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TM
CHINA

R
E
C
O
N
MILES

1982 by Role Playing Games, Inc. The RECON System Designer : Joe F . Martin

This book is protected under the DEDICATION : To my parents, Cap pecial thanks to RT Arkansas:
copyright laws of the United States of Joe R . Martin, U . S . Army, retired, and James Biggs
Lillie McNully Martin, who taught me Norman Doege
America . Any reproduction or
responsibility, loyalty, and respect ; To John Firman
unauthorized use of the material or
artwork contained herein is prohibited my wife, Sallye, who endured with Sam Hathcock
patience and strength ; and To Sam, who Eric Johnson
without the express written permission
got me into role-playing. Rob Sharp
of Role Playing Games, Inc .
CONTENTS
HOW TO PLAY
: WEATHER &TERRAIN
MISSION DIRECTOR NIGHT FIGHTING
PLAYER CHARACTERS FIRING BLIND zs
NON- " HEAVY WEAPONS
PLANNING A MISSION LAW/RPG
MINIATURES TANKS
TERRAIN GENERATION FLAMETHROWER
CHARACTERISTICS O' MACHINEGUN
SO MM MORTAR
RANK
HEIGHT GRENADES
WEIGHT LAUNCHERS
AGE MINES S. S'BYTRAPS
S CLIMBING DEMOLITIONS ,a
ALERTNESS DARTILLERY
AGILITY AIR STRIKES ,8

SKILLS O° GLINSHIPS
CHAR . CLASSES HAND TO HAND 3,

RECON
LRRP
TEAMS OO UNARMED
KNIFE FIGHTING
FORCE RECON BAYONET
SEAL BACK ATTACKS
SOG ++ KNIFE THROWING
PHOENIX NON--WPN SKILLS
INDIGS MERCENARY
VC/NVA "TABLES "
HO CHI MINH TRAIL APPENDICES
OPERATIONS PC SHEET °'
INSERTION ,s
CHOPPERS
MOBILE OVERWATCH
PBR
AIRBORNE
MERCENARY
RECRUITMENT
CONTRACTS
EXPENSES +s
MISSIONS
EXPERIENCE ,s
SMALL ARMS ~_
BASE PER CENT
FIRE SEQUENCE
USE OF TABLES
WEAPON CHECK
UNFAMILIAR WEAPONS
SILENCERS
T"ERECON SYSTEM
THE MISSION DIRECTOR Role-playing, then, is a way of acting function as a group with little or no
RECON is designed for three to nine out our fantasies much as we did when we arguing. Once a decision is reached, the
players with one of the players serving as used to "play army ." We can experience leader will tell the MD what the unit
the Mission Director (MD) . The MD will the thrill of danger without the actual risk plan on doing ; this is solely to keep too
select the mission and control the enemy of pain, disfigurement, dismemberment many people from bombarding the MD
forces; however, RECON is not a game of or death. The rules add structure to the with plans .
the MD versus the other players . The situations and, hopefully, eliminate some In a combat situation the MD should
MD's task is to control the opposing of the disagreements, "I shot you!" "No, ask each player what his character will
forces to make the mission challenging ; if you didn't!" do . If the character "buys it," it's the
he were out to win, he could easily do so There are a lot of dice rolls in player's fault (and hopefully he will learn
by zapping the recon team with a much role-playing games . The rules set up from it) . Likewise, the player rolls the
larger force . certain probabilities of things happening; dice for his character; the fate of his
It is up to the MD to determine how the dice determine if it happens at this character is in his hands.
many recons are needed for the mission particular time . If your character is a
(or how many role-players he can deal fairly good marksman and has an 85 NON-PLAYER CHARACTERS
with successfully) . Too many people percent chance of hitting a particular In addition to these player run
participating in a role-playing game can sized target at a certain range; then on a characters, there are those incidental
result in chaos if everyone is trying to act dice roll of one to eight-five you hit the characters, friend and foe, that you meet
simultaneously, or monotony if too many target (on 86 to 100 you miss) . The rolls during the course of a mission. These bit
people are awaiting their turn. Only are affected by how good your character part actors in our little drama are the
experience will tell a new MD how many Non-Player Characters (NPCs) . NPCs are
is in certain skills .
Characters are "generated" or created usually run by the MD ; this gives the MD
role-players he can work with .
by making dice rolls to determine their a chance to get involved .
In some role-playing games one of the
players decides what all of the other relative strength or weakness in partic- The general wishing you good luck on
players' characters will do. In RECON ular traits . The essence of role-playing is your mission, the old farmer you meet on
each player decides what his character the interaction of the players through a path, the sullen young man you
will do; generally, the players will their characters ; so, it is up to the player interrogate in a village, the pilot whose
function as a group with little or no to infuse a personality into his character chopper was shot down and has to be
arguing . Once a decision is reached, the by the things he has his character say and rescued, the pretty U .S . AID worker you
leader will tell the MD what the recon do . Eccentric characters liven up the meet in a bar, the Chinese advisor you
team (RT) plans on doing ; this is solely to game, and allow the players to "ham it snatch (kidnap), and of course, the
up.  officers and men of the entire North
keep too many people from bombarding
the MD with plans. The character may be a "wiseacre" Vietnamese Army (NVA) are all NPCs.
Player characters are called recons . always making jokes, even in the heat of When the MD plays an NPC, he
They may have a special designation battle ; or a "doomsayer" always fore- shouldn't say, "The peasant says there
depending on the type of unit the recon casting their imminent demise at every aren't any VC (Viet Cong) here."
team (RT) is supposed to be ; they maybe decision . "I've got a bad feeling about Instead, he should make the NPC a real
SOGs, Lurps, SEALS, or indigs. These that . Yep, we're going to die . If we attack person, if somewhat eccentric, "Oh, no
different designations will be explained that, we're alt going to get greased." VC, no VC. V C very bad . We very, very
in separate sections . The group of The "bellvacher," "If I had MY way, good . VC numba ten . Americans numba
characters is called an RT or recon team . I'd run this chicken outfit completely one."
different. No more of this. . ."
PLAYER CHARACTERS [PCs] The "goldbrick," "I'd sure like to help
In most board games, especially war you guys carry that machinegun, but I cut
games, the counters or playing pieces my finger on that C-ration can last week
represent units rather than individual and it's still hurting something awful ."
men . The player controls a large number The "hero," "That's all right, Lieu-
of men represented in the abstraction of tenant, I don't need any help to knock out
the counter . In a role-playing game the that pillbox. Just stick some extra
player controls one, or sometimes two, grenades in the sling on my wounded
men called "characters ." The player will arm, tighten up that tourniquet on my
make all of the decisions for this leg, and point me in the right direction ."
character; in essence the player will The "coward," "You guys go ahead
merge into the play by letting the and attack that base . I'll defend this cave
character represent him in the situation . so you'll have a safe place to return to ."
Role-playing becomes more personalized ; In some role-playing games one of the
you are not making decisions about players decides what all of the other
sweeping strategies; rather, you are players' characters will do . In RECON
making the personal day-to-day decisions each player decides what his character
to remain alive . will do ; generally, the players will
MECHANICS
PROGRESSIVE REVELATION Player: I move off the trail, quietly, If you came into role-playing through
Role-playing is similar to "Twenty cutting through the bend. fantasy RPGs then you probably have a
Questions ;" the MD describes a situation MD : You see three peasants digging a map fetish . RECON is designed to be
and the players ask questions to elicit hole in the trial with a mine on the ground played with very few maps ; instead, the
more details . The MD should state any near them . Random Terrain Generation system
obvious facts that they would immedi- allows you to set up situations quickly
ately notice, but may withhold any details PLANNING A MISSION "without having to draw everything out .
that the characters would have to search In planning a mission, your design Still, you might want a large scale (large
for. The following are some examples of does not have to be as rigid as : "Well area) map with a few cities, highways,
MD - Player exchanges during play . let's see . There'll be an ambush here ; a rivers, mountain ranges, and a coastline
MD : You come to a fork in the trail. patrol there ; boobytraps here, here and for Mission Briefings .
Which fork do you take? here; a mortar attack when they cross this MISSION BRIEFING : Gentlemen, we
Leader: We take the left hand fork . bridge here ; they'll meet the beautiful have hard intelligence that General
MD: The jungle noises suddenly cease . female guerrilla (actually a double agent Nguyen Poon Tang will be inspecting the
What do you do? -- heh, heh) in this farmhouse here, etc ., 324-C battalion headquarters, here
Leader: We all freeze. etc ." (pointing to a spot on the map), the day:
MD (lo the Player of the "point" man) : The players have control of what their after tomorrow . Your mission is to snatch
Roll against your Alertness . characters will do. They may not do what General Tang (first name comes last,
Player : Made it . you would expect them to do (what seems "General Joe") for interrogation .
MD : You smell food cooking. logical) . Kaput! There goes all your You will insert by chopper, here
Player: Which direction is it coming detailed plans . Be prepared to improvise . (pointing to another spot on your map),
from? Have some things you think will make the about twenty klicks (kilometers, about'
MD : It seems to be coming from your mission interesting, but be flexible about twelve and a half miles) from the
right . where and when you introduce them. headquarters to avoid arousing suspicion.
MD : You notice that the trail is The Contacts Tables will keep them You will move up the Hai Thung ("Hi-
becoming more worn from heavy use. busy most of the way in and out . You fill Thoong") valley and be in position by
(There is a village ahead .) The point man in the spaces between contacts by having 2000 ("twenty hundred") hours (SEE
sees small garden plots off the trail them do grunt work of climbing up hills, MILITARY TIME APPENDIX) . Patrols
ahead . squeezing through really heavy under- will be light as intel expects the 324-C to
Leader: We move off the trail to the brush, walking through high elephant be making an assault on Firebase Zebra
right and begin moving through the bush . grass where there might be guerrillas a to impress General Tang. Weather will be . .
MD : You come to a stream about 20 few feel away, crossing streams where cloudy with an 80% chance of rain-
feet across . You can see the bottom; it's there might be an ambush, etc. There The nearest LZ for extraction is five
about two feet deep . should be more situations where they klicks (point to another spot on the map),
Leader: We wait five minutes watching might run into trouble than there are but is probably watched . Use only if in
for an ambush . Do we notice anything . contacts . close contact. The extraction choppers
MD : No. (Or, "roll against your The Contact Tables are there to help will be standing by at dawn. Your call
Alertness" if there is an ambush .) you . If you don't like what you roll sign is Red Cobra Four. Are there any
MD : You come to a stream about 20 ("Crap, they just met two hunters . What questions?
feet across. is this, a National Rifle Association Maps tie you down . Let's say the RT
Leader : Can we see the bottom? convention?") pick something else or roll just avoided a VC patrol and you want to
MD : No, the water is too muddy . again. The tables are set up so that there put some pressure on them by making,,
This way, one of the characters has to are plenty of possible contacts : most are them cross a wide shallow river where
test the depth of the water as he wades not dangerous, several are potentially they might get spotted. About this time
across . It might be too deep to ford at that dangerous and a few are deadly . This one of the players points out, "Hey, there
spot . The MD might force them to a varies the level of tension . isn't any river on the map between the LZ
shallow ford guarded by a guerrilla . There is a list of suggested missions in and the VC base camp ." Like I said,
The main reason to withhold infor- the rules to give you a basic idea of what maps tie you down . On a large scale map
mation is to make the players think about you might do . Let's say, as an example, details such as small villages, small
what they are doing. In combat "look that you've decided the RT is to snatch clearings for LZs, and streams will not
before you leap" is a very real axiom of (kidnap) a high ranking NVA officer at his show up .
survival . jungle headquarters . They will insert by INSERTION: If there are four recons,
MD (to the point man): Roll against chopper (land by helicopter), hump they insert on one slick . If there are more
your Alertness . (march) overland to the VC base camp, than four, split them up on two choppers.
Player: Made it. snatch the officer that night, withdraw to Have them decide who will be on each
MD : You hear voices around the next a different LZ (helicopter landing zone - slick. (This may be important in de-
bend in the trail . a small clearing in the jungle), and be termining who is injured on a "Hot LZ"-)
Player : How many? extracted by chopper using STABO/ As they fly in you describe the terra?'_"
MD : You can't tell for sure . At least S .P .I.E .S . rigs (cables lowered and Is it flat, hilly, or mountainousY Is ` .
three . attached to their harnesses) . jungle, or are there developed.
rice paddies occasionally?
The "pulling" slick (lead chopper) When the RT arrives at the base camp on the choppers . They may see their
begins to descend toward the LZ . ROLL you can explain the basic layout to means of escape blown off the LZ as they
ON THE LZ TABLE . Is is "cold" or them . Let them decide how they are grimly face the enemy and shout their
"hot"? If it is "hot," the VC may not going to deal with the sentries . They can defiant last words, "Sic temper tyran-
open up on them until the "chase" try and take out the sentries (SEE RULES nis," "Remember the Alamo," or
(second) slick begins to offload the rest of FOR BACK ATTACKS), or they can try "What-the-"'="-am-I-doing-here?"
the RT. to move around them quietly. Either way, Role playing games are inherently
Once they are on the ground, have the players will need to roll against their limited to small units . The missions must
them set up their order of march (SEE Alertness for moving quielty . If they be exciting to hold the players' interest.
MOBILE OVERWATCH). Have them make no noise, they can creep around, Recon units fit the criteria for both small
place their model figure or whatever make the snatch and haul it out of there . If unit operations and exciting missions .
represents their character in line and they make noise (fail their A1 roll), you Recon units operated in four to twelve
space them out the actual distance they roll against the sentry's Alertness. man units . The smaller the unit, the
will be moving from each other (I" = 3') . Sentries don't investigate every noise, easier to maintain noise discipline and
If one of the characters trips a mine or play it by ear. A suspicious sentry might concealment . Since they operated in the
boobytrap you can measure to see if any investigate, but he probably won't give VC's backyard, they were so heavily
of the other characters are in range to an alarm unless he sees one of the recons . outnumbered that the increased fire-
take damage ; or in a firefight, if a If there is an alarm, everybody in the power of additional men on the RT was not
grenade aimed at one character misses, barracks does not come barreling out as critical as stealth .
you can determine if it lands near any of fully dressed, armed and aware of what is If you go into a RECON mission with
the other characters . happening . The confusion works to the the typical role-player's attitude of, "It
Now you need a rough map of the works to the RT's advantage . moves . Let's kill it," you and the other
objective . For a guerrilla base camp, you The recons slip into the supply hootch members of the RT are the ones who will
draw three rectangles for bamboo (where the visiting "brass" is quietly get waxed.
"barracks," a roofed area with no walls asleep in his hammock), if they know Keep your mission objective in mind,
for "indoctrination" lectures, a couple of which hootch he will be in . A Hoi Chanh, and avoid all unnecessary contacts . This
smaller "hootches" or buildings for defector, may have supplied a map or the reality is reflected in the system for
supplies and cooking, two or three trails, information. If the recons don't know character improvement ("experience"),
a stream nearby for water, and decide where the general is they can creep and should be reflected in the number of
where the sentries will be watching the through the hootches trying to identify enemy contacts the MD runs . If you go
trails . uniforms (this is where intelligence skills killing everything in sight, the MD should
The snatch will probably be made at come in handy), or you might have him have VC units from all over your Area of
night, so most of the guerrillas will be in come out to the fire to talk with some of Operations (AO) breathing down your
the barracks. Depending on how late it is, the guerillas or to take a trip to the latrine necks .
a few guerrillas will be tending fires, (away from camp where the recons can So now you're thinking, "Well, heck, if
cleaning their weapons, talking with grab him easier) . all we do is sneak around and hide all the
buddies, writing letters home, or playing time, this ain't goin' to be no fun, is it,
WITHDRAWAL : Once the snatch or
a flute and singing . The later it is, the Zeek?" You are going to get into fire-
main objective of any mission is ac-
fewer people outside the barracks fights, but, hopefully, on your terms .
complished, the mission is not over. The
awake; after all, you don't want to make Walking into an ambush just to get some
recons still have to withdraw safely to
this as busy as Grand Central Station . action into the game is fine, if you like
their base . There should be contacts on
You want to make it tough, but not short games and having to roll up a new
the withdrawal, just as there were on the
impossible . character .
insertion . The mission should be winding
You can adjust the level of difficulty . If down ; so, there should be fewer contacts
there are few recons in good shape to You now have a general plan for
as the game tapers off.
make the snatch, you might have the VC getting the RT to the objective, and a
gear up and move out to hit a government EXTRACTION : For chopper extrac- general idea of what to do at the objective
base. If the RT waits, the camp will be tions use the HOT LZ TABLE if they are with sentries. Alertness rolls will de-
nearly empty, except for a couple of in close contact with the enemy . If they termine a lot of the action in RECON; so,
sentries and a couple of sick and wounded have been followed unaware, you might WHEN IN DOUBT, "ROLL AGAINST
in the barracks . have the RT encircled and the VC open up YOUR ALERTNESS ."
FIGURES For weapons, the best are German DICE
Although it is possible to use cardboard MP43s (not to be confused with the In RECON you will use two 20-sided
counters, pennies, or anything else that is Schmiesser SMG in most kits) . The MP dice, also called percentile dice . These
handy to represent your character, you 43 was an assault rifle (the first) and is can be used in several different ways.
will identify more with him and be able to available in a few kits . It looks passably The following notations will tell you how
visualize situations better if you use like the AK-47, which both the VC and to use them .
miniature figures . recons (sometimes) used . The German The notation ld, 2d . . . . . .5d, will tell you
Two lines of metal miniatures are now potato masher also resembles the Chicom how matiy dice to use, e .g ., from one to
available for use with RECON: (Chinese communist) supplied grenades five dice .
to the VC . A German panzerfaust The notation 10, as in 1d10, means the
anti-tank rocket vaguely resembles the numbers on the dice count their face
PLATOON 20 RECON SETS more modern RPG and can be used with value only ; a one counts as a one and so
or without modification from a kit . A RPD on, up to zero, which stands for ten.
(20mm - 1/72nd scale)
machinegun can be made by taking an The notation 2d10 up to 5d10 means
MP43 and adding a longer barrel and a roll that many dice, 2d through 5d, and
available from
bipod. add your rolls together. As an example, a
RPG, Inc . NVA uniforms should be painted khaki roll of 5d1O can total any number between
P . O . Box 1560-A or olive drab . They did not use camou- five and fifty.
Alvin, TX 77512-1560 flage designs. Sometimes your total will be modified .
A notation such as 2d1O-4 would mean

