A rather on the ball commenter, mentioned I hadn’t included the full monster rules anywhere. So here they are:
A Monster will make a number of attacks equal to its remaining wounds, and will have D3+2 wounds at the beginning of a game. Monsters generally hit on a 2+ and save by rolling above the number of their remaining wounds. Monsters will generally be only able to make melee attacks unless they have the Gun trait. Each monster has two traits from the list below, you can either select the traits relevant for the monster you have, or roll randomly:
1: Gun – The Monster can make ranged attacks up to 12”.
2: Winged – The Monster can fly.
3: Fast – The Monster counts as Mounted.
4: Big – The Monster gets 1 additional wound.
5: Hardened – The Monster can add 1 to any saving throws it makes. Natural 1s always fail.
6: Obscured – Enemies suffer -1 to hit rolls when attacking the Monster. Natural 6s always hit.
Feel free to rename traits, like ‘tunneling’ instead of winged, or ‘cute’ instead of Obscured.
I like the rules but was puzzled about monsters having to save by rolling above number of remining wounds as would that not make it easier to survive the the roll the more wounds it has suffered? Shouldn’t it be below the number of wounds suffered?
My thinking was you either have to hit them hard and fast or struggle to kill them. It makes heroes better at killing them, and has them tear through groups of weaker warriors. Though of course in such a low wound, two die roll combat system (hit/save), weaker guys always have a chance to gang up and kill anything.
I’ve considered having them start with 1 attack, but then gain an attack per wound suffered, so they get angrier and scarier. Something I’ll have to playtest.