with this enhancement has 
  their target number increased by 2. 
   
  SPINY HIDE 
  Points: 15 
  Type: Special 
  A monster with this enhancement has a bunch 
  of thick spines, thorns, or similar sharp 
  protrusion sticking out of its body. Any close 
  combat attacks made against this monster that 
  roll a natural 1 to hit will inflict one wound on the 
  attacker. Additionally this monster inflicts 1 extra 
  point of damage when using the combat 
  maneuver backward hurl.  
   
  TAIL 
  Points: 10 
  Type: Close combat 
  A monster with this enhancement has an 
  extremely long tail that it can use with deadly 
  efficiency. This enhancement gives the monster 
  an additional natural attack that can only be 
  used from its rear facing. 
   
  WEAK 
  Points: -5 
  Type: Special 
  A monster with this enhancement has weak 
  appendages not designed for feats of strength. 
  This monster can only lift 5,000 tons per point of 
  strength. 
   
  WINGS 
  Points: 20 
  Type: Movement 
  A monster with this enhancement has large 
  wings allowing it to fly. A monster that can fly 
  moves twice its distance statistic in inches and 
  ignores all terrain pieces and monsters when it 
  moves. When this monster moves it must 
  declare if it is flying or walking. If flying it must 
  declare if it is landing or staying in flight at the 
  end of its movement phase. 
   
  WINGS, DOUBLE PAIR 
  Points: 30 
  Type: Movement 
  A monster with this enhancement has two pairs 
  of wings a common trait amongst flying 
  arthropod monsters. Monsters with two pairs of 
  wings may move up to three times their distance 
  rating while flying, four times if darting, and may 
  ignore all terrain pieces and monsters while 
  moving. When this monster moves it must 
  declare if it is flying or walking. If flying it must 
   
  13
  
  declare if it is landing or staying in flight at the 
  end of its movement phase. 
   
  ATOMIC ENHANCEMENTS 
   
  Atomic enhancements are special powers that 
  are 
  possessed 
  by 
  monsters. 
  Atomic 
  enhancements require the expenditure of atomic 
  power points to use. 
   
  ARC BLAST 
  Points: 25 
  Energy: 2 
  Type: Ranged 
  Range: 24” 
  Damage: 1(3 max) 
  This enhancement allows a monster to shoot a 
  beam of energy that arcs over terrain like a 
  rainbow. This enhancement can be used against 
  any target within range whether or not the user 
  of this enhancement can see it. The user must 
  still roll to hit adding the appropriate terrain and 
  range modifiers to the target number. There is a 
  +3 cover modifier for targets that cannot be 
  seen. A monster may increase the damage of 
  this enhancement by spending 2 additional 
  atomic power points for every extra point of 
  damage inflicted up to a maximum of 3. 
   
  ARTILLERY BLAST 
  Points: 30 
  Energy: 2 
  Type: Ranged  
  Range: 60” 
  Damage: 1 (3 max) 
  A monster with this enhancement is equipped 
  with large built-in firearms, missile launchers, or 
  similar weapons. The damage inflicted with this 
  enhancement can be increased by 1 to a 
  maximum of 3 for every additional 2 atomic 
  power points spent on this enhancement.  
    
  ATOMIC ATTACK 
  Points: 25 
  Energy: 3 
  Type: Close Combat 
  This enhancement allows a monster to cause 
  knockback with one of its natural attacks. The 
  player must declare which attack is going to be 
  enhanced with this enhancement before any to 
  hit rolls are made. If the enhanced attack hits, 
  the target monster suffers normal damage and is 
  knocked back 1d10+ attacker’s strength in 
  inches.  
   
   
  BARRIER 
  Points: 30 
  Energy: 2 
  Type: Special 
  Duration: Permanent or until destroyed 
  A monster with this enhancement is able to 
  create barriers of some sort. When this 
  enhancement is taken the monster must decide 
  which type of barrier it can create. There are two 
  different kinds solid and damage causing. A 
  solid barrier enhancement creates 1, 1” x 1” 
  block for every 2 atomic power points spent. 
  Each block is considered to be 12” tall for the 
  purpose of line of sight. These blocks must be 
  placed touching each other in some way, even if 
  it is just corner-to-corner. Solid barriers block 
  line of sight and can only be crossed over by 
  monsters that can ignore terrain as they move. A 
  solid barrier section can be destroyed by 
  inflicting 1 wound upon it. A damaging barrier 
  enhancement is like a solid barrier with the 
  exception that they can be moved and shot 
  through by any monster. Any monster moving 
  through a damaging barrier section suffers 1 
  wound. Once a damaging barrier section is 
  walked over it is destroyed. A monster must 
  decide which type of barrier it can create when 
  this enhancement is chosen. NOTE: Solid 
  barrier sections are treated as medium sized 
  items that can be picked up and used as 
  weapons. 
   
  BOOST 
  Points: 25 
  Energy: 1 
  Type: Movement 
  Duration: 1 phase 
  This enhancement allows a monster to use 
  atomic energy to increase the distance it can 
  move. This enhancement can be used with any 
  other type of movement enhancement. For 
  every atomic power point spent the monster may 
  extend the maximum distance it may move by 
  1”. This enhancement must be used before the 
  monster moves. 
   
  CAMOUFLAGE 
  Points: 30 
  Energy: 3 
  Type: Special 
  Duration: Until an action is taken 
  This enhancement allows a monster to change 
  its natural coloring to match its surroundings. 
  While this enhancement is active the monster 
  using it cannot be the target of any ranged 
  attacks made by a monster that is further than 6” 
   
  14
  
  away. It may still be the target of area of effect 
  and 
  close 
  combat 
  attacks 
  as 
  normal. 
  Additionally the monster is not subject to military 
  strikes while in this state. This enhancement 
  remains active until the monster moves, uses 
  another enhancement, or makes a ranged or 
  close combat attack. This enhancement may be 
  activated during the movement, ranged combat, 
  or close combat phase of any player’s turn. It 
  must be activated before any to hit rolls are 
  made. 
   
  CHAIN ENERGY BLAST 
  Points: 25 
  Energy: 1 
  Type: Ranged  
  Range: 6” 
  Damage: 1 
  This enhancement allows a monster to shoot a 
  beam of energy that once it hits its target it can 
  be used to hit another target. When this 
  enhancement is used roll to hit the target as a 
  normal ranged attack. If the attack is successful 
  you may spend another atomic power point and 
  choose another target that is within 6” of the 
  target just hit. If the second target is hit you may 
  pay another atomic power point and choose 
  another target within 6” of that target and so on 
  until you either miss with an attack or run out of 
  atomic power points. Once a target has been hit 
  by the chain energy blast it cannot be chosen as 
  a target again for the remainder of that round.  
   
  CURTAIN ENERGY BLAST 
  Points: 20 
  Energy: 3 
  Type: Ranged 
  Range: 18” 
  Damage: 1 
  A curtain energy blast is an energy blast that 
  travels along the ground and extends into the 
  air. When this enhancement is used measure 
  out 18” from the monsters front facing. The first 
  target the blast comes into contact with may be 
  hit as a normal ranged attack. Flying monsters 
  hit by this attack must roll equal to or under their 
  dexterity on a d10 or fall to the ground suffering 
  an additional wound. Monsters that fall in this 
  way are automatically knocked down.  
   
  DEADLY SKIN 
  Points: 25 
  Energy: 3 
  Type: Defensive 
  Duration: 1 turn 
  A monster with this enhancement is able to 
  make its skin deadly to touch. A monster that 
  attacks a monster that has activated this 
  enhancement 
  suffers 
  1 
  wound 
  for 
  each 
  successful natural attack made against it.  
   
  DENSITY BEAM 
  Points: 30 
  Energy: 3 
  Type: Ranged  
  Range: 18” 
  Damage: 1-4  
  A monster with this enhancement is able to 
  produce a beam that greatly increases the 
  gravitational pressure on a monster’s body. A 
  monster hit by a density beam suffers damage 
  based on its tonnage.  Use the chart below to 
  determine how much damage is inflicted. 
   
  Tonnage                Damage 
  0-25,000                     1 
  26,000-50,000            2 
  51,000-75,000            3 
  76,000+                      4 
   
  Buildings are immune to this enhancement. 
   
  DENSITY CONTROL 
  Points: 20 
  Energy: 2 
  Type: Special 
  Duration: 1 Turn 
  When this enhancement is used the monster 
  may increase or decrease its tonnage by 10,000 
  tons for every 2 atomic power points spent. A 
  monster’s tonnage cannot be lowered to less 
  than 10,000 tons through the use of this 
  enhancement. 
  This 
  enhancement 
  can 
  be 
  activated during the movement, ranged combat, 
  or close combat phase of any player’s turn and 
  lasts until the end of that turn. 
   
  DISEASED 
  Points: 30 
  Energy: 4 
  Type: Close Combat 
  Duration: 1 Round 
  Some monster’s bodies are crawling with an 
  untold 
  number 
  of 
  pathogens. 
  When 
  this 
  enhancement is activated the monster causes 
  the pathogens that inhabit its body to multiply 
  rapidly. Any monster that is wounded by this 
  monster’s natural attacks has its toughness 
  score reduced by 2 to a minimum of 1 for the 
  remainder of the round. The affects are not 
  cumulative. No matter how many times the 
   
  15
  
  monster is wounded it only suffers the penalty 
  once. The penalty is taken immediately after 
  taking a wound from a natural attack while this 
  enhancement is active. 
   
  EARTHQUAKE 
  Points: 20 
  Energy: 3 
  Type: Ranged, AoE 
  Range: 6” 
  By slamming its massive fists on the ground or 
  stomping its feet a monster can create a minor 
  earthquake. Any monster in the area of effect of 
  this enhancement must roll equal to or under 
  their dexterity on a d10 or be knocked down. 
  Additionally roll a d10 for every building in the 
  area of effect, on the roll of a 10 that building is 
  completely 
  destroyed. 
  Building 
  sections 
  destroyed in this way are awarded to the 
  monster that used this enhancement.  
   
  EMISSION 
  Points: 20 
  Energy: 3 
  Type: Ranged, AoE 
  Range: 6” 
  Damage: 1 
  This enhancement allows a monster to emit a 
  toxic gaseous substance from its pores or 
  mouth. The gas affects all monsters within 6”. 
  No to hit rolls are required. Any monster affected 
  by the gas suffers 1 wound and must roll under 
  their toughness on a d10. If this roll is failed the 
  monster’s strength is reduced by 1/2 for the 
  remainder of the round. This enhancement has 
  no affect on buildings. 
   
  ENCASE 
  Points: 40 
  Energy: 4 
  Type: Ranged 
  Range: 12” 
  This enhancement allows a monster to encase 
  another monster in a solid shell, like crystal, ice 
  or stone. Any monster hit by this enhancement 
  is immediately encased. The monster cannot 
  move or make attacks of any kind. Likewise the 
  monster cannot be attacked. There are two 
  ways a monster can free itself from being 
  encased. The first is by rolling equal to or under 
  its strength on a d10. The encased monster can 
  only make one attempt each round to free itself. 
  This attempt must be made during the monster’s 
  movement phase. If the monster manages to 
  free itself it may not move but may attack as 
  normal. The second way is to use a ranged 
  enhancement with an area of effect during its 
  ranged attack phase. The stuff the monster is 
  encased in has a toughness of 4. If the 
  enhancement used inflicts at least 1 wound on it, 
  it is destroyed and the monster is free. A 
  monster freed in this way cannot move or use 
  any other type of ranged enhancement that turn. 
   
  ENERGIZE 
  Points: 30 
  Energy: 4 
  Type: Ranged, AoE 
  Range: 3” 
  Damage: 1 
  A monster that uses this enhancement causes 
  the energy in its body to lash out in all directions. 
  Any monster within 6” of the monster using this 
  enhancement suffers 1 wound and is knocked 
  back 1d10”. Roll to hit each target separately. 
  Buildings are immune to the effects of this 
  enhancement. 
   
  ENERGY BEAM 
  Points: 25 
  Energy: 2+ 
  Type: Ranged 
  Range: 48” 
  Damage: 1 (3 max) 
  This enhancement allows a monster to shoot 
  forth a beam of energy like a laser. A monster 
  may choose to increase the damage of its 
  energy beam by paying 2 additional atomic 
  power points per point of damage increased up 
  to a maximum of 3. Like the energy blast below 
  the energy beam is a common enhancement 
  possessed by giant monsters. 
   
   
   
    
    
   
  16
  
  ENERGY BLAST 
  Points: 20Energy: 3+ 
  Type: Ranged, Spray 
  Range: 12” 
  Damage: 1(3 max) 
  This enhancement allows a monster to breath a 
  cone of energy. A monster may choose to 
  increase the range of its energy blast by 
  spending 2 additional atomic power points per 
  12” increase. A monster may also choose to 
  increase the damage of its energy blast by 
  paying 2 additional atomic power points per 
  point of damage increased up to a maximum of 
  3. This is the most common enhancement 
  possessed by giant monsters.   
   
  ENERGY WEAPON 
  Points: 20 
  Energy: 2+ 
  Type: Close Combat 
  Range: 6” 
  Damage: 1 (3 max) 
  A monster with this enhancement can create a 
  weapon out of pure energy such as a horn or 
  claws. This enhancement must be used to 
  enhance a single natural attack. The attack 
  enhanced has a reach of 6” and inflicts 1 wound 
  for every 2 atomic power points put into this 
  enhancement up to a maximum of 3. Damage 
  from this enhancement is inflicted instead of the 
  monsters normal natural attack damage. 
   
  ETHEREAL BLAST 
  Points: 30 
  Energy: 3+ 
  Type: Ranged  
  Range: 12”(24” max) 
  Damage: 2  
  This enhancement allows a monster to shoot 
  forth a blast of ethereal energy. An ethereal 
  blast ignores all terrain features when used 
  meaning monsters that are the target of an 
  ethereal blast do not get the bonus for being 
  behind terrain or in terrain that offers cover of 
  any kind including full cover. A monster may 
  increase the range of its ethereal blast by 6” for 
  every 3 additional atomic power points it spends 
  on this enhancement up to a maximum range of 
  24”. This enhancement can only be used against 
  other monsters.  
   
  EXPLOSIVE FIREBALL 
  Points: 30 
  Energy: 3+ 
  Type: Ranged 
  Range: 24” 
  Damage: 2/1 
  When a monster uses this enhancement it 
  shoots forth a fireball that explodes upon impact. 
  Any target hit by the fireball suffers 2 wounds. 
  Additionally any targets within 3” of the target 
  that was hit suffer 1 wound unless they can roll 
  equal to or under their dexterity on a d10. Since 
  buildings do not have a dexterity statistic they 
  always suffer the wound. A monster may 
  increase the blast radius of the fireball by 3” for 
  every 3 atomic power points spent in addition to 
  the base cost of this enhancement. 
   
  FESTERING SORE 
  Points: 30 
  Energy: 4 
  Type: Close Combat 
  This enhancement allows a monster to coat one 
  of its natural attacks in a deadly chemical 
  substance that does not allow wounds to heal. 
  When this enhancement is used the monster 
  must declare which natural attack will be 
  enhanced before rolling to hit. Any monster hit 
  by an attack enhanced with festering sore must 
  roll to absorb the wounds as normal. Any 
  wounds not absorbed cannot be healed during 
  the healing round. Wounds caused by festering 
  sore should be marked to show they cannot be 
  healed. These wounds can only be regained 
  through 
  the 
  use 
  of 
  the 
  enhancements 
  regenerate or vampirism. 
   
  FLAME BREATH 
  Points: 20 
  Energy: 3 
  Type: Ranged, Spray 
  Range: 24” 
  Damage: 1-8” 3, 9-16” 2, 17-24” 1 
  When this enhancement is used the monster 
  shoots forth a great gout of flame. The damage 
  dealt by the fire depends on where the target is 
  in 
  relation 
  to 
  the 
  monster 
  using 
  this 
  enhancement. If the target is 1-8” away from the 
  monster it suffers 3 wounds, if the target is 9-16” 
  away it suffers 2 wounds, and if the target is 17-
  24” away it suffers 1 wound. 
   
  FLUX RAY 
  Points: 25 
  Energy: 3 
  Type: Ranged 
  Range: 12” 
  This enhancement causes adverse reactions in 
  Mutator X infected cells causing them to either 
  use up atomic power or create more. Any 
  monster hit by this enhancement must roll a d10. 
   
  17
  
  The resulting number is the monster’s new 
  atomic power point number for the current 
  round. If this makes the atomic power point total 
  higher than it was before the monster suffers 1 
  wound for every 2 point increase from the 
  sudden rise in energy. 
   
  FORCE BLAST 
  Points: 20 
  Energy: 2+ 
  Type: Ranged 
  Range: 24” 
  Damage: 1 
  This enhancement is a special type of energy 
  blast that hits with enough force to knock a 
  monster back. Any monster hit suffers 1 wound 
  and is knocked back 3”. A monster may increase 
  the distance a monster is knocked back by 
  spending 2 additional atomic power points for 
  every 3” added to the knock back distance. A 
  monster that is knocked back must roll equal to 
  or under its dexterity on a d10 or also be 
  knocked down. 
   
  FORCE FIELD 
  Points: 20 / 40 
  Energy: 2 
  Type: Defensive 
  Duration: 1 ranged attack 
  A monster with this enhancement is able to 
  create a force field to protect itself from harm. 
  There are two versions of this enhancement. 
  The lower costing version allows the monster to 
  create a small force field that only protects its 
  front facing. The higher cost version allows the 
  monster to create a force field that protects its 
  entire body. A force field can only withstand an 
  amount of damage dependent on the amount of 
  atomic power used. A force field will block 1 
  wound for every 2 atomic power points used to 
  activate this enhancement. A force field can only 
  be used to block a single ranged attack. Multiple 
  ranged attacks must be blocked separately. The 
  type of force field used must be chosen when 
  this enhancement is taken.  
   
  FREEZE BLAST 
  Points: 30 
  Energy: 3 
  Type: Ranged 
  Range: 24” 
  Damage: 2 
  This enhancement allows a monster to shoot 
  forth an artic blast of air and ice that freezes 
  anything it hits. Any monster hit by freeze blast 
  suffers 2 wounds and has its distance and 
  dexterity statistics reduced by 1/2 for the 
  remainder of the round. In addition the affected 
  monster 
  cannot 
  use 
  any 
  movement 
  enhancements until the next round. If a natural 
  10 is rolled when rolling to hit with this 
  enhancement the target monster’s distance and 
  dexterity statistics are reduced to 1. 
    
  GRAVITY BEAM 
  Points: 20 
  Energy: 3 
  Type: Ranged 
  Range: 24” 
  Damage: 1+1 
  The gravity beam is a special type of energy 
  blast that is designed to combat flying monsters. 
  Any monster hit by a gravity beam suffers 1 
  wound and must roll equal to or under their 
  dexterity on a d10 or crash to the ground. If a 
  monster crashes to the ground as the result of 
  this enhancement it takes another wound from 
  the fall and is automatically knocked down. 
   
  HURRICANE BLAST 
  Points: 30 
  Energy: 3+ 
  Type: Ranged 
  Range: 12” 
  When this enhancement is used the monster 
  generates hurricane force winds, usually by 
  flapping its wings really fast. Any monster within 
  12” of the front facing of a monster using this 
  enhancement is knocked back 1d10” and must 
  roll equal to or over its dexterity on a d10 or be 
  knocked 
  down. 
  The 
  monster 
  using 
  this 
  enhancement can add 1” to the distance all 
  monsters are knocked back for every atomic 
  power point added to the base energy cost of 
  this enhancement.  
   
  HYPNOTIC GAZE 
  Points: 30 
  Energy: 3 
  Type: Defensive 
  Range: 12” 
  Duration: 1 phase 
  When this enhancement is used the monster’s 
  gaze causes its target to become hypnotized. 
  This enhancement can only be used on a target 
  that is facing the user. Any monster that is 
  hypnotized may not attack the user of this 
  enhancement for the duration of the current 
  phase. 
   
    
    
   
  18
  
  INTANGIBILITY 
  Points: 25 
  Energy: 3 
  Type: Special 
  Duration: 1 phase 
  When a monster uses this enhancement its 
  body becomes insubstantial. While in this form 
  the monster cannot be the target of ranged or 
  close combat attacks. Additionally the monster 
  may ignore all terrain features and monsters 
  when it moves. If used in this way the monster 
  may not end its move in a terrain feature it 
  wouldn’t normally be able to occupy. This 
  enhancement may be activated during the 
  movement, ranged combat, or close combat 
  phase of any player’s turn. Once activated the 
  enhancement lasts until the end of the current 
  phase. 
   
  INVISIBILITY 
  Points: 25 
  Energy: 4 
  Type: Defensive 
  Duration: 1 round or until an attack is made 
  A monster that activates this enhancement 
  becomes invisible. An invisible monster may not 
  be the target of a ranged or close combat attack. 
  This enhancement lasts for one turn or until the 
  monster using it makes a ranged or close 
  combat attack. 
   
  LIQUID BLAST 
  Points: 25 
  Energy: 3 
  Type: Ranged, Spray 
  Range: 12” 
  Damage: 1-4 
  This enhancement allows a monster to spew 
  forth a torrent of corrosive liquid usually in the 
  form of acidic bile or superheated saliva. Any 
  monster hit by this enhancement suffers 1 
  wound. If the wound is not absorbed then the 
  monster receives another wound if the second 
  wound is not absorbed the monster receives a 
  third wound if the third wound is not absorbed 
  then the monster receives a fourth and final 
  wound. This enhancement only inflicts 1 wound 
  on buildings. 
   
  LUCK 
  Points: 30 
  Energy: 3 
  A monster with this enhancement is able to bend 
  the laws of fate. When this enhancement is used 
  the monster can force his opponent to reroll any 
  single die roll used in the game, or the monster 
  may reroll one of its own die rolls. This 
  enhancement only applies to a single die not 
  multiple dice unless the atomic power is spent 
  for each individual die. 
   
  METAMORPHOSE 
  Points: 30 
  Energy: 8 
  Type: Special 
  Duration: Until the end of the game 
  This 
  enhancement 
  allows 
  a 
  monster 
  to 
  metamorphose into a new and different form to 
  help it fight its enemies. This enhancement must 
  be used during the movement phase of the 
  monster’s turn. The new form that this monster 
  changes into, when it uses this enhancement, 
  must be created before the game begins. Once 
  this enhancement is used the monster can do 
  nothing until the beginning of its next turn and is 
  considered to be prone while in this state. This 
  enhancement can only be used once per game. 
  Any damage inflicted on a monster before it 
  uses this enhancement is carried over to the 
  metamorphosed creature.  
   
  MIND BLAST 
  Points: 30 
  Energy: 4 
  Type: Ranged 
  Range: Unlimited 
  Damage: 1 
  A monster that uses this enhancement attacks 
  the mind of its target telepathically causing it 
  pain and confusion. This enhancement has an 
  unlimited range but the user must be able to see 
  its target. Any target hit by this enhancement 
  suffers 1 wound and has a +2 modifier to all its 
  target numbers for the current round. This 
  enhancement has no affect on buildings and 
  may not be used against multiple opponents. 
   
  MORPH LIMBS 
  Points: 25 
  Energy: 3+ 
  Type: Close Combat 
  Damage: 1 
  Duration: 1 phase 
  This enhancement allows a monster to sprout 
  appendages from its body. These appendages 
  may be used to attack another monster or 
  building in close combat in addition to its normal 
  natural 
  attacks. 
  The 
  monster 
  using 
  this 
  enhancement can grow one appendage for 
  every 3 atomic power points spent. Each 
  appendage gives the monster 1 additional 
  natural attack that inflicts 1 wound. The 
   
  19
  
  appendages are absorbed back into the 
  monster’s body at the end of the current phase. 
   
  MULTIBLAST 
  Points: 40 
  Energy: 2  
  Type: Ranged 
  Range: 24” 
  Damage: 1 (5 max) 
  When a monster uses this enhancement it 
  shoots forth multiple blasts in rapid succession 
  at its target. A monster must pay 2 atomic power 
  points for each shot. Roll each shot as a 
  separate ranged attack. These shots can be 
  made against a single target or multiple targets. 
   
  PHASE 
  Points: 25 
  Energy: 3 
  Type: Defensive 
  Duration: 1 phase 
  This enhancement allows a monster to use 
  illusions to make it appear as if it were in one 
  place, while actually in another. When this 
  enhancement is activated any monster that 
  targets the user adds 2 to their target number on 
  any to hit rolls. 
   
  PROPULSION 
  Points: 20 
  Energy: 3 / 1 
  Type: Movement 
  Duration: 1 round or phase 
  This enhancement allows a monster to fly using 
  some sort of internal engine be it biological or 
  mechanical. A flying monster can move two 
  times its distance rating in inches, three times if 
  darting, and may ignore all terrain features and 
  monsters. A monster that is in flight stays in 
  flight until the beginning of the next turn or until it 
  lands whichever comes first. If a flying monster 
  wants to land it must declare so by the end of its 
  movement phase. If a monster starts its turn 
  flying it must spend 1 atomic power point to stay 
  in flight or land immediately. A monster that 
  starts its move on the ground and wants to use 
  this enhancement must spend 3 atomic power 
  points.  
   
