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[!CAUTION] This page should only be read by the GM!

The GM controls “everything else” that a Hunter player shouldn’t. This includes the monsters, reading the quest narratives, and anything else you see fit.

You should generally stick to the intended rules of the board game, but changing things slightly on the fly to make things more fun/interesting/challenging as your players need is good too.

Monster Behaviours

Monster Information

You should tell players when they reach status threasholds, break values, etc… but also give clues as to health. They can record values as they seem fit.

I give a clue about health around 50% and 10 points left. This helps players know how they’re going and if a monster is captureable.

Threat Level

Keep the threat levels secret. When starting a hunt, you can assign threats randomly, have players roll for initiative, or use some other system.

The threat level can change on player actions as per the Threat Shift section in the player handbook. If it makes sense to change the threat otherwise, you can do so.

A player will immediately become the highest threat when they:

Do a large amount of damage in a single turn (10%+ of monster HP).

A player will immediately become the lowest threat when they:

Remember to change the threat levels whenever a time card says so, but you don’t need to rotate threats to the left - shuffle them up or roll initiative again.

I use a piece of paper with player names written on it and some tokens with numbers 5-8.

Turf Wars

Turf can happen once the party reaches HR5.

When the party uses a Monster Lure at the start of a hunt, shuffle Red Turf War time card into the Time Deck. When this is drawn, initiate a Turf War. The card may also be included in the Time Deck anyway. Shuffle the Turf War time card back into the Time Deck, except when it is drawn again, the invading monster flees. If the monster is already defeated, nothing happens. (Or you could initiate another turf war…)

If a Monster Lure is used before combat, it will always work. If used during combat, roll d6. If 4+, the Turf War happens. Roll a D6 again to determine who invades, using the table below.

If a Scented Monster Lure is used, roll a D12 and spawn the specific monster on a 7+ result.

Quest Target 1 2 3 4 5 6
Great Jagras None Tobi Pukei Anja Rath Tobi+
Tobi Kadachi G. Jagras None Anja G. Jagras+ Rath Pukei
Anjanath Pukei A Rath None Tobi G. Jagras Rath
Rathalos Diablos G. Jagras++ Anja+ Tobi++ Pukei+ None
Azure Rathalos B. Diablos G. Jagras++ Anja+ Tobi++ Pukei+ Diablos
Barroth None Pukei Jyura Anja Diablos Pukei+
Pukei Pukei Barroth None Anja Jyura Diablos Barroth+
Jyuratodus Pukei B. Diabos None Anja Barroth+ Diablos
Diablos Rath Barroth++ Jyura+ Pukei++ Anja+ None
Black Diablos Rath Barroth++ Jyura+ Pukei++ Anja+ A. Rath

A plus (+) denotes a monster at a higher level than the quest target, ie: if you’re fighting Assigned Rathalos and spawn Great Jagras++, it spawns at Tempered level. If you can’t spawn it higher, then spawn the highest possible level.

Use Turf War rules as outlined in Iceborne rulebook. In summary:

Additionally, these changes apply: