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e23.sjgames.com Stock #82-0008 Version 1.0 September 16, 2004 STEVE JACKSON GAMES GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, GURPS Funny New Guys, e23, and the names of all products pub- lished by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. Some art copyright © 2004 www.clipart.com. All rights reserved. Funny New Guys is copyright © 2004 by Steve Jackson Games Incorporated. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. Funny New Guys Technomancer in Vietnam AN e23 ADVENTURE AND SOURCEBOOK for GURPS ® from STEVE JACKSON GAMES FOR 3 TO 6 PLAYERS Written by Ed Wisnioski Edited by Jeff Rose Illustrations by Kurt Brugel, Ray Lunceford, Alan Rabinowitz, and Dan Smith

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Page 1: Funny New Guys - Remuz RPG Archive Classic/Technomancer - Funny New Guys.pdf · 20th century existed side by side? ... Up-to-date errata sheets for all GURPS releas- ... about frantically

e23.sjgames.comStock #82-0008 Version 1.0 September 16, 2004

STEVE JACKSON GAMES

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, GURPS Funny New Guys, e23, and the names of all products pub-lished by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. Some art copyright © 2004 www.clipart.com. All

rights reserved. Funny New Guys is copyright © 2004 by Steve Jackson Games Incorporated.

The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase onlyauthorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

Funny New GuysTechnomancer in Vietnam

AN e23 ADVENTURE AND SOURCEBOOK for GURPS®

from STEVE JACKSON GAMESFOR 3 TO 6 PLAYERS

Written by Ed WisnioskiEdited by Jeff RoseIllustrations by Kurt Brugel, RayLunceford, Alan Rabinowitz, andDan Smith

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American involvement in Indochina is a complexand difficult story to tell. The mere mention ofVietnam inspires strong emotions and bitter debate.Not since the Civil War have Americans been sodivided politically. Just like the Civil War, its effectsstill ripple through the nation’s subconscious. Myinterest in the war comes from the numerous veter-ans I have known though the years. Their stories cre-ate a living history that makes the rice paddies andjungles quite vivid.

What if high magic and the heavy firepower of the20th century existed side by side? In David L.Pulver’s GURPS Technomancer, they do, and thenature of war changes forever. In this book, playersenter the forbidden territory of “Indian Country” androleplay the experience of Vietnam . . . with a twist.Dragons, fighter jets, magic carpets, and zombielegions support the fight over the fate of Vietnam.

“Funny New Guys” is an adventure supplementwhere you fight the war on the intimate terms of aninfantry solider. You are the grunts that slog throughrice paddies, contend with ambushes, and win thehearts and minds of locals. It isn’t easy, but if youlive to tell about your experiences, you just might getpromoted and go home to the states.

About theAuthor

Ed Wisniowski graduated from Illinois StateUniversity and works as a web developer for a majorcandy company. He has been writing since he was ateenager and lives in Joliet, IL. His work is featuredin the Steve Jackson products Liber Reliquarium,GURPS Monsters, and GURPS Villains, and he isthe author of the Goblins adventure “GentlemanJohnson’s Fishmart” featured in The Best ofPyramid Volume One.

DedicationThis book is dedicated to two Vietnam veterans

who had a profound influence on my life. SergeantMajor David Ogle and Lieutenant Colonel RichardWeidner, thank you.

F U N N Y N E W G U Y S 2

Steve Jackson Games is committed to fullsupport of the GURPS system. Our address isSJ Games, Box 18957, Austin, TX 78760.Please include a self-addressed, stamped enve-lope (SASE) any time you write us! Resourcesinclude:

Pyramid (www.sjgames.com/pyramid/).Our online magazine includes new GURPSrules and articles. It also covers Dungeons andDragons, Traveller, World of Darkness, Callof Cthulhu, and many more top games – andother Steve Jackson Games releases like InNomine, Illuminati, Car Wars, Toon, OgreMiniatures, and more. Pyramid subscribersalso have access to playtest files online!

New supplements and adventures. GURPScontinues to grow, and we’ll be happy to letyou know what’s new. For a current catalog,send us a legal-sized or 9”¥12” SASE – pleaseuse two stamps! – or just visit www.ware-house23.com.

Errata. Everyone makes mistakes, includ-ing us – but we do our best to fix our errors.Up-to-date errata sheets for all GURPS releas-es, including this book, are available on ourwebsite – see below.

Gamer input. We value your comments, fornew products as well as updated printings ofexisting titles!

Internet. Visit us on the World Wide Web atwww.sjgames.com for errata, updates, Q&A,and much more. GURPS has its own Usenetgroup, too: rec.games.frp.gurps.

GURPSnet. This e-mail list hosts much ofthe online discussion of GURPS. To join, pointyour web browser to www.sjgames.com/mail-man/listinfo/gurpsnet-l/.

The GURPS Technomancer web page is atwww.sjgames.com/gurps/books/Technomancer/.

ABOUT GURPS

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1. Strange Days In the Jungle . . . 4ATTACK ON FIRE BASE 23. . . . . . . . . . . . . . . . . . . . . . . . . 4TONE AND TECHNOMANCER. . . . . . . . . . . . . . . . . . . . . . . . 5

Historical Accuracy. . . . . . . . . . . . . . . . . . . . . . . . . . . 5Campaign Tone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Using Funny New Guys as a One Shot Adventure . . . 6Using Funny New Guys as a Campaign . . . . . . . . . . . 6What You Will Need . . . . . . . . . . . . . . . . . . . . . . . . . . 7

2. Rumors and Realities of War . 8GOING TO VIETNAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Draft Figures for Vietnam . . . . . . . . . . . . . . . . . . . . . `8THE DRAFT AND CLASSIFICATION. . . . . . . . . . . . . . . . . . . . 8

The Draft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Enlisting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Civilians and Volunteers . . . . . . . . . . . . . . . . . . . . . . . 9Mages and Chimeras in the Army. . . . . . . . . . . . . . . . 9Project Griffin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Training. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Special Forces Training. . . . . . . . . . . . . . . . . . . . . . . 12On the Job Training . . . . . . . . . . . . . . . . . . . . . . . . . 13A Brief History of the 13th Necromantic Operations

Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14PROCESSING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Arrival in Vietnam . . . . . . . . . . . . . . . . . . . . . . . . . . 15Unit Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Mustering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

VIETNAM AND THE WORLD OF TECHNOMANCER . . . . . . . 16The French Period. . . . . . . . . . . . . . . . . . . . . . . . . . . 16What Is a Funny New Guy . . . . . . . . . . . . . . . . . . . . 17Vietnam Timeline According to Technomancer . . . . . 19

MAP: VIETNAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20America’s Concerns . . . . . . . . . . . . . . . . . . . . . . . . . 21The Montagnards . . . . . . . . . . . . . . . . . . . . . . . . . . . 22The Spell Gap Speech. . . . . . . . . . . . . . . . . . . . . . . . 23The Final Straw and the March to War . . . . . . . . . . . 23Uneasy Relations With the 13th NOG. . . . . . . . . . . . 24

THE 101ST SPELLBORNE . . . . . . . . . . . . . . . . . . . . . . . . . 25Dragons over Hanoi . . . . . . . . . . . . . . . . . . . . . . . . . 25Eagle’s Claws to Chicken Men – What the 101st Did in

Vietnam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

3. Life in Indian Country . . . . . 28LIVING ARRANGEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . 29MILITARY DUTIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Combat Patrols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Places Every Grunt Should Know. . . . . . . . . . . . . . . 30Artillery and Fire Support . . . . . . . . . . . . . . . . . . . . . 30

Guard Duty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30COMMON HAZARDS IN VIETNAM . . . . . . . . . . . . . . . . . . . 31

Heat and Humidity . . . . . . . . . . . . . . . . . . . . . . . . . . 31Temperatures in Vietnam. . . . . . . . . . . . . . . . . . . . . . 31Booby Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Trench Foot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Insects and Malaria . . . . . . . . . . . . . . . . . . . . . . . . . . 33Vietnam Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

WEAPONS OF WAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Small Arms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34The M-14 Combat Rifle and the M-21 Sniper Rifle. . 34Heavy Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

VEHICLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35Choppers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

4. The Men from “Fox” Company. . . . . . . . . . . . . . . . . . . . . 37

OLD MEN, TICKET PUNCHERS, AND COMMON GRUNTS . . 38THE MISSION OF FOX COMPANY . . . . . . . . . . . . . . . . . . . 41

The Military Role . . . . . . . . . . . . . . . . . . . . . . . . . . . 41The Research Role . . . . . . . . . . . . . . . . . . . . . . . . . . 41Relations With the Locals . . . . . . . . . . . . . . . . . . . . . 42

MAP: FIRE BASE 23 . . . . . . . . . . . . . . . . . . . . . . . . . . . 42BECOMING ONE OF “TIMMY’S BOYS” . . . . . . . . . . . . . . . 43

Menial Duties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44The Pecking Order . . . . . . . . . . . . . . . . . . . . . . . . . . 44

JUST ANOTHER COMBAT PATROL . . . . . . . . . . . . . . . . . . . 44The M-16 Jamming in Vietnam. . . . . . . . . . . . . . . . . 45The Stress of Combat Patrols . . . . . . . . . . . . . . . . . . 45Rain and Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 46Making the Players Sweat While on Patrol. . . . . . . . 46

A BAD DAY ON PATROL . . . . . . . . . . . . . . . . . . . . . . . . . 47What the VC Are Doing . . . . . . . . . . . . . . . . . . . . . . 47

MAP: SKIRMISH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Typical VC Forces. . . . . . . . . . . . . . . . . . . . . . . . . . . 48A Meeting Engagement . . . . . . . . . . . . . . . . . . . . . . 48The Firefight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48Dust-Off and Rescue. . . . . . . . . . . . . . . . . . . . . . . . . 49

AFTERMATH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Typical Allied Gear . . . . . . . . . . . . . . . . . . . . . . . . . . 49Typical VC Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Post Combat Issues. . . . . . . . . . . . . . . . . . . . . . . . . . 50

Bibliography. . . . . . . . . . . . . . . 50

F U N N Y N E W G U Y S 3

Table of Contents

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1. Strange Days Inthe Jungle

F U N N Y N E W G U Y S 4

The VC always attacked at night, and at Fire Base23 the situation was looking grim for the young lieu-tenant. Enemy sappers, covered with axle grease tosneak through the wires, were tossing grenades intobunkers and using satchel charges against the how-itzers that supported I-corps. Soldiers were runningabout frantically trying to shoot the enemy in the darkand ended up shooting each other. The smell of explo-sives and burning fuel was overpowering. The lieu-tenant, clad in his trousers and a flak jacket, fiddledfor his pistol and then ran to the other hooches look-ing for others who hadn’t lost their head during theambush.

“Howdy sir,” said a raggedy Coyote man coveredin dirt. It was Hank the wiry Texan and radio opera-tor. “Got any company?”

“No, we need to find a radio and get a dust off.Charley is all over this camp,” Said the lieutenant.

“What about the HQ?”“No good, too hot.”“Damn, then we will have to try over by the .50

cal.”“Let’s do it.”Fires were burning now, and the other troops at

the base could begin to distinguish friend from foe.The lieutenant was scared, but knew that a call to bat-talion could mean the difference between life anddeath. While running, he kept chanting his good luckspell and prayed it would work. Both the lieutenantand the coyote man made a dash for the relative safe-ty of the bunker and its .50-caliber. Gunfire followedtheir footsteps as they made their way to the pile ofsandbags.

The lieutenant dove into the emplacement. The VChad killed both of the crew in the early moments of theattack and some of the wounds still oozed blood.Hank was checking the action of the machine gun andgetting ready to fire. The lieutenant pulled at thereceiver of the radio and saw that the cord had beencut.

“Damn it!” he cursed.

VC started to approach the sandbags and gunfiresailed over their heads. Hank was blazing away withthe machine gun to keep them pinned down, but theykept advancing. The lieutenant pulled his pistol andbegan firing in a desperate attempt to help out. Thiswas it . . . they were going to die, but not without afight. Neither the spell nor the prayer would beanswered tonight.

“Somethin’s wrong!” shouted Hank. “Can you feelit?”

The muggy night had turned bitterly cold and thelieutenant could see his breath. The gunfire stopped,and in the distance, low moaning could be heard overthe sound of exploding ammunition. The moaninggrew louder as it got closer and the shambling figuresof Vietnamese started trudging through the barbedwire of the fire base. Both Hank and the lieutenantstared in shock – they were zombies. The VC rippedinto them with gunfire and they kept advancing. Arms,legs, and heads blew off and they kept advancing.When they closed with the VC sappers, they clawed atthem with their hands and slashed at them with bay-onets. Moaning as they went, the zombies wereslaughtering the VC. The effect was horrifying andthose who survived the first assault ran in terror. Thelieutenant and Hank looked around, wondering ifthey would be next.