  RECONFIGURATION 
  Points: 30 
  Energy: 3 
  Type: Special 
  Duration: 1 turn 
  This enhancement allows a monster to shift its 
  statistics around. When used the monster may 
  swap any two of its statistics. Only distance, 
  strength, dexterity, and toughness statistics may 
  be swapped. This enhancement may be 
  activated at anytime and lasts for the remainder 
  of the current turn.  
   
  REFLECTION 
  Points: 30 
  Energy: 4 
  Type: Defensive 
  This enhancement allows a monster to redirect 
  any ranged enhancement made against it back 
  at the attacker. The monster using this 
  enhancement must still roll to hit as if it were the 
  attacker. This enhancement cannot be used 
  against ranged enhancements that have an area 
  of effect. 
   
   
   
  REGENERATION 
  Points: 30 
  Energy: 4 
  Type: Special 
  A monster with this enhancement is able to 
  regenerate lost wounds using atomic power. A 
  monster regains 1 wound for every 4 atomic 
  power 
  points 
  spent 
  when 
  activating 
  this 
  enhancement. 
  This 
  enhancement may 
  be 
  activated at anytime. Note: A monster that has 
  been reduced to 0 wounds is considered 
  knocked out and cannot use any enhancements. 
   
  SLIME BLAST 
  Points: 20 
  Energy: 2 
  Type: Ranged, Spray 
  Range: 12” 
  With this enhancement a monster is able to 
  shoot forth a large amount of sticky slime. Any 
  monster hit by the slime has its dexterity and 
  distance statistics reduced by half for the 
  remainder of the round. Additionally the monster 
   
  20
  
  must roll equal to or under its modified dexterity 
  or be knocked down. 
   
  SONIC BLAST 
  Points: 25 
  Energy: 3 
  Type: Ranged, Spray 
  Range: 18” 
  Damage: 2 
  This enhancement allows a monster to emit a 
  concentrated shriek of sound powerful enough 
  to cause damage. Any monster or building hit by 
  the blast suffer 2 wounds. In addition all 
  monsters hit must roll under their toughness on 
  a d10. If this roll is failed that monster must add 
  2 to all of its target numbers for the remainder of 
  the turn. This penalty does not stack if a monster 
  is the target of multiple sonic blasts. 
   
  SPAWN 
  Points: 25 
  Energy: 3 
  Type: Special 
  This enhancement allows a monster to spawn 
  smaller versions of itself. The monster can 
  create 1 spawn for every 3 atomic power points 
  it spends on this enhancement. Place the spawn 
  anywhere within 2” of the monster that created 
  them. All spawn have the following statistics. 
   
  Spawn 
  Distance: 2 
  Strength: 2 
  Dexterity: 2 
  Toughness: 2 
  Wounds: 1 
  Natural Attacks: 1 
  Use a quarter or adequately sized miniature to 
  represent the spawn. The spawn can move and 
  attack as a normal monster during its parent 
  monster’s turn. Spawn monsters cannot use 
  combat maneuvers and are removed from play if 
  they receive any damage. This enhancement 
  can only be used during the movement phase 
  instead of the monster moving. 
   
  STATISTIC BOOST 
  Points: 40 
  Energy: 2 
  Type: Special 
  Duration: 1 phase 
  This enhancement allows a monster to boost its 
  distance, dexterity, strength, or toughness 
  statistics. When this enhancement is used the 
  monster may increase one of the listed statistics 
  by 1 for every 2 atomic power points spent. No 
  stat may be increased above 10 with this 
  enhancement. 
  This 
  enhancement may 
  be 
  activated at anytime during the movement, 
  ranged combat, or close combat phase of any 
  player’s turn. 
   
  STRETCH 
  Points: 20 
  Energy: 2 
  Type: Close Combat 
  Duration: 1 phase 
  When a monster uses this enhancement it 
  causes its limbs to grow and allows the monster 
  to reach further. For every 2 atomic power points 
  spent on this enhancement the monster’s 
  natural attack reach is increased by 2”. The 
  monster’s appendages return to normal size at 
  the end of the current phase. This enhancement 
  can only be used to extend the reach of a single 
  natural attack. Multiple natural attacks may be 
  stretched by paying the atomic power for each 
  one separately. 
   
  TELEKINESIS 
  Points: 30 
  Energy: 1 per 20,000 tons lifted / 6” moved 
  Type: Ranged  
  Range: 12” (24” max) 
  This power allows a monster to move objects 
  with its mind or some sort of energy projection. 
  This monster can move another monster or an 
  object that can be thrown. A monster can lift 
  20,000 tons per atomic power point spent. The 
  range this enhancement can be used at 
  depends on how much atomic energy the 
  monster puts into it. The enhancement has a 
  base range of 12” that can be increased by 6” 
  for every additional atomic power point spent up 
  to a maximum of 24”. When this enhancement is 
  used the monster may move a monster or object 
  to anywhere within the range it paid for. This 
  range is measured from the monster using this 
  enhancement. Monsters or objects moved must 
  be moved into terrain they could normally 
  occupy, 
  treacherous 
  terrain 
  included. 
  The 
  location the monster is placed must also be 
  within line of sight of the monster using this 
  enhancement. A monster or object may be 
  moved into buildings. Treat the resulting 
  destruction from the monster as if it had been 
  knocked back into the building. Treat the object 
  as if it were thrown by the monster.  
   
    
    
   
  21
  
  TELEPORT 
  Points: 30Energy: 5 
  Type: Movement 
  This enhancement allows a monster to instantly 
  teleport itself to another location. The location 
  chosen must be within 12” of the monster’s 
  starting position and be free of any buildings, 
  monsters, or other types of obstacles. A monster 
  that teleports may still move as normal before or 
  after teleporting providing it has movement 
  remaining. 
   
  TEMPORARY MUTATION 
  Points: 30 
  Energy: 5 
  Type: Special 
  Duration: 1 round 
  This enhancement allows a monster to use its 
  atomic power and cause a physical mutation. 
  When this enhancement is used the monster 
  may choose a single physical enhancement and 
  gain it for the remainder of the current round. 
  This enhancement may be used at anytime as 
  long as no to hit rolls have been made. 
   
  TERROR WAVE 
  Points: 40 
  Energy: 4 
  Type: Special, AoE 
  Range: 6” 
  Duration: 1 phase 
  A monster with this enhancement is able to 
  make itself a terrible sight to behold causing 
  incredible fear and insanity to all those who get 
  to close. Any monster that comes within 6” of the 
  monster that activated this enhancement must 
  roll a d10 and consult the table below. This 
  enhancement can be activated at anytime 
  before a to hit roll is made. 
   
  1-2: No affect 
  3-4: Monster moves 1d10” away from the 
  monster with this enhancement. This move must 
  be directly away from the monster using this 
  enhancement. When the monster moves it will 
  take the shortest route around blocking and 
  treacherous terrain. 
  5-6: The monster is overloaded with insane 
  thoughts and images All of its target numbers 
  are increased by 2 for the remainder of the 
  current turn.  
  7-8: The monster is too afraid to do anything; it 
  cannot attack or move this turn. 
  9-10: The monster is overcome with so much 
  fear it causes physical harm. The monster 
  suffers 1 wound from the affects. Roll again on 
  this table. 
   
  TORNADO CHARIOT 
  Points: 30 
  Energy: 4 
  Type: Movement 
  Duration: 1 Phase 
  When a monster uses this enhancement it 
  creates a spinning vortex of air around itself. 
  When moving the monster may move over any 
  terrain feature as if it wasn’t there. Any building 
  or monster that comes into contact with the 
  monster using this enhancement suffers 1 
  wound. Additionally monsters are knocked back 
  1d10/2” rounded up. If a monster uses this 
  enhancement it can use no other enhancement 
  that phase nor may it make any ranged attacks 
  that turn. 
   
  VAMPIRISM 
  Points: 25 
  Energy: 4 
  Type: Close Combat 
  A monster that uses this enhancement is able to 
  heal itself when it wounds other monsters. This 
  enhancement must be used to enhance a single 
  natural attack and must be activated before any 
  to hit rolls are made. If the natural attack 
  enhanced 
  with 
  this 
  enhancement 
  wounds 
  another monster, the monster using it regains 1 
  lost wound. A monster may never have more 
  wounds than it started the game with.  
   
  VENOM ATTACK 
  Points: 10+ Side Effect 
  Energy: 3 
  Type: Ranged, Spray / Close Combat 
  Range: 12” 
  Damage: 1 or as natural attack +1 
  A monster with this enhancement is able to 
  secrete a powerful toxin and can either spray it 
  from its body or coat one of its natural attacks 
  with it. If used as a ranged attack the 
  enhancement has a range of 12” and inflicts 1 
  damage as well as a venomous side effect that 
  must be chosen from the list below. If used as a 
  close combat enhancement the chosen natural 
  attack has a +1 bonus to damage and the same 
  venomous side affect as the ranged version. 
  You may choose to purchase multiple venomous 
  side affects for you venom attack. This 
  enhancement has no affect on buildings. 
  Venomous Side Effects 
  These effects only apply if the target takes a 
  wound from the attack. 
   
  22
  
  Blindness: +10 points: All of the monster’s 
  target numbers are increased by 2 for the 
  remainder of the turn.  
  Dexterity: +10 points: The target’s dexterity is 
  reduced to 1 for the remainder of the turn  
  Distance: +10 Points: The target’s distance is 
  reduced to 1 for the remainder of the turn.  
  Knockdown: 
  +10 
  points: 
  The 
  target 
  is 
  automatically knocked down. If the target cannot 
  be knocked down it is still considered prone until 
  the beginning of its next phase.  
  Strength: +10 Points: The targets strength is 
  reduced to 1 for the remainder of the turn.  
  Toughness: +25 Point: The targets toughness 
  is reduced to 1 for the remainder of the turn.  
   
  VOID BEAM 
  Points: 30 
  Energy: 4 
  Type: Ranged 
  Range: 12” 
  Duration: 1 Round 
  This enhancement allows a monster to shoot a 
  ray that stops a monster from spending any 
  atomic power points. Any monster hit by this 
  enhancement cannot spend any atomic power 
  points for the remainder of the current round. 
   
  WEBBING 
  Points: 25 
  Energy: 2 
  Type: Special 
  Range: 2” / 12” 
  This enhancement has two different ways it can 
  be used. The first allows a monster to create a 
  piece of web terrain. A monster may create 1 
  piece of web terrain for every 2 atomic power 
  points it spends on this enhancement. When a 
  web is created it may be placed anywhere within 
  2” of the monster that created it. Any monster 
  that moves over a piece of web terrain must roll 
  equal to or under its strength on a d10 for every 
  1” of web terrain it moves through. Once a roll is 
  failed the monster cannot move any further that 
  phase as it is stuck in the web. A monster that is 
  stuck in a web cannot be knocked back, 
  knocked down, or thrown. The monster may try 
  to continue moving as normal during its next 
  movement phase. Use a round piece of felt 2” 
  across to represent web terrain. The second 
  way this enhancement can be used is as a 
  ranged attack. The ranged attack version of this 
  enhancement allows a monster to shoot out long 
  strands of webbing. A monster hit by the 
  webbing becomes caught and can take no 
  actions until it is able to free itself. To free itself 
  from the webbing the affected monster must roll 
  equal to or under its strength on a D10. A 
  monster may make an attempt to free itself once 
  for every natural attack it possesses. This 
  attempt is made during the affected monster’s 
  movement phase. If the monster frees itself it 
  may not move or use any movement type 
  enhancements but may make ranged and close 
  combat attacks as normal. Monsters with this 
  enhancement 
  are 
  immune 
  to 
  all 
  affects 
  generated by it. 
   
  WELD BLAST 
  Points: 30 
  Energy: 3 
  Type: Ranged  
  Range: 12” 
  Damage: 1(3 max)  
  A monster with this power is able to shoot forth a 
  super heated beam of fire or the like. Any 
  monster hit by a weld blast suffers 1 wound and 
  has a –1 modifier to its toughness when 
  attempting to absorb wounds inflicted from a 
  weld blast. Additionally a monster can increase 
  the heat of its weld blast by adding more atomic 
  power to it. For every 3 additional atomic power 
  points put into this enhancement the user may 
  choose to have it inflict 1 additional wound or to 
  add a further –1 penalty to the target’s 
  toughness.  
   
  ZIP 
  Points: 30 
  Energy: 4 
  Type: Movement 
  Duration: 1 Phase 
  This enhancement allows a monster to move 
  really fast. This enhancement can be used with 
  any of the movement physical enhancements 
  except 
  leaping 
  muscles. 
  When 
  this 
  enhancement is used the monster may move 
  four times its current distance rating. A monster 
  that moves using zip cannot make ranged 
  attacks of any kind that turn. 
   
  ATOMIC ENHANCEMENT 
  LIMITATIONS 
  The following options allow you to put limitations 
  on your atomic enhancements to help you 
  further individualize them for your monster. You 
  may take as many limitations as you want but 
  they may never lower an enhancement’s point 
  total to less than 10 points. 
   
   
  23
  
  HARMFUL 
  Points: -5 
  An enhancement with this limitation causes a 
  monster damage when it is used. Anytime this 
  enhancement is used the monster suffers 1 
  wound. This wound may be absorbed as normal. 
   
  RECHARGE 
  Points: -5 
  An enhancement with this limitation cannot be 
  used every round. When this enhancement is 
  activated it cannot be activated again until after 
  the next round. This limitation cannot be taken 
  with the single use limitation. 
   
  SINGLE USE 
  Points: -1/2 (round up) 
  An enhancement with this limitation can only be 
  used once per game regardless of whether or 
  not it was successful. This limitation cannot be 
  used on enhancements that already have a 
  single use like metamorphose. 
   
  STATIONARY 
  Points: -5 
  This 
  limitation 
  can 
  only 
  be 
  used 
  on 
  enhancements 
  that 
  have 
  a 
  range. 
  This 
  enhancement cannot be used if the monster 
  moves during its movement phase. 
   
  UNSTABLE 
  Points: -5 
  An enhancement with this limitation can be 
  unpredictable. Anytime you want to use an 
  enhancement with this limitation roll a d10. If a 1 
  or a 2 are rolled the enhancement cannot be 
  used that phase.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  24
  
  CHAPTER 4  
  THE MILITARY 
   
  THE MILITARY 
   
  The military is always a city’s first line of defense 
  against giant rampaging monsters. All military 
  efforts are controlled and organized by the 
  MCCC. The following rules will allow players to 
  create and control a military defense force. If 
  these rules are used then there is no longer a 
  military strike phase for players controlling 
  monsters. Note: Normally in giant monster 
  movies the military has little to no affect on the 
  monsters. These rules have been added for 
  those player’s who wish to have a military force 
  that has a fighting chance.  
   
  MILITARY MINIATURES 
  The following rules were written with the intent of 
  using any military type toys that can usually be 
  bought at your local discount store. Each figure 
  represents a platoon, division, or group of the 
  figure type. For example, if you had three plastic 
  army men in your military force they would 
  represent three platoons of soldiers, not three 
  individual soldiers. 
   
  UNIT TYPE 
  Unit types are similar to giant monster kingdoms 
  they help describe what type of unit you are 
  creating and also dictate what type of upgrades 
  you can buy for your unit. Below is a list of the 
  different unit types with a brief description. 
   
  INFANTRY 
  This unit represents the basic foot soldiers in an 
  army. It can also represent any type of living unit 
  such as dogs, police officers, scientists, aliens,  
  etc… 
   
  VEHICLE 
  Vehicle units are the machines of an army. They 
  range from jeeps to jets and can also be used to 
  create science fiction style vehicles like flying 
  saucers. 
   
  WEAPON EMPLACEMENT 
  A weapon emplacement is a stationary weapon 
  of some kind like a rocket launcher or a 
  howitzer. These weapons are usually towed 
  onto the playing field. 
   
  STATISTICS 
  Military unit statistics are a little different than 
  those of giant monsters. Below is a list of the 
  statistics possessed by military units and how 
  each one is used.  
   
  DISTANCE 
  This statistic is a measure of far a unit may 
  move each turn. How far a unit can move 
  depends on its type. Infantry units can move 1” 
  per point of distance or they may run, which 
  allows them to move 2” per point of distance. 
  Vehicle units can move 2” per point of distance. 
  Vehicle units can never run. The maximum 
  distance a unit can have depends on its type. 
  Vehicles can have a maximum distance of 6, 
  infantry have a maximum of 3, and weapon 
  emplacements do not have a distance statistic. 
   
  TOUGHNESS 
  This statistic is a measure of how resilient the 
  unit is to damage. When attempting to absorb 
  wounds a unit must roll equal to or under their 
  toughness on a d10. Infantry units can have a 
  maximum toughness of 3. Vehicle and weapon 
  emplacement units can have a maximum 
  toughness of 6. 
   
  WOUNDS 
  This statistic is a measure of how much damage 
  a unit can sustain before it is destroyed. All units 
  start the game with 1 wound. Infantry units 
  cannot be given more wounds. Vehicle and 
  weapon emplacement units can be given up to 3 
  wounds. 
   
  COMMAND POINTS 
  Command points are similar to atomic power 
  points for players using a military strike force. 
  Command points are not bought but are instead 
  rolled for at the beginning of the military player’s 
  phase. The number rolled is how many 
  command points the military player has to use 
  on special commands. 
   
  BUYING STATISTICS 
  Distance and toughness statistics are bought 
  with creation points. Use the table below to 
  determine the cost of your statistics.  
   
   
  25
  
  STATISTIC COST CHART 
  Statistic* 
  Cost   
  1 
  1 
  2 
  2 
  3 
  4 
  4 
  5 
  5 
  7 
  6 
  8 
   
  *Note: All statistics with the exception of 
  command points must have a score of at least 1, 
  except weapon emplacements, which cannot 
  have more than a 0 in their distance statistic  
   
  BUYING WOUNDS 
  Only vehicle and weapon emplacement units 
  can be given more wounds. Each additional 
  wound costs 5 creation points. Infantry units 
  cannot be given more wounds. Vehicle and 
  weapon emplacement units can be given up to 
  3. 
   
  UNIT OPTIONS 
  Once you have assigned statistics to your units 
  you can give them options. Options are used to 
  further enhance your military units. Options are 
  separated 
  into 
  three 
  different 
  categories: 
  infantry, vehicle, and weapon emplacement. 
  Infantry options can only be given to infantry 
  units, vehicle options can only be given to 
  vehicle units, and weapon emplacement options 
  can only be given to weapon emplacements.. 
   
  INFANTRY OPTIONS 
  The following options only apply to infantry units. 
   
  Commander 
  Points: 5 
  A unit with this option is considered to have a 
  high-ranking soldier amongst its ranks. As long 
  as this unit is alive add +1 to the command point 
  roll. 
   
  Jet Packs 
  Points: 3 
  A unit with this option is equipped with jet packs 
  that allow them to fly. The unit may move up to 
  twice its distance rating and still shoot it may  
  also ignore all terrain features when it moves. 
  After the unit is moved you must declare 
  whether or not it is staying in flight.  
   
    
  MCCC Squad 
  Points: 10 
  A unit with this option has some training with the 
  MCCC and has fought giant monsters before. 
  This unit may force a monster to reroll any 
  successful wound absorption rolls inflicted from 
  its attacks. This ability can only be used once 
  per round and forces the monster to reroll all 
  successful wound absorption rolls from a single 
  attack. 
   
  Medic 
  Points: 5 
  A unit with this option has a medic amongst its 
  ranks. Any time this unit is wounded, regardless 
  of the number of wounds, roll a d10. On the roll 
  of 1-7 the medic cannot help, the soldiers’ 
  wounds are too severe. On the roll of 8-10 the 
  medic is able to patch up the soldiers and the 
  unit suffers no wounds however due to the quick 
  procedures the unit has its toughness lowered 
  by 1 to a minimum of 1 for the remainder of the 
  battle. This ability can only be used once per 
  round. 
   
  Paratroopers 
  Points: 3 
  An infantry unit with this option enters the battle 
  by parachuting onto the playing field. Do not 
  place a unit with this option on the table at the 
  beginning of the game. Instead you may place 
  them anywhere on the table at the beginning of 
  any of your movement phases. To do this place 
  the unit where you want it to land then roll a d10. 
  The resulting number is how many inches the 
  unit is off course. Use the upper point of the d10 
  as the direction the unit is moved. If the direction 
  and distance indicated put the unit in terrain they 
  cannot normally occupy they are destroyed and 
  removed from play. A unit that enters the game 
  this way cannot move or make a ranged attack 
  that round.  
   
  Scuba Gear 
  Points: 1 
  A unit with this option can move through water 
  terrain without penalty and may submerge under 
  the water. To submerge the unit must be in 
  water terrain and declare it is submerging during 
  its movement phase. A submerged unit cannot 
  attack nor be the target of any type of attack. 
  You must declare whether a submerged unit is 
  surfacing by the end of your movement phase. 
  NOTE: Submerged units can still be destroyed 
  by the combat maneuver stomp or falling 
  monsters. 
   
  26
  
  Shield Generator 
  Points: 5 
  A unit with this option is equipped with a 
  portable shield generator. This shield generator 
  protects the unit making them harder to hit with 
  ranged attacks. Any ranged attacks made 
  against the unit have their target numbers 
  increased by 2. 
   
  Teleportation Gear 
  Points: 5 
  A unit with this option is equipped with a 
  teleportation device. The device allows the unit 
  to move anywhere within 12” of its original 
  position providing its in terrain they can normally 
  occupy. This option can only be used during the 
  movement phase and only once per round. A 
  unit may still use its normal movement rate 
  before or after using this option. 
   
  VEHICLE OPTIONS 
  The following options only apply to vehicle units. 
   
  Amphibious 
  Points: 1 
  A vehicle unit with this option can move through 
  water terrain without penalty. 
   
  Hovering 
  Points: 2 
  A vehicle unit with this option skims the surface 
  of the land and can ignore all terrain features 
  except buildings and impassable terrain when it 
  moves. A vehicle with this option cannot buy the 
  options amphibious, jet, rotary, or waterborne. 
   
  Jet 
  Points: 5 
  A vehicle unit with this option has the ability to 
  fly through the use of powerful jet engines. As a 
  flying vehicle it can ignore all terrain features 
  when it moves. The vehicle must always stay in 
  flight and can move up to five times its distance 
  rating. Vehicles with jet engines must always 
  move at least 12” during the movement phase 
  even if they have not been given a command. If 
  you have to move a jet without a command the 
  move must be 12” in the direction the jet is 
  facing. A vehicle with this option cannot buy the 
  options 
  amphibious, 
  hovering, 
  rotary, 
  or 
  waterborne. 
   
  Mechanic 
  Points: 5 
  A unit with this option has a mechanic amongst 
  its ranks. Any time this unit is wounded, 
  regardless of the number of wounds, roll a d10. 
  On the roll of 1-7 the mechanic cannot help, the 
  vehicles’ damage is too severe. On the roll of 8-
  10 the mechanic is able to patch up the vehicles 
  and the unit suffers no wounds however due to 
  the quick repairs the unit has its toughness 
  lowered by 1 to a minimum of 1. This ability can 
  only be used once per round and cannot be 
  used on units that can fly or that are waterborne. 
   
  Rotary 
  Points: 3 
  A vehicle with this option has the ability to fly 
  through the use of rotary blades like a 
  helicopter. The vehicle can move up to three 
  times its distance statistic during the movement 
  phase. As a flying vehicle it can ignore all terrain 
  features as it moves. Additionally rotary vehicles 
  can land at any time during their movement 
  phase; if they do land their move is ended. A 
  vehicle with this option cannot buy the options 
  amphibious, hovering, or jet. 
   
  Submersible 
  Points: 1 
  A vehicle with this option can submerge under 
  the water. To submerge the vehicle must be in 
  water terrain and declare it is submerging during 
  its movement phase. A submerged vehicle 
  cannot attack nor be the target of any type of 
  attack. A vehicle must also possess the options 
  amphibious or waterborne to buy this option. 
  NOTE: Submerged units can still be destroyed 
  by the combat maneuver stomp or falling 
  monsters. 
   
  Waterborne 
  Points: - 3 
  A vehicle with this option is designed as a water 
  going vessel of some kind and can never leave 
  the water. This unit can be placed on any piece 
  of water terrain that is at least 12” away from 
  their opponent’s monster or units. A waterborne 
  vehicle moves through water without penalty. 
   
  Shield Generator 
  Points: 10 
  A unit with this option is equipped with a 
  portable shield generator. This shield generator 
  protects the unit and any other units within 3” 
  making them harder to hit with ranged attacks. 
  Any ranged attacks made against the units have 
  their target numbers increased by 2. 
   
    
    
   
  27
  
  Teleportation Gear 
  Points: 10 
  A unit with this option is equipped with a 
  teleportation device. The device allows the unit 
  and any other units within 3” to move anywhere 
  within 12” of their original position providing its in 
  terrain they can normally occupy. This option 
  can only be used during the controlling player’s 
  movement phase and only once per round. A 
  unit may still use its normal movement rate 
  before or after using this option. 
   
