Creating A Troop In Monkeys With Guns: Weapons

 

Gear

By default, primates are equipped only with the weapons they come with, however additional weapons, armor, and other equipment can be purchased for them. All primates have two equipment slots and rarely get more. Gear of their same size takes up one equipment slot, gear of one size bigger takes up both equipment slots, and gear of two sizes bigger cannot be carried at all, but can be manned if it is braced against a terrain feature. Gear of one size category smaller takes up only half an equipment slot, while gear of two or more size categories smaller take up no equipment slots at all.

Weapons

Antipersonnel Cannon
Damage: 5
Rate of Fire: 2
Range: Long
Size: Huge
Cost: 12

Artillery Cannon
Damage: 6
Rate of Fire: 0.25
Range: Extreme
Size: Colossal
Cost: 75

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

One-Shot: Whenever this weapon is fired, it is automatically out of ammo.

Special Ammo (Large): This weapon fires special ammo unique to itself and cannot be loaded with standard ballistic or grenade ammo. Extra ammo for this weapon can be carried as normal, but it can’t be used to load anything else nor can anything else be used to load this weapon. The size of the ammo is indicated in parentheses.

Area of Effect (5): Every primate within the number of squares indicated in parentheses of a primate targeted by this weapon is automatically targeted by this weapon, without expending any extra rate of fire, even if they’re from a different squad. If a primate caught in the blast radius has a lower defense score than the primate targeted directly, they do not contribute to the defense score.

Firing Arc (24): This weapon’s line of sight can be determined from any position from its actual location to a number of inches indicated in parentheses above. If using squares or hexes, units only have cover from this weapon if there are obstacles at least the number of squares indicated in parentheses high in between, or if they are directly underneath an obstacle. Units still have total cover and cannot be targeted if they are completely obscured from the weapon’s actual position, even if the weapon’s firing arc could hit them.

Monkey Rangefinding: Aiming this weapon requires more math than any monkey is willing to commit to. Whenever this weapon is fired at long or extreme range, or whenever it uses its firing arc to for line of sight, it hits 2d6 squares away from its intended target in a random direction.

Cumbersome: Re-aiming this weapon takes time. When firing this weapon for the first time in the battle and again whenever targeting a square more than six squares away from the square targeted by the previous attack, this weapon must take an action to adjust aim. Taking this action ends the turn of whoever’s using this weapon.

Bunker Buster: This weapon can hit obstacles hard enough to destroy things on the other side of them. Any obstacle it hits is destroyed out to the range of its area of effect. Primates or vehicles on the other side of that obstacle are caught in the blast radius of the area of effect, but the weapon’s damage score is considered half for purposes of the attack.

Assault Rifle

Damage: 3
Rate of Fire: 1
Range: Long
Size: Medium
Cost: 5

Bazooka

Damage: 6
Rate of Fire: 0.25
Range: Long
Size: Large
Cost: 8

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

Special Ammo (Tiny): This weapon fires special ammo unique to itself and cannot be loaded with standard ballistic or grenade ammo. Extra ammo for this weapon can be carried as normal, but it can’t be used to load anything else nor can anything else be used to load this weapon. The size of the ammo is indicated in parentheses.

Area of Effect (2): Every primate within the number of squares indicated in parentheses of a primate targeted by this weapon is automatically targeted by this weapon, without expending any extra rate of fire, even if they’re from a different squad. If a primate caught in the blast radius has a lower defense score than the primate targeted directly, they do not contribute to the defense score.

One-Shot: Whenever this weapon is fired, it is automatically out of ammo.

Crew-Manned: If one primate in the same squad or fireteam as this weapon’s wielder does not take a firing action, they can instead reload it automatically if it is out of ammo, without the entire squad or fireteam taking a reload action.

Flamethrower

Damage: 3
Rate of Fire: See features
Range: See features
Size: Medium
Cost: 7

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

Cone Weapon (4): This weapon is a cone attack, with the length of the cone in inches, squares, or hexes indicated in parentheses. You’re on your own for figuring out how to shape these cones, plenty of other systems have figured it out already. Everyone within the cone is automatically hit and removed as a casualty.

