Wednesday, March 31, 2021

GORILLA WARFARE: 1d5 Ape Mercenary Units

 Below are 5 hireling crews composed entirely of uplifted apes. This entire list is the result of a very unserious conversation that happened between Swampgirl, HailSanta, me, and a few other people in the Mothership Discord.

Stat blocks are intended to work with the upcoming first edition box set rules. For a quick-and-dirty conversion to PSG rules, double Health and the number of dice used for weapon damage, and leave stats as they are.


artist: Ilya Brovkin

1. CHIMP GUNNER CREW

Innacurate but enthusiastic. Payment in fruit and meat and cigarettes. Happy to wade into melee when they run out of ammunition.

Combat 50; Instinct 60; Speed 45; Loyalty 55

Hits 2(10)

WEAPONS

Bare hands and feet: 2d10 CQC, crits on consecutives as well as doubles (i.e. 01, 12, 23 etc.)

Rotary autocannon: 3d10 at long range, 1 HIT at short and medium range, 1 MDMG to vehicles at short and medium range

  • Range: 15m/125m/300m
  • Shots: 1(5) - automatic, can provide sweeping fire and suppressive fire
  • Crits: Body save or be knocked down.
  • Special: Too heavy to be carried by one person. Must be disassembled for transport.

CREW: 1 gunner, 1 belt-feeder, 1 mechanic, 1 porter/backup chimp

TACTICS: Gleeful, unrestrained violence. Set up the autocannon in a strategic chokepoint and saturate the area with lead. Backup crew mauls anyone coming too close to the gunner's nest. If they run out of ammo, they leave the gun behind and dive headfirst into melee with excited whoops.

LOOT: 1 functioning rotary autocannon. 1d10[-] belts of ammunition. Weapon maintenance tools. Assorted collection of fruit and meat. 1d10 MREs. 2d10 packs of cigarettes. Pornographic magazines. The highest-ranked field medals awarded to uplifts (very low-ranked). Crude carved piece of wood from back home.


2. BONOBO DRONE OPERATORS

(by Swampgirl)

Gregarious, social. Large groups rotate between pilot duties, controlling drones with their CANOPY console. By human standards, incredibly relaxed about sex. Shy from physical confrontation. Payment in art, tools, new experiences.

Combat 50; Instinct 60; Speed 45; Loyalty 50

Hits 2(8)

WEAPONS

Hummingbird Scout Drone
  • Hits 1(10)
  • Full spectrum sensor suite, 500x optical zoom
  • Markerlight: Target lit up to guided missile systems, drones, snipers, etc.
  • Flashbang: Sacrifice drone for blinding+deafening blast
Hawk Strike Drone
  • Hits 3(15)
  • Scythe missile pod:
    • Explosive: 1d5 HITS
    • Pyro: 1 HITS, everything within 10m covered in napalm
    • Gas: Nerve toxin, Body save or paralysis and fits

CREW: At least 10 operators in a single group

TACTICS: Nowhere near the combat theatre, at least 1 km away in forward operating post. Reposition at first sign of enemy approach. Act as support for friendlies, placing markerlights for snipers, providing recon and breaking up concentrated enemy units with well-placed missile strikes.

LOOT: CANOPY drone command console. 1d10 rolled blunts. 1 bottle longlasting lube. 3d10 MREs. Vast and varied pornography collection. 1 combat knife. Bug collection.


3. GORILLA COMMANDO

Deployed in tight squads or alone. Stolid, deliberate, humorless and incredibly distrustful. Chafe against any commander that did not personally earn their respect. Always respect strength and consistency. Will not accept any payment except what human mercenaries get for the same job.

Combat 65; Instinct 40; Speed 25; Loyalty 65

Hits 3(10)

WEAPONS

Bare hands and feet: 2d10 CQC, crits on consecutives as well as doubles (i.e. 01, 12, 23 etc.)