“Stand down all clear!” came a voice from the dis-tance.

“Negative! There are still enemy in the wire,”shouted the lieutenant.

“Stand down, they are allies.”“Says who?”“Says me, First Sergeant Otto Nasumbaum, 13th

Necromantic Operations Group.”“Zombies, they sent zombies to save us!”“Naw, we were in the neighborhood when we saw

the attack and decided to give you folks a hand.”Two things ruled the night in Vietnam. The Viet

Cong and the “Z companies” of the 13th NOG.

Attack on Fire Base 23

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Tone andTechnomancer

The soldiers, sailors, airmen, and marines whoserved in Vietnam have written plenty of books abouttheir experiences. The war has been the topic ofnumerous movies, television shows, and even videogames. This adventure provides a different twist tothe legacy.

The world of GURPS Technomancer is just likeour world except that technology and magic worktogether. This makes the unknown territory ofVietnam more dangerous because curses, spells, andmagical creatures complement guerilla warfare.

Fortunately, servicemen aren’t completely help-less. The Americans have the best enchantments thatmoney can buy and death that can rain down fromthe sky in the form of napalm or dragon’s breath.

Historical AccuracyWorld history remained unchanged before 1945

and the Trinity Hellstorm. After the forces of magicwere unleashed, many of the historical events that werecognize still take place in the Technomancer worldbut with some notable differences. PresidentKennedy is still assassinated, but the sniper uses amagic bullet. The civil rights movement also encom-passes the rights of chimeras (p. 9).

In spite of these similarities, some major differ-ences also exist, the largest being our involvement inVietnam. According to the GURPS Technomancercanon, America wins the war in Vietnam thanks to acombination of ruthless tactics, magic, and techno-logical superiority. This necessitates taking some lib-erties with the history of the conflict.

Three key strategies altered the outcome of thewar. First, instead of pursuing “peace with honor,”Richard Nixon escalates the war to unknown levels –“hot pursuit” invasions, and successful raids intoCambodia, Laos, and North Vietnam that cut off theHo Chi Minh trail. Second, the army deploys “Zcompanies” – the enemy dead transformed into zom-bies and then forced to fight their former allies. NorthVietnamese and Viet Cong troops would rather sur-render than die and return as reanimated corpses.Finally, the widespread use of depleted necroniumcreated wide swaths of famine and dead mana inNorth Vietnam. These factors led to the peace treaty

F U N N Y N E W G U Y S 5

CAMPAIGN TONETastes vary. So a GM has many ways to por-

tray the fighting in Vietnam. The following arejust a few of the options:

DarkWar is a terrible experience. The horror, gore,

and frustration of combat take center stage.Players always feel a sense of anxiety aboutwhat is going to happen next. Weapons jam,promised reinforcements do not arrive, and thethreat of death constantly hangs in the air. Deathis not confined to combat either – players suc-cumb to attacks by wild animals and mysticalcurses cast by the enemy.

The GM is encouraged to place most of theaction at night and play up the spooky elementsof the jungle. The enemy should be shrouded inmystery. They appear out of nowhere to attackand then vanish without a trace. An enemybooby trap could kill instantly or maim a solid-er allowing him to die in agony while his bud-dies struggle to beat back an ambush.

A dark campaign depends on the worstalways happening and happening with distress-ing frequency.

RealisticA soldier’s life is not always hard combat and

daily struggle for survival. Brief moments of ter-ror are often separated by long periods of bore-dom. This campaign type allows the players toexperience the routine of being a combat soldier.The hazards of patrolling are balanced by guardduty or playing poker with your squad at thebase.

Adventures and sessions often focus on thecharacters’ social interaction. A squad member’sdeath can alter relationships and a promotioncan have repercussions. Magic should be treatedlike any other weapon in the Army. The powerof sorcery is just one tool for defeating theenemy. A well-aimed mortar round can do moregood than a fireball. Players should learn thatbrute force trumps magical powers onmany occasions.

The best approach balances the fantastic ele-ments of the Technomancer world with themundane. In one game, the players might lookfor VC ammunition dumps near the base, and onanother occasion, they may scrounge up a fewsteaks and a case of beer for the going awayparty of a buddy.

(Continued on the next page . . .)

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of 1974 and the subsequent collapse of theCommunists in 1975.

Many places and names in Vietnam remain thesame, but thanks to magic and different tactics theoutcome differs.

Using Funny NewGuys as a One ShotAdventure

Players looking for an introduction toTechnomancer will find a friend in Funny NewGuys. Flying carpets, fireballs, teleportation, andmagical engines first gained acceptance in the com-bat laboratory that was Vietnam. The world of highadventure and magic was less than 20 years old. Thefirst chimeras had just reached military draft age.Military tactics had just started to incorporate magic.Using Vietnam, GMs can slowly introduce conceptsthat are often taken for granted in a “modern-day”Technomancer setting.

Funny New Guys also gives the players a chanceto pit high magic against heavy firepower. Interestingsituations develop when a powerful mage is on thebusiness end of a mortar attack or a machine gun. Bythe same token, the Viet Cong have problems withflesh and plastic golems wandering their tunnelslooking for blood.

Using Funny NewGuys as a Campaign

Everything needed to create an ongoing campaignis in this book. Plenty of interesting roleplayingopportunities exist. A combat squad develops a spe-cial bond that a GM can foster. Additionally, playersmight want to explore the moral and emotional tollthat war can take on an individual. The daily grind ofavoiding ambushes and killing the enemy can createplenty of hours of thoughtful play.

Issues of prejudice can also surface in a FunnyNew Guys campaign. Vietnam was the first war thattested the Defense Department’s policy of raciallyintegrated combat forces – including chimeras.When black and white soldiers try to adjust to livingand working together with magical creatures, the for-mation of an efficient combat team can be difficult.

For less cerebral adventures, Funny New Guysallows plenty of chances for combat and blowingthings up. A firefight can happen any time for a com-bat solider in Vietnam. Fearless communists oftenlaunched ambushes on allied patrols and conductedhit and run raids on fire bases. Soldiers typicallyspend their time reacting to enemy aggressioninstead of taking the fight to the enemy. However,this does not mean the enemy is never engaged.

F U N N Y N E W G U Y S 6

TONE (CONT.)Silly

Young men, not far removed from adoles-cence, often fight wars. Add explosives to theequation and you have a recipe for laughs.Count on the strange, bizarre, and unexpectedhappening on a daily basis. The dangers of com-bat still exist but with the ever-present chancefor something funny or weird happening.

In this world, the Viet Cong miss on their firstshot during ambushes. Explosions throw peoplearound and knock them on their behinds butrarely prove fatal. These scenarios always userunning gags like a lieutenant who can’t keep hisfly buttoned or a sergeant who spills hot coffeeon himself whenever shooting starts. The play-ers can also use gallows humor to make light ofthe tragic events around them.

A silly campaign may be the most difficult torun but it can be rewarding. A spell at the campbackfires and the latrine spews forth a demon. ANPC deals with a mental problem by blowingthings up at random. The Viet Cong infiltrate thecamp and steal a case of cigarettes, causing thefirst sergeant to send a combat patrol to get themback. If it is absurd or silly, give it a try.

BlendedPerhaps the best campaign type, this com-

bines all of the above approaches. After a gruel-ing combat patrol, send the players on ascrounging expedition for a case of beer. A play-er dealing with trench foot could get involved ina poker game to take his mind off his predica-ment. A new CO taking charge of the companymight force the players to become a spit and pol-ish outfit.

The key is balance. When things get too silly,force the players to confront reality. If a charac-ter gets killed and things become too dark, light-en the mood with something odd andunexpected.

Many Vietnam veterans not only recall theterror they experienced but also the funny thingsthat happened along the way. Allow the playersto experience the same thing.

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Many local commanders set up special combat teamsspecifically to attack. Snipers and “recon” teamswere trained for aggressive action against the VietCong. These characters should satisfy even the mostbloodthirsty players.

Finally, people playing Funny New Guys shouldnot worry about character survival. If a player losesa character in combat the campaign does not have togrind to a halt. The player simply generates a newcharacter to portray his replacement fresh from thestates. This mimics the nature of the fighting inVietnam where the only constant was the war. Themen who fought it changed daily.

F U N N Y N E W G U Y S 7

WHAT YOU WILL NEEDFunny New Guys requires a few more

resources than a typical GURPS sourcebook.The following items should be on-hand forbackground and reference with this adventure.The first four are required reading.

GURPS Basic Set, Third Edition: The corerules.

GURPS Compendium I: Players lookingfor detailed rules for character creation canlook here.

GURPS Magic: Necessary for understand-ing the mechanics of the magic system and fulldescriptions of the spells in theTechnomancer world.

GURPS Technomancer: The book thatspawned this adventure and an introduction toTechnomancer canon. Of particular interestwill be the history and rules forchimera players.

Those looking for further background canconsult the following books:

GURPS High-Tech: Rules and informationon the weapons and equipment players willneed to wander Vietnam’s jungles.

GURPS Grimoire: More advanced magicrules and additional spells.

GURPS Special Ops: Discussion of theelite units that fought in Vietnam, weaponsused by covert forces, and opposing forcesincluding a typical Viet Cong troop.

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Going toVietnam

Soldiers arrived in Vietnam for a variety of rea-sons. Some were career military people doing theirjob. Others were enthusiastic volunteers seekingadventure and a chance to fight communism. Stillothers were conscripts wanting only to come homealive. Each of these groups was caught up in the con-flict in Southeast Asia and, while despite their differ-ent reasons for fighting, all went through similartraining. This section helps PCs generate and equipcharacters and provides background for how they fitin the game world.

The Draft andClassificationThe Draft

The military draft during the 1960s was managedby local draft boards composed of prominent com-munity members. They received guidelines from thefederal government detailing how many people wereneeded and then selected eligible candidates fromrecent high school graduates. By law, every malebetween the ages of 18 and 25 registered, so theprocess involved sorting through all the records andpicking people to join. This sounds simple, but itrequired a complex calculus to insure that favoritismor patronage didn’t influence the draft. The draftingof Elvis Presley is an example of how this systemworked. The rock singer put his career on hold whilecompleting his tour of duty.

In an effort to make the draft selection processfairer, a lottery was instituted. The birthdays of theyear were mixed in a barrel and the numbers 1 to 365were mixed in another. A birthday would be drawnfrom a barrel and matched with a number from theother barrel. If your birthday and the number 20 weredrawn, you were among the twentieth group of peo-ple between the age of 19 and 20 to get drafted. A lownumber guarantee a person would be drafted, while anumber above 200 meant a person could make otherplans. The lottery was a grim spectacle, and between1968 and 1973 television carried it live.

A draftee had 60 days to report for duty once hereceived notice from the local draft board. Often hecouldn’t choose his service and was given an assign-ment in a low-skill position. Marine and Armydraftees wound up in the infantry, while sailorsmopped decks and airmen did clerical work. Drafteeswere “processed” at central locations in New York,Chicago, and Los Angeles. If the draftee was suitablefor service, he was shipped off to basic training. If hefailed the testing because of a physical ailment, he

F U N N Y N E W G U Y S 8

2. Rumors andRealities of War

Draft Figures for VietnamAccording to the Selective Service, over

1.7 million people were drafted between 1964and when the draft was repealed in 1973.According to the 1960 census, roughly 20 per-cent of the population was changelings. Ofthat two percent were mages with no congen-ital defects. Not counting volunteers, thismeans some 340,000 changelings and magesserved in the armed forces during Vietnam.Here is a break down of actual draft figuresduring the war.

1964 – 112,3861965 – 230,9911966 – 382,0101967 – 228,2631968 – 296,4061969 – 283,5861970 – 162,7461971 – 94,0921972 – 49,5141973 – 6461974 – Draft ended. The military becomes a

volunteer force.

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was sent back home with a designation 4-F: unsuit-able for service. Terms of service lasted as little astwo years and as long as four depending on the cir-cumstances. Once the term expired, the draftee couldre-enlist in the armed forces or return to civilian lifewith all the benefits that come from being a veter-an.

EnlistingYoung men with a strong sense of duty or a desire

for adventure often enlisted in the armed forces.Many reasons for joining the military are the same astoday. Enlistees chose their branch of military serv-ice, what type of training they would receive, andhow long their hitch was. Often, young men wouldenlist to avoid the draft and the loss of those choices.Enlistment lasted anywhere from two to five years.After the term ended, the solider could re-enlist orreturn to civilian life

Civilians and VolunteersVolunteers poured into Vietnam once the war effort

started. Many belonged to the USO and Red Cross.The Red Cross women, known affectionately as“Doughnut Dollies,” served food and traveled fromfire base to fire base providing company for the troops.Civilians working for the CIA, Agriculture

Department, and Health Department also worked inVietnam to help improve the “infrastructure” of SouthVietnam. Civilians from private companies also spenttime in Vietnam making sure that business continuedin the middle of the war zone.