Special Ammo (Medium): This weapon fires special ammo unique to itself and cannot be loaded with standard ballistic or grenade ammo. Extra ammo for this weapon can be carried as normal, but it can’t be used to load anything else nor can anything else be used to load this weapon. The size of the ammo is indicated in parentheses.

Limited Ammo: Every time this weapon is fired, roll a special ammo die of a unique color alongside it. If the ammo die is a 1, the weapon is out of ammo after this attack. This is in addition to being out of ammo if the selected attack die is a 1.

Burning: Unless otherwise specified, worn armor has no effect against this weapon. It is still affected by vehicle armor.

Burning Wounds: When a primate is removed as a WIA casualty by a flamethrower, place them in a special pile. After the battle, roll twice on the injury chart and apply both results.

Grenade Launcher

Damage: 5
Rate of Fire: 0.5
Range: Medium
Size: Medium
Cost: 8

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

Grenade Weapon: This weapon can be loaded with special grenade ammo and cannot be loaded with special ballistic ammo.

Area of Effect (2):  Every primate within the number of squares indicated in parentheses of a primate targeted by this weapon is automatically targeted by this weapon, without expending any extra rate of fire, even if they’re from a different squad. If a primate caught in the blast radius has a lower defense score than the primate targeted directly, they do not contribute to the defense score.

Limited Ammo: Every time this weapon is fired, roll a special ammo die of a unique color alongside it. If the ammo die is a 1, the weapon is out of ammo after this attack. This is in addition to being out of ammo if the selected attack die is a 1.

Firing Arc (6): This weapon’s line of sight can be determined from any position from its actual location to a number of inches indicated in parentheses above. If using squares or hexes, units only have cover from this weapon if there are obstacles at least the number of squares indicated in parentheses high in between, or if they are directly underneath an obstacle. Units still have total cover and cannot be targeted if they are completely obscured from the weapon’s actual position, even if the weapon’s firing arc could hit them.

Machinegun

Damage: 4
Rate of Fire: 2
Range: Long
Size: Large
Cost: 8

Crew-Manned: If one primate in the same squad or fireteam as this weapon’s wielder does not take a firing action, they can instead reload it automatically if it is out of ammo, without the entire squad or fireteam taking a reload action.

Machine Pistol

Damage: 2
Rate of Fire: 1
Range: Short
Size: Tiny
Cost: 2

Missile Launcher

Damage: 6
Rate of Fire: 0.25
Range: Extreme
Size: Large
Cost: 10

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

Special Ammo (Small): This weapon fires special ammo unique to itself and cannot be loaded with standard ballistic or grenade ammo. Extra ammo for this weapon can be carried as normal, but it can’t be used to load anything else nor can anything else be used to load this weapon. The size of the ammo is indicated in parentheses.

One-Shot: Whenever this weapon is fired, it is automatically out of ammo.

Crew-Manned: If one primate in the same squad or fireteam as this weapon’s wielder does not take a firing action, they can instead reload it automatically if it is out of ammo, without the entire squad or fireteam taking a reload action.

Mortar

Damage: 5
Rate of Fire: 0.25
Range: Extreme
Size: Large
Cost: 8

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

Grenade Weapon: This weapon can be loaded with special grenade ammo and cannot be loaded with special ballistic ammo.

Area of Effect (2): Every primate within the number of squares indicated in parentheses of a primate targeted by this weapon is automatically targeted by this weapon, without expending any extra rate of fire, even if they’re from a different squad. If a primate caught in the blast radius has a lower defense score than the primate targeted directly, they do not contribute to the defense score.

One-Shot: Whenever this weapon is fired, it is automatically out of ammo.

Crew-Manned: If one primate in the same squad or fireteam as this weapon’s wielder does not take a firing action, they can instead reload it automatically if it is out of ammo, without the entire squad or fireteam taking a reload action.

Firing Arc (12): This weapon’s line of sight can be determined from any position from its actual location to a number of inches indicated in parentheses above. If using squares or hexes, units only have cover from this weapon if there are obstacles at least the number of squares indicated in parentheses high in between, or if they are directly underneath an obstacle. Units still have total cover and cannot be targeted if they are completely obscured from the weapon’s actual position, even if the weapon’s firing arc could hit them.