GIAC MY 20mm : '/


subtract four from your total . A notation
such as 2d10+5 would mean add five to
(25mm) your total .
1/35TH : 199 = 3' Two 20-sided dice can be used to
generate any number from one (01) to one
available from
hundred (100) . The number on one die
Stan Johansen Miniatures
will stand for the tens, a roll of nine
56 Snow Crystal Road equals ninety; the number on the second
Naugatuck, CT 06770 GENERATING TERRAIN die stands for the ones digit, a roll of nine
Rather than use a lot of paper, you can equals nine . Together the two dice stand
generate a jungle by randomly scattering for 99 . Before you roll, indicate to the
1/35th scale a handful ofdry corn, beans, rice, buttons other players which die will be the tens
Most of the model figures are World or pennies . Where the objects stop you (buy or paint one a different color) .
War II which will work fine for the have cover large enough for a character to
To successfully do something, you have
recons . With the weapons from one of the hide behind . This way you can quickly
to roll equal to or less than the charac-
Viet Nam sets you can convert an generate a forest, rocky terrain, heavy
teristic (Alertness, Agility, Marks-
American World War II figure into an brush, or even a combination using two or manship) . The instruction will be to "roll
action posed recon . Leave off the helmets more different objects scattered together . against" or "roll under" the charac-
and fashion floppy brimmed jungle or Yarn, thread, or string comes in handy teristic .
bush hats from paper and model putty ; for outlining long objects : the banks of a One note to the MD . Each player rolls
then paint them with a camouflage river, a road, the edges of a trail, a path all of the rolls for his character (basic
pattern . M-1 rifles from WWII can easily through high elephant grass, a trench, characteristics, combat, etc .) . The MD
be converted to M-14s by adding some the edge of a cliff, etc . Again, you can rolls only for the enemy troops .
plastic for a magazine and lengthening quickly lay this out without wasting
the barrel. paper.
Authentic looking VC take a little more Pieces of cardboard representing the
work, but you only need four to eight floorplans of native hootches with interior
enemy figures (they're recyclable). Ger- walls, doorways, and windows marked on
man figures will do if you scrape off the them can be quickly placed to generate a
eagles above the breast- pocket and village or base camp . A set of a dozen of
rework them from the knees down . You these could be used in a number of
need to extend the pants down to about missions .
ankle length and convert the boots to feet You will also need some measuring
with sandals or black tennis shoe-like devices : rulers, tape measures or yard-
jungle boots. sticks . Using the scale 1" = 3', you can
For headgear Afrika Korps pith quickly measure ranges between charac-
helmets work fine . If you can't get ters in a firelight and determine if there
enough, leave one pith helmet showing are any objects between the two
and cover any characters with German characters which will prevent them from
helmets with model foliage as camou- seeing and firing at each other.
flage . This suggests that they are all Cardboard pieces can also represent
wearing sun helmets. NVA also wore vehicles . These are a lot easier to carry
bush hats; so, if you can make 'em for than models, which might break . All they
your recons, you can make them for the need are the seat locations drawn on
NVA. them with a felt tip.
CHARACTERISTICS
WHAT'S IN A NAME?
The first thing you should do in
"little people" and with the Americans .
4-F
creating a new character is to decide on a
name . Since this is a game, you should MINOR If your Strength, Agility and Alertness
rolls together total 100 or less, you may
try and have some fun with the name of To help you visualize your character, reroll the entire character.
your character. You can select a name let's work out some basic physical
which tells the other players how you
intend to run or play this particular
characteristics, height, weight and age. STRENGTH
character : Joseph "Crazy Joe" Whipper-
munt, Alan Deathwish, Sidney "Sicko"
HEIGHT All men are not created equal. We
To calculate a character's height we cannot alllift the same amount of weight,
Sinckowsky, Reginald "Ratso" Ratsberry will start with a base height of 4'10" and run at the same speed, or survive the
111, Gregory "Gunner" Gatsby, Shelby roll 2d10. With 2d10 the minimum roll is same amount of damage. Your Strength
"Sureshot" Smith-Wesson, Derek two which added to 4'10" will make the (St) roll will determine how much weight
"Deadeye" Dribblemeyer, etc. actual minimum height 5' . The maximum your character can lift, how fast he can
If you decide to make your character an roll of 2d10 is 20, which added to 4'10" run, and how much damage he can take .
indig (indigenous personnel or native) will make a maximum height for a
you can use the Vietnamese Names character of 6'6". So using2d10 we have DAMAGE
appendix . Although these are mainly a basic way of generating characters with Your Strength roll is how much damage
place namesfor villages and towns, using a wide range of heights, and gives us a your character can withstand before
them will give your character some physical skeleton to begin fleshing out. dying . Although this is a higher number
semblance of an Oriental Character. For than in some other role-playing games,
montagnard characters, the name will be
something like : Y Rah, Y Van, Y Dai, etc.
WEIGHT
For the character's weight we will start
the damage done by weapons is corres-
pondingly higher . Even with a high St do
with a base weight of 110 pounds . Now no assume that your character is
RANK roll 2d100 and add this to the 110 pounds . invulnerable .
A truism of role-playing, or any group, Wtih a minimum roll of 01, the character Anytime your character is wounded
is that the most assertive person becomes can weigh as little as 111 pounds, and there will be a die roll for that weapon
the leader. Rank becomes meaningless with a maximumroll of 100, thecharacter which will tall you how many points to
when an assertive player usurps lead- can weight as much as 210 pounds. subtract from your `Strength .
ership from another player whose char- With the height and weight your When a character's Strength reaches
acter might have a higher rank . Also, if character is beginning to take shape. He zero he is unconscious and cannot move
characters are promoted, you might have may be very tall and skinny, or short and or fight for the rest of that mission unless
an RT composed entirely of officers (six stocky as a beerkeg . When you figure in another character with the medic skill
colonels and one private, the FNG, can his Strength you may have a wiry, applies first aid. Even with first aid your
you dig it?) strong character or a big hulk who is character is so seriously wounded he
On SOG teams experience, rather than relatively weak for his size, so he must be must be extremely careful.
rank, decide leadership, which will be the carrying a lot of fat around . Whatever the If your character's Strength goes below
system assumed in RECON. The more combinationyou roll, by considering what zero he is dead . There are no miraculous
conventional (that seems ironic when this person looks like you begin to get a cures in RECON.
referring to these men) RTs (LRRPs, better grasp of who he is . Awounded man will only be able to lift
SEALS, and Recons) followed standard weights and move based on his current
military rank and leadership practices .
Experienced characters will be assumed
AGE
Now for the character's age. Let's start
strength remaining after wounds have
been subtracted.
to have higher rank than new characters . with a base ageof 20 years and add 1d10.
Since your survival depends on working This will give us characters from 21 to 30 WEIGHT
as a team, if a character refuses to years of age, characters in their physical Your Strength roll multiplied by two
cooperate ("Never happen, sergeant") prime and young enough to have long tells you the maximum weight of an
then the RT may decide not to carry him careers as mercs. Roll 1d10 to determine object your character can lift over his
on any more missions . After the mission how many months until your character's head. A character with a Strength of 100
you go to the MD to get this character next birthday . (2d100, "00") can lift 200 pounds (100x2)
"transferred," if any of you survive.
MAJOR and raise it over his head. Just as a
LLDB indigenous characters will be weightlifter cannot press 200pounds over
assumed to have equalrank with the two
American advisors . There may be friction STRENGTH his head and run around the gym all day,
you cannot carry your maximum weight
over what the RT should do . >f it comes to AGIL,IT Y around formore than five combat rounds
a showdown, the Nungs and Montag-
nards will follow the Americans .
ALERTNESS (total of 25 seconds) . Your normal gear

Nungs and Montagnards ('Yards) are '. To develop a new character you first
(uniform, pack and weapons) is not
included in the weight you can carry. It is
mercenaries hired by the Americans . roll 2d100 for each of the three basic assumed that you are adapted to carrying
They have no rank, but the indig inter- characteristics: Strength (St), Agility (ag) all of your regular gear and can also lift
preter has a lot of pull with the other and Alertness (AI) . this extra weight for short periods.
MOVEMENT CLBVIBING
Your St will determine how far your

AGILITY
The main danger in climbing is, of
character can move in a five second course, falling, and this is primarily due
combat round (CR) . Combat in RECON is to faulty handholds . The climber's Alert-
limited to five second rounds or game ness (AI) therefore, is the initial factor in
turns since so many things can happen in determining whether or not a character
this short period during combat . The MD will fall .
can make non-combat rounds any length Each CR a RECON may climb up to
Agility as a general term includes
he desires to eliminate wasting time 1/10th of his St . To do this safely he must
manual dexterity, agility, and balance .
during long marches or other time roll (2d100) under his Alertness . If a
Agility affects your ability to throw
consuming activities. climber fails to roll under his Alertness,
grenades, throw knives, unarmed combat
Your St is how many feet you can run in he has grabbed a loose rock or rotten limb
knife fighting, climbing and other skills .
full gear during a CR . The maximum and begins to fall . He may attempt to
To accurately throw a knife or grenade
distance you can move at slower grasp something to prevent his fall by
movement rates is calculated according to or to keep from falling while climbing,
roiling 2dI00 under his Agility. He may
you have to roll 2d100 under your Agility .
the MOVEMENT RATE TABLE . roll once for each CR he has been
As you read through the rules you will In hand-to-hand combat your Agility
climbing .
find references to particular tables and will determine whether you get the first
If a climber fails in his attempt to break
charts . These have been placed at the punch or stab (initiative) .
his fall, he will fall to the ground.
back of the book . Although it is Damage due to the fall is determined by a Most of the hand-to-hand skills can be
inconvenient to thumb back and forth as roll of 1dIO for each five feet of height improved. As you gain experience from
you read over the rules, it will be much climbed . your missions you can add new hand-to-
hand skills or improve existing ones.

ALERTNESS
more convenient to have all the tables in
one place once play begins . Each skill is independent ; so, you
A character's movement rate assumes improve an individual skill, not your
that he will be carrying the Basic Kit, his Agility .
Primary Weapon (his rifle), Ammo, Since some skills, such as Grenade
Rations, and a Knife or Bayonet . Alertness determines whether or not Throwing, Knife Fighting, Knife Throw-
Additional gear would slow him down ; you observe things such as a trip wire, a ing, and Pistol Marksmanship, are
one foot of movement or Strength point camouflaged firing position, a sniper, basically skills of one hand, the player
per pound of gear. However, rather than spoor when trailing someone, or other will need to decide if his character is left
get too involved in measurements, I'd things which are not too obvious. or right handed . Additional percents for
rather see the MD make the character's When it is possible for you to notice Hand-to-Hand Skills are for training with
life miserable if the character is carrying something, the MD will ask you to roll one hand. For each point of damage on
too much gear. against your Alertness, 2d100. If you roll the Hit Location Table on that hand
Measuring for movement rates is only under or equal to your Alertness, the MD subtract one percent from the character's
necessary if a players states some totally will describe what you notice ; if you fail to Agility on one handed skills during . the
unrealistic movement in a CR : "I run up make your roll, you might only discover remainder of that mission .
this hill, jump over this creek, and crawl what it was when you get zapped . As insurance you could specify some
under this ledge ." As long as movements For each concealed weapon on a skills for your character's other hand, or
seem reasonable, avoid measurements prisoner, the capturer must roll under his else he will have to attempt skills with
which will slow the game. Alertness to discover it . only his Agility roll .
SKILLS
TO BE OR NOT TO BE CANNON- NON-WEAPON SKILLS CHARACTER CLASSES
FODDER Airborne If you have played any other role-play-
If you walked straight from civilian life Basic ing games, you are undoubtedly familiar
into a firefight you would probably die . Night Drop with the concept of character classes or
Luck and training get you through the Tree/Cliff Landings specialization . In RECON there are nine
first few alive ; and the civilian would be Water Landings areas of specialization called Military
relying on luck alone . H.A.L.O . Occupational Specialties or M.O .S .s .
So, to give your character a better Communications Each new character should pick a primary
chance of surviving he is going to already Basic MOS, and a secondary MOS. Some of the
have some military training and probably Scramblers MOSS have prerequisites that a character
some combat experience . Zip-squeal must possess before he can select that
Roll 1d1O and refer to the Initial Skills Satellite relay specialty . Each character should also
Chart . The number you roll will de- Demolitions select a secondary MOS . In any unit there
termine how many skills your character Detect Ambushes will be only one character receiving the
will have . Your character can be anything Detect Mines/Boobytraps benefits on dice rolls for each MOS; so, if
you wish from an Army "Grunt" or Disposal two or more characters possess the same
Marine "Snuffle" to a Special Forces Forward Air Controller primary MOS, the character with the
"green beret ." A character with only a Forward Observer higher per cent chance of success should
few skills should be considered an FNG, Impersonation function on that mission using that MOS.
or a fairly inexperienced "new guy" in Intelligence The other character may utilize his
the unit . Detect guerrillas primary MOS skill (but without any
For each background there are four Detect unit and rank special bonus) or his secondary MOS, or
possible skill categories : Interrogation if all slots are filled the character will
Small Arms Jungle survival utilize his basic skills without any of the
Heavy Weapons Detect food advantages of an MOS . A character with
Hand-to-Hand and Detect water a primary MOS has precedent over a
Non-Weapons Skills . Detect concealment character with the same skill as a
The table will determine how many of Detect dangerous animals seconday MOS, even if the character with
each you possess . Ride elephants the skill as a secondary MOS has a higher
Land Navigation percent chance of success . The player
Languages may waive this right, to allow a better
INDIVIDUAL WEAPONS SHILLS Medic character's skills to benefit the unit .
Pistol (left or right handed) Night fighting The nine MOSs are Point, Pigman,
Submachinegun Detect enemy RTO, Intel, Grenadier, Medic, Sniper,
Bolt-action rifle Rapid movement Heavy Weapons, and Demolitions .
Rappelling A character may function. i n a
Semi-automatic rifle
Assault rifle Safecracking/Lockpicking small unit in both his primary and
Shotgun Sniping secondary MOS as long as neither MOS is
Grenade launcher S .C .U .B.A. already filled in the unit . Because of the
Basic gear involved, a character should not
Underwater Navigation function as any two of the following on
Rebreathers the same mission : Point, Pigman, Medic,
HEAVY WEAPONS SHILLS Tow subs Communications or Heavy Weapons . In
Anti-tank Weapon (LAW or RPG) Two man subs a very small unit of four or five men the
Flamethrower Dry subs MD may opt to allow a character to use
Machinegun, light Speargun skill both MOS,
Machinegun, heavy ( .50 cal .) Silent Movement POINT - Any character with an
Mortar, 60 mm Starlight Scopes Alertness of 60 or better may select the
Suppressors/Silencers Point MOS . When he is functioning as
Tracking the point, he receives a bonus of +5 on
HAND-TO-HAND SKILLS Basic all A1 rolls . In addition, he receives one
Bayonet Estimate weapons extra round of small arms fire per CR in
Garrote Estimate distance ambushes and other surprise situations .
Grenade, throw (left or right hand) Underwater Demolitions Only the point may select the Detect
Knife fighting (left or right hand) Ambush, Detect Mines/Boobytraps,
Knife throwing (left or right hand) Land Navigation and Tracking skills .
Unarmed combat PIGMAN - Any character who possess-
Underwater combat, knife fighting (left es the Machinegun Skill may select the
or right hand) Pigman MOS . When carrying a "pig" or
Underwater combat, unarmed machinegun, the Pigman may fire 10
GRENADIER - Only a character with Only the Sniper may select the Sniper and
rounds (three more than normal) in the
both the Grenade Launcher and Shotgun Starlight Scope Skills.
second and subsequent CRS ; the last
Skills may select Grenadier as his HEAVY WEAPONS - Heavy Weapons
three rounds are fired at a -5 above the
normal full automatic for that range . primary MOS . The Grenadier gets a +5 is generally a secondary MOS . When a
when firing the grenade launcher with character acquires three or more heavy
When carrying a pig, the pigman can only
carry a pistol as a backup weapon, or a either grenades or shotgun rounds . Like weapon skills he will receive a bonus of
SMG if his strength is 80 or better . the Pigman, the Grenadier can only carry +5 when using any of the skills .
a pistol as a backup weapon, or a DEMOLITIONS - Demolitions is gen-
RTO - The Radiotelephone operator
submachinegun if his strenth is 80 or erally a secondary MOS . The Demo-
humps the radio . He is essential for
litions, Underwater Demolition and Dis-
extraction by helicopter, air resupply by better .
MEDIC - The Medic is also a posal Skills can only be selected by a
parachute or chopper, calling air support
combatant to protect himself and the character with the Demolitions MOS.
or calling in artillery . Only the RTO may
other men in the unit . His lifesaving skills A player should select his character's
possess the Forward Air Controller skill
are essential to the unit . Only the medic MOSS before the first mission.The MOSS
to call in air support or the Forward
Observor skill to call in artillery . may possess the Medic Skill . The Medic cannot be changed once selected ; a new
is assumed to be a Special Forces trooper character must be generated .
INTEL - The Intelligence Skill is for the
trained in Medicine (including some Any skills not expressly limited to a
"Sneaky Pete" in the group; his job is to
surgical training) . particular MOS may be selected for any
determine what the enemy is up to . Only
SNIPER - Any character with a rifle character.
the intelligence specialist may possess
the Intelligence, Interrogation, Imper- skill (Bolt-action, Semi-automatic or
Assault Rifle) of 60 or better may select
sonation and Safecracking/lockpicking
the Sniper MOS for long range shooting .
skills .

