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Page 1: recon rpg

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R

E

C

O

N

1982

by

Role

Pl aying Gams

nc

Thi s book

i s protected

under

the

copyri ght l aws of t he

Uni ted

St at es

of

 merica

 ny

reproduct i on

or

unauthori zed use

of

t he

materi al or

artwork contained here i n i s pr ohi bi ted

w thout t he

express

wri tt en

permssi on

of Rol e

Pl ayi ng Gams

I nc  

HN

MLES

DED TION

Tomy

parent s Cap

J oeRMarti n U S

 

rm ret i red and

L i l l i e McNul l y

Mart i n

who taught me

respons i bi l i ty

l oyal ty and respect

;

To

my w f e

Sal l ye who

endured w th

pati ence

and

strength

andToSam

who

gotmei nt o ro l e pl ay i ng

The RE ONSystemDesi gner J oe F Mart i n

peci al thanks

t o RT

 rkansas

J ames B ggs

NormanDoege

J ohnFi rmn

SamHathcock

Eri c J ohnson

Rob

Sharp

Page 3: recon rpg

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CONTENTS

 OW

O

PLAY

MSSIONDRECTOR

PLAYERCHARACTERS

NON

 

PLANNNG

A

MSSION

MNATURES

TERRAIN

GENERATION

BASE

PER

CENT

FIRE

SEQUENCE

USEOF

TABLES

WAPONCHECK

UNFAMLIAR

WAPONS

SI LENCERS

WATHER TERRAIN

NGHTFIGHTING

FIRNGBLIND

HEAVY

WAPONS

LAWRPG

TANKS

FLAMETHROWR

z s

CHARACTERISTICS

RANK

HEIGHT

WIGHT

AGE

S

CLIMBING

ALERTNESS

AGLITY

O

MACHNEGUN

SO

 MORTAR

GRENADES

LAUNCHERS

MNES

S S BYTRAPS

DEMOLITIONS

DARTILLERY

AIR

STRIKES

  a

  8

SKILLS

O °

GLINSHPS

CHAR

CLASSES

HAND

TO

HAND

 

RECON

TEAMS

OO

UNARMED

LRRP

KNFEFIGHTING

FORCE

RECON

BAYONET

SEAL

BACK

ATTACKS

SOG   KNFETHROWNG

PHOENX

NON WNSKILLS

INDGS

MERCENARY

VC/NVA

 TABLES

 

HO

CH

MNHTRAIL

APPENDCES

OPERATIONS

PC

SHEET

°

INSERTION

, s

CHOPPERS

MOBILEOVERWTCH

PBR

AIRBORNE

MERCENARY

RECRUTMENT

CONTRACTS

EXPENSES   s

MSSIONS

EXPERIENCE

, s

SMALL

ARMS ~ _

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T ERECON

SYST M

THE

MSSION

DRECTOR

RECONi s

desi gned f or

three

t o ni ne

pl ayers w th

one

of

t he pl ayers

servi ng as

the MssionD rector (MD)   The

MDw l l

sel ect

the

mssion

and control

the

enemy

f orces

;

however, RECON

s

not

a

game

of

theMersus

t he

other pl ayer s   The

MDs

task i s to control the

opposi ng

f orces

t o make

t he

mssi on

chal l engi ng   i f

hewere

out

t o w n, he coul d

eas i l y

do

so

byzappi ng the recon teamwth a much

l arger

force

 

I t i s

up

t o the

M

o

determne

how

many recons are needed

f or

the

mssi on

( or how

many

rol e- pl ayers

he can deal

w th successf ul l y) .

Too

many people

part i ci pati ng i n

a

ro l e- pl ayi ng

game can

resul t

i n

chaos

i f

everyone

i s

t r yi ng

t o

act

si mul taneousl y,

or monotony i f

t oo

many

people are

awai t i ng thei r turn

Only

experi ence

w l l

t e l l

a

newMowmany

rol e- pl ayers

he canwork w th  

I n

some

ro l e- pl ayi ng

games one of

t he

players

deci des

what a l l

of t he

other

pl ayers character s w l l do I n RECON

each pl ayer

deci des

what hi s

char acter

w l l

do

general l y, the pl ayers w l l

f unct i on

as

a group w th l i t t l e

or

no

argu ng

  Once a deci si on i s reached,

t he

l eader w l l

t e l l

the

Mhat t he

recon

team

(RT) pl ans

ondoi ng   thi s

i s

sol el y

t o

keep

t oo

many

peopl e from

bombardi ng

t he

MDw th plans.

Pl ayer characters are

cal l ed

recons  

They

may

have a

speci al

desi gnati on

dependi ngon the type

of

uni t

t he

recon

team(RT)

i s

supposed

t obe they

maybe

SOGs,

Lurps,

SEALS

or

i ndi gs  

These

di f f erent desi gnati ons

w l l

be expl ai ned

i n separate

secti ons

  The

group

of

characters i s

cal l ed

an

RT

or recon

team

PLAYER

CHARACTERS

[PCs]

I n

most

board

games, especi al l y war

games, the counters or pl ayi ng pi eces

represent uni ts rather than i ndi vi dual

men 

The

pl ayer contr ol s

a l arge number

of

men represented

i n

t he

abst r acti on of

t he

counter   I n a ro l e- pl ayi ng game

t he

pl ayer

contr ol s one,

or someti mes two,

men cal l ed

 characters .

The

pl ayer w l l

make a l l of the deci si ons

f or

thi s

character   i n

essence

the

pl ayer

w l l

merge i nt o t he

pl ay

by l et t i ng t he

character represent h m

i n

the

s i tuat i on

 

Rol e- pl aying

becomes

morepersonal i zed  

you are not

making

deci si ons about

sweepi ng st rategi es

;

rather, you

are

making

the personal day- to-day

deci si ons

to remai n al i ve  

Role-p layi ng, then,

i s a

way

of

acti ng

out

our f antasi es muchas

wedi d

whenwe

used

t o

 pl ayarmy.

W

can

experi ence

t he

t h r i l l

of

danger

w thout

the actual

r i s k

of

pai n,

di sf i gurement,

di smemberment

or death The rul es add structure t o the

s i tuat i ons

and, hopeful l y, el i mnate

some

of

t he

disagreements,

 I shot

you No,

you di dn' t

There are

a

l ot

of

di ce

r o l l s i n

ro l e- pl ayi ng games   The rul es set up

cert ai n probabi l i t i es of thi ngs happeni ng

the

di ce

determne i f   t

happens

at t hi s

part i cul ar ti me  

I f

your

char acter i s a

f a i r l y good marksman and has an 85

percent chance of hi t t i ng a part i cul ar

s i zed target

at a

cert ai n

range

thenona

di ce

ro l l

of one

t o

ei ght - f i ve you

hi t t he

t arget

( on

86 t o 100 you mss)  

The r o l l s

are af f ected byhowgood

your character

i s i n

cert ai n s k i l l s  

Characters

are

 generated

or created

by maki ng di ce

r o l l s t o determne thei r

re lat i ve

strength

or weakness i n par t i c-

ul ar

t r a i t s   The essence

of

ro l e- pl ayi ng

i s

t he

i nteract i on of the pl ayers through

thei r

character s   s o i t i s up to the pl ayer

t o

i nf use

a per sonal i ty

i nt o hi s

character

by

the

t hi ngs he

has

hi s

char acter

say

and

do

  Eccentri c characters l i ven up the

game,

and al l ow the

pl ayer s

t o

 ham

t

up

 

The character may be a  w seacre

a ways making

j okes, even

i n the heat of

batt l e  

or

a  doomsayer

a ways

f ore-

cas t i ng thei r i mmnent demse

at

every

dec i s i on

  I ' ve

got

a

bad

f eel i ng about

t hat   Yep,

we' re

goi ng

todi e   I f

we

attack

that, we' re a l t

goi ng t o get

greased

.

The

 bel l vacher,

I f I

had

MY

way,

I d run

thi s ch cken

outf i t completel y

di f f erent

 

No

more of

thi s  

. .

The  gol dbri ck,

I ' dsure l i k e t o hel p

youguys carry t hat mach negun, but

I

cut

my

f i nger on

t hat

C-rati on can l ast week

and i t s s t i l l

hurti ng

someth ng

awul .

The

 hero, That' s

a l l

r i ght ,

Li eu-

t enant , I don' t needanyhel p t o knock

out

t hat

pi l l box 

J ust

s t i ck

some

extra

grenades

i n

t he

s l i ng on m wounded

arm

t i ghten

up

t hat

tourni quet on

my

l eg,

and poi nt

me

i n the r i ght di r ect i on .

The  coward, You guys go

ahead

and attack

t hat

base  

I l l

defend thi s cave

so

you l l haveasafe

pl ace t o

return

t o .

I n

some ro l e- pl ayi ng

games

oneof

t he

pl ayer s decides what a l l

of

the other

pl ayer s

characters w l l do

 

I n RECON

each pl ayer deci des

what

hi s

character

w l l

do   general l y,

t he pl ayer s wi l l

f unct i on

as a

group wth

l i t t l e or no

argu ng

Once a

dec i s i on

i s reached, the

l eader

w l l t e l l

theMhat

t he

uni t

pl an on doi ng  thi s i s

sol el y

t o keep

t oo

many peopl e f rom

bombardi ng

the

M

w th pl ans

 

I n a combat s i tuat i on theMhou d

ask

each

pl ayer what

hi s

character w l l

do

 

I f the character

 buys

i t ,

i t s

the

pl ayer s f aul t (and hopef ul l y he w l l l earn

f rom

  t Li kew se, the pl ayer r o l l s the

di ce f or hi s

character

 

the

fa te

of

hi s

char acter

i s i n

hi s

hands

.

NONPLAYERCHARACTERS

I n

addi t i on

t o these pl ayer

run

characters, there are those i nci dental

characters,

f r i end

and f oe,

t hat

youmeet

duri ng

t he

course of

a

mssion

These

bi t

par t

actors i n

our l i t t l e drama

are the

Non-Pl ayer

Characters (NPCs)  

NPCs

are

usual l y

runby

t he

Mthi s gi ves theM

a

chance

to get i nvol ved

 

The general

wsh ng

yougood

l uck on

your mss i on,

the ol d farmer youmeet on

a pat h, the

sul l en young man

you

i nterr ogate i n a

vi l l age,

the

pi l ot whose

chopper

was shot down and has t o be

r escued,

the

pretty U

S

  AID

worker you

meet

i n

a

bar ,

the Ch nese advi sor

you

snatch ( ki dnap) , and of cour se, t he

off i cers

and

men

of t he

ent i re

North

V etnamese

Arm

(NVA) are al l

NPCs

Wen the M l ays an NPC, he

shoul dn' t

say,

 The

peasant

says there

aren t

any

VC (Vi et Cong) here

.

I nst ead, he shoud make

the NPC

areal

person, i f somewhat

eccent r i c,  Oh,

no

VC, no

VCVC

very bad

 

W

ver y, very

good   VCnumba

t en

 

Ameri cans

numba

one.

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PROGRESSIVE

REVELATION

Rol e-pl aying

i s

s im l a r

t o  Twenty

Questi ons

; t he

MDdescri bes a s i t uat i on

and

the

pl ayers

ask

questi ons

t o

e l i c i t

mre deta i l s

 

The MDshoul d

s tate

any

obvi ous facts t hat they

woul d

i mmedi -

ate l y noti ce, but

may

w thhol dany

deta i l s

t hat t he characters

woul d

have

t o

search

f or   The fol l owng are

some

exampl es

of

MD Pl ayer exchanges duri ng

pl ay  

You come

t o

a

f o rk i n

the

t r a i l

 

Wi ch

fork

doyou t ake?

Leader :

Wtake the

l e f t hand

f o rk

 

The

j ungl e

noi ses

sudden ycease

 

What

do

you do?

Leader

:

W

al l

f reeze

MD

l o t he

Player

of the

 point

man)

:

Rol l

agai nst

your Al ertness  

Pl ayer

:

Mde

t

 

MD

You

smel l

f ood

cooking

Pl ayer: Wi ch di r ec t i o n

i s i t

comng

f rom

MDI t

seem

t o becomng f romyour

ri ght  

MD You not i ce t hat t he

t r a i l

i s

becomng mre worn

f rom

heavy use

(There i s a

vi l l age

ahead. ) Thepoint

man

sees sml l garden

pl ots

of f t he t ra i l

ahead

Leader

: W

mve of f

the

t ra i l

to the

ri ght

andbegi nmvi ng

through t he bush

 You

come

t o a stream

about 20

f eet across

 

You can see t he bottom i t s

about two

f eet deep

Leader :

W

wai t

f i v e mnutes watchi ng

f or

an

ambush  Do

we

noti ce anythi ng  

MD

No

( Or,

  r ol l

agai nst your

Al ertness

i f

there

i s an

ambush

.

MD

You

come t o a

streamabout 20

f eet across.

Leader :

Canwe

see thebottom

MDNo, the water i s too

muddy

 

Thi s

way,

oneof the characters

has

t o

test

the

depth

of

the

water

as he

wades

across  

I t

mght be toodeep

t o

ford

at

t hat

spot

  The

MD

mght f orce them

t o

a

shal l owford

guardedbyaguerr i l l a  

The mai n

reason to w thhol d

i nfor -

mti on i s tomake the

pl ayers

thi nk

about

what they are doing I n combat  l ook

before

you

l eap i s a very real axi om

of

survi val  

MD

( t o the poi nt man) : Rol l

agai nst

your

Al ertness  

Pl ayer :

Mde

i t .

MD

You

hear

voi ces around the next

bend

i n

the

t r a i l

 

Pl ayer

:

How

many?

 

You can t

t e l l f or sure

  At

l east

three  

MECHANCS

Player

:

I

mve of f t he t r a i l ,

qui et l y,

cut t i ng

through t he

bend

MD

You

see

three

peasants di ggi nga

hol ei n

t he

t r ia l

wtha

mne

on the

ground

near them

PLANNNGAMSSION

I n pl ann ng a

m ssi on,

your

desi gn

does

not

have

t o be as

r i g i d

as :  Wel l

l e t s see   Ther e l l be an ambush here ; a

patr ol there ; boobytraps here,

here

and

here a

mrtar attack when

they

cross

t h i s

bri dge here

; they l l

meet the beaut i f ul

femle guer r i l l a ( act ual l y a doubl e

agent

- - heh, heh) i n t hi s farmhouse here,

et c .

e t c

.

The

pl ayers

have

control

of

what

t hei r

charact ers w l l do They

may

not do

what

youwoul dexpect them

o

do

(what seem

l ogi cal )   Kaput

There

goes

a l l

your

det ai l ed

pl ans   Be

prepared t o i mprovi se

 

Havesome

t hi ngs

you t h i nk w l l make the

mssi on i nt erest i ng, but be f l exi bl e about

whereand

when you i ntroduce them

The Contacts Tables w l l keep them

busy

mst of the

way

i n and out   You f i l l

i n the spaces

between

contacts byhavi ng

themdo grunt work of

cl imb ng

up h i l l s ,

squeezi ng

through

rea l ly

heavy under-

brush, walki ng through

hi gh elephant

grass

where

there

mght

be

guer r i l l as

a

fewf eel away,

crossi ng

stream

where

there

mght

be an

ambush,

etc There

shoul d be mre s i t uat i ons

where they

mght run

i n t o

t roubl e than there are

contacts

 

The

Contact Tabl es are

there

to hel p

you  

I f

you don t

l i k e

what you

r o l l

( Crap, theyj ust met two hunters

 

What

i s

this, a Nati onal Ri f l e Associ at i on

conventi on? ) pi ck somethi ng el se or r o l l

again

The

t abl es are set upso t hat there

are pl ent y of possi bl e

contacts

: mst are

not

dangerous,

several

are

potent i al l y

dangerous and a feware deadl y   Thi s

var i es t he

l evel

of t ensi on  

There

i s a

l i s t

of

suggested

mssi ons i n

the

rul es

t o gi ve

you

a basi c i dea of

what

you

mght do

  Let s

say,

as an

example,

t hat you ve deci ded t he

RT

i s t o snatch

( ki dnap)

a hi gh rankingNVAof f i cer

at

hi s

j ungl eheadquarters

  They

w l l i nsert

by

chopper ( l and

by hel i copt er) ,

hump

(mrch)

overl and

t o t he

VC

base

camp,

snatch t he

of f i cer t hat ni ght, wthdrawt o

a di f ferent

LZ

(hel i copt er

l andi ng

zone  

a smal l

c lear i ng

i n

t he

j ungl e),

and

be

extracted

by

chopper

usi ng

STABO

S. P . I . E. S

 

r i gs

( cabl es

l owered

and

attached to

t hei r

harnesses)

 

I f

you came

i n t o

ro l e-pl ayi ng

through

f antasy

RPGs

then

you

probabl y

have

a

map

f e t i s h

 

RECON i s

desi gned

t o be

pl ayed

w th very

few

maps

;

i nstead,

t he

Random

Terr ai n

Generati on

system

al l ows

you t o set up s i tuat i ons qui ckl y

 wi t hout havi ng to draweverythi ng out  

S t i l l , you mght want a l arge

scal e

( l arge

area)

map

w th a f ewc i t i e s , highways,

r i vers, muntai nranges, and a coas t l i ne

f or

Mssi on

Bri ef i ngs  

MSSION

BREFING Gentl emen,

we

have hard i nt el l i gence t hat General

Nguyen

Poon

Tang

wi l l be i nspecti ngthe

324-C

battal i on headquarters,

here

(poi nt i ng t o a spot on t he map) , t he

day

after

tomrrow Your

mssi on

i s

t o

snatch

General

Tang   f i r s t

name

comes

l a s t ,

 General

J oe ) f or i nt er r ogat i on  

You

w l l

i nsert

by chopper, here

(poi nt i ng t o another

spot on your map),

about twenty kl i cks

( ki l ometers,

about'

twel ve and a hal f ml es) f rom the

headquarters t o avoi darousi ng suspi ci on 

You w l l mve up the Hai Thung ( H -

Thoong ) val l ey and be i n

posi t i on

by

2000

( twenty

hundred ) hours (SEE

MLITARY TIM APPENDX Pat r ol s

wi l l

be l i ght as

i ntel

expects

t he 324-C

to

be

maki ngan

assaul t

on

Fi rebase

Zebra

t o i mpress

General Tang

Weather w l l

be

cl oudy wth

an

80%

chance

of rai n-

The nearest

LZ f or extr act i on i s

f i v e

kl i cks ( poi nt t o

another

spot on

t he mp),

but

i s probabl y watched

Use

onl y

i f i n

close

cont act   The extr act i on

choppers

w l l

be

standi ng

by at dawn

Your c a l l

si gn i s

Red Cobra Four   Are

there

any

questi ons?

Maps

t i e

you down

Let s

say

the

RT

j ust avoi ded a

VC

patr ol and

you

want t o

put some pressure on themby maki ng, ,

themcross a

wde

shal l ow

ri ver

where

they

mght

get spotted

About t h i s time

one

of

t he pl ayers poi nts

out ,

 Hey, there

i sn t any

ri ver

on themapbetween t he LZ

and

the

VC

base

camp

. Li ke I sai d,

maps t i e youdown On

a

l arge scal e map

deta i l s

such as smal l vil l ages,

smal l

cl eari ngs f or LZs,

and

stream w l l not

showup

INSERTION I f there are four

recons,

theyi nsert onone

s l i c k

  I f there are

mre

thanfour , spl i t themupon two

choppers.

Have themdeci de

who

w l l be

on

each

s l i ck (Thi s may be i mportant

i n de-

termni ng

who

i s

i nj ur ed

on

a

 Hot

LZ -)

As

they f l y i n

you

descri be

t he

terra? _

I s i t

f l at , h i l l y ,

or

muntai n

ousY I s

`

j ungl e, or are

there

developed

r i c e paddi es

occasi onal l y?

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The

 pul l i ng

s l i c k ( l ead

chopper)

begins t o descend toward

the

LZ

ROLL

ONTHE LZTABLE I s i s  col d

or

 hot ?

I f i t i s

 hot, t he VCmay not

open up

on them

unt i l

the  chase

(second)

s l i c k begins

t o

o f f l oad

the rest of

theRT

Once they are on t he ground,

have

them

set

up t hei r

order of mrch

(SEE

MOBLE

OVERWATCH Have them

pl ace

thei r

mdel

f i gure

or

whatever

represents

t hei r

character i n l i ne and

space them

out the

act ual di st ance

they

w l l bemvi ng fromeachother (I

=

 

I f one of t he

char act er s

t r i p s amne or

boobytrapyou

can measure t o see i f

any

of t he other characters are i n range t o

take

damge

; or i n a

f i ref i ght ,

i f a

grenade ai med at one

char acter

msses,

youcandetermne

i f i t l ands near

any

of

the other

char act er s

 

Nowyou need

a

rough

map of the

obj ect i ve   For a guer r i l l a

base

cam, you

draw

three r ect angl es

f or

bamboo

 barracks, a roofed area wth no

wal l s

f or  i ndoctr i nati on l ectures, a

coupl e of

smal l er

 hootches

or

bui l di ngs

f or

suppl i es andcooki ng, two or three t r a i l s ,

a

streamnearby f or

water,

and

deci de

where the sent r i es w l l be watchi ng the

t r a i l s

 

The

snatch w l l probabl y be mde

at

ni ght, somst of t he

guer r i l l as

w l l

be i n

thebarracks Dependi ng on

how

l a te   i s ,

a

few

guer r i l l as

w l l be tendi ng

f i r e s ,

cl eani ng

t hei r weapons,

t al k i ng wi t h

buddi es, wri t i ng

l et t er s home, or pl ayi ng

a

f l u t e and

si ngi ng

 

The l at er

 

i s ,

t he

fewer

peopl e

out s i de

the barracks

awake af ter a l l , you

don t

want t o mke

t h i s as

busy

as Gand

Cent r al St a t i on

 

You want to

mke i t tough, but not

i mpossi bl e  

You can adj ust the l evel of d i f f i c u l t y   I f

there

are

few

recons i n

good

shape t o

mke

the

snat ch,

you mght have t he VC

gear

up and

mveout t o hi t a government

base

I f the RTwai t s, the camp w l l be

near l y

emty,

except

f or

a coupl e of

sent r i es anda coupl e of s i c k

andwounded

i n

t he

barracks

 

Wen t he RT

arr i ves

at t he base camp

you can

expl ai n the basi c

l ayout

t o

them Let themdeci de how they are

going t o deal wt h

t he

sentr i es  

They can

t r y

and

t ake out t he sent r i es (SEERULES

FOR

BACKATTACKS) ,

or they can

t r y

t o mvearoundthemqui et l y   Ei ther way,

t he pl ayer s w l l need to r o l l agai nst thei r

Al ertness f or

mvi ng qui el t y

  I f

they

make

no noi se,

they

can

creep

around,

maket he snatchandhaul   out of there   I f

they make noi se

( fa i l t hei r

A1 r o l l ,

you

r o l l against the sentry s Aertness

Sent ri es don t i nvest i gat e every noi se,

p l ay

 

by ear

  Asusp i c i ous sent r y mght

i nvest i gat e, but he probabl y won t gi ve

anal armunl ess he sees one of t he recons  

I f there i s an al arm

everybody

i n

t he

barracks does

not come

bar r el i ng

out

f u l l y

dressed,

armedand

aware of

what

i s

happeni ng 

The

confusi on works

t o t he

works t o

the

RT s advantage 

The recons s l i p i nt o the suppl y hootch

(where

the

v i s i t i n g

 brass

i s

qui et l y

asl eep

i n hi s hammck) , i f they know

whi chhootchhe w l l be i n  

A

Hoi Chanh,

def ect or,

myhave

suppl i ed amapor the

i nformati on I f t he recons don t know

where

t he

general i s they can

creep

through t he hootches

t r y i ng

t o i dent i f y

uni form

( th i s i s where

i nte l l i gence s k i l l s

come i n handy), or you mght

have hi m

come out to the f i re t o t al k wth some of

t he guer i l l as or t o take at r i p to t he

l at r i ne

(away fromcamp where the recons can

grab

hi m

easi er)  

WTHDRAWAL

 

Once

the snatch or

min

obj ect i ve

of any mssi on i s

a c -

compl i shed, t he mssi on i s not

over

 

The

recons

s t i l l

have

t o

wthdraw

saf el y to

thei r base

  There

shoul d

be

contacts

on

t he wthdrawal , j us t as there

were

on t he

i nser t i on   The

mssion

shoul dbe

wndi ng

down ; s o, there shoul dbe fewer

cont act s

as t he game tapers of f  

EXTRACTION For chopper ext rac-

t i ons use theHOTLZTABLEi f they are

i n

c l o se contact

wth the

enem

  I f they

have

been fol l owed

unaware,

you mght

have

the

RTenc i rc l ed and

the

VCopenup

on the choppers   They may see thei r

means of escapebl own of f t he

LZ

as they

gri my face the enem and shout

thei r

defi ant

l ast

words,

 Si c

temer tyran-

n i s , Remember t he Aam, or

 What-the- = -amI -doing-here?

Rol e pl ayi ng games are

i nher ent l y

l i m t ed

t o smal l uni ts   The mssi ons mst

be exci t i ng t o hol d the pl ayers i nt erest  

Recon

uni t s

f i t

the

c r i t e r i a

f or

both smal l

uni t operati ons

and exc i t i ng

mssi ons  

Recon uni ts operated i n four t o twelve

man uni ts   The

smal l er

t he uni t ,

the

easi er

t o mi ntain no ise

di s ci pl i ne and

concealmnt   Si nce they operated i n the

VCs

backyard, they

were

so

heavi l y

outnumered t hat the i ncreased

f i r e -

power of

addi t i onal

men

on

theRT

was

not

as c r i t i cal as steal th  

I f

yougo

i n t o a

RECON

mssi on wth

t he

t y pi c al r o l e - pl ayer s att i tude of ,  I t

mves

  Let s k i l l i t ,

you and

the other

members

of theRTar e t he

ones

who

w l l

get

waxed

Keep

your mssi on obj ect i ve

i n

mnd,

and

avoid al l unnecessary

contacts

  Thi s

r eal i t y i s r e f l ec ted

i n the

systemf or

character i mrovement ( experi ence ),

and shoul dbe r e f l ec ted i n t he number of

enem contacts

the

MD

runs   I f you go

k i l l i n g everythi ng i n s i ght , t he hould

have

VC

uni t s from

al l over

your Area

of

Operati ons

(AO

breathing down your

necks

 

So

now

you re t h i nki ng,  Wel l , heck, i f

a l l

wedo i s sneak aroundand

hi de

al l

the

t i me, t h i s

ai n t goi n

t o be no f un, i s i t ,

Zeek?

You

are goi ng

t o

get

i n t o

f i r e -

f i ghts,

but , hopef ul l y , on your

term

 

Wal ki ng i n t o an ambush j ust t o get some

act i on

i nt o t he game i s

f i ne,

i f

you

l i k e

short games and havi ng t o r o l l up a new

char acter

 

You

now

have

a general

pl an

f or

get t i ng

t he

RT

t o t he

obj ect i ve,

and a

general i deaof

what

t o do at

t he

obj ect i ve

wth

sent r i es

. Al ertness

r o l l s w l l de-

termne a l ot of the

act i on i n RECONso,

WHEN

I NDOUBT  ROLL AGANST

YOUR

ALERTNESS

.

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FIGURES

Al though i t i s possi bl e

t o use

cardboard

counters,

penni es

or

anythi ng el se that i s

handy

to represent

your

character,

you

wi l l i dent i f y

mrewthhi m

and

beabl e t o

vi sual i ze

si t uat i ons

bett er i f

you use

mni ature

f i gures

 

Two l i nes

of

metal mni atures

are

now

avai l abl e

for usewthRECON

PLATOON

20RECONSETS

 20mm1/72nd scal e)

avai l abl e

from

RPG I nc

 

POBox1560-A

Al vi n, TX77512-1560

GACMY

(25mm

avai l abl e from

Stan J ohansen

Mni atures

56

Snow

Crystal

Road

Naugatuck,

CT06770

1/35th

scal e

Most of the mdel f i gures are Worl d

War I I whi ch

wi l l

work

f ine f or the

recons  

Wth

theweapons

from

oneof the

Vi et

Nam

set s

you

can convert

an

Ameri can

Worl dWar I I f i gure i n t o an

act i onposed recon

 

Leave

of f t he helmets

and fashi on f l oppy br i mmed j ungl e or

bush hats from

paper

and mdel

put t y

;

then

pai nt them

wth a

camufl age

patt ern  

M-1 r i f l e s from

WWI can easi l y

be

converted

t o

M-14s by addi ng some

pl ast i c f or a mgazi ne and l engtheni ng

t he

barrel

.

Authenti c l ooki ngVCtake a

l i t t l e

mre

work but you onl y need f our t o ei ght

enem

f i gures (t hey re

recycl abl e)

  Ger-

man

f i gures wi l l

do

i f you

scrape

of f t he

eagl es

above

the breast-

pocket

and

rework themfrom

the

knees down

 

You

need t o

extend

the pants

down t o

about

ankl e l ength

and

conver t t he

boots

to feet

wth sandal s or bl ack t enni s

shoe- l i ke

j ungl e

boots

.

For headgear

Afri ka

Korps pi th

helmets

work

f ine   I f you

can t

get

enough,

l eave

one pi t h helmet

showng

and cover any characters w th

German

helmets wth mdel f ol i age

as camu-

f l age

 

Thi s suggests t hat

they are

al l

weari ng

sun

helmets.

NVA al so wore

bush hats so, i f

you can

make

 em

f or

your r econs, you can

make

them

or

the

NVA

For

weapons,

the best are

German

MP43s

( not to be

confused

wth t he

Schmesser

SMG

i n mst ki ts)

 

TheMP

43

was

an assaul t r i f l e ( the

f i r s t and

i s

avai l abl e

i na

few

k i t s

 

I t l ooks passabl y

l i k e the AK-47, whi ch both the VCand

recons

(sometimes)

used  The German

pot ato

msher

al so

resemles

t he

Chi com

(Chi nese communi st) suppl i ed grenades

t o

t he

VC

A German panzerfaust

ant i - t ank rocket vaguel y resemles

the

mre mdernRPGand

can

beused

wth

or w thout modi f i cati on

from

a

k i t

 

ARPD

mchi negun

can

be made by

taki ng

an

M43and

addi ng

a l onger barrel

and a

bi pod

NVAuni form

shoul dbe

painted khaki

or ol i ve drab 

They

di d not use camu-

f l age desi gns

20mm

  /

  35TH1

9

=

3

GENERATINGTERRAN

Rather

than

use

a

l ot

of paper you

can

generate aj ungl e by

randomy

scat t eri ng

ahandful ofdry

corn,

beans

ri ce,

buttons

or penni es  

Where

the

obj ects

stop

you

havecover

l arge

enough

f or acharacter to

hi de behind

  Thi s

way

you can qui ckl y

generate

a

forest,

rocky

t err ai n, heavy

brush

or even acominati onusi ng

two

or

mre

di f f erent

obj ect s

scat t ered

t ogether

 

Yarn t hread, or st r i ng comes i n handy

f or

out l i ni ng

l ong obj ect s

 

thebanks of a

ri ver, a

road,

the

edges

of

a t r a i l , a path

through hi gh elephant

grass,

a t rench,

t he

edge

of a c l i f f , et c   Agai n you can

qui ckl y

l ay

th is

out wt hout

wasti ng

paper

 

Pieces of cardboard representi ng t he

f l oorpl ans

of nati ve hootches w th i nt eri or

wall s, doorways, andwndows mrkedon

them

can be qui ckl y pl aced t o generatea

vi l l age or base

camp

Aset of a

dozen

of

these coul d

be used

i n a

number

of

mssi ons  

You wi l l

al so

need some

measuri ng

devi ces

  rul ers, tape

measures

or

yard-

sti cks

 

Usi ngthe scal e 1 =  ,

you can

qui ckl y measure

ranges

between charac-

t ers i n a

f i rel i ght

and determne i f

t here

are any obj ect s between the two

charact ers

whi ch wi l l prevent

themfrom

seeing

and

f i r i ng at

each

other .

Cardboard pi eces can al so represent

vehi cl es

 

These

are a

l ot easi er t o

carry

than

mdel s, whi ch mght break

  Al l they

need are the seat

l ocat i ons

drawn on

themw th a fe l t t i p.

DCE

I n

RECON

you wi l l use two 20-si ded

di ce, al so cal l ed percent i l e di ce

 

These

can

be used i n several

di f f erent

ways

.