Pistol

Damage: 2
Rate of Fire: 0.5
Range: Short
Size: Tiny
Cost: 1

Sawn-Off Shotgun

Damage: 3
Rate of Fire: 0.5
Range: Short
Size: Small
Cost: 3

Slugger: This weapon’s range bonuses and penalties are doubled.

Shotgun

Damage: 3
Rate of Fire: 0.5
Range: Medium
Size: Medium
Cost: 5

Slugger: This weapon’s range bonuses and penalties are doubled.

SMG

Damage: 3
Rate of Fire: 1
Range: Medium
Size: Small
Cost: 4

Sniper Rifle

Damage: 4
Rate of Fire: 0.25
Range: Extreme
Size: Medium
Cost: 6

Tank Cannon

Damage: 5
Rate of Fire: 0.5
Range: Long
Size: Gargantuan
Cost: 60

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

One-Shot: Whenever this weapon is fired, it is automatically out of ammo.

Special Ammo (Medium): This weapon fires special ammo unique to itself and cannot be loaded with standard ballistic or grenade ammo. Extra ammo for this weapon can be carried as normal, but it can’t be used to load anything else nor can anything else be used to load this weapon. The size of the ammo is indicated in parentheses.

Crew-Manned: If one primate in the same squad or fireteam as this weapon’s wielder does not take a firing action, they can instead reload it automatically if it is out of ammo, without the entire squad or fireteam taking a reload action.

Area of Effect (3): Every primate within the number of squares indicated in parentheses of a primate targeted by this weapon is automatically targeted by this weapon, without expending any extra rate of fire, even if they’re from a different squad. If a primate caught in the blast radius has a lower defense score than the primate targeted directly, they do not contribute to the defense score.

Bunker Buster: This weapon can hit obstacles hard enough to destroy things on the other side of them. Any obstacle it hits is destroyed out to the range of its area of effect. Primates or vehicles on the other side of that obstacle are caught in the blast radius of the area of effect, but the weapon’s damage score is considered half for purposes of the attack.

Tank Destroyer Cannon

Damage: 6
Rate of Fire: 0.5
Range: Extreme
Size: Gargantuan
Cost: 12

Special Weapon: This weapon’s attack is fired and resolved independent of the rest of the squad or fireteam. It must still target the same squad as the squad or fireteam it is attacking with, but it makes a separate attack roll.

One-Shot: Whenever this weapon is fired, it is automatically out of ammo.

Crew-Manned: If one primate in the same squad or fireteam as this weapon’s wielder does not take a firing action, they can instead reload it automatically if it is out of ammo, without the entire squad or fireteam taking a reload action.

Special Ammo (Medium): This weapon fires special ammo unique to itself and cannot be loaded with standard ballistic or grenade ammo. Extra ammo for this weapon can be carried as normal, but it can’t be used to load anything else nor can anything else be used to load this weapon. The size of the ammo is indicated in parentheses.

Thrown Grenade

Damage: 5
Rate of Fire: N/A
Range: Short
Size: Tiny
Cost: 2

Is A Grenade: You can add the effects of any special grenade ammo to this weapon. You must pay the cost for both the weapon itself and the ammo.

Consumable: This weapon cannot be reloaded. Once used, it is gone.

Area of Effect (2):  Every primate within the number of squares indicated in parentheses of a primate targeted by this weapon is automatically targeted by this weapon, without expending any extra rate of fire, even if they’re from a different squad. If a primate caught in the blast radius has a lower defense score than the primate targeted directly, they do not contribute to the defense score.

Firing Arc (3): This weapon’s line of sight can be determined from any position from its actual location to a number of inches indicated in parentheses above. If using squares or hexes, units only have cover from this weapon if there are obstacles at least the number of squares indicated in parentheses high in between, or if they are directly underneath an obstacle. Units still have total cover and cannot be targeted if they are completely obscured from the weapon’s actual position, even if the weapon’s firing arc could hit them.

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