  Towing Hitch 
  Points: 1 
  A unit with this option can move weapon 
  emplacement units around the playing field. To 
  do this the vehicle unit must be within 3” of the 
  weapon emplacement unit at the beginning of 
  the movement phase. If this requirement is met 
  the weapon emplacement may be moved with 
  the vehicle when it moves. When a weapon 
  emplacement is towed neither the vehicle nor 
  the weapon emplacement may shoot that round. 
  Once a vehicle has reached its destination the 
  weapon emplacement may be placed anywhere 
  within 3” of it facing in any direction. This option 
  cannot be taken by vehicles with the hover, 
  rotary,  jet, or waterborne options. 
   
  Transport 
  Points: 1 point per infantry unit (Max 5) 
  This option allows a vehicle to carry troops 
  around the playing field. A vehicle can carry one 
  infantry unit for each point it spends on this 
  option up to a maximum of 5. A vehicle may pick 
  up any infantry unit that is within 3” of it at the 
  beginning of the movement phase. If this 
  requirement is met the infantry unit may be 
  moved with the vehicle as it moves. Once a 
  vehicle has reached its destination the infantry 
  unit may be placed anywhere within 3” of it. 
  When an infantry unit is transported neither the 
  vehicle nor the infantry unit may shoot that 
  round. This option cannot be taken by vehicles 
  with the jet option. 
   
  WEAPON EMPLACEMENT OPTIONS 
  The following options only apply to weapon 
  emplacement units. 
   
  Repair Technician 
  Points: 5 
  A unit with this option has a repair technician. 
  Any time this unit is wounded, regardless of the 
  number of wounds, roll a d10. On the roll of 1-7 
  the repair technician cannot help, the weapon 
  emplacement’s damage is too severe. On the 
  roll of 8-10 the repair technician is able to patch 
  up the weapon emplacement and the unit 
  suffers no wounds however due to the quick 
  repairs the unit has its toughness lowered by 1 
  to a minimum of 1. This ability can only be used 
  once per round.  
   
  Shield Generator 
  Points: 10 
  A unit with this option is equipped with a 
  portable shield generator. This shield generator 
  protects the unit and any other units within 3” 
  making them harder to hit with ranged attacks. 
  Any ranged attacks made against the units have 
  their target numbers increased by 2. 
   
  Swivel Mount 
  Points: 10 
  This option allows a weapon emplacement to be 
  fired in any direction. If this option is not taken 
  the weapon emplacement can only be fired out 
  of its forward facing. 
   
  Teleportation Gear 
  Points: 15 
  A unit with this option is equipped with a 
  teleportation device. The device allows the unit 
  to move anywhere within 12” of its original 
  position providing its in terrain it can normally 
  occupy. This option can only be used during the 
  controlling player’s movement phase and only 
  once per round. 
   
  WEAPONS 
  Once your unit has been given its options it is 
  time to arm it with some weaponry. You can buy 
  a unit any number of weapons but as a rule of 
  thumb you should only buy weapons that are 
  represented on the miniature you are using. A 
  unit may only fire one of the weapons it 
  possesses on a single shoot command.  
   
  INFANTRY WEAPONS 
  Use the following charts to create ranged 
  weapons for your infantry units. You must pay 
  for each unit’s weapons separately. 
   
  INFANTRY RANGE 
  Range 
  Cost 
  6” 
  0 
  12” 
  1 
  18” 
  2 
  24” 
  3 
   
  28
  
  INFANTRY DAMAGE 
  Damage 
  Cost   
  1 
  1 
  2 
  2 
  3 
  4 
   
  VEHICLE AND WEPAON 
  EMPLACEMENT WEAPONS 
  Use the following charts to create weapons for 
  your vehicle and weapon emplacement units. 
  You must pay each unit’s weapons separately. 
   
  VEHICLE & WEAPON 
  EMPLACEMENT RANGE 
  Range 
  Cost   
  12” 
  0 
  24” 
  1 
  36” 
  2 
  48” 
  4 
  60”* 
  5 
  Unlimited* 
  10 
  * These ranges can only be taken by weapon 
  emplacement units. 
   
  VEHICLE AND WEAPON 
  EMPLACEMENT DAMAGE 
  Damage 
  Cost 
  1 
  1 
  2 
  2 
  3 
  4 
   
  WEAPON OPTIONS 
  The following options can be added to any unit’s 
  weapons. 
  Each 
  option 
  must 
  be 
  bought 
  separately for each different weapon. 
   
  Explosive 
  Points: 1 
  A weapon with this option will explode upon 
  impact with the target. Any targets within 3” of 
  the original target will suffer 1 wound from the 
  blast. 
   
  Indirect fire 
  Points: 3 
  This weapon may be used to attack targets that 
  cannot be seen. A target that is completely out 
  of sight has a +3 cover modifier when 
  determining the to hit target number. A unit with 
  this option must remain stationary during its 
  movement phase to fire. 
   
  MILITARY AND TERRAIN 
  Terrain functions the same for military units as 
  for giant monsters with the following exceptions. 
   
  BUILDINGS 
  Buildings are considered to be blocking terrain 
  to all military units except those that can fly. 
  Building sections can be destroyed by military 
  units. Vehicle units inflict normal damage to 
  building sections. Infantry units must –1 from 
  their damage when attacking buildings. If this 
  lowers the damage to 0 then the weapon has no 
  affect on buildings. 
   
  HILLS 
  Hills are considered difficult terrain for all ground 
  moving units. Every 1” moved counts as 2”. 
   
  POWER LINES 
  Power lines do not affect military units. 
   
  SANDBAG EMPLACEMENT 
  Sandbag emplacements are special barricades 
  used by infantry units to protect themselves. Any 
  infantry 
  unit 
  that 
  is 
  behind 
  a 
  sandbag 
  emplacement is considered to be 3/4 covered 
  for the purpose of ranged attacks. A military 
  defense force can buy sandbag emplacements 
  at the cost of 2 point per emplacement. Sandbag 
  emplacements may be placed anywhere within 
  6” of the military players table edge. If a monster 
  walks over a sandbag emplacement it is 
  destroyed. Vehicle units that cannot fly treat 
  sandbag emplacements as blocking terrain. 
   
  TREACHEROUS TERRAIN 
  Any unit that finds itself in treacherous terrain is 
  instantly destroyed. 
   
  WATER 
  Unless the unit has an option that allows it to 
  move through water any unit that finds itself in 
  water terrain is instantly destroyed. 
   
  MILITARY SETUP 
  You may set up your military defense force 
  anywhere within 6” of your table edge. No unit 
  may be placed within 24” of an opposing 
  monster or military force. 
   
   
  29
  
  MILITARY 
  TURN SEQUENCE 
  The military player uses the same turn sequence 
  as 
  a 
  monster 
  player 
  with 
  the 
  following 
  exceptions. 
   
  INITIATIVE 
  During this round the military player rolls a d10 
  and adds any unspent command points to the 
  roll. The result is then compared to the other 
  player’s initiative roll. Whichever player rolled 
  the highest gets to go first that round. 
   
  COMMAND 
  During this round you must roll a d10. The 
  resulting number is how many command points 
  you have to spend for that round. You must then 
  give commands to your units. Below is a list of 
  commands and their command point cost. Each 
  military unit may only be given 1 command a 
  turn. 
   
  Move 
  Command Point Cost: 1 
  Give this command to a unit you want to move. 
  The unit may move up to its base movement 
  rate. Infantry units may also run. 
   
  Move and Shoot 
  Command Point Cost: 2 
  Give this command to a unit you want to move 
  and then shoot. The unit may move up to its 
  base movement rate and then shoot if allowed. 
  Units that can still fire after running may run and 
  then shoot under this command. 
   
  Retreat 
  Command Point Cost: 2 
  This command allows a unit to retreat. This 
  command is one of two commands that may be 
  given during any player’s turn during any phase. 
  This order must be given after the unit has been 
  declared as a target but before any to hit rolls 
  are made. Once this command has been given 
  the unit must move its full distance away from 
  the attacking monster.  Infantry units must run if 
  able. If the unit is still in range after retreating 
  the monster may continue with its attack as 
  normal. 
   
  Shoot 
  Command Point Cost: 1 
  Give this command to a unit you want to remain 
  stationary in the movement phase but shoot in 
  the ranged combat phase. 
  Take Cover 
  Command Point Cost: 1 
  This command can only be given to an infantry 
  unit. It can be given to the unit during any 
  players turn during any phase. The command 
  must be given before any to hit rolls are made. A 
  unit that has taken cover cannot attack in the 
  same round that it took cover. Any opponent 
  trying to hit an infantry unit that has taken cover 
  has its to hit target numbers increased by 1. If 
  using plastic army men replace the figure with 
  one that is lying down. A unit that has taken 
  cover may move as normal during its next 
  movement phase but may not run.  
   
  Giving Commands 
  All commands, with the exception of retreat and 
  take cover, must be given during the command 
  point phase after command points have been 
  rolled for. Each command is then acted out 
  during the appropriate phase. For example if a 
  unit was given a move and shoot order it would 
  move during the movement phase and then 
  shoot during the ranged combat phase.  
   
  Formations and Commands 
  If two units of the same type are within 2” of 
  each other they may be given a formation 
  command. A formation command allows you to 
  give a single command to multiple units. You 
  only have to pay the command point cost once. 
  No more than three units may be in a formation. 
   
  COMBAT 
  Military units fight similarly to giant monsters 
  with a few exceptions. 
   
  RANGED COMBAT 
  Military units use the same ranged combat 
  modifiers as giant monsters. Since military units 
  do not rely upon atomic power to fuel their 
  weapons they have other limitations. An infantry 
  unit can only use 1 ranged weapon a round if it 
  moved or not. Vehicle units can fire all of their 
  weapons if they remained stationary, or 1 if they 
  moved. Weapon emplacements can fire one 
  weapon as long as they have not been towed 
  that turn. 
   
  CLOSE COMBAT 
  Military units cannot fight in close combat 
  against giant monsters. They do not have 
  anything capable of harming them. Additionally 
  anytime a military unit is hit in close combat by a 
  monster’s natural attacks it suffers double the 
   
  30
  
  monsters normal damage. So for example if a 
  monster hit a vehicle unit and its normal damage 
  was 2. The vehicle unit would suffer 4 wounds. 
  When determining the target number for a 
  monster attacking a military unit use the unit’s 
  distance statistic in place of dexterity. 
   
   
   
  FACINGS 
  Infantry units do not use facings. Their weapons 
  can be fired in any direction. If a facing is called 
  for always consider an infantry unit to be 
  attacked in its front facing. Vehicle units can fire 
  all of their weapons from any facing except the 
  rear facing. Vehicle units use the normal facings 
  when being attacked. Weapon emplacements 
  can only fire their weapons out of their front 
  facing unless they have the option swivel mount.  
   
  MONSTER COMBAT MANEUVERS 
  The following maneuvers cannot be used by a 
  giant monster against military units: Block, 
  Dragging, Hammer Slam, Hold, Kangaroo Kick, 
  Ramming, Stunning Blow, Tornado Throw, and 
  Tripping. 
   
  MILITARY COMBAT MANEUVERS 
  The following maneuvers can only be used by 
  military units. 
   
  Point Blank Shot 
  Phase: close combat 
  Requirements: Infantry units only 
  This maneuver allows an infantry unit to use its 
  ranged weapons during an opponent’s close 
  combat phase. This is considered the unit’s 
  retaliatory strike. No command is needed. 
  Weapon 
  emplacements 
  cannot 
  use 
  this 
  maneuver. 
   
  Strafe 
  Phase: Movement 
  Requirements: Vehicle units only 
  This maneuver can only be used by a vehicle 
  unit that has been given the move and shoot 
  command. At any time during the unit’s 
  movement it may choose to fire one of its 
  weapons with a +1 modifier to its target number. 
  After the weapon is used the vehicle may 
  continue moving using any unspent distance it 
  has left. If this maneuver is used the vehicle 
  does not get to attack during the ranged combat 
  phase. 
   
  KNOCK BACK AND MILITARY UNITS 
  Whenever a military unit is knocked back it 
  suffers double the amount of damage that would 
  normally be applied if no wounds would normally 
  be applied the unit suffers 1 wound. If an infantry 
  unit is knocked into a building, object or vehicle 
  that unit suffers an additional wound in addition 
  to any other wounds suffered. If a vehicle unit is 
  knocked into a building, object or another 
  vehicle both the vehicle that is knocked back 
  and the object that is hit suffer 1 wound in 
  addition to any other wounds suffered. If the 
  vehicle is knocked back into an infantry unit the 
  infantry unit suffers 1 wound. 
   
  KNOCK DOWN AND MILITARY UNITS 
  Military units cannot be knocked down. Instead 
  of checking to see if a military unit is knocked 
  down they must roll to see if they become 
  disorganized. To do this, roll a d10, if the 
  resulting number is equal to or under the unit’s 
  distance they are fine. If the roll is higher than 
  the 
  unit’s 
  distance 
  they 
  have 
  become 
  disorganized. A disorganized unit cannot take 
  any actions for the remainder of the round. A 
  disorganization check is made whenever an 
  attack made against a military unit calls for a 
  dexterity roll to see if the target is knocked 
  down. 
   
  KNOCKED DOWN MONSTERS 
  If a monster is knocked down on top of a military 
  unit, that unit must roll equal to or under its 
  distance or be destroyed. Units that successfully 
  make the roll are able to get out of the way and 
  are moved to the nearest open area.  
   
   
  31
  
   
  REINFORCEMENTS 
  During this phase a military player gets to roll 
  and see if any reinforcements arrive. To see if 
  reinforcements arrive roll a d10 for every unit 
  that has been destroyed up to a max of 3. If 
  more than 3 units have been destroyed the 
  military player may choose which units to roll for. 
  Each unit should be rolled for separately. On the 
  roll of a 10 that unit is returned to play. Place the 
  unit anywhere within 6” of the military player’s 
  table edge.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  32
  
  CHAPTER 5  
  MONSTER SWARMS 
   
  SWARMS 
   
  A monster swarm is a group of similar creatures 
  all mutated to large size. They overrun an area 
  attacking anything in their path. Common swarm 
  creatures might be ants, birds, lizards, rats, 
  snakes, or spiders. The following rules will allow 
  players to reenact swarm type movies.  
   
  SWARM CREATION 
  If you are playing a swarm you have the same 
  amount of points to create your swarm as your 
  opponents that are playing a monster or military 
  defense force. For example if you were playing a 
  game where the military player had 150 points 
  then you would also have 150 points. Buying a 
  swarm is slightly different than buying a giant 
  monster. When creating monsters for a swarm 
  you need only make one monster as a template. 
  All of the monsters in the swarm will then use 
  this template. Use the steps below to create 
  your swarm monster template. 
   
  STEP 1: CHOOSE A KINGDOM 
  Any kingdom can be chosen for creation of your 
  swarm.  
   
  STEP 2: BUY STATISTICS 
  Buy statistics as if you were creating a normal 
  monster with the exception of natural attacks 
  and tonnage, which are discussed below. 
   
  Natural Attacks 
  A swarm monster only gets 1 natural attack. You 
  cannot buy more nor do you get the creation 
  point bonus for reduced natural attacks. 
   
  Tonnage 
  To determine a swarm monster’s tonnage add 
  together its strength, dexterity, and toughness 
  statistics. Multiple the added statistics by 1,000, 
  the end result is the monster’s tonnage. You 
  may increase a swarm monster’s tonnage by 
  1,000 tons for every 1 creation point you spend. 
   
  STEP 3: BUY ENHANCEMENTS 
  Like statistics, buy enhancements for your 
  swarm monster as if you were creating a normal 
  giant monster. NOTE: Swarm monsters that take 
  the enhancement metamorphose may choose to 
  morph into a single giant monster. If the 
  enhancement is used in this way remove all the 
  swarm monsters from the playing field and place 
  the new monster anywhere within 6” of the 
  controlling player’s table edge. This new 
  monster’s current wound statistic is equal to the 
  number of swarm monsters that were removed 
  from the table when this enhancement was 
  used. Its maximum wound statistic is equal to 
  the number of swarm monsters the controlling 
  player started the game with. 
   
  STEP 4: DETERMINE YOUR SWARM 
  NUMBER 
  The total number of monsters in your swarm is 
  equal to the number of wounds you have 
  purchased for the base swarm monster. So, if 
  your monster has 10 wounds then you have 10 
  swarm monsters in your swarm. 
   
   
   
   
   
    
   
    
   
   
   
  33
  
  THERE’S MORE!!! 
  ADDITIONAL SWARM RULES 
  There are more replaces the healing phase for 
  swarm players. During this phase the swarm 
  player rolls 1d10 if he or she has lost any swarm 
  monsters. If a 10 is rolled a new swarm monster 
  has entered the playing field. Place the monster 
  anywhere within 6” of the swarm monster’s table 
  edge. 
   
  The following rules additions or changes are 
  used when playing a swarm. 
   
  SET UP 
  The swarm player may set his or her monsters 
  up anywhere within 3” of their table edge 
  providing it is at least 24” away from the other 
  player’s monsters or units. 
   
   
   
   
   
  MOVEMENT 
   
  The swarm player may choose to move any 
  number 
  of 
  swarm 
  monsters 
  during 
  the 
  movement phase. Swarm monsters move the 
  same as giant monsters. 
   
   
   
   
   
   
  LIFTING 
   
  A swarm monster can lift 1,500 tons per point of 
  strength. Multiple swarm monsters may band 
  together to lift a heavy opponent. 
   
   
   
   
   
  COMBAT 
   
  Swarm monsters fight the same as giant 
  monsters, when multiple monsters are attacking 
  the same target roll for each one to hit 
  separately. 
   
   
   
   
   
   
  NATURAL ATTACK DAMAGE 
   
  All of a swarm monster’s natural attacks inflict 1 
  wound regardless of the monster’s strength. 
   
   
   
   
  MILITARY STRIKES 
   
  If a swarm player rolls a military strike their 
  opponent may choose which swarm monster is 
  the target. The target must be chosen before 
  rolling on the military strike table. 
   
   
   
   
   
   
  ATOMIC POWER POINTS 
   
  When a swarm player rolls for atomic power he 
  or she rolls 1d10 and adds 1 for every swarm 
  monster still alive over the first. These points 
  can be used on any swarm monster. 
   
   
   
   
   
   
  COMBAT MANEUVERS 
   
  Swarm monsters can use combat maneuvers 
  against other swarm monsters and military units 
  as normal. They cannot use them against 
  normal giant monsters.  
   
   
   
   
   
   
  BUILDINGS 
   
  Swarm monsters may attack buildings as 
  normal. However, since they are much smaller 
  than giant monsters any damage inflicted by a 
  swarm monster on a building is absorbed on the 
  roll of a 1-3 instead of the normal 1. 
   
   
   
   
   
  34
  
  CHAPTER 6  
  THE PLAYING FIELD 
   
  THE PLAYING FIELD 
   
  The playing field is where the game is going to 
  be played. It doesn’t matter what size your 
  playing field is going to be, however it should be 
  at least 4’ by 4’ to allow enough room for the 
  monsters to maneuver around. The playing field 
  should be set up prior to the game and should 
  feature several terrain pieces. Terrain is the 
  scenery that makes up the playing field, it helps 
  create the atmosphere of the game as well as 
  providing obstacles for the monsters to navigate 
  around or destroy. The different types of terrain 
  that are used in the game are listed below. 
   
  ACID CLOUD 
  An acid cloud is a thick cloud of toxic chemicals 
  that will burn any monster that comes into 
  contact with it. This terrain piece is usually 
  created when a monster destroys a corrosive 
  chemical plant (see dangerous buildings for 
  more information). Any monster, flying or 
  walking, that moves through or lands in acid 
  cloud terrain suffers 1 wound each round they 
  are in the cloud. This damage is applied the 
  moment the monster enters the acid cloud 
  terrain and at the beginning of its next and 
  subsequent turns as long as it is in the acid 
  cloud terrain. Also since the cloud is so thick it 
  blocks line of sight. Any monsters trying to make 
  an attack against a target inside the cloud has a 
  +3 modifier added to their target number. This 
  modifier also applies to monsters inside the 
  cloud that are trying to attack a target that is 
  outside the cloud. If using altitude levels the 
  cloud extends through all levels. The acid cloud 
  should be represented by a yellow piece of felt 
  no bigger than 10” across. This terrain piece is 
  removed from play if it is the target or in the 
  target area of a hurricane blast. This terrain 
  piece is considered treacherous. 
   
  ACID POOL 
  An acid pool is a large pool of corrosive 
  chemicals that will burn any monster that comes 
  into contact with it. This terrain piece is usually 
  created when a monster destroys a corrosive 
  chemical plant (see dangerous buildings for 
  more information). Any monster that walks 
  through or lands in acid pool terrain suffers 1 
  wound each round they are in the pool. This 
  damage is applied the moment the monster 
  enters the acid pool terrain and at the beginning 
  of its next and subsequent turns as long as it is 
  in the acid pool terrain. For movement purposes 
  the acid pool is like water terrain every 1” a 
  monster moves through the pool counts as 2”. 
  Monsters 
  with 
  the 
  physical 
  enhancement 
  fins/webbed feet ignore this movement penalty. 
  A piece of light green felt no larger than 10” 
  across should be used to represent the acid 
  pool. 
  This 
  terrain 
  piece 
  is 
  considered 
  treacherous. 
   
  BOULDERS 
  Boulders are large impassable rocks that are 
  more than just terrain. Boulders can also be 
  used as ranged weapons. To throw a boulder a 
  monster must be within 2” of the boulder it wants 
  to throw. A monster can throw a boulder 6” for 
  every point of strength it possesses. When a 
  boulder is thrown it is treated as a normal 
  ranged attack that inflicts 2 wounds. Once a 
  boulder is thrown it is removed from the playing 
  field regardless of whether or not it hit its 
  intended target. Small rocks should be used to 
  represent boulders. 
   
  BUILDINGS 
  Buildings play a major role in Giant Monster 
  Rampage and should always be the most 
  dominant terrain feature. Buildings are created 
  using stackable blocks. These blocks can be 
  made of wood or plastic or any other stackable 
  items you want to use. The size of the blocks 
  doesn’t matter however the smaller the blocks 
  the more you’ll need. There should be several 
  buildings on the playing field of varying height. 
  Each block represents one building section. 
  These sections are equivalent to wounds. When 
  a building suffers a wound a building section is 
  removed from that building. All destroyed 
  building sections are removed from the top. 
   
   
   
   
   
   
   
  35
  
  DANGEROUS BUILDINGS 
  Some buildings are extremely dangerous if 
  destroyed. Below is a list of these buildings and 
  the effects they have when destroyed. 
   
  Corrosive Chemical Plant 
  A 
  corrosive 
  chemical 
  plant 
  should 
  be 
  represented by a group of at least 10 building 
  sections. When a corrosive chemical plant is 
  destroyed it releases a toxic chemical cloud or 
  pool. Once the building is destroyed roll a d10. 
  On the roll of 1-5 place an acid pool terrain piece 
  in the place the building once stood on a roll of 
  6-10 place an acid cloud terrain piece. 
   
  Electric Power Plant 
  An electric power plant should be represented 
  by a group of at least 10 building sections. If a 
  monster makes a close combat attack against 
  an electric power plant or if it is knocked back 
  into one it will suffer 1 wound from contact with 
  the building. Additionally the monster must roll 
  equal to or under its dexterity on a d10 or be 
  knocked down. 
   
  Military Base 
  A military base should be represented by a 
  group of at least 15 building sections. Any 
  monster that is within 3” of a military base when 
  it rolls to see if it is the target of a military strike 
  must subtract 3 from the roll. If a monster is 
  within 4”-6” it must subtract 2 from the roll. If the 
  monster is within 7”-12” it must subtract 1. If the 
  modifier lowers the result to 1 or less the 
  monster is the target of a military strike. Once a 
  military base is destroyed monsters no longer 
  have to roll for military strikes.  
   
  Nuclear Power Plant 
  A nuclear power plant should be represented by 
  a group of at least 10 building sections. When a 
  nuclear power plant is destroyed it causes 
  massive amounts of radiation to leak into the 
  surrounding area. Once destroyed mark the 
  center of where the plant was with a small round 
  piece of black felt with a diameter no bigger than 
  4”. Any monster that is within 12” of the 
  destroyed plant marker during their movement 
  phase suffers 1 wound from absorbing massive 
  amounts of radiation. Additionally any monster 
  within 12” of the destroyed power plant marker 
  at the beginning of their turn rolls an additional 
  d10 when rolling for atomic power and picks the 
  highest. If doubles are rolled they are added 
  together. This can result in a monster having 
  more than 10 atomic power points. 
  Oil Refinery 
  An oil refinery should be represented by a group 
  of at least 10 building sections. When an oil 
  refinery is destroyed it causes a massive oil spill. 
  Once the refinery is destroyed place an oil spill 
  terrain piece in the center of where the building 
  once stood. 
   