The

f ol l owi ng not at i ons

wi l l t e l l

you

how

t o use them

Thenot ati on l d, 2d   .   5d wi l l t e l l you

howmati y di ce t o use e. g . fromone t o

f i ve di ce  

Thenot ati on

10,

as

i n

1d10

means

the

numbers

on

the di ce

count t hei r

face

val ue onl y ; a one counts as a oneand so

on,

up t o zero, whi ch

stands f or ten

The notat i on

2d10 up to 5d10 means

r o l l t hat

many

di ce, 2d through 5d,

and

addyour

ro l l s

together  

As an

example, a

r o l l of

5d1O

can

total

any

number between

f i ve and

f i f t y

Someti mes

your total

wi l l

be

modi f i ed  

Anot ati on

such as

2d1O4

woul d

mean

subtr act four fromyour

total

 

Anot at i on

such as 2d10+5wouldmean

add f i v e t o

your

total

 

Two 20-si ded di ce can be

used

to

generate any number fromone ( 01) t o one

hundred

( 100)

 

The number

on one di e

wi l l

stand

f or t he

t ens,

a rol l of ni ne

equal s ni nety the

number

on the

second

di e stands f or the

ones d i g i t ,

a

r o l l

of ni ne

equal s

ni ne

 

Together t he

two

di cestand

f or 99

 

Before

you

r o l l , i ndi cat e t o t he

other

pl ayers

whi ch di e wi l l

be

the t ens

 buy or pai nt one

a

di f f erent

col or)  

To successful l ydo somethi ng,

youhave

t o r ol l

equal

t o or l ess than

the

charac-

t e r i s t i c

(Al ertness,

Agi l i t y , Marks-

mnship)

 

The

i nstruct i on

wi l l be t o   rol l

against or

  rol l

under the charac-

te r i s t i c

 

Onenote t o theMD

Each

pl ayer

ro l l s

al l of t he

ro l l s

f or hi s

character

(basi c

characteri sti cs,

comat, et c . The

MD

ro l l s

onl y for the

enem

t r oops  

Page 8: recon rpg

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http://slidepdf.com/reader/full/recon-rpg 8/44

CHARACTERISTICS

WHAT S I N

 

N ME

The f i r s t th i ng you shoul d do i n

creati ng

anewcharacter i s t o dec ide on a

name Si nce

t h i s i s

a

game, you

shoul d

t r y

and have some f un

w t h

t he

name of

your character

 

You

can

s e l e ct

a

name

whi ch

t e l l s t he other pl ayers howyou

i nt end

t o run or

pl ay

t h i s pa r t i c ul a r

character : J oseph Cr azy J oe

Whi pper -

munt ,

Al an Deathwi sh, Si dney Si cko

Si nckowsky, Regi nal d  Ratso Ratsberry

 

Gregory

 Gunner

Gat sby, Shel by

 Sureshot

Smth-Wsson,

Derek

 Deadeye Dr i bbl emeyer , et c  

I f youdeci de t o

make your

character

an

i ndi g

( i ndi genous

per sonnel

or

nat i ve)

you can

use

t he

Vi et namese Names

appendi x

 

Al t hough

these ar e mai nl y

pl ace

namesf or

vi l l ages

and t owns, usi ng

them

w l l

gi ve

your

character

some

sembl ance

of

an

Or i ental

Charac t er   For

mont agnar d characters, t he

name

w i l l be

somet hi ng l i k e

:

Y

Rah,

Y

Van,

Y

Dai ,

et c

RANK

 

r ui smof

rol e-pl ayi ng,

or

any

group,

i s

that

t he most asserti ve person becomes

t he l eader

 

Rank becomes

meani ngl ess

when an asser t i ve pl ayer usurps

l ead-

ershi p fromanother

pl ayer

whose

char-

a c t e r

mght have a

hi gher rank

 

Al so,

i f

characters

ar e pr omot ed,

youmght

have

an RTcomposed

enti re l y

o f o f f i cer s ( s i x

col onel s

and

one

pri vate, t he

FNG can

you di g i t ? )

OnSOG

team exper i ence, rather than

rank, deci de l eadershi p, whi ch wi l l

be t he

systemassumed i n RECON The more

conventi onal (that seem i r o n i c when

r e f e r r i n g t o these

men)

RTs

( LRRPs,

SEALS, and

Recons)

f ol l owed

standard

m l i t a r y

rank and

l eadershi p

practi ces  

Exper i enced

characters wi l l

be assumed

t o

have

hi gher

r ank than

newcharacters

 

Si nce

your survi val

depends on worki ng

as

a

team

i f

a

character

refuses

t o

cooperate

  Never

happen, ser geant )

then

t he RT

may

deci de not

t o

carry

hi m

on

any more mssi ons   After t he

mssi on

you go

t o t he

MD

o get

t h i s character

  t ransfer red,

i f

any

of

you sur vi ve  

LLDB

i ndi genous characters

wi l l

be

assumed

t o

have

equal

rank wi th t he two

Ameri canadvi sors

 

There maybe f r i c t i o n

over what

t heRT

shoul ddo

 

>f   t comes t o

a showdown,

t he

Nungs

and

Montag-

nards wi l l f o l l ow t he

Amer i cans

 

Nungs

and Montagnards

( Yards)

ar e

mer cenar i es

hi red

by

t he Amer i cans

 

They

have

no r ank, but t he i ndi g i n t e r -

preter has a

l ot

of

pul l

w t h t he other

  l i t t l e peopl e

and

w t h

t he

Amer i cans

 

MNOR

To hel p you

vi sual i ze

your

character,

l e t s

wor k

out

some

basi c

physi cal

c har a ct e r i s t i c s , hei ght , wei ght andage

HEIGHT

To cal cul ate a character s

hei ght we

w i l l

s t a r t

wi th abase

hei ght

of 4 10 and

r o l l

2d10

.

Wt h 2d10 t he mnimum

ol l i s

t wo

whi ch

added

t o 4 10 wi l l

make

t he

actual mnimumhei ght 5 The

maxi mum

r o l l

of

2d10

i s 20, whi ch added t o

4 10

wi l l

make

a maxi mum hei ght

f or a

character of 6 6

.

So us i ng2d10

we

have

abasi c

wayof generat i ng characters w t h

a

wi de

r ange

of hei ght s, and gi ves

us

a

physi cal

skel eton

t o

begi n

f l eshi ng

out

 

WIGHT

For t he character s wei ght we w i l l

s t a r t

w t h a

base

wei ght o f 110 pounds

 

Now

r o l l 2d100 andadd t hi s t o t he 110pounds  

Wi h amnimumo l l o f 01, t he character

can wei gh

as l i t t l e as

111

pounds,

and

w th

amaxi mum

o l l o f

100, t he

character

can wei ght as

much

as 210pounds.

Wth

t he hei ght and wei ght

your

character

i s begi nni ng t o

take

shape  

He

may

be

very

t a l l

and

ski nny, or

short and

stocky

as

a

beer keg

 

Wen

you

f igure i n

hi s

Strength

you

may

have

a

w r y,

strong

character or a bi g hul k who i s

r e l a t i v e l y

weak

f or

hi s

s i z e , so

hemust be

carr y i ng

a

l ot of f at

ar ound

  Whatever t he

combi nati on

you r o l l ,

by

consi deri ngwhat

t h i s person l ooks

l i k e you begi n t o get a

better grasp o f who

he i s

 

GE

Now

or t he

character s

age

Let s s t a r t

w t h a

base age

of

20

years and

add 1d10

Thi s

wi l l gi ve us characters from21 t o 30

years

of

age, character s i n t h e i r

physi cal

pr i me

and young enough t o have

l ong

careers as

mer cs

 

Rol l

1d10

t o

determne

howmany mont hs

u n t i l

your

character s

next

bi r thday

 

M JOR

STRENGTH

AGILI T

Y

 LERTNESS

  To

devel op

a

new

character you

f i r s t

r o l l

2d100 f or each

of

t he

three basi c

characteri sti cs

: Strength

( S t ) ,

Agi l i ty (ag)

andAl ert ness

(AI )

 

4-F

I f your Strength, Agi l i ty

and

Al ert ness

r o l l s together t o t a l

100 o r

l e s s ,

you

may

r e r o l l t he e n t i r e character

 

STRENGTH

Al l

men

ar e not created

equal

  W

cannot

al l

l i f t t he

same

amount

of wei ght ,

run at t he

same

speed, or s ur vi ve t he

same

amount of damage

Your

Strength

( S t ) r o l l wi l l determne

howmuch

wei ght

your

character can l i f t how ast he can

run,

andhow

muchdamage

hecan take

 

D M GE

Your Strength r o l l i s

howmuch

damage

your

character

can

w thstand before

dyi ng

 

Al t hough

t h i s

i s

a

hi gher

number

than

i n

some

other

ro l e-pl ay ing games ,

t he

damage doneby weapons i s corres-

pondi ngl y hi gher

 

Evenw t h

ahi gh S t do

no assume

that your

character i s

i nvul nerabl e  

Anytime

your

character

i s wounded

there

wi l l be a di e r o l l

f or that weapon

whi ch wi l l t a l l youhow

many

poi nt s t o

subtract

fromyour `Strength  

Wen a character s

Strength

reaches

zero

he i s unconsci ous and cannot

move

or f i gh t f or t he r es t o f that mss i on

unl ess

another character wi th t he medi c

s k i l l

appl i es

f i r s t

ai d

 

Even

wi th

f i r s t

ai d

your

character i s s o s er i ous l y wounded he

must be extr emel y careful

 

I f your character s Strength goes be l ow

zero he

i s dead  There ar e no

mr acul ous

cures i nRECON

 

wounded

man

wi l l

onl y be

abl e t o

l i f t

wei ght s and

move

based on hi s current

strength

r emai ni ng

after

wounds

have

been

subtracted .

WEIGHT

Your

Strength

r o l l mul ti pl i ed by two

t e l l s

you t he maxi mumwei ght of an

obj ect

your

character

can

l i f t

over

hi s

head

 

character

w t h

aStrength

of

100

( 2d100,  00 ) can

l i f t

200pounds ( 100x2)

and r a i s e i t over hi s head J ust as a

weightl i ft er

cannot press 200pounds over

hi s headandrunar ound t he gym

l l

day,

you

cannot

carry

your maxi mumwei ght

around f or

more than

f i ve combat

r ounds

( t o t a l of 25

seconds)   Your

nor mal

gear

(uni f orm pack and weapons) i s not

i ncl uded

i n t he

wei ght

youcan

carry

  t i s

assumed that youar e

adapted

t o

carr y i ng

 

of

your r egul ar gear and can

al so

l i f t

t h i s extra wei ght

f or short

per i ods  

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MOVEMENT

Your St w l l

determne how

f ar

your

charact er can move i n a f i v e second

combat round

 CR

Combat

i n

RECON

s

l i m t ed

t o f i ve second rounds or game

t u r ns s i nce somany t hi ngs can happen

i n

thi s

short

peri od duri ng

combat

 

The

 

can make non-combat rounds any l ength

he

desi res

t o el i m n at e

wasti ng

t i me

duri ng

l ong

marches

or

ot her

t i me

consumng act i v i t i es  

Your St i s howmany

f eet

you

can

run

i n

f u l l

gear duri ng a CR

The

maximum

di s t ance you

can

move

at

sl ower

movement

rates

i s

cal cul ated

accordi ng t o

t he MOVEMENTR TET BLE

 syou

readthrough

the rul es youw l l

f i n d

references t o

part i cul ar

t abl es

and

charts   These have been pl aced at the

back

of the

book Al though

i t i s

i nconveni ent t o thumbback

and

f o r t h as

you read over the rul es, i t wi l l be much

more convenient t o

have al l

t he tabl es i n

one

pl ace once pl ay begi ns  

charact er s movement

r a te

assumes

t hat he w l l be carr yi ng theBasi c K i t , hi s

Pri mary Weapon (hi s r i f l e ,

 mmo

Rati ons, and

a Kni fe or Bayonet  

Addi t i onal gear would

sl ow

h mdown

;

one foot

of

movement

or

Strength poi nt

per poundof gear   However,

r ather

than

get t oo i nvol ved i n measurements,

I d

rather

see the MDmake t he charact er s

l i f e mserabl e

i f the character i s

carr yi ng

toomuch gear  

Measuri ng f or movement

rates

i s

onl y

necessary

i f

a

pl ayer s

states some

t o t a l l y

unreal i s t i c

movement i n a CR  I run

up

thi s

h i l l ,

j ump over t h i s cr eek, andcraw

under thi s l edge.

As

l ong as

movements

seemreasonabl e, avoi d measurements

wh chw l l slow thegame

CLBVIBING

The

mai n danger i n cl i mbi ng i s , of

cour se,

fa l l i ng, and t hi s i s pr i mar i l y due

t o f aul t y

handholds

 

The

cl i mber s

Al er t -

ness

(AI ) t her ef ore, i s the

i n i t i a l

factor i n

determning whether or not a character

w l l

f a l l

 

EachCRa RECON

may

cl i mb up t o

1/10th of hi s St   Todothi s safe l y he must

r o l l

(2d100)

under hi s

Al ertness

  I f

a

cl i mber f a i l s t o r o l l under hi s Al ert ness,

he has grabbeda l oose

rock

or ro t ten

l i mb

and begi ns

t o f a l l   He may

attempt

t o

grasp someth ng t o

prevent

hi s f a l l

by

r o i l i n g 2dI00 under hi s Agi l i t y Hemay

r o l l

once

f or

each CR

he has been

cl i mbi ng  

I f a cl i mber f a i l s i n hi s

attempt

t o break

hi s

f a l l , he w l l f a l l t o

t he ground

Damage

due

t o the f a l l i s determned

by

a

r o l l of 1dIO f or each

f i ve f eet

of hei ght

cl i mbed

 

LERTNESS

Al ertness

determnes

whether or

not

you

observe t hi ngs

suchas a t r i p wi re, a

camouf l aged f i r i ng pos i t i on, a sni per,

spoor

when t r a i l i n g someone, or other

t hi ngs

wh chare not too

obv ous

When   i s possi bl e f or you t o not i ce

someth ng,

the  l l ask

you

t o

r o l l

agai nst

your Al ert ness, 2d100 I f you r o l l

under or equal t o your Al ert ness, the 

w l l

descri be

what

you

no t i ce

i f

you

f a i l

to

make your r o l l , you mght onl y di scover

what i t was whenyou get zapped  

For

each

concealed weapon

on a

pri soner, t he

capturer

must

r o l l

under

hi s

Al ertness t o

di scover

 

AGLITY

Agi l i t y as a

general

term i ncl udes

manual

dexteri t y,

agi l i ty,

and

bal ance

 

Agi l i t y affects

your

a b i l i t y

t o

throw

grenades, throw

kni ves, unarmed

combat

kni fe

f i ght i ng,

cl i mbi ng

and other

s k i l l s  

To

accur atel y

throw

a

kni f e

or grenade

or t o keep from f a l l i n g whi l e cl i mbi ng,

you

have t o r o l l

2d100under your

Agi l i t y

 

I n hand-to-hand

combat

your

Agi l i t y

wi l l

determne

whether you get t he f i r s t

punch

or

stab ( i ni t i at i ve)

 

Most of t he hand-to-hand s k i l l s canbe

i mproved

As you gai n experi ence

from

your mssi ons

you

can

add

newhand-to-

hand s k i l l s or i mprove

exi s t i ng

ones.

Each s k i l l i s i ndependent

; s o,

you

i mprove

an i ndi v i dual

s k i l l , not your

Agi l i t y

 

Si nce some

s k i l l s , such

as Genade

Throwng, Kni fe

Fi ght i ng, Kni fe

Throw

i ng,

and Pi s t o l Marksmansh p, are

bas i cal l y s k i l l s of one hand, the pl ayer

w l l

need

t o decide i f

hi s

character i s l e f t

or ri ght handed  Addi t i onal percents f or

Hand-to-Hand

S k i l l s

ar e f o r

t r a i n i ng

wth

one

hand

For

each

poi nt of damage on

t he

Hi t

Locati on

Tabl e

on

t hat

hand

subt r act

one

percent f romthe

charact er s

Agi l i t y on

one

handed

s k i l l s duri ng

t he

remainder of t hat mssion

 

As i nsurance you

coul d

speci f y some

s k i l l s f or your charact er s other hand, or

el se he w l l

have

t o attempt

s k i l l s

wth

onl y

hi s

Agi l i t y

r o l l  

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SKILLS

TOBEOR

NOT

TO

BE

CANNON

FODDER

I f

youwalked

str ai ght f romc i v i l i a n

l i f e

i n t o

a

f i r ef i ght you woul d probably

di e .

Luck

and

t r a in ing

get

you

through

the

f i r s t fewal i v e ; and t he

c i v i l i an would

be

r e l y i ng

on

l uck

alone .

So,

t o gi ve your

character a

better

chance of

surv i v i ng

he

i s

going

t o

al ready

have some

ml i t ar y t r ai ni ng

and

probabl y

somecombat experi ence .

Rol l 1d1O and

refer

t o

t he

I ni t i al Ski l l s

Chart .

The number you r o l l w l l

de-

termne

howmany s k i l l s your

character

w l l have

.

Your

character canbe

anything

you wsh from an

Army  Grunt or

Mari ne  Snuff l e

to a

Speci al

Forces

 green beret

.

Acharacter

w t h only a

few

s k i l l s

shoul d

be

consi dered

an

FNG

or

a

f a i r l y i nexperi enced

 new

guy

i n

the

uni t

.

For each background there are four

possi bl e s k i l l categori es

:

Smal l

Arm

Heavy

Wapons

Hand-to-Hand and

Non-Wapons

S k i l l s

.

The

tabl e

w l l determne

how

manyof

each youpossess

.

INDVDUALWAPONSSHLLS

Pi sto l ( l e f t

or

r i ght

handed

Submachi negun

Bo l t - act i on

r i f l e

Sem-automati c r i f l e

Assaul t

r i f l e

Shotgun

Grenade

l auncher

HEAVY

WAPONS

SHLLS

Anti - tank

Wapon  LAW

r

RPG

Flamethrower

Machi negun, l i ght

Machi negun,

heavy

  . 50

c al .

Mortar,

60

mm

HANDTOHAND

SKI LLS

Bayonet

Garrote

Grenade,

throw

  l e f t or

r i ght

hand

Kni f e

f i ght i ng

( l e f t

or

r i ght

hand

Kni f e

throwng

  l e f t or

ri ght

hand

Unarmed

combat

Underwater

combat,

kni f e

f i ght i ng   l e f t

or

r i ght

hand

Underwater

combat,

unarmed

NONWAPON

SKI LLS

Arborne

Basi c

Nght Drop

Tree/ Cl i f f

Landings

Wter

Landings

H

AL.O

Commun cat i ons

Basi c

Scramblers

Zi p-squeal

Sate l l i t e

r e l ay

Demoli ti ons

Detect

Ambushes

Detect Mnes/Boobytraps

D sposal

ForwardAi r

Cont r o l l e r

ForwardObserver

Impersonati on

I nt e l l i gence

Detect

guer r i l l as

Detect

uni t

and rank

I n terrogat i on

J ungl e survi val

Detect

f ood

Detect

water

Detect conceal ment

Detect dangerous

ani mal s

Rde

el ephants

Land Navigati on

Languages

Medi c

Nght

f i ght i ng

Detect

enemy

Rapi d

movement

Rappel l i ng

Safecracking/Lockpicking

Sni pi ng

S.C.U.B.A

Basi c

Underwater Navigati on

Rebreathers

Towsubs

Twoman

subs

Dry

subs

Speargun s k i l l

Si l ent

Movement

Starl i ght

Scopes

Suppressors/Si l encers

Tracki ng

Basi c

Estimate weapons

Estimate di stance

Underwater Demoli ti ons

CHARACTER

CLASSES

I f you have

played

any

other

rol e-pl ay-

i ng games, youare undoubtedl y

f am l i a r

wi th

t he

concept

of

characte r c l asses

or

speci al i zat i on

.

I n

RECONthere

are

ni ne

areas

of speci al i zat i on cal l ed M l i t a r y

Occupati onal Speci al t i es

or

 O

. S . s

.

Each

new

character shoul d

pi ck

a

pri mary

MOS

and

a

secondaryMOS

Someof t he

MOSShaveprerequi s i tes t hat

a

character

must

possess before

he can sel ect

that

speci al ty

.

Each

character shoul d al so

sel ect a

secondaryMOS I n any uni t there

w l l

be onl y one

charac t er r e cei v i ng t he

benef i ts

on

di ce

r o l l s f or each

MOS

so,

i f

two or

more

characters

possess the same

pri mary MOS

the

character wt h the

hi gher per

cent

chance

of success

shoul d

f unct i on

onthat

mssi on

usi ng

t hat

MOS

The

other

character

may u t i l i ze hi s

pri mary MOS s k i l l

 but w thout any

speci al

bonus

or hi s

secondary

MOS or

i f al l s l o t s

are

f i l l e d

the character

w l l

u t i l i ze hi s

basi c

s k i l l s

w thout

any

of

the

advantages

of

an

MOS

A

character

w th

a

pri mary MOS

has precedent over

a

character

wth

t he same

s k i l l

as

a

seconday

MOS

even i f

the

character

w th

the

s k i l l

as a

secondaryMOShas

a hi gher

percent

chance

of

success . The pl ayer

may

waive

thi s

ri ght,

t o al l ow

a

better

character s

s k i l l s t o benefi t

the

uni t

.

The

ni ne MOSs are

Poi nt ,

P gman,

RTO,

I nt el ,

Genadi er,

Medi c, Sni per,

Heavy Wapons, and

Demol i t i ons .

A character may

functi on

i

n

a

smal l

uni t i n both

hi s

pri mary

and

secondaryMOS

as l ong as

nei ther

MOSi s

al ready f i l l e d i n

t he

uni t

.

Because

of the

gear

i nvo l ved,

a character shoul d

not

f unc t i on as

any two of t he

f o l l owi ng

on

t he same mssi on : Poi nt,

P gman,

Medi c,

Commun cat i ons

or

Heavy

Wapons

. I n

a very smal l uni t of f our or

f i v e

men t he

 may opt

t o

al l ow a

character t o

use

both

MOS

PONT

 

Any

character wt h

an

Al ertness of 60 or bett er

may sel ect

the

Poi nt MOS

Wen he

i s f unct i oni ng

as

t he poi nt , he

recei ves

a

bonus of

+5on

al l

A1

r o l l s

.

I n addi t i on, he recei ves one

extra

round of

smal l

arms f i r e per

CR

i n

ambushes and other

surpr i se

si tuati ons

.

Onl y the

poi nt

may sel ect the

Detect

Ambush, Detect Mnes/Boobytraps,

Land Navigati onandTracki ng s k i l l s

.

PGMAN

Any

character

who

possess-

es the Machi negun Ski l l may sel ect the

Pi gmanMOSWencarr yi ng

a

 pi g or

machi negun,

t he

Pi gman

may

f i r e

10

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rounds

 three

mre

than

norml)

i n

t he

second and subsequent CRS

the

l a s t

three

rounds

are f i r ed

at

a

- 5

above

t he

norml

f u l l

automti c

f or

that

range

When

carr yi nga

pi g,

the

pi gmn

can

onl y

carry

api stol

as a

backup

weapon,

or a

SMGf

hi s strength

i s

80

or better  

RTO  The Radiotel ephone

operator

humps

the

r a di o

  He i s

essenti al f or

ext ract i on by

hel i copt er,

ai r

resuppl y

by

parachuteor chopper,

cal l i ng

ai r support

or

ca l l i ng

i n

a r t i l l e r y   Only

t he

RTO

may

possess

the

Forward

Ai r

Cont rol l er s k i l l

t o cal l i n ai r support

or

t he Forward

Observor s k i l l

to

cal l

i n a r t i l l e r y

 

INTEL   The

I nte l l i gence Sk i l l i s f or

the

 Sneaky Pete

i n

the group

hi s

j ob

i s t o

determne

what

theenemy

i s up t o

  Only

the

i nte l l i gence

special i st my possess

the

I n tel l i gence, I n ter r ogat i on, Imper-

sonati on and

Saf ecr ack i ng/ l ockpi ck i ng

s k i l l s  

LONG

RANGERECONNASSANCE

PATROLS

The

Long

RangeReconnai ssancePatrol

(LRRP or

 l urp ) was

an Army

i nnova-

t i on duri ngNamThe LRRPoperated

on

reconnai ssance

and,

l ater , hunter - k i l l er

mssi ons

t o

provide

i nte l l i gence f or

par t i cul a r

Am

un i t s

.

LRRPs

were

or i gi nal l y

attached to

di vi s i on

l evel

headquarters

detachments  

As

the war

progressedand

t he

need

f or

better

i ntel

was real i zed, LRRPs were organi zed at

l ower l evel s  

The

i ndi vi dua l LRRPs

were

vol unteers  

Pr i or

to comng

i n- count r y ( i n t o

Nam

t hey

had

not necessar i l y

received

any

s peci al t r a i ni ng t o

be LRRPs  

As

LRRPs

became establ i shed

some

of

the

recons

were

sent

t o

the Speci al

Forces

run

Recondo (Reconnai ssance-Commndo)

School

at Nha

Trang

supposedly

some

LRRPs t r a i ned

at

t he

Royal

Mal ayan

J ungl e Warfare

School

at Kota

T nggi

( a

program

devel oped

by t he Br i t i s h

Speci al

Ar

Servi ce

i n thei r counter- i nsurgency

war i n Mal aya)  

As

an

ad

hoc or gani zat i on

the

ear l y

LRRPs

were

poor l y suppl i ed, but l a ter i n

t he

war

thei r

gear

would

be si m l ar

to that

ca r r i ed

by the other recon team

 

LRRPs

operated

w t h i n

t he

borders of

Vi et Nam

whi l e some of

t he ot her

RTs

operated

i n ot her count r i es

as

wel l

 

LRRPs, also, tended

t o

operatewth onl y

Ameri can

team

members,

whi l e

some

of

t he

other

RTs operated

wth

i ndigenous

uni ts  

GRENADER 

Only

a character w th

both

the

Grenade

Launcher and

Shotgun

S k i l l s may

sel ect

Genadi er

as hi s

pri mry MOSThe

Genadi er gets a

 5

when

f i r i n g

t he

grenade l auncher w th

ei ther

grenades

or

shotgun rounds  

Like

the

Pigmn, t he

Genadi er

can

onl y

carry

a

pi stol

as a

backup weapon, or

a

submchnegun

i f

hi s s t ren th i s 80 or

better  

MEDC

 

The Medi c i s

al so a

comatant

t o protect

himel f and the

other

meni n

the

uni t

  Hs

l i f e s avi ng

s k i l l s

are

essenti al t o t he

uni t   Only the medi c

may

possess

t he Medi c Sk i l l

  The Medi c

i s

assumed t o

be

aSpeci al Forces trooper

t r a i ned i n Medici ne ( i ncl udi ng

some

sur gi cal

t r ai ni ng)

 

SNPER 

Any character

w th a

r i f l e

s k i l l (Bol t - act i on,

Sem-automti c

or

Assaul t Ri f l e)

of 60 or better

may sel ect

the Sni per

MOSf or

l ong

range

shooti ng

 

RECON

TEAMS

FORCE

RECONCOMANY

The U

S

Mari ne

Force

Recon

Com

pany

i s

the

forerunner

of

the Army s

LRRP Recon operated

i n four

and

si x

manun i t s t o gather i ntel f or

the

h gher

l evel commnd

structure

of the Mari ne

Amph bi ous

Force Recon operated p r i

mari l y

i n South

Vi et

Nam

n

I

Corps

( F i r s t

Corps or

 eye

Corps)

i n t he northern

part of

the

country 

ForceRecon

i s

a

permnent

part

of

the

organi zat i on of the

Mari nce

Corps ; as

such,

Recons

r ecei ved t r ai ni ng i n

the

US  

i n pat r ol i ng

  at the Army

Ranger

School ), ai rborne j ump

school ,

SCUBA

school ,

and deml i ti ons school   Duri ng

the

mnpower

shortage

of Namevery

recon di d

not

get

t o

go

throughal l

of

th i s

t r a i ni ng before shpp ng

out

t oNam

Besi des gatheri ng f or

MAF

some

Force

Recon RTs operated f or

Studi es

and Observati on

Group on

mssi ons

 over the fence or

outs i de

the

borders

of the

Republ i c of

Vi et

NamI n -countr y

the RTs tended t o operate onl y wt h

Ameri can team

members  

SEALS

The

U

S   Navy s SEa, Ai r and

Land

(SEALS) recon

team

were t r ai ned

i n

reconnai ssance

and

counter- i nsurgency

warf are Athough SEALS r ecei ve

thei r

i n i t i a l t r a i ni ng at t he

same

school

as

t he

Underwater

Deml i ti on

Team,

SEALS

were t r a i ned f or

pat r ol l i ng

and

a i rborne

qual i f i ed

 

Only

the Sni per

may

sel ect the

Sni perand

Star l i ght Scope S k i l l s  

HEAVY

WEAPONS HeavyWeapons

i s

general l y a

secondaryMOSWhen

a

character

acqui res three or mre

heavy

weapon

s k i l l s

he w l l r ecei ve

a

bonus

of

 5

when

usi nganyof the s k i l l s  

DEMOLITIONS   Deml i ti ons

i s

gen-

era l l y

a secondary

MOS

The Dem-

l i t i o ns ,

Underwater

Deml i ti on

and

D s-

posal

S k i l l s can

onl y be

sel ect ed

by

a

character wth

the

Deml i ti onsMOS

Apl ayer shoul d s el ect hi s

character s

MOSSbefore

t he f i r s t mssi on. The

MOSS

cannot bechanged once sel ect ed

; a new

character mst be

generated  

Any

s k i l l s

not

expressly

l i m t e d t o

a

par t i cul a r MOS

my

be

sel ect ed

for

any

character  

SEALS

operated RTs l i k e

LRRPs

and

Force

Recon They operated

al ong the

coast l i ne

and

r i ver s ( especi a l l y

the

Mekong Ri ver Del t a)  

SomeSEAL

RTs

operated

f or

Studi es and Observati on

Group i n over thefenceoperati ons.

Amjor di f f erence between

SEALS

and

both

LRRPs

and

Force

Recon

RTs

i s

that

SEALS tended

to

operate

mre

i n

conj unct i on

wth

I nte l l i gence

program 

Whereas

LRRPs

and

Force

Recon

had

speci al

f uncti ons

f or thei r

parent

organi -

zat i ons, t he Navy wasn t

prepared t o

operate

di rect l y

on

the

i nte l l i gence

gathered

by

the

SEALS

Therefore, the

SEALS

tended t o

operate

mreunder

the

control

of

M l i t a r y

Assi stance

Command

V etnamJ - 2

(MACV- J Z) ,

an i nte l l i gence

uni t , and the Central I nte l l i gence

Agency

 CI A)  

SEAL

team sometimes operated

wth

i ndi genous personnel

(V etnamese)

of the

Provi nci a l

Reconnai ssance

Uni ts

(PRUs)  

The PRU

( prews )

were

a

di verse

group

composed

of Hoi

Chanhs

(VC

or

NVAwho had

defected

under the Ch en

Hoi or

 OpenAm

programto

f i ght f or

the South

V etnamese), CDG

( s i d-

gees ) ,

mercenari es

who

f ought

f or

the

Speci al

Forces

operatedCi vi l i an

I r r egul ar

Defense

Groups

as

guer r i l l a s) ,

deserters

fromt he Am

of the

Republ i c

of

Vi et

Nam(ARVN

 are-vi n )

 

the PRUs

were

paid

better and

operated cl oser

t o

home,

and

parol ees

from

V etnamese

j a i l s and pri sons

recru i t ed

by the

CA

i f

they

would f i ght

 

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STUDES

 ND

OBSERV TION

GROUP

The M l i t a r y Assi stance

Command

Vi etnamStudi es

and Observati on

Group

(MACV-SOG),

cal l ed  sog, was

a

j oi nt

M CV and CIA operati on   The

cover

name f or t he

Central I ntel l i gence

Agency

i n

Vi etnam

was

the Combi ned

Studi es

Group

 noti ce

any s i ml a r i t i e s ? )

 

From

the

earl i est

days

of

t he Ameri can

i nvol vement

i n V etnam

the

CIA had

used Speci al Forces

personne t o run

covert

operati ons

th is

practi ce

conti nued

i n

the deve opment of

SOG f or

inte l -

l i gence

gatheri ng

and

covert acti on

The

ori gi nal

concept, Operati ons

Pl an

34A or

Oplan 34A

was t o t ra in and

i n f i l t r a t e

i ndi genous personne

by

parachute

or

boat

i n t o

North

Vi et

Namor espi onage

and

sabotage Under

Opl an 34A

the

Ameri can Speci al Forces

personne

were

concerned pri mari l y

wth t r a in i ng

at

 Bearcat

near

Long

Thanh,

about

14

m l e s

east of

Saigon

 

I n

earl y 1965

Speci al

Forces De-

tachment

B-52 s tar ted Pr o j ect

De ta

to

run

 over t he fence operat i ons agai nst

VC bases usi ng

neut r al

Laos as a

sanctuary

The

success

of

Del ta spawned

two

si ster

organi zati ons Omga and

S gma  

Essenti al l y, De ta operated out of

I Corps,

Omgaout of I I Corps

and

S gma

out of I I I

Corps  

Because t he Ameri can

r ot e i n

Namwas

supposedly

t o

assi st and

advi se the

V etnamese,

Del ta

RTs

werecomposedof

U

S

  Special Forces ,

Luc Long Dac Bi et

(Vi etnamese  Speci al

Forces ) ,

and

Nung

or Montagnard

mercenari es

 

typi cal

team

mght

consi st of two

Ameri can

Speci al Forces   t he  One-Zero

or

team

l eader,

and

the

 One-One ,

or

t he assi stant

team

eader ) ,

two

LLDBs

supposedl y performng the same rol es,

and two to

ei ght

Nung or Montagnard

mercenari es

  Del ta

RTs operated

any-

wi . er e

fromfour

t o

twelve men, wth the

bul k of the uni t bei ng mercenari es

or

someti mes, addi t i onal

LLDB

The Amer-

i can

One-One

and hi s

Vietnamese

counterpart

would

both

be

carr ying

radi os f or si mul taneous

tr ansmssi ons to

the Ameri can and Vi etnamese

com

mands  

Under

Opl an

35 Ameri can

SF

per-

sonnel

became

i nvol ved

i n

t he over t he

f enceoperati ons

i n

Laos, Cambodi a, and

North Vi et Nam

Event ual l y, Del ta

Proj ect

was r eor gani zed,

as al l

Amercan

bureaucracies must

be sooner

or

l ater

 

Del ta became known

as

Command and

Gmrol North (CCN)

; Omga

became

G i nmand

and

Control

Central

(CCC)

and

S gma became

Command

and Control  

South

(CCS)  

Thi s

reorgani zati on

i n-

vol vedmorethana

namchange t he

new

SOGRTs

no

l onger

carr i ed

LLDBs

but were

composed

onl y of

Ameri cans

and

Nungs or Montagnards  

CCN(Da Nang/Phu Bai l ran mssi ons

against North Vi et

Nam

and northern

Laos   t he heavi est part

of

the Ho Chi

Mnh

Trai l )

 

RTs out

of

CCNwerenamed

af ter snakes (RT

Python, RT

Cobra, etc

.

and

col l ecti vel y

they

were

cal l ed Snake_

Bi te Team   SOGRTs

were

al so

cal l ed

Spi ke

Team

or Recon

Team

 

CCC

(Kon Turn) ran mssions agai nst

VC NV

unit s

i n Laos ; The CCC Rts

were

general l y

named af ter states (RT

Tennessee, RTArkansas, etc  

CCS(Ban MThuot)

ran operati ons or

ops

i n

Cambodi a,

and

thei r

RTs were

named af ter i mplements (RT

Hammer ,

RT Fork, etc .