RECON TEAMS
LONG RANGE RECONNAISSANCE FORCE RECON COMPANY SEALS operated RTs like LRRPs and
PATROLS The U.S. Marine Force Recon Com- Force Recon. They operated along the
The Long Range Reconnaissance Patrol pany is the forerunner of the Army's coastline and rivers (especially the
(LRRP or "lurp") was an Army innova- LRRP. Recon operated in four and six Mekong River Delta) . Some SEAL RTs
tion during Nam . The LRRP operated on man units to gather intel for the higher operated for Studies and Observation
reconnaissance and, later, hunter-killer level command structure of the Marine Group in over the fence operations.
missions to provide intelligence for Amphibious Force . Recon operated pri- A major difference between SEALS and
particular Army units. LRRPs were marily in South Viet Nam in I Corps (First both LRRPs and Force Recon RTs is that
originally attached to division level Corps or "eye" Corps) in the northern SEALS tended to operate more in
headquarters detachments . As the war part of the country . conjunction with Intelligence programs.
progressed and the need for better intel Force Recon is a permanent part of the Whereas LRRPs and Force Recon had
was realized, LRRPs were organized at organization of the Marince Corps ; as special functions for their parent organi-
lower levels . such, Recons received training in the zations, the Navy wasn't prepared to
The individual LRRPs were volunteers . U .S . in patroling (at the Army Ranger operate directly on the intelligence
Prior to coming in-country (into Nam) School), airborne jump school, SCUBA gathered by the SEALS. Therefore, the
they had not necessarily received any school, and demolitions school . During SEALS tended to operate more under the
special training to be LRRPs . As LRRPs the manpower shortage of Nam every control of Military Assistance Command
became established some of the recons recon did not get to go through all of this Vietnam J-2 (MACV-JZ), an intelligence
were sent to the Special Forces run training before shipping out to Nam. unit, and the Central Intelligence Agency
Recondo (Reconnaissance-Commando) Besides gathering for MAF, some (CIA) .
School at Nha Trang; supposedly some Force Recon RTs operated for Studies SEAL teams sometimes operated with
LRRPs trained at the Royal Malayan and Observation Group on missions indigenous personnel (Vietnamese) of the
Jungle Warfare School at Kota Tinggi (a "over the fence" or outside the borders Provincial Reconnaissance Units (PRUs) .
program developed by the British Special of the Republic of Viet Nam. In-country The PRUs ("prews") were a diverse
Air Service in their counter-insurgency the RTs tended to operate only with group composed of Hoi Chanhs (VC or
war in Malaya) . American team members . NVA who had defected under the Chien
As an ad hoc organization the early Hoi or "Open Arms" program-to fight for
LRRPs were poorly supplied, but later in the South Vietnamese), CIDG ("sid-
the war their gear would be similar to that SEALS gees"), mercenaries who fought for the
carried by the other recon teams . The U .S . Navy's SEa, Air and Land Special Forces operated Civilian Irregular
LRRPs operated within the borders of (SEALS) recon team were trained in Defense Groups as guerrillas), deserters
Viet Nam, while some of the other RTs reconnaissance and counter-insurgency from the Army of the Republic of Viet
operated in other countries as well . warfare. Although SEALS receive their Nam (ARVN, "are-vin") -- the PRUs
LRRPs, also, tended to operate with only initial training at the same school as the were paid better and operated closer to
American team members, while some of Underwater Demolition Teams, SEALS home, and parolees from Vietnamese
the other RTs operated with indigenous were trained for patrolling and airborne jails and prisons recruited by the CIA if
units . qualified . they would fight.
STUDIES AND OBSERVATION GROUP new SOG RTs no longer carried LLDBs VCI. The PRUs were especially effective
The Military Assistance Command but were composed only of Americans at operating at night when the VC were
Vietnam Studies and Observation Group and Nungs or Montagnards . on the prowl, and as a result did more
(MACV-SOG), called "sog," was a joint CCN (Da Nang/Phu Bail ran missions damage for units their size than any other
MACV and CIA operation . The cover against North Viet Nam and northern South Vietnamese units .
name for the Central Intelligence Agency Laos (the heaviest part of the Ho Chi
in Vietnam was the Combined Studies Minh Trail) . RTs out of CCN were named INDIGS
Group (notice any similarities?) . after snakes (RT Python, RT Cobra, etc.) Indigenous Personnel are the inhabi-
From the earliest days of the American and collectively they were called Snake_ tants of a country . Players may opt to run
involvement in Vietnam, the CIA had Bite Teams . SOG RTs were also called a character as an indig . Although any
used Special Forces personnel to run Spike Teams or Recon Teams . character may be designated an indig,
covert operations; this practice continued CCC (Kon Turn) ran missions against there is a special advantage to characters
in the development of SOG for intel- VC/NVA units in Laos ; The CCC Rts with fewer small arms skills . In being an
ligence gathering and covert action . The were generally named after states (RT indig, the character is less likely to be
original concept, Operations Plan 34A or Tennessee, RT Arkansas, etc .) . identified as an enemy by the VC. Also,
Oplan 34A, was to train and infiltrate CCS (Ban Me Thuot) ran operations or the indig speaks the native language
indigenous personnel by parachute or ops in Cambodia, and their RTs were which helps in interrogations and other
boat into North Viet Nam for espionage named after implements (RT Hammer, intelligence gathering .
and sabotage. Under Oplan 34A the RT Fork, etc .) For a SOG RT the point man should be
American Special Forces personnel were For game purposes, if you have two an indig, and the sweep or tailgunner
concerned primarily with training at players who always disagree, making one should also be an indig. Only LRRP and
"Bearcat" near Long Thanh, about 14 the American One-Zero and the other his Force Recon teams would not have an
miles east of Saigon . Vietnamese LLDB counterpart on a Delta indig attached.
In early 1965 Special Forces De- RT might give you some idea of the Basically there are four topes of indigs:
tachment B-52 started Project Delta to problems in being an advisor. Vietnamese, Cambodians, Nungs and
run "over the fence" operations against Players may improve a character with Montagnards. For .game purposes we will
VC bases using neutral Laos as a fewer weapons skills by making him an assume that all four speak one common
sanctuary. The success of Delta spawned indig, short for indigenous personnel . By language, Vietnamese .
two sister organizations Omega and making the character Vietnamese, a Only a character designated Viet-
Sigma . Essentially, Delta operated out of Nung, or Montagnard, the character has namese can be an LLDB, Vietnamese
I Corps, Omega out of II Corps and Sigma the advantages of being Oriental (and Special Forces for a Delta Recon Team.
out of III Corps . less likely to trip an ambush than TO CREATE AN INDIG: For Height
Because the American rote in Nam was American) and speaking the language of roll 1d10 and add to 4'10" . For Weight
supposedly to assist and advise the the enemy (for listening to enemy roll 5d10 and add to 110 pounds. For Age
Vietnamese, Delta RTs were composed of conversations, giving fake orders to the roll 2d10 and add td 13 .
U.S . Special Forces, Luc Long Dac Biet VC, or passing inspection as a VC -- a The disadvantage with indigs or "little
(Vietnamese "Special Forces"), and LLDB Intel MOS using Impersonation people" is that at least one character on
Nung or Montagnard mercenaries . A Skill) . the RT must have a language skill if you
typical team might consist of two are to exchange any complex ideas,
American Special Forces (the 'One-Zero' PHUNG HOANG something more then "Shoot!", "Run!",
or team leader, and the "One-One", or The Phung Hoang program or Phoenix "This way," or VC!" .
the assistant team leader), two LLDBs Program began as an effort to neutralize Montagnards is a French word mean-
supposedly performing the same roles, the Viet Cong command structure, called ing mountain people. The 'Yards lived in
and two to eight Nung or Montagnard the infrastructure or VCI, operating in the mountain highlands of Nam. They
mercenaries . Delta RTs operated any- South Viet Nam. The original program were composed of four major tribes : the
wi .ere from four to twelve men, with the began in 1966 as ICEX, the Intelligence Hre, Bru, Rhade and Moung (Hmoung) .
bulk of the unit being mercenaries or, Coordination and Exploitation Program ; The yards are fierce, loyal and honest
sometimes, additional LLDB. The Amer- this was reorganized as the Phung Hoang people . The yards are ethnically different
ican One-One and his Vietnamese program in December of 1967 . from the lowland Vietnamese and there is
counterpart would both be carrying American participation in the program an ancient racial hatred between the
radios for simultaneous transmissions to was coordinated by the CIA, and as such two . They did not fight out of loyalty to
the American and Vietnamese com- they could draw on Special Forces, Navy the South Vietnamese government, but
mands . SEALS, Army Intelligence officers, or fought from individual loyalties to Special
Under Oplan 35 American SF per- other U .S .personnel to serve as advisors . Forces personnel . There is a natural
sonnel became involved in the over the Typically there would be two U .S . antagonism between any yard character
fence operations in Laos, Cambodia, and advisors and ten PRUs, Provincial Re- and any Vietnamese LLDB until they
North Viet Nam. Eventually, Delta connaissance Unit, members in the team. have fought together and established
Project was reorganized, as all Amercan Although the Phoenix Program has some rapport .
bureaucracies must be sooner or later. received publicity as being an assassin-
Delta became known as Command and ation squad, it did have intelligence
Gmtrol North (CCN) ; Omega became " - gathering as its primary function (and
G,inmand and Control Central (CCC) and you don't gain too much intelligence from
Sigma became Command and Control " dead men) . More often, the Phoenix/
South (CCS) . This reorganization in- Phung Huang units pulled ambushes and
v olved more . than a name change ; the prisoner snatches of known or susp ected
0
VICTOR CHARLIE
THE ENEMY prime RT mission is to locate an NVA unit HO CHI MINH TRAIL
Opposing the RT will be various Viet and call in smoke on 'em (artillery or air The Ho Chi Minh Trail, named after
Cong units, also called "Vee Cee," strikes). the founder of North Viet Nam, was a
"Victor Charlie," "Charlie," "the The weapons and skills for your Victor series of roads and jungle paths that
Cong," and other less flattering epithets . Charlies will be found in the Contact linked North Viet Nam with the Viet Cong
The VC are organized in three categories : Tables near the Guerrilla Contact Table guerrillas and, later the North Viet
Local Force Units, Main Force Units, and where you will need it during play. The Namese Army units (NVA) that operated
North Vietnamese Army Units . table can also be used to set up the in South Viet Nam . The paths ran the full
Local Force units are a militia weapons and skills for any ARVN units length of Laos and Cambodia which gave
composed of local villagers who occa- that you might be operating with . them diplomatic protection from direct
sionally make boobytraps, set ambushes, To generate your enemy troops you will attack; Laos as a neutral country could
and snipe at government troops . Local need to roll (2d100) for Strength (for hits), not be attacked even though VC/NVA
Force units are poorly equipped and Agility (for hand-to-hand combat or units openly used Laos for training and
trained . In general, these part-time guer- grenade throwing), Alertness (for am- suppy . In some areas of northern Laos the
rillas are more of a nuisance than a threat bushes), and a Base Per Cent Effective- Ho Chi Minh Trail was so well developed
to the government, but they provide ness with their primary weapon. Four that there were truck convoys, sometimes
intelligence and serve as auxillaries jo the quick 2d100 rolls for each . numbering a hundred trucks or more,
other VC units during large unit actions . Local Force units do not wear uniforms . moving south to supply the VC/NVA .
The regional Main Force unit is They wear only their civilian clothes. This Branches of the Ho Chi Minh Trail
composed of full-time "hard core" can be the black "pajamas" that in fiction crossed the border into South Viet Nam
guerrillas . They are better trained and so typifies the VC . The common outfit can as the supplies were moved to the various
equipped than the Local Force units, and be long sleeve or short, pants or shorts . guerilla units. Any trail in South Viet
they are the backbone of the VC effort in They may also be wearing western styled Nam could be used to filter these
South Viet Nam. In scenarios after the pants and shirts . supplies ; so, do not think of this as an
Tel Offensive of 1968, where the Main Regional Main Force units may wear obvious, well-defined route that was easy
Force units suffered heavy casualties, the uniforms, anything from a dark navy blue to watch.
Main Force unit will lose its top dog outfit to bits and pieces of NVA khaki or Along the Ho Chi Minh Trail it would
position to the North Vietnamese Army olive drab uniforms . be possible for an RT to spot NVA units
reinforcements . NVA will normally be in uniform, moving south, porters packing heavy
The ultimate VC opponent is the NVA either khaki or O .D . They may have a loads of supplies on their backs, porters
or North Vietnamese Army regulars sent navy-blue sweatshirt type sweater in the pushing bicycles loaded with sacks of rice
south to accelerate the fall of the Republic mountains . They may be wearing sun and other supplies, and trucks hauling
of Viet Nam (South Viet Nam) . Having helmets, boome hats, headbands, or no supplies and artillery pieces .
fought the Japanese, the French, the headgear . They may be wearing sandals
ARVN and the Americans, the NVA is the from old tires or they may be wearing
best trained jungle fighter in the world . A a tennis shoe styled black jungle boot .

OPERATIONS
The following are some missions that bombardier or recover their bodies . Plei Gir Song, the province political
you might develop and use: - A Command and Control chopper officer, has been identified in the village
An American fighter aircraft has gone ' containing General Halberdstram has of Ban Nui, eliminate him at night quietly
down near the village of Go Doi . Your gone down near Kon Ma, rescue or to terrorize the villagers .
mission is to rescue the pilot and recover the general and chopper crew . Tai Ro Xuong, the regional Main Force
leader, is returning to see his family in The village of Vi Va Voom is a VC
Chu Doc, pull a snatch op for interro- weapons factory; make an example of
gation. He may have an armed escort . them .
Too Van Lang, the province Main The bus driver in the village of Quang
Force leader, is prepared to Chien Hoi, Pha is a known VC agent; capture him
his loyalty has been questioned and he is and his family for interrogation without
under surveillance. alerting the village.
Nguyen Bi Fong, the province tax A supply convoy will be coming
collector, has stolen VC funds and is through the Loi Na pass, set explosives to
hiding in the village of Vi Ghe. If you can blockade pass as convoy passes .
reach him before the VC hit squad, he has A suspected VC supply dump (cache) is
a list of VC agent that will be very located near the village of Kinh Cao,
valuable . locate it by following VC units of the
Jan Chong Ya, the loyal village chief of 221-A heading to it . (Work backwards
Roun Gia, is to be hit by a VC terrorist from heavily loaded group leaving the
squad; take out the terrorist squad before area . Follow unloaded group headed in .)
they make the hit. Steep mountains prevent airstrikes on
VC tax collectors will be operating in the bridge of the Song Tau River, get
the village of Ling Khao ; capture or Demo expert in .
eliminate . A ferry (barge) has been set up to
A VC propaganda unit (traveling replace the demolished bridge on the
theatrical group) will be operating in Song Tau River, get Demo expert (may
Uing Dao Bong ; capture them . Although use SCUBA) .
they should be lightlyarmed, there might A large convoy of trucks will be coming
be an armed escort to complicate the down the Ho Chi Minh trail on the road
mission. near Dak Gir, gel FO or FAC in to "call in
A VC unit will be "recruiting" all of smoke" on 'em.
the remaining young men (at gunpoint) to The headquarters elements of the
be porters; eliminate them . - 45th NVA Regiment will be meeting with
The political officer of the 324-C high ranking National Liberation Front
battalion will be coming to eliminate, Pha (VC political wing) officers ; get sniper in.
Linh Kim, the village schoolteacher and Sampans loaded with supplies will be
deliver an indoctrination lecture to the coming down the Wan Vong River; set
villagers . Capture the political officer ambush on banks or use SCUBA to attach
(identity unknown) . As a twist, you may charges .
make Pha Lich Kim the political officer . A camouflaged underground tunnel
The village of Nong Ben is a collection complex begins near the village of Qui
point forcaptured U.S. and ARVN troops ; Sha Rah; locate the entrance.
release them . Captured American pilots are being
Sergeants Patterson and Murphy from held in the notorious prisoner of war
RT Texas have been captured and camp, Tau Ping . You must infiltrate into
exhibited at the village of Phnom Na ; North Viet Nam and release them .
rescue them . (Interrogation may reveal North Vietnamese radar installations
the direction they left in. Have the RT are preventing our airstrikes against the
trail through several villages before rail terminal at Bo Dak; take in Demo and
finding) . eliminate .
Hai Fong Tai, a Combined Studies The Soviets have just supplied a highly
Group (CIA) agent, has been discovered efficient radar unit that American Intelli-
and will be executed in the village of Xom gence would like to examine; remove the
Yok; release him. control unit and destroy the evidence .
The 102-B Main Force battalion is Communist Surface-to-Air Missiles
operating near the village of Chong Song ; (SAMs) are knocking down too many U.S.
snatch a prisoner for interrogation. aircraft operating over North Viet Nam.
The 545th NVA Division under com- Destroy the unit at Nong Yok to clear a
mand of General Huong Chu Ma is path for the mission. All units must be
operating near the village of An Sha; destroyedby 0545 hours, when American
snatch him. aircraft come in range.
Huong Chu Kim, the daughter of SAMs are being assembled in the
General Huong is operating as a political caves near GheJu ; take in Demo and seal
officer in the village of Rah Sop; snatch the caves.
her for exchange with General Huong . The North Vietnamese airbase near
Prepare an exchange (surrender of Dak Mat is being used for training.
Huong Chu Kim for her father . (May be Destroy the aircraft and waste the
an ambush). instructors in their barracks .
INSERTION
In military parlance placing a unit in Mobile Overwatch is an S .A .S . concept enough to the next man to touch him
enemy territory to begin a mission is taught at the Jungle Warfare School at should he snore, cry out in his sleep,
called insertion, removing the RT is Kota Tinggi . When moving through make other noise, or have to be alerted to
called extraction . In Nam the most rough terrain the RT will move single file . enemy nearby . At night you might take
common form of insertion was by chopper Each man on the team is assigned an area off your pack, but you didn't take off your
(for LRRPs, Recons, or SOGs) . SEALS, to watch . Load Bearing Equipment (web gear that
working along rivers, inserted by PBR, The point man should be out well contained your ammo, canteens, gren-
Patrol Boat River, LRRPs and Recons also ahead of the rest of the unit . If the point ades and knife) .
inserted by foot, simply marching out of hits an ambush, they only get one man. If
the perimeter of a firebase into the they are smart, they will let the point PATROL BOAT, RIVER [PBR]
surrounding bush . The fourth form of pass, and wait for the main body to come A PBR has a crew of four men : a
insertion is by parachute ; parachute along. coxswain (Soho steers the PBR), a forward
insertion was tried unsuccessfully with The rest of you come along single file, gunner manning twin .50 caliber ma-
indig RTs and was abandoned except for strung out far enough apart so a mine or chineguns, a grenadier firing an auto-
insertions into North Viet Nam by grenade doesn't get more than one of matic grenade launcher firing three
H .A .L .O . you . The second guy in line, the grenades per CR, and a rear gunner
overpoint, watches the trees or "over- manning an M-60, 7.62mm machinegun .
head" for snipers and the left side of the The crew is composed of NPCs as they
CHOPPER INSERTION trail . The third guy watches the right are not part of the RT .
In a typical chopper insertion, four hand overhead and right side of the trial . The twin .50s are fired like one MG
choppers would be involved . The RT Characters alternate watching left, right, aimed at a target firing twice as many
would be transported on two slicks with down the column . The final guy is the rounds per CR. The GL is fired like a
two gunships flying security . The gun- sweep or tailgunner. He watches the back normal GL; except, it will fire three
ships would not prep fire the LZ, but trail so you don't get your butts shot off. grenades per CR. The M-60 fires like a
would fire suppression fire if the LZ He also tries to cover up any sign of your normal light MG . If the PBR is moving,
(landing zone) turned out to be "hot ." moving down the trail . ,use the Marksman Running modifier .
For_ helicopter insertions there are two SOME ADVICE: If the point trips an To hit the crew of the PBR, treat them
tables: the HELICOPTER LZ TABLE and ambush, don't go up to help him ; you are as Prone when they are at their firing
the HOT LZ TABLE . When an RT probably outnumbered. Offer cover fire positions . If you catch them by surprise
encountered a hot LZ they would while he backs down the trial to you. when they are lounging about the boat on
normally withdraw to an alternate LZ . If you want to take them out, maneuver a long trip upriver the crew and RT may
The propwash of the chopper rotors around them off the trial; otherwise, be fully exposed .
leave a pattern in the foliage which break contact and haul it out of there . The The PBR can do a max of 35 mph or
indicates a chopper has been there . To point can give you an idea of how many SO" per CR ; typical cruising speed would
avoid this, some RTs descended from a were shooting at him. If the firing started be about 15" per CR. Acceleration is
hovering chopper by rappelling . ragged (one at a time) somebody got gradual. `
Choppers extracted RTs by landing or spooked and they might not all have been If a PBR takes 250 points of small arms
by hovering and lowering rope ladders, firing (there may be more of them damage it will be considered to be sinking
winching up individual recons in a boogers out there) . and will sink in 1d10 CRS . If a grenade
McGuire rig (a rescue sling that fits When operating in "Indian Country" lands on a PBR, the 2dI00 damage will be
under the armpits), or by lowering cables the RT still has to eat and sleep. To eat included in the small arms damage . If an
that the recons attached to their STABO the RT gathers in a circle sitting down RPG hits the PBR, the damage (2d100+
harness (modified web gear/Load Bear- facing outward . Every other man eats, 20) will be added to the small arms
ing Equipment) . With the STABO rig while the rest remain alert; then, they damage . There is a 10 percent chance
three recons would be lifted out at once, switch roles. that the RPG will hit below the waterline,
but would not be winched into the Recons had a risky job, and so some a roll of one on 1d10, causing the PBR to
chopper. They would fly suspended effort was made to get them special sink in 1d10 Us .
under the chopper until it could find a equipment for the field and special
secure place to land, where they would accommodations back at the base. One of AIRBORNE DROP
unhitch and continue the rest of the trip the perks was LRRP Rations, dehydrated Several systems require a ten inch by
inside the chopper . meals that were lighter to carry than ten inch piece of cardboard measured off
canned C-rations and tasted better . Other into one hundred numbered one inch
HUMPING IT : MOBILE OVERWATCH recons besides LRRPs eventually used squares (grenades, grenade launchers,
An RT might be choppered to a these rations . Of course there's no such air support and artillery) . This will also
firebase or on a resupply chopper to the -__thing as a free meal, the lighter weight of represent the Drop Zone and the area
perimter of a unit in the field, from there the LRRP rations meant you have to carry around it.
the LRRPs or Recons would move out on additional water, or scrounge some along Yarn or string is good to lay over this
their own or drop off from a patrol moving, the way. for the border of forests or rivers which
through the bush and strike out on their To sleep, the RT gathers in a circle with may be hazardous to land in . Explain the
own . heads facing outward . Each man is close terrain to the team . "This is the open
area of the D .Z. This marks the edge of By taking advanced airborne skills, a consult the UNDERWATER NAVIGA-
the jungle completely encircling it . This is player can reduce additional risks for his TION TABLE .
a deep river ." character. There will always be the basic During daylight dives the visibility,
For each character roll 2d100 . He lands one percent risk of death and four percent where you can see enemy divers or boats
in the square with that number . If there is risk of injury . is equal in feet to your roll on 2000 . At
a dangerous terrain feature in that night visibility is down to 1d10 feet.
square, he risks injury or death. UNDERWATER COMBAT The UW Unarmed and UW Knife
There is always at least a one percent The invention of underwater breathing Fighting Skills use the normal HAND-
risk of death, "01," and a four percent devices opened a whole new dimension to TO-HAND COMBAT TABLE with 5% to
risk of injury, "02" to "04" on a roll of warfare for the individual combatant . Ag . Details are covered under hand-to-
2000, irregardless of any airborne skills With the SCUBA Skill and the Un- hand .
the character has . There are additional derwater hand-to-hand skills, a Recon Characters with the UW Speargun
risk levels that add the same percent of can clandestinely approach from under- Skill may choose to fight with spearguns.
risk : jumping without any airborne skill, a water for insertion, recon or demolitions They will roll 2d100 for their Base Per
night jump without the night jump skill, (with the UW Demo Skill). Cent Effectiveness ; they may add 5% for
landing in trees/cliffs without that skill A character can swim at his St divided each additional Speargun Skill . There is
(or water without the waterlanding skill), by three, and can swim at St divided by only one modifier on the SPEARGUN
or a H .A .L.O jump without the HALO two for short bursts of speed. COMBAT EFFECTIVENESS TABLE be-
skill . Most SCUBA insertions will be carried cause spearguns are such short range
EXAMPLE : Charlie Deathwish, a com- out at night without lights . The char- weapons . TOP or BOTTOM means
plete novice, without any airborne skills, acters will take an initial compass bearing whether your character is above or below
attempted a HALO jump, at night, and on their objective before they get too the target ; where you have a shot at the
landed in trees. He has a five percent close to the beach where they might be body as the largest target . HEAD or
chance of death, "01" to "05" and a spotted . . They will then submerge and REAR indicates you are shooting as he
twenty percent chance of injury, "06" to continue the rest of the way using that swims at or away from you, where he is
"25." He has the basic risk, risk without compass bearing. It is easy for exper- the smallest target . Spearguns may be
the airborne skill, risk without the HALO ienced divers to get off course while fired only once per CR .
skill, risk without the night jump skill, following a compass bearing, especially If sentries spot your bubbles they can
and risk without the tree landing skill when they have to keep alert for other toss in grenades. Do a normal grenade
(five risk levels or five times the basic risk hazards such as enemy divers . troll to determine where it hits on the

level) . All divers will periodically roll against surface ; then roll 3001 for depth at
On a roll of 2000 if the character is their AI for course. Any character which it detonates . If a grenade detonates
"injured" he takes 3d10 points of without the UW Navigation Skill must roll within 10 feet of a diver in any direction,
damage. every 20 yards . If they fail their roll he will take 4d10 damage from the
concussion .

