Armor
Armor increases the Armor stat, naturally. Its weight is not measured in absolute size, but rather in the relative terms of half, full, or double weight. A capuchin’s kevlar vest is much smaller and lighter for the same protection as compared to a gorilla’s. A half weight armor always takes up half an equipment slot, a full weight armor takes up a full equipment slot, and a double weight armor takes up two equipment slots.
Helmet
Armor: +1
Weight: Half
Cost: 1
Scrap Metal Armor
Armor: +2
Weight: Full
Cost: 1
Bulletproof Vest
Armor: +2
Weight: Half
Cost: 2
Body Armor
Armor: +3
Weight: Full
Cost: 3
Heavy Armor
Armor: +4
Weight: Double
Cost: 5
Power Suit
Armor: +3
Weight: Half
Cost: 10
Powered: While wearing this suit, you count as being one size bigger.
Power Armor (Light)
Armor: +4
Weight: Half
Cost: 15
Powered: While wearing this suit, you count as being one size bigger.
Power Armor (Heavy)
Armor: +5
Weight: Full
Cost: 20
Powered: While wearing this suit, you count as being one size bigger.
Accessories
Accessories may be added to certain weapons or armor for extra effects. Some accessories can be worn by any primate, while others require a certain size or must be attached to specific weapons or armor.
Backpack Ammo Supply
Requirements: Must be a weapon of at least small size without the Special Ammo trait, cannot have the fire selector accessory.
Size: Same as upgraded weapon.
Cost: 1
This accessory provides an inexhaustible supply of ammunition pumped directly into the weapon from a large backpack. The upgraded weapon never runs out of ammo. The backpack can only supply one type of ammo, and the cost of that ammo is tripled.
Bayonet
Requirements: Must be a weapon of at least small size.
Size: Tiny
Cost: 1
This accessory gives the primate wielding it a +1 weapon bonus to their CQC score.
Berserk
Requirements: Primate must be at least small size.
Size: None
Cost: 2
Berserk is a drug that drastically increases the aggression, strength, and durability of the primate, at the cost of driving them just about bugfuck insane. Primates may be injected with a dose of berserk before the start of battle or may inject themselves with it during a reload action. Primates under the effects of berserk take a -1 accuracy penalty, count as one size larger, gain a +1 bonus to CQC, +6 squares to speed, and cannot take cover. They totally will remain posing with their rifle held over their head in a furious war screech, even when being shot at.
Camouflage
Requirements: Armor of any size
Size: None
Cost: 1
This accessory gives a +1 bonus to stealth rolls.
Camouflage Paint
Requirements: None
Size: None
Cost: 2
This accessory gives a +1 bonus to stealth rolls.
Engineering Torch
Requirements: Primate must have the Intelligent or Intelligent Loner trait.
Size: Tiny
Cost: 10
A primate carrying this accessory and who meets the prerequisites may spend their action to repair a vehicle. This is a special action and may be done independent of other actions taken by the primate’s squad. When repairing a vehicle, minor damage caused by a glancing blow may be reversed, including reduced speed, reduced armor, and disabled weapons. Alternatively, the primate may attempt to repair an immobilized vehicle. In this case, the primate must roll a d6. If the result is at least a five, the vehicle is mobile again.
Fire Selector
Requirements: Must be a weapon of at least medium size that uses ballistic ammo, cannot have the backpack ammo supply accessory.
Size: Diminutive
Cost: 1
A weapon with this accessory may switch to another ammo type at any time, without using an action to reload.
Jetpack
Requirements: Primate must be at least medium size.
Size: Medium
Cost: 5
A primate with a jetpack can ignore all terrain penalties to speed, flying over water, difficult ground, and straight up to reach over obstacles even if they’re so smooth as to be unclimbable even by arboreal primates. Jetpacks are loud and cannot be used as part of a stealth action. When making an overrun action with a squad equipped entirely with jetpacks, the enemy does not get an automatic reaction shot just before the overrun hits, although they do still get reaction attacks for every 12 squares moved as part of the overrun attack so long as the jetpack primates are within line of sight during the full 12 squares of movement. When targeted by an overrun action, jetpack primates not underneath an obstacle may fly directly upwards, get a reaction attack on the overrunning squad, and remain out of reach of the overrunning enemy, who may continue their overrun as though the jetpack squad wasn’t there or else end their overrun.
Melee Weapon
Requirements: None
Size: Small/medium/large
Cost: 1/3/4
Whether a small size machete or hatchet, a medium size katana or battle axe, or a large size chainsaw or zweihander, this is a serious melee weapon, over and above the random rocks or debris a primate might arm themselves with immediately before engaging in close quarters combat. The weapon grants a +1 weapon bonus to CQC at small size, a +2 at medium, and a +3 at large, and costs 1 scrap at small size, 3 scrap at medium, and 4 at large.
Nightvision Goggles
Requirements: None
Size: Tiny
Cost: 1
Wearing these goggles removes all penalties to accuracy due to darkness.
Scope
Requirements: Must be a weapon of at least medium size.
Size: Tiny
Cost: 2
Weapons with this accessory are accurate out to one range step longer than usual.
Silencer
Requirements: Must be a weapon of no greater than small size.
Size: Tiny
Cost: 2
Weapons with this accessory may be fired once without breaking stealth. A new silencer may be fit after an old one is worn out by taking a reload action, however each silencer must be purchased separately.
Stimm-Pak
Requirements: None
Size: Tiny
Cost: 4
During any reload action, a primate carrying this accessory may consume it to gain a +1 bonus to accuracy, +1 to morale, and +3 squares to their speed. At the end of the first turn the primate takes it, they must roll a die on the attack chart, but will rout instead of being wounded as the primate is over-stimulated by the firefight and the effects of the drug (it’s the same as a failed morale check after the death of an NCO). Primates who are large size gain only the +1 morale, but do not have to make the roll on the attack chart. Primates who are small size gain +2 morale, in addition to the accuracy and speed bonus, but must roll a die on the attack chart at the end of every turn. Primates who are tiny size gain +3 morale, +2 accuracy, and +6 squares to their speed, but roll 3 dice on the attack chart at the end of their first turn under the effects and two dice at the end of every turn thereafter. The rolls on the attack chart induced by the drug are automatic. Unlike in the case of the death of an NCO, there is no morale check to avoid it.
Tripod
Requirements: None
Size: Tiny
Cost: 1
This accessory allows a weapon to be braced in any location, regardless of cover.
Underslung Grenade Launcher
Requirements: Must be a weapon of at least medium size.
Size: Tiny
Cost: 8
This accessory adds a grenade launcher to the upgraded weapon. It functions exactly the same as the grenade launcher weapon, with the exception that it is a One-Shot weapon instead of a Limited Ammo weapon. The primate wielding the weapon must choose whether to fire the main weapon or the underslung grenade launcher when attacking. The main weapon does not automatically run out of ammo when the grenade launcher is fired, nor does the grenade launcher run out of ammo if the main weapon does.