For game purposes,

i f

you

have

two

pl ayers

whoalways di sagr ee,

makingone

theAmeri can One-Zero

and

the other

hi s

Vietnamese

LLDB

counterpart on a Del ta

RT

mght

gi ve

you some

i dea

of

the

probl em

i n be ng an

advi sor  

Pl ayers may i mprove

a character w th

fewer

weapons

s k i l l s

by

maki ng

hi man

i ndi g, short f or

i ndi genous personne

By

maki ng the character

V etnamese, a

Nung,

or

Montagnard,

the character has

t he advantages

of be ng

Or i ent al (and

l ess

l i kel y t o t r i p

an

ambush

than

Ameri can) and

speaki ng

the

l anguage

of

the

enemy   f or

l i s t eni ng

t o enemy

conversati ons,

gi vi ng fake orders

t o

the

VC or passi ng i nspecti on as a VC - - a

LLDB

I ntel

MOS

usi ng Impersonati on

S k i l l

PHUNG

HO NG

ThePhungHoang

program

or

Phoenix

Program

began as an ef fort to

neutr al i ze

t he Vi et Congcommand

structure,

cal l ed

t he

i nf rastructure or VC, operati ng

i n

South

Vi et NamThe ori gi nal program

began

i n

1966

as ICEX, t he

I ntel l i gence

Coordinati on and Expl oi tati on Program

th is

was reorgani zedas t he PhungHoang

program

n

December of

1967

Ameri can

part i ci pati on

i n the

program

was

coordi nated

by t he CA andas such

they coul d

draw

on

Special Forces ,

Navy

SEALS,   m

I ntel l i gence

of f i cers, or

other

U

S. personne t o

serve

as advi sors  

Typi cal l y

there

woul d

be two US

 

advi sors

and

t en

PRUs, Provi nci al Re-

connai ssance

Uni t,

members

i n

the team

Athough t he

Phoenix

Program has

r ecei ved publ i c i t y

as be ng

an assassi n-

ati on

squad, i t di d have i ntel l i gence

 

gatheri ng as

i t s pri mary

f unct i on (and

youdon t

gai n t oo

much

i ntel l i gence

from

dead men)   More of t en, t he

Phoenix/

PhungHuang

uni ts

pul l edambushes and

pri soner

snatches of known

or suspected

VCI

 

The PRUs were

especi al l y

ef f ecti ve

at

operati ng

at

ni ght

when t he

VCwere

on the prowl , and

as

a resul t di d more

damage f or

unit s

thei r s i z e thanany

other

South Vi etnameseunit s  

INDGS

Indi genous Personne

are

t he

i nhabi -

tants

of

acountry

 

Pl ayers may

opt

t o

run

a character as an

i ndi g

 

A though

any

character

may

be

desi gnated

an

i ndi g,

there

i s a speci al

advantage t o

characters

wth fewer smal l arm s k i l l s  

I n

be ng an

i ndi g,

the

character i s

l ess

l i k e l y t o

be

i dent i f i ed as

anenemy by

t he VC

Al so,

the

i ndi g

speaks t he

nati ve

l anguage

wh ch

hel ps

i n i nterrogati ons and

other

i ntel l i gence

gatheri ng

For aSOGRTthe

poi nt

manshoul dbe

an i ndi g, and the

sweep

or t ai l gunner

shoul d al so

be

an i ndi g Onl y LRRP

and

Force Recon team woul d not have an

i ndi g

attached

Bas i cal l y there arefour topes of i ndi gs  

V etnamese,

Cambodi ans,

Nungs

and

Montagnards

 

For

 

gam

purposes

wewi l l

assume

that

al l

four

speak one

common

l anguage, Vietnamese

Onl y

a character desi gnated Vi et-

namese can

be

an LLDB,

Vi etnamese

Speci al Forces f or aDel ta Recon

Team

TOCRE TE NINDG For He ght

r o l l

1d10

andadd

t o

4 10 For Wei ght

r o l l 5d10

andadd

to 110

pounds

 

For Age

r o l l 2d10

andadd t d

13  

Thedi sadvantagew th

i ndi gs

or   l i t t l e

people i s

that

at l east

one character

on

t he

RTmust have a l anguage s k i l l i f you

are

t o

exchange

any compl ex i deas,

someth ng

more

then

 Shoot ,

 Run ,

 Th s way,

or

VC

Montagnards i s a Frenchword mean-

i ng

mountai n

peopl e The

 Yards l i ved i n

the

mountai n

highl ands of NamThey

werecomposed

of

four maj or

tr i bes

  the

Hre, Bru,

Rhadeand

Mung

(Hmoung)

 

The yards are

f i er ce, l oyal

and honest

peopl e Theyards are

ethni cal l y

di f f erent

f romt he

l owand

Vi etnamese

and

there i s

an

anci ent

raci al

hatred

between

the

two Theydi d not

f i ght

out

of

l oyal ty

t o

t he South

Vietnamese

government, but

fought from ndi vi dual

l oyal t i es t o

Speci al

Forces

personne

  There

i s

a natural

antagoni sm

between

any yard character

and any

Vietnamese LLDB

unti l

they

have fought together and establ i shed

some

rapport  

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VCTOR

CH RLIE

THE

ENEMY

Opposi ng t he RT

w l l

be var i ous Vi et

Cong uni ts, al so cal l ed

 Vee Cee,

V ctor

Charl i e, Charl i e,

the

Cong,

and

other

l ess f l at ter i ng

epi thet s

 

TheVC

are

organi zed

i n three

cat egori es

:

Local ForceUni t s, Mai nForce

Uni ts,

and

Nort h V etnamese

 rm

Uni ts  

Local Force uni ts

are

a m l i t i a

composed

of

l ocal

vi l l agers

who

occa-

s i onal l y

makeboobytraps,

set

ambushes,

and sni pe

at

government t roops

  Local

Force uni ts

are

poorl y equi pped and

t r ai ned

  I n

general ,

these part - t i me guer-

r i l l a s

aremoreof a nui sance than a

t hreat

t o the government,

but

they provi de

i nte l l i gence

and serve as auxi l l ar i es j o the

other VCuni ts duri ng

l arge

uni t act i ons

 

The

regi onal

Mai n Force uni t i s

composed of

f ul l - t i me

 hard core

guerr i l l as

 

They

are

better

t ra i ned

and

equippedthan

t he

Local Force

uni ts,

and

they are the

backbone

of the

VC

ef f or t i n

South

Vi et Nam I n

scenari os after the

Tel O fensive of 1968,

where

the Mai n

Forceuni ts suf fered

heavy casual t i es,

the

Mai n Force uni t

w l l

l ose

i t s

t op

dog

posi t i on to

t he

North V etnamese

 rm

reinforcements  

The

ul t i mate

VCopponent

i s

t he

NV

or North

V etnamese Army regul ars sent

south

t o

accel erate

the

f a l l

of the Republ i c

of

Vi et

Nam South

Vi et

Nam   Having

fought the

J apanese,

t he

French,

t he

 RVNand

the

Ameri cans, theNV s the

best t r ai ned j ungl e

f i ghter

i n

t he

worl d  

prime

RTmssi on

i s

t o

l ocate

anNV uni t

and

c al l i n

smokeon  em  ar t i l l er y

or

a i r

stri kes

.

Theweapons and s k i l l s f or

your Vi ctor

Char l i es

wi l l

be

found

i n t he

Contact

Tabl es near the Guerr i l l aContact

Tabl e

where

you wi l l

need

i t

duri ng pl ay

The

tabl e

can

al so be used

t o

set

up

the

weapons

and s k i l l s f or any

 RVN

uni ts

t hat youmght

be

operati ng

w th  

Togenerateyour enemy t r oopsyou

w l l

need

t o r o l l

  2d100

f or

Strength

  f or

h i t s

Agi l i t y   f or hand-to-hand combat or

grenade t hrowi ng , Al ertness   f or am

bushes ,

and

a

Base

Per

Cent Ef f ecti ve-

ness wth thei r primary weapon Four

qui ck 2d100 rol l s

f or

each  

Local

Force

uni ts

do not

wear

uni form

 

Theywear onl y thei r ci vi l i an cl ot hes   Thi s

can

be

t he

bl ack

 pajamas t hat

i n f i ct i on

so typi f i es the

VCThecommon

outf i t

can

be l ong

sl eeve

or

short,

pants or

shorts

 

Theymayal so

be

weari ng western

s tyl ed

pants and

shi r t s

 

Regional

Mai n

Force

uni ts maywear

uni form,

anythi ng

f roma dark navy bl ue

o u t f i t t o

bi t s

and

pi eces of

NV

khaki or

ol i ve drabuni form

 

NV w l l

normall y

be i n uni form

ei ther khaki or

O

D They

may have

a

navy-bl ue sweat shi rt

t ype sweater

i n

t he

mountai ns

They

may

be

weari ng

sun

hel met s, boome hats, headbands, or no

headgear   They

may

be

weari ng

sandals

f romol d

t i r es or

they may

be weari ng

a

tenni s sho

e

s tyl ed

bl ack j ungl e boot  

HO

CHI MNH

TRA L

The

Ho

Chi Mnh Trai l ,

named after

t he founder

of North Vi et Nam

was

a

ser i es

of roads

and j ungl e paths

t hat

l i nked

North

Vi et

Nam

wt h the

Vi et Cong

guerr i l l as and, l ater the North Vi et

Namese

 rmuni ts (NVA) t hat

operated

i n SouthVi et NamThepaths ran the

f u l l

l ength of

Laos and

Cambodi awhich

gave

them

di pl omati c protecti on

f rom

di rect

attack ; Laos as a neut r al country

coul d

not be att acked

even

though

VCNV

uni ts

openly

used Laos f or t ra in i ng

and

suppy

 

I n someareas of northernLaos the

Ho

Chi Mnh Trai l was so

wel l

developed

t hat therewere truck convoys, sometimes

numberi ngahundred trucks

or

more,

movi ng

south

t o

suppl y

t he

VCNV

Branches

of the

Ho

Chi Mnh

Trai l

crossed the

border

i nt o South Vi et

Nam

as

t he

suppl i es weremoved t o

t he

vari ous

guer i l l a

uni ts  

Any

t r a i l i n South

Vi et

Namcoul d

be

used

t o

f i l t e r

these

suppl i es

;

s o do

not

th i nk

of t hi s

as an

obvi ous,

wel l -def i ned

route

t hat

was easy

t o

watch

Aong t he Ho

Chi Mnh

Trai l

i t

would

be

possi bl e

f or

an

RT

t o

spot

NV uni ts

movi ng south, porters

packi ng

heavy

l oads of

suppl i es

on

thei r

backs , por t ers

pushi ng

bi cycl es

l oaded

wi th

sacks of r i ce

and other suppl i es, and trucks

haul i ng

suppl i es

and ar t i l l er y pi eces  

OPER TIONS

The f ol l owng

are some mssi ons

t hat

bombardier or

recover

thei r

bodies

 

youmght

devel opanduse

Command and Contr ol chopper

 n

Ameri can

f i ght e r

ai rcraf t

has

gone

 

contai ni ng

General Halberdstram

has

down near

t he

vi l l age

of

Go

Doi

 

Your gone down near Kon Ma, rescue

or

mssi on

i s t o r

escue

t he

pi l ot

and recover

t he

general andchopper crew

Pl ei

G r Song,

t he

provi nce

pol i t i cal

off i cer, has

been i dent i f i ed i n

t he

vi l l age

of BanNui ,

el i m nat e

him

at ni ght

qui et l y

t o

t er r or i z e t he

vi l l agers

 

Tai RoXuong,

the

regi onal Mai n Force

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l eader , i s

re t ur ni ng

t o

see

hi s f a m l y

i n

Chu Doc, p ul l

a

snatch

op

f or

i n t e r r o -

gati on  Hemay have an

armd

e s c o r t

 

Too Van Lang, t he provi nce Mai n

For ce

l eader , i s

prepared t o Chi en Hoi ,

hi s

l o y a l t y has been

quest i oned

and

he

i s

under

survei l l ance

 

Nguyen Bi Fong, t he

provi nce

t ax

c ol l e ct o r

has

stol en

VC

f unds

and

i s

hi di ng

i n

t he

vi l l age of Vi Ghe   youcan

reach himbefore

t he VC

hi t squad, he

has

a l i s t

of

VC

agent that w i l l

be

very

val uabl e  

J an

Chong

Ya, t he l o ya l vi l l age

chi ef

of

Roun

Gi a,

i s

t o

be

hi t by

aVC

t e r r o r i s t

squad

; take out

t he t e r r o r i s t

squad

before

they make t he

hi t

 

VC t ax

c o l l e c t o r s w i l l be

operat i ng

i n

t he

vi l l age of Li ng

Khao;

capt ur e

or

el i mnat e

 

VC

pr opaganda u ni t   t r a v e l i n g

t h e a t r i c a l

gr oup)

w i l l

be

operat i ng

i n

Ui ng

Dao

Bong

capture them

Al t hough

they shoul d be l i g h t l y ar med,

there m ght

be

an

armd

escort t o compl i cate t he

m ssi on

 

VC uni t w i l l be

  recrui t i ng

of

t he

r emai ni ng

youngmn  at gunpoi nt) t o

be

porters ; el i mnat e them

The p o l i t i c a l

of f i cer of

t he 324-C

batt al i on

w i l l becomngt o

el i mnate ,

Pha

Li nh Ki m

t he

vi l l age school t eacher and

del i ver

an i ndoctr i nati on

l ecture

t o

t he

v i l l a g e r s

  Captur e t he

p o l i t i c a l

o f f i c e r

  i den t i t y

unknown)

 

As a

t w i s t

you

may

makePhaL i c h Ki m

he

pol i t i c al of f i c er

 

Thevi l l age

of NongBen

i s a

c o l l e c t i o n

poi nt f or

capt ur edUS   and

ARVN

troops

;

r e l ease them

Sergeant s Patt er son and

Murphy f r om

RT Texas have been capt ured

and

exhi bi ted at t he v i l l a g e of

Phnom

Na

r escue

them

  I nterr ogati on may

reveal

t he

di rect i on

they l e f t i n

.

Have

t he

RT

t r a i l t hrough

several

vi l l ages before

f i nding)  

Hai Fong Tai , a

Comined St udi es

Group

  CI A)

agent ,

has been

di scover ed

andw i l l be execut ed i n

t he vi l l age of Xom

Yok r e l ease him

The

102-B Mai n

For ce batt al i on

i s

operat i ng

near t he vi l l age of

Chong

Song;

snatch

a

pr i soner f or i nter r ogat i on

The 545th

NV D vi si on

under com

mand

of Gener al Huong Chu Ma i s

operat i ng

near

t he vi l l age

of

An Sha

snatch

him

Huong Chu Kim t he daught er of

Gener al Huong i s

operat i ng

as a p o l i t i c a l

o f f i c e r i n t he v i l l a g e of

Rah

Sop snatch

her

f or

exchange w th Gene r al Huong

Prepare an exchange   sur r ender of

HuongChu

Ki m

or

her

father   May be

anamush)  

The vi l l age of Vi Va Voom s a VC

weapons factory ; make an exampl e of

them

The bus

dri ver

i n

t he

v i l l a g e of Quang

Pha i s a

known

VC

agent ;

capture

him

and

h i s f am l y f or i nt er r ogat i on

w thout

a le r t i ng

t he

v i l l a g e  

suppl y convoy w i l l be com ng

t hr ough

t he

Loi

Napass,

s et

expl osi ves

t o

bl ockade pass as convoy passes  

uspect ed VCsuppl y dum   cache) i s

l ocated near t he v i l l a g e of Ki nh Cao,

l o ca t e i t by

f o l l ow ng

VC u n i t s

of t he

221-A headi ng

t o i t  

Work

backwar ds

f r om

heavi l y

l oaded gr oup

l eavi ng

t he

area   Fol l ow unl oaded gr oup headed i n  

Steep mount ai ns pr event a i r s t r i k e s

on

t h e br i dge of t he Song Tau Ri ver, get

Dem

exper t i n  

e r r y

  bar ge)

has been

set

up t o

r epl ace t he demol i shed

br i dge on

t he

Song Tau

Ri ver,

get

Dem expert

  may

use SCUBA)

 

arge

convoy of

trucks

w i l l

be com ng

down

t he

Ho

Chi Mnh

t r a i l on t he road

near DakGi r ,

gel FO

or

F C

n

t o

  cal l

i n

smke on   em

The headquar t e rs e l ements of t he

45thNV egi ment w i l l be

meet i ng w t h

hi gh

r anki ng

Nat i onal

Liberat i on

Front

  VC

p o l i t i c a l w ng)

o f f i c e r s ; get sni per i n

.

Samans

l oaded

w t h

suppl i es

w i l l be

com ng down

t he

Wan Vong

Ri ver

; set

amushonbanks

or

useSCU

o attach

charges

 

camouf l aged under gr ound t unnel

compl ex begi ns near

t he vi l l age

of

Qui

Sha

Rah

l o ca t e

t he

ent r ance 

Captur ed Amer i can p i l o t s ar e

bei ng

he l d i n

t he not or i ous

pr i soner

of

war

camp, Tau Pi ng  

You

must i n f i l t r a t e i n t o

North

Vi et Namand

rel ease

them

North Vi et namese radar

i n s t a l l a t i o n s

ar e

pr event i ng

our

a i r s t r i k e s

agai nst

t he

r a i l termnal at Bo

Dak

take i n Demand

el i mnat e

 

The

Sovi ets have j ust suppl i ed a hi ghl y

e f f i c i e n t radar

u ni t that Amer i can I n t e l l i -

gence

would l i k e t o examne remove t he

control

uni t and

destroy

t he evi dence  

Commni st

Sur f ace-t o-Ai r

M ssi l es

  SAMs) are knocki ng down

t oo

manyUS  

a i r c r a f t

operat i ng

over North Vi et Nam

Dest r oy t he uni t at Nong

Yok

t o cl ear

a

path

f or t he

m ssi on  

Al l uni ts

mus t be

destroyedby 0545 hour s, when Amer i can

a i r c r a f t com i n r ange  

SAMs

ar e

bei ng

assembl ed i n

t he

caves near GheJ u; take i n

Dem

andseal

t he caves  

The North

Vi et namese ai r bas e near

Dak Mat

i s

bei ng

used

f or

t r ai ni ng

Dest r oy

t he

a i r c r a f t and waste

t he

i nstr uctors i n

t h e i r

barracks  

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INSERTION

Mobi l e

Overwatch i s an S.A   S   concept

taught

at

t he J ungl e

Warfare

School

at

Kota

Ti nggi

 

When movi ng

through

rough t e r r ai n

theRT

w l l move s i ngl e

f i l e

 

Eachmanon the

team

s

assi gned

an area

t o

watch

The poi nt

man

shoul d

be out wel l

ahead of the

rest

of the uni t

  I f

the

poi nt

h i t s

anambush, they onl y

get one

man I f

they are smart ,

they

w l l

l et t he poi nt

pass, and

wai t f or the

mai n

body t o

come

along

The rest of youcome

al ong s i ngl e f i l e

strungout f ar enough

apart soa mne

or

grenade

doesn t get

more

than

one of

you The second guy

i n

l i ne,

t he

overpoi nt ,

watches

t he trees

or over-

head

f or sni pers and the

l e f t

s i de

of

t he

t r a i l

 

The t h i r d

guy

watches

t he

r i ght

hand overheadand ri ght

s i de

of

the

t r i a l

Characters

a l te rnat e

watching

l e f t

r i ght,

down

the col umn   The f i nal guy

i s

t he

sweep

or t ai l gunner

 

He

watches

the

back

t r a i l

soyoudon t

get your butts shot of f  

Heal s o t r i e s

t o

cover upany si gn

of your

mvi ng down t he

t r a i l

 

SOME DVCE I f

the poi nt

t r i ps

an

ambush, don t goup

t o

hel phimyou ar e

probabl y outnumbered

O fer cover f i r e

whi l e

he backs down the t r i a l

t o

you

I f you

want

t o

take

them

out,

maneuver

around them of f the t r i a l ; ot herwi se,

break

cont act

and

haul

i t

out of

there

 

The

point

can

gi ve

you

an i dea of

how

many

were shooti ng

at

him

I f

the

f i r i ng star ted

ragged (one

at

a t i me) somebody got

spooked

and they

mght

not

al l

have been

f i r i ng ( the re

may

be

more

of them

boogers

out there)  

When

operati ng i n  I ndi an Country

theRT

s t i l l

has

t o

eat and sl eep

To

eat

the RT

gathers i n a ci rcl e s i t t i n g down

f aci ng

outward

  Every other man eats,

whi l e t he rest remi n

alert

;

t hen,

they

swtch

ro l es  

Recons had

a

r i s ky

j ob,

and

so

some

ef for t

was made

t o

get them

speci al

equi pment f or t he f i e l d and speci al

accommdati onsback

at

the

base

One

of

t he perkswas

LRRP Rati ons,

dehydrated

mal s

that

were l i ghte r

t o

carry than

canned C-r at i ons and tas tedbetter   Oher

HUMING

T

  MO LEOVERW TCH

recons besi des LRRPs

event ual l y used

 n RT

mght

be choppered

t o

a

t hese

r a t i ons

  O

course

there s no

such

f i r ebase or

on

a

resuppl y chopper t o

the

-__ t hi ng

asa

f ree

meal , t he

l i ghter weight

of

peri mer

of

a

uni t

i n

t he

f i el d, f rom

there

theLRRP

rat i ons

meant

you

have t o

carry

t he LRRPs or

Recons

woul dmove out on

addi t i onal

wat er,

or

scrounge

some along

thei r own

or

drop

of f f roma pat rol

mving,

t heway

through

the

bush

and

s t r i ke

out on

thei r

To s l eep, t he

RTgathers

i n

a

ci rcl e

wth

own

heads

f aci ng

outward

 

Each

man

i s

cl o se

I n

m l i t a r y parl ance pl aci ng a

uni t i n

enem

t e r r i t o r y

t o

begi n a mssi on

i s

cal l ed i nsert i on, removi ng

the RT

i s

cal l ed

ext ract i on   I n

Nam

the

mst

common

formof

i nser t i onwas by

chopper

( f o r

LRRPs,

Recons,

or

SOGs)

  SEALS,

worki ng

along

r i vers,

i nser t ed

by PBR,

Patrol Boat

Ri ver , LRRPs andRecons

al s o

i nser t ed by

f oo t , si mpl y mrchi ng

out

of

the

perimter of

a f i r ebase i nt o the

surrounding bush The f our th form

of

i ns er t i on

i s

by parachute ; parachute

i ns er t i on

was

t r i ed

unsuccessfu l l y wth

i ndi g

RTs

and

was

abandoned except f or

i nser t i ons i n t o North Vi et

Nam

by

HA

. L

. O

CHOPPER

INSERTION

I n

a t ypi cal

chopper

i nser t i on,

f our

choppers would

be i nvol ved   The RT

woul d

be transport ed

on two

s l i cks

wth

two

gunships

f l yi ng secur i t y

  The gun-

shi ps

would

not

prep f i r e

t he

LZ, but

woul d

f i r e

suppressi on

f i r e

i f

the

LZ

( l andi ng zone) turned out to

be

 hot .

For_ hel i copt er i nser t i ons there are two

t abl es

:

theHELICOPTERLZT LE

and

the

HOT

LZ T LE

When

an RT

encountered

a hot LZ

they would

normll y

wthdraw

t o

an a l te rnat e LZ

The

propwash of t he

chopper

ro to rs

l eave

a

pattern

i n

t he fo l i age

which

i ndi cates a

chopper

has

been

there

To

avoi d

th i s , some RTs descended f roma

hoveri ng

chopper

by r appel l i ng  

Choppers

extracted

RTs by

l andi ng or

by

hoveri ng

and l oweri ng

rope l adders,

wnchi ng

up i ndi vi dual recons

i n

a

McGui re

r i g

(a

rescue

s l i n g

that

f i t s

under t he

armpi t s) , or

by l oweri ng cabl es

that t he recons

attached

t o thei r ST O

harness

(modi f i ed

webgear/Load Bear-

i ng

Equi pment)  

Wth

the ST Or i g

three recons

would

be

l i f t e d

out

at

once,

but would not

be wnched

i n t o the

chopper

 

They would f l y suspended

under

t he

chopper unt i l

  coul d f i n d a

secure pl ace

t o

l and,

where

they

would

unhi tchand

conti nue the

rest

of the

t r i p

i ns i de

the

chopper

 

enough to t he next man t o touch him

shoul d he snore, cry out

i n

hi s s l eep,

make other noi se,

or have t o

be

aler t ed

to

enem nearby 

At ni ght

you mght

take

of f

your

pack,

but you

di dn t take

of f

your

Load

Beari ngEqui pment  web gear

that

contained your

ammo, canteens, gren-

ades and

kni f e)

 

P TROL

BOAT, RVER[PBR]

 

P R

has a crew of four men a

coxswain

(Soho

s t eer s t he

PBR),

a

forward

gunner

manni ng

twn

. 50 cal i ber ma-

chi neguns,

a grenadi er f i r i n g an aut o-

mati c

grenade

l auncher f i r i ng three

grenades

per

CR, and

a rear

gunner

manning an

M60,

7

.62mmmachi negun

The

crew

i s

composed

of NPCs as they

ar e

not part of the

RT

The twn

. 50s

ar e

f i r e d l i k e

one

 

ai med at

a target f i r i ng

t wi ce

as

many

rounds

per CR

The

GL

i s

f i r e d l i k e a

norml

GL except ,  

w l l f i r e

three

grenades per CR The M60 f i r e s

l i k e

a

norml l i ght  

I f

the P R

i s mvi ng,

, use the Marksman Runningmodi f i er  

Tohi t the

crew

of t he

PBR, t reat them

as

Prone

when

they ar e

at

thei r f i r i ng

pos i t i ons

 

I f

you catch themby surpr i se

when

theyare

l oungi ng

about the boat on

a l ong

t r i p

upri ver the

crewand

RTmay

be

f ul l y

exposed

The

P R

can do a

max

of

35

mph

or

SO

per CR

t ypi cal

crui s i ng

speedwoul d

be about

15

per CR Accel erati on

i s

gradual

  `

I f

a

P R

takes 250po i nt s of smal l arm

damage i t

wi l l be

consi dered t o

be s i nk ing

and

w l l

s i nk

i n

1d10 CRS I f

a

grenade

l ands on

aPBR, t he 2dI00damage

w l l

be

i ncl uded

i n

t he

smal l arm damage  

I f

an

RPGi t s

the

PBR, t he

damage

 2d100+

20) wi l l be added

t o

t he smal l

arm

damage   There

i s a 10 percent chance

that

t he

RPGw l l hi t

below

the waterl i ne,

a r ol l of oneon

1d10,

causi ng

the

P R

to

s i nk

i n

1d10Us

 IR ORNEDROP

Several

system requi re

a t en i nchby

ten

i nch

pi ece

of

cardboard

measured

of f

i n t o one hundred

numbered

one

i nch

squares (grenades,

grenade

l aunchers,

ai r support and a r t i l l e r y )  

Thi s w l l

al s o

represent t he Drop Zone

and

the area

around i t

 

Yarnor

s t r i ng i s

good

t o

l ay over t h i s

f or t he

border of

f o res t s or ri vers whi ch

maybehazardous

t o

l and

i n  

Expl ai n t he

t er r a i n

t o

t he team

 Thi s

i s

the

open

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rea of the DZ Thi s

marks

the

edge

of

hej ungl e coml etel y

enci rcl i ng i t

 

Thi s

i s

deep ri ver

.

For each character r o l l 2d100

He

l ands

n

the

squarewth that number

 

I f

there

i s

dangerous t er r ai n f eat ur e

i n that

re,

he r i sks i nj ury

or death

There

i s always

at

l east

a one

percent

of death,

 01, and

a four percent

of i nj ury,

 02

t o

 04

on a r o l l of

i rr egardl ess of

any

ai rborne s k i l l s

he character has  

There

are

addi t i onal

l evel s that add

t he

same percent of

: j umpi ng

wthout

anyai rborne

s k i l l

a

ght j ump

wthout t he

ni ght

j ump s k i l l

andi ng

i n

t rees /c l i f f s

wthout

t hat

s k i l l

or

water

wthout

thewaterl anding s k i l l

r a HA.L.O

j ump

wthout

the HALO

 

EXAMPLE Charl i e

Deathwsh,

a

com

l ete

novi ce,

wthout

any

ai rborne s k i l l s

ttemted

a

HALOump,

at

ni ght,

and

anded

i n

trees

  He has a f i v e percent

of death,

 01

to

 05

and a

wenty percent chance

of

i nj ury,  06

t o

5

. He

has

the basi c r i sk, r i sk

wthout

he ai rborne

s k i l l

r i sk

wthout

the

HALO

r i s k

wthout t he

ni ght j ump s k i l l

nd r i s k wthout the tree l andi ng

s k i l l

r i sk

l evel s

or f i ve ti mesthe basi c r i s k

evel )  

Ona r o l l of 2000

i f

the character

i s

n ured

he takes

3d10

poi nt s of

amage

By

taki ng

advanced

ai rborne

s k i l l s

a

pl ayer can

reduce

addi t i onal

r i sks

f or hi s

character  

There

wi l l

always

be

the

basi c

one percent r i sk of

death

and f our percent

r i sk of i nj ury

 

UNDERWATER

COMBAT

The

i nvent i on

of

underwater breathi ng

devi ces

opened

a

whole

new

dimensi on t o

warfare

f or

t he

i ndi vi dual combatant

 

Wth

the

SCUBA

Sk i l l

and the

Un-

derwater

hand-to-hand s k i l l s

a

Recon

can

cl andest i nel y approach f romunder-

water

f o r i nser t i on,

recon or

demol i t i ons

(wi t h the emo

S k i l l )  

Acharacter

can

swm

at

hi s St

di vi ded

by

three,

and can

swm

at St di vi ded

by

two

f or

short bursts of

speed

Most

SCUBA nsert i ons

wi l l be

carr i ed

out

at

ni ght

wthout

l i ghts

 

The char-

acters wi l l take

an i n i t i a l

compass

beari ng

on

thei r

obj ect i ve before they get too

cl ose

t o the beach

where

they mght be

spotted

  They wi l l

then

submerge and

cont i nue

the rest of

t he

way usi ng that

compass

beari ng I t

i s easy f or exper-

i enced

di vers

t o get

of f course

whi l e

f o l l owi ng

a compass beari ng, especi al l y

when they have

t o

keep al ert f or

other

hazards such as enem di vers  

Al l

di vers wi l l per i odi cal l y r o l l against

thei r AI

f or course

Any character

wthout

t he

 

avi gati onSk i l l

must

r o l l

every

20

yards

  I f they f a i l thei r r o l l

FREELANCNG

X

POST

FACTO

Wenthewar ends, some of these

men

wi l l

not be

abl e t o

make

the

t rans i t i on

t o

bori ng

ni ne-t o- f i ve

j obs The

mnotony

and f rustrat i ons wi l l

dri ve them

t o dri nk,

drugs,

sui c i de

or

vi ol ence

.