  FIRE 
  This type of terrain represents burning waste 
  and rubble, usually left behind in the wake of a 
  monster’s attack. Any monster that walks 
  through or lands in fire terrain suffers 1 wound 
  each round they are in the fire. This damage is 
  applied the moment the monster enters the fire 
  terrain and at the beginning of its next and 
  subsequent turns as long as it is in the fire 
  terrain. Large pieces of orange felt cut into 
  whatever shape you want the fire to take should 
  be used to represent fire terrain. This terrain 
  piece is considered treacherous. 
   
   
   
  FORESTS 
  Forests are mainly a nuisance to monsters, 
  wading through the trees tends to slow them 
  down. Any monster that moves into forest terrain 
  must treat every 1” moved as if it were 2”. Flying 
  monsters ignore this penalty when flying over. 
  To make forest terrain all you have to do is get a 
  piece of green felt and cut it into whatever shape 
   
  36
  
  and size you want. When your done place it 
  where you want it on the playing field. 
   
  HILLS 
  Hills represent a significant rise in the land of the 
  playing field. This terrain like the other types of 
  terrain is meant to be an obstacle to the 
  monster, but can also provide protective cover. 
  There are two types of hills that can be used 
  impassable or layered. Impassable hills are hills 
  that are too steep for a monster to climb and 
  they must therefore find another way around 
  them. Layered hills consist of multiple layers 
  with each layer being smaller than the one 
  beneath it. A monster may move over layered 
  hills with no movement penalty. It is possible to 
  mix the two different kinds of hills. Any such hills 
  would have one or more facings that would be 
  impassable with the rest being layered. There 
  are several books available at hobby shops on 
  how to make hills however it would probably be 
  easier to buy pre-made hills from the same 
  stores. If that is not an option you can always 
  use books and place a brown cloth over them. 
   
  ICEBERG 
  An iceberg is a large floating piece of ice that 
  can be moved by a monster. An iceberg is 
  considered to be blocking terrain and can only 
  be placed inside a piece of water terrain. Any 
  monster that is within 3” of an iceberg may 
  choose to move the iceberg. To move an 
  iceberg the monster must have a strength of at 
  least 2. If the monster is able to move the 
  iceberg it may push it in the direction it is 
  traveling as it moves. If the iceberg comes into 
  contact with another monster that monster 
  suffers 1 wound and must roll equal to or under 
  its dexterity on a d10 or be knocked down. If the 
  iceberg comes into contact with another monster 
  or the edge of the water terrain it cannot be 
  moved any further. An iceberg can be destroyed 
  by any single attack that will inflict 3 wounds.  
   
  LAVA 
  Lava terrain is just what its name suggests, 
  molten rock. It can be used in one of two ways, it 
  can be laid out as a river or in pools. Any 
  monster that walks over or lands in lava terrain 
  suffers 2 wounds each round that the monster is 
  in the lava terrain. This damage is applied the 
  moment the monster enters the lava terrain and 
  at the beginning of its next and subsequent turns 
  as long as it is in the lava terrain.  Additionally 
  lava counts as difficult terrain therefore every 1” 
  moved while in lava counts as 2”. Red felt cut 
  into the shapes you desire should be used to 
  represent lava terrain. This terrain piece is 
  considered treacherous. 
   
  OBJECTS 
  City streets are littered with many items that 
  monsters might find useful as weapons, such as 
  trees, cars, or telephone poles. The following 
  rules allow monsters to pick up pieces of the 
  scenery and throw them or use them as hand 
  held weapons. The different items that can be 
  found on the playing field come in three sizes: 
  small, medium, and large. These items will vary 
  in actual size depending on the scale of figures 
  you are using. You should decide which items 
  fall under the different size categories. No matter 
  what scale you use the different size items all 
  function the same. 
   
  Small: A small item adds +1 to the monster’s 
  close combat damage for a single natural attack. 
  A small item can be thrown 10x a monster’s 
  strength statistic and inflicts 1 wound. Small 
  items have an average weight of 10,000 tons. 
   
  Medium: A medium item adds +2 to the 
  monster’s close combat damage and ads +1” to 
  the monster’s reach if used as a close combat 
  weapon. A medium item can be thrown 5x a 
  monster’s strength statistic and inflicts 2 
  wounds. Medium items have an average weight 
  of 20,000 tons 
   
  Large: A large item adds +3 damage to the 
  monster’s close combat damage and adds +2” 
  to the monster’s reach if used as a close combat 
  weapon. A large item can be thrown 3 times a 
  monster’s strength statistic and inflicts 3 
  wounds. Large items have an average weight of 
  40,000 tons. 
   
  Once an item is thrown it is destroyed and 
  cannot be used again.  If an item is used as a 
  close combat weapon it is destroyed only on a 
  successful hit regardless of whether or not the 
  target suffers damage.  All damage bonuses 
  applied to the item for being a close combat 
  weapon cannot be further enhanced with close 
  combat enhancements. A monster may only 
  throw one object per round. 
   
   
  37
  
  OIL SPILL 
  An oil spill is a large pool of slippery oil. 
  Whenever a monster moves through an oil spill 
  that monster must roll equal to or under its 
  dexterity on a d10 or be knocked down from 
  slipping on the oil. The knockdown check has a 
  modifier of +1 for every 1” the monster moves 
  through the oil spill terrain. This modifier is 
  added to the dice roll then compared with the 
  monster’s dexterity. The knockdown check is 
  made once the monster has finished moving. 
  Additionally if an oil spill is the target of a flame 
  blast or similar fire based attack it is immediately 
  converted into fire terrain. No to hit roll is 
  required to target an oil spill. A black piece of felt 
  no large than 10” should be used to represent 
  an oil spill. This terrain piece is considered 
  treacherous. 
   
  POWER LINES 
  For the most part power lines do not bother 
  monsters and rarely hurt them. However, these 
  cables can discharge a large amount of 
  electricity when snapped. Any monster that 
  walks through a power line must roll a d10. If the 
  result is a 1 or a 2 that monster suffers 1 wound 
  as a massive amount of energy is shot through 
  its body. The best way to represent power line 
  terrain is to get some string and cut it into 
  several 6" pieces. Then all you do is lay the 
  strings on the playing field where you want the 
  power lines to be. Any monster that walks over 
  the string is considered to have walked through 
  the power line. Once a power line is walked 
  through roll to see if it shocks the monster then 
  remove it from play. 
   
  TAR PIT 
  A tar pit is a large pool of hot bubbling tar. Tar 
  pits are treated as extremely difficult terrain for 
  monsters meaning every 1” moved is treated as 
  if it were 3”. Due to the sticky nature of tar pits 
  any monster that is in a tar pit must roll under 
  their dexterity statistic on a d10 or sink deeper 
  into the pit. If a monster fails this roll three times 
  in a row it sinks beneath the surface never to be 
  seen again. This check is made during the 
  monster’s movement phase after it has moved. 
  Additionally a monster suffers 1 wound from the 
  hot tar each round that it is in the pit. This 
  damage is applied the moment the monster 
  enters the tar pit terrain and at the beginning of 
  its next and subsequent turns as long as it is in 
  the tar pit terrain. A large piece of black felt cut 
  into whatever shape you want the pit to be 
  should be used to represent a tar pit. If you are 
  using an oil spill terrain piece on the same 
  playing filed as a tar pit you should designate 
  which is which by writing on small piece of paper 
  and placing it near the appropriate terrain piece. 
  This terrain piece is considered treacherous. 
   
  TELEPORTATION 
  GATE/ WORM HOLE 
  This type of terrain consists of two identical 
  pieces of terrain that are placed at different 
  places on the playing field. Both pieces should 
  be at least 24” apart. If a monster enters this 
  type of terrain it is instantly transported to the 
  other piece. The monster’s facing remains the 
  same when transported. This type of terrain 
  should be represented by 2 circular pieces of 
  black felt at least 3” across. 
   
  WATER 
  Water, like forests can be annoying to a monster 
  because it slows them down. There are two 
  types of water terrain shallow water and deep 
  water. Any monster that enters shallow water 
  must treat every 1” moved as if it were 2”. Any 
  monster that enters deep water must treat every 
  1” moved as if it were 3”. Additionally any 
  monster that is in deep water is considered to be 
  in 1/2 cover. To make water terrain simply get a 
  piece of blue felt and cut it into lakes or river 
  sections and place them where you want on the 
  playing field. Light blue felt should be used for 
  shallow water and dark blue felt for deep water. 
   
  OUTER SPACE 
   
  It is not uncommon for an alien race to send a 
  giant 
  monster 
  as 
  its 
  weapon 
  of 
  mass 
  destruction. It is also not uncommon for earth’s 
  defending monsters to go out into space to 
  eliminate the threat before it causes too much 
  destruction. To fight in space all monsters must 
  have the ability to fly. All monsters are 
  considered to be in flight at all times. 
  Enhancements that allow flight are active at all 
  times and require no atomic power points to use. 
  Due to the weightlessness of space any monster 
  can throw another monster regardless of its 
  strength. If an attack calls for a monster to roll to 
  see if it is knocked down the roll is made as 
  normal. If the monster fails the roll the monster 
  is not knocked down it is instead considered to 
   
  38
  
  be disoriented. A disoriented monster must add 
  +2 to all of its to hit numbers for the remainder of 
  the current round. The only terrain pieces that 
  can be used in outer space games are: Acid 
  cloud, asteroids (described below), buildings 
  (space stations or satellites), and worm holes.  
  ASTEROIDS 
  Asteroids are large chunks of rock that float 
  around in space. To use asteroids in an outer 
  space game of Giant Monster Rampage place 
  lava rocks (or any kind of rocks you can find) at 
  various places on the playing field. Then at the 
  beginning of every round roll a d10 for every 
  asteroid on the table. The number rolled is how 
  far the asteroid travels; use the top point of the 
  die as the direction the asteroid travels. If an 
  asteroid hits a monster that monster suffers 2 
  wounds and must make a knockdown check. If 
  an asteroid hits a building roll a d10. The 
  resulting number is how many wounds are 
  inflicted on the building. Giant monsters can also 
  use asteroids as if they were boulders. 
   
  UNDERWATER 
   
  Not all giant monster battles are fought in the 
  center of civilization. Some monsters fight in the 
  deepest darkest reaches of the oceans. The 
  following rules will allow you to take your games 
  of Giant Monster Rampage beneath the waves. 
  In an underwater game monsters with the 
  physical enhancement fins are able to swim 
  through the water. A swimming monster can 
  ignore all terrain pieces as it moves as if it were 
  flying, 
  except 
  those 
  that 
  specifically 
  say 
  otherwise. If a monster does not have the fins 
  physical enhancement it must walk along the 
  ocean 
  floor. 
  Monsters 
  with 
  the 
  physical 
  enhancement finless cannot go underwater. All 
  of the rules for fighting on land function as 
  normal while fighting underwater with the 
  exception of knock back. Any time a monster is 
  knocked back the distance is halved. The 
  following terrain pieces can be used underwater: 
  buildings, boulders, forests, hills, kelp forest 
  (described below), lava, and steam vent 
  (described below).  
   
  KELP FOREST 
  A kelp forest is like a normal forest with a few 
  exceptions. The first is that kelp forests grow 
  from the seabed all the way to the surface. This 
  means 
  that 
  kelp 
  forests 
  are 
  considered 
  hindering terrain to any monster that moves 
  through it including swimming monsters. For 
  every 1” moved through a kelp forest treat it as 
  2”. Also since kelp forests grow so high they 
  block line of sight and give full cover to any 
  monster inside it. 
   
  STEAM VENT 
  A steam vent is a small raised area that releases 
  hot gases into the water making the water boil. 
  Any monster that moves over a steam vent, 
  including swimming monsters suffers 1 wound 
  from the hot water. You can use a small piece of 
  black felt to represent the area of the steam 
  vent. 
   
  MUTATED SEA LIFE 
  Some of the creatures of the deep have been 
  mutated to gigantic size by the Mutator X virus. 
  Most of these creatures cannot move very fast if 
  at all and all of them are just pieces of the 
  scenery. All mutated sea life is considered to be 
  blocking terrain. You may have the following 
  living terrain pieces move around the playing 
  field if you wish. If you do so roll 1d10/2, the 
  resulting number is how far the creature moves 
  the top point of the d10 is in which direction the 
  creature moves. If two or more different types of 
  creatures come into contact with each other they 
  suffer the appropriate damage but none of the 
  side affects. Each piece of living terrain has 3 
  wounds. This number may be increased to suit 
  your level of play. 
   
  MUTATED ANEMONE 
  Mutated anemones look like large fleshy flowers 
  with bright colors and long tentacles that flow 
  with the current. While they may look harmless 
  mutated anemones are predators. Any monster 
  that comes into contact with a mutated anemone 
  suffers 1 wound and must roll equal to or under 
  its dexterity on a d10 or be knocked down as the 
  anemone’s paralyzing sting takes affect. 
   
  MUTATED MOLLUSK 
  Mutated mollusks just look like enormous clams. 
  Any monster that comes into contact with a 
  mutated 
  mollusk 
  will 
  have 
  any 
  available 
  appendage clamped onto by the mollusk. A 
  monster that is attacked by a mutated mollusk 
  suffers 1 wound and cannot move unless it rolls 
  equal to or under its strength on a d10. This 
  strength check can be made once per natural 
  attack possessed by the monster. This check is 
  made during the monster’s movement phase in 
   
  39
  
  place of moving. A monster will continue to 
  suffer 1 wound per round that the mollusk is 
  attached. 
   
  MUTATED SEA STAR 
  Mutated sea stars look like enormous versions 
  of normal sea stars. Any monster that comes 
  within 2” of a sea star must roll equal or under 
  their dexterity on a d10 or be latched onto by the 
  sea star. A monster that has a giant sea star 
  latched onto it suffers 1 wound and has a –2 
  penalty to all to hit rolls. Remove the sea star 
  terrain to show that it is now attached to a 
  monster. The monster may still move and attack 
  as normal. A monster may attempt to free it self 
  from the sea star’s grip by rolling equal to or 
  under its strength on a d10. A monster may 
  make this attempt once for each natural attack it 
  possess. This check is made during the 
  monster’s movement phase in place of moving. 
  If the monster is able to free it self place the sea 
  star terrain anywhere within 6” of it. If the 
  monster is unable to free itself it suffers 1 
  wound. A monster is automatically released if 
  the sea star is destroyed. 
   
  MUTATED URCHIN 
  A mutated urchin looks like a giant ball of long 
  sharp spikes. Any monster that comes into 
  contact with a mutated urchin suffers 2 wounds. 
   
  WEATHER CONDITIONS 
  Not all giant monster battles happen on a bright 
  sunny day. Sometimes the weather takes a turn 
  for the worse.  However, this does not deter 
  giant monsters. Below are some rules that will 
  allow you to use different weather conditions in 
  your game. 
   
  BLIZZARD 
  A blizzard blankets the playing field in a carpet 
  of snow or ice. No monster may target another 
  monster or building that is further than 12” away. 
  Any monster that moves over 4” must roll equal 
  to or under their dexterity on a d10 after they 
  move or be knocked down.  
   
  DOWN POUR 
  A massive thunderstorm rages over the playing 
  field. The rain is coming down so hard that 
  visibility is limited. No monster may target 
  another monster or building that is further than 
  24” away with a ranged attack. Any monster that 
  moves over 8” must roll equal to or under their 
  dexterity on a d10 after they move or be 
  knocked down.  
   
  FOG 
  A blanket of thick fog covers the playing field. No 
  monster may use a ranged attack against a 
  target that is further than 6” away. This rule can 
  also be used for night fights. 
   
  GALE FORCE WINDS 
  High winds blow across the playing field making 
  ranged attacks harder to use. All ranged attacks 
  have their target numbers increased by 2. 
  Additionally all flying monsters must roll equal to 
  or under their dexterity on a d10 at the beginning 
  of their movement phase or lose their flying 
  ability and fall to the ground. 
   
  TORNADO 
  There is a tornado on the playing field. Use a 
  round piece of felt approximately 6” wide to 
  represent the tornado. Place the tornado in the 
  center of the playing field. At the beginning of 
  each new round one player rolls a d10. The 
  number rolled is how far the tornado moves. The 
  direction the tornado is moved depends on 
  which way the top point of the d10 is facing. If 
  the tornado comes into contact with a monster 
  the monster suffers 3 wounds and is thrown in a 
  random direction 1d10”. A monster thrown in this 
  way must make a knock down check. If the 
  tornado hits a building roll a d10. The number 
  rolled is the amount of wounds the building 
  suffers. If the building is not destroyed the 
  tornado stops moving. If the building is 
  destroyed the tornado may continue moving the 
  remainder of its distance. 
   
  RANDOM 
  CONDITION GENERATOR 
  Roll 1d10 and consult the chart below to 
  generate random fighting conditions. 
   
  1. Roll Twice* (ignore duplicate results) 
  2. Blizzard 
  3. Fog 
  4. Gale Force Winds 
  5. Down Pour 
  6. Tornado 
  7-10 Normal 
  * Down pour and blizzard cannot both be used 
  on the same playing field. 
   
   
   
   
   
  40
  
  CHAPTER 7  
  SEQUENCE OF PLAY 
   
  SEQUENCE OF PLAY 
   
  Giant Monster Rampage is played in a series of 
  rounds, turns, and phases. A round is one 
  complete cycle of the game where every player 
  has had a turn. A turn is where a single player 
  gets to move and attack with their monster in a 
  series of phases. A phase is a specific time 
  during a player’s turn where they can only do 
  specific things. Below is a list of the phases and 
  a description that tells players what they can do 
  during each phase. You should decide how 
  many rounds you want the game to last before 
  you play. Once all players have played through 
  the last round the game ends. 
   
  GAME OBJECTIVES 
  Each game of Giant Monster Rampage is played 
  with an objective. The objective for each game 
  should be chosen before the game begins. This 
  can be done randomly or agreed upon by all the 
  players. Below is a list of the different game 
  objectives. 
   
  PROPERTY DAMAGE 
  In a property damage game the objective is to 
  destroy as many building sections as possible. 
  The monster that has destroyed the most 
  building sections at the end of the game wins. 
  Players should keep track of how many building 
  sections their monsters destroy. 
   
  ANNIHILATION 
  The objective of an annihilation game is to 
  destroy the other monsters. The monster that 
  inflicted the most wounds on the other monsters 
  at the end of the game wins. Players should 
  keep track of how many wounds their monsters 
  inflict. Wounds that are absorbed do not count 
  towards this total. 
   
  MONSTER RAMPAGE 
  The objective of a monster rampage game is to 
  cause as much damage as possible to both 
  buildings and other monsters. This type of game 
  is basically a combination of the other two. The 
  player’s whose monster has destroyed the most 
  building sections, and caused the most wounds 
  to the other monsters wins the game. The total 
  number of building sections destroyed and 
  wounds caused are added together to determine 
  the winner. 
   
  SET UP 
  Before the game begins the player’s need to 
  position their monsters on the playing field. Each 
  player should roll a d10, the player that rolls the 
  highest selects where they want to put their 
  monster, then the player that rolled the next 
  highest places theirs and so on until all of the 
  monsters have been placed on the playing field. 
  When a player places a monster it must be 
  within 6” of the edge of the playing field and at 
  least 24” away from another monster. 
   
  INITIATIVE 
  At the beginning of each round the players need 
  to roll to see which one of them will get to play 
  the first turn. To do this each player must roll a 
  d10 and add any unspent atomic power points to 
  the number rolled. For example: a player rolls a 
  3 and has 3 left over atomic power points. That 
  gives the player an initiative of 6. The player 
  who has the highest initiative score gets to play 
  the first turn, then the next highest gets the 
  second turn and so on until every player has had 
  a turn. In the event of a tie, the player that rolled 
  the highest unmodified roll goes first. If there is 
  still a tie, those players must roll again. Initiative 
  for the first round is rolled without adding in 
  atomic power since the game has just begun 
  and no monster has atomic power points yet. 
   
  ATOMIC POWER 
  Before the first player of the round starts their 
  turn each player must roll for their monster’s 
  atomic power points. To do this each player rolls 
  a d10. The number rolled is how many atomic 
  power points their monster has to spend on their 
  enhancements for the duration of the current 
  round. 
   
  PHASE 1: MILITARY STRIKES 
  (OPTIONAL) 
   
  It is the goal of the MCCC taskforce to capture 
  all monsters and move them to the Sanctuary 
   
  41
  
  Islands before they cause too much damage. To 
  represent this there is a small chance each 
  round that a player’s monster is the target of a 
  military strike called in by the taskforce. To see if 
  a monster is targeted the player must roll a d10, 
  on the roll of a 1 the player’s monster has been 
  targeted and must roll again on the following 
  table. This phase is optional. 
   
  Military Strike Table 
  1. Change of Target: The military has 
  called off their attack and decided to 
  attack another monster. The player 
  whose turn it is must select another 
  monster to receive the attack. The 
  player whose monster was chosen must 
  roll on this table re-rolling if the result is 
  a 1. 
  2. Uh-Oh: The military has decided to try 
  out an experimental weapon on the 
  monster, but something has gone 
  wrong. The monster is unharmed by the 
  attack and is able to absorb 3 atomic 
  power points from the experimental 
  weapon. Note: This may allow a 
  monster to have more than 10 atomic 
  power points. 
  3. Strafing Run: The monster is strafed by 
  several small attack aircraft that it easily 
  swats from the sky. However it loses 2 
  atomic power points in the process.  
  4. Toy Tanks: The monster is attacked by 
  a group of tanks and suffers 1 wound 
  from the assault before it is able to 
  crush them like tin cans. 
  5. High Voltage: The monster is attacked 
  by several large energy producing 
  weapons, the monster either suffers 2 
  wounds or loses 3 atomic power points. 
  The controlling player may choose 
  which. If the monster does not possess 
  enough atomic power it must take the 
  wounds.  
  6. Aerial Bombardment: The monster is 
  the target of a bombing run; it suffers 2 
  wounds and is knocked down from the 
  force of the blasts. 
  7. Trap: The monster wandered into a trap 
  set by the military. It suffers 2 wounds 
  and loses 3 atomic power points. 
  8. Missile Strike: The monster is hit by 
  several cruise missiles suffering 3 
  wounds from the attack. 
  9. Drained: The monster is the target of a 
  concerted military effort. The monster 
  manages to defeat its attackers but 
  used up all of its atomic power in the 
  process. The monster is considered to 
  have an atomic power score of 0 for the 
  remainder of the round. 
  10. Secret Weapon: The monster is hit by a 
  secret military weapon that knocks it 
  unconscious for the remainder of its 
  turn. The monster is knocked down and 
  may take no actions this round. Play 
  continues with the next player’s turn. 
   
  PHASE 2: MOVEMENT 
  During this phase the player whose turn it is may 
  move their monster, use any movement based 
  enhancements, 
  or 
  movement 
  combat 
  maneuvers, but not more than 1 in the same 
  phase unless allowed by the action being taken. 
  A monster may move twice its distance rating in 
  inches when walking or it may run or dart 
  allowing it to move triple its distance rating. A 
  running/darting monster must move in a straight 
  line 
  and 
  it 
  may 
  not 
  use 
  any 
  ranged 
  enhancements during the turn that it ran. A 
  monster may be turned in any direction during 
  its movement phase unless it ran/darted. If it ran 
  /darted it may only be turned before or after it 
  has completed its move. Burrowing or swimming 
  monsters can never run. NOTE: Running refers 
  to monsters on the ground, darting refers to 
  monsters that are flying. 
   
  BLOCK PASSAGE 
  Whenever a monster tries to walk past another 
  monster it may be stopped. To stop a monster 
  from walking past your monster you must first 
  declare your intentions when the moving 
  monster comes within 3”. The moving monster 
  must then roll equal to or under its dexterity on a 
  d10. If the roll is successful the monster may 
  move past as normal. If the roll is unsuccessful 
  the monster must stop where its passage was 
  blocked and cannot move any further that 
  phase. 
  If 
  more 
  than 
  one 
  monster 
  is 
  simultaneously attempting to block a monster’s 
  passage the moving monster gets a –1 penalty 
  to its dexterity for every monster over the first. 
   
  BREAKING AWAY 
  Whenever a monster is within 2” of another 
  monster it is considered to be in close combat 
  with that monster. If one of those monster wants 
  to leave it may be stopped by the other monster. 
  To do this you must declare that your monster is 
  trying to prevent the monster from leaving. The 
  monster that is leaving must then roll equal to or 
   
  42
  
  under its dexterity on a d10. If the roll is 
  successful the monster may leave and move as 
  normal. If the roll is unsuccessful the monster 
  may not leave. If a monster is trying to leave 
  combat with more than one opponent that is 
  trying to stop it, it gets a –1 penalty to its 
  dexterity for every monster over the first. 
   
  PHASE 3: RANGED COMBAT 
  During this phase the player whose round it is 
  may use any ranged enhancements their 
  monster possesses to attack other monsters or 
  buildings. Ranged combat is discussed in 
  greater detail in chapter 8 of this book. 
   
