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[!NOTE] Anything not included here is as in the core rulebook.

Changes to Progression

Weapons and Armor

Weapons and Armor forged are shared, however, only one player may use a particular weapon class at a time. This is due to not having enough minis or cards for multiple people playing the same class.

You may freely change weapons and armor before a hunt (as long as it has been forged).

Materials

Materials gathered and carved are shared. You can exchange materials at the Resource Centre in the following ratios:

When purchasing upgrades, you may also “automatically exchange” materials, regardless of if the Material Exchange upgrade has been purchased.

Weapon Change Bonus

The Research Commission wants you to be proficient in all weapons classes. Using a weapon class that you’ve not used in the past 3 hunts will reward you an additional die during carving.

Hunting License and Hunter Rank

You must level up your Hunting Rank to receive a license to hunt larger and stronger monsters. You gain +1 HR the first time you defeat a monster at a given level.

HR 1 3 5 10 12 14 20 26    
1 2 3 4 5 6 7 8    
Great Jagras 🟦 🟨 🟪           🟦 Assigned
Barroth 🟦 🟨 🟪           🟨 Investigation
Tobi-Kadachi   🟦 🟨 🟪         🟪 Tempered
Pukei Pukei   🟦 🟨 🟪            
Anjanath       🟦 🟨 🟪        
Jyuratodus       🟦 🟨 🟪        
Rathalos           🟦 🟨 🟪    
Diablos           🟦 🟨 🟪    
Azure Rathalos           🟦 🟨 🟪    
Black Diablos           🟦 🟨 🟪    

Changes to Combat

Player Actions

Play any combination of actions in any order, unless specified

Once your actions are performed, perform hand maintenance by discard either 1 face up or 2 face down cards from anywhere on the Stamina Board, then draw and resolve a Time Card.

Consumables

Play the item face up on stamina board, and return the item to the supply if you take damage before your next turn. At the start of your next turn, the item is used.

Trap

Your party can carry 1 trap. Traps must be purchased from The Trapper. When a monster moves into a trap, it immediately ends its turn.

You may also roll a d10 to attempt to capture the monster. If you roll higher than the monster’s current health, you successfully capture the monster, and receive an additional d6 when rolling carves.

If you do not roll higher, you may resolve the player turns specified on the monster’s current behaviour card. If you bring its health down to or below what was rolled, it is also successfully captured.

If you fail to capture the monster, it becomes enraged and its next behaviour card will have a player count of zero.

Monster Lure

Your party can carry 1 monster lure. Lures must be purchased from The Trapper.

When a lure is used, it forces a Turf War to occur. If used in combat, is must be placed on a node. Another monster will then soon come from the closest edge node.

Barrel Bomb

Throw a barrel bomb at the monster. You can throw the barrel any distance.

Draw 2 ELEMENTAL DAMAGE cards. Reduce the monster’s health by the amount drawn. If the monster is suffering the sleep status ailment, it suffers double damage.

Fainting

When you faint, immediately discard a time card.

On your next turn, you may then discard an additional time card each to sharpen or clear your stamina board (ie: immediately discard a time card, then you wish to sharpen and clear your stamina board, so you discard another 2 time cards). Then reform your Action Deck by discarding your hand, combine your Action card discard and draw decks, shuffle them, and redraw your hand.

Finally, set your health to full and place your hunter on a starting node.

Threat Shift

In addition to standard threat shifts, players can force themselves to become the highest or lowest threat by performing specific actions.

A player will immediately become the highest threat when they:

A player will immediately become the lowest threat when they:

Time Cards

Roar

Poisoncups, Vespoids, Toads

All have a 1-point dodge value which you may elect to take when being hit. Falling boulders cannot be dodged.

Weapons

Insect Glaive

Reveal your next kinsect at the end of your current turn, before taking a time card and performing hand maintenance. When initially setting up, reveal your first kinsect.

Note: this just lets you plan ahead a bit

Armor

Armor Skills

Speed Eating

Changes to Scoutflies

Scoutflies can be used to “learn” information about a monster. More on this in the next section.

Changes to Monsters

All information is remembered between hunts, so if you learn the fire resistance for a Great Jagras during your first encounter with it, you’ll know it for the next encounter.