I f

they

l i v e

wt hi n

soci et y s restr i ct i ons

they

wi l l di e

or end i n j a i l  

A

f ew

of

them

are hooked-on

the

adrenal i n hi gh of

combat

 

As

a

resul t,

they

wi l l seek out wars i n

t he under-

devel opedThi rdWrl d

nati ons

of

Af ri ca,

the

Mddl e East ,

Asi a and

Central

and

South Ameri ca

The

s k i l l s

l earned i n

V etnamwi l l

serve

them

as

mrcenari es

or

 mercs

i n new

wars

.

A

RECON

character

can

easi l y

be used

i n a

post-V etnam

mercenary

r o l e

Character generati on, sk i l l s

and

combat

system remai n the

same

  I n

addi t i on,

the

f o l l owi ng sect i on

wi l l cover recruit -

ment ; contracts,

pay and

expenses ;

and

sampl e

mssions

 

As a

mercenary

your

character wi l l

mst

l i ke l y

be

f i ght i ng

f or

a

smal l

government against

guerr i l l as

backedby

commun st advi sors

and

equi pment

.

Most

 Cee-Tees

Commun st

Terror-

is ts ) wi l l s t i l l bearmedwthAK-47s, RPD

machi neguns, and

RPGs

 

I n

a

mercenary

scenari o NVA

contacts

would

probab y

be

Cuban advi sors

or

 vol unteers

f i ght-

i ng

f or

the

guerr i l l as  

Mai n Force

contacts

would

be

wel l - t r ai ned

guerr i l l as

 

Local

Force

contacts

would be

the

earl y

guerr i l l a

movement, a

poorl y

equipped

r i val f act i on, or recent recrui ts

.

The

contact

t abl es

can

be

used

wth

sl i ght

modi f i cat i ons  

Vi sual i ze

the terrai n

of

mst guerr i l l a

wars

and

you wi l l

real i ze

consul t

the

UNDERWATER

NAVIGA-

TION

TABLE

Duri ng dayl i ght

di ves

t he v is ib i l i ty ,

whereyoucansee

enem

di vers or boats

i s

equal

i n

f eet t o your r o l l on

2000 At

night vi s i bi l i t y

i s down

t o 1d10 f eet  

The

 

narmed

and

 

ni fe

Fi ghti ng

S k i l l s

use

t he normal

HAND

TOHAND

COMBAT

TABLE

wth

5

o

Ag

Det ai l s

are

covered

under

hand- to-

hand

Characters

w th

t he

 

peargun

Sk i l l

may

choose

t o f i ght wth spearguns

They

wi l l r o l l

2d100 f or thei r Base

Per

Cent

Ef f ecti veness

;

theymayadd5

or

each addi t i onal Speargun Sk i l l

 

There

i s

onl y one modi f i er on

t he

SPEARGUN

COMBATEFFECTVENESSTABLE

be-

cause

spearguns

are such short

range

weapons

 

TOP or

BOTTOM

means

whether your

char acter i s above

or below

the target

;

where

you have

a shot

at

the

body as the

l argest target

 

HEAD

or

REAR i ndi cat es

you

are

shooti ng as

he

swm at or

away

f romyou, where

he i s

the smal l est target   Spearguns maybe

f i r ed onl y once per CR

I f sent ri es spot your bubb es they

can

toss i n

grenades

Doa

normal

grenade

t r o l l t o determne where

i t

hi ts on the

surf ace

; then r o l l

300 f or depth

at

which i t

detonates   I f a grenadedetonates

w thi n 10 f eet of a di ver i n any

di recti on,

he wi l l take 4d10 damage f rom the

concussi on

 

t hat

the

envi ronment

i s

basi cal l y rural,

poor l y developed, and

oft en

j ungl e or rain

f orest

 

A Buddhi st pri est becomes a

Cathol i c

mssionary A waterbuf fal o

becomes

a

burro

The

woman

cooki ng

r i ce

 common

around

t he

worl d)

mght be

cooki ng

 mal i e-mal i e

. Vary the con-

tacts

t o

f i t

the

si tuati on

 

I f

you

generate

a new character f or

mercenary

mssi ons, he

doesn t have to

be anAmeri can He coul dbe a

f ormer

Rhodesian Sel ous Scout , Br i t i sh Speci al

Ai r Servi ce

tr oopi e, Dutch Royal Com

mando,

I srael i Detachment

101, or any

ot her background

you

would l i k e t o

. devel op  

Most of the crit i cal s k i l l s

are

i ncl uded

i n the

ear l i er

sk i l l s   For

mercenary oper-

at i ons

the fol l owng s k i l l s maybe usef ul  

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RECRUTING

Part i cul ar l y

as a

begi nni ng merc you

may

wonder

how t o

be

recrui ted

by

a

mercenary

uni t

 

There

are

ads

i n

ma or

newspapers around

t he

worl d

t o

recrui t

peopl e f or hi gh

r i s k

j obs

i nvo l vi ng travel

and

prefer i ng peopl e

wth

ml i t a r y

exper -

i ence

  There are noweven magazi nes

di rected at mercs ; however,

most

of

t he

best

i nf ormati on i s passed through

t he

grapevi ne  I f you

are pl anni ng a

real l y

ti ght

securi ty cl andesti ne

operati onyou

cannot

be

too

publ i c

i n recru i t i ng

You

may

be

fortunate enough t o know

someone f rom your

previ ous

ml i t a r y

background who

i s

al ready a

mere

and

w l l

cl ue

you

i n on

a new

uni t

bei ng

formed,

and

may

even vouch

f or you

I f you

are

compl etel y on your own,

keep up

wth

t he

i nternati onal

news,

part i cul ar l y i n

some of

t he

smal l er

count r i es i n Afr i ca,

South

Ameri ca or

Asi a   You

may

noti ce

some

smal l country

whose army i s takinga

shel l acki ng

 but

not yet so

f ar gone t hey

are

about

t o f a l l ;

s o you f l y

over to vol unteer

your

servi ces  

By

keepi ng

your ears

open

around

the

hotel s and

bars

frequentedby

ot her

foreign

nati onal s

you can

pi ck up

who i s

hi r i ng and

where  

Later,

when

you

are an

experi enced

mere and have acqui red a

 rep,

potent i al

employers maycomel ooking

f or

you Corporati ons and the CA may

search

through m l i t ar y records

l ooking

f or

experi enced personnel w th

cl andes-

t i ne

cps backgrounds

  part i cul ar l y

Laos

and

some part i cul ar

s k i l l s

needed f or

a

mssi on

So

you

arr i ve

i n- countr y

and you

wangl e

an

i nt erv i ew   Duri ng

the

i nter-

vi ewyou

are asked

howyou

heardabout

t he mercenary

cps

i n t hi s country

Rol l

1d10 and

refer

t o

the

RECRUTMENT

T BLE

CONTR CT

I f

youare thi nk i ng

of

gett i ng

r i ch

as a

mereyou

better

start thi nk i ng

of goi ng

t o

l aw

school

or

med ca

school

 

Consi deri ng

t he r i s k s t hat mercs undertake,

most

of

them

are pai d very l ow

wages   Remem

ber , most

mercs

r eal l y

are i n i t

f or t he

way

of l i f e

;

no

matter how

they

rat i onal i ze

i t ;

they are

i nto i t f or

the

r i sks ,

t he

t h r i l l

and the constant opportuni ty

t o

prove

themel ves  

Your

contract

w l l

be

ei ther

f or one

mssi on a hi gh

r i sk,

hi gh

pay assi gn-

ment) or i t w l l

be

f or

the durati on

of

the

war

 t he

r i s k s may

s t i l l be hi gh,

but

t he

pay

w l l be

much l ower

.

Note

t o

the

 I f

you are

pl ayi ngw th

t he same

group

of

rol e- pl ayers

on

a

r egul ar basi s,

you

shoul d

consi der

de-

si gni ng

several

mssi ons

al l happeni ng i n

one country and offer

a

l ong-termcon-

tract

For

a

l ong-term

contract,

t o

cal cul ate

the

weekly

pay, r o l l

3d1000 Each

char -

acter

may

be

pai d

di ff erentl y accord ng t o

experi ence

and

s k i l l s  

The pay

shoul d

be

 c l as s i f i ed and di scussed onl y

between

the

MD

and each

mere   I f t he mere i s

f oo l i sh

enough t o di scuss i t

wth the other

mercs i n hi s uni t,

t hat i s hi s

busi ness ; but

 

may

produce

some

resentment of

mercs

pai dmuch

h gher

thanothers

The

 houl dal so negoti ate

wth the

pl ayers whether t he empl oyer

w l l foot

t he b i l l f or

any

speci al gear f or

each

mssion   I deal l y f romthe

mercs poi nt

of

vi ew they

want

t o

negoti ate

where they

get

t o

keep

al l equi pment

f or

l ater

mssi ons

  The MDand metes must

negoti ate

consi deri ng

whether

there

i s

t i me

t o negoti ate

wth other

mercs, t he

avai l abi l i ty

of other

mercs

andthe oppor-

t uni t y f o r

other

contracts   Now

you

know

why

pri ces

were

i ncl uded

wth

t he s ec t i o n

on

gear  

One mssion

contracts must be negoti -

ated di ff erentl y

f or

pay The pay w l l

be

much h gher  thi s i s

up

to

t he

MD

consi deri ng

r i sk ,

necessary s k i l l s and

the

budget

of the countr y

.

Contracts

f or

the

CA

or

bi g corporati ons would be much

more l ucrat i ve

than

contracts

f or poor

underdeveloped

t h i r d

worl d

count ri es

 

Si nce

mercs

are

i nternati onal ,

you

shoul d consi der

whether

your

pay i s

i n

war- i nf l ated l ocal currency

 which

may

be

val uel ess i f

they

l ose) , US   dol l ars,

Wst

German

marks,

Swss

f r ancs , et c

 

Besi des

pay   l i vi ng

expenses) and

equi pment

costs,

t he

mercs

shoul d

consi der i nsurance

or payment

of

thei r

wages

t o thei r

next of

ki n

 

After

al l

you

may get greased or

worse, buy

par t

of

t he

farmand

be

i ncapaci t ated f or

ever

bei ng

a

mere

aga n

There

are

no

reti rement

homes f or ol d

mercs ;

so ,

you

have t o

start

i nvest i ng f or your

reti rement

 

Most

mercs

are

poor money

managers and

habi tual l y

end

up

broke and on- t he-

beach

You

may

arrange

to

have your

pay

deposi ted i n a

Swss

bank

account ,

but

youneed t o

carry

a

l arge

chunkwthyou

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a t

a l l t i mes

 

Youmay

have t o

get out

f a s t

i f t he government

col l apses

and

wi l l have

t o

buy

t i c k e t s

out

(very

expensi ve i n a

p an i c ) anda

good bri be

i n ther i ght pl ace

may save you i f you

are capt ured  

EXPENSES

Between

mssi ons

you w i l l

i ncur

expenses

that

wi l l eat up some of

that

hard earned

pay of yours   You

d i d n t

r e a l l y

thi nk

youwere

goi ng t o keep a l l of

t h a t money

di d you?

F i r s t ,

r o l l 50 °1 5d1 t o determne

  SS ONS

Shoot `n Scoot   The commander of your

mercenar y

uni t

has been captured and

i nt erned i n a hi gh securi ty Pri soner o f

Wr camp Rumor

has

i t he w i l l soon be

execut ed  

Heads,

We l l

Rol l

. Thepl ane

o f c h a r i s -

mat i c Bobi Yakenta has been

f orced

down

i n nei ghbori ng Dakal i   Presi dent Yakent a

i s

secretl y bei ng

tortured

t o confess

supposed cr i mes agai nst Dakal i   Take a

f o r c e

over l and

by

Landrover  

Sorry

`Bout That

  To

di scourage

f orei gn

nati onal s

f rom

establ i shi ng

t i e s

wi th

the

enemy you must

destroy

t h e i r

c i v i l i a n

ai rport and

any

commerci al

j e t s

there

whi l e

maki ng i t

appear the raid

i s

by a l o ca l t e r r o r i s t group, TheBl ackHand

o f Kentaggi  

what percent

of your

promsed

pay

you

actual l y

recei ve

  To

be generous, youwi l l

recei ve

at

l e as t 55°

  of

your promsed

pay

Mercs get pai d

i rregul arl y

a t

best  

a f t e r a l l they

don t have

t h e i r

own

accountants and

bureaucracy t o get i t t o

them

on

t i me   Live

and l earn

Second,

r o l l

1d10

f or howmany

mont hs

s i n c e

your l a s t

mssi on

( unl ess you ar e

i nvol ved i n

a

mul ti - mssi on

campai gn

i n

one

country)   Add these

months

t o your

character s

age Each month you wi l l

spend

2d100x 50   f your expenses

are

Fl y t he Freddy

Ski es

 

The enemy

i s

pl anni ng a t e r r o r i s t raid on your a i r c r a f t

and

nati onal s a t

a

maj or neutral air port

( Rome, P a r i s ,

etc  

Take out

the t e r r o r -

i s t s i n t he air port t ermnal wi t h as l i t t l e

l os s o f l i f e by bystanders whi l e pre-

vent i ng t he

hi j acking or destr uct i on

o f

any Al Muktah a i r c r a f t  

Round Eyed Gal s . Ul a Svenson, i n-

t e r n a t i o n a l l y

accl ai med

movi e

a c t r e s s ,

was

i n nei ghbor i ng

Grugashan maki ng

a

f i l m

when

she was ki dnapped The

t e r r o r i s t s

are hol di ng her

f or ransom

( 100, 000, 000

pl us

the

rel ease of p o l i t i c a l

pri soners)

  Macho

Fantasy F i lm ,

Li m

i t e d,

i s payi ng you t o rescue Ul a so

her

f i l m

canbe

f i ni shed on t i me

I ve

Seen Thi s F i l mBef ore

.

T e r r o r i s t s

have

taken

over

the

San

I sabel

embassy

i n   c i t y of your

choi ce)

 

Negoti ati ons have

l ow,

you ar e

ei ther

bummng

around or

worki ng

at a c i v i l i a n j ob between

mssi ons   I f your expenses

are

more

than

you

made on your l a s t

mssi on you

may

be gett i ng

desperate enough t o

tackl e

a

r e a l l y r i s k y

mssi on

The r o l l

f or

mont hs shoul d be done

once f or al l

of t he

characters  

but t he

2d100

expense r o l l shoul d be

r o l l e d

separatel y f or each character   ( They

won t al l spend

t he same amount

o f

money

f a i l e d   The San

I sabel l ans want

t h e i r

nati onal s

f reed, but

have

t o

be

abl e t o

di sc l ai m themssi on shoul d

i t

f a i l so

they

have hi red

mercs

 

Never Happen

 

I n t e r o i l c o has

di scover-

ed

one

of

t he

ri chest

oi l domes of f

t he

coast of Chondraci a

  The

Chondraci an

government

nati onal i zed

a l l

f orei gn

o i l

i n t e r e s t s

  I n t e r o i l c o )

and ref uses t o ne-

goti ate

f or

any

of

t he

product i on or f or

the

mul t i -ml l i on

dol l ar

deep sea d r i l l i n g

r i g

I n t e r o i l c o b u i l t

 

I n t e r o i l c o has deci ded i f

they don t

get t he

o i l they i nvested a l l

that

money

i n, t hen no

one

el se

w i l l

e i t h e r   They have hi redyou t o destroy t he

o i l

pl at f orm

Coup t o

You The

Buntar

nati onal

troops

have muti ni ed

and

ar e

mar chi ng

on

the

v i l l a of General

I so

Hanrhedi   The

v i l l a

i s

def ended

by a

smal l cont i ngent of

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l oyal

troops,

who cannot hol d out i ndef-

i n i t e l y   Supportersof Gen   Hanrhedi

have

hi redyou t o get himout

No Li e, G   The

war

i s

over

and t he

governmnt

of Tragnar consi der havi ng

used

mrcenari es t o wn as an i nter-

nat i onal embarassmnt   Not

onl y

w l l

they not

payyou your back pay, they ar e

nowpl anni ng t o t r y you on

war cri mes

charges

 

You

deci de t o el i mnate t he

treacherous

governmnt

r ul e r s and take

over thi s smal l tr opi cal

i s l a nd  

Wel l Excu-u-use Me The enem

i s

t r a i ni ng thei r

guer r i l l as

at

bases across

the border

i n nei ghbori ng

I swandah

Your

mssi on

i s t o mke a hel i copt er

assaul t on the t r a i ni ng

base

i n

captured

I swandanuni form and choppers t o sow

di scord

between

the

guer r i l l as

and thei r

I swandanhosts  

Over

the Ri ver .

You mst

cross

the

border i n t o neutral Delancort anddestr oy

a guer r i l l a t r a i ni ng

base

  The Del acor-

t i ans

are

t e r r i f i e d

of

t he

growng power

of

t he guerr i l l as , but do

not

want t o mkean

open breach wth the

guer r i l l as

t r a i ni ng

i n thei r

country

before the upcomng

Pan-Afri can

Uni ty

Conference  

Si nce

thei r

nati onal

troops

cannot openl y attack

t he guerr i l l as ,

they

have

hi red you to

destr oy t he

guer r i l l as

 

You

w l l

have

to

mke your way

upr i ver by

gunboat

through enem occupi ed t er r i t o r y 

The

guer r i l l as

cl ai m bandi ts are respons-

i b l e

f or

the i ncreasi ng attacks on

Del acort i an

gunboats pat r ol i ng

the

Tash-

kent Ri ver  

And Through

the

Woods

The

f i r s t

conti ngent

of Cuban t r ai ned guer r i l l as

have arr i ved i n San Marcos and are

harassi ng the Hdal go Copper

mnes

 

Your mssi on

i s t o

t r a c k themdown

through t he j ungl e and el i m nat e them

whi l e bri ngi ng i nany evidence of Cuban

i nvol vemnt   arm or wr i t t en i nstr uc-

t i ons

  Nowtnesses mst

survi ve t o

i ndi c at e t hat t he San Marcan arm was

i ncapabl e of deal i ng w th th i s and mtes

had t o bebrought i n by Hdal go t o protect

thei r

i nterests  

Bi g Bad Wol f .

General

Anastaci os

Hdal go

i s t o be assassi nated on

t he

anni versary of

t he

j unta

comng i n to

power   To avoi d

l os i n g

face, General

Hdal go

mst att end al l of t he necessary

publ i c

f unct i ons :

a breakfast w th

a l l

of

hi s mni sters (som of whommaybe i n

on the pl ot ) , the commmrati on of the

Heroes of

t he Revol uti on

  a weath l ay i n g

ceremny

at a

statue, where

sni pers or

assassi ns i n the crowd my attack), and

t he

State  a l t

t hat ni ght  

Nati onal

troops

and

s ec r et pol i c e

w l l take

care of

mny of

t he

r out i ne secur i t y f unct i ons, but

General Hdal go wants you c l o se by f or

any

short

range at t empts , i n t he car or

surroundi ng

him

when

he

mves

through

crowds   The j unta

i s not

t oo popul ar ; s o,

there may

be guer r i l l a or spontaneous

attemts

t o assassi nate

t he

general

 

To

Gandmther' s

House

We

Go  

Guer r i l l a f o r c es are fast approachi ng t he

mssi on of

Our

Mother of the Sacred

Heart   You mst f i ght your way i n

by

road and out w t h t he nuns before t he

guer r i l l as

attack the mssi on  

The

mssi on

i s

hi gh

p r i o r i t y

;

the

governmnt

cannot

a f f o r d

another

mssacre i n the worl d

press

t o

mke themseemi ncapabl e of

prot ect i ng

people

wi t h i n

thei r

borders

 

Up

t o Your

Ears

I n

Al l i gat o r s   Te

J acobean

guer r i l l as

are i n f i l t r a t i n g sup-

pl i es through t he

mngrove

swams

of

the

del t a

by boat at

ni ght

  Your mssi on i s

t o

take gunboats i n t o

thi s

guer r i l l a

stronghol d and

ambush

the next convoy

EBRIEFING

TALLY

H

CHARACTERIMPROVEMENTOR

EXPERENCE

I n

mst

r o l e- pl a yi ng gams

there

i s a

systemwhere the characters can earn

poi nts t o imrove The poi nt s i n RECON

ar e awarded

t o

t he

uni t

;

youare part of a

team

That total

w l l

be di vi ded

by a l l

of

t he

mmbers

of t he team

Part

of therecord keepingw l l be

done

by t he

 

nd

part by

the

i ndi vi dual

pl ayers f or

thei r characters   The pl ayer

shoul d

record on

hi s

record sheet every

i nc i dent

where hi s character used

each

of

hi s s ki l l s , successful l y or

unsuccessf ul l y

 

EachCRdoes

not count as one

i nc i dent ;

rather,

each

new

s i t uat i on

 

EXAMPLE

Duri ng the course of a mssi on,

Mchael

 Mad

Dog Dumbkowski

engaged i n

two

hand-to-hand

unarmd

f i ghts,

threw

grenades i n three

di f f erent f i re f i ghts ,

used

hi s detect

Ambush

s k i l l

ei ght t i mes,

f i r e d

hi s

assaul t

r i f l e i n t he three

f i ref i ghts , f i r e d hi s

pi stol i n one of the

f i r ef i ght s

(when

he f ai l ed hi s

Weapon

Check) , and

used

hi s

Language Ski l l

  seven

t i mes

  t o

re lay mssages t o the

`yards and t o

l i s t e n

i n on an

enem

conver sati on)

 

That

t ot al s t o f i ve

hand- to-

hand s k i l l s

  20 poi nts

each) , f our smal l

arm or heavy

weapons

s k i l l s

  10

poi nts

each) ,

and

f i f t e e n

non-weapon s k i l l s

  15

of smal l boats  

Hearts andMnds   The

governmnt

of

Sangri a cannot defend al l of the o ut l y i n g

vi l l ages   Asa pi l ot proj ect,

i t

has

hi red

you t o hel p organi ze t he

vi l l age defense

forces of a smal l rural

vi l l age   You

mst

c l ear

the

j ungl e, bui l d f o r t i f i cat i ons ,

organi ze t he m l i t i a , and wn over the

l oyal t y of thesepeopl e whose onl y contact

w t h t he

central governmnt

previ ousl y

has been the greedy t ax c ol l ec tors

who

rob themof

mst

of thei r crop (what they

don t

hi de)   As

a

pi l ot

proj ect,

youcan

be

expected t o be a mj or t ar get f or t he

guer r i l l as

 

Short Peopl e

The

Mndani si an nat i ves

are

t he mst experi enced

j ungl e

f i ghters

i n t hi s part of the worl d I t i s your mssi on

t o wn thei r

l oy al t y

and l ead themgai nst

the

guer r i l l as i nvadi ngSan

Succi

 

Look Long, Duck Back The San Succi

arm

has not

been

t o

war

  except t o

overthrow t h ei r own governmnt i n,

general l y, bl oodl ess

coup

d etats)

i n

over

100

years

They are

poorl y

prepared

t o

deal wth the emrgi ng

guer r i l l a mve-

mnt i n the

boonies

 

Your

mssi on

i s

t o

t r a i n these troops

i n

the

ar ts of

j ungl e

warf are and t o ensure t hat t hei r f i r s t f ew

c ount e r - guer r i l l a mssi ons

(sweeps)

are

successf ul  o r , at l east ,

they don t pani c

and run i n the f i r s t f i r e f i g h t )  

He

Ai n t

Heavy

One

of t he

mmber s

of your uni t i s c ol l abor a t i ng w th

t he

enem   At any t imona mssi on he may

have

arranged

a t r a p   You have to

determnewho

i t i s

  t he

 

l l

sec ret l y

arr ange i t w th

one pl ayer) and you wi l l

have t o deal wth them i f you survi ve  

Thi s

canbeworked i nt o any of the other

mssi ons

. )

poi nts

each)

 

Mad

Dog

contr i but es

365

poi nts

t o the teams

total  

Poi nts

accuml ate

onl y i f the character

i s

usi nga

par t i cul ar

s k i l l  

Youwoul d

get

poi nts f or

throwng

a grenade

usi ng t he

Genade

Throw

S k i l l , not f or

throwng

grenades agai nst your

Agi l i t y

i f you

di dn t

possess

the

s k i l l   You woul d

get

poi nts

f or

usi ng

the

Detect Mnes or

Detect Ambush S k i l l s , not

f or every

Al ertness

r o l l

madeby

a

character  

The

pl ayer mst al s o keep t rac k of a l l

damge or wounds

suf f ered by hi s

character The total

number

of

Strength

poi nts

l ost duri ng the

mssi on w l l be

subtracted fromt he

teams total . Poi nts

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repl aced t o

Strength

by t he Medical

Speci al i st

(MOS)

are i ncl uded

i n

the

number subtracted

f romhe

teams total

 

EXAMPLE  Mad

Dog

suffered

23

po in ts of damge

Twenty-three

w l l

s t i l l

be subtracted

from

he

teams

t o t a l even

though t he Medi c treated

him

f or

ten

po in ts

of the

damge

 

I f

a character

i s ki l l ed

duri ng the course

of t he

mssi on, TWCE

hi s St

i s

subtraced

f rom

t he teams

total

 

MD

BOOKKEEPING

For every human

Contact

s i tuat i on t he

teamsuccessful l y avoided det ect i on

add

25

po in ts t o

t he teams

total ( a vi l l age

counts

as one

contact i f

avoi ded)  

As stated

i n the

sec t i on

i nprepari ng f or

pl ay,

t he

contact t abl es

si mpl i fy

pl anni ng

f or

the

 

they

al so

add

var i ety

t o

t he

mssi ons

and

vary the

l evel

of tens i on

 

These t abl es are

desi gned

pri mari l y f or

a

j ungl e-r ai n forest

envi ronmnt

which

mkes themappl i cabl e

i n

Southeast

Asi a,

Afr i ca,

or Central and

South

Amri ca

The

J ungl e

Path

Contact

Tab e w l l l ead

you t o each of

the other

t abl es wi t hout

over-emhasi zi ng

any one

type of con-

tact   ani mal s, dangerous

ani mal s, c i v i l -

i ans, guer r i l l as or v i l l ages  

There

i s al so a

set

of c i t y

contact t abl es

which

w l l al l owyou t o

begi n

developi ng

a l i f e

f or

your

recons

besi des

f i r ef i ghts

and

ambushes

 

On

a

mssi on,

the

RT woud

norml l y

avoi d

v i l l ages or   vi l l es . The Local

I ndi genous Personnel (L I PS)

or

nat i ves

my

i nformt he

guerr i l l as of your pre-

sence, number ,

and route

of mrch

however,

the

RT

maywsh t o quest i on

LIPS

t o

gather

i nte l l i gence about guerr i l l a

act i vi t i es i n the area

A

 f ri endl y

vi l l age my

be onl y

appeari ng

f r i endl y t o avoi d reta l i at i on A

womanmght ask f or

mdi cal

hel p f or

her

chi l d

as a

di vers i on

whi l e

somone

el se

i nform the

guerr i l l as

of

your

pre-

sence  

An   i ndi f f erent vi l l age

i gnores

you

compl et el y,

as

i f

you

were

not

there at

a l l

and

proceeds

wth

t hei r norml

ac t i v i t i es 

A

  host i l e v i l l a gewoudbewhere

the

vi l l agers gl are

at you,

curse

you, pul l

thei r

chi l dren

away, an

ol d

woman

chewng

bet al

nut

mght

spi t at you, j ust

t he usual t hi ngs

to

mke thei r

appre-

c iat i on obvi ous

t o thei r a l l y

I f a vi l l age  f reezes or wthdraws

i t

mans

the

vi l l agers

woud stop

al l

ac t i v i t i es andmay hi de i n thei r

hootches

or

hut s  

They

may

be af r a i d

t hat youare

goi ng

t o

harmthem or they may know

there

i s

a

guer r i l l a

uni t

nearby

and i t s

t i me

f or

 The

Fir ef i ght

at OKCorral .

For

evey humn Contact si tuat i on

the

teamunsuccessf ul l y

avoided

subt ract

25

po in ts f rom

the

teams total

  Excl ude

the

HOT

LZat thebegi nni ng of a mssi on or

any contacts requi red

by

the

mssi on

( an

ambush

by t he

RT

i f

t hat was

t hei r

mssi on

or

any

necessary i n terrogat i on)

 

Mnes and

boobytraps

acci dental l y

t r ip-

ped count as a

Contact

 

EXAMPLE Between i nser t i on

and

extract i on RT

Python

had

17

possi bl e

human

contacts

 

They

successful l y avoi d-

ed

12

contacts

( fo r

300

poi nts)

 

However,

t hey were seen

by a

Buddhi st

mnk, a

woman gatheri ng

f i rewood,

and

a VC

pat rol

(which resul t ed

i n a f i ref i ght )   For

these

three

Contacts

subt r act

75 poi nts

f rom

t he

teams total

  There was one

ot her

Contact ,

the team

captured

and

i n ter rogat ed

a

VC

sentry

t o

l ocat e

whi ch

hootch

t he captured pi l ot

was

l ocat ed

i n

( t h i s Contact

was

necessary

t o

the

accoml i shmnt of

t he mssi on,

so do not

subt r act or add)

For

every

enem i nvol ved

i n

thems-

si on, t he team

w l l

recei ve

poi nts, even

i f

no

contact

was

made

EXAMPLE

Duri ng

t h i s

op there

were

18

Local Force VCi n

the area

( 10

poi nt s each) , 5

Mai n

Force

 15

poi nt s each) ,

and 10

NVA( 20

poi nts

each)   Add375 t o the

teams t o t a l

even

though the

team

avoided

mst of

these  

EXAMPLE There

was an ambush

i n vo l v i ng ei ght

Local

ForceVC, which

the

team

successf ul l y avoided on an

Al r o l l

(heard

somone' s

cough)

  The

r i s k was

t here,

so they get the po in ts  

To f i gure each

charact er s

share,

total

al l

of

t he teams po in ts

  each

charact er s

s k i l l s used,

wounded

or

k i l l e d recons,

Cont acts,

andVCNVA

operat i ng i n the

area Dvide t h i s by t he number

of

recons t hat

s tar ted t he

mssion

( a

recon

t hat

i s

k i l l ed may have

added po in ts

f or

s k i l l s

before he was

zapped)

 

Each

recon

wi l l

recei ve t he sam

share ;

i f

one

charact er

i s

skat i ng

and not

doi ng hi s

share,

 

i s up

t o

t he

team

mmber s

t o get

him

nt o l i ne

 

Wth

t h i s share, the

charact er

cangai n

news k i l l s ( by t r ai ni ng betweenmssi ons)

or imrove present

s k i l l s

  Hand-to-hand

Sk i l l s

requi re

50 poi nts

( or

hours of

t r ai ni ng)

; Non-weapons

S k i l l s requi re

100

po in ts

( or hours

of

t r ai ni ng)

; Sml l

Arm

Sk i l l s requi re 150

po in ts ( or

hours

of

t r ai ni ng)

; and

Heavy Wapons

Sk i l l s

requi re

200

poi nts

 

No s k i l l my be i ncreased

above

99

Wen

a character

even approaches

t h i s

l evel he

shou d   r ot a te s tate si de

andbe

ret i red

t o t hat Val hal l a of

Great

Recons

i n

the Sky, or the Land of

t he

Bi g PX

Po in ts gai nedon

amssion can

beused

t o imrove the

character s

basi c

charac-

t e r i s t i c s

  Strength,

Agi l i ty ,

and

Al ert -

ness   For every 100 poi nts you can

imrove

one

t ra i t

one

percentage poi nt

 

WOUNDSANDHEALING

Wounds recover

at

t he

rate of two

Strength poi nts

per day

A

person

who

has l o s t ei ghty St

po in ts

wou d take

f o r t y

days t o be f ul l y recovered 

A

charact er can

engage

i n

another

mssion before he has

returned

t o f u l l

Strength ;

however,

he w l l

mve

and take

damge

usi nghi s reduced Strength l evel

 

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WEAPONS MARKSMAN TARGET

ISTOLS

Revol ver

El l o

6 6

PRONE

PRONE

  utomati c

OR OR

BRACED

BEHNDOBECT

w

MG

F

 

ifW

Wn

 

t

_

KNEELING KNEELING

 

M W

  Af t

  d o

.