FREELANCING
EX POST FACTO the following section will cover recruit- that the environment is basically rural,
When the war ends, some of these men ment ; contracts, pay and expenses ; and poorly developed, and often jungle or rain
will not be able to make the transition to sample missions . forest. A Buddhist priest becomes a
boring nine-to-five jobs. The monotony As a mercenary your character will Catholic missionary. A waterbuffalo
and frustrations will drive them to drink, most likely be fighting for a small becomes a burro. The woman cooking
drugs, suicide or violence . If they live government against guerrillas backed by rice (common around the world) might be
within society's restrictions they will die communist advisors and equipment. cooking "mealie-mealie ." Vary the con-
or end in jail . Most "Cee-Tees" (Communist Terror- tacts to fit the situation .
A few of them are hooked-on the ists) will still be armed with AK-47s, RPD If you generate a new character for
adrenalin high of combat . As a result, machineguns, and RPGs . In a mercenary mercenary missions, he doesn't have to
they will seek out wars in the under- scenario NVA contacts would probably be be an American. He could be a former
developed Third World nations of Africa, Cuban "advisors" or "volunteers" fight- Rhodesian Selous Scout, British Special
the Middle East, Asia and Central and ing for the guerrillas . Main Force Air Service troopie, Dutch Royal Com-
South America. The skills learned in contacts would be well-trained guerrillas . mando, Israeli Detachment 101, or any
Vietnam will serve them as mercenaries Local Force contacts would be the early other background you would like to
or "mercs" in new wars. guerrilla movement, a poorly equipped .develop .
A RECON character can easily be used rival faction, or recent recruits. Most of the critical skills are included
in a post-Vietnam mercenary role. The contact tables can be used with in the earlier skills. For mercenary oper-
Character generation, skills and combat slight modifications . Visualize the terrain ations the following skills may be useful .
systems remain the same . In addition, of most guerrilla wars and you will realize
RECRUITING
Particularly as a beginning merc you war (the risks may still be high, but the
may wonder how to be recruited by a pay will be much lower).
mercenary unit . There are ads in major Note to the MD : If you are playing with
newspapers around the world to recruit the same group of role-players on a
people for high risk jobs involving travel regular basis, you should consider de-
and prefering people with military exper- signing several missions all happening in
ience . There are now even magazines one country and offer a long-term con-
directed at mercs ; however, most of the tract .
best information is passed through the For a long-term contract, to calculate
grapevine . If you are planning a really the weekly pay, roll 3d1000 . Each char-
tight security clandestine operation you acter may be paid differently according to
cannot be too public in recruiting. experience and skills . The pay should be
You may be fortunate enough to know "classified" and discussed only between
someone from your previous military the MD and each mere . If the mere is
background who is already a mere and foolish enough to discuss it with the other
will clue you in on a new unit being mercs in his unit, that is his business ; but
formed, and may even vouch for you. it may produce some resentment of mercs
If you are completely on your own, paid much higher than others.
keep up with the international news, The MD should also negotiate with the
particularly in some of the smaller players whether the employer will foot
countries in Africa, South America or the bill for any special gear for each
Asia . You may notice some small country mission . Ideally from the mercs' point of
whose army is taking a shellacking (but view they want to negotiate where they
not yet so far gone they are about to fall); get to keep all equipment for later
so, you fly over to volunteer your missions . The MD and metes must
services . By keeping your ears open negotiate considering whether there is
around the hotels and bars frequented by time to negotiate with other mercs, the
other foreign nationals you can pick up availability of other mercs and the oppor-
who is hiring and where . tunity for other contracts. Now you know
Later, when you are an experienced why prices were included with the section
mere and have acquired a "rep," on gear.
potential employers may come looking for One mission contracts must be negoti-
you . Corporations and the CIA may ated differently for pay. The pay will be
search through military records looking much higher (this is up to the MD,
for experienced personnel with clandes- considering risk, necessary skills, and the
tine cps backgrounds (particularly Laos) budget of the country). Contracts for the
and some particular skills needed for a CIA or big corporations would be much
mission. more lucrative than contracts for poor
So you arrive in-country and you underdeveloped third world countries .
wrangle an interview . During the inter- Since mercs are international, you
view you are asked how you heard about should consider whether your pay is in
the mercenary cps in this country. Roll war-inflated local currency (which may be
1d10 and refer to the RECRUITMENT valueless if they lose), U .S . dollars, West
TABLE . German marks, Swiss francs, etc .
Besides pay (living expenses) and
CONTRACT equipment costs, the mercs should
If you are thinking of getting rich as a consider insurance or payment of their
mere you better start thinking of going to wages to their next of kin . After all you
law school or medical school . Considering may get greased or worse, buy part of the
the risks that mercs undertake, most of farm and be incapacitated for ever being
them are paid very low wages . Remem- a mere again. There are no retirement
ber, most mercs really are in it for the homes for old mercs ; so, you have to start
way of life; no matter how they rationalize investing for your retirement . Most
it; they are into it for the risks, the thrill mercs are poor money managers and
and the constant opportunity to prove habitually end up broke and on-the-
themselves . beach .
Your contract will be either for one You may arrange to have your pay
mission (a high risk, high pay assign- deposited in a Swiss bank account, but
ment) or it will be for the duration of the you need to carry a large chunk with you
at all times. You may have to get out fast what percent of your promised pay you low, you are either bumming around or
if the government collapses and will have actually receive. To be generous, you will working at a civilian job between
to buy tickets out (very expensive in a receive at least 55°10 of your promised missions . If your expenses are more than
panic) and a good bribe in the right place pay. Mercs get paid irregularly at best ; you made on your last mission you may
may save you if you are captured . after all, they don't have their own be getting desperate enough to tackle a
accountants and bureaucracy to get it to really risky mission.
EXPENSES them on time . Live and learn. The roll for months should be done
Between missions you will incur Second, roll 1d10 for how many months once for all of the characters ; but the
expenses that will eat up some of that since your last mission (unless you are 2d100 expense roll should be rolled
hard earned pay of yours. You didn't involved in a multi-mission campaign in separately for each character. (They
really think you were going to keep all of one country) . Add these months to your won't all spend the same amount of
that money, did you? character's age. Each month you will money).
First, roll 50 °10+5d10 to determine spend 2d100x$50. If your expenses are

MISSIONS Fly the Freddy Skies. The enemy is


planning a terrorist raid on your aircraft
failed . The San Isabellans want their
nationals freed, but have to be able to
Shoot `n' Scoot. The commander of your and nationals at a major neutral airport disclaim the mission should it fail so they
mercenary unit has been captured and (Rome, Paris, etc.) . Take out the terror- have hired mercs.
interned in a high security Prisoner of ists in the airport terminal with as little Never Happen . Interoilco has discover-
War camp . Rumor has it he will soon be loss of life by bystanders while pre- ed one of the richest oil domes off the
executed . venting the hijacking or destruction of coast of Chondracia . The Chondracian
Heads, We'll Roll. The plane of charis- any Al Muktah aircraft. government nationalized all foreign oil
matic Bobi Yakenta has been forced down Round Eyed Gals. Ula Svenson, in- interests (Interoilco) and refuses to ne-
in neighboring Dakali . President Yakenta ternationally acclaimed movie actress, gotiate for any of the production or forthe
is secretly being tortured to confess was in neighboring Grugashan making a multi-million dollar deep sea drilling rig
supposed crimes against Dakali. Take a film when she was kidnapped. The Interoilco built . Interoilco has decided if
force overland by Landrover . terrorists are holding her for ransom they don't get the oil they invested all
Sorry `Bout That . To discourage ($100,000,000 plus the release of political that money in, then no one else will
foreign nationals from establishing ties prisoners) . Macho Fantasy Films, Lim- either . They have hiredyou to destroy the
with the enemy, you must destroy their ited, is paying you to rescue Ula so her oil platform .
civilian airport and any commercial jets film can be finished on time. Coup to You. The Buntar national
there while making it appear the raid is I've Seen This Film Before. Terrorists troops have mutinied and are marching
by a local terrorist group, The Black Hand have taken over the San Isabel embassy on the villa of General Iso Hanrhedi . The
of Kentaggi . in (city of your choice). Negotiations have villa is defended by a small contingent of
loyal troops, who cannot hold out indef- while bringing in any evidence of Cuban of small boats .
initely . Supporters of Gen . Hanrhedi have involvement - arms or written instruc- Hearts and Minds . The government of
hired you to get him out. tions . No witnesses must survive to Sangria cannot defend all of the outlying
No Lie, GI. The war is over and the indicate that the San Marcan army was villages . As a pilot project, it has hired
government of Tragnar consider having incapable of dealing with this and metes you to help organize the village defense
used mercenaries to win as an inter- had to be brought in by Hidalgo to protect forces of a small rural village . You must
national embarassment. Not only will their interests . clear the jungle, build fortifications,
they not pay you your back pay, they are Big Bad Wolf. General Anastacios organize the militia, and win over the
now planning to try you on war crimes Hidalgo is to be assassinated on the loyalty of these people whose only contact
charges . You decide to eliminate the anniversary of the junta coming into with the central government previously
treacherous government rulers and take power . To avoid losing face, General has been the greedy tax collectors who
over this small tropical island . Hidalgo must attend all of the necessary rob them of most of their crop (what they
Well Excu-u-use Me! The enemy is public functions : a breakfast with all of don't hide) . As a pilot project, you can be
training their guerrillas at bases across his ministers (some of whom may be in expected to be a major target for the
the border in neighboring Iswandah . on the plot), the commemoration of the guerrillas .
Your mission is to make a helicopter Heroes of the Revolution (a wreath laying Short People. The Mindanisian natives
assault on the training base in captured ceremony at a statue, where snipers or are the most experienced jungle fighters
Iswandan uniforms and choppers to sow assassins in the crowd may attack), and in this part of the world. It is your mission
discord between the guerrillas and their the State &alt that night . National troops to win their loyalty and lead them against
Iswandan hosts . and secret police will take care of many of the guerrillas invading San Succi.
Over the River. You must cross the the routine security functions, but Look Long, Duck Back. The San Succi
border into neutral Delancort and destroy General Hidalgo wants you close by for army has not been to war (except to
a guerrilla training base . The Delacor- any short range attempts, in the car or overthrow their own government in,
tians are terrified of the growing power of surrounding him when he moves through generally, bloodless coup d'etats) in over
the guerrillas, but do not want to make an crowds . The junta is not too popular ; so, 100 years. They are poorly prepared to
open breach with the guerrillas training there may be guerrilla or spontaneous deal with the emerging guerrilla move-
in their country before the upcoming attempts to assassinate the general . ment in the boonies . Your mission is to
Pan-African Unity Conference . Since To Grandmother's House We Go . train these troops in the arts of jungle
their national troops cannot openly attack Guerrilla forces are fast approaching the warfare and to ensure that their first few
the guerrillas, they have hired you to mission of Our Mother of the Sacred counter-guerrilla missions (sweeps) are
destroy the guerrillas . You will have to Heart . You must fight your way in by successful (or, . at least, they don't panic
make your way upriver by gunboat road and out with the nuns before the and run in the first firefight).
through enemy occupied territory. The guerrillas attack the mission . The mission He Ain't Heavy. One of the members
guerrillas claim "bandits" are respons- is high priority; the government cannot of your unit is collaborating with the
ible for the increasing attacks on afford another massacre in the world enemy . At any time on a mission he may
Delacortian gunboats patroling the Tash- press to make them seem incapable of have arranged a trap . You have to
kent River. protecting people within their borders . determine who it is (the MD will secretly
And Through the Woods. The first Up to Your Ears In Alligators . Te arrange it with one player) and you will
contingent of Cuban trained guerrillas Jacobean guerrillas are infiltrating sup- have to deal with them, if you survive .
have arrived in San Marcos and are plies through the mangrove swamps of (This can be worked into any of the other
harassing the Hidalgo Copper mines . the delta by boat at night . Your mission is missions.)
Your mission is to track them down to take gunboats into this guerrilla
through the jungle and eliminate them, stronghold and ambush the next convoy

DEBRIEFING
TALLY H0 : rather, each new situation . EXAMPLE : points each) . "Mad Dog" contributes 365
CHARACTER IMPROVEMENT OR During the course of a mission, Michael points to the team's total .
EXPERIENCE "Mad Dog" Dumbkowski engaged in two Points accumulate only if the . character
In most role-playing games there is a hand-to-hand unarmed fights, threw is using a particular skill . You would get
system where the characters can earn grenades in three different firefights, points for throwing a grenade using the
points to improve. The points in RECON used his detect Ambush skill eight times, Grenade Throw Skill, not for throwing
are awarded to the unit ; you are part of a fired his assault rifle in the three grenades against your Agility if you
team. That total will be divided by all firefights, fired his pistol in one of the didn't possess the skill. You would get
of the members of the team . firefights (when he failed his Weapon points for using the Detect Mines or
Part of the record keeping will be done Check), and used his Language Skill Detect Ambush Skills, not for every
by the MD and part by the individual - seven times (to relay messages to the Alertness roll made by a character .
players for their characters . The player `yards and to listen in on an enemy The player must also keep track of all
should record on his record sheet every conversation) . That totals to five hand-to- damage or wounds suffered by his
incident where his character used each of hand skills (20 points each), four small character . The total number of Strength
his skills, successfully or unsuccessfully . arms or heavy weapons skills (10 points points lost during the mission will be
Each CR does not count as one incident ; each), and fifteen non-weapon skills (15 subtracted from the team's total. Points
replaced to Strength by the Medical MD BOOKKEEPING they were seen by a Buddhist monk, a
Specialist (MOS) are included in the For every human Contact situation the woman gathering firewood, and a VC
number subtracted from the team's total . team successfully avoided detection add patrol (which resulted in a firefight) . For
EXAMPLE : "Mad Dog" suffered 23 25 points to the team's total (a village these three Contacts subtract 75 points
points of damage. Twenty-three will still counts as one contact if avoided) . from the team's total . There was one
be subtracted from the team's total, even As stated in the section in preparing for other Contact, the team captured and
though the Medic treated him for ten play, the contact tables simplify planning interrogated a VC sentry to locate which
points of the damage . for the MD; they also add variety to the hootch the captured pilot was located in
If a character is killed during the course missions and vary the level of tension . (this Contact was necessary to the
of the mission, TWICE his St is subtraced These tables are designed primarily for a accomplishment of the mission, so do not
from the team's total . jungle-rain forest environment which subtract or add) .
makes them applicable in Southeast Asia, For every enemy involved in the mis-
Africa, or Central and South America. sion, the team will receive points, even if
The Jungle Path Contact Table will lead no contact was made . EXAMPLE: During
you to each of the other tables without this op there were 18 Local Force VC in
over-emphasizing any one type of con- the area (10 points each), 5 Main Force
tact: animals, dangerous animals, civil- (15 points each), and 10 NVA (20 points
ians, guerrillas or villages . each) . Add 375 to the team's total, even
There is also a set of city contact tables though the team avoided most of these .
which will allow you to begin developing EXAMPLE: There was an ambush
a life for your recons besides firefights involving eight Local Force VC, which the
and ambushes . team successfully avoided on an Al roll
On a mission, the RT would normally (heard someone's cough) . The risk was
avoid villages or "villes ." The Local there, so they get the points.
Indigenous Personnel (LIPS) or natives To figure each character's share, total
may inform the guerrillas of your pre- all of the team's points : each character's
sence, number, and route of march; skills used, wounded or killed recons,
however, the RT may wish to question Contacts, and VC/NVA operating in the
LIPS to gather intelligence about guerrilla area. Divide this by the number of
activities in the area. recons that started the mission (a recon
A "friendly" village may be only that is killed may have added points for
appearing friendly to avoid retaliation . A skills before he was zapped) . Each recon
woman might ask for medical help for will receive the same share ; if one
her child as a diversion while someone character is skating and not doing his
else informs the guerrillas of your pre- share, it is up to the team members to get
sence . him into line .
An "indifferent" village ignores you With this share, the character can gain
completely, as if you were not there at all, new skills (by training between missions)
and proceeds with their normal activities. or improve present skills . Hand-to-hand
A "hostile" village would be where the Skills require 50 points (or hours of
villagers glare at you, curse you, pull training) ; Non-weapons Skills require 100
their children away, an old woman points (or hours of training) ; Small Arms
chewing betal nut might spit at you, just Skills require 150 points (or hours of
the usual things to make their appre- training) ; and Heavy Weapons Skills
ciation obvious to their ally. require 200 points .
If a village "freezes or withdraws" it No skill may be increased above 99% .
means the villagers would stop all When a character even approaches this
activities and may hide in their hootches level he should "rotate stateside" and be
or huts . They may be afraid that you are retired to that Valhalla of Great Recons in
going to harm them, or they may know the Sky, or the Land of the Big PX .
there is a guerrilla unit nearby and it's Points gained on a mission can be used
time for "The Firefight at OK Corral ." to improve the character's basic charac-
For evey human Contact situation the teristics : Strength, Agility, and Alert-
team unsuccessfully avoided subtract 25 ness . For every 100 points you can
points from the team's total. Exclude the improve one trait one percentage point .
HOT LZ at the beginning of a mission or
any contacts required by the mission (an WOUNDS AND HEALING
ambush by the RT if that was their Wounds recover at the rate of two
mission or any necessary interrogation) . Strength points per day. A person who
Mines and boobytraps accidentally trip- has lost eighty St points would take forty
ped count as a Contact. days to be fully recovered .
EXAMPLE : Between insertion and A character can engage in another
extraction RT Python had 17 possible mission before he has returned to full
human contacts . They successfully avoid- Strength ; however, he will move and take
ed 12 contacts (for 300 points) . However, damage using his reduced Strength level .
WEAPONS MARKSMAN TARGET
PISTOLS
Revolver

66
ellod
E PRONE PRONE
"Automatic" OR OR
BRACED BEHIND OBJECT

w
SMG - F r
Win
"~-°-

V lit,
ifWi

_.
KNEELING KNEELING
MAW
1
'Aft
TWA
.do.-
BOLT-A CTION `I .111 .

SEMI-AUTO

STAND A STANDIN

"Or
ASSAULT RIFLE
. ..

