Monkeys With Guns: Turn Sequence And Actions

Each turn, you move one platoon. At the start of the game, these platoons will contain four squads which each take individual turns (and some of which may be split into two separate fireteams). You activate one platoon each turn, not four squads. If one of your platoons loses a squad, when that platoon is activated you will only move three squads. If the platoon is wiped out completely, you will not get a turn when it is activated. On the first turn you take, the platoon you activate is designated Platoon A, and on the next turn you must activate an undesignated platoon, which will then be designated Platoon B. This continues until all platoons have been designated, at which point you must activate the platoons in order, starting with Platoon A. All battles must be fought with the same number of platoons on each side (although the number of monkeys in those platoons might be very lopsided).

When activated, each squad has two actions by default, although some squads may get more from special abilities. These actions may be taken in any order at all. You can even have other squads take actions in between the first and second action of a squad. However, when a squad’s turn is ended by a certain action, that squad may not take any more actions for the rest of the turn, no matter how many remaining actions they have.

When taking a move action, each individual primate within a squad may be moved up to his speed, but must end up within six squares of the sergeant or else within two squares of another squad member who has completed their movement and is positioned legally. This means that squad members can be daisy-chained together two squares apart from one another for quite a distance. The area within six squares of the commander or two squares of a legally positioned squad member is called the squad’s sphere of influence.

Primates may not willingly move outside their squad’s sphere of influence, nor be left behind by their squad’s move action. However, other primates in the squad can willingly choose to leave a squadmate outside the sphere of influence if, for example, the squadmate is pinned or has a lower move speed than the others. At the end of the platoon’s turn, any primates left outside their squad’s sphere of influence rout and are removed from the board as MIA casualties.

If the sergeant is removed from the board but the squad successfully resists routing, the sergeant is immediately replaced by a primate in the squad chosen by that squad’s commanding player. This replacement is not considered an NCO for purposes of any special abilities, and his sphere of influence still extends only two squares, however he is considered legally positioned automatically, so other squadmates can chain to his sphere of influence to avoid routing at the end of their platoon’s turn.

Primates who are pinned by incoming fire cannot move with the rest of their squad. Pinned primates who are left behind by their squad are removed from the board as MIA casualties just the same as if they were left behind for any other reason.

When taking an attack action, the entire squad targets a single enemy squad, and then cannot take any more actions for the rest of the turn. Nothing further happens until all other squads in the platoon have either run out of actions, committed to attacks, or gone into overwatch. Then the firing phase begins. This means you must choose what to do with remaining squads without knowing the outcome of the attack you’ve made. If you commit additional squads to attacking the same target, their attacks may be wasted, but if you don’t, a dangerous enemy might survive long enough to cause trouble.

When the firing phase begins, first, determine the enemies in the targeted squad who will be affected. To do this, have each primate in your squad target a number of enemies equal to their weapon’s Rate of Fire. A primate cannot target an enemy whose armor is higher than their weapon’s damage. If two or more primates in your squad are firing 0.5 RoF weapons, then they must pair up to attack targets. However, if there is an odd number of 0.5 weapons, the spare can target a complete enemy on their own. So if you have four shotgun primates (RoF 0.5) in your squad, they can target only two enemies between them, however if you have a fifth, all five together can target three.

After determining which enemies will be affected by the attack, calculate your attack power by taking the total damage of all weapons being fired and accuracy bonuses of all primates firing them and then adding any concentrated fire bonuses. Then calculate the target’s’ defense power by adding up the size+armor bonuses of all primates affected by the attack. Primates may concentrate fire by intentionally targeting a lower number of primates than their RoF would ordinarily allow. This does not grant any bonuses, but it does mean the enemy will have a lower defense power compared to your attack.

If the attack power and defense power are equal, roll one die only on the following attack chart. If one side is at least 1 point stronger than the other, but less than twice as strong, then roll two dice and let the stronger side pick which one to compare to the table. If one side is twice as strong as the other or more, roll three dice and let the stronger side pick which die to use. Regardless of how many dice are rolled, only one is ever compared to the table for effect, and the resulting roll is applied to all enemies affected by the attack.

