Creating A Troop In Monkeys With Guns: Ammo

Ammo

Ammo can be loaded onto any weapon that can be reloaded unless otherwise specified (such as by the Explosive or Incendiary features). It provides a bonus or special feature to the weapon, which affects any attacks made with that weapon or damage dealt to primates or vehicles by that weapon. Only primates targeted by the RoF provided by a weapon with special ammo are affected by its special features (unless its special features just generally increase damage). Replacing the standard ammo of a weapon (by default, FMJ) with a new type does not weigh anything extra, however if the weapon ever runs out of ammo and is reloaded, it loses the special ammo feature unless spare ammo is brought along to reload it with. The spare ammo is gear of one size category less than the weapon it is loading, and can be used to reload the weapon with special ammo once, whereupon it is consumed. You can bring spare ammo of a different type from the ammo a weapon is actually loaded with, for example bringing incendiary ammo to reload a weapon after it runs out of high explosive ammo.

Continue reading “Creating A Troop In Monkeys With Guns: Ammo”

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

Continue reading “Creating A Troop In Monkeys With Guns: Weapons”

Creating A Troop In Monkeys With Guns: Prosimian Stats And Monkey Genetics

Today’s post contains my first balance concern: Is there any army that even wants lemurs? Old and New Monkeys both have comparable primates available to them. I’m thinking maybe I should scale them back to something cost 8, that way they can be a bit more like the tarsiers, low cost options that free up scrap for use elsewhere.

Continue reading “Creating A Troop In Monkeys With Guns: Prosimian Stats And Monkey Genetics”

Creating A Troop In Monkeys With Guns: Monkey Stats

The Old Monkey Clans (Catarrhini)

Primate lore holds that before the precursors disappeared, they grouped some clans together as Catarrhini, or “Old World monkeys.” It’s a matter of much debate as to exactly what this means. The Old Monkey clans contain all of the larger monkey types, but also some of the small ones. The official party line of most of the Catarrhini Clans is that the precursors came from another world, an old world, and brought the Old Monkeys with them. The New Monkeys came from the current world, which is the new one, and when the precursors vanished, it was to return to the old world. Whether the precursors left to punish the monkeys, old and new alike, for their wickedness, or because they thought the monkeys had grown enough not to need precursor guidance any longer remains a matter of much theological debate. What all the Catarrhini Clans agree on, however, is that older is definitely better.  Since the New Monkey theology requires the precursors to be creators (the New Monkeys believe that they are newer, upgraded versions of the Old Monkeys) and the Catarrhini theology does not, most Old Monkeys believe that the precursors didn’t create the other primates at all.

Continue reading “Creating A Troop In Monkeys With Guns: Monkey Stats”

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.

Continue reading “Monkeys With Guns: Turn Sequence And Actions”

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.

Continue reading “Monkeys With Guns Ideas: The Pan Insurrection”