RUNNING
g6 RUNNING
Ii

N
SHOTGUN
~~
_
ON
SMALL ARMS
When you get into a fuefight the main caliber used by U .S . police forces . started receiving large numbers of AKs .
thing to consider is how many rounds you Although underpowered, it is a relatively The final SMG was the K-50M in
can fire that CR (SEE RATE OF FIRE easy caliber weapon to come by and in the 7.62x25mm . This is a copy of the Soviet
TABLE) . The more rounds you can fire, shorter barreled versions makes for a PPSh-41 SMG . The major difference
the less accurate each round is placed ; so, smaller weapon to carry . between the two is the use of a wire stock
you must choose quantity or quality . The 9mm Browning is popular because on the K-SOM .
if you are familiar with weapons, you of its larger magazine capacity (13 BOLT-ACTION RIFLES - Bolt-action
will realize that a skilled marksman can rounds) and because it could be silenced . rifles might be found on some Local Force
fire any of these weapons more rapidly The CIA was the source of supply for units, particularly early, in the war. Treat
than is allowed in these rules . The most 9mm fetishes in Nam . as firing 7 .62mm cartridges.
rationale is this : Your chances of hitting The .45 auto has been the standard SEMI-AUTOMATIC RIFLES - The
your target are much higher than in an service issue sidearm for officers for over major semi-auto rifle encountered in SE
actual firefight. In World War U nearly half a century . It is a large and heavy Asia were M-Is supplied by the U .S .
10,000 rounds of ammo were expended pistol to lug around on long patrols, but Some of these were captured by VC units
for each enemy soldier killed! Many has excellent stopping power. and used until replaced by AKs. Treat as
rounds were fired wildly or as suppress- The .357 magnum revolver is not really firing the 7 .62 cartridge. M-ls were so
ing fire to make the enemy take cover; a military weapon, but individuals could common that they could be used as
with the odds in RECON, you'd better not purchase and carry their own individual "sterile" weapons early in the war .
take 10,000 rounds for each enemy you sidearms on some RTs . One of the most highly prized sou-
hitl The .44 magnum, like the .357, is not a venirs of the war was an SKS, the
When you acquire a new Small Arms military weapon ; but with its tremendous semi-automatic version of the AK-47.
Skill you get to roll 2d100 as your Base stopping power, you couldn't prevent You could keep a semi-automatic weapon
Per Cent Effectiveness with that Class of someone from eventually acquiring one, but not the full auto AK when you rotated
weapon (with any pistol, assault rifle, though ammo is hard to come by . home .
etc .) . When you add 5% for each SUBMACHINEGUNS (SMGs) : SMGs ASSAULT RIFLE (AR) - The AR has a
additional Small Arms Skill, it is for sure look nice in movies when the hero selector switch which allows it to be fired
practicing with a, particular type of sprays one around like -a garden hose ; semi-automatically (one shot per trigger
weapon in that class. EXAMPLE : Your however, their short barrel length limits pull) or full auto (it will continue to fire
character has the Submachinegun Skill their accuracy and they fire the same until you release the trigger or it runs out
(63%) with two additional SMG Skills small cartridges as pistols. Line units did of ammo).
(+10%) using an Uzi SMG. With the Uzi not normally use SMGs in Nam ; however, If your character is a Marine, he may
he has a 73% effectiveness. If he picks up RTs did. SMGs were used most often on have trained on the M-14A1 or M-14132,
an Ingram M-10 SMG he only has his ambushes and prisoner snatches where particularly early in the war . This weapon
63% base per cent, because the Ingram suppressors were essential . fires the larger 7 .62 cartridge, but it is
will handle differently from the Uzi he The four most common models were also larger and heavier . Some Marines
has been practicing with . So, specify the Ingram M-10, the Smith & Wesson kept their M-l4 when the new M-16 was
what weapon your character is training M-76, the Carl Gustav M-45/"Swedish issued because of the SNAFU over
with . The most common calibers are K," and the Israeli Uzi . All four were gunpowder that screwed up the M-16s
listed in the damage tables and the rate of generally used in 9mm as a result of the when they were first issued .
fire for that class of weapon will make CIA's program in testinj silencers or The M-16 (generally, the M-16A1) is a
almost any generally available weapon sound suppressors. Nine millimeter shorter, lighter weapon than the M-14: It
available for your character . To give you ("nihe mike mike") proved to be the was issued to accommodate the size of
the general idea of what is available you largest round with good sound sup- our Asian allies. It fires a 5 .56mm or .223
will find a list of Types of Weapons in the pression. caliber cartridge . The smaller cartridge
,following Classes: LRRPs had access to some of the older lends to tumble when it impacts and does
PISTOLS - Pistols are backup weapons. (World War II/Korea) M-3 "grease considerable damage for its size .
Their short barrel limits their accuracy guns" in .45 caliber. The most popular weapon on RTs was
and their small cartridge limits their In .. early ops some SOG RTs carried the XM-177132 (also called the CAR-15 or
power . Your character might carry any of weapons captured from the VC such as Colt Commando). This is an even shorter,
the following . the French MAT-49 rechambered for the lighter version of the M-16 . It is about the
The .22 semi-automatic pistol, in 7 .62x25mm pistol cartridge. These wea- size of an SMG, but fires the "full-sized"
particular the Hi-Standard .22 auto, was pons had been captured from the French rifle cartridge of the M-16 . Its lightweight
used by RTs because it could be in the earlier French` Indochina War of and compact. size made it favored for
"silenced" better than any of the larger the 50s. Weapons captured from the VC moving through the bush. Most RT
caliber weapons. For "taking out" an were used as "sterile" (non-U .S.) members will be carrying a CAR .
adversary at close range, the .22 should weapons for missions into North Viet Some RTs carried captured AK-47s
be considered . Nam and neutral countries such as Laos - (actually Chinese copies, the Type 56-1)in
The 7 .62x25 pistol is the Soviet Tokarev and Cambodia (where the U .S . was not 7.62mm . AKs are heavy, their safety is
used by VC officers and political cadre. supposed to be operating) . The MAT-49 hard to operate, and they don't switch
The .38 special revolver is the standard was replaced by both sides when the VC magazines as fast as a CAR ; however,
0
FIRE!
they have two advantages . First, an RT in
captured uniforms or plain fatigues
carrying AKs resemble a VC unit, and
that might give them an edge during In order to fire on an enemy you must
Contacts . The second advantage to an RT be able to see them . You should be able
is that - the report of an AK is different to lay a ruler or other straight object from
from an M-16/CAR . During a firefight your character to the enemy figure
VC units could easily identify where the without passing through any objects that
RT was by the sound of their weapons,
but using AKs prevented reinforcements
would block your view and the trajectory
of your bullet . If you can see the target, COMBAT
from identifying friend from foe. then you are able to fire at them . EFFECTIVENESS
SHOTGUNS - Although outlawed by
the Geneva Convention, shotguns such as
With an eager group, just ready to
blow away everything in sight, you may
TABLES
the Ithica 12 gauge pump were used by have to make every player roll 2000 for There are two considerations on each
some RTs . The British S:A.S . had his character and you roll for each enemy combat effectiveness table , range and
excellent results with shotguns in Malaya soldier to determine a system for what each character is doing .
and many U.S. troops adopted shotguns resolving fire and movement that CR . Fast, find the range or, distance
(sometimes mailed from home). Shot- High man gets to state what his character between the two characters by measuring
guns were more common on LRRP, is going to do that CR. After movement the distance on the map or if you are
SEAL, and Force Recon RTs . SOG Spike has been planned, then resolve the firing using model figures measuring the scale
Teams tended to use the M-79 grenade that would have happened- during that distance between them. Find the column
launcher with the shotgun-like anti- movement . All actions are occurring that this range fits into; all of the
personnel round instead of shotguns. simultaneously; the tons simply deter- modifiers will be in this column .
Shotguns have a slower rate of fire and mine who gets to talk and roll first. Second, find what the target is doing .
take longer to reload . Standing means he is doing something
When firing at a group of characters no where most of his body is exposed ;
wider than four yards apart, the player TO FIRE AT AN ENEMY : whether standing, climbing a cope or
may roll to hit on any or all of the 1 . Measure the range on the map or playing hopscotch . Kneeling is a smaller
characters in the group due to the spread from your figure to the enemy . target so it is harder to hit; use this if the
of the buckshot . 2 . Take your percent effectiveness with target is kneeling, sitting or crouched
GRENADE LAUNCHERS (GL) - The the weapon you are using : over. Running assumes the character is
U.S . M-79 is a single shot weapon that a. Subtract the modifier for the harder to hit because he is crouched over
resembles a sawn-off shotgun. Called a target's posture at that range . and zigzagging. Prone or behind an
blooper, blooper or bloop gun because of b . Then subtract the modifier for object is used when the target's head and
the sound it makes, the M-79 serves the your posture at that range . If you are shoulders are about all that are exposed;
RT as a small unit artillery piece . The doing two things such as running use this when a character is in a foxhole,
details of the GL are covered in the and firing full automatic, use the one laying on the ground, driving a car,
section on Grenades . with the higher modifier. commanding a tank with his head out,
EXAMPLE: SHOTGUN BASE % firing from a window, etc . (There is also a
TARGET STANDING AT 8 YARDS separate hit location chart to cover this
BASE YOU RUNNING smaller target area) .
Third, find what you are doing . If you
PER
s5-0-15=70
3 . Roll 2000 against this total . A roll are prone (laying down) or have your

CENT below or equal is a hit; a roll over that


number is a miss.
weapon propped against something that
give you the most stable shooting stance
EFFECTIVENESS EXAMPLE : 70, 2000 = 53, so it's a hit.
4 . If you hit the enemy, check your roll
so it has the smaller modifiers. Kneeling
is the second most stable position.
For each weapon skill roll 2000 as against the HIT LOCATION CHART. Standing is a poorly stable shooting
your Base Per Cent Effectiveness with EXAMPLE: Roll 2d100 again, roll = 43 position . Running is very hard to fire
that Class of weapon . This is the score On the hit location chart that indicates accurately, so it has a high modifier.
you would make out of 100 possible points you hit him in the chest . Firing full auto means you are spraying
when firing that weapon on a target range 5. Check the DAMAGE TABLE for the an area ("area fire") rather than care-
under ideal conditions . In combat, where number of die to roll for that weapon. fully aiming each shot, so it also has a
the conditions are less than ideal, your EXAMPLE: SHOTGUN AT 8 YARDS very high modifier . (Firing full auto, you
actual chance of hitting may be reduced . WITH 00 BUCKSHOT are depending on the volume of fire to hit
You can improve this score 5% for each 2000-20 = 52-20 = 32 something.)
weapon skill you earn through exper- 6.Subtract the damage from the target If you are firing at a character who is in
ience; this represents spending time character's strength: a moving vehicle treat the target as
between missions practicing to improve EXAMPLE : 'Strength (45) : 45-32 = 13,
that skill . the character has 13 hits lefts, so he is you are firing from a moving vehicle,
No skill (small arms or other) may still alive . treat marksman as rig.
exceed 99%, whether an initial roll of 100 ' 7 . Repeat 3, 4, 5 and 6 for each shot If you have more than one round to fire
or by additional skills. The game would fired. that CR you may opt to fire all at one
be a turkey shoot when characters get too target or you can scatter them over
good . severaltargets.
use experience acquired on missions to and there are no rocks, hills or sand

WEAPON CHECK improve this weapon skill at a faster rate ;


this assumes that you are using time
dunes ; 100 yards in medium vegetation of
forests, swamps or scrubland; and 30
During the middle of a firefight when between missions practicing with this yards in jungle or elephant grass .
both sides have been blowing away ammo weapon . The maximum ranges were calculated
like it's free, the MD can say "weapon for light vegetation such as open fields .
check." All recons and the enemy have to SUPPRESSORS/SH.ENCERS Use only the ranges under the solid line
roll 2d100 against their Alertness . If you Sound suppressors or "silencers" were for medium vegetation . Use only the
make your roll, you are okay and keep on used on ambushes and prisoner snatch ranges under the dashed line for heavy
firing ; however, any character who fails operations . They will reduce, but not vegetation such as jungles .
his roll has not been paying attention to totally eliminate, the report of a weapon . Individual trees or clumps of grass and
how many rounds he has left in his Suppressors were more likely on SOG or brush can greatly reduce these maximum
magazine (he wasn't alert) and he has Phung Hoang cps (because of their distances . Use the Random Terrain Gen-
suddenly found his weapon empty . association with the CIA) . LRRPs, eration system of scattering objects to
- The alternative is to keep track of how SEALS, and Recons would not have locate vegetation which might block a
many rounds you are carrying and mark access to suppressors ; unless they were clear view to a target .
off each one as you are firing it ; then operating on a SOG mission .
when you use up the correct number of Suppressors were used on four cali-
bers : .22, 9mm, 5 .56mm/ .223 and 7.62 NIGHT FIGHTING
the magazine of that weapon you can stop
and reload . (M-14 only) . The 9mm suppressors were The main difficulty in night fighting is,
If a character fails his Al roll, it will available in either pistol or SMG models . of course, being able to locate or see your
take him half of the CR to reload; so, he Because the sound a suppressor makes target . The MD needs to consider the
can only shoot -half as many rounds as is not immediately identifiable as a terrain (for maximum distance that the
normal that CR . If there is a fraction, weapon report, an enemy troop would enemy can be observed), the precipi-
round down to the smaller number of need to make an Alertness roll to tation (if any), and the phase of the moon
rounds . determine if he was curious enough to (or amount of light) . By using the table
If that character has not fired many investigate the sound. In an ambush correlating precipitation with the phase of
rounds and he fails his Alertness roll, situation, firing from a concealed loca- the moon and the guidelines for terrain,
assume that his weapon has jammed . It tion, the enemy would not be able to the MD should be able to establish the
will take him half the next CR to clear his immediately identify the location of the maximum distance at which troops may
weapon . firer to return fire (three to six CRS) . observe each other. When troops are
To determine if the sentry is within within this distance and they have an un-
range for making an Alertness roll, check obstructed view, then those troops within
the SUPPRESSED WEAPON TABLE. range should roll against their Alertness
UNFAMILIAR WEAPONS for each possible target. For any char-
If during a mission you have to use a acter moving add 5 to your Al when
WEATHER AND TERRAIN
weapon which you do not already possess rolling to detect him . If you successfully
the necessary weapon skill (a new Weather and terrain affect play roll for a particular character you' have
weapon class) to operate, you may use primarily in being able to observe the detected him and can fire at him. If you
the weapon, but at a disadvantage . enemy, "target acquisition." Three fac- fail your roll, that character is still
Roll 2d100 for your base per cent with tors have been integrated into the successfully concealed by the darkness .
that weapon as you would with a weapon MAXIMUM TARGET ACQUISITION Once a character fires, the muzzle flash
skill . RANGE TABLE; these factors are pre- from his weapon will give his location
cipitation, available light, and terrain/
If you use this weapon out of necessity away to anyone with an unobstructed
subtract ten from your base per cent and vegetation. view of his location . This is why grenades
You can use the precipitation column to
roll against this lower number when you were often used at night in Viet Nam .
randomly change the weather by rolling
fire this weapon . Being more familiar There are several means of improving
1d10 ; otherwise, cross reference the
with this type of weapon, you would only observation of enemy troops at night.
present precipitation you have already
subtract five from the original base Infrared scopes have been used; how-
described to the players with the light
percent if you use this type of weapon on ever, the old infrared scopes do not give a
a later mission. On the third mission you conditions . good signature or image of the object, but
would roll against the original base per For night operations you can randomly a silhouette from body heat using a
determine the phase of the moon and
cent. You may use "experience" to passive system. A better system is a
improve this weapon skill at a faster rate. available light by rolling ldl0 . The starlight scope which electronically amp-
If you use an unfamiliar weapon when reduction of moonlight by cloudcover has lifies the light coming in and gives a very
you have a weapon available for which already been integrated into the table . sharp image of the target. A sniper using
you already possess the necessary During a New Moon, when there is no a starlight scope will be treated as firing
weapon skill, then you would subtract moonlight, zodiacal light (starlight) sup- in daylight, with the only restriction
plies adequate light once your eyes have
fifteen from your base per cent for this being any obstructions between him and
new weapon skill . The _second mission adjusted. For twilight (dawn or dusk) use any possible target.
you would subtract ten; the third, five the full moon column for the reduced The other option is to use an
light conditions.
and the fourth you would use the full base illumination flare or artillery round.
per cent . The extra five percent is a The maximum distances are 600 yards Using an illum round will quickly
penalty for gambling with an unfamiliar in rice paddies, open fields, deserts, or eliminate the element of surprise on a
weapon in a combat situation . You can grasslands where the vegetation is low mission .
An illumination flare is not a Very with a grenade . It takes one CR to dig out call for illumination rounds . This, as with
pistol, but a rocket contained in an the illumination flare and prepare it ; also, other artillery, requires a radiotelephone
aluminum tube eleven inches long by one it takes one CR between firing and the operator (RTO) and will follow the normal
and a half inches in diameter. The top cap battlefield being illuminated. rules for artillery . The illumination round
contains a firing pin ; when the cap is illuminates an area 30 yards in diameter
placed on the base and slapped, it fires When an illumination flare or round is for 12 CR .
the rocket . The rocket is attached to a used at night, you can clearly see to fire
parachute which allows the flare to into the illuminated area ; however, FIRING BLIND
remain aloft longer . The flare lasts six CR troops within the illuminated area have At night or in any condition where the
and illuminates an area 20 yards in lost their night vision and cannot see to enemy is not clearly visible, it is possible
diameter . To locate the center of the fire out of the illuminated area into the to fire in their general direction. You have
circle, treat as a grenade toss . If you fail dark . If they fire, they do so by firing a one in a hundred chance of hitting them
your roll, the flare will be off target and blind ("01 to hit, 2d100 per round fired) . ( 11 01" on 2d100) if they are not behind an
you will need to roll, just as you would If you have access to artillery, you can object .

HEAVY WEAPONS separate table for trucks and halftracks. any tracks. Sure you've got a LAW, but

ANTI-TANK If you hit any small vehicles such as a what if you miss? That moving pillbox is
jeep or car assume that it is totally going to grease his treads with you. So,
WEAPONS destroyed in the explosion and burning get the H out of the way .
If you do meet one of these metal
fuel .
Although there are several anti-tank If you use the LAW against personnel monsters, keep in mind that their
weapons, the main one is a small, treat a miss as you would a grenade maximum movement is about 50 yards
one-man, portable bazooka-like device . launcher miss doing 2d100t20 damage . per CR, if they were already barreling
The U .S . Light Anti-tank Weapon (called along. Their turret can turn 30° per CR,
"law") is a rocket shipped and fired from
a fiberglass tube . After it is fired, you
TANKS but will probably take another CR to fire .
The main gun can't depress low enough
throwaway the fiberglass tube launcher- Tanks were not that common by the to fire closer than 30 yards, when it does
don't worry, it's no deposit, no return . enemy . (The NVA had to at least make fire, it will do the same damage as a 105
The Soviet equivalent is the RPG-7 or the pretense of this being a simple howitzer (SEE ARTILLERY AND AIR
Rocket Propelled Grenade. This is a very indigenous guerrilla war .) Tanks made STRIKE DAMAGE TABLE). Tanks will
common guerrilla and terrorist weapon; their major appearance when North Viet also have at least one MG (for game
its silhouette is also used as Role Playing Nam dropped the charade and made the purposes, a light MG mounted in the
Games, Incorporated's trademark on the all out offensive to conquer South Viet turret with a restricted field of fire).
back cover of this book. Nam ; however, tanks were used against

FLAMETHROWER
For these smaller anti-tank weapons the Lang Vei Special Forces Camp (SF
there are two charts on the COMBAT Detachment A-101) during the Tet Of-
EFFECTIVENESS TABLES : ANTI- fensive of January-February 1968. These
TANK, because you may be firing at tanks (Soviet built PT-76 light amphib- A flamethrower uses pressurized gases
other things besides tanks . Roll 2d100 for ious tanks) crossed the border from to spray partially jellied fuel. A flame-
your Base Per Cent Effectiveness, then neighboring Laos . thrower has enough pressure to throw a
subtract from the target size part of the RTs are most likely to encounter tanks jet of flaming fuel out to thirty feet away
table and the marksman part of the table . when operating in Northern Laos along for up to ten CR . In one CR the flame-
To hit, you will roll against this total . If the most developed stretch of the Ho Chi thrower operator can move the jet of fuel
you hit, roll 1d10 on the TANK HIT Minh Trail or when operating in North so that it covers an arc ten feet long at the
LOCATION TABLES . There is also a Viet Nam . Pray you don't run up against end away from him .
zs

In the ten CR that the fuel will last it is


possible for the operator to sweep in a
ea PI GS" Cent Effectiveness ; to hit your target, roll
against this . (Each additional 60mm
half circle ; if he doesn't get shot first and Most machineguns today are available Mortar Skill will add five per cent .) On
if there are no friendly troops in his way. as 7.62mm such as the U .S . M-60 or the 2d100, if you roll under your BPCE, you
So, it is possible to make a wall of flame Soviet RPD . There are several available hit the exact target (SEE ARTILLERY
between him and the enemy . in .223 such as the Stoner system, which AND AIR SUPPORT DAMAGE TABLES)
DAMAGE: Anyone hit with a flame- was used by some SEAL teams in Nam. On a miss roll 2d100 and use the 10"x10"
thrower takes 2d100 damage that round One man can carry these and fire them, grid to locate the impact area*
and 2d10 for each of the next three though it would take one strong dude to RTs carried the small 60mm "knee"
rounds (roll each). fire one from the shoulder like a rifle. mortar . (The name comes from the
The flamethrower fuel will burn out The heavy machinegun, .50 caliber, is mistaken idea that captured Japanese
after four rounds . If it has hit anything too heavy for one man to carry . They are mortars were fired resting on the knee .)
that will burn, it will have started a fire used on vehicles and in fixed em- A Heavy Weapons MOS character must
that will continue to burn even after the placements. The Heavy Maahinegun Skill have a St of 80 or better to carry the
fuel has burned out. ff the flamethrower would be for the Heavy Weapons MOS mortar and any weapon heavier than a
is used on something that is non- who has everything, or for a "Hearts and CAR-15 . The other characters should
flammable, such as concrete or rocks, Minds" mission. carry the mortar shells or bombs (as the
there will be no fire after the fuel burns For either skill roll 2d100 Base Per British call them) ; they can carry up to
out. Cent Effectiveness and use the COMBAT three each . The Heavy Weapons Special-
You can attempt to shoot the flame- EFFECTIVENESS TABLE : MACHINE- ist can fire the 60mm up to two rounds
thrower (treat the tanks as "prone/be- GUN . Both MGs use the same table and per CR . The target area should be at least
hind object" and roll like any other shot). rate of fire, the major difference is 30 yards away (direct fire), and the
If the tank is hit, it will explode, damage . mortar position should have a clear

60"MIKE MIKE"
showering the flamethrower operator and overhead (no branches) since the mortar
anyone within five yards . Anyone hit will is a high angle fire weapon. In other
take normal flamethrower damage for The 60mm Mortar Skill uses the words, you need to fire it from a clearing
four rounds . Artillery rules section . Roll your Base Per in the jungle .