  PHASE 4: CLOSE COMBAT 
  During this phase the player whose turn it is may 
  use any close combat enhancements or natural 
  attacks possessed by their monster to attack 
  other monsters or buildings. Close combat is 
  discussed in greater detail in chapter 8 of this 
  book. 
   
  PHASE 5: HEALING 
  During this phase a monster may attempt to heal 
  itself of any damage it has sustained. To do this 
  the player’s whose turn it is rolls a d10. If the roll 
  is a 10 the monster regains 1 lost wound.  
   
  NEW ROUND 
  Once a player has progressed through all of the 
  phases play continues with the player whose 
  turn is next. If all players have had a turn they 
  must start a new round by rolling initiative to see 
  who gets the first turn in the new round. Then 
  they must roll to see how many atomic power 
  points they have for the new round. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  43
  
  CHAPTER 8  
  COMBAT 
   
  COMBAT 
   
  The most important aspect of the game is 
  combat. This chapter details all the rules you will 
  need to know to make an attack during the 
  ranged and close combat phases of the game. 
   
  TO HIT 
  All attacks have a base target number of 6. This 
  number is then modified depending on the type 
  of attack that is being performed. Once all 
  modifiers have been added to or subtracted from 
  the base target number, you are ready to make 
  your attack roll. In order for an attack to be 
  successful you must roll equal to or over the 
  target number on a d10. Note: The target 
  number may never be higher than 10 or lower 
  than 2. A roll of a 1 always fails and a roll of 10 
  always succeeds. 
   
  FACING 
  A monster’s facing is its relative position to 
  another monster or building. The appearance of 
  the monster dictates its facings. Most monsters 
  have four facings front, left side, right side, and 
  rear. If a monster does not have any definable 
  facings its front facing is considered to be where 
  its natural attacks originate. The rear would be 
  opposite that and the sides in between the two. 
  When in combat If you are unable to determine 
  what facing your monster is attacking, like being 
  on the border between the side and rear, the 
  defender decides which facing you attack. 
   
  MEASURING RANGE 
  Range is always measured from the center of 
  the monster attacking to the center of the target 
  monster or building. Arms, tentacles, tails, and 
  other extremities are not to be measured to or 
  from. Players may measure distances at 
  anytime during the game. 
   
  FLYING MONSTERS 
  AND COMBAT 
  It is assumed that flying monsters are flying at 
  an altitude that will allow them to attack other 
  monsters with both ranged and close combat 
  attacks. Therefore they can be targeted for both 
  ranged and close combat attacks as normal. 
   
  RANGED COMBAT 
  Ranged combat is where a monster or building 
  is attacked from a distance usually with an 
  enhancement of some sort. All ranged attacks 
  must be made from the monster’s front or side 
  facing unless the attack being used says 
  otherwise or it has an area of effect.  To use a 
  ranged attack you must first declare your target. 
  In order for a monster or building to be declared 
  as a target it must be further than 3” away from 
  the attacker and at least 1/3 of its body in line of 
  sight. If your target can be attacked you must 
  then measure the range to it to make sure it is 
  within the listed range of the attack. You must 
  then modify your to hit number using the ranged 
  combat table below. Before you roll to hit you 
  must first spend any required atomic power 
  points. Then your target has the option of using 
  any defensive enhancements to protect itself. 
  Once the target has decided whether or not to 
  use any defensive enhancements roll a d10 to 
  see if the ranged attack is successful.  
   
  RANGED TO HIT MODIFIERS 
   
  Range 
  Modifier 
  Short 
  3-12" 
  -1 
  Medium 
  13"-24" 
  0 
  Long 
  25-48" 
  +1 
  Extreme 
  49"+ 
  +2 
  Special Modifiers 
  1/2 Covered by Terrain 
  +1 
  2/3 Covered by Terrain 
  +2 
  Target Prone 
   
  -2 
  Building 
   
  -2 
  Multiple Targets 
   
  +1 per target 
   
  To use the modifier chart the listed modifier 
  must be added or subtracted from the base 
  target number of 6. For example if the targeted 
  monster was within short range the target 
  number to hit it would be 5 (6-1). If it were at 
  long range the target number would be 7 (6+1). 
   
   
  44
  
  AREA OF EFFECT ATTACKS 
  Area of effect attacks can affect all monsters 
  within range. Any ranged combat attacks that 
  have an area of effect range must roll to hit each 
  target separately unless otherwise stated in the 
  enhancement’s description. 
   
  SPRAY ATTACKS 
  When using a spray attack measure out the full 
  distance of the enhancement in the direction you 
  want to use it. Any targets in the path of the 
  spray may be hit. Roll to hit each target 
  separately unless otherwise stated in the 
  enhancement’s description.  
   
  MULTIPLE TARGETS 
  It is possible for a Monster to use a ranged 
  enhancement that does not have the spray or 
  area of effect abilities to attack multiple targets. 
  To accomplish this the player must first 
  designate all of their targets before they roll to 
  hit. Only monsters and buildings in the attacking 
  monster’s front facing may be declared as 
  targets. Each target must be within range, must 
  be in a continuing line from left to right or vice 
  versa, and must be within 6” of the target before 
  it. The player then rolls to hit each target 
  separately as a normal ranged attack, but must 
  add a +1 cumulative to hit penalty for each 
  target (+1 first target, +2 second target, +3 third 
  target etc…). If the monster misses one of the 
  targets it can continue to shoot at the next 
  target.  
   
  CLOSE COMBAT 
  Close combat is where a monster attacks a 
  building or another monster with its natural 
  attacks. Sometimes these attacks are enhanced 
  with special enhancements. To attack a monster 
  or building in close combat the attacking 
  monster must be facing its target and within 2” of 
  it. The player must then declare the monster’s 
  attacks and any enhancements it will be using. 
  All 
  atomic 
  power 
  points 
  required 
  for 
  enhancements must then be spent. If the target 
  is a monster it has the option of using any 
  defensive enhancements to protect itself. Once 
  the target has decided whether or not to use any 
  defensive enhancements roll a d10 for each 
  natural attack to see if they are successful. All 
  close combat attacks have a base target number 
  of 6 and use the modifier chart below. Once the 
  attacker has attacked the defender may attack 
  back if possible. The defender gets to use its full 
  number of natural attacks in this retaliatory 
  strike. This is the only time an opponent may 
  attack outside of the normal turn sequence. The 
  defender only gets the retaliatory strikes if the 
  attacker got its attacks.  
  CLOSE COMBAT TO HIT MODIFIERS 
   
  Modifier 
  Opponent has higher dex 
  +1 per difference 
  Opponent has lower dex 
  -1 per difference 
  Attacking Side Facing 
  -1 
  Attacking Rear Facing 
  -2 
  Special Modifiers 
  Opponent Prone 
  -2 
  Attacker Prone 
  +2 
  Building 
  -2 
   
  This modifier table is used the same way as the 
  ranged combat one. Negative modifiers are 
  subtracted from the base to hit number of 6; 
  positive modifiers are added to it. 
   
  FACINGS AND 
  CLOSE COMBAT 
  The facing a monster attacks in close combat is 
  important. All close combat attacks must be 
  made from a monster’s front or side facing and 
  the attacker must attack the defending monsters 
  closest facing. If you are unable to determine 
  which facing is closest the defending monster 
  may choose which facing is attacked. 
   
  TURNING TO FACE 
  When a monster is attacked in a facing other 
  than its front it may attempt to turn around and 
  face its attacker. To do this the monster must roll 
  equal to or under its dexterity on a d10. If the roll 
  is successful the monster may turn around and 
  face its attacker If the roll fails the monster is 
  stuck where it is. This check can only be made 
  once per close combat phase and must be 
  made before any to hit rolls are made. If a 
  monster is already in close combat with a 
  monster it cannot turn around to face any new 
  opponents that attack it. 
   
  SPLITTING ATTACKS 
  It is possible for more than two monsters to be in 
  close combat at once. If this is the case the 
  attacker may choose to split up its natural 
  attacks amongst the defenders as it see fit. 
   
  45
  
  WOUNDS 
  Every time a monster is successfully attacked 
  they take damage. This damage is in the form of 
  wounds. The number of wounds inflicted 
  depends on the attack. This damage however 
  can be prevented by either an enhancement or 
  the monster’s natural toughness. Whenever a 
  monster suffers a wound it may attempt to 
  absorb it. To do this the controlling player must 
  roll equal to or under their monster’s toughness 
  on a d10. This roll must be made separately for 
  every wound that is suffered. Even though 
  buildings do not have a toughness statistic they 
  can still absorb wounds on a d10 roll of a 1. 
  Every wound inflicted removes a building 
  section. NOTE: A monster may not willingly 
  choose to take damage it must always attempt 
  to absorb the wounds. 
   
   
   
  COMBAT MANEUVERS 
  Combat maneuvers are special attacks that a 
  monster may perform during a specific phase. 
  To use a combat maneuver a monster must 
  forfeit all of its natural attacks for that turn, 
  unless otherwise stated in the maneuvers 
  description. The monster must also meet any 
  listed requirements. 
   
  BACKWARD HURL 
  Phase: Ranged 
  This is a special maneuver that quadruped 
  monsters often use, especially those that have 
  large bony ridges or spikes on their backs. 
  When this maneuver is used the monster 
  launches itself backward at another monster or 
  building. Effectively using itself as a ranged 
  attack. A monster may launch itself backwards 
  3” for every point of strength it possesses. For 
  example if a monster had a strength of 4 it would 
  be able to launch itself backwards up to 12”. Roll 
  to hit as a normal ranged combat attack. Any 
  building or monster hit by this attack suffers 2 
  wounds. Additionally any monsters hit by this 
  attack must also roll equal to or under their 
  dexterity on a d10 or be knocked down. The 
  monster using this maneuver must also roll 
  equal to or under its dexterity after the attack is 
  completed or be knocked down. The monster 
  that uses this maneuver must be moved towards 
  its target and must make the knockdown check 
  regardless of whether or not the attack was 
  successful.  
   
  BLOCK 
  Phase: Close Combat 
  This combat maneuver allows a monster that is 
  being attacked in close combat to block any 
  incoming blows. This maneuver can only be 
  used against another monster’s natural attacks, 
  including natural attacks that are enhanced with 
  enhancements. The target number to block an 
  attack is whatever the attacking monster rolled 
  to hit. For example if the attacking monster 
  rolled a 7 the defending monster would need to 
  roll a 7 or higher to block. A monster may make 
  a block attempt for every natural attack it 
  possesses. The defending monster must declare 
  which specific attack is going to be blocked 
  before any block rolls are made. A monster that 
  used its natural attacks to attack cannot block in 
  the same phase. Nor can a monster that blocked 
  use its natural attacks for retaliatory strikes. 
   
  BUILDING WALKTHROUGH 
  Phase: Movement 
  This maneuver allows a monster to simply walk 
  through a building destroying it as it goes. A 
  monster can destroy 1 building section for every 
  1” of unspent movement it has left. For example 
  if a monster with a distance of 4 moved 4” up to 
  a building it would be able to destroy up to 4 
  building sections. The monster must still roll 4 or 
  higher on a d10 to destroy a building section and 
  the section can still attempt to absorb. If the 
  monster has any unspent movement left and the 
  building has been completely destroyed it may 
  continue to move as normal. This maneuver 
  cannot be used with any other maneuver 
  involving buildings. 
   
  BURROWING PITFALL 
  Phase: Movement 
  Requirements: Burrowing limbs physical 
  enhancement. 
  This maneuver allows a monster to burrow 
  underneath another monster or building and 
   
  46
  
  create an area of unstable ground. To use this 
  maneuver a monster must have the physical 
  enhancement burrowing limbs and must have 
  enough 
  distance 
  to 
  burrow 
  completely 
  underneath the target monster or building. If 
  these requirements are met the target monster 
  must roll equal to or under its dexterity on a d10 
  with a +1 modifier added to the roll. If the check 
  fails the monster is knocked down. If this 
  maneuver is used against a building roll a d10, 
  on the roll of a 9 or 10 the building collapses into 
  the ground and is destroyed. 
   
  DRAGGING 
  Phase: Movement 
  Requirements: Able to lift 1/2 of target’s tonnage 
  This maneuver allows a monster to drag another 
  monster along as it moves. To do this the 
  monster must be within 2” of its intended target 
  and able to lift at least half of the target 
  monster’s tonnage. For example if a monster 
  with a strength of 1 wanted to drag a monster 
  that weighed 30,000 tons it could do so because 
  it can lift 15,000 tons which is half of the target 
  monster’s tonnage. The monster must then 
  make a to hit roll as a normal close combat 
  attack to grab the monster. If successful the 
  monster deals no damage and may drag the 
  target monster along with it as it moves. The 
  monster that is performing this maneuver may 
  not use any movement enhancements except 
  ones that allow flight. A flying monster that drags 
  a non-flying monster may not ignore buildings 
  when it moves but may ignore movement 
  penalties of all other terrain types. If this 
  maneuver is used to drag a monster into a 
  building treat it as if it had been thrown into the 
  building. If a flying monster is dragged it must 
  roll equal to or under its dexterity on a d10 at the 
  end of the drag maneuver or be knocked down. 
  The monster that is being dragged may be 
  placed anywhere within 2” of the monster doing 
  the dragging at the end of the move. A monster 
  that drags another monster can choose to let go 
  of the monster it is dragging at anytime. 
   
  DROPPING 
  Phase: Close Combat 
  Requirements: Flight and able to lift target’s 
  tonnage 
  This maneuver allows a flying monster to pick up 
  a monster on the ground and drop it from a high 
  altitude. This maneuver must be used in the 
  close combat phase of the game. A monster that 
  is going to use this maneuver must be in flight, 
  have enough strength to lift its target, and be 
  within 2” of its target. If these requirements are 
  met the attacking monster must make a to hit roll 
  as a normal close combat attack with a +1 
  modifier. If this roll is successful the monster has 
  lifted its target high into the air and then dropped 
  it. A dropped monster suffers 2 wounds and is 
  automatically knocked down. If a dropped 
  monster possesses an enhancement that allows 
  it to fly it may activate it to take flight as it is 
  falling and thus negate any affects from this 
  maneuver. 
  A 
  monster 
  with 
  a 
  physical 
  enhancement that allows flight must roll equal to 
  or under its dexterity to activate the flight. 
   
  ENTANGLE 
  Phase: Close Combat 
  Requirement: Natural attack with a reach of at 
  least 4” 
  This maneuver allows a monster with a natural 
  attack that has a reach of 4” or greater to use 
  that attack to entangle an opponent. The 
  monster makes a normal close combat attack 
  against its target. If successful the target 
  monster is entangled and suffers 1 wound. 
  While entangled the attacker may not use any 
  movement, 
  ranged, 
  or 
  close 
  combat 
  enhancements or take any other action except 
  to free or drag (see dragging maneuver) its 
  captive. The monster that is being entangled 
  may use the movement enhancement teleport, 
  or any ranged enhancement that has an area of 
  effect, or any defensive enhancements. The 
  monster that is doing the entangling may choose 
  to free its captive during any phase of any 
  player’s turn. To free itself from entanglement a 
  monster must roll equal to or under its strength 
  on a d10. The entangled monster may try to free 
  itself once per round during its movement phase 
  and gets to roll a d10 for every natural attack it 
  possesses. Once a monster frees itself it may 
  not 
  move, 
  but 
  may 
  use 
  non-movement 
  enhancements and attack as normal. If the 
  monster cannot free itself it suffers 1 wound as 
  the other monster tightens its grip. 
   
  FEINT 
  Phase: Close Combat 
  This maneuver allows a monster to use all but 
  one of its natural attacks to try and distract a 
  target monster so that it can land a well-placed 
  blow. When this maneuver is used the monster 
  gets a –1 to its target number for every natural 
  attack it possesses over 1. A monster that uses 
  this maneuver gets a single natural attack with 
  the above modifier. No target number can be 
  made lower than 2. A roll of a 1 always fails. 
   
  47
  
  FIRING ON THE MOVE 
  Phase: Movement:  
  This maneuver allows a monster to move and 
  then use a ranged attack then continue moving. 
  To use this maneuver you must declare that you 
  are doing so before you move your monster. 
  Then at anytime during the monster’s movement 
  phase it may use a ranged attack. The attack 
  has a +1 modifier to its target number in addition 
  to any other modifiers. Once the attack has been 
  resolved the monster may continue moving as 
  normal. A monster that uses this maneuver does 
  not give up its natural attacks to perform it. 
  However, the monster forfeits its ranged combat 
  phase for that turn. 
   
  FIRING THROUGH A BUILDING 
  Phase: Ranged 
  This maneuver allows a monster to use its 
  ranged attack to attack targets that are on the 
  other side of a building. In order to use this 
  maneuver the attacking monster’s ranged attack 
  must inflict at least 2 wounds. Once this 
  maneuver is declared the attacker must check to 
  see if the defender is in range. If the defender is 
  in range the maneuver may be used as normal. 
  If the defender is not in range this maneuver 
  may not be used but the attacker may still attack 
  the building if it is in range. To use this 
  maneuver the attacker must first attack the 
  building between itself and the defender. If this 
  attack is successful the building suffers 1 
  wound. If the building absorbs the wound the 
  maneuver has failed. If the building does not 
  absorb the wound the attack punches through 
  the building and may hit the target on the other 
  side. The attacker must roll to hit the defender 
  with a +1 to its target number in addition to the 
  normal modifiers for range. If this attack is 
  successful the defender suffers the remaining 
  wounds from the attack. Ranged attacks that 
  inflict more than 2 wounds may be used to fire 
  through multiple buildings. Each building suffers 
  1 wound that is subtracted from the total wounds 
  dealt. This maneuver cannot be used with area 
  of effect attacks. A monster that uses this 
  maneuver does not give up its natural attacks to 
  perform it. 
   
  FLYBY ATTACK 
  Phase: Movement 
  Requirement: Flight 
  This maneuver can only be used by a monster 
  with the ability to fly. While in flight the monster 
  may move, make a single close combat attack, 
  and then continue to move up to its maximum 
  distance. The attack is treated as a normal close 
  combat attack and inflicts the normal damage for 
  that monster’s natural attacks. Additionally a 
  monster that is the target of a flyby attack must 
  roll equal to or under their dexterity on a d10 or 
  be knocked down. If a monster is attacked with 
  this maneuver that monster may not attack back 
  with retaliatory strikes. This maneuver can also 
  be used by monsters with the physical 
  enhancement fins/webbed feet for a swim by 
  attack if using the underwater rules. 
   
  HAMMER SLAM 
  Phase: Close Combat 
  Requirements: Able to lift target’s tonnage 
  When a monster uses this maneuver it grabs its 
  opponent by one of its appendages and lifts it up 
  then slams it back down upon the ground. A 
  monster must have enough strength to lift its 
  target before it can use this maneuver. When 
  used the monster must make a normal close 
  combat attack against the target with a +1 
  modifier. If successful the attacking monster 
  may lift its opponent up and slam it down a 
  number of times equal to how many natural 
  attacks the monster possesses. The monster 
  being attacked suffers 1 wound per slam and 
  must roll equal to or under its dexterity on a d10 
  or be knocked down. 
   
  JUMPING ATTACK 
  Phase: Movement 
  Requirements: 
  Leaping 
  muscles 
  physical 
  enhancement 
  A monster that uses this maneuver leaps into 
  the air and attempts to land on its opponent. To 
  use the maneuver the monster must have the 
  physical enhancement leaping muscles. The 
  monster must also have enough distance to land 
  on top of its target. Roll to hit with a target 
  number equal to 2 + the target’s dexterity. If a 
  building is the target the attack has a target 
  number of 4. If a monster or building is hit it 
  suffers 1 wound for every 25,000 tons the 
  jumping monster weighs. For example a 
  monster that weighed 1-25,000 tons would inflict 
  1 wound, and monster that weighed 26,000-
  50,000 tons would inflict 2 wounds and so on. 
  Additionally 
  any 
  monster 
  that 
  is 
  hit 
  is 
  automatically knocked down. 
   
  KANGAROO KICK 
  Phase: Close Combat 
  Requirement: Prehensile tail or tail physical 
  enhancement 
   
  48
  
  This is a very tricky maneuver for most monsters 
  to perform. It requires the monster to lean back 
  and balance on its tail while kicking out at its 
  opponent with its legs. When this maneuver is 
  used the attacking monster rolls to hit as a 
  normal close combat attack with a +1 modifier. 
  Any monster or buildings hit by this attack 
  suffers 2 wounds. Additionally monsters are 
  knocked back 2d10”+attacker’s strength. 
   
  MONSTER CLUB 
  Phase: Close Combat 
  Requirements: Able to lift target’s tonnage 
  This maneuver allows a monster to pick up 
  another monster and use it as a weapon to hit a 
  third monster or a building. In order to use this 
  maneuver the attacking monster must be able to 
  lift the target monster and be within 2” of it. Next 
  the monster must make a close combat attack 
  with a +1 modifier to the target number. If this is 
  successful the monster may attempt to hit 
  another monster or building with the monster 
  that it just picked up. To do this requires a 
  normal close combat attack with a +1 modifier. If 
  this is successful both the monster being used 
  as a club and the target suffer 1 wound. If the 
  target is another monster, that monster must roll 
  equal to or under its dexterity or be knocked 
  down. If the attack is unsuccessful no damage is 
  inflicted however the monster that was picked up 
  must roll equal to or under its dexterity or be 
  knocked down. Place the monster that was 
  picked up anywhere in the attacking monster’s 
  front or side facings after the maneuver is used. 
   
  RAMMING 
  Phase: Movement 
  Ramming is where one monster runs into 
  another monster in an attempt to knock it back. 
  This maneuver must be used in the movement 
  phase of the monsters turn. To use this 
  maneuver the attacking monster must be at 
  least 6” away from its target with no terrain 
  between them. The monster performing this 
  maneuver must also have enough distance to 
  reach its target. If these requirements are met 
  the attacking monster is moved into contact with 
  its target and the player must make a to hit roll 
  as a normal close combat attack with a +1 
  modifier to successfully ram it. If successful the 
  target suffers 1 wound for every 6” of distance 
  the monster covered to ram it and it is knocked 
  back 1d10 + the attacker’s strength in inches. 
   
  RECKLESS ASSAULT 
  Phase: Close Combat 
  A monster that uses this maneuver attacks with 
  all its might caring little for its own safety. When 
  this maneuver is used the attacking monster 
  doubles its number of natural attacks but must 
  increase its target number by 2. Additionally the 
  monster that is attacked has a –2 modifier for its 
  retaliatory attacks. A monster may not use any 
  atomic enhancements the same phase that it 
  uses reckless assault. 
   
  RETURN THROW 
  Phase: Ranged 
  Requirements: Dexterity of 3 or higher 
  This maneuver allows a monster to swat or 
  catch and throw back an item that was thrown at 
  it. To use this maneuver the monster must be 
  the target of a successful thrown item attack and 
  have a dexterity of at least 3. If those 
  requirements are met then the monster may 
  attempt to grab the thrown item and throw it 
  back. To throw the item back the monster must 
  roll a d10. If the number rolled is higher than 
  what the attacker rolled to hit the monster has 
  caught the item and thrown it back. If the roll is 
  lower then what the attacker rolled the item hits 
  the monster and it suffers an additional wound 
  from the impact. If the roll is equal to what the 
  attacker rolled the item is harmlessly swatted 
  away. This maneuver may be used to throw an 
  item back and forth numerous times until one 
  monster rolls lower than the other. 
   
  SHOCK WAVE 
  Phase: movement 
  Requirements: Able to move 18” in a straight 
  line. 
  This maneuver allows a monster that is able to 
  move at least 18” in a straight line during a 
  single movement round to create a sonic 
  shockwave that can damage nearby monsters or 
  buildings. This maneuver can be used by any 
  monster whether it is on the ground or in the air. 
  The use of this maneuver must be declared 
  before the monster is moved. To use this 
  maneuver simply measure out the distance the 
  monster is going to travel. Any targets within 2” 
  of the path the monster takes will suffer 1 wound 
  and must make a knockdown check. Place the 
  monster at the end of the path once the affects 
  have been applied. This maneuver cannot be 
  used with any other maneuver. 
   
  STOMP 
  Phase: Movement 
  Requirements: Can only be used against 
  military units on the ground.  
   
  49
  
  Some monsters prefer to just step on the pesky 
  military units as they walk. Whenever a monster 
  uses this maneuver it may step on any military 
  units it moves over as it walks. Any unit that is 
  stepped on must roll equal to or under their 
  distance statistic on a d10 or suffer 3 wounds. 
  This maneuver cannot be used against flying 
  units.  
   
  STUNNING BLOW 
  Phase: Close Combat 
  Some monsters know how to fight well in close 
  combat, so well that they know how and where 
  to strike their opponent to stun them. To use this 
  maneuver the attacking monster rolls to hit as a 
  normal close combat attack but adds +2 to the 
  target number. If the attack is successful the 
  defending monster suffers the normal amount of 
  damage and loses 1 natural attack for the 
  remainder of the phase. A monster may use this 
  maneuver once a round for every natural attack 
  it possess. Attacks made with this maneuver 
  may 
  not 
  be 
  enhanced 
  with 
  atomic 
  enhancements. 
   