Mages and Chimerasin the Army

The number of chimeras becoming draft age cre-ated a special problem for the draft boards of theearly 1960s. Ignoring them would create resentment,but the army didn’t know how to train the drafteesonce they were selected. These first draftees wentthrough training with the other troops and then givenbarracks duty in the United States. These earlychimeras were quickly transitioned to Project Griffinto test the validity of magical combat units.

Once chimeras proved effective in combat, allmale chimeras were allowed into any occupationalspecialty in the service. Pentagon and Presidentialpolicy mandated that there would be no racial dis-crimination in the ranks. Chimeras were consideredno different than Asian- and African-Americans tothe armed forces. By1965, the time of major escala-tion in Vietnam, chimeras formed a significant partof the regular army.

The implied superiority of Soviet mageryafter 1960’s U2 incident put Kennedy intooffice by a narrow margin in 1961. Communistleader Nikita Khrushchev’s threat to sponsor all“national wars of liberation” further aggravatedthe relations between two countries. The youngpresident ordered his staff to investigate waysto counter these threats. This initative createdthe Navy SEALs and Army Green Berets, andalso began Project Griffin.

The top secret program originated as a seriesof research papers compiled by Major HenryBlaylock at the Army Staff college, and quick-ly made their way up the chain of command tothe president. After Blaylock’s graduation, hewas promoted and put in charge of the covertproject, codenamed Griffin, which studied thefeasibility of chimera troops and the integrationof magic into the Army order of battle. The onlytrouble with the project was that the chimeras

born in the United States were not old enoughto serve in the Army. Making matters worse, noserious testing program could determine ifsomeone had magical ability. Faced with thesechallenges, Blaylock put together guidelines fortesting magical aptitude.

The now famous spell gap speech (p. 23),combined with chimeras becoming draft age in1962, kicked Project Griffin into high gear.Blaylock concluded that integrated units ofmages and chimeras on the battlefield couldsucceed. These units, aided by magical itemslike wands of protection, flying carpets, andwizard eyeglasses, could make a significant dif-ference. With this information, Blaylock rec-ommended the creation of a detachment of oneregiment to practice combat magic and inte-grate chimeras into the army. That unit becameknown as 502nd Infantry Regiment, the 101stSpellborne division.

Project Griffin

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TrainingEvery solider who fought in Vietnam received a

great deal of training in modern warfare. They shotaccurately, performed first aid on injured comrades,and followed orders. During Vietnam, this trainingprocess was complicated by conscripts entering andleaving the service at a regular rate, and a “rotation”system that prevented soldiers from spending morethan 13 months in Vietnam at any given stretch.

In GURPS, character templates represent a sol-dier’s training. These templates, with the exception ofBasic Training, are optional guidelines that help speedup character design. Character templates have no pointdiscount and should be used as suggestions on how todesign a character. All technical skills are TL 7

Advanced Infantry Training13 points

Completed by many infantry soldiers beforegoing to Vietnam, this character template reflects theskills required in order to graduate from training.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: Military Rank 0 [0].Skills: Guns: Shotgun or Pistol (P/E) DX [1]; Guns:

Light Assault Rifle (P/E) DX+2 [3]; SignLanguage (Military) (M/A) IQ [2]; Fast-Draw:Magazine (P/E) DX [1]; Throwing: Grenade(P/H) DX-1 [2]; Orienteering (M/A) IQ [2];Spear: Bayonet on Rifle (P/A) DX [2].

Artillery 32 pointsThese big guns dish out the heavy firepower. The

troops working in artillery spent most of their timeconfined to fire bases, but at a moment’s notice theymanned their guns to help out the grunts in the field.

Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: 3 levels Extra Fatigue [9].Skills: Gunner: Howitzer (P/A) DX+1 [4] or Gunner:

Heavy Mortar (P/A) DX+1 [4]; Forward Observer(M/A) IQ [2]; Cartography (M/A) IQ [2];Camouflage: Specialty Gun (M/E) IQ+5 [1].

Basic Training 5 pointsEvery solider in the armed forces remembers

basic training. Basic training covers the fundamen-tals that every fighter needs to understand beforeentering combat. It also provides a chance for the

military to teach the customs and traditions of beinga solider, instill discipline in the new recruit, and getthem physically fit. Any solider should have the fol-lowing character template.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 11 [10].

Advantages: Military Rank 0 [0].Disadvantages: Duty: Military Service (Employer

12 or less) [-10].Skills: Savoir-Faire (Military) (M/E) IQ [1]; Guns:

Light Assault Rifle (P/E) DX [1]; First-Aid (M/E)IQ [1]; Running (P/H, HT) HT-1 [2].

Corpsman 14 pointsWhere combat takes place, soldiers will get

wounded. A Corpsman travels with soldiers to keepthem alive until they can be evacuated to better med-ical facilities.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: Military Rank Level 1 [5].Disadvantages: Sense of Duty: Help Wounded [-10].Skills: Guns: Pistol (P/E) DX [1]; Sign Language

(Military) (M/A) IQ [2]; Throwing: Grenade(P/H) DX-1 [2]; First Aid (M/E) IQ+4 [8];Physician (M/H) IQ-1 [2]; Diagnosis (M/H)IQ [4].

Doctor 63 pointsTwo types of doctors served in Vietnam. Some

doctors stayed in the rear areas with the luxuries ofmodern equipment and clean surroundings, whileothers worked in the field triaging casualties andkeeping people alive until they could be evacuated tohospital ships or the major hospitals in Saigon. Thistemplate reflects those doctors in the field who gottheir uniforms dirty.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [20];HT 10 [0].

Advantages: Military Rank Level 3 [15]; +2Reputation among all soldiers [5].

Disadvantages: Sense of Duty: Help Wounded [-10].Skills: Guns: Pistol (P/E) DX [1]; First-Aid (M/E)

IQ+4 [8]; Physician (M/H) IQ+3 [10]; Diagnosis(M/H) IQ [4]; Pharmacy (M/H) IQ [4]; Surgery(M/VH) IQ-1 [4]; Triage (M/A) IQ [2].

Engineer 15 pointsDuring war, structures often need to be built or

blown up. Engineers are tasked to do both and do itwhile being shot at by the enemy.

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Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Skills: Guns: Pistol (P/E) DX [1]; Sign Language(Military) (M/A) IQ [2]; Throwing: Grenade(P/H) DX-1 [2]; Engineer: Construction (M/H)IQ+1 [6]; Driving: Construction Equipment (P/H)DX [2]; Demolition (M/A) IQ [2].

EOD 58 pointsOne of every ten bombs dropped does not

explode. This is a problem, especially when an armyplans to advance across an area which has just beenbombed. The EOD or Explosives OrdinanceDisposal troops have the job of disabling theseweapons so that others do not die by an unintendedexplosion. They also have the jobs of disarmingbooby traps and acting as impromptu demolitionsexperts when the situation warranted.

Attributes: ST 10 [0]; DX 11 [10]; IQ 11 [10];HT 10 [0].

Advantages: Strong Will +2 [8], CommonSense [10].

Disadvantages: Careful [-1].Skills: Black Powder Explosives (P/A) DX [2];

Chemistry (M/H) IQ-1 [2]; Demolition (M/A)IQ+3 [8]; Electronics (M/A) IQ [2]; Guns: Pistolor Shotgun or SMG (P/E) DX [1]; ImprovisedExplosives (P/A) DX [2]; Traps (M/A) IQ+1 [4].

Grenadier 20 pointsThese individuals reflect the heavy-weapon

troops found in every squad. They receive additionaltraining and can be counted on to provide extra fire-power when necessary.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: 2 levels Extra Fatigue [6].Skills: Gunner: Light Machine Gun (P/A) DX+1 [4],

or Gunner: Grenade Launcher (P/A) DX+1 [4];Sign Language (Military) (M/A) IQ [2];Throwing: Grenade (P/H) DX-1 [2]; Orienteering(M/A) IQ [2].

Mechanic 7 pointsAn army is only as good as the people keeping it

moving. A good mechanic is worth his weight in goldand a valuable member of any army.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Skills: Mechanic (M/A) IQ [4] with a specialty inone of the following three areas: Helicopter, Tank,

or Small Vehicle maintenance; Armoury (M/A)IQ [2]; Scrounging (M/E) IQ [1].

Mortar Man 39 pointsSometimes long-range artillery is not possible, so

soldiers count on portable mortars to provide firesupport during combat. These troops spend most oftheir time lugging around their heavy equipment andare ready to fire at any time.

Attributes: ST 12 [20]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: Fit [5].Skills: Gunner: Mortar (P/A) DX+1 [4]; Sign

Language (Military) (M/A) IQ [2]; Throwing:Grenade (P/H) DX-1 [2]; Orienteering (M/A) IQ[2]; Forward Observer (M/A) IQ [2]; Cartography(M/A) IQ [2].

NCO 27 pointsNoncommissioned officers are people who get

their hands dirty during combat. They are the ser-geants who make the officers’ orders a reality andwho enforce order in the ranks. Since inexperiencedlieutenants had a short life expectancy in Vietnam, itwas often up to the sergeants to take charge.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: Military Rank Level 1 [5]; Reputation:+1 among enlisted people [2]; Composed [5].

Skills: Guns: Pistol (P/E) DX+1 [2]; Leadership(M/A) IQ [2]; Tactics (M/H) IQ [4]; Fast-Talk(M/A) IQ [2]; Intimidation (M/A) IQ [2];Camouflage (M/E) IQ [1]; Detect Lies (M/H)IQ-1 [2].

Nurse 41 pointsMany women serving in Vietnam were nurses or

Red Cross volunteers. This template reflects thenurses that served on medical fire bases outside ofSaigon and Da Nang. While they did not see muchcombat, they suffered through numerous artillerybombardments and took care of the dead and wound-ed they saw daily.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: Military Rank Level 3 [15]; +2Reputation among all soldiers [5].

Skills: Guns: Pistol (P/E) DX [1]; First Aid (M/E)IQ+4 [8]; Physician (M/H) IQ [4]; Diagnosis(M/H) IQ [4]; Pharmacy (M/H) IQ [4].

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Officer 35 pointsOfficers came in all sorts of shapes and sizes in

Vietnam. Some were crass careerists “punching theirticket” before returning to the states for promotion,while others inspired loyalty and sacrifice in theirtroops thanks to strong leadership. Different types ofmental disadvantages reflect the differences. Thistemplate reflects all the skills that most officers hadin the field. A rookie lieutenant will have just theseskills while a more seasoned officer will have more.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: Military Rank Level 3 [15] or better.Skills: Guns: Pistol (P/E) DX+2 [3]; Leadership

(M/A) IQ-1 [1]; Tactics (M/H) IQ [4];Camouflage (M/E) IQ [1]; Administration (M/A)IQ+2 [6]; Detect Lies (M/H) IQ-1 [2]; First Aid(M/E) IQ [1]; Orienteering (M/A) IQ [2].

Pilots 31 pointsVietnam placed a strong emphasis on “air mobili-

ty.” Troops traveled by helicopter and magic carpetinstead of on foot or by truck. This meant that pilotsbecame more common and necessary for the opera-tion of the army. This template reflects the two maintypes of pilots that infantry had contact with: the hel-icopter pilot and the rug pilot.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: Military Rank Level 3 [15].Skills: Guns: Pistol (P/E) DX+1 [2]; Leadership

(M/A) IQ [2]; Piloting: Helicopter (P/A) DX +1[4] or Piloting: Rug (P/A) DX+1 [4]; SIGNITCollection IQ-1 (M/H) [2]; Survival: Jungle IQ(M/A) IQ [2]; Gunner: Light Machine Gun (P/A)DX [2]; Gunner: Unguided Missiles (P/A)DX [2].

Quartermaster 16 pointsTroops do more than just fight. Someone needs to

deliver the mail, feed the troops, and keep the ammu-nition coming. These logistical troops supply thesinews of war.

Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10];HT 10 [0].

Disadvantages: Reputation -1 among combattroops [-2].

Skills: Administration (M/A) IQ [2]; Cooking (M/E)IQ+1 [2] or Armoury (M/A) IQ [2] or Mechanic(M/A) IQ [2]; Scrounging (M/E) IQ+2 [4].

Tanker 12 pointsVietnam was not the classic “tank battlefield” of

the 20th century, but tanks still played an importantrole in the Central Highlands and as improvisedhowitzers for fire bases. This template represents thebasic skills of a typical tank crewman in Vietnam.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Skills: Guns: Pistol (P/E) DX [1]; Sign Language(Military) (M/A) IQ [2]; Gunner: Large BoreTank Gun (P/A) DX [2]; Gunner: Large CaliberMachine Gun (P/A) DX [2]; Driving: Tank (P/A)DX [2]; Mechanic (M/A) IQ [2]; Camouflage:Specialty Tank IQ+5 [1].

