Monstrous Melbourne 2 The War Of The Lions

Monstrous Melbourne 2 Overview

After a chaotic but prosperous first week in Melbourne, Yanmei was granted the title of Gang Leader of the Lions by Lord Governor Severus. Although this acknowledges Yanmei as one of the great powers of the city, this new development brings its own dangers as she becomes embroiled within the war to control Melbourne.

Starting Hordes

1 Horde of Guards
4 Hordes of Runners

Starting Gang Supplies

Armour and Clothing

20 Gang Leathers
10 Heavy Gang Leathers


20 Assault Rifles
2 Heavy Machine Guns
10 Pulse Rifles
10 Pulse Pistols
11 Revolvers
13 Semiauto Pistols


40 Assault Rifle Clips
4 Boxes of HMG Ammo
30 Pulse Rifle clips
30 Pulse Pistol clips
20 Revolver clips
20 Semiauto Pistol clips

Goals and Rules

EVA-08 still requires another 14 days to recover to its full capabilities. Meanwhile, Isha is finding the task of sending a secure message to an ally much more difficult than he hoped. Furthermore, Yanmei must now lead her new gang as they look to her for guidance- and for survival.

This takes place on a new map where Melbourne is divided into 47 regions, each region either controlled by a Gang or considered 'neutral'. This scenario mostly takes place using 'horde-scale' events and movement.

Movement and Time

Each Day is now broken into five segments, called 'Time Units', each considered to be roughly two hours. Movement between the regions is as follows:
For a Horde: 1 Region per Time Unit
For a Character: 2 Regions per Time Unit
For a Vehicle: 3 Regions per Time Unit

Characters not with a Horde will immediately be returned to the nearest allied region at the end of the day.

Regions and Survival

Survival is far more abstracted and simplified in Gang form. Simply put, all Regions have a 'Region Profile' that reads as such:

Region Name: The name of the Region.
Region Affiliation: The controller of the Region.
Region Control Points: The amount of 'Control Points' a Region possesses; more on this later.
Region Supply Value: The amount of Hordes the Region can support.
Region Resources: The resources that can be harvested, such as ammo. All Resources have a Difficulty Value and a Max Value.
Region Terrain: The general terrain of the region. Impacts battles.
Region Features: Lists specific features of the region, such as a HQ or a special building.
Region Buildings (I): Lists infrastructure buildings.
Region Buildings (D): Lists defense buildings.
Region Buildings (S): Lists supply buildings.
Region Buildings (R): Lists resource buildings.
Region Buildings (HQ): Lists HQ buildings.

Region Affiliation and Control Points

All Regions possess something called 'Control Points'. Control Points are an abstract representation of how much or how little control a Gang has over that Region. Gangs that control all the Control Points in a region have total control of that Region; if they do not (For example, split between two gangs), then the region is considered 'contested'. Contested regions cannot be gathered from, do not contribute to Supply Value and do not offer any benefits.

To gain Control Points in a Region, you must allocate forces to attack a Control Point belonging to an enemy. If your forces are victorious, then the Control Point is taken; if your forces fail, the Control Point remains in the hands of your enemy. Richer, powerful territories have more Control Points. Note: if there are no enemy forces remaining, but they still control Control Points, you may take unguarded Control Points at a rate of 1 per TU.

Region Supply Value

All Regions have a 'Supply Value'. Simply add together the Supply Values of all your Regions together to get your Gang Supply Value. You cannot have more Hordes than your Supply Value.

Region Resources

Regions all offer Resources. Most Regions offer one or two, whilst the wealthiest offer three or more. Resources are integral to the survival of a Gang. Resources require a Horde to gather them- they must be in the Region and have not moved yet that Time Unit. Finding Resources is a Search test.
All Resources are presented in the following pattern:
<Name of Resource> (<Difficulty Value>/<Max Value>)
Example: Ammo (+20/10)
The Name of the Resource is obvious.
Difficulty Value is a simple modifier to Horde tests made to gather the resource.
Max Value measures the act of exhausting the resources available. Keep track of the number of times that resource is gathered from that Region. Every time the amount of times equals the Difficulty Value, reset the count and add a -10 penalty to the Difficulty Value. Repeat the cycle indefinitely.

Each successful gathering test provides you with a certain amount of resources depending: see the "Resources and Explanations" area below.