Vibechete: 1d10 CQC

Pulse Rifle: 3d10

Flashbang Grenade: blinded and deafened for 1d5 rounds, Body save for half

CREW: 4-member all-female squad, or 1 solitary silverback operative

TACTICS: Focused and brutal, like a jackhammer. Never deploy without a plan and always have at least one backup plan. Use tight formation, huge size and psychological warfare to disintegrate enemy cohesion before going in for the kill.

LOOT: Pulse Rifles. 1d10 or 4d10 clips of ammunition. 1d5 Flashbangs. Vibechetes. Gorilla-sized Standard Battle Dresses (HUD, Body Cam, Short-Range Comms). Stress ball. Survey map and aerial recon maps of the operation area, choked with margin notes penciled in primate lexigrams (Intellect+Sophontology to decipher). Little trinkets gifted from one another (roll 4 times on the d100 Trinkets table in the PSG). Uplift rights pamphlet: "Two Hands Good, Four Hands Bad?"


4. ORANGUTAN SNIPER

Deployed solitarily, assisted by a subturing AI spotter unit. Vain, reserved and takes pride in their job. Paid in real credits (even if they have no way to spend it) or alcohol.

Combat 70; Instinct 35; Speed 35; Loyalty 60

Hits 2(10)

WEAPONS

Vibechete: 2d10 CQC

Borneo-pattern smart rifle: 1HIT at long range, 2d10 at medium range

  • Range: 50m/500m/6000m
  • Shots: 4
  • Crit: Triple damage.
  • Special:
    • Armor-piercing rounds: -10 to Armor save.
    • +10 to Combat checks when combined with an AI spotter unit.
    • Thermal/night vision scope.
    • Unusually long: Disadvantage to firing it if your arms are shorter than an orangutan's.

CREW: 1 sniper, 1 AI spotter unit

TACTICS: Takes their time. Brachiation and prehensile feet allow them to set up sniping spots in very improbable locations and from very improbable angles. Each kill must be individually perfect.

LOOT: 1 Borneo-pattern smart rifle, 1d10 clips of ammunition. Vibechete. Orangutan-sized headset running spotter unit. Thermal/night vision goggles. 1d10 MREs. Bottle of whisky. Fur-grooming kit with 4d10 tally marks scratched into the lid. Credstick with 5d100 credits.


5. GIBBON BOMB TEAM

Chatty, insolent, territorial and dexterous. Enjoy annoying their handlers for their own fun, and are capable of shocking professionalism if the outcome of their bombing attack is promised to be amusing. Work in intimate pairs; uncooperative if not given their own quarters. Paid in leisure time and special privileges.

Combat 35; Instinct 75; Speed 60; Loyalty 45

Hits 2(5)

WEAPONS

Bare hands and feet: 1d10 CQC

Grenade Launcher: 1d5 HIT
  • Range: 15m/125m/300m
  • Shots: 6
  • Special: Gibbons can't throw grenades by hand, due to their overspecialized arm joints.

Slyntrec-BB plastic explosive: 1d10 HIT, 1d10 MDMG to vehicles and structures. Detonation timed or activated by radio.

CREW: 2 bomb specialists

TACTICS: Deployed in pairs. Extensively scout target location before stealthily setting up explosives to cause maximum damage and chaos. Prefer to stay and watch the aftermath if possible. If there is no way to set up explosives beforehand, they'll launch grenades from above and flee through the tree tops. Will never leave each other behind if they can help it.

LOOT: 1 Grenade Launcher. 1d10 Frag Grenades. 1d5 bricks of plastic explosive (can be split, merged and shaped). 1d5 detonators (switchable between timed and radio trigger mode). Electronic Tool Set. 2 Short-Range Comms. Binoculars with hand-braided strap. Gibbon-sized EOD suit (+10 Armor save, advantage on Armor saves against explosions, disadvantage on Speed checks, heavy). 1d10 MREs. Walkman with earphones and trashy pop cassette. Reprimand slip by handler.

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