OLT A

CTION

TW

I

.111.

M AUTO

STAND 

ST NDN

SSAULT

RIFLE

O

 

I i

RUNNNG

RUNNN

HOTGUN

ON

~~

g

_

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Whenyou

get

i nt o

a

f uef i ght the

mai n

hi ng t o

consi der

i s

howmanyrounds you

n

f i r e

that

CR

(SEE RATEOF FIRE

 

The

more

rounds you can

f i r e ,

he

l es s

accurate

each

round i s pl aced

;

so,

oumust

choose quanti t y or qual i ty  

i f

you

are f am l i a r w th

weapons,

you

l l

r e al i z e

that a s k i l l e d

marksman

can

any

of these

weapons

more

rapi dl y

than i s

al l owed

i n these

ru l es

 

The

rat i onal e

i s thi s

:

Your chances

of

h i t t i ng

target are

much

hi gher

than

i n

an

act ual f i r e f i ght

 

I nWorl d Wr Unearl y

10, 000

rounds of ammowere expended

f or

each enemy

sol di e r ki l l ed Many

rounds

were f i redwl dl y or as suppress-

i ng

f i r e

to

make

the

enemy

take cover

;

w th t he

odds

i nRECON you d

better

not

take 10, 000

rounds

f or

each

enemy

you

h i t l

Whenyou

acqui re a

new

Smal l

Arm

Ski l l

you get

to

r o l l 2d100 as

your

Base

Per

Cent

Ef f ect i veness w th

t hat

Cl ass

of

weapon

  w th any

pi stol , assaul t r i f l e ,

et c  

When

you

add

5 f or

each

addi t i onal Smal l Arm

S k i l l ,

i t

i s

f or

pr act i c i ng

wth a, par t i cul ar

type of

weapon

i n that cl ass.

EXAMPLE

Your

character

has the Submachinegun

Ski l l

(63

wth

two addi t i onal SMGS k i l l s

(+10 usi nganUzi SMGWththe Uzi

he has a

73

f f e ct i veness

  I f he

pi cks

up

an

I ngram

M10

SMGhe onl y has hi s

63

base

per

cent, because

the I ngram

w l l

handl e di f f er e nt l y f rom

the Uzi he

has been pr act i c i ng

w th   So,

speci f y

what weapon your

character

i s t r ai ni ng

w th

 

The most common cal i be r s are

l i s t e d i n thedamage tabl es

and

the ra te of

f i r e

for that

c l ass

of

weapon

w l l

make

almost

any general l y

avai l abl e weapon

avai l abl e

f or your character   Togi ve you

t he general i dea of what i s

avai l abl e you

wi l l fi nda l i s t

of

Types of

Wapons

i n the

, f ol l owi ng C asses:

PI STOLS -

Pi s tol s are

backupweapons

 

Thei r short barrel l i m ts t hei r accuracy

and their smal l

car t r i dge

l i m t s t hei r

power   Your character mght carry anyof

the

f ol l owi ng

 

The

. 22

sem-automati c pi stol ,

i n

par t i cul ar

the

H -Standard

. 22

aut o, was

used

by

RTs because

i t coul d be

 si l enced

better than

any

of t he

l ar ger

cal i ber weapons. For  taking

out

an

adversary

at

c l ose range, t he . 22 shoul d

be

consi dered

 

The 7. 62x25

p i s t ol

i s

the Sovi et

Tokarev

used

byVCo f f i c e r s

and

pol i t i cal cadre

The

. 38

speci al r evol ve r i s t he standard

ALL ARMS

cal i ber

used

by

US

  pol i ce

f orces

 

Athoughunderpowered, i t i s a r e l at i vel y

easy

cal i be r

weapon

to

com

byand i n the

short er barrel ed versi ons

makes

f or

a

smal l er

weapon

t o

ca r ry

 

The9mmBrowningi s

popuar because

of

i t s l ar ger

magazi ne capaci t y ( 13

rounds) andbecause

i t

cou dbe s i l enced

 

The CAwas

the source of

suppl y

f or

most 9mmet i shes

i nNam

The . 45 auto has been

the

standard

se rvi ce i ssue

si dearm

or

of f i cer s

f or

over

hal f a

century   I t i s a l arge

and

heavy

pi stol

t o

l ug

around

on l ong patr ol s,

but

has exce l l ent stoppingpower

 

The

. 357magnum

evol ver i s

not r e al l y

a m l i t a r y

weapon,

but i ndi vi dual s

cou d

purchase and

carry the i r

own

i ndi vi dual

si dearm

on

som

RTs

 

The . 44 magnum l i k e

the

. 357, i s

not a

m l i t a r y

weapon

but w th

i t s tremndous

stoppi ng

power, you coul dn' t

prevent

somone from

eventual l y

acqui r i ng

one,

thoughammo

i s

hard

t o

com

by

SUBMACHNEGUNS

(SMGs) :

SMGs

sure l ook ni ce i n movi es

when

the

hero

sprays one around l i k e -a garden hose

;

however,

their short bar r el l ength l i m t s

the i r accuracy

and

they

f i r e the

sam

smal l

car t r i dges

as pi s tol s . Li ne

uni ts

di d

not

normal l y use

SMGs

i nNam

however ,

RTs

di d SMGswereusedmost

of t en on

ambushes and

pri soner

snatches where

suppressors were essenti al

 

The

f our

most commonmodel s

were

the I ngramM10, the Smth Wsson

M76,

t he

Carl Gustav M45/ Swedish

K,

and the I s rae l i Uzi   Al l f our

were

general l y

used

i n 9mmasaresul t of t he

CIAs

programi n t e s t i nj

s i l encers

or

sound

suppressors

Nne ml l i meter

( ni he mke mke ) proved

to

be

t he

l argest round

w th

good

sound sup-

pressi on

LRRPs

hadaccess t o

som

of t he ol der

(Worl d Wr I I / Korea)

M3  grease

guns i n . 45 cal i be r  

I n  

ear l y

ops

som

SOG

RTs

car r i ed

weapons

captured

f rom

the

VC

such

as

the

French

MAT-49

rechambered

f or

the

7

. 62x25mm

pi stol

car t r i dge .

These

wea-

pons

hadbeen captured f rom

the

French

i n

t he

ear l i er French Indoch naWr

of

the 50s Wapons

captured f rom

the VC

were

used

as

  s t er i l e

(non-U

. S.

weapons f or mssi ons i nt o North Vi et

Nam

and neut r al

countr i es

such

as

Laos

and Cambodi a (where the US  

was

not

supposed

t o be

oper ati ng)

 

The MAT-49

was

repl aced by

boths i des when

t he VC

star ted r ece i vi ng l arge

numbers

of AKs

The f i nal SMGwas

the

K-50M

i n

7. 62x25mm Thi s i s a

copy

of

the Sovi et

PPSh-41

SMG

The

maj or

di f f e r e nce

between

t he two i s the useof a

wre stock

on theK-SOM

BOLT-ACTION RIFLES -

Bol t - act i on

r i f l e s mght be

found

on

som

Local Force

uni ts, par t i cul ar l y

ear l y

i nt he

war

  Treat

as f i r i ng 7

. 62mm

cartri dges

SEM-AUTOMATIC

RI FLES

-

The

maj or sem-auto

r i f l e encountered i n SE

Asi a

were

MI s

suppl i ed

by the US  

Som

of these

were

captured

byVC

uni ts

and

used

unti l

repl acedbyAKs Treat as

f i r i ng

the 7. 62

car t r i dge .

Ml s were so

common

that they coul d

be used

as

  s t e r i l e

weapons ear l y i n

t he

war

 

One

of

the most hi ghl y pri zed sou-

veni r s

of

the war

was

an SKS, t he

sem-automati c

vers i on of t he

AK-47

You coul d

keep

a

sem-automati c weapon

but not

the

f u l l

autoAKwhen

you

rotated

hom

 

ASSAULT

RI FLE (AR) - The

ARhas a

se l ector swt chwhi ch

al l ows i t

to

be f i r e d

sem- automati cal l y

(one shot per

t r i gge r

pul l )

or

f u l l

auto

  i t w l l

conti nue

t o f i re

unti l your e l ease t he t r i gger or i t

runs

out

of

ammo)

.

I f

your char acter

i s a

Mari ne,

he may

have

t r ai ned on the

M14A1

or M14132,

par t i cul ar l y

ear l y

i n the war

  Thi s

weapon

f i r e s

t he

l ar ger

7. 62

car t r i dge,

but

i t i s

al so l arger

and

heavi er  

SomeMari nes

kept

their

Ml 4

when

the

new

M16

was

i ssued because

of

the SNAFU

over

gunpowder

that

scr ewed

up the M16s

when they were f i r s t i ssued  

The

M16

(genera l l y,

the

M16A1) i s a

s hor t e r , l i ght er

weapon than

the

M14

I t

was

i ssued to accommodate the s i z e of

our

Asi an

a l l i e s  

I t f i r e s

a 5

. 56mm

or . 223

cal i ber car t r i dge

 

The

smal l er

cart r i dge

l ends t o

tumbl e

when

i t imacts and

does

consi derabl e

damage

f or i t s

s ize

 

The

most popuar

weaponon RTswas

the

XM177132 ( al s o cal l e d the

CAR-15

or

Col t Commando)  

Th s

i s aneven

shorte r ,

l i ghte r

versi on

of

the

M16

I t i s about

the

s i z e

of

an

SMG

but f i r e s

t he

  f ul l - s i z ed

r i f l e car t r i dge

of t he

M16

I t s l i ghtwei ght

and

compact  

s i z e made

i t

f avored

f or

movi ng through

the

bush Most RT

mmbers w l l be

carr yi ng

aCAR

Som

RTs car r i e d

captured

AK-47s

( actual l y

Ch nese

copi es, theType 56- 1)i n

7

.62mm

AKs are

heavy, the i r

sa fe ty i s

hard

t o oper ate, and they don t sw tch

magazi nes as f ast as a CAR

however,

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theyhave twoadvantages .

F i r s t ,

anRT

i n

captured

uni form

or pl ai n f at i gues

car r yi ng

AKs

resemble

a

VC

uni t , and

t hat mght gi ve theman edge

duri ng

Contacts .

The

second

advantage

t o

anRT

i s

t hat

-

t he report

of an

AKi s di f f erent

f rom

an

M16/CAR

Duri ng

a

f i r ef i ght

VC

uni ts coul d

eas i l y

i dent i fy where

the

RT

was by the

sound

of thei r weapons,

but

usi ng

AKs

prevented

reinforcements

f romi dent i f yi ng

f r i end f rom

f oe

SHOTGUNS -

Al though outl awed by

the

Geneva Conventi on,

shotgunssuch

as

the

I t hi ca

12 gauge

pumpwere used by

some

RTs

.

The

Br i t i s h S:A

S .

had

excel l ent

re sul t s

w th

shotguns

i n Mal aya

andmany

U

S

troops

adopted

shotguns

(sometimes

mai l ed

f romhome)

.

Shot -

guns were

more

common

on LRRP,

SEAL,

and

Force

ReconRTs

. SOGSpi ke

Team

tended

to

use

the

M79 grenade

l auncher

w th

the shotgun- l i ke ant i -

personnel

round

i nst ead

of

shotguns

.

Shotguns

have

a sl ower

ra te

of

f i r e and

t ake

l onger

t o rel oad .

When

f i r i ng

at

agroup

of character s no

wder than

f our

yards

apart ,

the pl ayer

may

r o l l

t o

hi t on any

or

al l of

the

character s i n

t he

groupdue t o the spread

of the

buckshot

.

GRENADELAUNCHERS

  GL) -

The

US . M79 i s a s i ngl e shot weapon

t hat

resembles a

sawn-off

shotgun

Cal l ed a

bl ooper, blooper

or bl oop

gun

because

of

the sound

i t

makes, the M79

serves the

RT

as a smal l

uni t

a r t i l l e r y

pi ece

. The

det ai l s

of t he

GL

are

covered

i n the

sect i on on Genades .

BASE

PER

CENT

EFFECTIVENESS

For each weapon s k i l l

r o l l 2000

as

your

Base Per Cent Ef f ect i veness w th

t hat

Cl ass of

weapon

.

Thi s

i s

t he score

youwoul dmake out of 100poss i bl e po i nt s

when

f i r i ng

t hat weapon on a target range

under i deal condi t i ons . I n combat,

where

the condi ti ons are

l es s

than i deal , your

actual chance of hi t t i ngmaybe reduced.

You

can i mprove

t hi s

score5

or each

weapon ski l l you earn through

exper-

i ence t hi s represents spendi ng ti me

between

mssi ons pr act i c i ng t o i mprove

t hat s k i l l

.

No

s k i l l ( smal l arm or other) may

exceed99%

whether

an

i n i t i a l r ol l

of 100  

or by

addi t i onal

s k i l l s .

The

game

woul d

be a turkeyshoot whencharacter s get

t oo

good .

FI RE

I n order t o f i r e

onan

enemyyou must

be abl e to see them

You

shoul d be abl e

t o

l ay

arul er or other

st ra i ght obj ect f rom

your

character to

t he

enemy f i gure

w thout

passi ng through

any

obj ect s t hat

woul dbl ock your vi ewand

the

t raject ory

of your

bul l et

. I f

you

can see

the target,

then

youareabl e

t o

f i r e

at

them

Wth an eager group,

j ust

ready to

bl ow

away

everythi ng

i n

s i ght ,

you may

have

t o

make

everypl ayer

r o l l

2000

f or

hi s

character andyou

r o l l

f or each

enemy

so ld i er

t o

determne a system

f or

resol vi ng

f i r e

and

movement that

CR

Hghman

gets t o

s ta te

what

hi s

character

i s goi ng to do

t hat CR

Af ter

movement

has been pl anned,

thenresol ve the

f i r i ng

t hat woul d have

happened duri ng that

movement .

Al l

acti ons

are occurri ng

si mul taneousl y

the

tons simpl y

deter -

mne

who

gets to t a lk and r o l l f i r s t .

TO

FI RE

AT

AN

ENEMY

1 .

Measure the range on the map

or

f romyour f i gure to the enemy.

2 . Take

your percent eff ect i veness

wth

the weapon

youare

usi ng :

a

Subtract the modi fi er

f or

the

target s posture

at

t hat range.

b Then

subtract

the modi f i er

f or

your posture

at

t hat

range. I f

you

are

doi ng

two

t hi ngs

such

as

runni ng

and f i r i ng

fu l l

automati c, use theone

w th

t he

higher

modi f i er .

EXAMPLE

SHOTGUN BASE 

TARGET

STANDNGAT

8

YARDS

YOURUNNNG

s5-0-15=70

3 .

Rol l 2000

agai nst t hi s

total

. Ar o l l

belowor equal

i s

ahi t

;

a

r o l l

over t hat

number

i s a

mss

EXAMPLE

70,

2000

 3, so

i t s

a

hi t

.

4 . I f

you

hi t

the

enemy,

check

your r o l l

against

the

HT

LOCATIONCHART

EXAMPLE

Rol l 2d100 agai n, r o l l

=43

On

the

hi t l ocat i on

chart

t hat

i ndi cat es

you

hi t

hi m n the chest .

5

Check

theDAMAGETABLE

f or

the

number of

di e to

r o l l

for

t hat weapon

EXAMPLE

SHOTGUN

AT

8 YARDS

WTH00

BUCKSHOT

2000-20=

52-20=

32

6. Subt r act the

damage

f romthe t arget

character s strength

EXAMPLE

  Str engt h

( 45)

: 45- 32 =

13,

the character has 13 hi t s l e f t s so he i s

s t i l l

al i ve .

7 . Repeat 3, 4, 5

and

6

f or

each shot

f i r e d

0

COMBAT

EFFECTIVENESS

TABLES

There

are two consi derati ons

on

each

combat

eff ect i veness

tabl e  

range and

what each

character i s

doi ng

.

Fast,

f i nd

the range or

di st ance

between

the

two

character s by

measuri ng

the di stance

on

the mapor i f

you

are

usi ngmodel f i gures measuri ng

t he

scal e

di st ance between

them

Find

the col umn

t hat

t hi s

range f i t s i n t o

;

al l of the

modi f i ers

w i l l

be

i n t hi s

col umn

.

Second,

fi ndwhat the t arget i s

doi ng

.

Standing

means

he

i s

doi ng somethi ng

where most of

hi s

body

i s

exposed;

whether st andi ng,

cl imbi ng

a cope or

pl aying

hopscotch . Kneel i ng i s a smal l er

target

so i t i s harder

t o

hi t

; use

t hi s

i f the

target

i s

kneel i ng,

s i t t i ng

or

crouched

over

.

Runni ng assumes

the character i s

harder

to hi t becausehe i s

crouched

over

and zi gzaggi ng Prone

or

behi nd an

obj ect

i s

usedwhen

t he

target s headand

shoul ders are about al l

t hat

are

exposed

use

t hi s

when

a character

i s i n

a

f oxhol e,

l ayi ng

on

the ground,

dr i vi ng

a car,

commandi ng

a tank w th

hi s

head out ,

f i r i ng

f roma

wndow et c

. (There i s

al so

a

separate

hi t l ocat i on chart

t o cover

t hi s

smal l er t ar get area) .

Thi r d, f i nd

what you

ar e

doi ng. I f you

ar e

prone

( l ayi ng down)

or

have your

weapon

propped

agai nst something t hat

gi ve you the most st abl e

shooti ng

stance

so   has

t he

smal l er modi f i ers

Kneel i ng

i s the

second most st abl e pos i t i on

.

Standing

i s a poorly

st abl e

shooti ng

pos i t i on

.

Runni ng

i s

very hard

t o f i re

accur at el y,

so   has a hi gh modi fi er

.

Fi r i ng

f u l l

auto means you

ar e

sprayi ng

an area ( area

f i r e )

rather

than

car e-

f ul l y ai mng each shot ,

so i t

al so has

a

very hi gh modi f i er . ( Fi r i ng

f u l l

aut o, you

aredependi ngon the vol ume of f i r e

to hi t

somethi ng

. )

I f

youare

f i r i ng

at

acharacter

who

s

i n

a movi ng

vehi cl e

treat

t he

t arget

as

you

are

f i r i ng

f rom

a

movi ng vehi cl e,

treat marksmanasr

I f you

have

more

than

one round tof i r e

t hat

CRyou

may

opt

to

f i r e

al l

at one

t arget or you can scat ter them

over

several targets

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ONCHECK

Duri ng

t he

mddl e of a

f i r e f i g h t when

oth si des havebeenbl owngaway

ammo

i t s

f ree,

the

Man

say  weapon

.

Al l

recons

and t he enemyhave t o

2d100

agai nst thei r Al ertness I f you

ake

your r o l l ,

you

are

okay

and

keep

on

r i ng

;

however ,

any character

who

f ai l s

s

r o l l has

not

been payi ng att ent i on t o

ow

mny

rounds he has l e f t i n

hi s

agazi ne

  he

wasn t

al e r t ) and he

has

denly found hi s weapon

empty  

- The al ternat i ve i s to keep track of how

any rounds

you

are carryi ng

and mark

f each

one as

you

are

f i r i ng

  ; then

hen

you use up the correct number of

he

magazi ne

of t hat weaponyoucan stop

nd rel oad  

I f a char acter

f ai l s hi s

Al

r o l l ,

  w l l

h mhal f of theCRto rel oad

so,

he

n

onl y

shoot

-

hal f as mny rounds as

mal

t hat

CR I f there

i s

a

f racti on,

ound down

to

t he

smal l er number of

ounds

 

I f t hat char acter

has

not

f i r e d

many

ounds and he

f ai l s hi s Al ertness r o l l ,

sume t hat

hi s

weapon has j ammed   I t

i l l take h mhal f the nextCR o

cl ear

hi s

eapon

 

NFAMLIAR

WEAPONS

I f

duri ng a

mssi on

you have t o

use a

eapon

wh ch

youdo not al ready possess

he necessary weapon s k i l l (a new

eapon cl ass

to

oper ate,

you

may

use

he

weapon, but at a di sadvantage  

Rol l

2d100

f or

your base per cent wth

hat weapon

as youwoul d

wth

a weapon

 

I f youuse t hi s weapon out of necessi t y

t r act

t en

f rom

your

base

per

cent

and

agai nst t hi s

l ower

number

when

you

e t hi s weapon  

Bei ng

more f am l i ar

th t h i s type of weapon,

youwould

onl y

t r act

f i v e

from

t he ori gi nal

base

rcent i f you use t h i s type of weapon

on

l ater

mssi onOnthe

t h i r d

mssion

you

oul d

r o l l against the ori gi nal

base

per

 

You

may use  experi ence t o

mprove

t h i s

weapon

s k i l l at

a

f aster

rate

I f you use an unfaml i ar weapon

when

ou

have a weapon avai l abl e

f or

wh ch

ou al ready possess

t he

necessary

eapon s k i l l , then you

woul d

subtract

from

your

base per cent

f or t hi s

ewweapon

s k i l l

 

The

_second

mssi on

ou

woul d

subt r act ten the

th i rd,

f i v e

nd

thef ourt h

youwoul duse

t he

f u l l

base

er

cent

 

The

extra

f i v e

percent

i s

a

enal ty

f or

gambl i ngwth an unf am l i ar

eapon i n

a

combat

s i t uat i on

 

You can

use

experi ence acqui red

on

mssions t o

i mprove t h i sweapon

s k i l l

at

a

f aster rate

;

t hi s assumes t hat you are

using time

between mssions pract i c i ng wth t hi s

weapon

 

SUPPRESSORSSHENCERS

Sound

suppressors

or si l encers

were

used on ambushes

and

pri soner snatch

operati ons  

They

w l l reduce, but not

to tal l y

el i mnate,

the report of a

weapon  

Suppressors

were more

l i k e l y

on

SOG

or

Phung

Hoang

cps (because of thei r

associ at i on wth the CA)   LRRPs,

SEALS and Recons woul d

not have

access t o

suppressors

; unl ess they

were

operati ng on a SOGmssion  

Suppressors

were

used

on

four c a l i -

bers  

. 22, 9mm

5

.56mm . 223

and 7

. 62

(M14

onl y The9mm

suppressors

were

avai l abl e i n ei t her pi stol or SMGmodel s

 

Because

the sounda

suppressor

makes

i s

not

i mmedi ately

i dent i f i abl e

as a

weapon report, an enemy troop

woul d

need

to make an Al ertness r o l l t o

determne

i f he

was

curi ous enough t o

i nvesti gat e the sound I n an ambush

si tuati on,

f i r i ng

f rom

a concealed l oca-

ti on,

t he enemy

woul d not be able

t o

i mmedi ately

i dent i f y the l ocat i on of the

f i r e r t o return f i r e

  three

t o

si x

CRS)

 

To

determne i f

the

sentry

i s

wthi n

range

f or maki ng an

Al ertness r o l l , check

theSUPPRESSEDWEAPONTABLE

WEATHERANDTERRAN

Weather

and t er r ai n af f ect

pl ay

pr i mar i l y i n

bei ng

abl e t o observe

t he

enemy,

 target

acqui s i t i on

.

Three

f ac-

t o r s have been

i ntegrated

i nto

the

M XMUMARGETACQUSTION

RANGETABLE these factors

are

pre-

cipit at i on,

avai l abl e

l i ght , and terr ai n/

vegetati on

You

canuse the preci pi tat i oncol umn t o

randomy

change

t he

weather

by

r ol l i ng

1d10

; otherwse, cross r ef erence the

present

preci pi tat i on

you have

al ready

descri bed t o

t he

pl ayers w th the l i ght

condi t i ons

For ni ght operati ons

youcan randomy

determne

the

phase

of the

moon

and

avai l abl e l i ght

by

r ol l i ng l dl 0

 

The

r educti on

of

monl i ght

by

cl oudcover

has

al r eady been

i ntegrated i nt o the tabl e  

Duri ng a NewMoon,

when there i s

no

moonl i ght, zodi acal

l i ght

  star l i ght sup-

pl i es adequate l i ght

onceyour eyes have

adj usted For twi l i ght

(dawn

or dusk)

use

t he

f u l l mon

col umn

f or

the

reduced

l i ght condi t i ons

.

Themaximum

i stances are

600

yards

i n r i ce paddi es,

open f i el ds,

deserts,

or

grassl ands where

t he

vegetati on i s l ow

and

there

are

no

rocks,

hi l l s

or

sand

dunes ; 100yards i n

medi um

vegetat i on of

forests,

swamps

or

scrubl and

and 30

yards

i n j ungl e or elephant grass  

The

mximum

angeswere

cal cul at ed

f or l i ght

vegetati on

such

as open f i el ds  

Useonl y

t he

ranges

under

t he

s o l i d

l i ne

f or

medi umvegetati on

 

Use

onl y the

ranges under the dashed

l i ne f or

heavy

vegetati on such as j ungl es  

I ndi vi dual t r ees

or cl umps of grass and

brushcan

great l y

reduce these

mximum

di st ances  

Use t he

RandomTerrai nGen-

erat i on systemof scat t eri ng obj ect s t o

l ocate vegetati on whch

mght

bl ock a

cl ear

vi ew t o a

target

 

NGHT

FIGHTING

The

mai n di f f i cul t y i n ni ght f i ght i ng i s,

of course, bei ng abl e t o l ocat e

or see your

target

 

The MD

needs

t o consider the

te r ra in

  f or

maximum

di stance

t hat

the

enemy can be observed ,

t he

preci pi -

tat i on

  i f any , and

t he

phase

of

t he

mon

  or

amount of l i ght By

usi ng the

tabl e

corr el at i ng preci pi tat i on wth

the

phase

of

themoon

and

the

gui del i nes

f or

terr ai n,

theMhoul d be abl e

to establ i sh the

mximumdi st ance

at

whch troops may

observe each

other  

Wen

troops are

wt hi n

t hi s

di stanceand theyhave

an

un-

obstructed

vi ew

then

those troops

wi th i n

range

shoul d r o l l against thei r

Al ertness

f or

each

poss i bl e target . For any char -

act er

movi ng

add

5

t o your

Al

when

r ol l i ng

to det ect

h m I f yousuccessf ul l y

r o l l

f or

a

part i cul ar character you have

detected

h mand

can

f i r e at h m I f you

f a i l

your

r o l l , t hat

character

i s

s t i l l

successf ul l y

concealed

by

t he

darkness  

Once

a character f i res , themuzzl e

f l ash

from

hi s weapon w l l

gi ve

hi s l ocat i on

away

t o anyone

wth

an unobstructed

vi ewof

hi s

l ocat i on   Thi s i s whygrenades

were

o f ten

used at

ni ght

i n Vi et Nam

There

are several means of

i mprovi ng

observati on of enemy troops at ni ght

 

I nf rared

scopes

have

been

used

how

ever, the

ol d

i nf rared scopes do not gi ve a

goodsi gnature or

i mage

of the obj ect , but

a

s i l houett e f rom

body heat

usi ng

a

passi ve system A

better

system i s a

starl i ght scope

wh ch

el ect roni cal l y amp-

l i f i e s

t he

l i ght

comng

i n and

gi ves

avery

sharp

i mage of the

target .

A

sni per usi ng

a

star l i ght scope

w l l

be treated as

f i r i ng

i n dayl i ght, wth

t he

onl y

res t r i ct i on

bei ng

any

obst r ucti ons between h mand

anypossi bl e

target

 

The other opti on i s to use

an

i l l umnat i on

f l a r e

or

a r t i l l e r y

round

Usi ng

an

i l l um

round

w l l

qui ckl y

el i mnate

t he

el ement

of surpr i se on a

mssi on

 

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An i l l um nat i on

f l a r e

i s

not a

Very

pi stol ,

but a r ocket contained

i n

an

alumnum

tube

el even i nches

l ong

by

one

and

a

hal f

i nches

i n di amter

 

The t op

cap

contai ns a

f i r i ng

pi n

;

when

t he

cap

i s

pl aced on t he

base

and sl apped, i t

f i r e s

the

r ocket

 

The r ocket i s

attached

t o

a

parachute wh ch

al l ows t he

f l a r e t o

remainal of t l onger

 

The f l a r e l asts s i x CR

and

i l l um nat e s

an area 20 yards

i n

diamter

  To

l ocate

the

center of the

c i r c l e , treat

as

a grenade toss

 

I f

you f a i l

your r o l l , the f l ar e wi l l be of f

target

and

you

wi l l

need

t o

r o l l ,

j ust

as you

woul d

ANTI-TANK

WEAPONS

A though

there are

several anti - tank

weapons,

the

mai n

one

i s

a

smal l ,

one-man, por tabl e bazooka- l i ke devi ce  

The

U

S

 

Li ght

Anti - tank

Wapon

  cal l ed

 l aw ) i s

a

r ocket sh ppedand f i r e d f rom

a

f i be r gl as s

tube   Af ter

i t i s f i r ed, you

throwaway the

f i be r g l a ss

tube

l auncher-

don t

worry,

i t s

no

deposi t,

no return 

The Sovi et

equi val ent

i s

t he

RPG7

or

Rocket

Propel l ed

Genade

Thi s

i s

avery

common

guer r i l l a

and t e r r o r i s t

weapon

i t s

s i l houette i s

al so

used

as Rol e Pl ayi ng

Gams,

I ncor por ated s

trademark on

the

back

cover

of t hi s book

For these smal l er

anti - tank weapons

there

are two charts on the

COMBAT

EFFECTIVENESS TABLES

ANTI-

TANK

because you

may

be f i r i ng at

other

thi ngs besi des tanks

 

Rol l

2d100

f or

your

Base

Per

Cent

Ef f ecti veness,

then

subt r act f rom

the

target s ize part

of the

tabl e and t he marksman part

of

t he tabl e

 

To

hi t ,

you wi l l r o l l agai nst

thi s

total

 

I f

you hi t , r o l l

1d10

on the

TANK

HT

LOCATION

TABLES

There

i s al so

a

wi th

a grenade

  t

takes

one

CR

t o

di g out

t he

i l l um nat i on f l ar e

and

prepare

i t ;

al so,

i t

takes

one

CR

between

f i r i ng and t he

b a t t l e f i e l d bei ng

i l l um nat ed

 

Wenan i l l um nat i on f l a r e

or

round i s

usedat ni ght, you

can

cl ear l y

see

t o f i r e

into

the

i l l um nat ed

area ;

however,

tr oops wthi n t he

i l l um n at ed

area

have

l o s t

thei r

ni ght vi s i on

and

cannot see to

f i r e out of

the

i l l um nat ed

area

i nt o t he

dark  

I f

they f i r e , they

do

so

by

f i r i ng

bl i nd

( 01

t o

h i t ,

2d100

per

round f i r e d )

 

I f you have access t o

a rt i l l e ry ,

you

can

separate

tabl e

f or

tr ucks and

hal f t r acks

.

I f

you hi t any

smal l

vehi cl es such

as a

j eep

or

car

assume t hat

i t

i s t ot al l y

destroyed i n

the

expl osi on

and

burni ng

f uel

I f you use

the

LAW

gai nst personnel

treat

a

mss

as

you woul d

a

grenade

l auncher

mss doing2d100t20damage 

TANKS

Tanks were not

that

commonby the

enem  

(TheNVA

had

t o at l east

make

t he

pretense of t hi s bei ng

a si mpl e

i ndigenous guer r i l l a war . ) Tanks made

thei r major appearance

when

North

Vi et

Namdroppedthe

charade

and made t he

a l l

out

of f ens i ve

to

conquer

South

Vi et

Namhowever,

tanks

were used agai nst

t he Lang Vei Speci al Forces Camp (SF

Detachmnt

A-101) duri ng

the Tet Of -

f ens i ve

of

J anuary-February

1968 These

t anks

  Sovi et bui l t PT-76 l i ght amph b-

i ous tanks) crossed t he

border

f rom

neighbori ngLaos

 

RTs

are

most l i k e l y

to

encounter

tanks

when operati ng i n Northern Laos

al ong

t he most developeds t r e t c h

of

theHoChi

Mnh

Trai l

or when operati ng

i n

North

Vi et

NamPray

you

don t

run

up

agai nst

cal l

f or

i l l um nat i on

rounds

 

Thi s, as wth

other a rt i l l e ry ,

requi res a radi otel ephone

operator

(RTO

and wi l l

f o l l o w

thenormal

r u l e s

f or a r t i l l e r y

 

The i l l um nat i on round

i l l um nat e s

anarea 30yards

i n di amter

f or

12 CR

FIRNG

BLIND

At

ni ght

or

i n

any

condi t i on

where the

enem

i s

not

cl e ar l y

vi s i bl e,

i t

i s

poss i bl e

t o f i r e

i n

thei r

general

di r e ct i on Youhave

a

one i n a

hundred

chance

of

hi t t i ng them

 

01 on2d100)

i f

they are not behndan

obj ect  

HEAVY

W PONS

any

tr acks

 

Sure

you ve

got

a

LAWbut

what

i f

youmss? That movi ng p i l l box

i s

goi ng

t o grease

hi s

treads

wth

you So,

get the

H

out of the

way

 

I f you

do

met one

of

these

mtal

mnsters, keep

i n

mnd that

t h ei r

maximum

movement

i s

about 50 yards

per CR

i f

they

were

al ready barrel i ng

along Thei r

turret can turn 30° per

CR

but

wi l l

probably take another CR

t o f i r e

 

Themai n gun can t

depress

l owenough

t o f i r e cl oser

than 30

yar ds,

when

i t

does

f i r e , i t wi l l do

t he

samedamage

as a105

howtzer (SEE ARTILLERYAND AIR

STRKE

DAMAGE

TABLE  

Tanks wi l l

al so

have at

l east

one

MG

  f or

game

purposes,

a

l i ght MGmounted i n

the

turret wth

a

r e s t r i c t e d f i e l d of f i r e) .