One does not have to settle for simply accepting a region's basic attributes. A Ganger Leader is the closest thing these regions have to a master, and although their efforts could never match that of a proper government or military, one would be surprised to see how industrious a Gang can be.

Buildings are broken into five categories- Infrastructure, Defense, Supply, Resource, and HQ.
Buildings require the effort of Hordes to build- measured in TU. So a building with TU 20 would require a Horde to spend 20 TU to build. Of course, a building can be constructed faster than this by having multiple Hordes work on it; however, no matter how many Hordes are working on a building, a Building can never be built in less than 25% of the max TU time.
Buildings also have a cost in raw materials, usually metal, stone or wood.

Finally, every time a region changes hands, there is a 25% chance for each building present to be damaged. Damaged buildings can only be repaired by spending 50% of their TU to do so.

Infrastructure Buildings

Infrastructure buildings mostly work to make it easier to travel between territories.

Name Effect TU Cost Resource Cost Requirements
Cleared Paths TU cost for moving in territory reduced to 0.5 15 20 Metal or Stone or Wood -
Cleared Roads TU cost for moving in territory reduced to 0.25 20 30 Metal or Stone or Wood -

Defense Buildings

Defense Buildings make it easier to defend regions, usually by adding Control Points or defensive structures.

Name Effect TU Cost Resource Cost Requirements
Fortification Extra cover defenses at Control Point 10 20 Metal or Stone, 10 Wood -
Basic Towers High ground defenses at all Control Points, makes it harder for enemies to ambush 10 20 Metal or Stone, 10 Wood -
Gun Towers Upgrades Basic Towers with automatically-manned HMGs 5 5 Metal, 1 HMG per Control Point Basic Towers
Stockade +1 Control Point (comes fortified) 20 40 Metal or Stone, 20 Wood -
Redoubt +1 Control Point (comes fortified) 25 50 Metal or Stone, 25 Wood Stockade
Fort +1 Control Point (comes fortified) 30 60 Metal or Stone, 30 Wood Fort
Stronghold Region remains yours until every Point is lost 20 40 Metal or Stone, 20 Wood -

Supply Buildings

Supply Buildings increase the Region's Supply capacity.

Name Effect TU Cost Resource Cost Requirements
Tenements Increase Supply in region by 1. 20 30 Metal or Stone, 20 Wood -
Shanties Increase Supply in region by 1. 25 40 Metal or Stone, 30 Wood Tenements

Resource Buildings

Resource Buildings improve the ability to gather resources in that area.

Name Effect TU Cost Resource Cost Requirements
Depot +10 bonus to Resource tests 10 40 Metal or Stone, 20 Wood -
Debris Clearing Resets Max Value penalties 25 - -

HQ Buildings

HQ buildings can only be constructed at a faction's home region.

Name Effect TU Cost Resource Cost Requirements
HQ Increase Supply in region by 2. - - -
Ganger Lodgings +10 bonus to Recruitment tests 20 30 Metal or Stone, 20 Wood -
Barracks +10 bonus to Recruitment tests 25 40 Metal or Stone, 30 Wood Ganger Lodgings
Recruit's Office +10 bonus to Recruitment tests 30 50 Metal or Stone, 40 wood, Officer w/40+ Intelligence Barracks
Practice Range -20% off Ability Upgrade time 30 50 Metal or Stone, 40 Wood, Officer w/Tactics training -
Proving Ground -20% off Ability Upgrade time 40 60 Metal or Stone, 50 Wood Practice Range
Workshop +20 to crafting tests 20 35 Metal or Stone, 10 Tools, 20 Wood -
Vehicle Workshop +20 to Vehicle repair or mod tests 30 40 Metal or Stone, 10 Tools, 30 Wood -

Shifting HQ

A HQ can be shifted from one region to another, taking with it all the HQ buildings. Shifting takes 10 TU, +5 for every extra building built.

Resources and Explanations

All regions have at least one resource that can be extracted by Hordes. The mechanics of finding resources is noted above in the Region section; this section deals with what each individual resource does.

Each resource has a name, a description field and a 'goods cost'.

What's a Goods Cost? All resources are useful in and of themselves, except for Trade Goods- Trade Goods can be used to buy other resources. Each resource thus has a 'Goods Cost'; how many Trade Goods you need to spend to acquire one unit of that resource. Alternatively, one can sell a resource and gain that many Trade Goods in return. Some equipment requires special prerequisites before you can purchase them with Goods.