Special ForcesTraining

Steve Jackson Games has already produced a finebook on Special Forces training and troops entitledGURPS Special Ops. It is not necessary to duplicatethat information in this adventure. However, twonew Special Forces troops exist in a Funny NewGuys campaign of which players and GMs should beaware. The first is the 13th Necromantic OperationsGroup, magical troops roaming the countrysidebringing terror to the communists. The other is amore traditional military unit known as the 101stSpellborne Division.

13th Necromantic OperationsGroup “Black Berets”

171 or 197 pointsDisliked by much of the “regular army,” the 13th

Necromantic Operations group began as a researchpaper at the Army staff college in the late 1950s andgrew to a regiment-sized Special Forces unit whopush the limits of magic and military doctrine. Thesetroops served with distinction and controversy inVietnam until disbanded in 1974.

Attributes: ST 12 [20]; DX 11 [10]; IQ 11 [10];HT 10 [0].

Advantages: Magery [15]; Reputation among VietCong and North Vietnamese +2 [4]; Fit [5]; OneLevel of Hard to Kill [5]; Military Rank Level 1[5] or better.

Disadvantages: Poor Reputation among regulararmy (freaks and necrophiles) -2 [-4]; Sense ofDuty: to Fellow 13th NOG troops [-10]; Odious

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Personal Habit: Likes to Socialize only with fel-low NOG troops [-10].

Skills: Administration (M/A) IQ [2]; Armoury(M/A) IQ [2]; Brawling (P/E) DX+3 [8];Camouflage (M/E) IQ+1 [2]; Climbing (P/A) DX[2]; Demolition (M/A) IQ [2]; Driving: WheeledVehicle (P/A) DX [2]; Driving: Tracked Vehicle(P/A) DX [2]; Electronics Operations (M/A) IQ[2]; Engineer (M/H) IQ-1 [2]; First Aid (M/E)IQ+2 [4]; Forward Observer (M/A) IQ [2]; Guns:Anti-Tank Weapons (P/E) DX [1]; Guns: AssaultRifle (P/E) DX+3 [8]; Guns: Grenade Launcher(P/E) DX+1 [2]; Guns: Machine Gun (P/E) DX+1[2]; Guns: Pistol (P/E) DX+1 [2]; Guns: SniperRifle (P/E) DX+1 [2]; Intelligence Analysis(M/A) IQ [2]; Interrogation (M/A) IQ+1 [4];Jumping (P/E) DX [1]; Knife (P/E) DX+1 [2];Leadership (M/A) IQ+1 [4]; NecromanticBiological and Chemical Warfare (M/A) IQ [2];No-Landing Extraction (P/A) DX[2];Orienteering (M/A) IQ+3 [8]; Parachuting (P/E)DX+1 [2]; Spear: Bayonet on Rifle (P/A) DX [2];Stealth (P/A) DX+1 [4]; Survival: Jungle (M/A)IQ+1 [4]; Swimming (P/E) DX+1 [2]; Tactics(M/H) IQ [4]; Thrown Weapon: Grenade (P/E)DX+2 [4]; Traps (M/A) IQ+1 [4]

Spells:All operatives have the following spell package –

21 points.

Lend Health (M/H) IQ [4]; Sense Life (M/H) IQ [4];Sense Foes (M/H) IQ [4]; Sense Emotion (M/H)IQ [4]; Truthsayer (M/H) IQ [4]; Spell Throwing(P/E) DX [1].

All operatives after 1966 have the following addi-tional spells – 26 points.

Magery Level 2 [10]; Death Vision (M/H) IQ-1 [2];Summon Sprit (M/H) IQ-1 [2]; Zombie (M/H) IQ[4]; Control Zombie (M/H) IQ [4]; Lean Health(M/H) IQ [4].

101st Spellborne Division83 points

Nicknamed “Eagle’s Claws,” the 101st began the1960s as a light infantry paratrooper division. By theend of the war, the division fully integrated highmagic with modern firepower. Each trooper usedmagic items or modern firearms, and some usedboth. The division had better relations with the “reg-ular army,” but was still viewed as an oddity. Whileconsidered “Airborne” troops, these soldiers did not

wear the maroon beret of Paratroops, but adopted theheadgear of regular soldiers.

Attributes: ST 11 [10]; DX 11 [10]; IQ 11 [10];HT 10 [0].

Advantages: Fit [5].Disadvantages: Poor Reputation among regular

army “oddballs” -1 [-2].Skills: Armoury (M/A) IQ-1 [1]; Brawling (P/E)

DX+3 [8]; Camouflage (M/E) IQ+1 [2]; First Aid(M/E) IQ [1]; Guns: Anti-Tank Weapons (P/E)DX [1]; Guns: Assault Rifle (P/E) DX+3 [8];Guns: Grenade Launcher (P/E) DX+1 [2]; Guns:Machine Gun (P/E) DX+1 [2]; Jumping (P/E) DX[1]; Knife (P/E) DX+1 [2]; Orienteering (M/A) IQ[2]; Parachuting (P/E) DX+1 [2]; Savoir-Faire(Military) (M/E) [1]; Spear: Bayonet on Rifle(P/A) DX [2]; Stealth (P/A) DX+1 [4]; Tactics(M/H) IQ [4]; Thrown Weapon: Grenade (P/E)DX+2 [4]; Traps (M/A) IQ [2]; Spell Throwing(P/E) DX [1].

On the Job TrainingTroops in the field commonly took up new skills

and cross-trained. The military encouraged this prac-tice. Since much of the fighting in Vietnam was sodifferent from the combat for which many of thetroops trained, many skills were learned after enter-ing “Indian Country.” These templates are onlyoffered to characters in the country for at leastsix months.

Sniper and Pathfinder 48 pointsThese professionals acted as “point-men” and

snipers for units on a regular basis. Usually, theywere volunteers who were not killed right away, orexpert shots impressed into service by company orbattalion commanders. These soldiers were com-monly sent out in one- or two-man missions to killenemy commanders.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Advantages: +2 Reputation among all soldiers [5].Disadvantages: Loner [-5].Skills: Guns: Assault Rifle (P/E) DX+3 [8]; Guns:

Sniper Rifle (P/E) DX+4 [16]; Tracking (M/A)IQ+2 [6]; Stealth (P/A) DX+2 [8]; Camouflage(M/E) IQ+2 [4]; Survival: Jungle (M/A) IQ+2 [6].

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Vietnam changed the rules of warfare in the20th century. Conventional doctrines likemovement and firepower were replaced bypropaganda and harassing the enemy on thebattlefield to overwhelm him. For officers whofought in World War II, it was a frustratingexperience. As the war dragged, it becameobvious that the war was not going to be wonconventionally, and pressure began to build toeither win or get out. This was when the doc-trine of spell supremacy came into being.

Major Arthur “Black Death” Guftison firstproposed the idea after returning to Washingtonfrom a tour of duty in Vietnam. Guftison was anearly member of the 1st NecromanticOperations Detachment and his experienceshad inspired a dark vision. The communistsused every tactic they could to terrorize thelocal population. Something needed to be doneto terrorize the VC. The major had worked withthe 1st NOG as a liaison with conventionalunits and as an intelligence officer. Since manyof the VC were indoctrinated at an early ageand genuinely believed that they were fightingthe good fight against the Americans, some-thing was needed to shake up their worldview.

Shortly before Nixon took over the wareffort, the 1st NOD was used as shock troopsand as a commando force. Spellcasting wasmostly used for communications spells andfinding the enemy. The army, noting the effec-tiveness of the 1st NOD, authorized its increaseto regiment-size and renamed it the 13thNecromantic Operations Group. Guftison feltthat the 13th NOG needed to perform a moresinister duty. The “hells rangers” would con-duct more “black” operations using magic tocreate illusions, engineer gruesome and painfulways to kill the enemy, interrogate prisoners,and most controversially, reanimate the dead tofight instead of American GIs. This brief wassubmitted to the Joint Chiefs of Staff on June1966, and by October, the first “Z companies”were being raised from enemy dead in

Vietnam. Guftison received a promotion andcommand of one of the first units.

The “Z companies” terrified the VC and theNorth Vietnamese army. The shambling troopsat first only carried bayonets and machetes.Later, the undead troops were given primitiverifles. Zombies could take numerous hits fromrifle fire and still advance because they werealready dead and possessed no fear. During thefighting of Lam Som 769, a “Z company” wasoverrun by a North Vietnamese tank battalion.The zombies and their controller weredestroyed to the last man but the action tied upthe tanks long enough for South Vietnamesedragons to come and exact revenge. Enemytroops became frightened of death because theydidn’t want to be found by the Americans andtransformed into Zombies. It had a crushingeffect on morale and slowly began to break thecommunist will to fight.

Spells defeated the enemy in other ways.Strange patches of fog would conceal troopmovements. VC and NVA officers would haveterrible dreams with illusions concocted by theCIA. Illusions and telepathy routinely torturedprisoners. Finally, special six-man teams,known as spooks, infiltrated the military staff ofthe North Vietnamese army using invisibilityand shape-changing spells. By the end of thewar, magic could do what guns, tanks, andbombs could not – destroy the will of the com-munists and win the war in Vietnam.

At the war’s end, Guftison was promoted toGeneral by a grateful Nixon and became thecommander of the 13th NOG until revelationsof the “Z companies” became public in 1974and the unit was disbanded. The officer retiredto his family home in Kansas where he con-tracted ambulatory necrotic plague in 1979.The FBI spent two years searching for himbefore destroying his zombie form in 1981. TheMajor had poetically suffered the same fate ofmany of the undead he commanded.

A Brief History of the 13thNecromantic Operations Group

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Translator 10 pointsSome soldiers developed a natural affinity for the

Vietnamese language. They became important assetsto the army by aiding in interrogations and intelli-gence gathering.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];HT 10 [0].

Skills: Language: Vietnamese (M/H) IQ [4]; HiddenLore: Vietnamese Customs (M/H) IQ [4];Interrogation (M/A) IQ [2].

ProcessingAt the height of the Vietnam War, over a quarter

million troops were in the field with over fifty thou-sand coming and going to the combat zone at anytime. To handle this logistical nightmare, all troopsgoing to Vietnam were “processed.” This proceduremade sure that troops were accounted for comingand going into the country. All troops were givenhealth exams to make sure that they did not havevenereal disease, or other illnesses that would pre-vent them from fighting. The military collected nextof kin information and provided a final orientation ofthe dos and don’ts of being in Vietnam. Once pro-cessing was completed, troops were flown to LosAngeles and then to Hawaii for the final leg of theirjourney to Vietnam. Once in Hawaii, troops wentthrough another round of processing and then weresent via plane to Okinawa for the final journey toeither Saigon or Da Nang

Arrival in VietnamSaigon was the clearinghouse for many troops that

fought in the delta river valleys of the South. DaNang was the destination for troops fighting near thedemilitarized zone in the North. The troops woulddisembark from the planes and go through anotherround of medical tests. They would also visit thelocal quartermaster to sign for a weapon.

At this point, a solider spent time having a hotmeal or waiting. Many troops that came to Vietnamdid not know where they were going to be assigned.A solider knew which division they were fightingwith, but specific unit assignments were difficult todiscover. This was a typical situation because incom-ing troops were often replacing battlefield causalitiesor troops being rotated home. A clerk at the divisionheadquarters would determine who had lost the most

troops the previous week and then assign the troopspresently being processed to fill those gaps. An offi-cer would sign off on the decision and the solider wassent out to the field to report to duty.

Unit AssignmentSoldiers were either trucked or flown to their units

to replace people ending their tour of duty or beingsent home for burial. Many trucks and buses inVietnam were covered with chicken wire to preventangry locals or VC from throwing grenades intovehicles. In the early years of the conflict, troopswould drive about the countryside without fear of adirect attack. During the Tet offensive, communistsattacked the airports as troops arrived, forcing thenewly processed soldiers into fighting. By the end ofthe war, moving replacements to the front was a dan-gerous routine where the safety of the troops depend-ed on the cooperation of the enemy.

A new replacement was often sent to a regimentalor battalion headquarters just beyond the “mainaction.” Usually, they would speak to a duty sergeantand a personnel officer who would take the ordersfrom Saigon or Da Nang and then assign the soliderto a particular combat unit. The headquarters troopsprocessed the information and reminded the new sol-diers that they would be in Vietnam for 13 monthsunless they were wounded or killed. From there, thenew replacements would receive orders to report to aparticular company commander or officer for mus-tering and final assignment to the unit which wouldbe their home for the duration.

MusteringThe final step in the process of getting to Vietnam

was called “Mustering.” A solider is driven or flownfrom headquarters to their assignment. Many troopsin Vietnam served on fire bases, but some went tofield hospitals, air fields, and to work in villages andcities. Once there, a solider reported to the command-ing officer to turn over their orders from headquarters.

