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.

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Monkeys With Guns Ideas: The Gorillini Invasion And The Ateles Vendetta

I only have a vague idea of what the Gorillini Invasion would actually include. I just know it would be a good name for a campaign about a large number of armies with high scrap:platoon ratios fighting on a big map. It’s the bigger, better super-campaign idea. Armies are more able to use very expensive toys like power armor and tanks, and the total scale of the conflict is larger. It’d probably have some kind of good vs. evil narrative, where one gorilla tribe has gone tyrannical and has invaded their neighbor. The goal would probably be to occupy the enemy capital.

The only thing I know about the Ateles Vendetta is that the name sounds bitchin’.

Monkeys With Guns Ideas: The Pan Insurrection

This campaign would be an asymmetric one, which is why it’s not really in the running as the starter campaign. Like the Cebidae Exchange, it has neat ideas that make it less accessible to someone who’s still trying to figure out how campaign rules even work, but in this case even more so, because each of the two players has to grapple with a different set of rules.

The idea in the Pan Insurrection is that a bunch of chimps have taken over a region traditionally under the aegis of the gorillas, who are mounting an expedition to reclaim it. The gorillas just plain get more armies and have more scrap to spend on them, but the Pan Clan begins with total control of the entire map except for the hexes the gorillas start out on (and the wilderness hexes that make up most of any campaign map, which cannot be controlled by any side), and they move in secret. Each turn, the Pan Clan writes down which army has moved to which hexes. When the Gorilini Clan arrives in a hex, they can try to track them, and the Pan Clan must share if one of their armies has been in the area within the last three turns, and if so, how many turns ago it was and which direction they left in. If the Gorilini Clan tracks in a hex and discovers a Pan Clan army in that hex, they can attack, and will likely have the chimps outmatched. If the Gorilini Clan discovers the Pan Clan has been here within the last turn, that army’s current location is revealed. On the other hand, if the Pan Clan catches a Gorilini Clan army who aren’t currently tracking any Pan Clan armies, they can ambush the gorillas.

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Monkeys With Guns Ideas: The Pongo Reclamation

As the name implies, this campaign would be about orangutans reclaiming lost Precursor tech in an heretofore undiscovered ruin. This campaign definitely won’t be the one I write up for the game’s initial release, because its obvious role is as a vehicle for new units, equipment, traits, and maybe some errata if anything in the initial release ends up too broken (I’m really concerned about the balance of tanks right now). The race to reclaim tech from the vast new Precursor ruin serves as an excuse to introduce expansion material one little bit at a time, particularly to help old players settle into the new errata during the first few battles before they reach the heart of the ruin and start unearthing the new stuff.

Monkeys With Guns Ideas: The Cebidae Exchange And The Macaca Expanse

I’m rounding out work on the first draft of Monkeys With Guns. Since that’s taking up a lot of my focus, and since I don’t want to unit stats and cover rules as tiny fragments one piece at a time the way I’m okay with posting individual encounters of a hex crawl, I’m instead going to post some campaign ideas I’ve had. One of these is going to be written up and attached to Monkeys With Guns at release. The rest might be written up and released later, if there’s any interest. Even though each idea is only like 300 words, I’ll be spacing these across several posts, mostly just so I can get the post of the day out of the way in a hurry and go back to working on Monkeys With Guns. So this here is a lame couple of posts, but it’s going towards a much better series of posts when the full game is complete.

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The Platyrrhini (Part 2)

We finish up with the New Monkeys today, which means we’re just about done with this foray into the fluff of Monkeys With Guns. At some point I’d like to finish up the actual rules (they’re about 2/3s finished) and release the game, but I’m not promising to work on that any time soon, since I have plenty of other unfinished projects I’m trying to tie off right now.

And also yeah, this blog is a one-man show right now, which defeats the original point and is probably also having a negative impact on quality.

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