Trading for items can be done any time and does not require actions by any Hordes or Officers.

Name of Resource Description and Effect Goods Cost
Ammo Weapon ammo. On a successful test, gain 10 clips of basic or pistol ammo, or 1 box of heavy ammo. 2 Goods per 1 Basic/Pistol; 10 Goods per Heavy
Blues Armour Armour used by the Blues. On a successful test, gain 10 units of Blues Armour or 10 Blues Shields. 10 Goods per 1 Armour/Shield, requires Blues trading
Demon Weapons Melee weapons used by the Demons. On a successful test, gain 10 units of Demon Weapons. 10 Goods per 1 Weapon, requires Demons trading
Evametal Advanced Evangelion armour metal that can be used to make superior weapons and armour. On a successful test, gain 10 Evametal. 30 Goods per 1 Evametal
Flamethrowers Weapons that launch gouts of flame. On a successful test, gain 1 Flamethrower. 10 Goods per 1 Flamethrower, requires Saints trading
Fuel Petrol used to power flamethrowers and vehicles. On a successful test, gain 5 litres of Fuel. 15 Goods per 1 Fuel
Grenades Explosive throwing weapons. On a successful test, gain 10 Frag grenades or 1 AA or Incendiary grenade. 5 Goods per Frag Grenade; 10 Goods per AA or Incendiary Grenade
Guns Ranged weapons. On a successful test, gain 10 units of a basic or pistol weapon, or 1 heavy weapon. 5 Goods per 1 Basic/Pistol; 20 Goods per Heavy
Heavy Gang Leathers Basic gang armour. On a successful test, gain 10 HG Leathers. 2 Goods per 1 HG Leathers.
Machine Parts Parts used to upgrade vehicles. On a successful test, gain 10 Machine Parts. 20 Goods per 1 Machine Part
Medikit Kit used for attending to injuries. On a successful test, gain 5 Medikits. 15 Goods per 1 Medikit
Metal Metal used primarily for building. On a successful test, gain 10 metal. 2 Goods per 1 Metal
Saints Uniforms Heavy gear used by the Saints. On a successful test, gain 10 Uniforms. 10 Goods per 1 Uniform, requires Saints trading
Stone Solid stone used primarily for building. On a successful test, gain 10 stone. 3 Goods per 1 Metal
Tools Tools that allow for vehicle repairs. On a successful test, gain 1 Toolbox (5 Tools). 20 Goods per 1 Tool
Trade Goods Miscellaneous items such as clothes or containers. On a successful test, gain 20 Trade Goods. -
UN Armour Modern UN combat armour that offers excellent protection. On a successful test, gain 10 Armour. 30 Goods per 1 Uniform, requires Parliament trading
Vehicles Vehicles that can be used in battle or elsewhere. On a successful test, gain 1 vehicle. 60 Goods per Vehicle
Wood Uncommon resource used for building. On a successful test, gain 10 Wood. 5 Goods per 1 Wood


Inevitably, one gang will attack another, forcing a Mass Combat situation. This plays out in a series of phases as follows:

Phase 1: Initiate Combat

Initiating combat requires you to have one of your Hordes in a region which also possesses an enemy Horde (Note that moving your Horde into territory that has an enemy inside it does not automatically trigger combat), vice versa for an enemy's turn. Select the number of Hordes and Officers you wish to use for the attack (or, conversely, defense). If your enemy has control points in this region, then you must attack one of those. Order is determined by GM, who will list what Points you may attack. Initiating combat requires 1 TU.

Phase 2: Play Combat

This is a straightforward Mass Combat battle, waged on a map. The maps might have terrain considerations; the GM will inform you of them when you begin.

Phase 3: Post-Combat

If the attacker is victorious, then the enemy is driven back. If the enemy controlled a control point, it now belongs to the attacker. The defending loser must then retreat his units either to another control point in that region, or to an adjacent region.
If the defender is victorious, then the attacker is driven back to his starting position.

Neutral and Undefended Regions

Many regions are 'neutral'; their Control Points are empty and no one controls them.

Controlling these areas is simple- first, you must have a Horde in that territory. Then you must spend 1 TU per Control point in converting it to your colours.

However, some regions will belong to your enemy but not have Hordes defending it. In that case, the above rule also applies, with 1 TU per control point.