"FRAGS"
center a 10" by 10" piece of cardboard
marked off into 100 one-inch numbered In addition, there is the White Phos-
squares*Place this card on the intended phorus (W.P .) or "Willie Peter" grenade
Your basic per cent accuracy with a
target area. Roll 2d100, the grenade which causes most of its damage by
grenade is your Agility score, although
lands in the square with that number. burning phosphorus rather than shrap-
you may have improved on this by taking
When it explodes, you can measure the nel . The phosphorus will continue to burn
the Grenade Throwing Skill . The maxi-
distance to any character to determine if into the victim and will do additional
mum distance you can throw a grenade,
they are injured . damage for two more CRs .
in yards, is your St divided by two. On the
COMBAT EFFECTIVENESS TABLE : FOR 20M M
GRENADES for grenades, if you are FIGURES USE 3/4" Another type of grenade is the CS

SQUARES
using the first range 1-20 yards, you grenade which produces a nauseating gas
better be throwing that booger into a even worse than teargas . CS grenades
building, pillbox or cave where there is a When most of us think of a grenade, we will not kill your opponent but will
wall between you and it, or you will risk envision the old World War II "pine- incapacitate him or render him unable to
damage like the guy you are throwing it apple" with the big lugs of metal which fight . It takes one CR for the gas to affect
at. form part of the shrapnel . This type of the victim . In an open area the CS will
On a roll of 2d100 against your Agility, grenade has been pretty much replaced affect only those within three yards of the
if you make your roll you hit right where by a smooth-sided grenade which con- grenade . In a confined area such as a
you were throwing . It takes a complete tains a crimped spring inside which room, bunker or tank, the CS grenade will
CR to prime, throw and fuse to burn till breaks into fragments; therefore, this affect everyone within five yards of it .
the grenade detonates . When it explodes, type of grenade is called a "frag" or
check the Grenade Damage Table . fragmentation grenade . It is also called a The final type of grenade is the smoke
If you fail your roll, you will need to High Explosive (H .E.) grenade . grenade which comes in several different
colors of smoke . "Smoke" is used to spot cause of the sound it makes when fired) is Since you are firing a grenade in a
your location or enemy locations for like having a shoulder fired mortar with general area, rather than at an individual,
TACAIR strafing or bombs, helicopter your unit . It offers good anti-personnel the COMBAT EFFECTIVENESS TABLE :
gunships or to mark the LZ for helicopter coverage in a range of 10 to 300 yards. GRENADE LAUNCHER has targets
extraction . Smoke grenades are not used The shell is not armed until it is about ten given in object sizes . Find the target size
for smokescreens . yards out of the barrel . Along with the and range and subtract from your Base
usual HE, WP, and smoke grenades, the Per Cent Effectiveness with this weapon
"BLOOKER" M-79 has an oversized shotgun anti- and roll 2d100 . If you bit, the grenade
personnel round that offers the grenadier lands on target. For damage use the
Grenade launchers, such as the U .S .
some close range self-defense . When GRENADE DAMAGE TABLE.
M-79, look like oversized sawn-off shot-
fired as a shotgun, use the COMBAT If you fail your roll, use the 10"x10"
guns . They break open like a shotgun,
EFFECTIVENESS TABLE: SHOTGUN if grid and roll 2d100 just as you did with a
and you insert a large cartridge .
it hits, it does 2d100+20 damage . hand grenade
Basically, the M-79 or "blooker" (be-

MINES
AND
BOOBYTRAPS
The terror of mines and boobytraps is
that they strike without warning and
there is nothing to fight back at . Troops in
Nam suffered more from the strain of
anticipating mines and boobytraps than
they did from anxiety over ambushes . In
a firefight you generally get some
warning and you can fight back. With
mines you hope you are alert enough to
spot one before you step on it, or that you
are lucky enough to miss it.
Since the only defense a recon has
against mines or boobytraps is his
Alertness, they should be used sparingly
for nuisance value . On the contact tables
you will find boobytraps/tripwires . When
you roll this, pick a location ahead of the boobytrap . Although there is a fantastic units in the area (roll on the contact
RT . When someone approaches, have array of different types of boobytraps and table).
them roll 2d100 against their Alertness, mines, make the damage seriously in- The claymore is actually more of a
whether they are about to step on it or juring without necessarily being lethal ; boobytrap than a mine . It's about the size
not . Seeing they came close to stepping something like Sd10 damage. This could of a thick paperback book and is placed
on one and didn't is much better than be enough to seriously consider trying to above ground on three folding spikes .
"wasting" a character . "Whew! That evacuate the person since the leg will be Inside the fiberglass case is a layer of
was close!" is as good way to add zest to seriously injured from the mine . Because shrapnel over a layer of plastic ex-
the game as many other encounters . You boobytraps can be located at any height, plosives . The design makes it directional,
can increase tension by having them roll you should roll 2d100 on the hit location and a claymore can be placed so that it
for Alertness and if they fail their roll, chart to find where the person was will fire down a trail .
pretend there is a mine (but have injured from the boobytrap . Claymores were used on ambushes
something prepared to tell them if they Although mines and boobytraps can be with devastating effect. For game pur-
make their Alertness roll) . avoided and should be avoided when poses the claymore will cover an area 12
Boobytraps and mines operate dif- possible, if there is no way around it or if yards deep and eight yards wide in a
ferently . Boobytraps have a tripwire or you have to come back this way, you may triangle shaped pattern fanning out from
something attached which sets it off when want to disarm it . Sooner or later some- the claymore . Any character within this
someone messes with it . Mines generally one is going to want to dismantle one . triangle will take 2d100+20 points of
have to be stepped on directly . To defuse a mine or boobytrap a damage (roll separately for each char-
For boobytraps, if a person success- character must successfully roll against acter in the killing ground) .
fully rolls against their Alertness, they his Agility (2d100) ; after all, it takes a Claymores can be set with a trip wire
can discover the tripwire stretched across steady hand to defuse one of these . With like a boobytrap, or they can be
the trail before they walk into it . the disposal skill a character should have Command Detonated, fired remote con-
For mines, if a person successfully rolls a little better chance of defusing a mine trol with a wire by one of the RT.
against their Alertness, they can discover, or boobytrap than he would otherwise. If In addition to ambushes, claymore$
an unusual mound of dirt in the path or he makes his Agility roll, he safely were used for security around RON
see part of the mine that has been defuses the mine ; otherwise it goes off, (Remain Over Night) or bivouac posi-
exposed by rain . probably with his hand right on it! From tions) . Sometimes two rings were used
If a person fails their Alertness roll, then on you can call him Lefty or Hook . around a perimeter ; one ring set as
they may step on the mine or trip the The explosion may also alert any enemy boobytraps, and the inner ring Comma nd
Detonated . This slowed down VC probes elephant to fall in . Jungle boots were mine or explosive boobytrap . On "mine/
for the RT and gave them time to reinforced in the sole to prevent pene- boobytrap" rolls you might consider
withdraw . Claymores were very common tration by punji stakes, but stakes in the using punji pits instead of the more
and it wouldn't be unusual for every side of the pit would gouge the foot . If a damaging devices .
member of your RT to have at least one . character fails his Al roll for a boobytrap If a character makes his roll, he might
Punji stakes are sharpened bamboo and steps in a punji pit, he will take 2dI0 detect dry camouflage leaves or leaves or
stakes hidden in a pit . The pits don't have damage to that foot ; this will slow his dirt sagging into the hole .
to be any more than a foot deep, though movement by half .
they might be large enough for an Punji pits are more of a nuisance than a

DEMO SMOKE :ART~RIM&


Explosives should be set by someone This section will consider three types of With artillery, your RTO can give
with the demolitions skill ; otherwise, support: artillery (cannons and mortars), corrections to the artillery unit to more
there is only a fifty per cent chance that TACAIR (fighter airfract with bombs, accurately lay in the rounds . There is a
the explosion will go off or go off properly rockets, machineguns and cannons) and three CR delay between the RTO calling
to do the expected damage . For details helicopter gunships or "hogs ." All three in the corrections and the impact of the
see the Demolition Skill. types depend on your unit possessing a rounds .
If you have a recon with the demo- radiotelephone operator (RTO) with a In artillery, the RTO calls in the
litions MOS, you can assume he will know radio to contact and coordinate your location where the grid is centered. The
how much and where to plant the support with the FO and FAC Skills . MD rolls 2d100 to locate the actual
explosive . If you do not have anyone with impact . The RTO will relay the correction

R T'Y"
the demolitions skill you have to gamble . "so many yards left or right, so many
Most modern explosives are relatively 99A yards short (bottom side of the grid) or
safe to carry . Using modern explosives, long (top side of the grid)" from the
you will probably use one of the plastic To use artillery will require some target. The artillery impact is now in a
explosives which can be molded and advanced preparation on the part of the much smaller area, use a 10"x10" square
made into shaped charges for a more MD. Using miniatures he will need a grid grid again numbered from 1 (upper left
potent effect . In a rush situation you marked off into 100 5"x5" squares . The corner) to 100 (lower right corner) . Roll
might have to take dynamite. grid is ten squares wide by ten long or 2d100 and locate the impact . Center the
The main danger with the newer 50"x50" . The squares are numbered left grid between squares 45, 46, 55 and 56 on
explosives is carrying the blasting caps to right from the top to the bottom, 1 to the location specified by the RTO . If he
which are used to set the explosives off. 100. has made a mistake, the artillery still
Packed safely they should not be too This rather large grid is for the first few impacts where he ordered .
risky unless something crushes the rounds of artillery or air support . By If you are not using miniatures, you can
rucksack. rolling 2d100 you can locate which square plot everything on a sheet of graph paper
If anyone is near an explosive charge the shell impacts in . and number the squares . Use this graph

*2 0M111:
treat it as: paper instead of the grid to locate the
4d200 within one yard (roll once, then impact of the artillery or aircraft bombs .

100 33/4 "


divide) With the radio corrections, the called
4d200/2 one yard away artillery is much more effective than the
4d200/3 two yards away preplanned barrage . The accuracy is
4d200/4 three yards away
4d200/5 four yards away
37 1/2" enhanced by the relatively small size of
the playing area in RECON.
square . You only roll once per troop, even roll for that weapon .
if there is only one enemy troop and there R = Reduced damage, or one-half the

"TA C AIR" are two rounds in the square. The per


cent chance is random based on the size
damage roll for that weapon
C = Concussion, or one-third the
Tactical air support is the bombing and of the man in the target area . A hit by a damage roll .
strafing supplied by fighter aircraft, as 20mm is automatically fatal . N = No damage
opposed to long range bombing by B-52s In light terrain where the pilot can Concussion or blast effect is normally
in strategic bombing . clearly see the enemy troop concentra- included in the damage roll for a weapon;
tions, the RTO will function as the pilot however, in structures where the blast
and can specify the two squares that will effect, but not shrapnel, may affect the
BOMBS serve as the beginning and end of the occupants, it is separated .
ROCKETS strafing run. The strafing run must still Concussion also is used to indicate a
be along a straight line connecting these level of reduced damage for small arms
The first bombing run by an aircraft
two syaares. and .50 caliber machinegun rounds and
would use the 5"x5" grid or 5 yards by 5
does not imply a blast effect for these
yards represented on graph paper. Roll

HOGS"
weapons .
2d100 for the bomb impact . You can
improve this first run by throwing a
e2 Refer to the ARTILLERY/AIR STRIKE
ANTI-PERSONNEL EFFECTS BY TER-
smoke grenade near the target and Helicopter gunships or "Hogs" come RAIN TABLE .
having your RTO serve as your Forward with a variety of armament including
- Air Controller to give the aircraft rockets, machineguns, and belt-fed gren-
corrections from the smoke grenade
square, just as you would with called
artillery . If you use this method you use
ade launchers . With their slower speed,
the RTO can call in their rockets using the NOTES
one inch square grid . Roll 2d100 for each If you have been thinking about the
the 1" squares grid on the first run . rocket to locate the impact squares . firepower that this implies you should
Your RTO can call in locations to the
For strafing with machineguns, the understand why this is an option . The
different aircraft . Center the one inch
RTO will specify the two squares that are damage could be so cataclysmic to an
squares grid on the location as in called
the beginning and end of the strafing run . enemy unit faced with well directed
artillery . Roll 2d100 for each bomb or
Again, the strafing run will be a straight artillery or air support . This should only
rocket. Individual rockets are not called in
line connecting these two squares, and be allowed against heavy troop con-
one at a time, but are fired in barrages of
five rounds will land in each 5 by 5 square centrations .
two to four per run, roll 2d100 for each
along the line . Roll 1d10 as with aircraft Unless the air support was prearranged
rocket.
strafing and 2d100 for damage . on a specific target, the delay of calling in
For the grenade launchers, treat as you TACAIR or hogs would normally take

STRAFING would the 20mm cannon attack by an


aircraft with two grenades landing in
minutes rather than CRs. A small unit
can only wait when they are in a position
For strafing using machineguns or each 5 by 5 square along the strafing line . where they cannot pull out and break
cannons there will be one system . The Every troop in the 5 by 5 square will take contact with the enemy . If they are
differences are the number of rounds 2d100 damage, roll separately for each surrounded by a much superior force,
fired, and the damage they do . Strafing is affected man to vary the damage. then they might call in artillery or air
basically firing in a general area by an support.

DAMAGE
aircraft moving at high speed with poor Setting up artillery/air support grids
visibility ; so, the chances of hitting are beforehand will save you considerable
fairly low. time . If you wait until after the mission
Using the 5"x5" squares grid, roll The effects of artillery and air strikes has started it will slow play and everyone
2d100 twice . These two squares will be are easy to determine if the character is in will lose interest . Preparing your grids on
the beginning and end of the strafing run, open terrain and within the effective kill plastic or acetate that can be placed
connect them with a straight edge . radius of the ordnance; however, heavy under the miniatures where you can still
terrain or buildings will alter the damage
Strafing rounds will land in a ten yard see your map works well .
wide strip (five on each side of the line) of lighter ordnance. To determine the
the length of this line . damage to characters within a structure
For any 5"x5" square along this line you will use four classes of buildings :
that contains troops, roll for each troop, bamboo, wood, brick and concrete . For
friendly or enemy . If you are strafing with convenience, artillery and air strike
machineguns, five rounds will land in ordnance will also be divided into four
each 5"x5" square . Roll 1d10 for each classes . These two factors are correlated
troop (up to five) ; a roll of "one" on 1dl0 on the ARTILLERY EFFECTS ON
indicates he was hit, any other roll is a STRUCTURES TABLE.
miss . For a hit roll 2d100 for damage. If the direct hit is on a structure that is
When strafing with 20mm cannons, not destroyed or it is a hit NEAR, but not
two rounds will land in each 5x5" square'- -. directly on, the structure, the occupants
along the strafing line . For any square will take reduced damage according to
containing troops roll 1d20 ; a roll of the following table .
"one" is a hit, any other roll is a mis4 . The amount of damage is, again, a four
There are only two rolls per square ; classification system:
regardless of how many troops are in that F = Full damage, the normal damage
HAND-TO-HAND
There are five forms of hand-to-hand with each inflicting damage on the other.

BACK
combat : garrote, unarmed, knife fight- Other than slash and stabs, two rolls for
ing, bayonet and knife throwing . The the same action cancel each other and
hand-to-hand combat system is organized
so that combatants can be fighting un-
nothing hannens .
ATTACKS
armed, with a knife or club, or with a
bayonet.
The garrote is a weapon that depends
UNARMED To safely make a back attack, your
character must move quietly up to his
Remember, you may have improved target (roll 2d100 against your Alertness
for its success on taking the opponent by your chances of success with the unarmed for "silent movement") . Should you fail
surprise . If garroting fails, then the combat skill, which increases your Agility a silent movement roll, the sentry would
combatants may engage in one of the by five per cent during unarmed combat. roll against his Alertness to determine if
other forms of unarmed combat. Gar- Unarmed combat will continue until he is alerted by the noise .
roting is mentioned here because it may one character surrenders (by stating "I When your character is within three
lead into other forms of unarmed combat . surrender" instead of rolling), retreats feet of his target he may attempt one of
For additional details see the section on (by first rolling an "evade" then success- three types of back attacks : knife attack,
Back Attacks . fully rolling under his Agility . If he fails stranglehold to break the opponent's
To engage in hand-to-hand combat the his Ag roll, his opponents gets a surprise neck, or garrote .
combatants must be within five feet of attack) or is knocked unconscious A garrote consists of two wooden
each other at the beginning of the CR . (sustains damage equal to his St) . dowels for handles connected by a loop of
In hand-to-hand combat, if you achieve In unarmed combat when an oppon- piano wire. The loop of wire is slipped
surprise you may strike first . Call which ent's St reached zero, he is unconscious,
blow you are attempting and roll against over the target's head and the two
not dead . The strength points are not
your Agility to determine if you are handles pulled firmly . If the wire is
lost ; any St subtracted due to unarmed
successful . If you are successful, then roll placed correctly below the larynx or
combat are regained when the character
the damage for that weapon . Adam's apple it will crush the trachea or
regains consciousness after five CR . windpipe and strangle your opponent. If
All subsequent combat is determined
strong, thin wire, such as piano wire is

KNIFE
by both players rolling 1d10 . The roll will
used, the garrote will also cut into the
determine what action each character is
neck severing the major arteries and
attempting . To determine if the action is
Knife fighting includes edged weapons veins of the throat .
successful, roll against your Agility .
and blunt weapons such as clubs . Your To successfully attack and kill your
When a blow lands, roll the damage and
base per cent is your Ag, unless you have opponent that turn, you must roll against
have your opponent subtract that number
from his character's St . taken the knife fighting skill. your Agility . If you fail your roll, the knife
Knife fighting will continue until one or garrote would make a non-lethal cut
In hand-to-hand combat there are six
character surrenders . retreats or dies . equal to normal damage for a knife (you
basic options :
were too anxious and missed your target) .
SLASH - Where you attempt to cut with
the edge of a weapon or the edge of your
hand or foot . BAYONET A missed stranglehold does no damage.
When your attack fails, you opponent
will have the initiative while you are
STAB - Where you use the point of Although the bayonet can be used as a
trying unsuccessfully to complete that
your weapon or hand or foot . knife, we are concerned here with it
PARRY - Where you block his attempt mounted on the end of your rifle and used attack . He many yell to alert other enemy
to attack you. troops in the area, and he may simul-
basically as a spear .
RIPOSTE - A parry with your weapon taneously attempt an attack on you .
Bayonet combat is basically the same
hand followed by an immediate slash . If he had a weapon already prepared or
as knife fighting except you have longer
GRAPPEL/BUTTSTROKE - A grappel attempts hand-to-hand combat he may
range due to the added length of your
attack you that CR using the normal
is where you grab his weapon arm with rifle ; however, both of your hands are
your free hand and stab with your other weapon or hand-to-hand table.
occupied and you will buttstroke instead
hand . In bayonet fighting both of your If he has to draw a weapon or drop
of grappeling .
hands are occupied and you can no longer something he was carrying, it will allow
If a person takes damage from both
grappel ; instead, you will "buttstroke" you to prepare a different type of attack
bayonet thrusts and buttstrokes they will
or hit, your opponent with an upward also ; then, the character with the higher
be unconscious when their St reaches
swing of the rifle butt (the part you put Agility will have the initiative . Back
zero . They will still be as many St away
against your shoulder, dummy! ) attacks depend on the element of
from death as they took from buttstrokes .
EVADE - Where you dodge out of the surprise . When you lose that, you should
You can kill them while they are uncon-
way without making any attack this CR . attempt a different type of attack .
- scions or take them prisoner, if you need
You must roll an "evade" before you can to interrogate someone about something
KNIFE
THROWING
attempt to retreat or throw a knife . involving your mission . A small unit does
In general, a higher numbered roll, not normally have any means of handling
beats a lower numbered action. Slashes POWs (prisoners of war) while operating Knife throwing requires a clear view o
and stabs can be done by both players in enemy territory . your target. Take your Agility as your
base per cent effectiveness and any HAND-To-HAND COMBAT TABLE .
modifications for the Knife Throwing
Skill, subtract the percents for the uw COMB AT Normal Knife Fighting and Unarmed
Combat Skills do not give a character any
target's posture and per cent if your There are separate Underwater Un- advantage in underwater combat; only
character is moving. Roll 2d100 against armed Combat and Underwater Knife the special underwater skills train a
your total . If you roll under, you hit; roll Fighting Skills . They each add 5% to your character to fight in the special condi-
the appropriate damage for that range . If Ag like the other hand-to-hand skills . To tions . A character without these special
you failed your roll, you missed. resolve combat, you would still use the skills must fight using only his Agility .