  TAIL SWEEP 
  Phase: Close Combat 
  Requirements: Prehensile tail or tail physical 
  enhancement  
  This maneuver can only be used against military 
  units. When a monster uses this maneuver it 
  turns its body completely around in a 360 
  degree circle. As it moves its tail sweeps the 
  ground hitting any thing in its path. Any military 
  unit within 4” of a giant monster that uses this 
  maneuver may be hit. Roll to hit each unit as a 
  normal close combat attack. Any unit hit suffers 
  2 wounds. 
   
  THROWING 
  Phase: Close Combat 
  Requirements: Able to lift target’s tonnage 
  Some monsters are strong enough to lift another 
  monster and throw them. To do this the 
  attacking monster must be within 2” of the target 
  monster and be strong enough to lift it. The 
  player whose monster is performing this 
  maneuver must roll to hit as a normal close 
  combat attack but suffers a further to hit modifier 
  of +1. If the attack is successful the monster lifts 
  its opponent and may throw it in any direction. 
  The thrown monster suffers 1 wound and is 
  moved 1d10+attacker’s strength in inches in a 
  direction chosen by the attacker. A monster that 
  is thrown is automatically knocked down. 
   
  THROWING BUILDINGS 
  Phase: Ranged 
  Requirements: Able to lift building section’s 
  tonnage 
  Some monsters are not content to just destroy 
  buildings, they prefer to pick them up and throw 
  them around. To pick up a building a monster 
  must be strong enough to lift the buildings 
  current number of building sections. Each 
  building section weighs 20,000 tons. A monster 
  may throw a building 1d10” –1 for each building 
  section on the building. This attack is treated as 
  a normal ranged attack. If the building hits 
  another monster or building that monster or 
  building suffers 1 wound for every building 
  section on the thrown building. The thrown 
  building is destroyed after it is thrown. Any 
  building sections destroyed by throwing a 
  building are awarded to the monster that threw 
  the building.  
   
  TOPPLING BUILDINGS 
  Phase: Close combat 
  Sometimes monsters like to push buildings on 
  top of other monsters or military untis. To do this 
  the monster that wants to topple the building 
  must be within 2” of the target building. The 
  target monster or unit that the building is going 
  to be pushed onto must also be within 2” of the 
  same building. The monster then makes its 
  close combat attacks against the building as 
  normal. Every wound inflicted topples a building 
  section onto the target. The monster or unit that 
  the building sections are toppled onto suffers 1 
  wound for every building section that was 
  toppled on top of it. This maneuver cannot be 
  used against monsters or units that are flying. 
   
  TORNADO THROW 
  Phase: Close Combat 
  Requirements: Able to lift target’s tonnage 
  This maneuver allows a monster to throw 
  another monster further than a normal throw by 
  grabbing a monster’s tail, arm, leg…. etc and 
  spinning around several times before releasing 
  it. To use this maneuver the attacking monster 
  must be within 2” of its target, able to lift the 
  target, and must make a normal close combat 
  attack with a +1 modifier to the to hit target 
  number. If the attack is successful the target is 
  thrown in a random direction. The direction the 
  monster is thrown in is determined by rolling a 
  d10. Whichever way the top point of the d10 is 
  facing is the direction the monster is thrown. Any 
  monster thrown in this way is moved 2d10”+ the 
   
  50
  
  throwing monster’s strength in the direction 
  indicated by the direction dice. 
   
  TRIPPING 
  Phase: Close Combat 
  Some monsters are just too big to pick up but 
  can still be knocked down. To do this the 
  attacking monster must be within 2” of its target 
  and must make a to hit roll as a normal close 
  combat attack with a +1 modifier. If successful 
  the target monster suffers 1 wound and must roll 
  equal to or under its dexterity on a d10 or be 
  knocked down.  
   
  KNOCK BACK 
  Some enhancements and combat maneuvers 
  allow a monster to be knocked back. When a 
  monster is knocked back it is moved a number 
  of inches away from the attacking monster as 
  indicated by the attack that caused the knock 
  back. This move must be in a straight line. 
  Anytime a monster is knocked back it must 
  always make a knock down check by rolling 
  equal to or under its dexterity on a d10 or be 
  knocked down. 
   
  BUILDINGS AND KNOCK BACK 
  A monster knocked into a building suffers 1 
  wound. This damage is applied each time it is 
  knocked into a building in addition to any other 
  wounds caused by the attack that caused the 
  knock back.  Whenever a monster is knocked 
  into a building you must also roll a d10. The 
  resulting number is how many wounds the 
  knocked back monster inflicts on the building. If 
  this is enough to destroy the building continue to 
  move the knocked back monster the remaining 
  distance it was knocked back. If any building 
  sections remain the building has stopped the 
  monster from going any further. The monster still 
  has to make a knock down check at the end of 
  the knock back move. Any building sections 
  destroyed are awarded to the monster that 
  caused the knock back. It is possible for a 
  monster to be knocked through several different 
  buildings. 
   
  MONSTERS AND KNOCK BACK 
  Whenever a monster is knocked back into 
  another monster, the monster it is knocked into 
  stops it from going any further.  Both monsters 
  suffer 1 wound and must then make a knock 
  down check.  
   
  MILITARY UNITS AND MONSTERS BEING 
  KNOCKED BACK 
  All military units are ignored when moving a 
  knocked back monster. 
   
  TABLE EDGE AND KNOCK BACK 
  If the distance a monster is knocked back is 
  enough to knock it completely off the edge of the 
  table it is instead placed at the table edge. The 
  monster must still make any required knock 
  down checks. 
   
  KNOCK DOWN 
  When a monster is knocked back there is a 
  chance it will also be knocked down. Whenever 
  a monster is knocked back the controlling player 
  must roll under the monster’s dexterity on a d10. 
  This roll is commonly referred to as a knock 
  down check. If this roll is failed the monster is 
  placed on its side and considered prone. The 
  player that caused the monster to be knocked 
  down decides which direction the monster falls. 
  If a monster is knocked down on top of a 
  building it is treated as if it were knocked back 
  into 
  the 
  building. 
  Any 
  building 
  sections 
  destroyed in this way are awarded to the player 
  that caused the monster to be knocked down. 
  Any attacks directed against a prone monster 
  have a –2 to hit modifier. Additionally any 
  attacks made by the prone monster have a +2 to 
  hit modifier. A monster must spend half of its 
  available distance to stand back up during its 
  movement phase. A monster may not run or use 
  movement enhancements the same round that it 
  stands up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CHAPTER 9  
  SCENARIOS 
   
  SCENARIOS 
   
  Scenarios are battles that have special rules 
  and/or objectives for monsters. Scenarios are 
  laid out as follows. 
   
  Name: This is where the name of the scenario is 
  # of Player’s: This is how many player’s you 
  need to play that specific scenario 
  Points: This is how many creation points 
  players have to buy their monsters for that 
  scenario. If it says any under points then players 
  decide how many points they want to play with. 
  Time Limit: This is how long the scenario lasts 
  Special Conditions: This is where you will find 
  any special rules that pertain to the scenario 
  Victory Conditions: This is where you will find 
  the conditions needed to win the scenario. 
   
   
   
  BATTLE FOR EARTH 
  # of Players: 2 
  Points: Any 
  Time Limit: 20 rounds 
  Special Conditions: A monster has been sent 
  from another planet to destroy the civilizations of 
  earth. It is up to an earth monster to save the 
  day. This game takes place on three different 
  environments and consists of three games. The 
  first game takes place in space and uses the 
  outer space rules. The second game takes place 
  underwater. The third game takes place in a city. 
  Each game lasts 20 rounds before moving on to 
  the next game and environment. Both monsters 
  involved in this scenario must have the ability to 
  fly and cannot have the physical enhancement 
  finless. 
  Victory Conditions: The monster that inflicts 
  the most wounds on the other monster, totaled 
  from all three games, wins. 
   
  BEACON 
  # of Players: 2+ 
  Points: Any 
  Time Limit: Until Beacon is destroyed 
  Special Conditions: A mad scientist has 
  created a beacon that attracts monsters and 
  placed it in a building. Place a penny under a 
  building in the center of the playing field. The 
  building should be at least five sections high. All 
  monsters must move at least 3” towards the 
  beacon during their movement phase. They 
  cannot willingly move away. If the building the 
  beacon is in takes damage but still has sections 
  remaining, the beacon is moved, by the 
  scientist, to the next nearest undamaged 
  building within 6”. If there are multiple buildings 
  or all available buildings are damaged the 
  scientist will choose the one with the most 
  remaining sections. If he is already in the one 
  with the most remaining sections he will not 
  move. The playing field should have several 
  buildings. 
  Victory Conditions: The game ends after the 
  scientist and his beacon are destroyed. To 
  destroy the beacon all a monster needs to do is 
  destroy the last building section in the building 
  the scientist is in and have him fail his escape 
  roll. When the last section of a building holding 
  the scientist is destroyed the scientist gets to 
  make an escape roll. To make an escape roll a 
  player other than the one whose turn it is must 
  roll a d10. If the number is over the number of 
  wounds inflicted by the attack that destroyed the 
  last building section the scientist escapes to the 
  nearest building no matter where it is. If the roll 
  fails the scientist and his beacon are destroyed 
  in the rubble. The scientist only gets to make an 
  escape roll if there are buildings still on the 
  playing field. Once the beacon is destroyed the 
  monster with the most building sections wins. 
   
  CHAOS 
  # of Players: 3 
  Points: 200 
  Time Limit: None 
   
  52
  
  Special Conditions: A giant monster has 
  entered a city at the same time as a monster 
  swarm. An MCCC military defense force as 
  been sent in to deal with the problem. In this 
  game one player plays a giant monster, one 
  player plays a monster swarm, and one player 
  plays a military defense force. 
  Victory Conditions: The last player on the 
  playing field wins the game. 
   
  CONCENTRATED ASSAULT 
  # of Players: 2+ 
  Points: Any 
  Time Limit: None 
  Special Conditions: The monsters are being 
  bombarded by a concentrated military effort 
  called in by the MCCC to destroy them. All 
  monsters in the game must roll on the military 
  attack chart at the beginning of their phase. 
  Victory Conditions: Last monster standing 
  wins. 
   
  DAVID AND GOLIATH 
  # of Players: 2 
  Points: Any 
  Time Limit: None 
  Special Conditions: A giant monster has 
  started to rampage through a city. Luckily for the 
  citizens a super hero lives in the city. One player 
  must make a monster and one player a super 
  hero. A super hero is created as if he were a 
  giant monster. The monster figure should be no 
  smaller than 6” and the hero figure no bigger 
  than 2”. The playing field should be of a city and 
  have lots of buildings. 
  Victory Conditions: The last one standing wins 
  the battle. 
   
  INVADER 
  # of Players: 4 
  Points: See special conditions 
  Time Limit: None 
  Special Conditions: In this scenario a powerful 
  monster has invaded the territory of three other 
  monsters. One player must be chosen to be the 
  invader. This player makes a monster worth 450 
  points. The other three players make monsters 
  worth 150 points. The person playing the 
  invader places his or her monster in the middle 
  of the battlefield. The other three players’ place 
  one monster on any table edge. Only one 
  monster may be placed per table edge. 
  Victory Conditions: If the invader destroys two 
  of the other monsters it wins. If the other 
  monsters destroy the invader they win.  
   
   KING OF THE HILL 
  # of Players: 2+ 
  Points: Any 
  Time Limit: 15 Rounds 
  Special Conditions: All of the players are 
  fighting for control over a single piece of hill 
  terrain. The terrain piece must be placed in the 
  center of the playing field. 
  Victory Conditions: The player whose monster 
  is on the hill at the end of 15 rounds wins the 
  game. If there are multiple opponents on the hill 
  then the game goes another round until there is 
  a single monster on the hill at the end of the 
  round. 
   
  LIKE FATHER LIKE SON 
  # of Players: 2+ 
  Points: 300 
  Time Limit: None 
  Special Conditions: A monster and its offspring 
  have encountered another monster and its 
  offspring. Being the good parents that they are 
  the monsters see each other as a threat that 
  must be destroyed. Each player must make a 
  200 point monster and a 100 point offspring. A 
  parent and its offspring must be from the same 
  kingdom. The offspring cannot have any 
  statistics higher than its parent. If a monster’s 
  offspring is reduced to 0 wounds the parent 
  monster becomes enraged and gets a –1 
  modifier to all its target numbers. 
  Victory Conditions: The first player to eliminate 
  all of the other parent monsters wins the game. 
   
  PROTECTOR 
  # of Players: 2 
  Points: 150 
  Time Limit: 10 turns  
  Special Conditions: In this scenario one 
  monster is protecting a city from the rampage of 
  another. One player must be the protector of the 
  city the other is the attacker. 
  Victory Condition: The attacker must destroy 
  20 building sections in 10 rounds to win, if it 
  doesn’t the protector wins. 
   
  SOLITAIRE 
  # of Player’s: 1 
  Points: 150 
  Time Limit: 6 turns 
  Special Conditions: Your monster is on a 
  rampage bent on destroying any city that lays in 
  its path. The playing field should have at least 
  10 buildings with at least 30 sections. When 
  setting up the buildings they should be at least 
  4” apart from each other. 
   
  53
  
  Victory Conditions: This scenario is designed 
  to see just how destructive your monster can be. 
  At the end of the 6 rounds if your monster has 
  destroyed 0-10 building sections it is considered 
  to be a novice monster, if it destroyed 11-20 it is 
  considered to be an experienced monster, if it 
  destroyed 21+ it is considered to be king of the 
  monsters. 
   
  WEATHER MACHINE 
  # of Players: 2+ 
  Points: 150 
  Time Limit: None 
  Special Conditions: A mad scientists has 
  created a weather machine and placed it on top 
  of the tallest building on the battlefield. The 
  weather machine has gone haywire and 
  changes the weather frequently. Each round the 
  player who gets the first turn must roll a d10 and 
  consult the following table to see what weather 
  conditions they will be fighting in that round.  
   
  1. Roll Twice* (ignore duplicate results) 
  2. Blizzard 
  3. Fog 
  4. Gale Force Winds 
  5. Down Pour 
  6. Tornado** 
  7-10 Normal 
  * Down pour and blizzard cannot be used on the 
  same playing field. Reroll if this happens. 
  ** When tornados are created they will remain 
  on the playing field until the end of the game. 
  Regardless of the current weather condition 
   
  The building the weather machine is on should 
  be in the middle of the battlefield and have at 
  least 10 building sections. Each building section 
  of this building is considered to be fortified and 
  therefore it has a toughness of 4 when 
  attempting to absorb wounds. 
  Victory Conditions: The monster whose attack 
  causes the building with the weather machine to 
  be destroyed wins the game. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  54
  
  CHAPTER 10  
  OPTIONAL RULES 
   
  OPTIONAL RULES 
   
  The following rules are optional. All players 
  should agree to the use of them before the 
  game begins. You can use all of them or just 
  the ones you want to enhance your Giant 
  Monster Rampage experience. 
   
  GIANT MONSTER 
  RAMPAGE 3-D 
  When dealing with monsters that can fly and 
  submerge it is natural to want to add depth 
  to a game. The following rules add a 3-D 
  element to battles involving flying or 
  underwater monsters. 
   
  ALTITUDE/ DEPTH LEVELS 
  There are three different altitude/ depth 
  levels that can be used when playing a 3-D 
  game of Giant Monster Rampage. For sake 
  of ease these are labeled 1, 2, and 3. There 
  is a 0 level but that applies to the ground.  A 
  monster that is at level 1 is traveling just 
  above the surface of the ground. They may 
  still ignore all terrain pieces as normal 
  except buildings. They may also be attacked 
  in close combat by monsters that are on 
  level 0. A monster that is at level 2 is 
  traveling at mid level. Monsters at level 2 
  ignore all terrain pieces except those that 
  say they cannot be ignored by flying / 
  swimming monsters. A monster that is 
  traveling at level 3 is either traveling high up 
  in the clouds if flying or traveling on the 
  surface of the water if playing underwater. At 
  the beginning of a game that uses altitude/ 
  depth rules each monster may choose what 
  altitude/ depth it starts at. To change your 
  monster’s altitude/ depth level costs 6” of 
  your monster’s movement. So, for example 
  a flying monster wanted to go from level 1 to 
  level 2 it would cost 6”. If the same flying 
  monster wanted to go from level 1 to level 3 
  it would cost 12” of movement. If a monster 
  drops to level 0 it is considered to have 
  landed on the ground. Only monsters that 
  are traveling at the same altitude/ depth 
  level may engage in close combat, with the 
  exception of those on level 1.  When 
  measuring range to a monster that is on a 
  different altitude/ depth level you must add 
  6” to the range for every level of difference, 
  ignoring level 1. For example if your monster 
  was on level 0 and you were targeting a 
  monster on level 2 you would have to add 6” 
  to the range. NOTE: It is recommended that 
  these rules only be used if all monsters 
  involved in the battle can fly (altitude levels) 
  or swim (depth levels). 
   
  FALLING AND ALTITUDE / DEPTH 
  LEVELS 
  If a monster falls while traveling on level 1 or 
  higher it will take damage based on which 
  level it is on. A monster suffers 1 wound for 
  every level it falls from.  
   
  BATTLE FATIGUE 
  As a monster suffers damage it is bound to 
  take its toll on the monster’s body. The 
  following 
  rules 
  simulate 
  the 
  stresses 
  damage does to a monster’s body. For 
  every 2 wounds lost by a monster it must 
  lower one of its statistics by 1. This loss only 
  lasts for the duration of the current battle. If 
  a monster heals back the two wounds lost it 
  will regain the lost statistic as well. 
   
  BATTLE SCARS 
  Whenever monsters fight they are bound to 
  do irreparable damage to each other. This 
  damage is referred to as battle scars. The 
  following rules apply only to monster that are 
  involved in an ongoing campaign that uses 
  the experience point system. Whenever a 
  monster is reduced to 0 wounds it gains a 
  battle scar. Roll a d10 and use the chart 
  below to randomly determine which battle 
  scar is gained. 
   
  1. Enhancement Loss: The monster loses 
  an enhancement. The enhancement lost 
  may be chosen by the controlling player. 
   
  2. Unstable Atomic Power: The monster’s 
  power source becomes unstable. When 
  rolling this monster’s atomic power subtract 
  1 from the result. 
   
  55
  
  3. Distance Loss: The monster loses 1 
  point from its distance statistic. If the 
  monster has a distance of 1 re-roll this 
  result. 
   
  4. Strength Loss: The monster loses 1 
  point from its strength statistic. If the 
  monster has a strength of 1 re-roll this 
  result. 
   
  5. Dexterity Loss: The monster loses 1 
  point from its dexterity statistic. If the 
  monster has a dexterity of 1 re-roll this 
  result. 
   
  6. Toughness Loss: The monster loses 1 
  point from its toughness statistic. If the 
  monster has a toughness of 1 re-roll this 
  result. 
   
  7. Natural Attack Loss: The monster loses 
  a natural attack. If the monster only has 1 
  natural attack re-roll this result. 
   
  8-10. No Battle Scar: The monster has 
  managed to escape the battle without a 
  scar. 
   
  REMOVING BATTLE SCARS 
  How to remove a battle scar depends on 
  which type of battle scar your monster has. 
  Statistic points lost must be purchased back 
  as normal in the experience rules. Lost 
  enhancements may be bought back at the 
  enhancement’s normal cost. The unstable 
  atomic power battle scar can be bought off 
  for the cost of 15 experience points. 
   
  BUILDINGS 
  The following rules are designed to make 
  destroying a city a little more challenging 
  and interesting 
   
  BURNING BUILDINGS 
  Sometimes when a monster destroys a 
  building it starts a fire. To use burning 
  buildings roll a d10 every time a building is 
  completely destroyed. On the roll of a 1, 2, 
  or 3, the ruins of the building have caught 
  fire. Place a small circular piece of orange or 
  yellow felt, no bigger than 3” across where 
  the last building section of the building was 
  removed. This piece of felt is considered to 
  be fire terrain as described in chapter 6. 
   
  STURDIER BUILDINGS 
  In a world where giant monsters routinely 
  attack cities someone is bound to design a 
  sturdier building. In Giant Monster Rampage 
  sturdier buildings are represented by giving 
  building sections a higher toughness. Below 
  are three different types of sturdy buildings 
  and the toughness each section has. 
   
  TYPE 
  TOUGHNESS 
  Normal 
  1 
  Sturdy 
  2 
  Reinforced 
  3 
  Fortified 
  4 
   
  COMBINED MECHS 
  Combined mechs are a rare type of mech 
  that is created out of several smaller mechs 
  known as mechas. Mecha are small robotic 
  machines usually in the shape of an animal 
  or vehicle that can combine with each other 
  to form a larger mech. It takes as few as two 
  or as many as five mechas to make up a 
  single combined mech. It is recommended 
  that these rules be used in games with point 
  totals of 250 or more.  
   
  MECHA STATS 
  Individual mechas are not created instead 
  you buy the assembled form of the mech. 
  Once you have completed your mech you 
  must then determine the separate mecha’s 
  stats. To determine the mecha’s stats you 
  must divide each statistic by the number of 
  mechas that make up the combined mech 
  then add 1 to that number.. For example if 
  you had a distance statistic of 6 and three 
  mechas then each mecha would have a 
  distance statistic of 3 (6/3 = 2 +1 = 3). When 
  determining your mecha’s statistics treat all 
  results that are less than 1 equal to 1. All 
  statistics are derived in this way. NOTE: A 
  player playing a combined mech still only 
  gets 1d10 for atomic power. 
   
  MECHA ENHANCEMENTS 
  All of the enhancements that you have 
  chosen for your combined mech must be 
  distributed to the different mechas. You can 
  have all the enhancements on a single 
  mecha or spread out amongst all of them. 
   
   
  56
  
  MECHA COMBAT 
  Mechas fight like normal mechs and use the 
  same modifier charts. The only exception is 
  that mechas cannot use combat maneuvers 
  until they are in combined mech form unless 
  they are fighting other mechas or swarm 
  monsters. 
   
  COMBINING 
  To combine into the mech form the mechas 
  must be within 6” of each other and must 
  spend 3 atomic power points. This must be 
  done during the movement phase. If the 
  mechas combine the mech may not move 
  that turn. A combined mech may in turn 
  spend 3 atomic power points during the 
  movement phase to disassemble the mech. 
  If this is done the mechas may not move 
  that turn. When disassembling the mech the 
  separate mechas must be placed within 6” 
  of the combined mech’s original position. 
   
  DAMAGE 
  When the combined mech is damaged the 
  controlling player must assign damage to 
  one of the mechas. If any mecha takes 
  enough wounds to reduce it to 0 it is 
  considered 
  to 
  be 
  out 
  of 
  action. 
  Enhancements possessed by a mecha that 
  has been reduced to 0 wounds cannot be 
  used. Below is a chart to determine what 
  happens if a specific mecha is reduced to 0 
  wounds while in mech form. 
   
  Arms: If the mecha or mechas that make up 
  the arms are reduced to 0 wounds the 
  combined mech loses 1/2 of its natural 
  attacks 
   
  Legs: If the mecha or mechas that make up 
  the legs are reduced to 0 wounds the 
  combined mech has its distance statistic 
  reduced to 1. 
   
  Torso: If the mecha or mechas that make 
  up the torso are reduced to 0 wounds the 
  combined mech immediately separates itself 
  into the different mechas. No atomic power 
  points need to be spent when this happens. 
   
  NOTE: Mechas cannot form into a combined 
  mech if any of them have 0 wounds. 
   
  REPAIR 
  The individual mechas may attempt to heal 
  themselves as normal mechs during their 
  healing phase. A mecha that has been 
  reduced to 0 wounds cannot take any 
  actions except to heal. The only way to 
  destroy a combined mech is to reduce all of 
  the mechas to 0 wounds. If all mechas have 
  0 wounds at the end of the healing phase 
  they are removed from play. 
   
  CRITICAL HITS 
  Sometimes a monster gets hit so hard it 
  receives extra damage. This rule represents 
  such critical hits. Anytime a natural 10 is 
  rolled when attacking another monster or 
  building the target receives an extra wound 
  from the attack. Critical hits do not apply to 
  attacks that have a target number of 10. 
   
  DAMAGE TYPES 
  All enhancements that inflict damage do so 
  in a specific way. The following rules will 
  allow you to add damage types to your 
  games of Giant Monster Rampage. 
   
  Arcane: This damage type uses mystical 
  forces to injure foes and is most commonly 
  referred to as magic. 
   
  Corrosive: 
  This 
  damage 
  type 
  uses 
  corrosive substances to injure foes, like 
  acid. 
   
  Energy: This damage type uses different 
  forms of energy to injure foes like electricity. 
   
  Fire: This damage type uses heat to injure 
  foes most commonly in the form of fire. 
   
  Ice: This damage type uses intense cold to 
  injure foes by freezing them. 
   
  Kinetic: This damage type uses a solid or 
  liquid fired with great force to injure foes like 
  bullets or a fire hose. When this damage 
  type is chosen you must decide if the 
  damage is inflicted by a solid or a liquid. 
   
