TEXT: This is the first Rumble Pack rules expansion for
  MONSTER ISLAND: THE GAME OF GIANT MONSTER COMBAT.
  It contains rules for new terrain, weather and natural
  disasters to enhance your games of MONSTER ISLAND.
  This is a free add-on for the game provided as a
  way to thank our fans. You must have MONSTER ISLAND
  in order to use this Rumble Pack
  About Monster Island
  MONSTER ISLAND: THE GAME OF GIANT MONSTER COMBAT
  is a 32-page game of creating and fighting giant
  monsters imprisoned on a tropical island by the UN
  Science Alert Corps. The game includes a cardstock
  insert of foldable color monster figures, or you can
  Monster Island
  The Game of Giant Monster Combat
  Rumble Pack I
  Credits
  Author: Patrick Sweeney
  Editor: Patrick Sweeney
  Graphic Design: Patrick Sweeney
  TM
  Monster Island: The Game of Giant Monster Combat and UN Science Alert Corps are trademarks owned by Firefly Games (www.firefly-
  games.com). Copyright ã  2002 by Firefly Games. All rights reserved under international copyright conventions.
  All situations, incidents and persons portrayed are fictional and any similarity without satiric intent to individuals living or dead is strictly
  coincidental.
  Action! System copyright 2001-2002 by Gold Rush Games (www.goldrushgames.com). All rights reserved. Action! System, Fast
  Action!, Action! Packed, Action! Ready, the Action! System logo and all associated marks are owned by Gold Rush Games and are
  used under license. Visit www.action-system.com for additional Action! System product and licensing information.
  play using your own toy monsters, plastic dinosaurs
  or stuffed animals. Stock # FGS1001, ISBN 1-
  890305-37-5, SRP $9.95.
  About Firefly Games
  Firefly Games is the creation of game industry
  veteran Patrick Sweeney. Established in January
  2002, Firefly Games produces inexpensive, exciting
  games with broad appeal inside and outside the
  adventure game industry core market. Our products
  are distributed under agreement by Gold Rush
  Games and fulfilled by Tundra Sales Organization.
  Check out the Firefly Games website at www.firefly-
  games.com.
  Introduction
  
  New Terrain
  MONSTER ISLAND: THE GAME OF GIANT MONSTER COMBAT
  contains rules for geysers, oceans, lava, quicksand
  and swamps. Here are some optional rules for new
  terrain to use in your giant monster rumbles.
  Ice and Snow
  Since kaiju from many different climates must be
  able to survive on Monster Island, some parts of the
  island have been modified
  from the natural tropical
  terrain. Weather genera-
  tors, invented using
  salvaged Delok technology,
  have turned part of the
  island into an Arctic land of
  snow and ice suitable for
  polar kaiju.
  Monsters who have
  escaped the island, of
  course, also may encoun-
  ter ice and snow terrain.
  Snow normally doesn’t
  pose much of a problem to
  a 100-foot-tall kaiju, but
  extremely deep snowdrifts
  may slow movement. Use
  white construction paper or
  felt to represent deep
  snowdrifts. Crossing a
  snowdrift requires 2” of
  movement to move 1”.
  Monsters with Flying, Teleporting or Tunneling ignore
  this penalty, and kaiju with Leaping may be able to
  jump over snowdrifts.
  Thin ice, such as that over a frozen lake or bay, can
  pose a threat even to a gigantic monster. Most kaiju
  are extremely heavy and are likely to break through
  the ice! Use light blue construction paper or felt to
  represent treacherous thin ice -- just make certain it’s
  distinctive from whatever you are using to represent
  water and geysers.
  If a kaiju steps onto thin ice, either intentionally or by
  accident during its move, roll 1d6. On a 1, 2, 3 or 4,
  the enormous monster has broken through the ice
  and plunged into the freezing water below!
  The kaiju takes 2d6 damage from the extreme cold,
  unless it has Immunity to Cold. Its Toughness and
  Armor, if any, apply to this damage.  If the water is
  less than 100 feet deep, the monster can simply climb
  back out. Climbing out takes half your kaiju’s actions
  for a Turn, just like Knockdown (MONSTER ISLAND, p.
  19).
  If the water is deeper than 100 feet, the kaiju must
  have the Power of Swimming to survive for very long.
  After one full Turn in the water,  a kaiju that cannot
  swim and that has not climbed out sinks into the frigid
  depths and drowns.
  A monster with Swimming that falls through the ice
  can stay on the surface and climb back out. Or it may
  decide to swim to another patch of thin ice and break
  out there! The kaiju takes 2d6 damage from the
  extreme cold per Turn. It also may drown (MONSTER
  ISLAND, p. 22) unless it has Immunity to Drowning.
  Kaiju with Flying are unaffected by thin ice, unless
  they crash into it, as are creatures with sufficient
  Leaping to jump over it. Teleporting monsters likewise
  can ignore thin ice unless they teleport onto it.
  Creatures cannot Tunnel under thin ice, obviously.
  Monsters can also be shoved or thrown onto thin ice
  in combat. Monsters that cannot swim should prob-
  ably stay far away from thin ice.
  Tarpit
  Pools of thick, bubbling goo produced by geother-
  mal energy, tarpits can be represented by black
  construction paper or felt. Kaiju who step in a tarpit
  become stuck and must pull themselves free to
  move, just like quicksand (MONSTER ISLAND, p. 22).
  Tarpits are even worse than quicksand, though,
  because the sticky stuff can entrap other kaiju. Any
  monster that touches a kaiju trapped in a tarpit, or is
  touched by a tarred creature, also becomes stuck.
  Each monster must break free on its own -- trying to
  pull another kaiju free of a tarpit just gets your mon-
  ster stuck, too.
  As with most hazardous terrain, kaiju with Flying
  and Teleporting ignore tarpits unless they land in
  them. Monsters with Leaping may jump over tarpits.
  Tunneling under a tarpit doesn’t do much good, as it
  extends deep into the earth.
  Enemies can be shoved or thrown into tarpits. Of
  course, trying to shove a kaiju already stuck in a tarpit
  won’t work out so well for the attacking monster, but
  no one ever said kaiju were very bright.
  I think you
  should send us
  the biggest
  transport plane
  you have, and
  take this thing
  to the Arctic or
  somewhere
  where it will
  never thaw.
  -- The Blob
  (1958)
  