NON-WEAPON
AIRBORNE - The airborne skill or DISPOSAL (Open to Demo MOS only) - JUNGLE SURVIVAL - There are five
parachuting skill involves five levels. The The Disposal Skill adds 5% to Ag to Jungle Survival Skills : Detect Food
first level must always be Basic, which safely defuse any unexploded ordnance (+5% AD, Detect Water (+5% All,
teaches the fundamentals of using a mines, boobytraps, dud artillery rounds, Detect Concealment or Ambush Site for
parachute . The second skill chosen can be or dud explosive charges . To do this by your men (+5% AI), Detect Dangerous
any of the following: Night Drops, hand requires all the help you gan get Animals (+5%u Al), and Riding Ele-
Tree/Cliff Landings, Water Landings, or because you're going to be so close you phants (+5% Ag) especially for hauling
H.A.L.O. (High Altitude, Low Opening) will take the maximum damage if it heavy loads.
skydiving to avoid the aircraft engine detonates .
noise alerting the enemy . Each level LAND NAVIGATION (Open to Point
reduces the risks involved in airborne FORWARD AIR CONTROLLER (Open MOS only) - The Land Nav Skill adds 5%
operations . When a character has three to RTO MOS only) - The FAC Skill allows to A1 to keep on course. If the point fails
airborne skills he is classified as a Master you to call in TACAIR and helicopter his Al roll, the MD Should gradually shift
Parachutist . With four skills the character gunships and direct them using the them off course and then select terrain
becomes a Pathfinder and can jump in smaller grid for higher accuracy. features - hills, mountains, rivers, roads,
prior to the group drop and radio wind villes, etc . that would help them locate
conditions to prevent the other players
FORWARD OBSERVOR (Open to RTO where they actually are.
from landing in hazardous terrain .
MOS only) - The F .O . Skill allows you to
call in artillery more accurately . LANGUAGES - When working with
COMMUNICATIONS - (Open only to
indigs on a $OG or Phung Hoang op, at
RTO MOS) - The Basic Communication
INTELLIGENCE (Open to Intelligence least one character needs a Language
Skill includes Morse Code and the
MOS only) - The basic Intelligence Skill is Skill to serve as interpreter ; that
operation and maintenance of field radios
Detect Guerillas which adds 5% to Al to character must be in a position to relay
(Walkie Talkies). Additional skills can be
identify guerrillas posing as civilians. The information back and forth to the team
taken in Scramblers, Zip-Squeal high
Detect Unit and Rank Skill becomes members or a character will have to make
speed transmissions, and Satellite Relay .
useful on reconnaissance and snatch ops an Alertness roll to realize what is
Satellite Relay offers long distance com-
where you are trying to identify particular happening.
munication . Scramblers increase security
units operating in an area or particular With a language skill, the character
for oral transmissions . Zip-squal record-
officers for abduction, adds 5% to Al . can speak the language fluently, but with
ed transmission on tape and transmitted
an accent. With a second level language
at high speed increase security by
skill the character speaks well enough to
reducing the time of transmission, but do IMPERSONATION (Open to Intelli-
not allow for conversations with your be mistaken for a native. With a second
gence MOS only) - The Impersonation
level skill an American Intel Specialist
base . Skill adds 5% to Al on rolls to do the
would be mistaken for a native at night or
correct action to convince the enemy that
when speaking from concealment (where
DEMOLITIONS (Open only to Demo- you are actually one of them, or even, a
his Occidental features don't give him
lition MOS) - Without the Demolitions particular officer . Successful rolls de-
away) .
Skill there is only a 50%u chance that the termine that you answer a question
explosives will detonate with the desired correctly or convincingly, or that you
MEDIC (Open to Medic MOS only) -
effect . Each level of the Demo Skill adds behave properly when put in a test
With the Medic Skill you can remove five
5% to this 50% . situation . If you fail your roll, the MD will
hits per level of training from each
roll against the guerrilla's At for sus-
picion . wound. There is no limit to the number of
DETECT AMBUSHES (Open to Point levels of training in the Medic Skill ;
MOS only) The Detect Ambush Skill adds
INTERROGATION (Open to Intelli- however, a character cannot be given
5% to Al rolls to detect ambushes. gence MOS only) - The Interrogation Skill more St than they began with.
adds 5% for detecting lies ; it does not A particular wound may only be treated
DETECT MINES/ BOOBYTRAPS help distinguish unintentional misinfor- once per mission ; however, new wounds
(Open to Point MOS only) - The Detect mation from an intentional lie. The maybe treated as they occur. To treat a
Mines/Boobytrap Skill adds 5% to Al to Interrogation Skill helps you to read the wound both the Medic and the casualty
detect both mines and boobytraps . body language of a suspect . must refrain from moving or fighting for
one CR perSt restored . If the sequence is SCUBA unless the recons intend to exit or DESERT TRAINING - There are seven
interrupted by either the Medic or enter underwater, and the Speargun Skill Desert Training skills: Detect water
casualty moving or fighting, the entire (% Effectiveness, then +5% each new (+5'G AI), Detect Sandstorms (+52 Al),
sequence must begin over on any wound skill) . Detect Food (+5% AI), Identify Mirages
not completely treated. EXAMPLE: The (+5%Al), Ride Camels (+5% Ag), Ride
Medic has treated one wound and started Donkeys (+5% Ag), and Ride Horses
SILENT MOVEMENT - The Silent
on a second when he is interrupted, he Movement Skill adds 5% to Al when
(+5°1o Ag).
must start over on the second. rolling for silent movement .
FIXED WING PILOT - A fixed wing
NIGHT FIGHTING - There are two SNIPING (Only open to Sniper MOS) - pilot is an airplane pilot. You must
Night Fighting Skills : Detect Enemy The Sniper Skill adds 5% to any rifle skill acquire the basicSingle Engine Propellor
(+5% At) and Rapid Movement (+5% when firing at a target 50 yards or further Skill first . Then, you can choose tram
Ag to avoid tripping when running at away. The Sniper Skill cannot be used Multi-engine, Jet or Amphibious Rat-
night) . when firing full auto. ings .

RAPPELING - The Rappeling Skill STARLIGHT SCOPES (Open to Sniper ROTARY WING PILOT - Rotary Wing
adds 501 to AI when climbing . This is MOS only) - The Starlight Scope is Pilot Skills allow your character to be a
particularly useful when descending by restricted to the Sniper, the details of its helicopter pilot, a chopperjock . The basic
rope from achopper into aLZ too tight for use are described in the Night Fighting skill is the Slick Skill, or piloting a troop
the chopper to land or when operating in section of Small Arms Combat . transport . The second level is the
rocky terrain involving scaling cliffs . For Gunship Skill which allows you to pick
game purposes rappeling will include SUPPRESSORS/SILENCERS - Any one of the following and roll Base Per
both ascending and descending. time a suppressor is used without the Cent Effectiveness : Minigun, Automatic
Suppressor Skill there is an additional -5 Grenade Launcher, Rockets or T.O.W.
SAFECRACKING/LOCKPICKING using that weapon to hit because the anti-tank rockets. For each additional
SKILLS (Open to Intelligence MOS only) - suppressor is not installed properly . skill level you can add a new weapon or
These are two separate skills . The Lock- add 5% to one of the helicopter weapons
picking Skill adds 5% to Ag to pick a lock skills .
TRACKING - The Tracking Skill is
for surreptitious entry into enemy open to Point MOS only . The Basic
buildings or locked containers . Tracking Skill adds 5% to Al to detect TRACKS - The Tracks Skill adds 5% to
The safecracking Skill adds 5% to Ag spoor (tracks), estimate how many, and Ag to attemp to operate a track (a tank or
for detecting the combination to a safe to estimate how old they are. Advanced armored personnel carrier) .
acquire intelligence without the enemy skills ad 5% to Estimate Weapons they
being aware of it. The MD will roll 2d100 are carrying and 5% Al to estimate how
three times to determine the three far they are from their base camp and its
numbers in the combination . Each time direction . If you make your rolls the MD
the character successfully rolls against will tell you roughly what you should
his Ag, the MD will reveal one of the know .
numbers. The player may attempt one
roll per CR . When the player has all three
numbers, he can tell the MD one UNDERWATER DEMOLITIONS
sequence per CR until he guesses the (Open to Demo MOS only) - Like normal
correct sequence of the three numbers. demolitions, with underwater demolitions
CRs only become critical if there are there is only a 50% chance they will
enemy guards patrolling nearby. detonate properly, The Underwater De-
molition Skill ads 5% to your roll (base
roll of 50%) .
S.C .U.B .A . - SCUBA or Self-Contained
Underwater Breathing Apparatus is
basically skindiving . A character must
possess the Basic SCUBA Skill before he MERCENARY
can select any Underwater Hand-to-Hand
Skills . Without the Basic SCUBA Skill a KILLS
character must make periodic Al rolls COLD CLIMATE - ere are six
every twenty yards to avoid a mat- separate Cold,Climate skills: Survival,
function. Cross Country Skiing, Snowshoes, Dog
Advanced SCUBA Skills include Un- Sleds, Snowmobiles. and Snowtractors .
derwater Navigation (+56A on Alto avoid .;, Survival adds 5% to Alertness for
losing direction ;, Rebreathers (which detecting snow and ice hazards . Cross-
leave no bubbles, Tow Subs which pull ' country Skiing and Snowshoes add 5% to
the diver along (+5% on Ag to control), Agility, necessary when you are trying to
Two man wet subs (+5% on Ag to"' move rapidly. The Dog Sled, Snowmobile
control), and Two man dry subs (+5% on and Snowtractor skills add 5% to
Ag to control) - dry subs do not require Alertness for proper care and operation.
RECON TABLES
INITIAL SKILLS CHART 1 Submachinegun $750
ROLL SMALL ARMS HEAVYWEAPONS H-to-H 2 NON-WEAPONS 2 Assault Rifle 850
1 4 3 3 5 Shotgun 350
2 3 2 2 4 Grenade Launcher 350
3 3 1 3 4 Mounted under barrel of rifle 250
4 2 0 2 4 Anti-tank Weapon (L .A .W.) 500
5 2 1 2 3 Flamethrower 850
6 2 0 1 2 Machinegun 1200
7 1 1 1 3 Heavy machinegun ( .50 caliber
8 1 0 1 2 for vehicle) 1800
9 1 1 1 2
10 1 0 1 2 AMMO (100 Rounds)
1 One Small Arms Skill must always be the Assault Rifle . Pistol or submachinegun 20
2 You may combine two Non-weapon Skills so that you have one second level skill . Rifle or light machinegun 25
You may comine any number of hand-to-hand skills to improve one skill several levels. Heavy machinegun 35
Shotgun

OPTION : G E A R : RECONS 00 Buckshot


Fletchette (Darts)
35
70
POST-VIETNAM ' REQUISITION CNEED Shoulder holster or cross-draw
MERCENARY MD'S OK) . MERCS holster for pistol 50
MISSIONS OR EMPLOYER BUY Telescopic sight 250
Starlight scope 3500
RECRUITMENT TABLE BASIC KIT COST Sound suppressor ("Silencer")
Roll Answer Bush hat $ 5 Pistol 250
1 Read the news and gambled they Beret 15 Rifle or Submachinegun 350
would be hiring mercs Camouflaged Fatigues, "Camies" 30
2 Heard rumor around military base Web Gear 50
that this country was looking for Web Belt 10 GRENADES (Case of 20) Hand Launcher
men recently mustered out with Suspenders 13 High Explosive (Frag) 100 ISO
combat experience 2 Magazine Pouches 6 each White Phosphorus 150 200
3 Read newspaper article about 2 Canteens 8 each Smoke or CS 70 120
mercs operating here and decided First Aid Kit 6 ILLUMINATION FLARES 10
to fly over and enlist Rucksack and Packframe 110 MINES 75
4 Answered newspaper ad in the Boots 40 EXPLOSIVE KIT (Includes detonator,
New York Times Poncho 15 wire, blasting caps, and
S Answered magazine ad in "Sol- Sweater (instead of sleeping bag) 50 C-4 plastic explosive) 300
dier of Fortune" 2 pairs of Socks 4 INSERTION GEAR
6 A newspaper reporter just back Matches in waterproof container 2 Rappelling Kit (Includes 50' rope,
from here tells they are looking for VWater Purification Tablets 2 snap link, hammer and pitons) 150
recruits over here. Lensatic Compass 10 S .C.U.B .A .
7 An airline pilot flying out of here Flashlight 5 Basic Kit (Includes mask, fins, tank,
tells you they are hiring mercs Wristwatch 250 regulator, wet suit, weight
over here Knife or bayonet 30 belt, depth gauge, compass
8 A buddy who is a merc tells there Primary Weapon See Weapons and knife) 1000
is a good chance to get on here Ammo See Weapons Speargun 150
9 A buddy who is a merc in this unit Rations $15 per day Computerized Rebreather 1000
tells you to come over OPTIONAL One man tow sub 1000
10 The Minister of Defense has Binoculars 350 Two man wet sub 5000
people looking for people with First Aid Kit, Unit (for Medic) 250 INFLATABLE BOAT (8 man) 1500
your background and their em- Radio (for Communications Spec.) 450 Outboard motor 500
bassy invited you over. Machete 10 PARACHUTE
OPTIONAL Entrenching Tool 10 Standard 350
On a 1, 3 or 7, the interviewer doesn't Flak Vest (reduces any hits on chest H .A .L .O . with sleeve and vent 500
like your story or background and rejects or abdomen by 5 hits) 250 VEHICLES
you . On any other roll you are offered a Helmet with liner 25 Jeep 8500
contract . - Wire cutters 5 Truck (2 %a ton) 25000
If your character is rejected for this Rental/Day
mission don't discard him. He may be a WEAPONS Chopper 2500
good character and you can try and enlish Pistol 350 Airplane for parachute drop 1500
him in some other mission . Roll up Bolt-action Rifle 250 Tramp Steamer (Travels 250
another character and try to enlist him . Semi-automatic Rifle 400 miles/day) 1000
INSERTION:
CHOPPER SCUBA HUMPIN'
HELICOPTER LZ TABLE UNDERWATER NAVIGATION TABLE MOVEMENT RATE TABLE
ROLL CONDITIONS ROLL CONDTTION Movement Maximum distance in feet
1 Roll on HOT LZ TABLE 1 Veering off to left 10' for each 4
Run 2 Full St
2 Cold LZ 20 yards forward Walk 1/2 St 4
3 Cold LZ 2 Veering off to left 20' for 4
Walk quietly 3 1/4 St
4 Cold LZ each 20 yards forward Walk quietly at night 3 1/5 St 4
5 Tight LZ must rappell down 3 Veering off to right 10' for Crawl 3 1/10 St 4
6 VC spotter with bamboo telegraph* each 20 yards forward
Climb 1/10 St 4
7 VC spotter with rifle' 4 Veering off to right 20' for
8 Cold LZ each 20 yards forward
I If your calculations leave you with a
9 Cold LZ 5 Completely turned around,
fraction, round off the numbers by the
10 Roll on HOT LZ TABLE heading back
following rule. If the fraction is 1/i or
s VC spotters may watch suspected LZs 6 Lost, swimming at 90° to
larger, treat as one extra foot of
and trail the RT. They signal the location correct course
movement . If the fraction is smaller than
of the team to any guerrilla units in the 7 Mask leaking, must go to
Ys drop the fraction .
area by knocking bamboo sticks together surface to find location
2 You can run at night at your full St, but
or firing off an occasional shot . The 8 Can't clear ears, must swim
you must roll (2000) under your Agility
spotter will continue to trail the team on surface
each CR or you trip and fall prone . You
until a guerrilla unit attacks, the recons 9 Lose regulator mouthpiece,
cannot run quietly.
ambush him or they go to ground and panic, swim to surface
3 Each round that you are attempting to
conceal themselves (and the spotter fails 10 Swimming upward 5' for
move quietly (to sneak up on or by a
his Alertness roll) . each 20 yards forward sentry, etc .) you must roll (2d100) under
HOT LZ TABLE COMBAT EFFECTIVENESS TABLE, your Alertness . If you fail to make your
ROLL CONDTTION SPEARGUN roll, you have failed to notice something
1 Chopper downed, P & CC dead which causes noise ; you have stepped on
CP stunned RANGE (Yards) a stick which snaps, dislodged a rock, or
2 Chopper heavily damaged,
1-5 6-10 11-15 made some other noise which may alert
P aborts mission
Top or bottom 0 -5 -10 the enemy . The MD rolls against the
3 Light damage, one wounded
Side -5 -10 -15 sentry's Alertness to determine if the
and returns with chopper to base sentry reacts to the noise .
4 Light damage, one takes Head or rear -10 -15 -20
4 Carrying a heavy object, such as a
2d10 damage Roll 2dl00 against your modified
wounded man, will farther reduce your
5 Light damage, CP wounded effectiveness with the speargun . If you movement by one-half.
6 Light damage, no casualties hit, roll damage, 3d10 for a normal
7 Light damace, CC wounded spearhead, Sd10 for a powerhead . If you
8 Light damage, two take missed, you just lost that spear.
1d10+5 damage CONSIDER :
9 Ground fire too heavy, try
JUMPING OFF
FROM FIREBASE,
alternate LZ
10 Chopper downed, P & CP dead,
CC seriously injured LAAGER ;OR
P = Pilot
CP = Copilot
SWEEP
CC = Crewchief/doorgunner

AIRBORNE PBR
SEE RULES. USE PBR CONTACT
TABLE.
CONTACT :
PBR INPTIAL CONTACT TABLE
ROLL CONTACT
BEGIN ON EITHER
PATH OR PBR

VC/NVA*
1 Logjam (Intentional?)
2
3
Junk I with 1d10 people
Sampan I with family aboard
L.1. P.s *

4 Sampans I (1d10) with 2-5 people/boat CIVILIAN CONTACT TABLE GUERRILLA CONTACT TABLE
5 Sandbar (on a "one" or "two" one Bear in mind that all civilian contacts IId10 guerrillas]
ldIOruns aground) 2 may be innocent civilians, guerrilla sym- ROLL CONTACT*
6 Good ambush site pathizers who will report your presence, 1 Medics with wounded
(bend, choke point) or actual guerrillas disguised as civilians . 2 Medics without wounded
7 Ambush/VC unit near river, On a roll of 10 on 1d10 the civilians will 3 Propaganda team with theatrical
ROLL ON GUERRILLA TABLE inform a local guerrilla unit of your props for play
8 Path along river; presence in Id10 x 6 minutes . 4 Tax collector with armed escort
ROLL ON CIVILIAN TABLE ROLL CONTACT 5 Guards with prisoner
9 Path along river, 1 Bamboo/wood cutters chopping (downed pilot, merc, govt . soldier)
ROLL ON CIVILIAN TABLE or carrying 6 Supply unit with food or ammo,
10 Village near river, 2 Hunters carrying a slain hog eating
ROLL ON VILLE TABLE on bamboo pole* 7 Unit bathing in stream
3 Refugees - man, wife, and two 8 Patrol coming down trail
I On 1d10, "one" indicates concealed children with bundle of belongings 9 Patrol coming up trail behind you
supplies . Roll against Al to detect 4 Bandits, smugglers or poachers* 10 Mine, boobytrap or ambush
ENEMY UNITS
contraband . On "ten" will run for cover. 5 Roll on GUERRILLA CONTACT
2 On "one" can get off in reverse. On TABLE ROLL UNIT
"two" crew must push off. 6 Two unarmed men (Civilians, De- 1-5 Local Force Unit or government

OR
JUNGLE PATH CONTACT TABLE ]1d101 7
serters, or Guerrillas?)
Old man and two children
draftees
Base Per Cent Effectiveness only
CONTACT with waterbuffalo or burro Agility only
ROLL
8 Old woman taking basket of 6-8 Main Force Unit or government
1 Possible ambush site*
chickens to market regular army unit
2 Roll on VILLE TABLE
9 Old woman with heavy load +5% with Assault Rifle, AK-47
3 Noises up the trail
of firewood or other
4 Roll on CIVILIAN CONTACT TABLE
10 Buddhist monk, missionary/ + 5% with Grenade (one in three
5 Roll on ANIMAL CONTACT TABLE
nuns, or peddlar will have a grenade)
6 Sudden quiet, all jungle
* On a roll of 10 on 1d10 the hunters- + 5% with Machinegun
noises cease*
smugglers will fire on the team if they are (one in ten)
7 Roll on CIVILIAN CONTACT TABLE
Alert . 9,10 NVA or Goverment elite unit
8 Weather change
+ 10% with AK-47
9 Distant gunfire
INTERROGATE OR +10% with grenade (one in three)
10 Roll on GUERRILLA * +10% with machinegun (one in ten)
CONTACTTABLE
OVERHEAR +5% with RPG anti-tank
RUMORS
* On a roll of 10 on 1d10 there will be a
(one in twenty)
prepared ambush with 1d10+2 ambush-
ers . Alertness rolls will determine if they DANGEROUS ANIMAL TABLE
detect the RT and vice versa . ROLL CONTACT Hits Damage
I Cat - tiger, jaguar, or panther 6d10 3d10
ANIMAL CONTACT TABLE * 2 Poisonous snake 3d10 5d10
ROLL CONTACT 3 Poisonous centipede 1d10 2d10
1 Monkeys 4 Poisonous spider 1d10+5 1d10+5
2 Flocks of birds 5 Alligator/crocodile 2d100 4d10 (mouth)
3 Leeches fall from trees 6d10 (tail)
4 Single bird with strange call 6 Wild boar 2d100+20 3d10
5 Roll on DANGEROUS ANIMAL 7 Bees (roll Mill for how many sting) I 1/sting
TABLE 8 Ants (cause 24 hour fever) l 1/2 St . for 24 hrs
6 Large plant eater 9 Poisonous snake 4d10 2d100
(Elephant, waterbuffalo, etc.) 10 Wild boar with young 2d100+50 2d10+5
7 Small rodents
8 Biting flies RAl Will, a third time, on a roll of 9 or 10 the animal attacks .
9 Non-poisonous snake If they attack, the centipede, spider, bees, or ants will automatically
"hit" and do damage
10 Lizards/treefrogscroaking For the other animals, roll Will, again, on a 1-3 they hit
and inflict damage, roll damage ;
* The team may hear a strange noise, on a 4-10 they miss. The recon can shoot,
something moving through the brush, or bayonet, throw knives, use a machete, or fight unarmed
something rush across the trail . Combat will continue until one or the other is dead .
VILLE: 313'10 HOOTCHES 2010 PAPA-SANS
4010 MAMA-SANS 41310+5 KIDS
VILLE TABLE VILLAGERS
ROLL CONDITION WOMEN/CHILDREN* MEN*
1 Deserted ville, burned and ROLL ACTIVITY 1 Old man weeding vegetable garden
overgrown 1 Old woman cooking meal 2 Old man mending hoe
2 Deserted ville, still smouldering 2 Old woman weaving basket 3 Old man reading book in doorway
with bodies 3 Old woman squatting in doorway 4 Old man squatting, smoking pipe
3 Deserted ville, cooking fires 4 Woman nursing infant 5 Man with amputated leg claims
still warm 5 Woman mending clothes to be ex-ARVN soldier
4 Deserted ville, ambush with 6 Woman with sick child 6 Head man asks help for sick
1d10 guerrillas 7 Three older women gossiping woman in hootch
5 Friendly village at doorway 7 Old men arguing
6 Indifferent village 8 Woman planting in garden/ 8 Old man playing musical instrument
7 Hostile 1 rice paddy 9 Old man plowing garden or
8 Hostile 9 Children playing tag or ask for rice paddy
9 Villagers freeze or withdraw "Chew' gum" 10 Old man sleeping or eating
10 One young man ("schoolteacher") 2 10 Children herding geese or
1 Roll on GUERRILLA CONTACT TABLE washing waterboo
to determine enemy unit passing through
2 In wartime villages contain only
women, children and old men

RUMORS :
* Rumors may be true, mistakes, or 3 "That old woman VC - Leader local "VC came last night . Take all
intentionally false ; interrogation skills women's group." young men. Return tonight forindoc-
will help you identify lies . 4 "That old couple VC. Son return- trination lecture to village."
ROLL RUMOR ing tonight." 8 "VC supply unit through here
i "VC medics through here earlier ." 5 "VC patrol ahead of you on trail." today."
2 "That old man VC - makes 6 "No VC around here." 9 "VC base in that direction."
boobytraps ." 10 "VC tax collector in area."