  Psionic: This damage type uses the mind to 
  injure foes.  
   
  Sonic: This damage type uses intense sonic 
  vibrations to injure foes. 
   
   
  57
  
  DAMAGE TYPE COMMONALITY 
  Damage types fall into one of three 
  commonality groups which show how rare 
  they are and will affect how much some 
  damage type enhancements cost. 
   
  Common: Energy and Kinetic 
   
  Uncommon: Corrosive, Fire, Ice, and Sonic 
   
  Rare: Arcane and Psionic 
   
  DAMAGE TYPES AND 
  EXISTING ENHANCEMENTS 
  Damage type rules weren’t taken into 
  account when the enhancements were 
  made. To choose a damage type for your 
  enhancement you must pay the following 
  point costs based on commonality.  
   
  Common: 0 
  Uncommon: 5 
  Rare: 10 
   
  MULTIPLE DAMAGE TYPES 
  Points: Common 5, uncommon 10, rare, 15 
  This option makes it possible for an 
  enhancement to have multiple damage 
  types. In order to have multiple damage 
  types the enhancement must inflict at least 2 
  wounds. No more than two damage types 
  may be assigned to a single enhancement. 
  When assigning multiple damage types to 
  an enhancement you must divide the 
  wounds as evenly as possible between the 
  two different damage types. You must pay 
  for each damage type separately based on 
  its commonality.  
   
  DAMAGE TYPES AND 
  NATURAL ATTACKS 
  All damage inflicted from natural attacks and 
  combat maneuvers is considered to be 
  kinetic. You may change the type of damage 
  inflicted by spending the following creation 
  points. 
   
  Common: 5 (other than kinetic) 
  Uncommon: 10 
  Rare: 15 
   
  DAMAGE TYPE PHYSICAL 
  ENHANCEMENTS 
  The following are physical enhancements 
  that can only be used in games where 
  damage types are used. 
  IMPENETRABLE SKIN 
  Points: 50 common damage type, 30 
  uncommon damage type, and 20 rare 
  damage type 
  A monster with this enhancement has skin 
  that is completely immune to a single 
  damage type. The type of damage must be 
  chosen when this enhancement is taken. If 
  the damage type kinetic is chosen the 
  monster is immune to the damage inflicted 
  by both the liquid and solid subtypes. This 
  enhancement can only be taken once. 
   
  RESISTANT SKIN 
  Points: 35 common damage type, 25 
  uncommon damage type, and 10 rare 
  damage type 
  A monster with this enhancement has skin 
  that is resistant to a single damage type. 
  The type of damage must be chosen when 
  this enhancement is taken. Any damage 
  inflicted by the chosen damage type is 
  reduced by 1 to a minimum of 1. This power 
  works on both the liquid and solid kinetic 
  damage sub types. 
   
  WEAKNESS 
  Points: -20 common damage type, -15 
  uncommon damage type, and -10 rare 
  damage type 
  A monster with this enhancement has a 
  weakness when it comes to a particular 
  damage type. The damage type the monster 
  has a weakness to must be chosen when 
  this enhancement is taken. Any time this 
  monster takes damage from the chosen 
  damage type it gets a –2 penalty to its 
  toughness statistic when attempting to 
  absorb damage. 
   
  DAMAGE TYPE ENHANCEMENTS 
  The following enhancements can only be 
  used if the damage type optional rule is 
  being used. 
   
  AURA 
  Points: 25 
  Energy: 3 
  Type: Special 
  Duration: 1 Phase 
  A monster with this enhancement can create 
  a dangerous aura about its body. The type 
  of aura must be chosen from the damage 
  type list. When this enhancement is active, 
  anytime the monster is hit in close combat 
  the attacker takes 1 wound. Additionally a 
   
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  monster with an aura may choose to inflict 
  the aura’s damage type with a close combat 
  attack instead of the normal kinetic damage. 
  This enhancement lasts until the end of the 
  current phase. 
   
  MANIPULATION 
  Points: 45 common damage type, 25 
  uncommon damage type, 15 rare damage 
  type 
  Type: Special 
  This enhancement allows a monster to 
  manipulate a specific damage type from a 
  ranged attack. When this enhancement is 
  chosen you must decide which damage type 
  the monster can manipulate. If the damage 
  type kinetic is chosen you must decide 
  whether or not your monster’s manipulation 
  works on the liquid or solid form.  Below is a 
  list of the things that can be done with this 
  enhancement. All of the options below can 
  only be used on successful attacks that 
  come within 6” of the monster that 
  possesses this enhancement and must be 
  used before any damage absorption rolls 
  are made. 
   
  Cancel 
  Power: As enhancement canceled 
  This option allows the monster to cancel any 
  attack that is of their chosen damage attack. 
  This enhancement may also be used to 
  destroy a barrier of the same damage type. 
   
  Rebound 
  Power: As power +1 
  This option allows the enhancement user to 
  redirect the attack back at the attacking 
  monster. The monster must roll to hit the 
  attacker as a normal ranged attack. 
   
  Redirect 
  Power: As power +2 
  This option allows a monster to redirect the 
  attack to another target. The monster may 
  pick a new target providing it is within range 
  of the original attacker’s attack. The monster 
  must roll to hit the new target as normal.  
   
  DESTRUCTIVE MISSES 
  Sometimes when a monster misses with a 
  ranged attack there is a chance that it may 
  hit another monster or building nearby. 
  Whenever a monster makes a ranged attack 
  but fails to hit its intended target measure 
  out the full range of the attack in a straight 
  line that extends from the attacker through 
  the original target. If another monster or 
  building is in the path of the attack you must 
  roll to hit it as normal. If multiple targets are 
  in the path the closet one to the original 
  target must be chosen. If this second attack 
  misses then the attack has failed and cannot 
  use this rule again. 
   
  EXPERIENCE 
  If you want to run a Giant Monster Rampage 
  campaign, then using experience points will 
  allow the players monsters to evolve. 
  Experience points are special points that are 
  awarded to monsters for battles fought. 
  These points can be used to increase a 
  monster’s stats or to buy new powers. 
   
  EXPERIENCE GAINED 
  This chart is used to determine how many 
  experience points each monster receives 
  after a battle. 
   
  Playing: Each monster that took part in the 
  battle receives 5 experience points 
  Winning: The monster that won the game 
  receives 5 experience points 
   
  Kills: Any monster that dealt the killing blow 
  to another monster receives 5 experience 
  points 
  Critical 
  Hits: 
  A 
  monster 
  receives 
  1 
  experience point for each critical hit it 
  inflicted if the critical hit optional rule is being 
  used. 
  Destruction: 
  A 
  monster 
  receives 
  5 
  experience points for every 10 building 
  sections it destroyed. 
   
  SPENDING EXPERIENCE 
  Once experience has been awarded players 
  may spend those points to buy new 
  enhancements and to raise their statistics. 
  Any points not spent are saved until the 
  player wishes to spend them. Experience 
  points cannot be spent during a game they 
  must be used before or after a game. The 
  chart below list the experience point cost for 
  raising a stat by 1 point or buying a new 
  enhancement. Some statistics have a 
  maximum rating that cannot be exceeded. 
  This limit is listed after the statistic in 
  parenthesis  
   
   
  59
  
  EXPERIENCE SPENDING CHART 
   
  Maximum 
  Experience Cost 
  Distance 
  10 
  20 
  Strength 
  10 
  30 
  Dexterity 
  10 
  30 
  Toughness 
  8 
  40 
  Wounds 
  20 
  20 
  Natural Attacks 
  5 
  30 
  Atomic Power 
  2 dice 
  30 
  Enhancements 
  No max 
  2x listed cost 
  *When increasing a monster’s statistics 
  don’t forget to adjust its tonnage based on 
  its new statistic scores. 
   
  MILITARY EXPERIENCE 
  Military players receive experience a little 
  different than monsters. To buy new units 
  the military player must spend twice as 
  much experience as the cost of the unit. 
   
  Playing: Each player that took part in the 
  battle receives 5 experience points 
  Winning: The player that won the game 
  receives 5 experience points 
   
  Kills: A military player receives 5 points for 
  killing a monster. 
  Critical Hits: A military player receives 1 
  experience point for each critical hit inflicted 
  if the critical hit optional rule is being used. 
  Protection: A military player receives 5 
  experience points for every 10 building 
  sections remaining on the playing field. 
   
  HIT LOCATIONS 
  The following rules allow players to spread 
  their wounds around to different parts of 
  their bodies. There are 4 different to hit 
  locations front, rear, left side, right side. 
  Each location refers to one of the monster’s 
  facings. 
   
  HIT LOCATIONS & WOUNDS 
  Each location has 5 wounds except the 
  front, which has 10. You may buy additional 
  wounds for each location as normal. Also 
  you may remove wounds from any location 
  to add points to your creation total as 
  normal. No location can have more than 15 
  wounds or fewer than 3. 
   
  HIT LOCATIONS & NATURAL ATTACKS 
  Natural attacks must be assigned to one or 
  more locations. When assigning natural 
  attacks they should be placed according to 
  how you think your monster would use its 
  appendages to attack. For example, if the 
  monster’s arms come out of its side then a 
  natural attack should be placed on the 
  appropriate side location. If its arms come 
  out of the front then the natural attack 
  should be placed in the front location. 
   
  HIT LOCATIONS & ENHANCEMENTS 
  Enhancements like natural attacks must be 
  assigned to one or more of your monster’s 
  locations. 
  Decide 
  which 
  location 
  the 
  enhancement comes from and place it there. 
  For example a monster that breaths fire 
  would place that enhancement in its front 
  location. A monster that has a tail that fires 
  laser beams would place that enhancement 
  in its rear location. 
   
  HIT LOCATIONS & DAMAGE 
  Assigning wounds to the different to hit 
  locations is easy. The location that is 
  damaged is the same as the facing your 
  monster is being attacked on. If there is a 
  dispute over which facing, like being on the 
  line between the front and side facings, the 
  defender chooses which facing is attacked 
  and thereby choosing which location will 
  take the damage. 
   
  HIT LOCATIONS & DAMAGE AFFECTS 
  Front: If the front facing is reduced to 0 
  wounds the monster is taken out of action 
  and is no longer able to participate in the 
  battle. 
   
  Left Side: If the left side is reduced to 0 
  wounds the monster loses the use of all 
  enhancements and natural attacks assigned 
  to that location. Additionally the monster’s 
  distance, strength, and dexterity scores are 
  reduced by 1/2 round up. 
   
  Right Side: If the right side is reduced to 0 
  wounds the monster loses the use of all 
  enhancements and natural attacks assigned 
  to that location. Additionally the monster’s 
  distance, strength, and dexterity scores are 
  reduced by 1/2 round up. 
   
  Left and Right Sides: If both Sides are 
  reduced to 0 the monster is taken out of 
   
  60
  
  action and is no longer able to participate in 
  the battle. 
   
  Rear: If the rear is reduced to 0 wounds the 
  monster loses the use of all enhancements 
  and natural attacks assigned to that location. 
  Additionally the monster’s toughness is 
  reduced by 1/2 round up. 
   
  HIT LOCATIONS & CALLED SHOTS 
  It is possible for a monster to target a 
  specific to hit location on another monster. 
  To do this the monster must declare the 
  called shot before any to hit rolls are made. 
  The 
  chosen 
  location 
  must 
  also 
  be 
  accessible to the attacker. The locations that 
  are accessible depend on what facing is 
  closest to you. You may choose to attack 
  the facing that is closest to you or the ones 
  on either side of that facing. For example if 
  the defending monster’s front facing was 
  towards your monster you would be able to 
  choose the front, left side, or right side as 
  your target. The attacker has a +2 modifier 
  to its to hit target number against any 
  attacks made against a facing that is not 
  facing the attacker. If the attack succeeds 
  the monster that was targeted must take the 
  wounds on the chosen location. 
   
  HIT LOCATIONS & HEALING 
  Healing wounds on a monster’s different hit 
  locations is similar to the normal healing 
  rules. Roll a d10 if a 10 is rolled the monster 
  may regain one lost wound from any facing. 
   
  MCCC MECHS AND 
  GOOD MONSTERS 
  Some monsters are non-threatening and 
  sometimes even help to fight other monsters 
  that are threatening civilizations. The MCCC 
  also employs several mechs that it uses to 
  fight giant monsters. The following rules will 
  allow players to play a “good” or MCCC 
  aligned monster. Whether or not a monster 
  is “good” or MCCC aligned must be chosen 
  when the monster is created. 
   
  Special Rules 
  “Good” monsters cannot purposely destroy 
  buildings. It is their job to protect them. If a 
  “good” monster destroys a building section 
  for any reason it is awarded to its opponent. 
  A “good” monster only fights monsters that 
  threaten civilizations so two “good” monsters 
  would not fight. 
   
  Military Strikes 
  Monsters that serve to protect humanity do 
  not roll for military strikes. They do not want 
  to upset the monster. After all it is helping 
  them. A “good” monster also cannot be 
  chosen as the change of target during 
  another monster’s military strike phase. 
   
  Victory Conditions 
   
  Property Damage: “Good” monsters do not 
  destroy buildings in a property damage 
  game. They must instead protect the 
  buildings. At the end of a property damage 
  game the “good” monster adds up the 
  number of undestroyed building sections 
  and compares this to the other monsters 
  total number of building sections destroyed. 
  The one with the highest wins. 
   
  Annihilation: Remains the same. 
   
  Monster Rampage: This is a mix of both of 
  the above types of games. The “good” 
  monster adds up the number of wounds it 
  dealt to other monsters and the number of 
  building sections still on the playing field. 
  This result is then compared to the other 
  monsters. 
   
  Experience 
  “Good” monsters gain experience as normal 
  monsters with the exception that they do not 
  get 
  experience 
  points 
  for 
  destroying 
  buildings. Instead they get experience for 
  building sections that have not been 
  destroyed. A monster gains 5 experience 
  points for every 10 building sections that 
  remain on the playing field. 
   
  MECHS AND HEAT 
  All mech’s create a lot of heat when they fire 
  weapons or use other operating systems. 
  The following rules allow player’s to simulate 
  a mech’s capacity to create and reduce 
  heat. Instead of having an atomic power 
  statistic mech’s have a heat statistic. 
  Anytime a mech uses an enhancement that 
  would normally cost atomic power to use 
  that mech takes heat points instead. The 
  number of heat points a mech is given is the 
  same as the number of atomic power points 
   
  61
  
  that is required to activate the enhancement. 
  For 
  example 
  if 
  the 
  mech 
  used 
  an 
  enhancement that cost 3 atomic power 
  points to use the mech would instead be 
  given 3 heat points. The maximum number 
  of heat points a mech can withstand is 10. 
  For every point of heat a mech has over 10 
  it receives a wound. Wounds received in this 
  way cannot be absorbed but may be healed 
  during the healing round. To remove heat 
  points a mech must either walk or remain 
  stationary during its movement phase. If the 
  mech remains stationary it can remove 3 
  heat points. If the mech walks it may remove 
  2 heat points. If the mech is in water terrain 
  at the start of its movement phase it may 
  remove an additional heat point. 
   
  MECH PILOT PERSONALITIES 
  In the giant robot shows, the mech pilots 
  always have personality traits or quirks that 
  can affect the way they fight in battle. If all 
  the players agree to using personality rules 
  roll on the table below to determine which 
  pilot personality each player will have. If all 
  players agree, you may choose your pilot 
  personality. These rules can only be used if 
  all players are playing mech monsters and 
  should only be used if there are 4 or more 
  players. 
   
  1. HATRED: You have a dislike of one of 
  the enemy pilots that is so intense it 
  overrides 
  any 
  other 
  tactical 
  objective. 
  Choose 
  one 
  mech 
  controlled 
  by 
  an 
  opponent. You must fire upon this mech if it 
  is within range and in line of sight, also if the 
  mech is in movement range you must move 
  into close combat with it. 
   
  2. LOVE: Through some strange twist of 
  fate you are in love with one of your 
  opponent’s 
  mech 
  pilots. 
  Choose 
  the 
  opponent that is the object of your love.  You 
  may not fire upon your love interest if any 
  other opposing mechs are in range. If forced 
  to fire on your love you must use the 
  enhancement that does the least amount of 
  damage. When in close combat with your 
  love all of your attacks will inflict 1 wound 
  regardless of your mech’s strength. 
   
  3. PROTECTIVE: You feel the need to 
  protect a fellow teammate because of a 
  family relationship or perhaps because a 
  favor is owed. Choose the teammate you 
  are trying to protect. You must always 
  remain within 6” of your teammate. If any 
  opposing mech attacks your teammate you 
  must attack them in return. 
   
  4. UNSTABLE: You have lost all tactical 
  reasoning 
  and 
  some 
  common 
  sense, 
  possibly because of a war wound. If you can 
  move into close combat with an opposing 
  mech you must do so. The only close 
  combat maneuver you may use is reckless 
  assault. 
   
  5. HONORABLE: You fancy yourself a 
  modern samurai and follow a strict code of 
  combat ethics. You may not attack anyone 
  in the back. Also, since close combat is 
  considered more honorable than ranged 
  combat, you must move into close combat if 
  possible. 
   
  6. INEXPEREIENCED: You are either a new 
  recruit or teenage kid who is not familiar with 
  battlefield tactics. All combat maneuvers 
  performed by you have a +2 modifier 
   
  7. CRAZY MECHANIC: You are a skilled 
  mechanic who loves to tinker with his mech. 
  Nothing is too experimental or dangerous to 
  put on your mech. When using any atomic 
  enhancements roll on the following chart to 
  see what happens: 
   
  1. 
  Enhancement 
  Malfunction. 
  The 
  enhancement cannot be used this round and 
  it inflicts 1 wound on the mech. This wound 
  may be absorbed as normal. 
  2. The energy cost is increased by 1. 
  3. The energy cost is lowered by 1 to a 
  minimum of 1. 
  4. Enhancement Failure. The enhancement 
  cannot be used for the remainder of the 
  current round. 
  5-9. The enhancement functions normally. 
  10. The enhancement works better than 
  expected. Any ranges associated with it is 
  increased by 6” and any damage is 
  increased by 1. 
   
  8. COWARD: For whatever reason you are 
  overly concerned about your personal 
  safety. You may never enter close combat 
  unless it is against the opponent’s rear 
  facing. If forced into close combat you will 
  fight normally. 
   
  62
  
  9. OVERCONFIDENT: You are extremely 
  arrogant and think all challengers are 
  beneath you. As long as you have less 
  damage on your mech than your opponent’s 
  mech you have all of your target numbers 
  lowered by 1. If you have more damage on 
  your mech than your opponent you have all 
  of your target numbers increased by 1.  
   
  10. Choose the personality of your choice. 
   
  MONSTERS AS LUNCH 
  When a monster is reduced to 0 wounds lay 
  it down as if it had been knocked over. Even 
  though the monster is no longer in action it 
  can still be useful to any other monsters on 
  the playing field as a source of nourishment. 
  A monster’s body can heal other monsters 
  that eat it. To do this place a d10 next to the 
  monster with the same number as its 
  toughness showing. This is the maximum 
  number of wounds that can be recovered 
  from the downed monster. To eat a monster 
  the monster doing the eating must be within 
  2” of the downed monster during its close 
  combat phase. Then the player simply 
  declares that the monster is eating from the 
  downed 
  monster. 
  The 
  monster 
  then 
  recovers 1 wound and the maximum number 
  of wounds that can be recovered is reduced 
  by 1. A monster that eats cannot do 
  anything else during its close combat round. 
   
  MONSTERS AS 
  THROWN OBJECTS 
  Monsters that are reduced to 0 wounds can 
  also be used as ranged weapons. Throwing 
  a downed monster requires that the thrower 
  be able to lift the downed monster. A 
  downed monster that is thrown will inflict 1 
  wound for every 20,000 tons it weighs. 
   
  PEDESTRIANS 
  Pedestrians, every city has them, usually 
  they heed the warning sirens and flee for 
  safety when a giant monster approaches. 
  However, some stay behind either because 
  they couldn’t escape in time or they want to 
  stay and watch the carnage. The following 
  rules allow players to use pedestrians in 
  their games of Giant Monster Rampage. 
  PEDESTRIAN COUNTERS 
  Whenever a building is destroyed place a 
  pedestrian counter where the building once 
  stood. You can use a small plastic figure or 
  coin to represent the pedestrians. At the 
  beginning of each turn all pedestrian 
  counters must be moved 6” towards the 
  nearest table edge. The pedestrians will not 
  enter water or treacherous terrain and do 
  not suffer movement penalties for moving 
  through forests. 
   
  PEDESTRIANS 
  AND ENHANCEMENTS 
  Any enhancement that causes damage to a 
  counter or forces a counter to be knocked 
  back, or lose statistics will destroy the 
  counter. Remove the counter from play. 
   
  PEDESTRIANS AS LUNCH 
  Fighting other monsters and destroying 
  buildings can make a monster hungry. 
  Luckily for them pedestrians can be used as 
  a food source. Any monster that moves 
  within 2” of a pedestrian counter may 
  declare that it is going to use its close 
  combat round to eat the pedestrians. The 
  monster must make a to hit roll for each 
  counter it is going to eat, up to the number 
  of natural attacks it possesses. If the to hit 
  roll is 6 or higher the monster has eaten the 
  pedestrian counter and gains 1 wound. If the 
  roll fails the pedestrians manage to escape 
  this time. Wounds gained from eating a 
  pedestrian counter cannot raise the monster 
  above its starting wound total. 
   
  SIGNATURE ROAR 
  It is a common thing for all monsters to have 
  their own unique roar. The following rules 
  allow players to use those roars as battle 
  cries. Once per game a monster may use its 
  signature roar. A monster that uses its 
  signature roar gets a -1 modifier to all of its 
  to hit rolls and all other monsters get a +1 
  modifier to all of their to hit rolls against the 
  monster that used its signature roar. These 
  modifiers last until the end of the current 
  round. A monster can regain its signature 
  roar by inflicting 3 wounds, after absorption 
  rolls, on another monster. 
   
   
  63
  
  SPECIAL CHARACTERS 
  In the giant monster movies, humans often 
  interact with the monsters by trying to 
  destroy or control them. The special 
  character rules allow you to simulate the 
  actions of these meddlesome people. In a 
  game where the special characters are used 
  each player controls a monster and a human 
  character such as a hero, evil genius, kid, or 
  romantic interest. Only one of each type 
  may be in play and if these rules are used at 
  least one person must play the evil genius. 
  NOTE: These rules cannot be used if the 
  pedestrian rules are being used. 
   
  USING SPECIAL CHARACTERS 
  Each player selects one of the character 
  types and places it anywhere on the board 
  after monsters have been placed. The 
  characters must start out 12" apart from 
  each other and any monsters. At the 
  beginning of each player's phase they move 
  their character, then resolve any character 
  effects, and then do their normal monster 
  actions. Characters may not be the targets 
  of any attacks (humans are too small for the 
  monsters to notice them). Area effect 
  enhancements also won't affect them (they 
  always seem to escape for some reason). 
  Each character can move 4" and has special 
  effects listed below: 
   
  HERO 
  If the hero moves within 1” of the evil genius 
  roll 1d10: on a roll of 1-5 the bad guy is 
  defeated and removed from the game, on a 
  roll of 6-10 the evil genius escapes and 
  moves 4" away from the hero. If the hero 
  moves within 1” of a monster carrying the 
  romantic interest, the romantic interest is 
  freed and moves 4" away from the monster. 
  If the hero moves within 1” of a monster not 
  carrying the romantic interest roll on the 
  chart below. 
   
  1 the hero is wounded by the monster and is 
  removed from the game 
  2 the monster sets off an explosive trap that 
  was laid by the hero and takes a wound 
  3-10 the hero runs around a lot trying not to 
  get stepped on. (No effect) 
   
  EVIL GENIUS 
  If the evil genius comes within 1” of the 
  romantic interest, the romantic interest is 
  captured and must move along with the evil 
  genius until freed. If the evil genius contacts 
  a monster roll on this chart: 
   
  1-2 the evil genius is stomped by the 
  monster and removed from the game 
  3-7 the evil genius tries to control the 
  monster and fails (no effect) 
  8-10 the evil genius has gained control of 
  the monster. On the monster's next phase 
  the player who controls the evil genius gets 
  to move & attack with that monster for that 
  phase only. 
   
  If the evil genius has control of the romantic 
  interest when a monster is contacted, the 
  evil genius hands off the romantic interest to 
  the monster. MCCC mechs and "good" 
  monsters controlled by the evil genius can 
  destroy buildings. Any points earned by a 
  monster under the control of the evil genius 
  go to the player controlling the evil genius. 
   
  ROMANTIC INTEREST 
  If at any time the romantic interest comes 
  within 1” of either the evil genius or a 
  monster, the romantic interest is captured. 
  When captured the romantic interest doesn't 
  get a move other than moving along with 
  whatever 
  or 
  whomever 
  captured 
  the 
  romantic interest. A monster who has 
  captured the romantic interest doesn't have 
  to roll for military strikes. MCCC mechs and 
  "good" monsters may not use ranged 
  attacks 
  against 
  monsters 
  carrying 
  a 
  romantic interest. The monster carrying a 
  romantic interest will release the character if 
  contacted by a hero, another monster or if 
  the monster is knocked down. When 
  released, the romantic interest always 
  moves 4" away. 
   