FLAMETHROWR

A

f l amthrower

uses

pressuri zed

gases

t o

spray p a r t i a l l y j e l l i e d

f uel

 

A

f l ame-

thrower

has enough

pressure t o throw

a

j et

of fl amng

f uel

out to t h i r t y

f eet

away

f or

up

t o t en

CR

I n

one CR

the f l ame-

thrower

operator canmove the j et of

f uel

so

that

i t covers anarc t en

f eet

l ong

at

the

end

away f rom

h m

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I n the tenCR

that

the

f uel

w l l

l ast

i t i s

possi bl e f or

the operator to sweep i n a

hal f c i r c l e

;

i f hedoesn t

get shot f i r s t

and

i f

there

are no

f r i endl y

troops i n

hi s

way

So, i t i s

possi bl e

t o

make

a

wal l

of f l am

between

himand

the enem

DAMAGE

Anyone

hi t

wth

a

f l ame-

thrower

takes 2d100

damage

that

round

and 2d10 for each of

the next three

rounds

  r o l l

each) .

The f l amthrower

f uel

w l l burn out

af ter

f our rounds

  I f

i t

has

hi t

anything

that

w l l burn, i t

w l l have s ta r tedaf i r e

that

w l l

continue

t o

burn even

af ter the

f uel

has burned

out   f f the f l amthrower

i s

used

on

somthing t hat

i s non-

f l ammbl e,

such

as concrete or

rocks,

there w l l be

no f i r e after the

f uel

burns

out  

You can

attemt

t o shoot t he f l ame-

thrower   t r eat t he

tanks

as  prone/be-

hi nd obj ect

and

r o l l l i k e

any

other

shot

.

I f

t he

tank

i s

h i t , i t

w l l

expl ode,

showering

the

f l amthrower

operator and

anyone

wthi n f i v e yards  

Anyone

hi t w l l

take

norm

f l amthrower damage

f or

f our

rounds  

FRAGS

Your basi c per cent

accuracy

w th a

grenade i s your Agi l i t y score, a though

youmay have imrovedon

thi s

by taki ng

the Genade

Throwng Ski l l

 

The mxi-

mum

i s tance youcan throw

a grenade,

i nyards, i s

your

St di vi dedbytwo Onthe

COMBAT EFFECTVENESS TABLE

GRENADES f or grenades, i f you are

using the f i r s t

range

1-20

yards, you

better be throwng t hat booger

i nto

a

bu i l di ng,

pi l l box

or

cave

where

there

i s a

wal l between

youand

i t ,

or

you

w l l

r i s k

damage

l i k e the

guy

you are

throwng

i t

at  

Ona r o l l of 2d100against

your

Agi l i ty,

i f youmake your r o l l youhi t r i ght

where

you were throwng I t takes a coml ete

CRto pri me,

throwand

f use t o

burn

t i l l

thegrenadedetonates  

When

i t explodes,

check

the

Genade

Damage

Tabl e

I f you f a i l

your

r o l l , you

w l l

need

t o

zs

ea

PI

GS

Most mchineguns today are

avai l abl e

as 7

.62mm

such as

t he

US  

M60

or

t he

Sovi et RPD

Thereare

several avai l abl e

i n

. 223 such

as theStoner

system

whi ch

was

used

by som SEAL team i n

Nam

One

mncan carry these and f i r e them

though i t woul d

t ake

one strong dude t o

f i r e one f romhe

shoulder

l i k e a r i f l e.

The heavymchi negun, . 50

cal i ber , i s

t oo heavy f or

one

mn t o

carry

 

They

are

used

on

vehi c l es and

i n

f i xed em

pl acemnts TheHeavyMaahinegunSki l l

woul d be f or t he Heavy

Wapons

MOS

whohas everythi ng, or f or a  Hearts and

Mnds

mssi on

For ei ther

s k i l l

r o l l

2d100

Base Per

Cent Ef f ect i veness and

use

t he

COMBAT

EFFECTVENESS

TABLE

MACHNE

GUN

BothMG

use the sam tabl e and

rate

of f i r e , the mjor di f f e r ence i s

damage

 

60 MK

EMKE

The 60mmMortar

Ski l l

uses

t he

Ar t i l l er y rules

sec t i on

 

Rol l your Base

Per

center a 10 by

10

pi ece

of

cardboard

mrked of f i n t o

100 one- i nch

numered

squares*Place thi s card on the

intended

target

area Rol l

2d100,

t he

grenade

l ands i n the square

wth that

numer

 

When i t expl odes, you can

masure

t he

di st ance

toanycharacter t o determne

i f

they are i nj ur ed

 

FOR

20M

 

FIGURESUSE3/4

SQUARES

When

mst

of

us thi nk

of

a

grenade,

we

env i s i on

t he ol d Wrl d Wr

I I  pi ne-

appl e wth thebigl ugs of mta which

form

part of t he shrapnel  

Thi s type of

grenade hasbeen pretty mch

repl aced

by a smoth-si ded

grenade

whi ch

con-

tai ns

a cri med

spri ng

i ns i de

which

breaks

i n t o f ragmnts

theref or e,

thi s

type of grenade

i s cal l ed a  f rag or

fragmntation

grenade

 

I t i s

al so

cal l ed

a

Hgh Expl osi ve  H. E   grenade

 

Cent Ef f ect i veness

;

t o

hi t

your

target,

r o l l

agai nst thi s

  Each

addi t i onal

60mm

Mortar

S k i l l

wi l l

add f i v e

per cent . On

2d100, i f you r o l l

under your BPCE, you

hi t the

exac t t arget

 SEE ARTLLERY

ANDAIR

SUPPORT

DAMAGETABLES)

On

a

mss

r o l l

2d100

and

usethe10 x10

gr i d

t o l ocat e the imact

area*

RTs car r i ed t he

smal l

60mm knee

mortar

 

The

nam coms

f rom

t he

mstaken

i dea

that

captured J apanese

mortars

were

f i r e d

r e st i ng

on the

knee

 

A

Heavy

Wapons

MOS character mst

have a St of

80

or

better

t o

carry the

mortar

and

any

weapon heavier than a

CAR-15 The other characters shoul d

carry t he mrtar shel l s or boms

(as

the

Br i t i s h c a l l them

;

they can carry

up

t o

three

each 

The HeavyWapons Speci al -

i s t

can

f i r e the

60mmup

t o

two

rounds

per CR

The target area

shoul dbe at l east

30 yards away  di rect f i r e ,

and

the

mrtar

posi t i on

shoul d have

a

c l ear

overhead

(nobranches) s i nce the mrtar

i s a hi gh ang e f i r e weapon I n other

words,

youneed

t o f i r e i t

f rom

a

c l ear i ng

i n the j ungl e  

I n

addi t i on,

there i s the Wite Phos-

phorus WP   or  Wl l iePeter

grenade

which causes mst of i t s damage

by

burn ng

phosphorus rather than

shrap-

nel

 

Thephosphorus

w l l conti nue to

burn

i n t o

t he v i c t i m and

w l l

do addi t i onal

damage

f or

twomre CRs

 

Another type of

grenade i s the CS

grenadewhich

produces anauseatinggas

even

worse than

teargas

 

CS grenades

w l l not

k i l l

your opponent but

w l l

i ncapaci tate himor

render

him

unable t o

f i ght   I t

takes one CRf or the

gas t o af fect

t he v i c t i m

I n an

open

area

the CS w l l

affect onl y

t hose

wthi n

three yards of the

grenade

  I n a confi ned

area such as a

room bunker or

t ank,

t heCSgrenadew l l

af fect

everyone

wthi n f i v e

yards

of i t  

The

f i nal

type of

grenade i s

the

smoke

grenade

whi ch

coms i n

several

di f f erent

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col ors of smoke

 Smoke

i s

used t o spot

your l ocat i on or

enemy

l ocati ons f or

TACAR s t raf i ng or

boms,

hel i copter

gunshi ps or t o

mark t he LZf or hel i copter

extr act i on

 

Smoke

grenades

are not

used

f or

smokescreens

 

BLOOKER

Grenade

l aunchers, such as

t he

US  

M79,

l ook

l i k e oversi zed sawn-of f

shot-

guns

 

They

break open l i k e a shotgun,

and you

i nsert a

l arge

cart r i dge  

Basi cal l y,

t he M79 or

 blooker ( be-

MNES

AND

BOOBYTRAPS

The terror of

mnes and

boobytraps i s

t hat

they s t r i ke

w thout warn ng

and

there i s

nothing t o f i ght back at   Troops i n

Namuf f ered

more

f romt he st r ai n

of

ant i c i pat i ng

mnes

and

boobytraps than

they

di d f romanxiety over

amushes

  I n

a

f i r ef i ght

you general l y get

some

warn ng

and you can f i ght back Wth

mnes

you

hope

you

are al ert enough

t o

spot onebefore you step on i t , or that you

are l uckyenough t o mss

i t  

Si nce the onl y defense a recon

has

agai nst mnes or boobytraps i s hi s

Al ert ness,

they shoul d

be

used

spar i ngl y

f or nui sanceval ue

 

On t he contact t abl es

you

w l l f i n d boobytraps/tri pwres   When

you

r o l l t h i s ,

pi ck

a

l ocat i on

ahead

of

the

RT When someone approaches,

have

them o l l 2d100 agai nst thei r Al ert ness,

whether they are about t o step

on

  t

or

not   See ng theycamc l ose t o steppi ng

on one and di dn' t i s much

better

than

 wasti ng

a character   Whew That

was cl ose i s as good way

t o

add

zest t o

t he game as many other

encounters

You

can

i ncrease tensi on by havi ng

them

o l l

f or Al ertness and

i f they f a i l

thei r r o l l ,

pretend there i s a

mne ( but have

something prepared

t o t e l l

them

i f they

make thei r Al ertness

r o l l )  

Boobytraps

and

mnes

operate

d i f -

f erentl y

 

Boobytraps

have

a

t r i pwi r e

or

somethi ng

att achedwhich sets

i t

o f f when

someonemesseswth   t   Mnes

general l y

have t o

be

stepped

on

di rect l y  

For

boobytraps, i f a person success-

f ul l y r ol l s against thei r Al ert ness, they

can di scover t he t r i pwi re stretched across

t he

t r a i l

before they

wal k

i nto   t

 

For mnes, i f a personsuccessf ul l y r o l l s

agai nst thei r Al ert ness, they can di scover  

an

unusual mund of di r t i n

t he path or

see part of the mne t hat has been

exposed

by

r ai n

 

I f a person

f ai l s

thei r Al ertness

r o l l ,

they

may

step on the mne or t r i p the

cause of t he

sound i t mkes

whenf i red)

i s

l i k e havi ng a shoul der f i r ed mrtar w th

your uni t   I t of fers good ant i - per sonnel

coverage i n a

range

of 10 to 300

yards

Theshel l

i s not armed

unti l

i t i s about ten

yards out of the

barrel

  A ong wth the

usual HE, W, and

smoke

grenades, the

M79

has

an oversi zed

shotgun

anti -

personne

round t hat of f er s t he grenadi er

some

c l ose

range

sel f - def ense

 

When

f i r ed as a shotgun, use

t he

COMBAT

EFFECTIVENESSTABLE SHOTGUN f

  t hi ts, i t does 2d100+20damage

boobytrap

 

A though

there

i s

a

f antast i c

arrayof di f f erent

t ypes

of

boobytraps

and

mnes,

make

t he damage

ser i ousl y i n-

j uri ngwthout necessari l y bei ng

l ethal ;

somethi ng

l i k e Sd10

damage Thi s coul d

beenough

t o ser i ous l y

consi der t ry i ng t o

evacuate t he person

s i nce t he l eg w l l be

ser i ousl y i nj ured

f rom

he

mne

Because

boobytraps

can

be

l ocat ed at

any hei ght ,

youshould r o l l 2d100

on the hi t l ocat i on

chart t o fi nd

where t he person was

i nj ured f rom

t he boobytrap

 

A thoughmnes

and

boobytraps canbe

avo ded and

shoul d be avoi ded when

possi bl e,

i f

there

i s

no

way

around

  t

or i f

you

have t o come back

thi s

way, you may

want t o di sarm

t  

Sooner

or l ater some-

one

i s go ng

t o want t o

di smntl e

one  

To defuse a

mne

or

boobytrap

a

character

mst successf ul l y

r o l l agai nst

hi s Agi l i t y  2d100

; after

a l l , i t takes a

steady hand t o defuse

one

of these

Wth

the di sposal sk i l l a character

should

have

a l i t t l e

better

chance of defusi ng a

mne

or boobytrap than he

would

otherwse I f

he makes hi s

Agi l i t y

r o l l , he saf el y

defuses the mne otherw se i t goes o f f ,

probabl y

w th

hi s hand ri ght

on

  t

From

then on

you

can cal l

him

Lefty or Hook 

Theexpl osi on may al so al ert

any

enemy

Si nce

you ar e f i r i ng a grenade i n a

general area,

rather than at an

i ndi vi dual ,

theCOMBAT

EFFECTIVENESSTABLE

GRENADE

LAUNCHER has

targets

gi veni n obj ec t s i zes

 

Find the target s i ze

and range

and

subtract f romyour Base

Per Cent

Ef f ect i veness w th thi s

weapon

and

r o l l

2d100 I f you

b i t , the grenade

l ands on target

 

For

damage use the

GRENADE

DAMAGE

TABLE

I f you f a i l your r o l l , use the 10 x10

gr i d and r o l l 2d100j ust as youdi d

wth

a

handgrenade

uni ts i n t he area   r o l l on the

contact

tabl e)

 

The

cl aymore i s actual l y more

of a

boobytrap thanamne I t s about

the

s i ze

of a

thi ck paperback

book

and i s

placed

above

ground

on three

f o l di ng

spi kes  

I ns i de

t he f i berg l ass case i s a

l ayer

of

shrapnel over a

l ayer

of pl as t i c

ex-

pl osi ves   The

desi gnmakes

i t

di rect i onal ,

and

a cl aymore can be placed

so that   t

w l l f i re downa t r a i l  

C aymores were used

on amushes

w th devastati ng ef f ect

  For

game

pur -

poses t he cl aymorew l l cover an

area 12

yards

deep and

ei ght

yards

wde

i n

a

t r i angl e

shaped

pattern

fannng

out

f rom

the

cl aymore

Any

character wi th in

thi s

t r i angl e

w l l take 2d100+20

poi nts

of

damage

( r o l l

separatel y

f or

each

char-

acter

i n the ki l l i ng

ground)

 

C aymores

can

be

s et

w th a t r i p

wre

l i k e a boobytrap,

or they can

be

Commnd

Detonated,

f i r ed remote

con-

t r o l w th aw re by

one

of theRT

I n

addi t i on

t o amushes,

cl aymre

were used f or secur i ty

around

RON

(Remai n

Over

N ght or bi vouac

posi -

t i ons)

 

Someti mes two

r i ngs

were

used

around

a

perimter

; one r i ng set

as

boobytraps,

and

t he i nner

r i ng

Co

mmand

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Detonated

 

Thi s

sl owed down VCprobes

f or

the

RT

and

gave them

ti me

t o

wthdraw C aymres were very

common

and

i t wouldn t

be

unusual f or

every

member

of your

RT

t o

have

at

l east

one  

Punj i

stakes are sharpened

bamboo

stakes h dden i n

a pi t

 

The

p i t s don t have

t o

be

any

mre

than a

f oot

deep, though

they mght

be

l a rge

enough f or an

Expl osi ves

shoul d be se t by somone

wth the demol i ti ons

s k i l l  

othe rw se ,

there

i s

onl y

af i f t y

per cent

chance that

theexpl osi on

w l l

goof f

or

go of f

properl y

t o

do

the

expected damage  

For

de tai l s

see

t he

Deml i ti on Ski l l .

I f

you have

a recon wth

t he dem-

l i t i ons

MOS you

can

assumhew l l

know

how much and where t o

pl ant

the

exp l os i ve   I f

you

do

not

have

anyone

wth

t he demol i t i ons s k i l l

you have

t o

gamle  

Most modern exp l os i ves

are

r e l a t i vel y

sa fe t o carry

  Usi ng

mdern

expl osi ves,

ou

w l l probabl y

use one of the

pl as t i c

expl osi ves

whi ch can

be mlded

and

made i n t o

shaped

charges f or

a

mre

tent

effect  

I n

a

rush

s i t uat i on

you

mght

have

t o

takedynamte

The

min

danger wth

t he

newer

p l os i ves

i s carryi ng the bl a st i ng caps

hi ch

are used to

set

the

expl osi ves of f

 

safe l y

they

shoul d

not

be t oo

sky unl ess

somthi ng crushes the

ucksack

I f anyone i s near

an

exp l os i ve charge

 

as

:

4d200

wt hi n one

yard ( r ol l once,

then

i vi de)

4d200/2

oneyard

away

4d200/3 twoyards away

4d200/4

three

yards

away

4d200/5 f our

yards

away

el ephant to

f a l l i n   J ungl e

boots

were

re i nf orced i n

the

s ol e t o

prevent pene-

t r a t i on

by

punj i

stakes, but

stakes

i n

the

s i de

of t he

pi t woul dgouge the f oot  

I f

a

charact er f a i l s hi s

Al

r o l l f or

a boobytrap

and

steps

i n

a

punj i

p i t

he

wi l l take 2dI 0

damage t o t hat f oot   th i s wi l l

sl ow

hi s

mvement

by

hal f  

Punj i p i t s

are

mre

of

a nui sance

than

a

MO

SMOKART~RI M

 

Thi s

sect i on w l l

consi der

three

types of

support

: a r t i l l e r y (cannons and

mort ars ) ,

T C R ( f i ghte r ai r f ract

wth

boms,

rockets,

mchi neguns and

cannons)

and

hel i copter gunshi ps

or

 hogs . Al l three

types

depend on your uni t

possessi ng a

radi otel ephone

operator

(RTO

wth a

radi o

t o cont act and coordi nate

your

support

wth the

FOandF CS k i l l s

 

R

T Y

To

use a r t i l l e r y

w l l

requi re

some

advancedpreparati on

on

the

part

of

the

MUsi ngmni atures

he

w l l

need

a

gri d

mrked of f

in to 100

5 x5 squares   The

g r i d i s t en squares wde

by

ten l ong or

50 x50 The squares

are

numbered

l e f t

t o r i ght

from

t he

top

t o

t he bottom

1

t o

100

Thi s

r ather

l ar ge gr i d i s f or t he

f i r s t few

rounds of

a r t i l l e r y or

ai r support

 

By

r ol l i ng 2d100youcan

l oca te

whi ch

square

the shel l imacts

i n

 

*2

0M111  

100

33/4

 

37

1/2

mne or

expl osi veboobytrap

  On  mne/

boobytrap

r o l l s

you

mght

consi der

usi ng

punj i p i t s

i ns t ead

of

t he

mre

damgi ng

devi ces  

I f a character

mkes hi s r o l l

he mght

det ect

dry

camufl age l eaves

or

l eaves or

d i r t saggi ng i n t o

the hol e

 

Wth

ar t i l l er y,

your

RTO

can gi ve

corr ect i ons

t o

t he

a r t i l l e r y uni t t o more

accurat e l y

l ay i n t he rounds   There i s

a

three

CR

delay

between t he

RTO

cal l i ng

i n

t he

corr ect i ons and t he imact

of

t he

rounds  

I n

ar t i l l er y,

the

RTO cal l s i n t he

l ocat i on where

the

g r i d i s centered

The

MD

r o l l s

2d100

t o

l oca t e the act ual

i mpact   The

RTOw l l r e l a y

the

corr ect i on

 so

many

yards

l e f t

or r i ght, so many

yards

short

(bottoms i de

of

t he

gri d) or

l ong

( t op s i de of

the gri d

from

the

target

.

The a r t i l l e r y imact i s now i n

a

muchsmal l er

area,

usea

10 x10 square

g r i d

again

numbered

from

1

(upper l e f t

corner)

t o

100

( l ower

r i ght

corner)

 

Rol l

2d100 and

l ocate

the

i mact

 

Center

the

g r i d betweensquares 45, 46,

55and56

on

t he l ocat i on s pe ci f i e d

by

the

RTO

I f

he

has

made a mstake,

t he

a r t i l l e r y s t i l l

i mpacts

where

he

ordered 

I f

you

ar e

not usi ng

mni atures , you

can

pl ot

everythi ng

on

a sheet

of

graph

paper

and

number t he

squares   Use th i s

graph

paper i nstead

of

the

gri d

t o l oca t e

t he

i mpact

of

t he

a r t i l l e r y or

ai rc raf t bombs  

Wth

the

radi o cor r ect i ons ,

the

cal l ed

a r t i l l e r y

i s

much

mre ef f ect i ve

than

t he

prepl anned barrage   The accuracy i s

enhanced

by t he r el at i vel y

smal l

s i z e

of

t he

pl ayi ng area

i n RECON

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 TA

C

AIR

Tacti cal ai r

support

i s

the

bombing

and

stra f i ng suppl i ed

by

f i ghter

ai r cr af t , as

opposed t o l ong

range

bombing

by B-52s

i n

st r ategi c

bombing

BOMBS

ROCKETS

The

f i r s t

bombing

run by an ai rc raf t

woulduse t he 5 x5

g r i d

or 5yards by 5

yards represented on graph

paper

 

Rol l

2d100 f or the bomb imact

 

You can

imrove th i s

f i r s t

run

by throwng

a

smke

grenade

near

t he target and

having

your

RTOserve as your

Forward

  Ai r Contr ol l er t o gi ve t he

ai rcraft

corr ecti ons

f rom

the

smke

grenade

square,

j us t

as you

would w th cal l ed

a r t i l l e r y

 

I f you use thi s

mthod youuse

the 1 squares g r i d

on the f i r s t run 

Your RTOcan c a l l i n

l ocat i ons

to t he

di f f erent

ai rcraft

 

Center

the one

i nch

squares gr i d on the

l ocat i on

as

i n

cal l ed

a r t i l l e r y

Rol l

2d100 f or

each

bomb or

rocket  

I ndi vi dual rockets are not cal l ed i n

one

at

at i me, but are

f i r e d i n

barrages of

two

t o four per

run,

r o l l 2d100

f or

each

rocket  

STRAFING

For s t raf i ng

usi ng mchi neguns or

cannons

there

w l l

be

one

system

The

di f f erences

are the number of rounds

f i red, and

thedamge theydo

 

Str af i ng

i s

bas i cal l y

f i r i n g

i n a general area by

an

ai rcraft

mving

at hi gh

speed

wth

poor

v i s i b i l i t y ; so , the

chances

of

hi t t i ng

are

f a i r l y l ow

Usi ng the

5 x5

squares

gri d, r o l l

2d100

twi ce

 

These

two

squares

w l l be

the

begi nni ng

andendof the s t raf i ng run,

connect

themwth

a

str aight edge

 

St r af i ng

rounds w l l l and i n a ten yard

wde

s t r i p

  f i v e on

each s i de

of the l i ne

the l ength

of

t hi s l i ne  

For any 5 x5 square al ong t hi s l i ne

t hat

contai ns

troops, r o l l f or

each

troop,

f r i endl y

or enemy

 

I f youare

s t ra f i ng

wth

mchineguns, f i v e rounds wi l l l and

i n

each5 x5

square 

Rol l 1d10 f or

each

troop up t o

f i ve

; a r o l l of  one

on

1dl 0

i ndi cates he

was

h i t any other r o l l i s a

mss

 

For

a

hi t

r o l l 2d100 f or

damge

When

s t ra f i ng

wth 20mm

cannons,

tworounds w l l l and i n each5x5

square

-

 

al ong the s t ra f i ng l i n e

 

For any square

contai ni ng

troops

r o l l 1d20

; a

r o l l

of

 one

i s a

hi t ,

any

other r o l l i s ams4  

There are

onl y

two

r o l l s

per

square

;

r egardl ess

of

howmany

troops

are i n

that

square

  Youonl y r o l l

once

per troop,

even

i f

there

i s

onl y

oneenemy troopand

there

are

two rounds

i n

t he square The per

cent

chance i s

random

based

on t he s i z e

of

t he man i n the target area   A

hi t by

a

20mms

aut omati cal l y f atal  

I n l i ght

t er ra in

where the pi l ot can

c lear l y see the enem troop concentra-

ti ons,

theRTOw l l

f unct i on

as t he

pi l ot

andcan

spec i f y

t he

two

squares

t hat

w l l

serve as

t he beginni ng and end

of t he

s t raf i ng run The s t raf i ng runmst

s t i l l

be

al onga

str ai ght

l i n e

connecting

these

two syaares 

e 2

HOGS

Hel i copter

gunsh ps

or

 Hogs com

wth a

var i ety

of armmnt

i ncl udi ng

rockets,

mchineguns, and

bel t- f ed gren-

ade l aunchers   Wth

thei r sl ower speed,

t heRTOan cal l i n

thei r

rockets

usi ng the

one

i nch

square

g r i d

 

Rol l 2d100 f or

each

r ocket

t o

l ocate

the

imact

squares

 

For

s t raf i ng

wth

mchineguns, the

RTO l l

spec i f y

the

two squares that

are

thebegi nni ngand

end

of the

s t raf i ng run

Again, the

s t ra f i ng

run

w l l be a

str ai ght

l i n e

connecti ng these two

squar es,

and

f i ve

rounds wi l l l and i n

each

5by5 square

al ong

the

l i n e

 

Rol l 1d10

as w th ai rcraf t

s t ra f i ng

and 2d100 f or damge

 

For the

grenade

l aunchers, treat as

you

would

the

20mmcannon attack by

an

ai rcraf t w th

two grenades

l andi ng i n

each5

by

5 squareal ong

the s t raf i ng

l i n e  

Every

troop

i n

t he

5

by

5

square

w l l

take

2d100 damge, r o l l

separatel y for

each

af f ected

man t o vary

the

damage

DAMAGE

The ef fects

of

a r t i l l e r y and

ai r str i kes

are easy t o

determne

i f the

character

i s i n

open

t e r r ai n

and

wi th in

the

ef fect i ve

k i l l

radi us of the ordnance

however , heavy

t er r ai n

or bui l di ngs w l l al ter the

damage

of l i ghter ordnance To

determne

t he

damage

t o characters

wthin a

structure

you

w l l

use f our cl asses

of

bui l di ngs

:

bamboo,

wood, bri ck

and concrete

 

For

conveni ence,

a r t i l l e r y

and ai r

st r i ke

ordnance

w l l

al so

be di vi ded

i n t o

four

cl asses   These two factors

are corr el ated

on t he ARTLLERY EFFECTS

ON

STRUCTURESTABLE

I f t he di r ect

hi t

i s

on

a structure

t hat

i s

not

destroyed

or i t i s

a

hi t

NEAR but not

di rect l y

on, the structure, the

occupants

w l l take reduced

damge

accordi ng

t o

t he

f ol l owng

tabl e

 

Theamunt

of

damge i s agai n, a

f our

c lass i f i cat i on

system

F=

ul l

damge,

the

norml damge

r o l l f or

that

weapon

R=

Reduceddamge,

or one-hal f t he

damge

r o l l f or that

weapon

C=

Concussi on, or one-t hi rd the

damge

r o l l

N=No

damage

Concussi on

or bl ast effect i s

norml l y

i ncl uded

i n the

damge

r o l l f or a

weapon

however,

i n structures where the bl ast

effect,

but not shrapnel ,

my

affect t he

occupants,

i t i s

separated

Concussi on

al so

i s used t o

i ndi cate

a

l evel of

reduced damge f or smal l arm

and . 50

cal i ber

mchinegun

rounds and

does

not

iml y

a

bl ast

effect f or

these

weapons

 

Refer

t o theARTI LLERY/A RSTRKE

ANT-PERSONNEL

EFFECTS

BY TER-

RA NTABLE

NOTES

I f

you

have

been

thi nki ng

about

t he

f i repower t hat t hi s

i mpl i es

you shoul d

underst and

why

t hi s

i s

an opti on

 

The

damge

coul d be

so catacl ysmc t o an

enem

uni t

faced

w th

wel l di r ect ed

a r t i l l e r y

or ai r support  

Th s

shoul d onl y

be

all owed

against heavy troop con-

centrati ons  

Un ess the ai r

support

was

prearranged

on a spec i f i c target, thedel ay of ca l l i n g

i n

TACARor hogs

would

norml l y

take

mnutes

rather

than

CRs A

smal l

uni t

can

onl y wai t

when

they

are i n a

pos i t i on

where they cannot

pul l

out and break

contact

wth

t he

enemy

 

I f

they are

surroundedby a mch

superi or force,

then they mght cal l

i n

a r t i l l e r y

or

ai r

support

 

Sett i ng up

ar t i l l er y / ai r support gr i ds

beforehand

w l l

save

you consi derabl e

t i me   I f

you

wai t

unti l

after the

mssion

has

started

i t w l l

sl ow

pl ay andeveryone

w l l

l ose

i nterest

 

Preparing

your gri ds on

pl ast i c or

acetate

that can be

placed

under

t he mniatures whereyou can s t i l l

see yourmap

works

wel l

 

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HANDTOHAND

There

ar e

f i v e

form

of hand-to-hand

combat : garrote, unarmed, kni f e f i ght-

i ng,

bayonet

and kni f e

throwng

.

The

hand-to-hand

combat system

s

organi zed

so t hat combatants can be f i ght i ng un-

armed, w th a

kni f e

or cl ub, or wth a

bayonet .

The garrote

i s

a weapon that

depends

f or

i t s success on taki ng the opponent by

surpr i se

. I f garr ot i ng

f a i l s ,

then

t he

combatants may engage

i n one of

t he

other form of

unarmed

combat . Gar-

r o t i ng

i s menti oned here

because

i t

may

l ead i nt o

other

form

of

unarmed combat

.

For addi ti onal deta i l s see

t he

sect i on on

Back

Attacks .

To engage

i n hand-to-hand

combat

t he

combatants

must

be wthin

f i v e

f eet

of

each

other at

t he

begi nni ng

of

t he

CR

I n

hand-to-handcombat,

i f you

achi eve

surpr i se you may

s t r i ke

f i r s t

.

Cal l

which

bl owyou ar e attempti ng and r o l l agai nst

your Agi l i t y t o determne

i f

you

ar e

successf ul . I f youare

successf ul ,

then

r o l l

t he

damage

f or that weapon

.

Al l

subsequent combat

i s

determned

by

both

p ayers ro l l i ng 1d10

.

The r o l l

w l l

determne what acti on each

character i s

attempti ng

.

To determne

i f

the

acti on

i s

successf ul ,

r o l l

against your Agi l i t y .

When

a

bl ow

l ands,

r o l l

the

damage

and

haveyour opponent subtract that number

f rom

hi s

character s St .

I n hand-to-hand combat there

ar e s i x

bas i c opt i ons

:

SLASH

Wereyouattempt t o

cut

w th

the

edge

of a

weapon

or

t he edge

of your

hand

or

f oot

.

STAB

 

Were you use the poi nt of

your weapon or hand or

f oot

.

PARRY-

Were

youbl ock

hi s attempt

t o

attack you

RPOSTE

-

A

parry wt h your weapon

hand fol l owed

by an

i mmediate

s l ash

.