Usually, the commanding officer was busy run-ning his unit, so the duty often fell to the companyfirst sergeant or the executive officer. From there, thereplacement was given a brief tour of base, and thenturned over to his unit. In as little as 48 hours, a solid-er went from the comfort of the United States to thejungles of Vietnam. They became Funny New Guys– counting the days before they return home.

F U N N Y N E W G U Y S 15

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Vietnam andthe World of

TechnomancerVietnam was the first example of asymmetrical

warfare. The American army had more firepower butthe Vietnamese were determined to win at any cost.Willing to accept losses no western army wouldstomach, the Vietnamese eventually won the war. Inthe world of Technomancer, the American govern-ment inflicted a level of violence on the communiststhat eventually broke them. The history of Vietnamremained the same as it was before the Trinity event,but with the forces of magic unleashed, the war inIndochina became more vicious and weird.

The French PeriodAmerican involvement in Vietnam traced directly

to efforts by France to establish a worldwide networkof colonies. England had numerous colonies, fromIndia and Hong Kong in the east to Canada and theCaribbean to the west. In order for France to remaina world power, it became vital for it to found and set-tle colonies. The raw materials could support thegrowth of industry, while extending the reach of theFrench people and the influence of the CatholicChurch. The kingdoms of Vietnam became anatural choice.

French missionaries were active in the country asearly as 1627. Alexandre de Rhodes made the firsttranslations of the Vietnamese language to a westernalphabet. The missionaries not only taught the localnatives to read and write but also spread the influ-ence of the church. Though this influence antago-nized the Vietnamese rulers – mostly landlords andthe nobility – they owed a grudging allegiance.Despite tensions, the missionaries were allowed tostay in the region.

By 1772, social and political events took placethat forced the French into a more aggressiveapproach in the region. A protracted civil war, whichdivided the country for two centuries, overthrew themost powerful clan in Vietnam, the Nguyen. NguyenAnh, a member of that clan and pretender to theVietnamese throne, made repeated diplomatic effortsto gain French assistance. His efforts were thwarted

by revolution in France and political intrigue athome. Finally, with the help of French missionaries,Nguyen Anh became the emperor of Vietnam andchanged his name to Gia Long in 1802. Vietnam’sdestiny was now tied with France for the next150 years.

In the aftermath of the Opium Wars, the Frenchfleet made Vietnam its permanent port of call in1843. The nation’s rubber, lumber, and opium helpedsupport the French economy. The new colony wasrife with trouble for the French. The local landown-ers were insubordinate to the French, and relationsstrained as more native Vietnamese converted toChristianity. Finally, the local mandarins revoltedagainst the French in the city of Da Nang, and thefirst battle of Vietnam took place. Amid the unrest,Tu Duc became the new emperor of Vietnam in1847. Duc was a cranky and difficult person whohated Catholics. His harsh rule became a pretext forfurther French military involvement in Vietnam.

French troops invaded the city of Saigon in 1861.The following year emperor Duc was forced to signa treaty with the invaders granting them broad reli-gious, economic, and political freedom. Francebecame the de facto ruler of Vietnam. Over the next40 years, France extended its reach into other areasof Indochina. By the turn of the century, the nationsthat became Laos, Cambodia, and Vietnam were allunited into one colony under French rule.

Ho Chi Minh was born in French-controlledVietnam in an area known as the central highlands.Ho was a bright student and wanted to become alawyer. Since there wasn’t any formal law educationin Vietnam, Ho left the country and traveled toFrance. Like many other communists, Ho quicklyfell into the leftist movements of Western Europe.While Ho and many other future revolutionarieswere getting educated in France, political eventsswept Europe into World War I. Facing a manpowershortage, France mobilized labor battalions ofVietnamese troops to aid the war effort in Europe.Ho, convinced that these “native people” deservedindependence just like the other subject nations ofEurope, petitioned President Woodrow Wilson to askfor Vietnam’s independence. His petition was polite-ly ignored. France would continue to rule Vietnam.This final rebuff convinced Ho to join the Frenchcommunist party in 1920.

Ho continued to gather support for his cause inEurope and in Asia for the next 20 years. He becamean agent for the Soviet Union and helped form thefledgling Indochinese communist party. The young

F U N N Y N E W G U Y S 16

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F U N N Y N E W G U Y S 17

The troops referred to life and death inVietnam as being in “Indian Country” whileback home was “the world.” Considering thatmany soldiers had never experienced tropicalconditions or fought in a jungle, this descriptionaccurately represented the perception of theordinary grunt. This alien world did have rulesbesides “kill or be killed.” The life of a combatsolider jumped from boredom to terror in amatter of seconds. During down time, a combatsolider fit into a pecking order and had to com-plete chores. The jobs depended on where theywere stationed and how long they were inthe country.

Funny New GuysOnce in Vietnam, a new solider was often

called a FNG or “Funny New Guy.” Thesegreen troops often learned by trial and errorhow to survive in the jungle. They also didn’tearn the respect, trust, and friendship of fellowtroops until they survived a couple weeks in thejungle. The highest rates of causality inVietnam came from this group of soldiers. Newguys often spent time doing jobs that the moreseasoned troops felt were beneath them.Numerous latrines were cleaned and extrapacks of ammo carried by Funny New Guys.This treatment usually ceased after a soliderendured his first firefight or a new batch ofreplacements arrived from the states.

Short TimersIf you survived the first eight weeks of your

tour, you were referred to as a Short Timer.Troops with this much experience knew thebasics of getting out of trouble in the jungle andcould count on themselves and others in fire-fight. The learning curve in Vietnam was steep.A simple error in judgment or missed opportu-nity on patrol meant death. This makes short-timers the backbone of the troops in the field.

Often the Funny New Guys went through ahazing process after surviving combat or reach-ing their second month. The troops in theSpecial Forces often gave bloodied troops acombat knife with the Special Forces logo

while members of the 101st liked to giveimpromptu baths with fire buckets. ShortTimers in the 13th NOG received a piece ofamber with a leather thong for good luck. All13th NOG Operatives wore the decorationthrough a buttonhole on their uniform, hopingluck would follow them around.

Old HandsTroops who had served more than one tour

of duty in Vietnam were collectively known asOld Hands. Often, the military granted promo-tions in exchange for an additional tour of duty.Among the sergeant and officer ranks, OldHands were highly respected. Some Old Handswere jaded by their war experiences, tending tobe nihilistic about their duties, while otherswanted to share the lessons they learned on thebattlefield with their troops. Special Forcestroops also volunteered for multiple tours. Oncehe left Vietnam, a solider received a tour backto the states for as little as six months beforerotating back into combat.

Homecoming QueensThe standard tour of duty in Vietnam lasted

13 months. At the end of that period, troopseither rotated back to the states for discharge orother duty in Asia. People close to the end oftheir tour were called “Homecoming Queens.”These troops were overly cautious because theydidn’t want to get killed during their last fewweeks of duty. This created resentment as OldHands had to take up the slack for both theFNGs who could get people killed andHomecoming Queens who had incentive notto fight.

This scheme looked good on paper to theofficials at the Pentagon because it avoidedlong deployments in the field. Additionally, itrotated officers and enlisted men in Vietnam tospread out the combat experience. In reality,once a soldier became capable of fighting in thejungle and had the skills to fight the enemy,they were sent home often never to return.

(Continued on the next page . . .)

What Is a Funny New Guy?

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F U N N Y N E W G U Y S 18

revolutionary was still afraid to return to his nativeland because French officials were becoming moreruthless in their repression of nationalist leaders. Itwould take a miracle to remove the French frompower. Instead, World War II happened and theJapanese conquered the French in Vietnam.

Japan and its militarist government had been fight-ing in Asia since the invasion of Manchuria in 1934,but as World War II gained momentum, the Japanesefound themselves in charge of large areas on con-quered Asian territory. In Vietnam, an overwhelmingJapanese force defeated the French in 1940. Insteadof trying to consolidate their gains, the Japanese con-centrated on extending their military control of theregion. Faced with this logistical and political prob-lem, the Japanese allowed French authorities loyal tothe Vichy government to continue running Vietnam.Instead of answering to Paris, the generals andwealthy landowners of the region now answered toTokyo.

The French military defeat gave hope to Ho andother Vietnamese nationalists who witnessed thedefeat of a European army by an Asian nation.However, the collaboration between Vietnam’s

French colonial authorities and the Japanese made theprospects of a free and independent Vietnam moreremote. The Japanese slogan “Asia for Asiatics,”became a hollow promise as French governors con-tinued with business as usual while Japan overran thecontinent.

Smuggling himself into Vietnam, Ho created the“Vietminh.” The Vietminh became a political organi-zation and an army dedicated to removing the Frenchfrom Vietnam and establishing a free and independ-ent nation. Supplied and trained by both the commu-nist Chinese and the American OSS forces in theregion, the Vietminh made life difficult for theJapanese in Vietnam. As the war continued, theVietminh disrupted Japanese supply lines and carriedout terror campaigns against the French authorities inthe region.

With their war effort failing, Japan made an offerto the Vietminh. If the Japanese placed a French-edu-cated Emperor named Bao Dai in control, Vietnamcould become an independent nation with Japaneseprotection. The Vietminh were insulted by the offer,but accepted it. Once the Japanese withdrew from theregion, Bao Dai abdicated his brief reign and turnedover all power to the Vietminh.

During this period of chaos at the end of the war,the Trinity event took place. The atomic bomb tests ofthe Manhattan project unleashed a huge wave ofmagical energy and fallout. For two thousand milesaround the blast site, mana-active fallout rained downon the United States, Canada, and Latin America. Inan instant, the forces of magic were released and theWestern Hemisphere went from a low-mana to a nor-mal-mana zone.

The Trinity event did not immediately have anyeffect on Vietnam. No mana-active radiation landedon Southeast Asia. The increase in overall mana wasnot perceived by anyone in the region, except for theMontangnard natives (p. 22). No chimera births werereported, and the communists did not invest muchcredence in mystical concepts like magic. The com-munists were interested in other concerns. BySeptember 1945, Ho founded the IndependentDemocratic Republic of Vietnam. This small part ofthe world was no longer a French colony, but it wouldtake 30 more years of war before it became a freenation.

Once the shooting stopped in World War II, Frenchforces, with the help of British troops, reoccupied thecountry. The French wished to continue running thecountry as if nothing had happened. The Vietminhknew better and began to oppose the French, espe-

FUNNY NEW GUY?(CONT.)Officers

Unlike the enlisted people serving inVietnam, officers only served a six-monthhitch. The rationale, according to thePentagon, was to provide more officers achance at combat experience. The line troopsknew differently and resented the special treat-ment. Combat experience also meant fasterpromotion so officers clamored for the experi-ence to “get their ticket punched,” so theycould advance. This “ticket punching” createdeven more resentment, as officers spendingless time in the field were making life anddeath decisions over seasoned troops.

Many officers seeing the kind of conflictthis situation created in the ranks often volun-teered to serve another six months and rotateout with their troops. This meant the quality ofofficers in the field fluctuated widely frominexperienced desk jockeys “getting their tick-et punched” to experienced combat leaderswho could inspire others in the mostdire situations.

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cially in the northern sections of the country. Initially,the French had a difficult time with the battle-hard-ened Vietminh, and once America withdrew its OSSsupport, the French were evenly matched with Ho’sarmies.

While minor skirmishes took place, the Frenchand Vietnamese tired to hammer out a peace deal inParis. Neither side negotiated in good faith and thetalks quickly fell apart. The situation was furtheraggravated by the actions of French Admiral Thierryd’Argenlieu, who hoped to restore Bao Dai to theVietnamese throne. D’Argenlieu broke a Vietminhsiege of Hanoi and began using artillery against Ho’stroops. War was now inevitable, and the Vietminhfaded out of Hanoi to fight the French in the coun-tryside. This became the start of the First Indochinawar.

The war with the French in many ways foreshad-owed the American involvement 20 years later. TheFrench did not have enough troops or loyal natives tooccupy the entire country while the Vietminh did nothave the firepower or troops to fight a protracted mil-itary campaign. The result of this equation was aseries of ambushes by the Vietminh against isolatedFrench units. The French responded with longsweeps of the countryside looking for guerrillatroops, and by holding the major cities. Many Frenchtroops were members of the French Foreign Legion,veterans from World War II, and elite paratrooperunits. Unfortunately, these troops weren’t preparedfor the war the Vietminh fought.