[!TIP] It might be a good idea to record what you know about monsters in some sort of hunter notes…

Turf Wars

Turf Wars are when another monster enters the fight.

Invading monsters start with less health that normal. Both monsters are considered a threat value of 10.

You may carve an invading monster if it is defeated, but no bonus carves can be applied.

Downtime Activities

You may do any number of activities between hunts.

Visit the Handler

As there is no Campaign Timer, quests can be repeated as often as needed, and there is no need to visit the Handler to replay a quest.

Bounties

Bounties offer material rewards for completing certain objectives. Each player can hold one bounty at a time. Bounties are completed automatically when the the player who collected the bounty achieves the objective. Bounty rewards are awarded when returning from a hunt.

Picking Bounties

Bounties are picked randomly by rolling a d20. The player rolls 3 bounties and picks one. You may choose to discard a bounty at any time.

Collecting Rewards

Roll a d12 to see what reward is collected. You may roll as many times as specified in the bounty reward.

Bounty List and Rewards Table

The bounty list and rewards table can be found here.

Resource Centre Upgrades

The Resource Centre can be upgraded to allow additional Downtime Activities. Multiple upgrades can be purchased at once. Upgrades take time to apply, and will be completed after the next hunt.

Canteen and Smithy upgrades must happen in order.

Upgrade Cost Result
Material Exchange HR 1
10 common materials
Allows materials to be exchanged at the Resource Centre.
Material Purchase HR 3
Material Exchange unlocked
10 common materials
Allows materials to be purchased at the Resource Centre using the Core Rules
Downtime Activity 1 rules.
Trapper HR 3
1 non-common material
Allows certain hunting gear to be purchased from The Trapper.
Canteen Lv 1 HR 1
1 common material

1 monster part
Allows white rarity meals at the Canteen to be ordered, also receive a free white rarity meal for the next hunt.
Canteen Lv 2 HR 4
Canteen Lv 1 unlocked
4 non-common materials
2 monster parts
Allows yellow rarity meals at the Canteen to be ordered
Canteen Lv 3 HR 7
Canteen Lv 2 unlocked
4 non-common materials
4 monster parts
Allows green rarity meals at the Canteen to be ordered
Canteen Lv 4 HR 15
Canteen Lv 3 unlocked
8 non-common materials
8 monster parts
Allows purple rarity meals at the Canteen to be ordered
Smithy Lv 1 HR 1
2 common materials
Allows the Smithy to be used to forge white rarity gear
Smithy Lv 2 HR 2
Smithy Lv 1 unlocked
2 non-common material

2 monster parts from:
Great Jagras, Barroth
Allows the Smithy to be used to forge yellow rarity gear
Smithy Lv 3 HR 4
Smithy Lv 2 unlocked
4 non-common materials

4 monster parts from:
Tobi-Kadachi, Pukei-Pukei, Anjanth, Jyuratodus
Allows the Smithy to be used to forge green rarity gear
Smithy Lv 4 HR 12
Smithy Lv 4 unlocked
8 non-common materials

4 monster parts from:
Rathalos, Azure Rathalos, Diablos, Black Diablos
Allows the Smithy to be used to forge purple rarity gear

The Canteen

You can spend materials at the canteen to gain buffs for the next hunt. Only ONE player may benefit from a meal, but multiple players may order a meal.

Meal Rarity Cost Effect
Attack Up White 1 common material
1 monster part
When drawing damage cards, draw an additional one and then pick one drawn card to shuffle back into your damage deck
Break Up White 1 common material
1 monster part
Deal an additional Break when applying Break
Stun Up White 1 common material
1 monster part
Deal an additional Stun when applying Stun
Evasion Up White 1 common material
1 monster part
You may move an additional node when dodging
Stun Resist Yellow 2 common materials

1 monster part from:
Barroth
Diablos
Black Diablos
The hunter must be inflicted twice with stun before becoming stunned.
Poison Resist Yellow 2 common materials

1 Pukei-Pukei material
The hunter must be inflicted twice with poison before becoming poisoned.
Sleep Resist Yellow 2 common materials

1 Jyuratodus material
The hunter must be inflicted twice with sleep before suffering sleep.
Paralysis Resist Yellow 2 common materials
1 monster part from:
Tobi-Kadachi
The hunter must be inflicted twice with paralysis before becoming paralysed.
Blast Resist Yellow 2 common materials
1 monster part from:
Rathalos
Azure Rathalos
The hunter must be inflicted twice with blastblight before suffering blast.
Defense Up Green 1 common material