GRAPPEL/BUTTSTROKE

-

A

grappel

i s where you grab

hi s

weapon armwth

your

free handand stab wth

your

other

hand I n

bayonet f i ght i ng

both of

your

hands

areoccup edandyoucannol onger

grappel i nst ead,

you

w l l

 buttstroke

or h i t ,

your opponent

wth an

upward

swng of

t he

r i f l e

but t ( t he

part you put

against your shoul der ,

dumm

EVADE

 

Were

you

dodge

out

of

t he

way

wthout

maki ng any attack

th i s

CR

Youmust

r o l l

an

 evade

beforeyou can

attempt t o

retreat

or throwa kni f e .

I n

general ,

a hi gher

numbered

r o l l ,

beats a l ower numbered act i on Sl ashes

and stabs can be done by both

pl ayers

w th

each

i nf l i ct i ng

damage on

t he

other .

Other

than sl ashand stabs, two r o l l s

f or

t he

same

acti on

cancel each other and

nothi ng

hannens

.

UNARMED

Remember, you may have

i mproved

your

chances

of success

w th the

unarmed

combat s k i l l , whi ch

i ncreases

your

Agi l i t y

by

f i v e

per cent duri ng

unarmed

combat

.

Unarmed

combat

w l l

conti nue unti l

one character surr enders by

stat i ng  I

surrender i nstead of

r o l l i ng) , retreats

( by

f i r s t

r ol l i ng

an

 evade

then

success-

f ul l y

r ol l i ng

under

hi s

Agi l i t y I f he f a i l s

hi s

Ag

r o l l , hi s opponents

gets a

surpr i se

attack)

or i s

knocked

unconsci ous

(sustai ns

damage

equal t o

hi s

St .

I n

unarmed

combat when an oppon-

ent s

St

reached zero, he

i s unconsci ous,

not

dead

.

The strength poi nts are not

l o s t

;

any St subtracted due t o

unarmed

combat

are

regained

when the character

r egai ns consciousness af ter f i v e

CR

KNFE

Kni fe

f i ght i ng i ncl udes

edged

weapons

and

bl unt

weapons such

as cl ubs .

Your

baseper cent

i s

your Ag, unl essyouhave

taken

t he

kni f e

f i ght i ng

ski l l .

Kni fe

f i ght i ng

w l l conti nue unti l one

character surrenders

.

retreats

or

di es

.

BAYONET

A though the

bayonet

canbeused as a

kni f e, we are concerned here wth i t

mounted

on the end of your

r i f l e andused

bas i cal l y

as a spear .

Bayonet combat i s bas i cal l y the same

as kni f e

f i ght i ng

except you

have

l onger

range due

t o

t he

added

l ength of

your

r i f l e ;

however,

both of your hands are

occupied and you

wi l l

buttstroke i nstead

of

grappel i ng

.

I f

a

person takes damage f romboth

bayonet thrusts

and buttstrokes they

wi l l

be unconsci ous

when

thei r

St reaches

zero

.

They

w l l s t i l l

be asmanySt away

f rom

death as they took

f rom

buttstrokes .

You

can k i l l

them

whi l e they

ar e

uncon-

-

sci ons

or take

thempri soner,

i f

you need

t o i nterr ogate

someone

about somethi ng

i nvol v i ng

your mssi on

.A

smal l uni t does

not

normal l y

have

any

means

of

handl i ng

POW

(pr i soners of war) whi l e operati ng

i n enemy ter r i t o r y .

BACK

ATTACKS

To

saf el y

make a

back attack, your

character

must move qui et l y up

t o

hi s

target

  r o l l 2d100against your

Al ertness

f or

  s i l ent

movement ) . Shoul d you

f a i l

a si l ent movement

r o l l ,

the

sentry

woul d

r o l l against

hi s

Al ertness

t o

determne

i f

he i s

a ler ted

by the no i se .

When

your

character i s

wi t h in

three

f eet of

hi s

target he may

attempt

one of

three types of back attacks :

kni f e attack,

st rangl ehol d to

break the opponent s

neck,

or

garrote

.

A gar r ot e cons i s t s

of two

wooden

dowel s

f or handl es

connectedby a l oop

of

p ano

wre

The l oopof wre i s

sl i pped

over the

target s head

and

t he

two

handl es pul l ed

f i r m y

. I f t he w re i s

pl aced

corr ect l y below the l arynx or

Adams

appl e

  w l l crush

t he

trachea or

wndp pe and str angl e your opponent

. I f

strong,

t hi n

wre, such as p ano wre

i s

used, the garrote w l l

al so cut i nt o

the

neck severi ng

the

maj or arter i es and

vei ns of

t he

throat

.

To succes s f ul l y at t ack

and k i l l your

opponent

that

turn, you

must

r o l l

against

your

Agi l i t y

. I f

you

f a i l

your

r o l l , thekni fe

or garrote

woul d

make a non- l ethal cut

equal t o normal

damage f or

a kni f e  you

were

too

anxi ous and

mssed

your

target) .

Amssed strangl ehol ddoes

no

damage

When

your attack

f a i l s , you

opponent

w i l l have

t he

i ni t i at i v e

whi l e you are

t r yi ng unsuccessf ul l y

t o

comp ete that

attack

.

Hema

y

yel l

t o

al ert

other

enemy

troops

i n

t he

area, and he may

si mul -

taneousl y attempt an attack

on you

I f he hadaweapon al ready

prepared

or

attempts

hand-to-hand

combat

he

may

attack

you

that CR

usi ng

t he

normal

weapon or hand-to-hand tabl e .

I f he has to draw a

weapon

or

drop

something he was

car ryi ng, i t w l l al l ow

you to

prepare

a

di f f erent

type of attack

al so

t hen, the character w th the hi gher

Agi l i t y

w l l

have t he

i ni t i at i ve .

Back

attacks depend on the

el ement

of

surpr i se

Whenyou

l os e

that, you

shoul d

attempt

a

di f f erent

type of

attack

.

KNFE

THROWNG

Kni fe throwng requi r es

a cl ear

vi ewo

your

target

.

Take your

Agi l i t y

as

your

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base

per cent ef f ecti veness

and any

modi f i cat i ons

f or t he Kni f e Throwng

S k i l l

subt r act

t he percents for the

target s

posture

and

per cent

i f your

character i s

movi ng Rol l 2d100 against

your

total

 

I f

you

r o l l under, you hi t ; rol l

t he appropri ate

damage

f or

that

range

  I f

you

f ai l ed your

r o l l you mssed

NONWEAPON

ARBORNE

  The

ai rborne

s k i l l

or

parachuti ngs k i l l i nvol ves f i v e l evel s   The

f i r s t

l evel

must

always

be Basi c, whi ch

teaches t he

fundamntal s

of usi ng a

parachute

  The

seconds k i l l chosen

can be

any

of

t he

fol l ow ng N ght Drops,

Tree/ Cl i f f Landings, Wter Landings,

or

HA L.O  H gh Al ti tude,

Low

Opening)

skydi vi ng

t o

avoi d

t he ai rcraft

engi ne

noi se al ert i ng the

enemy  

Each

l evel

reduces the r i s k s i nvol ved i n ai r borne

operati ons  

Wen

a character has

three

ai r bor ne

s k i l l s he i s class i f i ed

as aMaster

Par achut i st   Wth f our s k i l l s the char act er

becoms a

Pathf i nder

and can

j um

i n

pri or t o

the

group drop and

radi o wnd

condi t i ons to prevent t he other pl ayers

f rom anding i n hazardous

terrai n

 

COMMUNCATONS   Open onl y t o

RTO

MOS

  The Basi c Communi cat i on

S k i l l

i ncl udes

Morse

Code

and

the

operati on

and

mintenance of f i el d

r adi os

  l ki e Tal ki es Addi ti onal

s k i l l s

can

be

taken i n Scraml ers, Zi p-Squeal hi gh

speed tr ansmssi ons,

and Satel l i te

Relay 

Satel l i te

Relay

offers l ong di stance

com

mnicati on Scraml ers

i ncrease securi ty

f or oral transmssi ons

 

Zi p-squal r ecor d-

ed tr ansmssi on on tape

and

transmtted

at hi gh speed i ncrease securi ty

by

reduci ngthe t i me of tr ansmssi on, but do

not

al l ow

f or

conversati ons

w th your

base  

DEMOLITIONS

 pen onl y t o Demo-

l i t i o n MOS

 

Wthout t he

Demol i ti ons

S k i l l there i s onl y a 50 u

chance

t hat the

expl osi ves w l l detonatewth the

desi red

effect  

Each l evel

of the

Dem

S k i l l adds

5 t o t h i s 50

DETECT

AMBUSHES

 pen t o Poi nt

MOS

onl y

TheDetect AmushS k i l l adds

5 t o Al

r ol l s

t o detect

ambushes

.

DETECTMNES/

BOOBYTRAPS

 pen t o Poi nt

MOS

onl y

The Detect

Mnes/Boobytrap

S k i l l

adds

5 t o Al t o

det ect both

mnes and

boobytraps

 

uw

 OM

A

T

There are separate

Underwater Un-

armd

Combat and

Underwater Kni f e

Fighti ng

S k i l l s

  Theyeach

add

5 oyour

Agl i k e the other

hand-to-hand s k i l l s

 

To

resol ve comat,

you would s t i l l

use t he

DSPOSAL pen t oDem

MOS

onl y

The

D sposal S k i l l adds 5 t o Ag t o

saf el y defuse any unexpl oded ordnance

mnes, boobytraps,

dud

a r t i l l e r y rounds,

or dudexpl osi ve charges   To do t h is by

hand r equi r es

al l

the hel p you gan get

because you re

goi ng

t o

be

so

cl ose

you

w l l

take t he mximm

damage

i f i t

detonates

FORWARDAIRCONTROLLER pen

t oRTOMOS

onl y

TheFAC

S k i l l

al l ows

you

t o cal l i n TACAR

and

hel i copter

gunships

and

di r ect

themusi ng the

smal l er g r i d f or higher accuracy

FORWARDOBSERVOR

 pen t oRTO

MOSonl y

The

F O S k i l l al l ows

you

t o

c al l i n

ar t i l l er y

more accur at el y  

INTELLIGENCE pen

t o I ntel l i gence

MOSonl y The basi c I nte l l i genc e S k i l l i s

Detect Gueri l l as

whi ch

adds 5 o Al t o

i denti f y

guer r i l l as posi ng as

ci vi l i ans. The

Detect Uni t

and

Rank S k i l l becoms

usef ul

on

reconnaissance

and

snatch ops

whereyouare

t r yi ng

t o i denti f y

part i cul ar

uni ts operati ng i n an area or par ti cul ar

off i cers f or abduct i on, adds 5 o Al  

IMPERSONATION  pen t o I n t e l l i

genceMOS onl y

The

Imersonati on

S k i l l adds 5 t o

A on

r ol l s to

do

the

correct acti on to convince t he

enemy that

you

are

actual l y

one

of

them

or even, a

part i cul ar

off i cer   Successf ul r ol l s de-

termne that you answer a questi on

corr ectl y or convi nci ngl y, or that

you

behave properl y when put i n a test

si tuati on

 

I f you f a i l your r o l l the

MD

l l

r o l l agai nst the

guerr i l l a s

At f or sus-

pi ci on

 

INTERROGATION

 pen

t o I n t e l l i

genceMOSonl y The

I nterr ogati on

S k i l l

adds 5

f or

detecti ng

l i e s ; i t does not

hel p di sti ngui sh uni ntenti onal

msi nf o r-

mtion

f roman

i nt ent i onal

l i e

  The

I nterr ogati on

S k i l l

hel ps

you

to

read

t he

body

l anguage

of a suspect  

HAND-To-HANDCOMBATTABLE

Norml Kni fe Fi ght i ng and Unarmed

Combat S k i l l s do not gi ve a character any

advantage

i n underwater combat

;

onl y

t he speci al underwater s k i l l s t r a i n a

char act er t o f i ght i n the

speci al condi -

ti ons   Achar act er wthout these

speci al

s k i l l s must

f i ght

usi ngonl y hi s Agi l i t y

 

JUNGLESURVVAL   There are f i v e

J ung e

Sur vi val

S k i l l s

:

Detect Food

(+5

AD

Detect Wter (+5 Al l ,

Detect

Conceal mnt or AmushS i t e f or

your mn(+5

AI ,

Detect

Dangerous

Animls

 +5 u

Al ,

and

Ri di ng El e-

phants

(+5

Ag)

especi al l y f or haul i ng

heavy l oads.

LANDNAVGATION

 pen to

Poi nt

MOSonl y

The

Land

Nav

S k i l l

adds5

t o A1 t o keeponcourse I f the poi nt f a i l s

hi s Al r o l l the

MD

houldgradual l y shi ft

themo f f course

and then

sel ect terrai n

f eat ur es   h i l l s mountai ns,

ri vers,

r oads,

v i l l e s et c   that would hel p

them

l ocate

where they actual l y are

LANGUAGES  

Wen worki ng

wth

i ndi gs ona  OGor

PhungHoang

op, at

l east one character needs a

Language

S k i l l

t o

serve as

i nt erpreter

;

t hat

char act er must be i n a posi ti on t o re l ay

i nf or mati on back

and

f o r t h t o the team

members or a character w l l have to

make

an Al ertness r o l l t o real i ze what i s

happening

Wth

a l anguage s k i l l t he character

can

speak

the l anguage

f l uentl y,

but wth

an accent

 

Wth a

second l evel l anguage

s k i l l t he char act er speaks

wel l

enough

to

be mstaken f or a

nati ve

.

Wth

asecond

l evel

s k i l l an

Amri can I ntel

Speci al i st

wouldbemstaken

f or

a

nati ve

at

ni ght

or

when

speaking

f rom

concealmnt

 here

hi s

Occi dental f eatures

don t gi ve him

away)

 

MEDC pen t o

Medic

MOS

onl y

Wth

t he

Medi c

S k i l l

you

can remove

f i ve

hit s per l evel of tr ai ni ng f romeach

wound

There i s no

l i m t

t o

thenumber of

l evel s of

t r ai ni ng i n

the

Medi c

S k i l l

;

however, a character cannot be gi ven

more St thantheybegan w th

A

par ti cul ar

woundmyonl y

be

treated

once per mssi on

;

however,

new

wounds

mybe treated as they occur   To treat a

wound both the Medic and t he casual t y

mst

r ef r ai n f rommoving

or f i ght i ng

f or

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one

CR

per St restored   I f

t he sequence

i s

i nt errupt ed by eit her t he Medic

o r

casual ty movi ng

or

f i g h t i n g ,

t he e n t i r e

sequence

must

begi n

over

onany wound

not

compl et el y treated   EXAMPLE

The

Medic has treated one

woundandstarted

on a second when he i s

i nt err upt ed,

he

mus t

s t a r t over on t he second.

NGHT

FIGHTING

-

There ar e two

Ni ght

Fi ght i ng S k i l l s : Det ect Enemy

 +5 At )

and Rapi d

Movemnt  +5

Ag t o avoi d t r i ppi ng

when r unni ng

at

n i g h t

RAPPELING - The Rappel i ng

S k i l l

adds

5

0

1 t o AI

when

cl i mbi ng

 

Thi s i s

part i cul ar l y usef ul when descendi ng

by

rope

f r o m

achopper

i nt o

a

LZ

t oo t i ght f or

t he chopper

t o l and or when

operati ng

i n

rocky te r rai n i nvol vi ng scal i ng

c l i f f s

  For

gam

pur poses

rappel i ng

w i l l

i ncl ude

bot h

ascendi ng anddescendi ng

SAFECRACKINGLOCKPICKING

SKI LLS Open

t o

I ntel l i genceMOS

onl y)

 

These ar e

two separate

s k i l l s

  The Lock-

pi cki ng S k i l l adds 5

o Ag

t o

pi ck

a

l ock

f or

surr epti t i ous entry i n t o enemy

bui l di ngs or l ocked cont ai ners  

The saf ecracki ng S k i l l adds 5 t o Ag

f o r det ect i ng t he combi nat i on

t o a

safe

t o

acqui r e

i ntel l i gence

w t hout t he

enemy

bei ng

awar e o f i t   The

MD

i l l r o l l

2d100

three

t i mes

t o

det erm ne

t he three

numers

i n t he

combi nat i on

 

Each t i me

t he character successf ul l y

r o l l s agai nst

hi s Ag,

t he

MD

i l l reveal one of t he

numers

The pl ayer

my

at t empt

one

r o l l

per

CR

When t he

pl ayer

has

 

three

number s , he

can

t e l l t he MDone

sequence

per CR

u n t i l

he

guesses t he

correct

sequence

of

t he three

numers

CRs onl y becom

c r i t i c a l

i f there ar e

enemy

guar ds

pat ro l l i ng near by 

SCUBA

unl ess

t he

recons i nt end

t o e x i t

or

ent er

under wat er , andt he Spear gun S k i l l

  Eff ect i veness, then +5

ach

new

s k i l l

SILENT

MOVEMENT

-

The

S i l e n t

Movemnt S k i l l adds

5 o Al

when

r o l l i n g f or s i l e n t mvemnt  

SNPING

  Onl y

open t o Sni per MOS)

-

The

Sni per

S k i l l

adds 5

o any

r i f l e s k i l l

when f i r i n g

at

a

target 50

yards or

f urt her

away

The Sni per

S k i l l

cannot be

used

when

f i r i n g

f u l l

aut o

.

STARLIGHTSCOPES pen t o

Sni per

MOS

onl y)

- The S t a r l i ght Scope

i s

r e s t r i c t e d

t o t he Sni per , t he detai l s of

i t s

us e ar e descr i bed

i n

t he

Ni ght Fi ght i ng

secti on of Smal l

Arm Comat

 

SUPPRESSORS/SILENCERS

-

Any

t i me a suppressor i s

used w thout t he

Suppr ess or

S k i l l

there i s an addi t i onal - 5

usi ng

that

weapon t o hi t because t he

suppressor

i s

not i n s t a l l e d

properl y

 

TRACKING  

The

Tracki ng

S k i l l

i s

open

t o Poi nt MOS onl y  

The

Basi c

Tracki ng S k i l l

adds

5 t o Al t o detect

spoor   t r a c k s , esti mate

how

many, and

esti mate

how

ol d they ar e   Advanced

s k i l l s ad5 t o Est i mate Wapons they

ar e

carr yi ng and5 Al t o est i mat e

how

f ar

they

ar e f r o m

t h e i r

base

cam

and

i t s

d i r e c t i o n   I f you

make

your

r o l l s

t he

MD

w i l l

t e l l

y ou r o ughl y

what

you shoul d

know

UNDERWTER

DEMOLITIONS

 pen t o DemMOS

onl y)

 

L i k e

nor mal

demol i t i ons,

w t h

under wat er

demol i t i ons

there i s onl y a

50

chance they wi l l

det onat e pr operl y, The

Under wat er

De-

mol i t i on S k i l l ads

5

o your

r o l l

  base

r o l l

of

50

S. C . U. B . A   SCUBAor Sel f - Cont ai ned

Under wat er

Br eat hi ng

Apparat us

i s

bas i cal l y

ski ndi v i ng A

charact er mus t

MERCENARY

ossess

t he Basi c

SCUBAS k i l l

bef or e he

cans e l e c t anyUnderwat er Hand- t o- Hand

KILLS

k i l l s   Wthout t he

Basi c SCUBA

S k i l l

a

character must

mke

peri odi c Al r o l l s

COLD

CLI MATE

- er e ar e s i x

every t went y

yards

t o

avoi d

a mat -

separate

Col d, Cl i mate

s k i l l s :

Survi val ,

f uncti on

Cr o s s Count r y

Ski i ng, Snowshoes, Dog

Advanced SCUBA S k i l l s i ncl ude Un-

S l e ds ,

Snowmobi l es

.

and

Snowt r act or s

 

der wat er

Navi gati on

 +5

6Aon

A l t o

avoi d

. ;

,  

Sur vi val adds

5

t o

Al ert ness f or

l o s i ng di r ec t i o n

; ,

Rebr e at h er s whi ch

detecti ng snow

and i ce hazards   Cross-

l eave no bubbl es,

TowSubs

whi ch p ul l

count r y Ski i ng

and

Snowshoesadd5

o

t he di ver

al ong

 +5 on

Ag

t o c o n t r o l ,

A g i l i t y , necessary

when

you

ar e tr y ing

t o

Two man

wet

subs

 +5 on

Ag

t o

mve

r a pi dl y

The

Dog

Sl ed,

Snowmobi l e

c o n t r o l , and

Twoman

dr y

subs

 +5 on

and Snowt r act or

s k i l l s add 5 t o

Ag

t o

cont rol )

- dr y

subs

do not requi re

Al ert ness

f or pr oper

care

andoperati on

DESERT

TRAINNG

There

ar e seven

Desert

Tra i ni ng s k i l l s : Det ect wat er

  +5 G

A I ) ,

Det ect

Sandst or ms  +52 A l ) ,

Det ect

Food

 +5

AI ,

I dent i f y M r ages

 5 A ), Ri de

Camel s

 +5 Ag) ,

Ri de

Donkeys  +5 Ag) , and

Ri de

Hor ses

 +5

1o Ag)  

FIXED

WNG

PILOT   A f i xed

w ng

p i l o t

i s an ai rp l ane

p i l o t

 

You

must

acqui r e t he

basi c Si ngl e

Engi ne Propel l or

S k i l l f i r s t

  Then, you can choose

t r a m

Mul t i - engi ne, J et o r Amphi bi ous

Rat -

i ngs

 

ROTARY

WNGPILOT

-

Rotary

Wng

P i l o t S k i l l s

al l ow

your character

t o

be a

hel i copt er

p i l o t , achopper j ock

  The

basi c

s k i l l

i s

t he

S l i c k

S k i l l ,

o r

pi l ot i ng

a

troop

transport

 

The

second l e v el i s t he

Gunshi p S k i l l whi ch al l ows you t o pi ck

one

of

t he

f o l l ow ng

and

r o l l

Base

Per

Cent Eff ecti veness

:

M ni gun,

Aut omat i c

Grenade Launcher , Rockets or TO.W

anti - tank rockets  

For

each addi t i onal

s k i l l

l e ve l you can add a

new

weapon or

add5 o one o f t he hel i copt er

weapons

s k i l l s  

TRACKS - The Tracks S k i l l

adds

5 o

Ag t o

at t emp

t o

operate

atrack   a tank or

ar mor ed

per sonnel c a r r i e r

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OPTI ON

POST VETNAM

 

MERCENARY

MSSIONS

RECRUTMENTTABLE

Rol l Answer

1

Read the news and

gambl ed

they

would

be

hi r i ng mercs

2 Heard

rumr aroundm l i t a r y base

that

thi s

country was l ooki ng

f or

men recentl y mustered out

wth

combat experi ence

3

Read newspaper ar t i cl e

about

mercs

operati ng here

and

deci ded

t o f l y over and enl i st

4 Answered

newspaper

ad i n the

NewYork

Times

S Answered mgazi ne ad

i n

 Sol -

di er

of

Fortune

6 A

newspaper

reporter

j us t

back

fromhere t el l s they are l ooki ng

f or

recru i ts

over here

7

Ana i r l i n e pi l ot f l y i n g

out of here

t e l l s you

they are

hi r i ng mercs

over here

8

Abuddywho

i s amerc t e l l s there

i s

a

good

chance

t o

get on here

9

A

buddy

who

i s amerc i n t hi s uni t

t e l l s you t o come over

10

The

Mni ster of Defense has

peopl e l ooki ng

f or

people w th

your background

and thei r em

bassy i nvi te d

you

over

 

OPTIONAL

On

a 1, 3 or 7, the i ntervi ewer doesn' t

l i k e your s to r y or

backgroundand rej ects

you  

On

any other

ro l l

you

are

of f ered

a

contract

 

I f

your

character i s

rej ected f or

th i s

mssi on don t

di scard hi mHemay bea

good

char acter

andyoucan

t r y

and

enl i sh

hi m

i n

some other mssi on  

Rol l

up

another

character

and t r y

to enl i st

him

RECON

TABLES

1 OneSml l Arm Ski l l must always

be

t he

Assaul t

Ri f l e

 

2 You may

comb ne

twoNon-weapon S k i l l s so

that

you have one second l evel s k i l l  

Youmay

comneany

number

of hand-to-hand s k i l l s t o

i mrove

one

s k i l l several l evel s

.

G

E

AR

RECONS

REQUSITION

CNEED

MDS

OK)

 

MERCS

OREMPLOYERBUY

BASICKIT COST

Bush

hat

5

Beret 15

Camufl aged

Fati gues,

 Cames 30

Wb

Gear

50

Wb

Bel t

10

Suspenders

13

2

Magazi ne

Pouches

6each

2

Canteens

8

each

F i r s t Ad

Ki t

6

Rucksack

andPackframe 110

Boots

40

Poncho 15

Sweater   i nst ead

of sl eepi ng

bag)

50

2

pai rs

of

Socks

4

Matches

i nwaterproof container 2

 

ater Pur i f i cat i on

Tabl ets 2

Lensat i c Comass

10

F l ashl i ght 5

Wistwatch 250

Kni fe or bayonet 30

Primry

Weapon

See

Weapons

Ammo

SeeWeapons

Rati ons

15per day

OPTIONAL

Bi nocul ars 350

F i r s t Ad

Ki t ,

Uni t   f orMedi c) 250

Rad o  f or

Commun cat i ons

Spec

 

450

Machete

10

EntrenchingTool 10

Fl ak Vest (r educes any h i ts

on

chest

or

abdomenby5 hi t s ) 250

Helmet wth l i ner 25

Wre

cutters

5

Submachi negun

 75

Assaul t

Ri f l e 850

Shotgun

350

GrenadeLauncher

350

Mounted

under

barrel

of

r i f l e

250

Anti - t ank Wapon

  L

. A.W

 

500

Fl amethrower 850

Machi negun

1200

Heavy

machi negun 

. 50

cal i ber

f or vehi cl e)

1800

AMMO100Rounds)

Pi stol or

submachi negun

20

Ri f l eor l i ght machi negun 25

Heavy

machi negun 35

Shotgun

00

Buckshot

35

Fl et chet te   Dart s)

70

Shoulder hol st er

or

cross-draw

hol st er f or

pi stol 50

Tel escopi c s i ght 250

Star l i ght

scope

3500

Soundsuppressor

( Si l encer )

Pi stol

250

Ri f l e

or Submachi negun 350

GRENADES(Caseof

20)

Hand

Launcher

HghExpl osive

(Frag) 100 I SO

Whi tePhosphorus

150

200

Smokeor

CS

70 120

ILLUMNATION

FLARES

10

MNES

75

EXPLOSIVE

KIT

  I nc l udes detonator ,

w r e, bl as t i ng

caps,

and

C4pl as t i c expl osi ve) 300

I NSERTION

GEAR

Rappel l i ng

Ki t   I ncl udes

50

r ope,

snapl i nk,

hammer

and

pit ons)

150

S. C.UB.A

Basi c Ki t   I ncl udes

mask, f i ns , t ank,

r egul ator, wet sui t ,

we ght

bel t, depthgauge,

comass

INTIAL

SK LLSCHART

ROLL

1

SMALLARMS

HEAVYWEAPONS

Hto-H

2

NON WEAPONS

2

1

4

3 3

5

2

3

2 2

4

3 3

1

3 4

4

2

0 2 4

5

2

1

2

3

6

2

0 1

2

7

1

1 1

3

8

1

0 1

2

9

1

1 1

2

10

1

0 1 2

andkni f e) 1000

Speargun

150

Comuteri zedRebreather

1000

Oneman

towsub

1000

Twomanwet sub 5000

INFLATABLE

BOAT

(8

man) 1500

Outboard

mtor

500

PARACHUTE

Standard

350

HA. L . O w th sl eeve

and

vent

500

VEHCLES

J eep

8500

Truck

  2 a

t on) 25000

Rental/Day

WEAPONS

Chopper 2500

Pi stol

350

Arplane

f or

parachute

drop 1500

Bol t- act i on

Ri f l e 250

Tram Steamer

  Travel s

250

Sem-automti c Ri f l e 400

mles/day)

1000

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INSERTION

CHOPPER

HELICOPTER

LZTABLE

ROLL

CONDTIONS

1

Rol l

on

HOT

LZTABLE

2 Col dLZ

3 Col dLZ

4

Col d

LZ

5

Tight

LZ

must rappel l down

6

VCspotter w thbambootelegraph*

7 VC

spotter

w th

r i f l e

8

Col d

LZ

9 Col dLZ

10 Rol l on

HOT

LZ

TABLE

s VC

spotters may

watch suspectedLZs

and

t r a i l t he RT They si gnal t he l ocati on

of

t he

team

toany guerr i l l a

uni ts i n

the

area

by

knocki ng

bamboo

sti cks

together

or f i ri ng

of f an

occasi onal

shot  

The

spotter wi l l conti nue t o t rai l

the

team

unti l

a

guer r i l l a uni t

attacks the recons

ambush

hi mor they go to ground and

conceal

themel ves

 and the

spotter

f ai l s

hi s Al ertness r o l l )

 

HOT

LZ

TABLE

ROLL CONDTTION

1

Chopper downed, P

 

CC

dead

CP

stunned

2

Chopper

heavi l y

damaged,

P

aborts mssion

3

Li ght damage,

one wounded

and

returns w th

chopper t o base

4 Li ght damage, one takes

2d10

damage

5 Li ght damage, CP

wounded

6 Li ght

damage,

no

casual ti es

7

Li ght damace, CC

wounded

8 Li ght damage, two take

1d10+5damage

9

Ground f i r e t oo

heavy,

t r y

al ternate

LZ

10

Chopper

downed, P

 

CPdead,

CC

seri ousl y i nj ured

P

=

i l o t

CP=

Copi l ot

CC

=

Crewchi ef/doorgunner

AIRBORNE

SEERULES

SCUBA

UNDERWATER

NAVGATIONTABLE

ROLL CONDTTION

1 Veeri ngof f t o l e f t 10 f or each

20 yards

forward

2

Veeri ng

of f

t o

l e f t 20 f or

each

20 yards

forward

3

Veeri ng of f t o ri ght 10 f or

each

20 yards

forward

4

Veeri ng o f f t o ri ght

20 f or

each

20 yards

forward

5 Completel yturnedaround,

head ngback

6 Lost

swmmngat

90 t o

correct

course

7

Mask

l eaki ng

must go

t o

surf ace

t o

f i nd l oc at i on

8

Can t

cl ear

ears must

swm

on surf ace

9 Lose

regul ator

mouthpiece,

pani c

swmto

surf ace

10 Swmmng

upward 5

f or

each

20yardsforward

COMBAT EFFECTIVENESS TABLE,

Rol l 2dl 00 agai nst

your

mod fi ed

eff ecti veness wth the speargun

I f

you

h i t , r o l l

damage,

3d10 f or

a

norma

spearhead,

Sd10

f or a powerhead

I f you

mssed,

you

j ust

l ost

that

spear

.

PBR

USEPBR

CONTACT

TABLE

HUMPIN

MOVEMENTRATETABLE

Movement

Mxi mum

i stance

i n

f eet

4

Run

2

Ful l

St

Wa k

1/2 St 4

Wa k

qui et l y

3

1/ 4

St

4

Wa k qui et l y at

ni ght 3 1/ 5

St

4

Craw

3

1/ 10

St

4

C imb 1/ 10

St

4

I I f your cal cul ati ons

l eave you w th a

f racti on round of f

the numbers

by

the

f ol l owi ng

r u l e

I f

the f racti on

i s 1/ i or

l arger

treat

as one extra

f oot

of

movement

 

I f

the

f ract i on i s

smal l er than

Ys

drop

the

f ract i on

 

2Youcanrun

at

ni ght

at

your

f u l l

St ,

but

you

must

rol l

  2000)

under

your

Agi l i t y

each CR

or

you

t r i p

and f a l l prone  

You

cannot run

qui et l y

 

3Each round that you are attempti ng

t o

move

qui et l y

  t o sneak

up

on

or

by

a

sentry etc . ) youmust r o l l

 2d100

under

your Al ert ness

 

I f

you f a i l

t o

make your

r o l l ,

you

have

f ai l ed

t o noti ce

something

whichcauses

noi se ;

you have stepped

on

a

st ick whi ch

snaps, di sl odged a

rock

or

made some other noi se which my al ert

the enemy The o l l s agai nst the

sentry s

Al ertness

t o determne i f

the

sentr y reacts

to the

noi se

.

4

Carryi ng

a heavy obj ect such as a

wounded

man,

wi l l

f arther

reduce your

movement

by

one-hal f  

CONSIDER

JUMPNG

OFF

FROM

FIREBASE,

LAAGER;OR

SWEP

SPEARGUN

RANGE

 Yards

1- 5 6-10 11-15

Top

or

bottom 0

- 5

- 10

Si de

- 5

-10

- 15

Head

or rear

- 10 - 15 - 20

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CONTACT

PBR

I NPTIALCONTACTTABLE

ROLL

CONTACT

1 Logj am

I ntenti onal ?

