recon rpg
TRANSCRIPT
8/10/2019 recon rpg
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8/10/2019 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
8/10/2019 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 ~ _
8/10/2019 recon rpg
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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?
8/10/2019 recon rpg
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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
.
8/10/2019 recon rpg
http://slidepdf.com/reader/full/recon-rpg 7/44
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-
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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
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utomati c
OR OR
BRACED
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KNEELING KNEELING
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OLT A
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8/10/2019 recon rpg
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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,
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 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.
8/10/2019 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
8/10/2019 recon rpg
http://slidepdf.com/reader/full/recon-rpg 40/44
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
8/10/2019 recon rpg
http://slidepdf.com/reader/full/recon-rpg 41/44
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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
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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
8/10/2019 recon rpg
http://slidepdf.com/reader/full/recon-rpg 44/44