The Vietminh didn’t wear uniforms that were easyto identify. The enemy intermingled with the localpopulation and often used them as fronts for theirguerilla campaigns. Children and women were draft-ed into the fight and booby traps made the countryside a death march for the unwary French. Therewere no frontlines or secure areas for troops tounwind. A solider could die just as easily in Saigonas in the Northern jungles. This frustrated Frenchcommanders for the entire course of the war. TheVietminh picked the tone and course of the war. Noteverything went well for the communists – in 1952,Ho’s main general Vo Nguyen Giap tried to fight a“conventional style” battle in the Red River Valleyand was defeated easily by the French. The war wasbecoming an ugly exercise in attrition.

During the first Indochina war, the hell storm atZhukov 3 was created by the Soviet Union in 1949.This nuclear explosion created an area of fallouteight times the size of the explosion at Trinity, cov-ering the Antarctic and the southern pacific. Vietnam

received the fallout via the spring monsoons. In thepeasant villages, the locals usually killed the chimerabirths. The communists had a more complicatedreaction. Mage-born children were spared while the“changelings” often were the victims of infanticide.Magic would become a tool for use in the proletari-an revolution against the French.

F U N N Y N E W G U Y S 19

VIETNAM TIMELINE

ACCORDING TO

TECHNOMANCERThe following timeline is the official histo-

ry of the Vietnam War according to GURPSTechnomancer.

1962 Kennedy Spell Gap speech1963 101st Airborne renamed the 101st

Spellborne1964 Military officially begins testing for

magery1965 9th Marine Expeditionary brigade

becomes the first combat unit to deployto Vietnam.

1966 The United States begins full deploy-ment to Vietnam

1967 Present Day for a Funny New GuysCampaign

1968 Tet offensive. Flying carpet troopsdeployed LUC-1 (p. 36) bring terror tothe Viet Cong.

1970 Golems, necronium dust, and spritweapons begin to destroy the commu-nists. Widespread reanimation ofcorpses. Huge anti-war protests breakout during this period of the war.

1971 Allied troops start to push back theCommunists. Black Operations and wiz-ards are credited for the upcoming victo-ry.

1974 North Vietnam sues for peace and atreaty is signed. Prisoners are exchangedand stories of Cuban and Soviet mysti-cal violation in POW camps made pub-lic. The 13th NOG forced to disband.

1975 North Vietnam collapses due to foodriots and the aftermath of war.

1982 Vietnam Veterans memorial is dedicatedin Washington . . . the event sparks bitterprotest from the Agrarian Conspiracyand other groups that opposed the war.

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In spite of the nature of the war, Vietminh forcesdoubled in strength from 1946 to 1953 and theFrench continued to lose more land to Ho’s forces.The war, already seven years long, needed a decisiveaction by one side or the other to bring it to a swiftconclusion. Henri Navarre, the new commander ofthe French forces, came up with a daring plan.Navarre placed a large French force, augmented withThai troops, in the center of the main area ofVietminh activity hoping to draw the Vietminh into aconventional battle. Then French military superioritywould smash the attackers. The trap was set at anabandoned airfield known as Dien Bien Phu.

Things went poorly from the start for the French.The commanders underestimated the Vietminh anddidn’t take enough time to prepare proper defensesfor the attack. They also assumed that the enemywould not have heavy artillery and anti-aircraft guns.The Vietminh threw 27 divisions at the French onMarch 13, 1954. It quickly became apparent that theFrench were outgunned, outmanned, andoutmaneuvered.

By March 16, the Thai troops had deserted thebattlefield leaving the French flanks exposed. As thebattle wore on, French supply planes and bomberswere shot out of the sky by batteries of anti-aircraftguns on loan from the Communist Chinese. TheVietminh hammered the compound and even pre-vented the French from evacuating their wounded,further undermining their morale. After almost twolong months of battle, the French commanderChristian de Castries surrendered his forces at DienBien Phu. Navarre’s gamble had failed.

The wake of Dien Bien Phu spurned an over-whelming demand by the French public to bringhome the troops. The Fourth Republic founded afterWorld War II was falling apart and military defeat bythe Vietminh further sped up the process. The newFifth Republic acted quickly and negotiated with theVietminh. On July 20, 1954, the French reached anagreement with the rebels. The agreement dividedcolonial Vietnam into four nations: Cambodia, Laos,a communist North Vietnam, and a democratic SouthVietnam. The agreement was supposed to last twoyears followed by a nationwide referendum inVietnam to decide the fate of the nation. Confidentthat the nation would be reunited peacefully by elec-tion, the Vietminh agreed to the deal.

But the peace deal created an immediate problem.The north had most of Vietnam’s industrial produc-tion while the south was the breadbasket of theregion. In order for both nations to survive, they

would have to rely on outside aid. Ho and the com-munist north turned to the Soviet Union while thesouth turned to the United States. Since neither sidewas part of the French peace agreement of 1954,both felt they did not have to abide by its rules.

America’s ConcernsThe time between the French and American com-

bat role in Vietnam was marked by numerous missedopportunities for stability in the region. The centralfigures during this period were South Vietnam’sPrime Minister Ngo Dinh Diem and Ho Chi Minh inthe North. Ho was a careful and deliberate revolu-tionary, interested in rebuilding his country in theaftermath of the war with the French. Diem was busyconsolidating political support for himself and court-ing favor from America.

The biggest challenge for Ho was the shortage ofrice. A blight in 1945 led to the starvation of two mil-lion Vietnamese and the process was repeating itselften years later. It took emergency aid from the SovietUnion and rice from Burma to avoid disaster. Thisprompted land reform policies. Those policies quick-ly spiraled out off control and became “people’scommittees” which executed undesirables and seizedland in order to help “the peasants.” No one wasspared, intellectuals, landowners, and even loyalVietminh officers were tried and executed. The situ-ation led to a rebellion by the northern Nhge Anprovince against the Hanoi government. The com-munists brutally put down the rebellion, but Ho feltit necessary to officially apologize, saying, “mistakeswere made,” regarding land reform.

Diem was not faring better in the south. Threemilitary factions did not recognize Diem’s regime.One faction, the Binh Xuyen, received overt aid fromthe French government. The Binh Xuyen also usedstrange mystical powers on Diem’s troops. In April1956, Diem ordered his troops to attack the BinhXuyen, who were conducting military maneuvers inSaigon and the countryside. By May, the fighting hadended and what was left of the factions disappearedinto the Mekong delta to resurface years later as VietCong guerrillas. In the wake of this military victory,Diem began a program of repression to root outVietminh veterans, communists, and other threats tohis regime. By the end of the decade, virtually all ofthe old Vietminh cells had been smashed and manyof Diem’s rivals were dead or in prison. This crueltycreated resentment that eventually aided both thecommunists and mutinous officers.

F U N N Y N E W G U Y S 21

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F U N N Y N E W G U Y S 22

Descended from aboriginal tribes fromPolynesia, the Montagnard tribes of Vietnam’scentral highlands have been at the center of con-flict in the region. First encountered by Frenchmissionaries, the tribes were untouched byWestern or Vietnamese culture. The nameMontagnard means “mountain people” inFrench and their aboriginal customs and easyadoption of Christianity put them in direct con-flict with the communists.

As America became involved in the war, spe-cial forces teams recruited and trained entiretribes of Montangnard natives, nicknamed“yards” to help fight the communists. Promiseda Montagnard state, the locals quickly took upthe cause and joined the fighting, creatingCivilian Irregular Defense Units (CIDU).

These units became the eyes and ears of theSpecial Forces. Using their native skills andAmerican weapons, the Montagnards helpedfight the Viet Cong on their own turf. It wascommon for special forces teams of four to 10“A-Teams” to command hundreds ofMontagnards roaming the countryside lookingfor the enemy.

As the tide of battle turned, the Montagnardsspearheaded invasions of Laos and NorthVietnam. When the communists finally col-lapsed in 1975, Montagnard tribal elders attend-ed the formal surrender along with members ofthe Saigon government and the Ford adminis-tration.

Magic and MysticismThe Montagnard tribes of Vietnam were

heavily Christianized by the start of Americaninvolvement in Vietnam. However, the effectsof the Zhukov 3 event began to alter their prac-tices. Before the arival of the French missionar-ies, the Montagnards practiced a brand of ani-mism, believing in spirits that were present andactive in the natural world. This practice includ-ed animal sacrifice and blood rituals. As themana level increased and magery spread amongthe newborn, the Montagnards melded theirChristain beliefs with their pagan past.

Animal sacrifice and blood rituals wereeschewed for direct communication with thespirit world. Magic was seen as a gift fromChrist to help lead the Montagnard peopleagainst the oppresssion of communism.Changeling and chimera births were viewed asgood omens, and Montagnard mystics learnedto master nature spells.

Use the following rules for Montagnard char-acters. First, any changeling will not have asocial stigma attached to them. The most com-mon types of changeling in the Montagnard cul-ture are “Cat People” and “Snake People.”Rules for these two new species can be found onpp. T53-55. Next, any Montagnard spellcastermust specialize and learn only one college ofspells. The One College Only disadvantage ison p. M104. Finally, Montagnards during thisperiod did not speak English as a native lan-guage. There is only a 10% chance that one willknow how to speak French; the remainder willknow their native tribal language, which is aMental/Hard skill for any Westerner to learn.

The Montagnardsafter the War

After the Vietnam war, the Montagnardsestablished a “Dega State” in the Vietnamesecentral highlands and continued to practicemagic and their tribal customs. This semi-autonomous state is tolerated by the Saigongovernment and has protection from theAmerican State Department. It is common forThaumaturgy students and neo-pagans to visitthe “Dega State” as a way to see tribal cultureassimilate magic and modern technology simul-taneously.

Those that decided to emigrate to the UnitedStates settled in North Carolina to be close tothe Special Forces troops they fought with.Montagnards are very loyal to the friends theymet during the war. Since North Carolina hasthe largest population of current and former spe-cial forces troops in the United States, thelargest ethnic population of Montagnards out-side of Vietnam has settled there.

The Montagnards

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Diem devoted most of his American aid towardbolstering his military and the Saigon police – littlewent to improving the country’s infrastructure, landreform, or education. This further undermined hiscredibility as a leader and made his American advi-sors uncomfortable.

Patience wore thin in both Hanoi and Washington,D.C. Ho knew that Diem was the only credibleleader in the south without communist ties. Effortswould have to be made to remove him. Those effortsincluded sponsoring rebel units in the south that theDiem regime mockingly called the “Viet Cong.” Thename stuck. The Viet Cong were a loose collection ofNorth Vietnamese cadres, Vietminh veterans, andsurvivors of Diem’s earlier crackdowns. Conscriptsfrom the north and disaffected young people from thesouth filled out the ranks. Beginning in the late1950s, the Viet Cong began a slow terror campaignin the south.

Diem’s unwillingness to make reforms, combinedwith his corrupt government and his inability to fightthe communists, frustrated his American advisorsand helped fuel dissent among his officers. As thepressure grew, Diem became more sheltered andrelied more on his immediate family for advice whileignoring American advisors. The cycle of distrustgrew until it became apparent to the Kennedy admin-istration that Diem had to go. The new ambassadorfrom Washington D.C., Henry Cabot Lodge,informed the generals of the Saigon government that,if they launched a coup, the United States would notget in the way unless the rebels did not enjoy the sup-port of the people. Diem was even offered a chanceto leave the country with his family, which herefused. In 1963, a group of mutinous officersrebelled against Diem. After several attempts atescape, Diem turned himself over to the rebels. A fewdays later, photos were released of Diem, executed ingangland fashion by the new junta. America’s con-cerns became worse as General Nguyen Khan tookcontrol of the South Vietnamese government, andAmerica was drawn into the escalating violence inthe region.

The Spell Gap SpeechWhile things were deteriorating in Vietnam, the

United States was becoming distracted by eventselsewhere in the world. In 1960, the Soviets had shotdown an American U-2 spy plane. Claiming that theyused magic to detect and track the “undetectable” spyplane, the Soviet leadership demanded the United

St7ates respect its national airspace. Furthermore, theRussians threatened subsequent violations could leadto a war where communism’s natural magical supe-riority would be used to “bury” the United States.

By putting a satellite and a cosmonaut in orbitbefore the Americans, the Soviet threat of a “missilegap” became compounded with a “spell gap.” Thispresented a complicated political problem for theEisenhower and Kennedy administrations.Embracing magical powers would alienate strongconservative movements in the South that opposedcivil rights, including the rights of “changelings.”Balancing this, the Southwest states’ influence grew– they not only embraced the use of magic, but alsopushed its practical applications to new levels.Finally, changelings were starting to become oldenough for the military draft, and the armed forcesdid not have a plan to integrate them into the military.

The situation came to a head when the firstchangeling from New Mexico attempted to join theUnited States Military Academy in 1962. Duringgraduation ceremonies at the Naval Academy, JohnKennedy asked the nation to accept the “God-givenpsychic talents granted our nation in its hour of need,which to some may seem just like magic, but whichAmerica’s scientists are now beginning to under-stand.” With the formation of the Green Berets andthe successful tests of dragon troops, Kennedy gaveorders to the Pentagon to test the effectiveness ofchangeling troops and integrate them into the armedforces. This was the birth of Project Griffin (p. 9).