  KID 
  MCCC mechs and "good" monsters may not 
  use ranged attacks against monsters that 
  are within 1” of the kid. Also a monster that 
  is within 1” of the kid does not have to roll to 
  see if it is the target of a military strike. The 
  kid may not move within 1” of a monster that 
  is in close combat range of another monster, 
  also the kid must move away from any 
  monsters in close combat. When the kid 
  moves within 1” of a monster, the kid will 
  attempt to communicate with it. Roll on the 
  chart below to see what happens: 
   
   
  64
  
  1-2 The monster becomes "good" for the 
  rest of the turn. 
  3-4 The two "converse", the monster may 
  not move or attack for the turn. 
  5-10 The monster doesn't understand (no 
  effect). 
   
   
   
  TEAM MONSTERS 
  The following rules are designed for players 
  who want to control two or more monsters or 
  have players team up in pairs. 
   
  TEAM MONSTERS AND THE TURN 
  SEQUENCE 
  The turn sequence remains the same for 
  multiple monsters the only difference is that 
  during each phase you must move, or attack 
  with all of your monsters beginning with the 
  one that has the highest dexterity. If both 
  monsters have the same dexterity then you 
  may choose which one acts first each 
  phase. 
   
  TEAM ENHANCEMENTS 
  The following enhancements can only be 
  used if all players are controlling two or 
  more monsters each or all of the players 
  have formed equal teams. 
   
  HEAL 
  Points: 25 
  Energy: 4 
  Type: Special 
  This enhancement allows a monster to heal 
  another monster. To use this enhancement 
  the monster must be within 3” of the monster 
  it wants to heal. A monster may heal 1 
  wound for every 4 atomic power points it 
  spends on this enhancement. A monster 
  cannot receive more wounds then it started 
  the game with. This enhancement may be 
  activated during any phase in place of that 
  monster taking an action. 
   
  LIFE FORCE 
  Points: 25 
  Energy: Varies 
  Type: Special 
  If this monster suffers its last wound it may 
  use its atomic power to infuse its partner 
  with life. This enhancement is automatically 
  activated when this monster loses its last 
  wound. For every two atomic power points 
  this monster possesses at the time it takes 
  its last wound it may heal one lost wound on 
  one of its teammates. This enhancement 
  cannot give a monster more wounds then it 
  started the game with. 
   
  TRANSFERENCE 
  Points: 15 
  Energy: 1 
  Type: Special 
  This enhancement allows a monster to 
  transfer some or all of its atomic power to 
  another monster. To use this enhancement 
  the monster that is transferring the atomic 
  power must be within 3” of its target and 
  spend 1 atomic power point to initiate the 
  transfer. Once initiated the monster may 
  transfer any or all of its atomic power to its 
  partner. This may give a monster an atomic 
  power 
  score 
  greater 
  than 
  10. 
  This 
  enhancement can be activated during any 
  phase in place of this monster taking an 
  action. 
   
  TEAM COMBAT MANEUVERS 
  The following maneuvers can only be used if 
  all players are controlling two or more 
  monsters each or all of the players have 
  formed equal teams that all act during the 
  same turn sequence. 
   
  ASSISSTED DROP 
  Phase: Close combat 
  This maneuver allows two flying monsters to 
  pick up another monster and drop it from a 
  high altitude. The monsters combine their 
  strength when determining how much they 
  can lift. To use this maneuver both monsters 
  must be in flight and be within 3” of the 
  target. If these requirements are met the 
  monsters performing this maneuver must 
  each make a normal close combat attack 
  against the target. If successful the target is 
   
  65
  
  picked up then dropped. A dropped monster 
  suffers 3 wounds and must roll equal to or 
  under its dexterity or be knocked down. 
   
  ASSISTED THROW 
  Phase: Close Combat 
  This maneuver allows two of a player’s 
  monsters to assist each other in throwing 
  another monster. To use this maneuver both 
  monsters must be within 3” of the target and 
  both must make a normal to hit roll with a –1 
  to the target number. If they are successful 
  they may throw the target providing they can 
  lift it. When determining if the monsters can 
  lift the target add together the attackers 
  maximum lifting capability. Any monster 
  thrown in this way is moved 2d10 plus the 
  combined strength of the attackers in 
  inches. The thrown monster also suffers 3 
  wounds and must roll equal to or under its 
  dexterity or be knocked down. 
   
  MONSTER MISSILE 
  Phase: Ranged 
  This maneuver allows a monster to pick up 
  its teammate and throw it at another 
  monster or building. To use this maneuver 
  the monster that is doing the throwing must 
  be within 3” and able to lift the teammate it is 
  going to throw. If the monster meets both 
  those 
  requirements 
  it 
  may 
  throw 
  its 
  teammate. 
  A 
  monster 
  may 
  throw 
  a 
  teammate 4” for every point of strength it 
  possesses. A ranged to hit roll with a +1 to 
  the target number is required to hit the 
  target. If the attack is successful the target 
  suffers damage based on the thrown 
  monster’s weight.  
   
  TONNAGE 
  DAMAGE 
  0-25,000 
  1 
  26,000-50,000 
  2 
  51,000-75,000 
  3 
  76,000+ 
  4 
   
  If the target is another monster that monster 
  must roll equal to or under its dexterity after 
  being hit or be knocked down. Additionally 
  the monster that is thrown suffers 1 wound 
  and must roll equal to or under its dexterity 
  or be knocked down. This applies if the 
  target was a monster or a building. Once the 
  maneuver has been performed place the 
  thrown monster anywhere within 3” of the 
  target. 
   
  HOLD 
  Phase: Close Combat 
  This maneuver allows a monster to hold 
  another monster so that it can be attacked 
  easier by its partner. To hold a monster the 
  attacker must be within 3” and make a 
  successful to hit roll with a +2 modifier to the 
  target number. If this roll is successful the 
  target monster is held. A held monster is 
  considered 
  prone 
  and 
  does 
  not 
  get 
  retaliatory strikes in close combat. The held 
  monster is released after the close combat 
  phase. 
   
  SANDWHICH RAM 
  Phase: Movement 
  This maneuver allows two monsters to ram 
  another monster from opposite directions. 
  The resulting affect will have the defending 
  monster sandwiched between the attackers. 
  To use this maneuver both monsters must 
  be at least 6” away from their target and on 
  opposite facings. If the monsters have 
  enough distance to reach their target then 
  they can perform this maneuver. Move both 
  monsters into contact with the target and 
  make a single close combat attack with a +2 
  to the to hit target number. Use the monster 
  whose 
  dexterity 
  is 
  the 
  highest when 
  determining the target number. If the attack 
  is successful the target monster suffers 3 
  wounds and must roll equal to or under its 
  dexterity or be knocked down. If the attack 
  fails the attackers must make must roll equal 
  to or under their dexterity or be knocked 
  down. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  66
  
  CHAPTER 11  
  KNOWN MONSTERS 
   
  KNOWN MONSTERS 
   
  In this chapter you will find the major 
  monsters that have menaced or served as 
  protectors of cities around the world since 
  the Mutator X virus was first discovered.  
   
  ACIDOCYST 
  Point Total: 200 
  Kingdom: Elemental 
  Distance: 4 
  Strength: 2 
  Dexterity: 4 
  Toughness: 5 
  Atomic Power: 1d10 
  Wounds: 10 
  Natural Attacks: 2 
  Tonnage: 45,000 
  Physical Enhancements: Corrosive Blood 
  Atomic Enhancements: Emission, Liquid 
  Blast Regeneration 
  A chemist residing in Germany working for 
  the MCCC was asked to create a solvent 
  that could be used to clean up the potentially 
  dangerous 
  blood, 
  tissue 
  and 
  other 
  unpleasant waste products left in the wake 
  of a giant monster rampage.  After several 
  attempts the chemists was still unable to 
  create a substance strong enough to do the 
  job. Frustrated he poured all of his samples 
  down the drain, one right after another. 
  Unbeknownst 
  to 
  him 
  the 
  chemicals 
  combined in the drain along with some of 
  the organic material that naturally grew on 
  the inside of the pipes. This substance 
  eventually was ejected into the sewer 
  system where it began to grow and 
  developed the ability to move. The newly 
  created life form grew tremendously over the 
  next few weeks until it could be contained in 
  the sewer no longer. The slimy pile of 
  chemical and organic debris erupted out of 
  the sewers of Berlin and began destroying 
  the city. The creature was unlike anything 
  the MCCC had ever seen. All attempts to 
  stop it were futile. Once they were able to 
  get a sample of its body they quickly rushed 
  it to local biologists and chemists in the 
  area. One of the chemists working on the 
  samples was the same person responsible 
  for the creature’s creation. It became clear 
  to him what he had done and what he had to 
  do. He began to develop a substance that 
  would hopefully neutralize the chemicals 
  that made up the creature’s body. After 
  working 24 hours straight he believed he 
  had come up with a formula he thought 
  would work. He contacted the MCCC and 
  gave them the chemical formula so that it 
  could be quickly mass-produced. By this 
  time the monster had already destroyed a 
  large section of Berlin and was moving west. 
  Before the monster could reach the next 
  major city the MCCC fired several rockets 
  into it. These were not just ordinary rockets 
  these rockets had their warheads replaced 
  with special designed tips that would inject 
  the monster with the neutralizer. The forces 
  of the MCCC waited hoping the neutralizer 
  would work. Then it began the monster 
  began to liquefy and started to fall apart. 
  The neutralizer had worked. But as they 
  soon discovered it was only a temporary 
  situation. The monster’s body was trying to 
  reform. Thinking quickly the MCCC called in 
  dozens of oil tankers and began to fill them 
  up with the debris of the fallen monster. This 
  debris was then transported and contained 
  within 
  specially 
  designed 
  reinforced 
  containers at MCCC headquarters deep in 
  the Australian outback. To this day MCCC 
  scientists are still trying to find a way to 
  completely neutralize the creature they have 
  dubbed Acidocyst. As for the chemist he 
  eventually confessed to being the accidental 
  creator of the monster and is working with 
  the MCCC to find a way to destroy it. 
   
  CROAKER 
  Point Total: 150 
  Kingdom: Mutated Animal 
  Distance: 3 
  Strength: 4 
  Dexterity: 3 
  Toughness: 4 
  Atomic Power: 1d10 
  Wounds: 10 
  Natural Attacks: 3 
  Tonnage: 42,000 
  Physical Enhancements: Fins/Webbed 
  Feet 
   
  67
  
  Atomic Enhancements: Slime Blast, Sonic 
  Blast 
  It started late one night then proceeded to 
  get worse. A strange loud croaking sound 
  was coming from somewhere off the coast 
  of Miami. Several helicopters and boats 
  were sent to find the source but it always 
  stopped before they could pinpoint it. This 
  went on for a week until one day the culprit 
  came onto shore. Croaker as it was named 
  was a large amphibious monster that 
  emitted a loud croaking sound. The monster 
  seemed to be responding to something that 
  only it could here. It seemed to move 
  purposefully 
  through 
  the 
  city 
  seeking 
  something, 
  which 
  it 
  eventually 
  found. 
  Apparently a radio tower was emitting sonic 
  vibrations that disturbed the creature and 
  brought it from its watery home. Once the 
  tower was destroyed the creature returned 
  to the sea. Seeing the monster as a 
  potential threat the MCCC fitted a device 
  onto one of their aircraft that was capable of 
  emitting the same sonic vibrations that 
  disturbed the monster. The aircraft was then 
  used to lure the monster into the sanctuary 
  islands where it now resides. Due to 
  croaker’s predictable nature when it comes 
  to the disturbing sound the MCCC will 
  frequently lure Croaker into battle with other 
  monsters. Croaker is the only monster the 
  MCCC has been able to exert a small 
  amount of control over. 
   
  GORILLA X 
  Point Total: 200 
  Kingdom: Mech 
  Distance: 2 
  Strength: 4 
  Dexterity: 4 
  Toughness: 4 
  Atomic Power: 1d10 
  Wounds: 10 
  Natural Attacks: 3 
  Tonnage: 42,000 
  Physical Enhancements: Massive 
  Appendage 
  Atomic Enhancements: Artillery Blast, 
  Energy Beam, Force Field 
  Gorilla X was the first and last failure of the 
  MCCC cyborg program that resulted in the 
  project’s cancellation. Gorilla X, originally 
  known as Bonobo, to the inhabitants of the 
  small island he originated on, was the 
  second giant monster to appear. The 
  villagers on the island saw Bonobo as a sort 
  of deity. They prayed to him and offered him 
  gifts seeking his favor. One day he just up 
  and left the island. The villagers feared they 
  had displeased him. He made landfall in 
  China where he left a trail of destruction 
  several hundred miles long. Bonobo was 
  eventually stopped by the monster Monarch 
  in a battle that lasted several hours. 
  Monarch was the only monster to leave the 
  battle alive, but barely so. After the attack an 
  MCCC science team was sent in to examine 
  the body. Other than a ruptured eye and a 
  shattered left arm the body was pretty much 
  intact. More importantly the brain and spinal 
  cord were unharmed in the attack. The ok 
  was given and the body was transported 
  back to a secret base in the Australian 
  desert where Bonobo was turned into Gorilla 
  X. The immense ape was given a robotic 
  arm in place of his shattered one. In addition 
  to increased strength granted by the arm 
  each finger on the hand, except the thumb, 
  was fitted with a missile launcher. His 
  ruptured eye was replaced with a robotic 
  one capable of firing powerful beams of 
  energy. Lastly large metal plates were 
  placed along his spine to protect the delicate 
  circuitry that was now contained within. As a 
  safety measure special electrodes were 
  placed inside Gorilla X’s brain that would 
  allow the cyborg’s central nervous system to 
  be shut down in case of an emergency. 
  Gorilla X was complete and just in time. 
  Another giant monster had arisen and the 
  world could not count on the injured 
  Monarch who had not been seen since 
  limping off from the battle with Bonobo. 
  Despite warnings from the robotic engineers 
  that more time was needed to test his 
  systems, Gorilla X was mobilized and sent in 
  to 
  battle 
  the 
  monster 
  Tublekahn, 
  an 
  immense worm like monster capable of 
  burrowing underneath the ground. The battle 
  was to take place in Mexico City in the 
  middle of a tropical storm. After a long battle 
  Gorilla X was eventually able to force 
  Tublekahn to retreat. MCCC officers called 
  Gorilla X a success. However they victory 
  celebration was too soon. While being fitted 
  to his transport harness. Gorilla X was 
  struck by a bolt of lightning. The sleeping 
  giant’s robotic systems suddenly became 
  active. Gorilla X went on a rampage 
  destroying everything in his path. All 
  attempts to shut him down failed. His 
  rampage eventually lead to the sea where 
   
  68
  
  he was followed all the way back to the 
  island of his birth. Once there the cyborg 
  gorilla shut down. Several attempts have 
  been made to return Gorilla X to the military 
  installation for deactivation but every time a 
  team is sent in he becomes active and 
  extremely violent. For the time being MCCC 
  officials have deemed it safer to leave 
  Gorilla X inactive on the island. However 
  there is a small military presence ordered to 
  keep anyone from touching the sleeping 
  cyborg. The villagers of the island have once 
  again accepted Gorilla X as a type of deity 
  and pray for the time when he will awake 
  and rid the island, and the world, of all those 
  who oppose him. 
   
  MONARCH, LARVA 
  Points: 150 
  Distance: 3 
  Strength: 3 
  Dexterity: 3 
  Toughness: 3 
  Atomic Power: 1d10 
  Wounds: 10 
  Natural Attacks: 1 
  Tonnage: 36,000 
  Physical Enhancements: Annelid body, 
  burrowing limbs 
  Atomic Enhancements: Arc blast, 
  metamorphosis 
   
  MONARCH 
  Points: 150 
  Distance: 4 
  Strength: 2 
  Dexterity: 4 
  Toughness: 3 
  Atomic Power: 1d10 
  Wounds: 10 
  Natural Attacks: 1 
  Tonnage: 39,000 
  Physical Enhancements: Wings 
  Atomic Enhancements: Energy beam, 
  reflection 
  Monarch once belonged to a Japanese 
  entomology project that once shared a lab 
  with Eiji Honda. Unfortunately lack of funds 
  shut the project down and the lab technician 
  in charge of the insect’s care was ordered to 
  destroy all of the specimens. The technician 
  believed the destruction of the insects was 
  cruel and unnecessary. So, he took them 
  home and set them free in his garden. 
  Everyday he would go out into his yard and 
  look for the insects and sometimes leave 
  them scraps of food to eat. Unknown to the 
  man one of the caterpillars he freed had 
  become infected with the Mutator X virus 
  while in the lab. Everyday when he returned 
  home from work he would see the colorful 
  caterpillar and think to himself about how big 
  it had gotten since it was set free. He 
  assumed being in captivity had caused the 
  insect to remain small. At least he thought 
  that until he returned home to find a 
  caterpillar as large as his car in the 
  backyard. Not knowing what to do the man 
  called the lab where he worked. It just so 
  happened that Eiji Honda answered the 
  phone. Hearing the story Eiji quickly drove 
  over to the man’s house only to find that the 
  caterpillar had fled toward the sea. That did 
  not stop his search however Eiji was able to 
  track down the caterpillar, thanks to strange 
  reports of a sea monster from fishermen, to 
  a small island. More amazingly once on the 
  island Eiji discovered that the caterpillar had 
  already created a cocoon. Eiji spent weeks 
  studying the cocoon until on day something 
  inside began to stir. Several hours later an 
  immense Gold and black butterfly emerged, 
  unfurled its wings and took to the air. The 
  gusts of wind created by the flapping wings 
  knocked Eiji to the ground. However, before 
  the butterfly got to far away Eiji was able to 
  fire a tracking dart into one of its legs as he 
  lay on the ground. News of the gigantic 
  butterfly spread around the world as it was 
  spotted flying over parts of Asia. But the 
  remarkable thing was despite the creature’s 
  size it was extremely peaceful. There had 
  been many attempts to destroy the gentle 
  giant and all they succeeded in doing was 
  chasing it away. It never retaliated against 
  its attackers and always returned to the 
  same island if possible. Eiji named the 
  butterfly Monarch. The first of the giant 
  monsters had appeared. Monarch did not 
  become known as the defender of mankind 
  until the giant ape Bonobo attacked China. 
  Monarch quickly arrived at the scene of the 
  primate’s destruction homing in on him as if 
  she could sense him from a great distance. 
  The two monsters fought for hours. Monarch 
  was eventually able to critically disable 
  Bonobo however she was also severely 
  wounded in the fight. She managed to flee 
  to her island were she eventually expired but 
  not before laying a single egg. A year later 
  that egg hatched and now a large caterpillar 
  now roams the island. It is the hope of Eiji 
   
  69
  
  that that caterpillar will one day take up 
  where its mother left off. To this day only Eiji 
  knows of the islands whereabouts and of the 
  existence of the monstrous caterpillar he 
  hopes will one day join the fight to save the 
  world from other more dangerous monsters. 
   
  TUBELKAHN 
  Points: 200 
  Distance: 3 
  Strength: 6 
  Dexterity: 3 
  Toughness: 4 
  Atomic Power: 1d10 
  Wounds: 10 
  Natural Attacks: 2 
  Physical Enhancements: Annelid body, 
  burrowing limbs, massive appendage 
  Atomic Enhancements: Slime blast 
  Tublekahn has been one of the most 
  destructive monsters to ever appear. It first 
  appeared in southern California where it was 
  first 
  mistaken 
  for 
  an 
  earthquake. 
  Seismologists were baffled by the readings 
  they were getting, as it seemed the 
  epicenter of the earthquake was moving. It 
  wasn’t until the immense worm surfaced in 
  downtown Los Angles that the reason for the 
  strange seismic activity was known. What 
  was once an ordinary earthworm was now a 
  200+ foot worm studded with bonelike 
  protrusions and a large gaping maw. The 
  MCCC quickly mobilized a team but by the 
  time they arrived the worm had destroyed 
  much of downtown Los Angeles and had 
  once again disappeared under the ground. 
  Seismologists were able to track the worm 
  on its southerly course were it once again 
  resurfaced, this time in Mexico City. Seeing 
  this as the perfect opportunity to test out 
  their new anti-monster device the MCCC 
  deployed the cyborg Gorilla X. The two 
  monsters clashed in the middle of a tropical 
  storm destroying large sections of the city as 
  they fought. Thanks to the seismologists 
  many of the cities inhabitants had been 
  warned and were able to evacuate. After a 
  battle that lasted several hours Gorilla X was 
  able to force Tubelkahn to retreat. Scientists 
  were able to track Tubelkahn as he 
  burrowed under the ground in a path that 
  took him directly to the sea. Once he was 
  under the water scientists lost track of him. 
  Tubelkahn’s 
  current 
  whereabouts 
  are 
  unknown but it is suspected he is hiding 
  somewhere near the Chinese Mongolian 
  border where strange seismic readings have 
  been recorded recently. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  70
  
  APPENDIX 
  TABLES & CHARTS 
  RANGED TO HIT MODIFIERS 
   
  Range 
  Modifier 
  Short 
  3-12" 
  -1 
  Medium 
  13"-24" 
  0 
  Long 
  25-48" 
  +1 
  Extreme 
  49"+ 
  +2 
  Special Modifiers 
  1/2 Covered by Terrain 
  +1 
  2/3 Covered by Terrain 
  +2 
  Target Prone 
   
  -2 
  Building 
   
  -2 
  Multiple Targets 
   
  +1 per target 
   
  CLOSE COMBAT TO HIT MODIFIERS 
   
  Modifier 
  Opponent has higher dex 
  +1 per difference 
  Opponent has lower dex 
  -1 per difference 
  Attacking Side Facing 
  -1 
  Attacking Rear Facing 
  -2 
  Special Modifiers 
  Opponent Prone 
  -2 
  Attacker Prone 
  +2 
  Building 
  -2 
   
  STRENGTH DAMAGE CHART 
  Strength 
  Damage 
  1-5 
  1 
  6-10 
  2 
   
  COMBAT MANEUVERS 
  Maneuver 
  Phase 
  Backward Hurl 
  Close Combat 
  Block 
  Close Combat 
  Building Walkthrough 
  Movement 
  Burrowing Pitfall 
  Movement 
  Dragging 
  Movement 
  Dropping 
  Close Combat 
  Entangle 
  Close Combat 
  Feint 
  Close Combat 
  Firing on the Move 
  Movement 
  Firing Through A Building 
  Ranged 
  Flyby Attack 
  Movement 
  Hammer Slam 
  Close Combat 
  Jumping Attack 
  Movement 
  Kangaroo Kick 
  Close Combat 
  Monster Club 
  Close Combat 
  Ramming 
  Movement 
  Reckless Assault 
  Close Combat 
  Return Throw 
  Ranged 
  Shock Wave 
  Movement 
  Stomp 
  Movement 
  Stunning Blow 
  Close Combat 
  Tail Sweep 
  Close Combat 
  Throwing Buildings 
  Close Combat 
  Throwing Buildings 
  Close Combat 
  Toppling Buildings 
  Close Combat 
  Tornado Throw 
  Close Combat 
  Tripping 
  Close Combat 
   
  MILITARY STRIKE TABLE 
  Roll
  Result 
  1 
  Pick new Target 
  2 
  Gain 3 a.p. 
  3 
  Lose 2 a.p. 
  4 
  Lose 1 wound 
  5 
  Lose 2 wounds or 3 a.p.  
  6 
  Lose 2 wounds /knocked down 
  7 
  Lose 2 wounds and 3 a.p. 
  8 
  Lose 3 wounds 
  9 
  Lose all a.p. 
  10 
  Lose a turn & knocked down 
   
  ROUND SEQUENCE 
  Roll Initiative 
   
  Roll Atomic Power 
   
  TURN SEQUENCE 
  Phase 1: Movement 
   
  Phase 2: Ranged Combat 
  Phase 3: Close Combat 
   
  Phase 4: Healing 
   
   
   
   
  71
  
  WALK X2 NAME
  ENERGY
  RANGE
  DAMAGE
  RUN X3
  LIFT
  DAMAGE
  NATURAL 
  ATTACKS
  ATOMIC POWER: OOOOOOOOOO
  WOUNDS INFLICTED
  BUILDING SECTIONS DESTROYED
  NOTES
  WOUNDS: OOOOOOOOOOOOOOOOOOOO
  STATISTICS
  ENHANCEMENTS
  TONNAGE:
  DISTANCE
  STRENGTH
  DEXTERITY
  TOUGHNESS
  WOUNDS
  ATOMIC 
  POWER
  GIANT MONSTER RAMPAGE
  MONSTER RECORD SHEET
  KINGDOM:
  NAME:
  POINT TOTAL:
   
   
  72
  
SOURCE: textdata/thevault/Giant Monster Rampage/Giant Monster Rampage Revised Edition.pdf