Result Effect
1 No effect on targeted enemies, attacker is out of ammo.
2 If targeted enemies were pinned their last turn, they must make a morale test or remain pinned an additional turn. Otherwise, no effect. If some of the enemies are pinned and others aren’t, only the pinned ones need to make a check.
3 If targeted enemies were pinned their last turn, they must make a morale test or remain pinned an additional turn. Otherwise, no effect. If some of the enemies are pinned and others aren’t, only the pinned ones need to make a check.
4 If in cover, affected enemies must make morale test or be pinned. If not in cover, affected enemies are wounded.
5 If in cover, affected enemies must make morale test or be pinned. If not in cover, affected enemies are wounded.
6 All affected enemies are wounded

If the attack wounds the sergeant leading the targeted squad, the targeted squad must immediately make a morale check. If they fail, they must roll on the attack chart above, but with models routing instead of being wounded. For purposes of this attack, primates do not count as being in cover. If the morale check was a 3 or 4, roll only one die. If it was a 1 or 2, roll two dice. If it was a zero or lower, roll three dice. If more than one die is rolled, the player who killed the NCO chooses which die to apply.

Regardless of outcome, a squad that takes an attack action may not take any further actions this turn.

Vehicles are attacked in the same manner as regular primates (and can be attacked together with primates), but roll on a different chart when attacked. If primates and vehicles are both attacked during the same action, roll one set of dice, pick one result, and apply the result of the primate chart to the targeted primates and the result of the vehicle chart below to the targeted vehicles.

Result Effect
1 No effect on targeted vehicles, attacker out of ammo.
2 The vehicles take minor systems damage. This results in either one pintle-mounted, turret, or fixed-place weapon becoming non-functional, the vehicle’s Speed dropping by 20% (rounded down) of its original, or its Armor being reduced by one, at the option of the player who controls the targeted vehicles. If more than one vehicle has been affected, the player may choose a different type of damage for each one.
3 The vehicles take minor systems damage. This results in either one pintle-mounted, turret, or fixed-place weapon becoming non-functional, the vehicle’s Speed dropping by 20% (rounded down) of its original, or its Armor being reduced by one, at the option of the player who controls the targeted vehicles. If more than one vehicle has been affected, the player may choose a different type of damage for each one.
4 A glancing blow immobilizes the targeted vehicles. Vehicles already immobilized are destroyed as per result 6.
5 A glancing blow immobilizes the targeted vehicles. Vehicles already immobilized are destroyed as per result 6.
6 The vehicle is destroyed. Any primates within the vehicle, whether as operators, gunners, or passengers, are immediately attacked as though by a damage 6 weapon with no accuracy or range bonuses or penalties. Each primate is targeted by an individual attack, so they do not become safer in larger numbers.

When taking a brace action, the squad braces their weapons against cover to provide a steadier aim. Only a primate in cover may brace, and they remain braced until they leave the square they braced in. Being braced allows a primate to fire a weapon up to two size categories larger and also triggers certain talents for specialist fireteams.

When a squad is out of ammo, they cannot take any attack actions, including reaction attacks. This can be remedied by taking a reload action. The only effect of a reload action is to allow the squad to attack again.

If the squad takes an overrun action, they must first declare a route whose total length is no more than their speed, which goes through at least one enemy unit. For every twelve squares they must move while in line of sight of a targeted enemy unit but before at least one member of the squad is adjacent to an enemy in the unit, the enemy unit gets a reaction attack. This reaction attack is calculated just like a regular attack with RoF, attack and defense power, etc. After it’s resolved, the charging squad may choose to abort the overrun and use any remaining move to find cover or to continue their charge. If the charging squad moves less than twelve squares before at least one unit in the squad is adjacent to one member of an enemy squad, no reaction attacks are made in this phase.

After the charging unit is adjacent to the target unit, the target unit must choose to flee or stand firm. If they flee, they immediately move out of the way of the charging squad up to twelve squares or their speed, whichever is lower. If the target unit attempts to stand firm, they must first make a morale check, and if they fail, they flee anyway. If they succeed, they get a reaction attack against the charging unit and then engage in close quarters combat.