Meanwhile, events in Southeast Asia gainedmomentum. In the aftermath of Diem’s murder at thehands of his own generals, the Saigon governmentchanged hands on several occasions between mili-tary and civilian governments. During this period ofpolitical instability, the Viet Cong received ordersfrom Hanoi to step up their efforts to take over. Thesituation for American combat advisors andWashington was grim.

The Final Straw andthe March to War

President Johnson placed General WilliamWestmoreland in command of the American troopsin Vietnam. He agreed to increase aid to the SouthVietnamese government and train an additional50,000 troops for the South Vietnamese army.

During this period, the South Vietnamese werelaunching secret raids against the north as part ofOPLAN 34A. This combined air, land, and sea

F U N N Y N E W G U Y S 23

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F U N N Y N E W G U Y S 24

approach was retaliation for the southern Viet Congattacks. The three-part plan combined terroristactions by ARVN and Chinese mercenaries, Laotianbombers flown by American and Thai pilots, andAmerican destroyers in the Gulf of Tonkin. Whenthese destroyers were attacked, President Johnsonand Congress committed combat troops to Vietnam.

Carefully worded, the Gulf of Tonkin Resolutionwas a declaration of war without officially being adeclaration of war. It gave the President of theUnited States broad powers to fight the war, but itdidn’t clearly define what American goals were inVietnam. The resolution satisfied China and Russia.It promised that American combat troops would

only support the Saigon regime and not widen thewar into other nations. President Johnson becamethe commander in chief of America’s army inVietnam.

American planes began bombing the north whilethe Viet Cong stepped up attacks in the south.General Westmoreland, lacking confidence in theARVN forces to protect vital airbases, had AmericanMarines take over the responsibility. On March 8,1965, the 9th Marine Expeditionary brigade landedat China Beach outside Da Nang. Instead of the VietCong, they were greeted by curious locals, SpecialForces advisors, and Air Force personnel drinkingbeer and waving signs of welcome. It would be one

The 101st Spellborne and the 13th NOG hadsimilar backgrounds, but an uneasy relation-ship with each other. The 13th NOG, born fromthe experimental 1st Necromantic OperationsDetachment, was the first unit in the Army toembrace magic. The members of the 13th NOGoften refered to themselves as “operators”instead of soldiers. The 13th NOG had a repu-tation of bucking the chain of command, andspent most of its time partnered with the CIAperforming covert operations. The unit hadsome of the most advanced magical equipmentin the military, and a NOG operator tended toassociate only with other NOG members. Thisgenerated some resentment from other unitsVietnam.

Meanwhile, the 101st attempted to be thebest infantry unit in Vietnam and worked with-in the chain of the command. The unit madeitself available for a number of missions, andoffered to help others in times of crisis. TheEagle’s Claws also had a very mechanisticview of how magic should be used on the bat-tlefield. Many of the 101st were not “mages”proper; they relied on enchanted items like fly-ing carpets and wands to perform their duties.Members of the 101st were trained to use a riflebefore attempting to cast a difficult curse.Magic was always a tool for the correct situa-

tion and never for its own sake. This pragmat-ic approach prevented some mishaps that befellNOG operators out in the field.

The Eagle’s Claws also had trouble with the13th NOG’s fascination with necromancy anddeath magic. Combat was stressful enoughwithout having to worry about undead, ghosts,skull sprits, and demons wandering the battle-field. The 101st also documented several occa-sions where spells cast by 13th NOG operatorsbackfired horribly, killing not only the casterbut other friendly troops in the area. The tacticof creating “Z companies” further strained rela-tions between the 101st and the 13th NOG.

To counter these professional differencesand better coordinate efforts, the MagicalOperations Command was established in 1967.Answering directly to General Westmoreland,the MOC provided missions to the 13th NOGwhile the 101st conducted its operations out-side Chi Lai. The Spellborne was also taskedwith providing rescue operations and flyingcarpet support to the 13th NOG.

The two units respected each other, but theirdiffering philosophies concerning magic andthe conduct of the war eventually lead to thedissolution of the 13th NOG in 1974.

UNEASY RELATIONS WITH THE 13TH NOG

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F U N N Y N E W G U Y S 25

DRAGONS OVER HANOIVietnam featured the first use of dragons as

combat solders. Created by the research scien-tists of Project Fafnir (p. T59), these magicalbeasts made an immediate impact on the battle-field. Dragons were intelligent and could operateindependently like an ordinary infantryman, butwith the firepower of an attack bomber. Eachsquadron or pen of dragons was stationed at anarmy or marine air base. A pen usually com-prised four to eight dragons, commanded by anofficer with pilot and dragon training skills.

The mission of a dragon in Vietnam was sim-ilar to that of Marine Aviation. A dragon was toprovide close air support to the troopers on theground. This meant dragons breathed fire at,strafed, and terrorized the Viet Cong wheneverthey had a chance. Commanders on the groundcould radio for air strikes, and depending on thesituation, division or corps commanders wouldsend dragons or planes to perform the mission.

Here Be DragonsMarines and Army troopers loved the drag-

ons, and some units, particularly the 13th NOGand the 1st Marine Division, wouldn’t operate inthe field unless there were dragons within radiorange. The first pens of dragons operated out ofthe airfields in Da Nang and Saigon in 1966. By1967, a pen of dragons was stationed at the air-field at Pleiku. It was here that a group of NorthVietnamese special ops soliders and KGBagents kidnapped a clutch of eggs that eventual-ly became the Red Dragons of the communistworld. By 1970, there were 15 pens of dragonsaround Vietnam.

The most famous of these bases was the KheSahn dragon pen, the home of the 12thFirebrand Squadron. The 12th logged morecombat time in the skies over Hanoi than anyother aviation unit in the Allied forces. First acti-vated in 1969, the unit flew daily combat mis-sions to Hanoi, destroying anti-aircraft batteriesand terrorizing the city until the armistice in1974. Players looking for an interesting diver-sion may want to play the members of the 12thas they dodge flak, rampage through the streets,and attempt to survive another day.

(Continued on the next page . . .)

of many surreal moments during the war.Other combat units, including the 101st

Spellborne Division and the 1st Infantry Division,quickly followed. Within weeks, the combat troopsswitched from guarding airfields to patrolling thesurrounding countryside and conducting “searchand destroy” missions to flush out communist units.The Funny New Guys campaigns take place in thesummer of 1967. The troops are just learning howto fight in Vietnam.

The 101stSpellborne

The 101st had already made a name for itselfduring the D-Day invasion and the Battle of theBulge. During the conflict in Vietnam, the divisionwould transform itself from a group of courageousparatroopers to a magical shock force riding intobattle aboard flying carpets.

The 101st began as a paratrooper unit to counterGerman airborne operations. The unit earned twoMedals of Honor, 47 Distinguished ServiceCrosses, 516 Silver Stars, and 6,977 Bronze Starsby 1945.

Between 1945 and 1956, the unit was activatedand deactivated three times to train other units tofight in Korea. After the Korean conflict settleddown, the 101st remained intact to test new con-cepts in parachute design and helicopter assault.More the size of a regiment than a full division, the101st were the first soldiers to test flying carpets asa means of transport for troops around a battlefield.

The real transformation of the 101st from an air-borne regiment to a “spellborne” division began in1958. A young Henry Blaylock (p. 9) theorized thatthe army should combine technology with paranor-mal powers and mystical troops on the battlefield.Local draft boards normally rejected changelings ormages as being mentally deficient or unable to han-dle the stresses of combat. Blaylock argued thatchimeras could be soldiers, and pointed to Sovietefforts in Europe using Cuban troops. The proposalwas politely accepted and Blaylock graduated fromthe Army Staff college. Many predicted he wouldbe passed over for any future promotion.

The article quietly circulated and came to theattention of William Westmoreland, then in chargeof training at Fort Bragg and the head of the CIA.Immediately, Blaylock received the endorsement of

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the military command, and in 1960, was promoted tolieutenant colonel. He was placed in charge of anexperimental unit of enlisted changelings and mages.For the next two years, the unit was attached to the101st as the 502nd strike regiment, and developedtactics for combined operations with magic and mod-ern firepower. These exercises were collectivelyknown as Project Griffin (p. 9). More traditionalcommanders scorned the unit, but its worth made itofficially part of the 101st in 1963. Blaylock waspromoted to colonel and given command of the newregiment.

The 101st soon became home to many of thearmy’s changelings. When faced with the possibilityof serving in a unit without any changelings, youngmen from Trinity’s shadow often opted towardenlisting to become members of the 101st. The vol-unteers often endured harsh training and prejudicewithin the Army, and being among other changelingswas a source of strength. As the 101st became a full-strength division, the esprit de corps increased as thetroops and the officers became more confident usingmagic on the battlefield. The unit was nicknamed the“Eagle’s Claws.”

Eagle’s Claws toChicken Men – What the 101st Did in Vietnam

The 101st had three primary missions in Vietnam.First, they helped protect airfields around the town ofAn Khe. Second, they conducted search and destroymissions in the Song Con Valley northwest of AnKhe, using tactics perfected during Project Griffin.Finally, the 101st was the most combat-ready Armydivision in 1966 when President Johnson gave theorders to deploy. The 101st immediately sent tworegiments to Vietnam: the 327th Infantry and the501st Infantry.

Along with the official reasons for sending the101st, there were ulterior motives among the armybrass. The commanders of the 13th NecromanticOperations Group had created much ill will with the“regular army” at the Pentagon. Often, 13th NOGcommanders would communicate their needs withthe White House, the CIA, or the civilian members of

F U N N Y N E W G U Y S 26

‘Typical Combat Dragon’All dragons that fought in Vietnam fit the

racial template for a Blue Dragon (see p. T57).Each dragon soldier is treated as a Warrant offi-cer (Military Rank +3) and has a strong duty tothe U.S. military. All dragons at this time wereemployed by the armed forces, so this dutyis mandatory.

In exchange for this duty, all military drag-ons are issued a Barret Dragonfang .50 BMG, aFritzDrake helmet for protection, and a magicalcollar that acted as a radio. The collar was ofparticular importance to dragons because itacted like a soldier’s dog tags. The collar hadthe dragon’s name, rank, and serial number, theinsignia of every unit he fought with, and acrystal charm that could magically communi-cate with other dragons in his unit and con-trollers with a similar item.

The stats for the Dragonfang .50 BMG are asfollows: Damage 9d+2, SS 15, Acc 6, 1/2Dam670, Max 3780, Wt. 30lbs., ROF 10*, Shots

30+1 ST 25, Rcl -3. A loaded magazine is10 lbs.

The stats for the FritzDrake helmet are: PD4, DR 5 and it protects areas 3-4 (brain).

Yellow DragonsAs an act of good will, President Nixon sold

the Saigon government a clutch of ten eggs in1969. These Dragons did not see any actualcombat, but in 1983, they participated in a coupby mutinous officers. The coup was put downand all the dragons were killed except for two,who fled into the Cambodian countryside.

These dragons are affectionately referred toas “Yellow Dragons,” and the Saigon govern-ment has a one million dollar bounty on thesecreatures or their offspring. Modern day “drag-on hunters” often vanish in the Cambodian jun-gles when they attempt to collect the bounty.

Yellow dragons are exactly the same as BlueDragons with two exceptions: they have the dis-advantage Glory Hound (-15), and have a pow-erful enemy in the Saigon government (-30).

DRAGONS OVER HANOI (CONT.)

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the Defense Department instead of following thechain of command. The mystical and necromantictrappings of the 13th NOG also alienated the gener-als. This animosity naturally carried over to the 101st,as they saw the unit “corrupted” by changelings.

By June 1966, the 101st had silenced many of itscritics. Communist operations were halted in theSong Con Valley and the division moved to Dak To,a base that supported South Vietnamese forces(ARVN) and a Civilian Irregular Defense Group(CIDG). On June 6th, the 24th North VietnameseRegiment surrounded the ARVN and CIDG forces.The 502nd Infantry Regiment of the 101st providedrescue, and the communists nearly overran the base.Only artillery strikes on their own position and rein-forcements from the 327th Infantry saved the day.The action proved that the 101st would do anythingto win on the battlefield.

No one doubted the courage and the ability of the101st. As a reward, the Army ordered all other units

to adopt a subdued black and green shoulder insigniathat blended in with their camouflage uniforms. The101st would keep their vivid black, gold, and whitepatches with the “screaming eagle,” magic wand,and the bold lettering “Airborne.” Since theVietnamese had never seen an eagle, they referred tothe soldiers of the 101st as “Chicken Men.”Communist leaders respected the ability of theChicken Men and attempted to avoid contact withthem.