2 monster parts from:
Barroth
Diablos
Black Diablos
The hunter gains +2 armor.
Fire Resistance Green 1 common material

2 monster parts from:
Anjanath
Rathalos
Azure Rathalos
The hunter gains +2 fire defense.
Water Resistance Green 1 common material

2 monster parts from:
Great Jagras
Jyuratodus
The hunter gains +2 water defense.
Ice Resistance Green 1 common material

2 monster parts from
An Ice monster
The hunter gains +2 ice defense.
Thunder Resistance Green 1 common material

2 monster parts from
Tobi-Kadachi
The hunter gains +2 thunder defense.
Dragon Resistance Green 1 common material

2 monster parts from:
Rathalos
Azure Rathalos
The hunter gains +2 dragon defense.
Health Up Purple 2 non-common material
4 monster parts
The hunter has +2 maximum health for this quest.
Palico Treat Purple 2 non-common material
4 monster parts
Your Palico may use their ability an additional time.
Felyne Insurance Purple 2 non-common materials

4 monster parts from:
Great Jagras
Barroth
Do not count the first time any hunter faints. They still must follow the process for fainting.
Stubborn Defiance Purple 2 non-common material

4 monster parts from:
Tobi-Kadachi
Pukei Pukei
Anjanath
Jyuratodus
The first time your health reaches 0, do not faint and instead set your health to 1.
Divine Platter Purple 2 non-common material

4 monster parts from:
Rathalos
Azure Rathalos
Diablos
Black Diablos
Once per quest, you may choose to ignore an instance of damage.

The Smithy

All weapons and armour forged are shared, however, these limits still apply:

The Trapper

The Trapper sells tools to help your hunts. The Trapper stocks the following items. Her inventory is refreshed after a hunt.

Item Cost Held Limit Description
Trap 1 non-common material 1 Allows capturing monsters
Basic Lure HR5 reached
1 non-common material
1 Basic monster lure.
Scented Monster Lure HR5 reached
1 non-common material
2 monster parts from a specific monster
1 A monster lure that increases the chance for a specific monster to be lured. Does not guarantee the monster is lured though.
Life Powder HR10 reached
2 non-common materials
1 Health Potion
1 Completely heal your Hunter and any Hunter in an adjacent node.
Ancient Potion HR15 reached
2 non-common materials
1 Health Potion
1 Ration
1 Completely heal your Hunter and refresh your stamina.
Barrel Bomb 1 non-common material 1 Throwable explosive.

Palico Training

Everyone can bring their Palico on a hunt.

Your Palico starts with your choice of any one Palico card. These must be unique across the party. You can spend materials to train your Palico and unlock a new ability to use. Your Palico can have a total of four abilities to choose from, but can only bring one on a hunt.

When departing on a hunt, all Palicos must have a unique ability.

Palico Upgrades

Ability Cost Effect
First Ability Free Your Palico has an ability
Second Ability HR 5 reached
2 common materials

2 monster parts from:
Tobi-Kadachi, Pukei-Pukei
You can select a second ability for your Palico to use
Third Ability HR 10 reached
2 non-common material

2 monster parts from:
Anjanath, Jyuratoduos
You can select a third ability for your Palico to use
Fourth Ability HR 16 reached
2 non-common material

2 monster parts from:
Rathalos, Azure Rathalos, Diablos, Black Diablos
You can select a fourth ability for your Palico to use
Palico Combat HR 7 reached
Ability Re-use not purchased
2 non-common materials

2 monster parts from:
Tobi-Kadachi, Pukei-Pukei
Your Palico can be used for combat
  OR  
Palico Ability Re-use HR 7 reached
Combat not purchased
4 non-common material

4 monster parts from:
Anjanath, Jyuratoduos
Your Palico may use their ability a second time

Palico Combat

You can instead opt to forgo a Palico ability and instead equip your Palico for combat. Use your Palico token to track its position. A Palico has the same threat level as its Hunter, and uses the same part targeting rules as a Hunter.

During your turn, your Palico may:

If your Palico takes any damage, it faints and takes 3 monster turns to recover.