In close quarters combat, each squad first determines their CQC score by adding up the size of all primates in their squad, and then adding any CQC bonuses. Each individual primate can only use one weapon bonus, discarding all weapon bonuses lower than their highest. If multiple primates in the squad each have a weapon bonus, the weapon bonuses provided by different primates do stack with one another. The dice are rolled just like it was an attack action (i.e. if you have double the CQC score of the opposition you get three dice and pick the result you want, if you have a higher score but not double you get two, etc.), but the overrun table is used instead of the attack table.

Result Effect
1 Remove three primates from attacker, then one from defender, then three from attacker again, and so on, until one side has no primates remaining.
2 Remove two primates from attacker, then one from defender, then two from attacker again, and so on, until one side has no primates remaining.
3 Remove primates one for one from both sides until one side has no primates remaining.
4 Remove primates one for one from both sides until one side has no primates remaining.
5 Remove two primates from defender, then one from attacker, then two from defender again, and so on, until one side has no primates remaining.
6 Remove three primates from defender, then one from attacker, then three from defender again, and so on, until one side has no primates remaining.

If the attacking squad is victorious, they can continue to overrun by picking a new target and charging them with any remaining movement they have. The new squad calculates reaction shots based on the distance between the charging squad’s position after successfully overrunning the last squad, not the distance from their position at the start of the overrun action. Any number of units can be overrun in this manner in a single turn, provided your charging squad has the movement to reach them and isn’t ground to pizza toppings in the process.

All primates removed in the overrun action are injured. In skirmish mode, injured and wounded (and routed) primates are all the same, in that they are removed from the battle, however in campaign play they roll on different injury tables after the battle, so keep the wounded and the injured in different casualty piles. Only primates hit in the actual CQC are injured. Primates hit by reaction fire while charging into CQC are wounded.

A squad can make an overwatch action to enter overwatch until their next turn. In overwatch, the squad can make a reaction attack against the first enemy unit that moves into a square within their line of sight, and can target any member of that squad who passes through their line of sight (provided they have the RoF to cover them all). The reaction attack works exactly the same as an attack action (see above) except that its firing phase resolves immediately after targeting a squad.

Generally speaking, a squad in overwatch must either target the first squad that enters their line of sight or else forfeit the overwatch. There is an exception, however. If a single enemy unit triggers multiple squads in overwatch and the enemy squad is entirely wounded or routed before all of the overwatch squads have attacked, those overwatch squads which haven’t attacked remain in overwatch. When an enemy squad crosses multiple overwatch squads’ LoS, the player commanding the overwatch squads can determine which squads use their overwatch to attack.

A squad cannot take anymore actions on this turn after entering overwatch.

When taking a stealth action, the squad acts as though it is taking a move action, however the primates in the squad may move only half their total move speed and must end their movement within a terrain feature or nearby cover. So long as your squad remains hidden, they are immune to overwatch fire. Anytime an enemy squad would get overwatch fire on your hidden squad, the primate with the highest Accuracy who has line of sight to at least one member of your hidden squad must roll a d6 and add their Accuracy bonus, ignoring any bonuses or penalties for range, and adding the largest size bonus in the hidden squad they are attempting to detect (so, +2 if there is a large primate in the squad they’re attempting to detect, +1 if medium, +0 if small, and -1 if all primates in the target squad are tiny). If the result is at least a 5, the squad may take their overwatch fire as normal and you are no longer hidden. Otherwise, you pass through undetected.

If a hidden squad makes an attack action, they are no longer hidden, but their attack power for the attack is increased by half again after all other modifiers are accounted for. If a hidden squad makes an overrun action, they are no longer hidden and gain the same half again bonus to their attack provided their target does not get a reaction attack on them. If a hidden squad goes into overwatch, they are not detected unless they actually fire, and they get a half again bonus to their overwatch fire if it is triggered while they are hidden. If a hidden squad takes a move action, they are revealed and move normally.

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