2

J unk

I wth 1d10 peopl e

3

Sampan

I wth faml yaboard

4

Sampans

I

  1d10

wth

2- 5

peope/boat

5

Sandbar

 ona

 one

or

 two

one

l dIOruns aground)

2

6 Good

amush

s i t e

 bend, choke

poi nt

7

Ambush/VCuni t near

r i v e r ,

ROLLON

GUERRLLATABLE

8

Patha ong

r i ver ;

ROLLONC VI LI AN

TABLE

9

Path

a ongr i v e r ,

ROLL

ON

C VI LI AN

TABLE

Vi l l age

near r i v e r ,

ROLLON

V LLE

TABLE

10

I

On

1d10,  one

i ndi cat es concea ed

suppl i es  

Rol l

agai nst Al t o

det ect

contraband

On

 ten

w l l

run

f or

cover  

2

On

 one can get

of f

i n reverse

On

 two

crew

mst push

of f

.

 

JUNGLE

PATH

CONTACT

TABLE

] 1d101

ROLL

CONTACT

1

Possi bl e

amushs i te *

2

Rol l

onVI LLETABLE

3

No ses

upt he t r a i l

4

Rol l onC VI LI ANCONTACT

TABLE

5

Rol l

on

ANMALCONTACT

TABLE

6

Suddenqui et,

al l j ungl e

noi ses cease*

7

Rol l

onCIVI LIANCONTACTTABLE

8 Wather

change

9

D stant gunf i re

10

Rol l

onGUERRLLA

CONTACTTABLE

*

On

a

r o l l

of 10 on

1d10

there

wi l l be

a

prepared

amushw th 1d10+2

amush-

er s  

Al ertness r o l l s w l l determne i f they

det ect t he RTand v i c e

versa

 

ANMAL

CONTACTTABLE*

ROLL

CONTACT

1

Monkeys

2 Fl ocks of

bi rds

3 Leeches

f a l l

fromrees

4

Si ngl e bi r d

wth strange

c a l l

5

Rol l onDANGEROUS

ANMAL

TABLE

6 Large pl ant eater

 El ephant,

waterbuf f al o, et c

.

7 Smal l rodents

8 Bi t i ng f l i e s

9

Non-po sonous

snake

10

Li zards/treefrogscroaking

*

The

team

may

hear a

strange

noi se,

somth ngmovi ng

through t he

brush, or

somth ngrush

across the

t r a i l  

L

. 1

 

P

s

 

CVI LI ANCONTACTTABLE

Bear

i n mnd

t hat

al l c i v i l i a n

contacts

may

be i nnocent ci vi l i ans ,

guer r i l l a sym

pathi zer s who

w l l

report your presence,

or act ual guerr i l l as di sgui sed as ci vi l i ans  

On

a

r o l l

of 10 on

1d10

the

ci vi l i ans

w l l

i nform a

l ocal guer r i l l a uni t

of

your

presence i n I d10 x 6

mnutes

 

ROLL CONTACT

1 Bamoo/wood

cutters chopp ng

or carr yi ng

2

Hunters

carr yi ng a

s l a i n

hog

on

bamoopol e*

3

Refugees

-

man

wi f e,

andtwo

chi l dren wth

bundle of belongngs

4 Bandi ts, smgg ers or

poachers*

5 Rol l onGUERRLLACONTACT

TABLE

6

Twounarmdmen  Ci vi l i ans ,

De-

serters,

or

Guerr i l l as?

7

Od

man

and

two

chi l dren

wth

waterbuf falo

or

burro

8

Od

woman

t aki ng

basket of

chi ckens t o mrket

9 Odwomanw th heavy l oad

of f i rewood

10

Buddh st

mnk,

mssi onary/

nuns, or peddl ar

*

On

a

r o l l

of 10 on 1d10 the

hunters-

smgg ersw l l f i r e on the teamf

t hey

are

Al ert  

*INTERROGATE

OR

OVERHEAR

RUMORS

DANGEROUSANMAL

TABLE

ROLL CONTACT

I Cat - t i ger, j aguar,

orpanther

2 Posonoussnake

3

Po sonous

centi pede

4 Posonous spi der

5 Al l i gator/ crocodi l e

6 Wl d

boar

7 Bees   ro l l

Ml l f or howmanysti ng

8 Ants

 cause

24hour f ever

9

Po sonoussnake

10

Wldboar

w th

young

BEGN

ON

EI THER

PATHORPBR

VC/NVA

GUERRLLA

CONTACTTABLE

I I d10

guer r i l l as ]

ROLL CONTACT

1

Medi cs w thwounded

2 Medi cs wthout

wounded

3

Propagandateam

wth

theatr i cal

props

f or

pl ay

4 Tax

col l ector

wtharmd

escort

5 Guards w th pri soner

 downed p i l o t , mrc,

govt

  sol di er

6 Suppy

uni t

w th food or ammo

eat i ng

7

Uni t bathi ng i n stream

8

Patrol

comng

down

t r a i l

9

Patrol comngupt r a i l beh nd

you

10 Mne, boobytrapor

amush

ENEMY

UN TS

ROLL

UN T

1- 5

Local

Force

Uni t or

governmnt

dr aft ees

Base

PerCent

Ef f ect i veness

onl y

Agi l i t y

onl y

6-8 Ma nForceUni t

or

governmnt

r egul ar

arm

uni t

+5

wth

Assaul t Ri f l e, AK-47

or other

+5

wth

Genade

 one i n three

w l l

have

a

grenade)

+

5

w th

Mach negun

 one i n ten

9, 10

NVA

or

Govermnt

e l i t e

uni t

+

10 wthAK-47

+10 th

grenade

 one

i n

three

+0

thmach negun  one i n t en

+5 thRPGnt i - tank

 one i n twenty)

Hts

Damage

6d10

3d10

3d10

5d10

1d10 2d10

1d10+5

1d10+5

2d100 4d10

 muth)

6d10   t a i l

2d100+20

3d10

I

1/ s t i ng

l

1/ 2

St  

f or

24 hrs

4d10

2d100

2d100+50

2d10+5

RA

Wl l , a t hi r d t i me, on a r o l l of 9or

10

the

anim

attacks  

I f they

attack, t he

cent i pede,

spi der , bees ,

or ants w l l

aut omati cal l y

 hi t and do damage

For

t he

other ani mal s,

r o l l

Wl l , agai n, on a

1- 3 t hey

hi t

and

i n f l i c t

damage,

r o l l

damage

;

on a 4-10 they

mss The

reconcan

shoot,

bayonet, throwkni ves,

use a

mchete,

or

f i ght unarmd

Comat w l l conti nue unti l one

or

t he

other i s

dead

Page 38: recon rpg

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VILLE

313 10 HOOTCHES 2010

PAPA-SANS

4010

MAMASANS

41310+5

KIDS

VILLE

TABLE

ROLL

CONDTON

1

Desert edv i l l e

burnedand

overgrown

2

Deserted v i l l e s t i l l

smoul deri ng

w th bodi es

3

Deserted v i l l e

cooki ng

f i r e s

s t i l l

warm

4 Deserted

v i l l e

ambush

w th

1d10guer r i l l as

5 Fri endl yvi l l age

6

I ndi f f e rent vi l l age

7 Host i l e

1

8 Host i l e

9 Vi l l ager s f reeze

or wthdraw

10 Oneyoungman ( school teacher ) 2

1 Rol l

on

GUERRLLA

CONTACT

TABLE

to

determneenemy

uni t passi ngthrough

2 I n warti me vi l l ages contai n onl y

women, chi l dren

and

ol d

men

RUMORS

 Rumors may be true,

mstakes, or

i ntent i onal l y f al s e

;

i nterr ogati on

s k i l l s

wi l l

hel p

you

i dent i f y

l i e s  

ROLL RUMOR

i

VCmedi cs

throughhere ear l i er .

2 That ol d

manVC

makes

boobytraps.

CONTACTS

CITIES

SDEWALK

ENCOUNTERS

ROLL

ENCOUNTER

1 Bar gi r l

2

3

4

5

6

7

8

Shoesh neboy*

Rol l

on

SDEWALK

VENDOR

TABLE

Rol l on

SDEWALK

VENDOR

TABLE

Of f i ceworkers

Young

woman

Pimp*

Drugstore cowboy

wth

motorbi ke

parkedat

curb*

Buddh st

monk/mssi onary

or

nun

10

M l i t a r y

pol i ce

or

l ocal pol i ce

*

My

be

pickpocket or

mugger  

My

offer

t o sel l

dope,

gi r l s ,

pornography,

stolen

goods,

or

exchange

money f or

l ocal

currency at

2d100above

l ocal

rate

 

VLLAGERS

DA

NANGSAGON

R R

CONTACTS CITIES

SDEWALK

VENDOR

TABLE

ROLL GOODS

1

Uni form,

boots

;

uni t patches,

et c

.

2 Books andmagazi nes

3 Ci vi l i an cl othi ng

4

Hot

f ood vendor

5 Freshvegetabl es, l i v e chi ckens,

geese, goats

6 Canned f oods

7 Anti ques/Obj ects d Art

8 J ewel ry/Wi stwatches

9 Rel i gi ous art i cl es, Buddhi st -

Cathol i c-Hndu

10 Pets  

bi rds, monkeys,

puppi es,

et c

.

3

4

5

6

7

8

9

10

CONTACTS CITIES

BAR  

Booze, broads

and

braws

ROLL

CONTACT

1

J ournal i st/ TV

news correspondent

2 Constructi onworkers

f or U

S

 

cor por ati on

Merchant seamen

 Sai gonCommandos paper

shuf t l ers

Bar

g i r l s

Local rock

band

DrunkenGrunts

Shoesh neboy

( w t h

bomb

i n box?)

Oher

RT

r i val ry?)

 Brass (of f i cer s )

l ow

i f i ng

WOMENCHLDREN MEN

ROLL

ACTIVI TY 1 Od

man

weedi ngvegetabl e

garden

1

Odwoman

cooki ng

meal

2

Od

man

mendi nghoe

2 Od

woman

weavi ng

basket

3

Od

man

readi ngbook i n doorway

3

Odwoman

squatt i ng i n doorway

4

Od

man

squatt i ng, smoki ngpi pe

4

Wman

nursi ng i nf ant

5

Mn

w thamputatedl eg cl ai m

5

Wman

mendi ng cl othes tobeex- ARVNsol di er

6

Wman

wth s ick chi l d

6

Head

man

askshel p

f or

s i ck

7

Three

ol derwomen

gossi pi ng womani n hootch

at doorway

7

Od

men

argui ng

8

Wman

pl anti ng

i ngarden/

8 Odman

pl ayi ng

musi cal

i nstrument

r i ce paddy

9

Od

man

pl ownggardenor

9 Chi l dren pl ayi ng tagor ask

f or

r i ce paddy

 Chew gum

10

Odman

sl eepi ng or eati ng

10

Chi l drenherdi ng

geese

or

wash ngwaterboo

3

 That

ol dwoman

VC

Leader l ocal  VCcame l ast ni ght

 

Take

al l

women s

group

.

young

men

Return

t oni ght

f ori ndoc-

4  That

ol d

couple

VCSon r et ur n- t r i nat i on l ect ur e

to

vi l l age

.

i ng t oni ght . 8  VC

suppl y

uni t throughhere

5  VC

patrol

aheadof

you

on t rai l . toda

y

 

6

 NoVC

around

here.

9  VC

base

i n that di r ect i on.

10  VCax col l ector i n area.

Page 39: recon rpg

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FIREFIGHTN

MAXMUMRANGE

I NMEDUM

VEGETATION

MAXMUMRANGE

I N

HEAVY

VEGETATION

* Use Ful l

Moon

f or

dawn

or

dusk   I wi l i ah t

.

RATEOF

FIRE

COMBAT

EFFECTIVENESS

TABLES

PI STOLSUBMACHNEGUN R FLES

RANGE  Yards

RANGE  Yards

0- 5

6-10

11- 15 16- 20

21-25

26-30

l ess

than 10

11- 25 26- 50

51- 100

100-500+

TARGET

TARGET*

St andi ng 0

- 5 - 10 - 15

- 20

- 25

St andi ng

0 - 5 - 10

- 15 - 20

Kneel i ng

- 5 - 10 - 15 - 20

- 25 - 30

Kneel i ng

- 5 - 10 - 15 - 20 - 25

Runni ng

- 10 - 15 - 20 - 25

- 30 - 35

Runni ng - 20 - 25 - 30

- 35 - 40

Pr one/ Behi nd obj ect - 15 - 20 - 25 - 30

- 35 - 40

Pr one/ Behi nd

Obj ect

- 20 - 25

- 30 - 35 - 40

MARKSMAN MARKSMAN

Pr one/ Br aced

0

- 5

- 10

- 15 - 20 - 25

Pr one/ Br aced 0 0

0

- 5

- 10

Kneel i ng

- 5

- 10 - 15 - 20

- 25 - 30

Kneel i ng

- 5 - 10

- 15

- 20 - 25

St andi ng

- 10 - 15 - 20 - 25

- 30 - 35

St andi ng

- 10

- 15

- 20

- 25 - 30

Runn ng

- 20 - 25 - 30

- 35

- 40 - 45

Runni ng

- 15 - 20 - 25

- 30

- 35

F ul l

auto - 20

- 25 - 30 - 35

- 40 - 45

Ful l

auto

- 20

- 25

- 30

- 35 - 40

SHOTGUN

MACHNEGUN

RANGE

Yards

RANGE  Yar ds

0- 5 6-10

11-15

16-20

l e s s than

10

11- 25 26- 50

51-100

100-500+

TARGET

TARGET

St andi ng

+5

0 - 5 - 10

St andi ng

- 5

- 10

- 15 - 20 - 25

Kneel i ng 0

- 5 - 10 - 15

Kneel i ng

- 10 - 15

- 20 - 25

- 30

Runni ng

- 5

- 10 - 15 - 20

Runni ng

- 25

- 30

- 35 - 40

- 45

Pr one/

Pr one/ Behi nd

Obj ect

 

25

- 30

- 35 - 40 - 45

Behi nd

obj

.

- 10 - 15 - 20 - 25

MARKSMAN

MARKSMAN

Pr one/ Br aced 0 0

- 5

- 10

- 15

Prone +5

0

- 5

- 10

Kneel i ng

- 10 - 15

- 20 - 25

- 30

Kneel i ng

0

- 5 - 10 - 15

St andi ng

- 15 - 20 - 25 - 30 - 35

St andi ng

- 5

- 10 - 15 - 20

Runni ng

- 20 - 25 - 30 - 35

- 40

Runn ng

- 10

- 15 - 20 - 25

F ul l

auto - 20 - 25

- 30 - 35 - 40

 

MAXMUM

TARGET

ACQUS TIONRANGETABLE

ROLL PRECPITATION

DAY

NGHT HASEOF

MOON

FULL

HALF

QTR

 W

1

NONE

 NO CLOUD

COVER)

600

1, 2

300

3, 4

5-8

200

9, 10

2

NONE

 25

CLOUD

COVER)

600

250 160

120

60

3 NONE 50

CLOUD

COVER)

600

200

130

100

50

4

NONE

 100

CLOUD

COVER)

600

150

100

80

60

_

_40

30

 

5

MSTY

RAIN

450

100

50

40 j

25

6

LIGHT

RAN HOWERS) OR

SNOW

300

75

 

7

MEDUM

RAINOR

SNOW

150

50 I ____2_5____

20

8

HEAVYRAINOR

SNOW

_

25

15

20

15

9

TORRENTI ALRAINBLIZZARD

30

15 10

10

5

10 HEAVYFOG

15

10

6 5

8

6 5

WEAPON MAXMUMROUNDS/CR

P i s t o l

3

Assaul t

r i f l e

Submachi negun

Sem-auto

3

Sem-auto

3

Ful l auto

5

Ful l

auto 7

Shot gun

  sem-or pump)

3

Bol t - act i on

r i f l e

2

Genadel auncher 1

Sem - automati c r i f l e

3

Machi negun

7

Page 40: recon rpg

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HI T

LOCATI ON

HI T

LOCATIONCHART

ROLL

01-02

03

04

05

06

07

08

09-10

11

12- 13

14

15

16

17

18

19-20

21

22- 23

24

25

26

27

28- 47

48- 62

63- 66

67-70

71-75

76

77- 80

81

82- 83

Foot

84- 87

Ri ght hi p

88- 92

Thi gh

93

Knee

94-97

Cal f

98 Ankl e

99-00

Foot

I n

p r o f i l e

shots

 from

si de)

the per cent

f or the opposi te si de ar e

counted

f or the

exposed

si de

 doubl e the

chance

of

hi t t i ng)

 

EXAMPLE

I f you have

a l e f t

si de shot

wherethe opponent s

r i ght

eye, arm or

l eg

i s

bl ocked

f rom

vi ew a

r o l l on

the

hi t

l ocat i on

chart

of r i ght eye,

arm or l eg

wouldcount

as a

hi t

on

the

exposed

l e f t

eve

 

arm or

l eg

 

SUPPRESSED

 

APONS

MAXMUMRANGE

TO

ROLLREACT

15 f eet

30f eet

30

f eet

SUPPRESSED

WAPON

. 22

pist ol

9

mm

pi stol /SMG

5.56mm

(M16s)

7

.62mm(M14s)

45

f eet

Wth

a

suppressedweaponat f i ve

feet,

you can r o l l

agai nst your pist ol

per cent

ef f ect i veness t o

make

a head

shot ;

i f

you

make

the r o l l

i t i s

an

i nstant k i l l

 otherwse

  i s

a

compl etemss

.

DAMAGE

7

. 62 x39mm RPK

mag

fed

MG

4d10

7 . 62

x

54mm

PKS

bel t

fedMG

4d10+5

7

. 62 x51mmNATO M60, Bren) 4d10+5

. 223/ 5

.56mm(Stoner)

5d10

HEAVYMACHNEGUN

50 2d100

SHOTGUN

Fl echett e

Range(Yards)

00

Buckshot

or

M79

AP

1 5 2d100 2d100+10

6-10

2d10O20 21: 1100-10

11-15

2d100-30 2d100-20

16-20

2

d100-40

21

: 1100

. 30

H TLOCATIONCHART,

WHERE

ONLY PISTOL

UPPER BODY EXPOSED

[PRONE,

. 22 2d10+5

LOCATION

FOXHOLE, ORWNDOW 7

. 62x25 3d10

Brai n (Fatal )

. 38

Speci al

3d10

Lef t

eye

ROLL

LOCATION

9mm

3d10+5

Ri ght eye

01-OS Brain  O1, 02 Fatal )

. 45 acp 4d10

Nose

06-07

Lef t

eye

1

. 357mg 4d10+5

J aw

08-09 Rght eye

1

. 44mg Sd10

Larynx

10- 11

Nose

9mmhort

(Makarov

 

3d10

Lef t shoul der

12- 13

J aw

Upper

arm

14-15 Larynx

E bow

16-17

Lef t

shoulder

1

Forearm

18-21 Upper arm

MACHNEPISTOL/SUBMACHNEGUN

Wist

22- 23

E bow

7

. 62x25

3d10

Hand

24-27

Forearm

9mm

3d10+5

Fi nger

28-29 Wi st

. 45 acp 4d10

Thum

30- 31

Hand

. 30

Carbi ne

4d10

Ri ght shoul der

32- 33

Fi nger

Upper arm

34- 35

Thum

E bow

36-37 Ri ght shoul der

1

Forearm

38-41

Upper

arm

ASSAULT

RFLE

Wist

42-43

El bow

. 30- 06

(M 1 ,

BAR) 4d10+5

Hand

44-47 Forearm

7

.5mmcaptured French

MAS49s)

4d10

Fi nger

48-49 Wi st

7

. 62 x 39mm

AK SKS)

4d10

Thumb

7

. 62 x 54mmSVDsniper r i f l e 4d10+5

50-51

Hand

7 . 62

x

51mm

M14,

FNs) 4d10+5

Chest*

52-53

Fi nger

Abdomn*

54-55

Thum

Non-Vetnam

Weapons

Groi n

56-00

Chest

6

5

. 303

3d10+5

4d10

Lef t

hi p

5 . 45

 AK-74)

5d10

Thi gh

1 I f

onl y one

armexposed, then

a

 hi t

Knee

on

t he

other

unexposed

arm

counts as

a

Cal f

hi t

on

the

exposedarm

Ankl e LI GHTMACHNEGUN

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ASSAULT

H NDTOH ND

G

REN DESSBLOOKERS

O

KNFE

THROWNG

COMBAT

EFFECTI VENESSTABLE[

GRENADE

LAUNCHERS

W

  does damage

f or

3

CR

TARGET

RANGE

  Yar ds

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 - si zed

- 10 - 15 - 20 - 25 - 30 - 35

2d100/ 5

W ndow- si zed

- 15 - 20 - 25

- 30 - 35 - 40

Unseen

- 20

- 25 - 30

- 35 - 40 - 45

MARKSMAN

Running

- 40 - 50 - 70

- 70

- 80 - 90

HANDTOHANDCOMBATTABLE HANDTOHANDCOMBAT

ROLL

UNARMED KN FE

BAYONET

KN FETHROWNG

Acti on

Damage

Act i on Act i on Damage

RANGE

f e e t

1 Sl ash w t h

hand

2d10

Sl ash

Sl ash

 

4d10

TARGET

10 15 20

2 Sl ash w t h

foot

3d1O

Sl ash

Sl ash

4d10 Standi ng

0 - 5

- 10

3

Stab

w t h

hand

3d10

St ab St ab

4d10 5

Kneel i ng

- 5

- 10 - 15

4

Sl ab

w t h

f oot

4d10

Stab

Stab

4d10 5 Pr one/ behi nd obj ect

- 10 - 15 - 20

5

Parry

Par ry

Parry

Running

- 15 - 20 - 25

6

Parry

Parry

Parry

THROWR

7

Ri poste

2d10

Ri poste   w t h s l a s h

Ri poste

  w th

sl ash

4d10

Movi ng

- 15 - 20 - 25

8

Ri poste

3d10

Ri poste   w t h s l a s h

Ri poste   w th s tab 4d10 5

9 Gr appel

3d10

Gr appel  w th s t ab

Buttstroke

4d10

DAMAGE

RANGE

10

Evade

Evade

Evade

4d10

10

3410 15

3d10

20

COMBATEFFECTIVENESSTABLE

GRENADES

GRENADEDAMAGETABLE

TARGET RANGE

yards

1- 20 21- 25

26- 30 31- 35 36- 40 41- 45

Di st ance

f romgrenade

Openarea

  c l e ar

target

0

- 5 - 10 - 15 - 20

- 25

  yar ds

HE/Frag

Door - si zed space

- 5

- 10

- 15 - 20 - 25

- 30

1

2d100

W ndow- si zed space

- 10 - 15 - 20 - 25 - 30 - 35

2

2000/2

Gunsl i t

- 15

- 20 - 25 - 30

- 35

- 40

3

2d100/ 3

Unseen

- 10

- 15 - 20 - 25

- 30

- 35

4

2d100/ 4

5

2d100/ 5

  exp  

over

a wal l

KN FE

FI GHTI NGDAMAGE

EDGEDWAPON

Sl ash

Stab

BLUNT

WAPON

Pocketkni f e/ Smal l Con- -

Sl ash

Stab

ceal abl e

Danger

Mtt 1d10 5

P i s t o l But t or other

K- bar or other One-handed

weapon 2d10

2d10 5

Sheat h Kni f e 2d10

2d10 5

Machete 3d10 3d10 5

Chai r or other

Ent r enchi ng

t o o l

  shovel ,

open

Two-handed

weapon 3d10

3d10 5

Sword

or other l arge

edged

weapon

3410

3 5

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WRPG

TARGET

Large MediumSmal l

  t ank, house j e ep, c ar , cycle,

EW

t unnel , et c .

pi l l box)

door

i de

  bi ggest

target)

0 - 5 -10

bl i que  at angle - 5 - 10 - 15

on Rear on - 10

- 15 -20

al l est

target)

opped

agai nst

ething 0 - 5 - 10

- 15 -20

neel i ng - 5 -10 - 15 -20 - 25

tand ng - 10

- 15

-20

- 25

-30

 

O

 

G

ARTILLERYEFFECTSONSTRUCTURESTABLE

DRECT

H TS

COMBAT

EFFECTIVENESS

TABLE

RANGE

  yards)

10-19 20-29 30-39 40-49 50-59

VTANK

H T

LOCATIONCHART

Rol l

I d10

to

determne

damage

1

H t mai n

gun - -

tank s t i l l movi ng MGs

operabl e

2Hi t bogi es - - tank s t i l l

movi ng al l guns

operabl e

3H t f ar si de

track, spi ns away

fromyou

then

hal t s

4

Hi t

near si de

track,

spi ns i n t hat

di r e c t i on,

then

hal t s

5

Ki l l ed

dri ver ,

conti nues

to

dr i v e

str ai ght ahead

6 Hi t engine

compartment

halt s,

crew

s t i l l f i ght i ng

7 H t engine compartment

i nter nal

expl osi on k i l l s crew

8 Hi t

turret ,

mai n

gun out of acti on,

commander  l oader

dead

9 I gni te

f u el , crew

comes bar r el i ng

out ,

some on f i r e

10I gni t e

shel l s , they cookof f , ki l l i ng crew

and

destroyi ng tank

Thi s same t a bl e w l l work f or Sovi et

made BMD

and

BMParmored personnel

c ar r i er s

w th

thei r

smal l t u r r e t s

. For

t rucks use the f ol l owi ng t a bl e

:

Rol l 1d10

1 H t engi ne, r o l l s t o

st op,

engi ne i n

f l ames

2

Hi t

cab k i l l i n g

dr i ver , r ol l s on

out of

control

3H t s f uel tank andgoes

up

i n a bal l of

f l ame

4 H t

l e f t

f ro n t t i r e , spi ns of f i n that

di r e c t i on

5 H t

r i ght f r ont

t i r e , spi ns of f i n that

di r e c t i on

6 Hi ts

l e f t

rear t i r e

  s ,

st ops

7 Hi ts ri ght rear t i r e s ) , stops

8 Hi t s t r uc k bed k i l l s

anyoccupants

9 Hi t s t r uc k

bed

k i l l s hal f of

occupants

10 Hi t s truck

bed wounds

al l occupants,

but

can

s t i l l f i ght - 20 St each .

R i ndi cates the st ru c t u re i s NOTdest r oyed,

and

the

occupants

w l l take

REDUCED

or

l ess than

f u l l

damage

z

x

H

d~~ ~~E86oyz~

~

` n

F

U

eo

~a

e

eh~xa~

v~ R t 7 . S  ao °,   o 1Qt i

t R Z

e~~

e~

W

w

W

Brush,

Elephant grass R F R

F R

RF F F

F

F

F R

W

Tr ee, l ess thanone f oot i n d ameter N

 ~ R R R RR

RF

R F F R

z

Tree,

greater

than

one

f oot

i n

di a

.

k

C

RCRR RR R F F R

z

O

Rock

NNCRCCR R

R

R R F C

m

Foxhol e/ f i ghti ng hol e,

Trench

N

NC R

R

RR RR

R R

F

R

W

a

Bunker wood

andsandbags

N

N

CRC

R

R

RR

R R RR

z

Concrete pi l l box,

Caves

NNC C NNC C

C

C CCN

z

Bui l di ngs

W

Bamboo

F F R F R

R

F F F F F F

R

QC

Wod

C

F

C F

C

R

F RR

F R F R

y

Bri ck

R RNR N C RR

R

R RRC

Concrete

NC

N

C NNC CC C CC

N

F   Ful l damage the normal damage

r o l l

f or that weapon

R

Reduced damage

one-hal f the

damage

r o l l

f or

that

weapon

F

C

Concussi on

one - t hi r d the

damage r o l l

f o r t hat

weapon

C

N

No

damage

Bamboo Wod Bri ck Concrete

Bomb

8 ,

155

D D D

D

105, rockets

D D D R

20mm 81mm

napal m

D

D

R R

60mm

grenades D

R R

R

D-

i ndi c at e s

the

structure

i s destroyed

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60mm

Mor t ar

81mmMortar

105mmHow t zer

155mmHow t zer

8 How t zer

AIRCRAFT

3Bombs

or

1 Napalm

12 Rockets

3

MGt ra f i ng runs

or

1

20mm

taftng Run

HELI COPTERGUNSHP

( Cobr a)

Up

t o

38

rockets

3

MGt ra f i n g

Runs

1

Grenade

Lancher Run

APPENDCES

APPENDX MLITARY

ALPHABET

When

t he

radi o

and t el ephone

com

muni cati onsar ebad

i t i s

possi bl e t o s p el l

out a word t hat my be

m sunderst ood

usi ng t he

phonet i c

al phabet

.

Al so,

these

phoneti c desi gnati ons

ar e

used f or

uni t

desi gnat i ons f or i nf ant r y , a i r c r af t s , et c

. ,

i n

t he

f i e l d  

A

=l f a

N=

ovember

B

=ravo

O

=scar

C

=harl i e

P

=

apa

D=

e l ta

Q=uebec

E=

cho R

=Romeo

F

=

oxtrot

S

=

i e r r a

G=ol f T=ango

H=

otel

U=

n i f o rm

I =ndi a

V

=i ctor

J

 

u l i e t t

W

Whi skey

K=i l o X - ray

L=i ma Y=ankee

 

Mke Z

=ul u

APPENDX

:

MLITARY

TIME

The

ml i ta r y

works on

a

24 hour c l o c k,

and

t o

be

mre

authenti c you shoul d

adopt t h i s i n your mssi on

bri ef i ngs   The

system

works

l i k e

t h i s

:

TIME

Morni ng

1

a.m

0100 ( oh,

one

hundred )

2 a.m

0200

( oh,

two

hundred )

3 a.m 0300

( oh

.

three

hundred )

ARTI LLERY

ANDAIRSUPPORTDAMAGETABLES

ARTI LLERY

*Sl ash   / ) i ndi cat es

: di vi ded

by

a.m

0400 ( oh, f our hundred )

5

a.m

0500

( oh, f i v e hundred )

6a.m

0600

( oh,

si x

hundred )

7

a.m

0700 ( oh, seven hundred )

8

a

.m

0800

( oh, ei ght hundred )

9a.m0900

( oh, ni ne hundred )

10

a.m 1000

(ten

hundr ed

hours)

1 1

a.m

1100

( el even

hundred)

12

a.m

1200 ( t wel vehundred)

Noon

Eveni ng

1

p.m

1300

(t hi rt een

hundred)

2pm

1400

3pm

1500

4pm 1600

5

p

m

1700

6pm

1800

7pm

1900

8pm 2000 ( t went y

hundred)

9p.m

2100

1 0

p.m

2200

1 1

pm

2300

12pm 2400

M dni ght

Time between

hours

i s pronounced

as

f ol l ows

:

0135

  1 : 35 a.m; i s

  oh, one,

t h i r t y - f i v e

0705   7 : 05 a

.m

 

i s

  oh, seven,

oh

f i ve

1425   2 : 25

pm  i s

  f ourt een, t wenty -

f i ve

DAMAGE

Equal t o

8 How t zer

Treat l i k e straf i ng

run,

any troops

take

2d100 20

Equal t o 105mmHow t zer

2d100

2d100 20

Equal

t o 105mmHow t zer

2d100

Treat as

gr enade,

2d100, / 2, / 3, / 4, / 5

APPENDX V ETNAMESENAMES

A Ao An

Ap

B

Ban, Ben, Bi , Bo, Bong

C

Cao, Chong, Chu Con, Cu

D

Dak, Dao, Deo, Dai , Dong, Duc,

Do

F

- Fong,

Fvan 

Fimon

G

G a,

G r ,

Ghe, Gong

H

Hai , Hong Hu Huong Ho

J

- J ak, J ang,

J u

K Khao

Ki nh,

Ko,

Kon

L

- Lang, Li nh, Li ng, L o i ,

Long

 Ma Mat, Mot ,

Mang,

Me

N Na Nong

Nui ,

N n

O-O

P

Pha, Phnom Phu, P l e i

W

Quang

Quet ,

Qui

R- Ro,

Ron, Roun,

Rah

S

Sha, Son,

Song, Sop

T-

Tai, Tau, Tangg, Ton

U

Uay, Ui ng,

Uyen

V

Vong,

Va, Vi ,

Van, Vi nh

WWn

X

Xom

Xuan,

Xi m

Xuong

Y

Yok, Ya,

Yang,

Yen

Range

fromI mpact

(yards)*

1

2 3

4 5

6

7

2d100

/ 2 / 3 / 4

Fatal

2d100

/ 2 / 3

/ 4

Fatal

2d100 10

/ 2 / 3

/ 4

Fat al Fat al 2d100 20 / 2

/ 3 / 4  

Fatal

Fat al Fat al 2d100 30

/ 2

/ 3

/ 4

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