  Weather
  A little inclement weather can liven up a game of
  MONSTER ISLAND: THE GAME OF GIANT MONSTER COMBAT.
  Here are some optional rules for introducing weather
  to your kaiju battles.
  This section covers only normal weather conditions.
  Extreme weather, such as hurricanes and tornadoes,
  is covered under Disasters.
  Blizzards
  Raging blizzards can produce “white-outs,” in which
  it becomes difficult to see farther than a few feet.
  Well, for humans, anyway. Kaiju are a lot easier to
  spot, being 100 feet tall or so. In a blizzard, all ranged
  attacks, including Powers and thrown objects, have a
  maximum range of 9”. Beyond that, your monster just
  can’t see its foes clearly enough to attack.
  Fog
  Dense fog obscures the battlefield, making it
  difficult to spot and attack other kaiju. All ranged
  attacks, including Powers and thrown objects, have a
  maximum range of 12”. Beyond that, your kaiju just
  can’t see its enemies clearly enough to attack.
  Lightning bolts. Kong has a
  chance. Electricity makes him
  stronger.
  -- King Kong vs. Godzilla
  (1963)
  Lightning Storms
  Lightning storms are a real hazard to a 100-foot-tall
  monster! It’s often the tallest thing around, after all.
  Roll a 1d6 for your kaiju at the beginning of each
  Turn. On a 1, a bolt of lightning strikes it, doing 3d6
  damage. Toughness and Armor apply normally
  against the damage.
  Monsters with Absorption against electricity, of
  course, are quite fond of lightning storms.
  Rain
  Rain just doesn’t bother kaiju very much, and
  reduces visibility only slightly. All ranged attacks,
  including Powers and thrown objects, have a maxi-
  mum range of 24” in the rain.
  Natural Disasters
  Kaiju and natural disasters just seem to go together.
  Many giant monster movies feature disasters in the
  middle of battles, such as the rockslide in King Kong
  vs. Godzilla (1963) or the earthquake in Frankenstein
  Conquers the World (1966).
  Fires and nuclear meltdowns are covered in ESCAPE
  FROM MONSTER ISLAND, but here are a few other natural
  disasters to use in your games.
  Tornado
  A battle in the middle of a tornado might be an
  interesting challenge. Roll 1d6 at the start of each
  Turn. On a 1,  a tornado touches down somewhere.
  Create a tornado marker out of construction paper,
  cloth or felt and drop it from a height onto the battle-
  field.
  All trees, boulders and kaiju within 6” of where it
  lands are hurled in a random direction. Roll 1d6 to
  determine direction, with a 1 meaning North, a 2
  meaning Northeast, and so forth in a clockwise
  direction. Then roll 2d6 and place the tree, boulder or
  kaiju that number of inches away from its original
  location in the indicated direction.
  Kaiju hurled into molten lava or other hazards by the
  tornado take damage as normal. Monsters take no
  damage from being thrown, but are considered to be
  knocked down.
  Volcanic Eruption
  Monster Island was formed by volcanic action and
  contains at least one active volcano, so battles during
  eruptions are a distinct possibility. Along with the
  usual lava pools, create a lava flow out of construc-
  tion paper or felt during setup. At the start of each
  Turn, roll 1d6 and extend the flow that number of
  inches. Kaiju engulfed by the lava flow take damage
  as normal.
  Steam vents also are a hazard during eruptions.
  Roll 1d6 at the end of each Turn. On a 1, randomly
  drop a new geyser marker onto the map.
  
SOURCE: textdata/thevault/Deduped  Shit/Monster Island/Action System - Monster Island - Rumble Pack 1.pdf