DA NANG/SAIGON: R&R
CONTACTS : CITIES CONTACTS : CITIES CONTACTS : CITIES
SIDEWALK ENCOUNTERS SIDEWALK VENDOR TABLE BAR - Booze, broads and brawls
ROLL ENCOUNTER ROLL GOODS ROLL CONTACT
1 Bar girl 1 Uniforms, boots ; unit patches, etc. 1 Journalist/TV news correspondent
2 Shoeshine boy* 2 Books and magazines 2 Construction workers for U .S .
3 Roll on SIDEWALK VENDOR TABLE 3 Civilian clothing corporation
4 Roll on SIDEWALK VENDOR TABLE 4 Hot food vendor 3 Merchant seamen
5 Office workers 5 Fresh vegetables, live chickens, 4 "Saigon Commandos" - paper
6 Young woman geese, goats shuftlers
7 Pimp* 6 Canned foods 5 Bar girls
8 Drugstore cowboy with motorbike 7 Antiques/Objects d'Art 6 Local rock band
parked at curb* 8 Jewelry/Wristwatches 7 Drunken Grunts
Buddhist monk/missionary 9 Religious articles, Buddhist- 8 Shoeshine boy (with bomb in box?)
or nun Catholic-Hindu 9 Other RT (rivalry?)
10 Military police or local police 10 Pets -- birds, monkeys, 10 "Brass" (officers) low lifing
* May be pickpocket or mugger . May puppies, etc.
offer to sell dope, girls, pornography,
stolen goods, or exchange money for local
currency at 2d100 above local rate.
FIREFIGHTN'
' MAXIMUMTARGET ACQUISITION RANGE TABLE
ROLL PRECIPITATION DAY NIGHT (PHASE OF MOON)
FULL' HALF QTR. NEW
1,2 3,4 5-8 9,10
1 NONE (NO CLOUD COVER) 600 300 200
2 NONE (25% CLOUD COVER) 120 60
600 250 160 100 50
3 NONE (50% CLOUD COVER) 600 200 130 80 _ _40 _
4 NONE (100% CLOUD COVER) 600 150 100
5 60 30
MISTY RAIN 450 100 50
6 LIGHT RAIN (SHOWERS) OR SNOW _ 40 j 25
300 75 40i
7 MEDIUM RAIN OR SNOW 20
150 _ 50 I____2_5____ 20
8 HEAVY RAIN OR SNOW 15
25 15 10 5
9 TORRENTIAL RAIN/BLIZZARD 30 15 10
10 HEAVYFOG 6 5
15 10 8 6 5
MAXIMUM RANGE IN MEDIUM VEGETATION
MAXIMUM RANGE IN HEAVY VEGETATION
* Use Full Moon for dawn or dusk (Iwiliaht) .

RATE OF FIRE
WEAPON MAXIMUM ROUNDS/CR
Pistol 3 Assault rifle
Submachinegun Semi-auto 3
Semi-auto 3 Full auto 5
Full auto 7 Shotgun (semi-or pump) 3
Bolt-action rifle 2 Grenade launcher 1
Semi-automatic rifle 3 Machinegun 7

COMBAT EFFECTIVENESS TABLES


PISTOLSUBMACHINEGUN RIFLES
RANGE (Yards RANGE (Yards)
0-5 6-10 11-15 16-20 21-25 26-30 less than 10 11-25 26-50 51-100 100-500+
TARGET TARGET*
Standing 0 -5 -10 -15 -20 -25 Standing 0 -5 -10 -15 -20
Kneeling -5 -10 -15 -20 -25 -30 Kneeling -5 -10 -15 -20 -25
Running -10 -15 -20 -25 -30 -35 Running -20 -25 -30 -35 -40
Prone/Behind object-15 -20 -25 -30 -35 -40 Prone/Behind Object -20 -25 -30 -35 -40
MARKSMAN MARKSMAN
Prone/Braced 0 -5 -10 -15 -20 -25 Prone/Braced 0 0 0 -5 -10
Kneeling -5 -10 -15 -20 -25 -30 Kneeling -5 -10 -15 -20 -25
Standing -10 -15 -20 -25 -30 -35 Standing -10 -15 -20 -25 -30
Running -20 -25 -30 -35 -40 -45 Running -15 -20 -25 -35
-30
Full auto -20 -25 -30 -35 -40 -45 Full auto -20 -30
-25 -35 -40
SHOTGUN MACHINEGUN
RANGE (Yards) RANGE (Yards)
0-5 6-10 11-15 16-20 less than 10 11-25 26-50 51-100 100-500+
TARGET TARGET
Standing +5 0 -5 -10 Standing -15 -20 -25
-5 -10
Kneeling 0 -5 -10 -15 Kneeling -20 -25
-10 -15 -30
Running -5 -10 -15 -20 Running -25 -35 -40
-30 -45
Prone/ Prone/Behind Object - 25 -30 -35 -40 -45
Behind obj. -10 -15 -20 -25 MARKSMAN
MARKSMAN Prone/Braced 0 0 -5 -10 -15
Prone +5 0 -5 -10 Kneeling -20 -25
-10 -15 -30
Kneeling 0 -5 -10 -15 Standing -25 -30
-15 -20 -35
Standing -5 -10 -15 -20 Running -20 -25 -30 -35 -40
Running -10 -15 -20 -25 Full auto -20 -25 -30 -35 -40
HIT LOCATION DAMAGE
HIT LOCATION CHART HIT LOCATION CHART, WHERE ONLY PISTOL
UPPER BODY EXPOSED [PRONE, .22 2d10+5
ROLL LOCATION FOXHOLE, OR WINDOW] 7 .62x25 3d10
01-02 Brain (Fatal) .38 Special 3d10
03 Left eye ROLL LOCATION 9mm 3d10+5
04 Right eye 01-OS Brain ("O1, 02" Fatal) .45 acp 4d10
05 Nose 06-07 Left eye 1 .357 mag 4d10+5
06 Jaw 08-09 Right eye 1 .44 mag Sd10
07 Larynx 10-11 Nose 9mm short (Makarov , 3d10
08 Left shoulder 12-13 Jaw
09-10 Upper arm 14-15 Larynx
11 Elbow 16-17 Left shoulder 1
12-13 Forearm 18-21 Upper arm MACHINE PISTOL/SUBMACHINEGUN
14 Wrist Elbow 7 .62x25 3d10
22-23
15 Hand 24-27 Forearm 9mm 3d10+5
16 Finger 28-29 Wrist .45 acp 4d10
17 Thumb .30 Carbine 4d10
30-31 Hand
18 Right shoulder 32-33 Finger
19-20 Upper arm 34-35 Thumb
21 Elbow 36-37 Right shoulder 1
22-23 Forearm ASSAULT RIFLE
38-41 Upper arm
24 Wrist .30-'06 (M-1, BAR) 4d10+5
42-43 Elbow
25 Hand 7 .5mm (captured French MAS 49s) 4d10
44-47 Forearm
26 Finger 7 .62 x 39mm (AK, SKS) 4d10
48-49 Wrist 7 .62 x 54mm (SVD sniper rifle) 4d10+5
27 Thumb 50-51 Hand 7 .62 x 51mm (M-14, FNs) 4d10+5
28-47 Chest* 52-53 Finger
48-62 Non-Vietnam Weapons
Abdomen* 54-55 Thumb 6.5 3d10+5
63-66 Groin 56-00 Chest .303 4d10
67-70 Left hip 5 .45 (AK-74) 5d10
71-75 Thigh 1 If only one arm exposed, then a "hit"
76 Knee on the other unexposed arm counts as a
77-80 Calf hit on the exposed arm .
81 Ankle LIGHT MACHINEGUN
82-83 Foot 7 .62 x 39mm (RPK mag fed MG) 4d10
84-87 Right hip 7 .62 x 54mm (PKS belt fed MG) 4d10+5
88-92 7 .62 x 51mm (NATO, M-60, Bren) 4d10+5
Thigh
93 Knee SUPPRESSED .223/5.56mm (Stoner) 5d10

W EAPONS
94-97 Calf
98 Ankle
99-00 Foot SUPPRESSED MAXIMUM RANGE HEAVY MACHINEGUN
In profile shots (from side) the per cent WEAPON TO ROLL REACT 50 2d100
for the opposite side are counted for the .22 pistol 15 feet
exposed side (double the chance of . 9 mm, pistol/SMG 30 feet
hitting) . 5.56mm (M-16s) 30 feet
EXAMPLE : If you have a left side shot 7.62mm (M-14s) 45 feet SHOTGUN Flechette
where the opponent's right eye, arm, or With a suppressed weapon at five feet, Range (Yards) 00 Buckshot or M-79 AP
leg is blocked from view, a roll on the hit you can roll against your pistol per cent 1-5 2d100 2d100+10
location chart of right eye, arm, or leg effectiveness to make a head shot ; if you 6-10 2d10O-20 21:1100-10
would count as a hit on the exposed left" make the roll it is an instant kill 11-15 2d100-30 2d100-20
eve , arm, or leg . (otherwise . it is a complete miss.) - 16-20 2 d100-40 21:1100 .30
O

ASSAULT:
HAND-TO-HAND : KNIFE THROWING
HAND-TO-HAND COMBAT TABLE HAND-TO-HAND COMBAT
ROLL UNARMED KNIFE' BAYONET KNIFE THROWING
Action Damage Action Action Damage RANGE (feet)
1 Slash with hand 2d10 Slash Slash " 4d10 TARGET 10 15 20
2 Slash with foot 3d1OJ Slash Slash 4d10 Standing 0 -5 -10
3 Stab with hand 3d10 Stab Stab 4d10+5 Kneeling -5 -10 -15
4 Slab with foot 4d10 Stab Stab 4d10+5 Prone/behind object -10 -15 -20
5 Parry Parry Parry Running -15 -20 -25
6 Parry Parry Parry THROWER
7 Riposte 2d10 Riposte (with slash) Riposte (with slash) 4d10 Moving -15 -20 -25
8 Riposte 3d10 Riposte (with slash) Riposte (with stab) 4d10+5
9 Grappel 3d10 Grappel (with stab) Buttstroke 4d10 DAMAGE RANGE
10 Evade Evade Evade 4d10 10
3410 15
3d10 20

*KNIFE FIGHTING DAMAGE


EDGED WEAPON Slash Stab BLUNT WEAPON
Pocketknife/Small Con-- Stab
Slash
cealable Danger Mitt 1d10+5 Pistol Butt or other
K-bar or other One-handed weapon 2d10 2d10+5
Sheath Knife 2d10 2d10+5
Machete 3d10 3d10+5 Chair or other
Entrenching tool (shovel), open Two-handed weapon 3d10 3d10+5
Sword or other large
edged weapon 3410 300+5

G RENADESSBLOOKERS :
COMBAT EFFECTIVENESS TABLE: GRENADES GRENADE DAMAGE TABLE
TARGET RANGE (yards)
Open area 1-20 21-25 26-30 31-35 36-40 41-45 Distance from grenade
(yards) HE/Frag
(clear target) 0 -5 -10 -15 -20 -25
Door-sized space 1 2d100
-5 -10 -15 -20 -25 -30
2 2000/2
Window-sized space -10 -15 -20 -25 -30 -35
3 2d100/3
Gunslit -15 -20 -25 -30 -35 -40
4 2d100/4
Unseen -10 -15 -20 -25 -30 -35
(exp : over a wall) 5 2d100/5

COMBAT EFFECTIVENESS TABLE[ GRENADE LAUNCHERS WP


(does damage for 3 CR)
TARGET RANGE (Yards) 1 2d100/2
0-75 76-120 121-165 166-210 211-255 256-300 2d100/3
Open area -5 -10 -15 -20 -25 -30 3 2d100/4
Door-sized -10 -15 -20 -25 -30 -35 2d100/5
Window-sized -15 -20 -25 -30 -35 -40
Unseen -20 -25 -30 -35 -40 -45

MARKSMAN
Running -40 -50 -70 -70 -80 -90
VTANK HIT LOCATION CHART This same table will work for Soviet
Roll Id10 to determine damage made BMD and BMP armored personnel
1 Hit main gun -- tank still moving, MGs carriers with their small turrets. For
LAW/RPG operable trucks use the following table :
2 Hit bogies -- tank still moving, all guns
operable Roll 1d10
COMBAT EFFECTIVENESS TABLE 3 Hit far side track, spins away from you 1 Hit engine, rolls to stop, engine in
then halts flames
TARGET
4 Hit near side track, spins in that 2 Hit cab killing driver, rolls on out of
Large Medium Small
direction, then halts control
(tank, house, (jeep, car, cycle,
tunnel, etc .) pillbox) door) 5 Killed driver, continues to drive 3 Hits fuel tank and goes up in a ball of
VIEW
straight ahead flame
Side (biggest target) 0 -5 -10
6 Hit engine compartment, halts, crew 4 Hit left front tire, spins off in that
Oblique (at angle) -5 -10 -15
still fighting direction
Head on/Rear on -10 -15 -20
7 Hit engine compartment, internal 5 Hit right front tire, spins off in that
(smallest target)
RANGE (yards) explosion kills crew direction
10-19 20-29 30-39 40-49 50-59 8 Hit turret, main gun out of action, 6 Hits left rear tire (s), stops
MARKSMAN commander & loader dead 7 Hits right rear tire(s), stops
Propped against 9 Ignite fuel, crew comes barreling out, 8 Hits truck bed kills any occupants
,something 0 -5 -10 -15 -20 some on fire 9 Hits truck bed kills half of occupants
Kneeling -5 -10 -15 -20 -25 10 Ignite shells, they cookoff, killing crew 10 Hits truck bed wounds all occupants,
Standing -10 -15 -20 -25 -30 and destroying tank but can still fight (-20 St each).

ARTILLERY EFFECTS ON STRUCTURES TABLE


IN-C O MINGi DIRECT HITS
Bamboo Wood Brick Concrete

Bomb, 8", 155 D D D D


105, rockets D D D R
20mm, 81mm, napalm D D R R
60mm, grenades D R R R
D - indicates the structure is destroyed
R - indicates the structure is NOT destroyed, and the occupants will take REDUCED or
less than full damage

z
x
H d~~3~~E8'6oyz~ ~

`n
F
eo
v~
~a
'R t7 .S
e eh~xa~ e~~
$ ao °, a'o 1
Q eti tR Z e~
U
W
w . Brush, Elephant grass R F R F R R F F F F F F R
W Tree, less than one foot in diameter N.,~
R R R R R R F R F F R
W Tree, greater than one foot in dia . k .C R C R R R R R F F R
z
z Rock N N C R C C R R R R R F C
O
Foxhole/fighting hole, Trench N N C R R R R R R R R F R
m
W Bunker, wood and sandbags N N C R C R R R R R R R R
a
z Concrete pillbox, Caves N N C C N N C C C C C C N
z Buildings
W Bamboo F F R F R R F F F F F F R
QC
Wood C F C F C R F R R F R F R
y Brick R R N R N C R R R R R R C
Concrete N C N C N N C C C C C C N

F - Full damage, the normal damage roll for that weapon


R - Reduced damage, one-half the damage roll for that weapon

F C - Concussion, one-third the damage roll for that weapon


N - No damage
C
ARTILLERY AND AIR SUPPORT DAMAGE TABLES
ARTILLERY

Range from Impact (yards)*

1 2 3 4 5 6 7
60mm Mortar 2d100 /2 /3 /4
81mmMortar Fatal 2d100 /2 /3 /4
105mm Howitzer Fatal 2d100+10 /2 /3 /4
155mm Howitzer Fatal Fatal 2d100+20 /2 /3 /4 -
8" Howitzer Fatal Fatal Fatal 2d100+30 /2 /3 /4
*Slash (/) indicates' : dividedby"

AIRCRAFT DAMAGE
3 Bombs Equal to 8" Howitzer
or
1 Napalm Treat like strafing run, any troops take
2d100+20
12 Rockets Equal to 105mm Howitzer
3 MG strafing runs 2d100
or
1 20mm Staftng Run 2d100+20

HELICOPTER GUNSHIP (Cobra)


Up to 38 rockets Equal to 105mm Howitzer
3 MG Strafing Runs 2d100
1 Grenade Lancher Run Treat as grenade,
2d100, /2, /3, /4, /5

APPENDICES
APPENDIX: MILITARY ALPHABET 4 a.m. 0400 ("oh, four hundred") APPENDIX: VIETNAMESE NAMES
When the radio and telephone com- 5 a.m. 0500 ("oh, five hundred") A - Ao, An, Ap
municationsare bad it is possible to spell 6 a.m. 0600 ("oh, six hundred") B - Ban, Ben, Bi, Bo, Bong
out a word that may be misunderstood 7 a.m. 0700 ("oh, seven hundred") C - Cao, Chong, Chu, Con, Cu
using the phonetic alphabet. Also, these 8 a .m . 0800 ("oh, eight hundred") D - Dak, Dao, Deo, Dai, Dong, Duc, Do
phonetic designations are used for unit 9 a.m. 0900 ("oh, nine hundred") F - Fong, Fvan . Fimnon
designations for infantry, aircrafts, etc., 10 a.m . 1000 (ten hundred hours) G - Gia, Gir, Ghe, Giong
in the field . 11 a.m . 1100 (eleven hundred) H - Hai, Hong, Hu, Huong, Ho
A = Alfa N = November 12 a.m . 1200 (twelve hundred) J - Jak, Jang, Ju
B = Bravo O = Oscar Noon K - Khao, Kinh, Ko, Kon
C = Charlie P = Papa Evening L - Lang, Linh, Ling, Loi, Long
D= Delta Q = Quebec 1 p.m . 1300 (thirteen hundred) M - Ma, Mat, Mot, Mang, Me
E = Echo R = Romeo 2 p.m . 1400 N - Na, Nong, Nui, Nin
F = Foxtrot S = Sierra 3 p.m . 1500 O-Oi
G = Golf T = Tango 4 p.m . 1600 P - Pha, Phnom, Phu, Plei
H = Hotel U = Uniform 5 p.m . 1700 W - Quang, Quet, Qui
I = India V = Victor 6 p.m . 1800 R - Ro, Ron, Roun, Rah
J = Juliett W = Whiskey 7 p.m . 1900 S - Sha, Son, Song, Sop
K = Kilo X = X-ray 8 p.m . 2000 (twenty hundred) T - Tai, Tau, Tangg, Ton
L = Lima Y = Yankee 9 p.m. 2100
U - Uay,Uing, Uyen
M = Mike Z = Zulu 10 p.m. 2200
APPENDIX : MILITARY TIME V - Vong, Va, Vi, Van, Vinh
11 p.m . 2300
The military works on a 24 hour clock, W-Wan
12 p.m . 2400
and to be more authentic you should X - Xom, Xuan, Xim, Xuong
Midnight
adopt this in your mission briefings . The Y - Yok, Ya, Yang, Yen
Time between hours is pronounced as
system works like this : follows :
TIME: 0135 (1 :35 a.m . ; is "oh, one, thirty-five"
Morning 0705 (7 :05 a.m .) is "oh, seven, oh five"
1 a.m . 0100 ("oh, one hundred") 1425 (2 :25 p.m .) is "fourteen, twenty-
2 a.m . 0200 ("oh, two hundred") five"
3 a.m . 0300 ("oh . three hundred")

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