The heart of a Gang's strength is in its Hordes. All Gangs have a number of Hordes that they rely on to gather resources and fight enemies. In combat, these Hordes act exactly like the regular Hordes used in the 'Horde vs. Horde' combat rules. As such, this area will concern itself with the recruitment and upgrading of Hordes.

One caveat: keep track of the amount of casualties a Horde takes. If the Horde retreats from a battle, is victorious in battle, or is defeated (but still part of the winning side) they are replenished by 50% of the Magnitude damage taken.

Recruiting Hordes and Recruitment Points

At the start of each day, the leader of the Gang may test to 'Recruit'. This is a Charm Test (in which case it is modified by the Faction Modifier the Leader has with Runners), a Command Test (in which case the Leader takes a +5 bonus per Region controlled) or a flat Fellowship test. On a success and for every two degrees of success, the leader gathers 1 Recruitment Point that may only be spent on that day. You may also spend 40 Trade Goods to gain 1 Recruitment Point.

Recruitment Points can be spent creating new Hordes. Not all Hordes are created equal; a Horde of untrained gatherers is cheap, for example, but if the Leader wants a Horde of experienced fighters they will need to spend more points. The full chart of starting Hordes and their purchases is below. For characteristic reference, refer to the Monstrous Melbourne templates. There are ways to gain discounts for some Hordes at purchase- see the associated field for details.

Conversely, a damaged Horde can be restored to full strength by spending a single Recruitment point.

Horde Name Horde Starting Equipment Horde RP Cost Discount Method
Runners Melee Weapon 1 -
Choppers Melee Weapon, Heavy Leathers 2 -1 Point (spend 10 H. Leathers)
Dakkers Ranged Weapon, Melee Weapon, Heavy Leathers 3 -1 Point (spend 10 H. Leathers), -1 Point (Spend 10 assoc. Ranged Weapons)
Guards Ranged Weapon, Melee Weapon, UN Armour 5, -5 to Parliament Affinity

Specialists can also be purchased as well. They can be attached to any horde on creation, and can be switched around when not in combat.

Specialist Name Restrictions Specialist RP Cost
Engineer 1 Toolbox 1
Medic 1 Medkit 1
Pathfinder 1 Binoculars or equiv, 5 Flares 2
Weapon Specialist Chosen Weapon 2

Note that the Medics and Engineers both must replace their equipment after 5 battles. Weapon Specialists use ammo normally.

Upgrading Hordes

Hordes can be upgraded as well. There are two types of upgrades- Ability Upgrades and Equipment Upgrades.

Ability Upgrades involve things such as increasing a Horde's characteristics or teaching them Skills. Increasing a Characteristic once requires 5 Time Units; increasing it twice requires 10 Time Units. Teaching a Skill requires 5 Time Units as well, and increasing it to +10 and +20 requires 10 and 20 Time Units respectively, for a total of 30.

Equipment Upgrades simply requires a Horde and the equipment you want to equip them with. You must have 10 units of that equipment in order to upgrade them. Hordes can only be equipped with new equipment if they're in your territory.

Hordes and Supplies

Not all Hordes require being supplied with resources such as ammo, but some do. Simply put; 10 clips of ammo will provide a Horde's needs for 5 battles, after which they must be given another 10 clips.

Hordes and Leaders

Hordes can be given Leaders, which are Characters such as Yanmei and Isaiah. Leaders offer bonuses in combat to any Hordes they are attached to, but they also offer benefits to Hordes that are searching for resources.

Hordes that are gathering resources take a +5 bonus to their test for every point of Fellowship their leader possesses, and can use their leader's Search skill value in place of their own.

Leader Abilities

Zhang Yanmei: Liberation (Unit is Fearless, has a +2 to BS, Ranged Damage and Strength Bonus)
Isaiah Gabriel Wei: First Aid (Whenever the Unit takes damage, reduce Magnitude damage after TB/AP by 25%)
Isha Misra: Stalwart (Unit takes +10 to WP tests, has a +2 to Toughness Bonus)
Hermione: Avenger (Unit has a +2 to WSB and Strength Bonus, takes no Counter-Attack penalties)
Anthony Albus: Firing Squad (Unit rerolls ranged attacks)

The Map

This is a map showing the Melbourne gangs, their colours, and the Regions.

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