By the summer of 1967, the 101st was placedunder the supervision of the newly formed MagicalOperations Command and moved to Chi Lai. Theirmission was primarily firefighting. If a SouthVietnamese or American unit got into trouble, therapid reaction force of helicopter and carpet-borneAirborne troops from the 101st flew to the rescue. Inaddition to its primary mission, the 101st also con-ducted search and destroy patrols.

F U N N Y N E W G U Y S 27

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F U N N Y N E W G U Y S 28

3. Life in IndianCountry

A solider in Vietnam spent most of his time awayfrom civilization, either patrolling for the enemy orguarding fire bases against enemy attack. Fire baseswere semi-permanent camps where troops lived.Often, these bases were close to villages or areas ofenemy activity, putting them under constant threat ofattack from the communists. Often no open roads ledto the outposts, so supplies arrived by helicopter.

For a solider, the routine of a fire base was deter-mined by the arrival and departure of the choppers.The day began at sunrise when the squad assigned toguard duty gets relieved. The American and the unitflags are raised over the base during a brief ceremo-ny performed to salute them. Often done with fullknowledge the enemy was watching, morning colorsdrove the communists crazy. The ceremony was briefby necessity – incoming rounds followed it.

Then soldiers ate breakfast. Meals at fire baseswere a mixed bag. Some days a trooper enjoyed steakand canned vegetables. When supplies were late, asolider relied on the best freeze-dried food the armycould buy. It was not a gourmet experience. Cooks

depended on the army supply system and the good-will of local villagers who often provided fresh poul-try, eggs, and vegetables in exchange for jobs at thefire base.

After morning colors and a meal, the morningchopper arrived. The helicopters had the large capac-ity and firepower required to supply a fire base. Thechoppers provided mail and supplies for the base.Between the morning chopper and lunch, the troopsbusied themselves with routine duties. The officersreceived orders from headquarters and then attempt-ed to make them a reality, sending units out on patrolor conducting combat operations.

An afternoon chopper brought more supplies andfresh replacements sometime after lunch, in additionto performing other duties. It transported homeward-bound soldiers from the base, USO workers or RedCross Volunteers to provide entertainment, or battal-ion or regimental commanders for inspections.

As darkness settled, the last chopper left and thetroopers were left to fend for themselves.

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LivingArrangements

The fire base was a step up from camping in thewilderness, but far below being stationed at a bar-racks. The base was under constant threat from theenemy and exposed to extremes of heat, humidity,and rain. Improvisation and ingenuity allowed sol-diers to transform these places into the launch padsfor many of the military operations in Vietnam.

Soldiers usually set up fire bases on hillsides orelevated terrain near villages. Engineers andpathfinders scouted these territories and began theprocess of clearing away the jungle. The trees werecut down and the stumps pulled from the ground.Helicopters removed the lumber and airlifted equip-ment and supplies to the new base. The ground wasleveled and trenches were dug around the baseperimeter. Makeshift dugouts acted as living quartersfor the troops. The soldiers dubbed these dugouts“hooches.” Once the basic construction of the firebase was completed, a company or more was airlift-ed to the outpost to add the finishing touches. Thenew tenants strung barbwire, filled sandbags, andpositioned artillery.

Each hooch accommodated up to 10 men. A com-pany had roughly 15 to 20 hooches scattered aroundthe base. Officers and senior sergeants had their ownquarters, while squads shared the same hooch. Eachbase had a basic field hospital staffed by corpsmen,and a helicopter pad for rugs and choppers. Artillerypieces were scattered about the camp to prevent alucky shot from knocking them all out. The mess hallwas either a tent or shack built above ground.Latrines were also scattered about the camp. Toavoid outbreaks of cholera and swarms of flies, thelatrines consisted of aboveground outhouses withhalf drums of diesel fuel receiving the human waste.Each day, Funny New Guys or soldiers being pun-ished removed the drums and set them on fire. It wasthe least enjoyable duty at the camp.

Sometimes, a fire base was only accessible by hel-icopter or rug. Usually, trails led from the base to themajor patrol areas and local villages. Bombs andartillery destroyed much of the vegetation around afire base. What explosions did not kill, herbicidesprovided by the Pentagon did.

All fire bases had names. At first, the fire base hada number designation such as YD 885135, whichoften referred to its coordinates on a map. For ease of

reference, officers in regimental and divisional com-mand named the camps. Names often came from his-torical events in the army’s history, women’s firstnames, or mascots within the division. Thus, firebases were nicknamed “Eagle,” “Cindy,” or“Bastogne.” Some bases were constructed so quick-ly, divisions did not have time to name them, so theywere labeled with numbers. In the span of a week,Fire Base 23 became the home of a company and anartillery battery.

MilitaryDuties

The main reason troops fought in Vietnam was tosupport the Saigon government of the South and toforce the war on the communists. This meant thetroops had specific missions while stationed at firebases.

Combat PatrolsThe main use of a fire base was as a forward stag-

ing area for troops to conduct combat patrols. Thesepatrols consisted of infantry teams searching for theenemy beyond the visual range of the fire base.While searching for the communists, the troops weresometimes ambushed or bombarded with artillery.Sometimes, combat patrols set the ambushes for theenemy. Small or large units, from four-man fireteams to entire platoons, patrolled the countryside forthe enemy.

Troops would often walk an area and onlyencounter booby traps and land mines. Sometimes,the Viet Cong or the North Vietnamese ambushed theAmerican troops and kicked off protracted fights.Artillery from the fire base, if in range, would raindown on the area. Air strikes would be called in andreinforcements from other fire bases would join thefight. Many combat actions in Vietnam happenedthis way as two groups of hostile troops stumbledinto each other.

Usually a combat mission had a specific purpose.Commanders often sent patrols to check out certaintrails where they suspected enemy activity. Villageswhere the Viet Cong took shelter were swept in aneffort to capture enemy guerillas. When intelligencewas good enough, patrols knocked out enemy campsor troop concentrations.

Patrols operated in the daylight because com-manders felt nighttime patrols put their troops at

F U N N Y N E W G U Y S 29

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unnecessary risk. Patrols sent out in the morning orearly afternoon were expected to return to the firebase at night. If a patrol was going to be late, it oftennotified the fire base to evacuate them by chopper orrug. It was rare for a patrol to “camp out” overnightbefore returning to the base. This inspired a dark jokeamong the troops that the Americans ruled the day inVietnam but the Viet Cong owned the night.

Artillery and Fire Support

Combat patrols and fire bases provided a securearea for artillery. The big guns were affectionatelycalled the “Kings of Battle,” because they dished outa disproportionate amount of destruction. Gunsranged in size from the reliable eight-pound cannonsof World War II to the 155mm behemoths thatrequired 10-man crews.

The gun crews mostly stayed on base, keeping theguns in working order. When the call came, theyscrambled from their hooches, positioned their guns,and fired. This round-the-clock mission forced thegunners to grab sleep when they could. Theartillerists, when not working on the guns, also actedas the base’s maintenance staff – fixing fortificationsand trying to provide some of the creature comfortsof civilization.

Artillery crews had two primary missions. Thefirst was fire support for combat patrols. When acombat patrol needed extra firepower, the artilleryfrom the base placed as many shells as they could onthe enemy. The other job was called harassment andinterdiction fire. At regular intervals, the batterywould lob shells at designated spots to harass theenemy moving through the countryside. These mis-sions made the commanders at Regiment or Divisionfeel good, but they rarely had any effect onthe battlefield.

Guard DutyWhile one third of a fire base was on combat

patrol, the remaining two thirds either rested orserved on guard duty. Guard duty meant manningcrew-mounted machine guns, patrolling inside thebarbed wire to make sure the Viet Cong didn’t sneakinto the camp, or standing lookout. It was a boringtask but necessary, because the Viet Cong attemptedto destroy any fire base they could. A poorly guardedfire base was doomed to be overrun.

A guard shift usually lasted anywhere from four toeight hours. They were not allowed to smoke on dutyand carried a loaded weapon. A shot from any rifle atthe base put everyone on alert and sent troops run-ning to the sand bags and trenches around theperimeter. Guards were often the first victims of anenemy mortar attack or infiltration.

F U N N Y N E W G U Y S 30

For the solider living on a fire base, certainplaces took on particular importance. The mostimportant places were the machine guns andtrenches that defend the base. Additionally,ammunition was a vital commodity in combat,so soldiers always knew the location of theammunition dump. The ammunition dump wasalso the farthest point from all of the hoocheson the base.

Some creature comforts of civilization wereimportant landmarks at the fire base. Soldierswere familiar with the location of latrines andshowers. Both structures were above groundwith little cover, so hygienic activity took placeduring the day.

The underground hospital area was near thebase headquarters. The underground locationafforded some protection, and its cooler tem-perature could mean the difference betweenlife and death. The “sick bay” was often staffedby corpsman, but, if the base was large enough,

army surgeons supervised the treatment of thewounded.

The headquarters, often a tin or woodenshack partially buried to protect it from mortarattack, was home for the commanding officersand their staff. On a fire base, the headquartersacted as the courthouse, town hall, and mediacenter for the entire base. This was also theonly building on a fire base where a commonsolider was not welcome. Enlisted men whodid not work in headquarters needed permis-sion from an officer to enter. The privilege wasrarely given.

The final spot that every solider knew wasthe mess hall. The tent where the soldiers atealso acted as an informal social center. Soldierscould be found there at all times of day smok-ing, drinking coffee, gossiping, and complain-ing about the food. Meals were not served afterdark, but hot coffee was always available fortroops dealing with long nights on watch.

PLACES EVERY GRUNT SHOULD KNOW

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Vietnam provided plenty of other ways to diebesides combat. This section details some of theother hazards that soldiers in Vietnam faced.

Heat and HumidityEach character in Vietnam will cope with the heat

and humidity in his own way. The median tempera-ture in Vietnam year round is roughly between 75ºand 86ºF. In other circumstances, this is pleasantearly summer weather, but in Vietnam these temper-atures, combined with humidity, wracked the bodiesof American troops. The rules for the toll heat takeson the human body are outlined in the Basic Set,p. 130.

Humidity increases the relative temperature of thehuman body by preventing heat from dissipatingefficiently. The National Weather Service’s measurefor this phenomenon is called the heat index (seeTemperatures in Vietnam). By using the heat index,we can get the relative temperature that day and cal-culate its effects on characters.

For example: Harvey is the point man for hispatrol. A storm blew through the previous night andsoaked the fire base. The humidity is 70% and thetemperature is 85ºF. Consulting the heat index chart,this becomes a relative temperature of 96º. Harveyhas a health of 11 and light encumbrance. This givesHarvey a skill roll of 10 to resist the effects of heat.After marching through the jungle cutting trails,Harvey loses three fatigue points. Harvey now rollsfor the effects of heat on the body. Harvey’s basicskill is 10. The temperature creates an additionalpenalty to the heat roll of -1 making his target 9.Harvey rolls an 11 and loses an additional point offatigue. If Harvey knows what is good for him, hehad better take a rest.

Characters can recover lost fatigue through sleepand rest. However, sleeping in effective temperaturesgreater than 80ºF only grants half-recovery.

Booby TrapsBooby traps killed or maimed a disproportionate

number of troops in Vietnam. The Viet Cong becameexperts at using unexploded bombs, trash, and nativematerials to create plenty of ways to kill the enemy.These booby traps were a constant source of anxietyfor troops in the field. The traps tended to fall intotwo major categories: explosive and nonexplosive.

F U N N Y N E W G U Y S 31

Vietnam is a warm and wet country. Themonsoon season spans May throughSeptember, with daily rainstorms, flashfloods,and mudslides. October through December ismore tolerable, providing moderate tempera-tures and less rain. January through March isfoggy, and a constant blanket of drizzle coversthe northern part of the country. For anAmerican solider, it is not a pleasantcamping experience.

Here is a seasonal breakdown of the highand low temperatures:

Monsoon Season (May to September):92ºF/76ºF

Travel Season (October to December):88ºF/71ºF

Winter (January to April): 80ºF/66ºF

The Heat Index ChartThe following heat index chart comes direct-

ly from the National Weather service. Playersand GMs should use it to determine the physi-cal exhaustion created by the temperaturesin Vietnam.

ºF 90% 80% 70% 60% 50% 40%80 85 84 82 81 80 7985 101 96 92 90 86 8490 121 113 105 99 94 9095 – 133 122 113 105 98100 – – 142 129 118 109105 – – – 148 133 121110 – – – – – 135

Please go to the National Weather Servicewebsite for more information:www.crh.noaa.gov/pub/heat.htm.

TEMPERATURES IN VIETNAM

CommonHazards inVietnam

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ExplosivesExplosive traps were con-

structed from homemadegunpowder, or the remnantsof unexploded bombs andexplosives from other com-munist countries. Most trapswere primitive in nature andactivated by tripwires orpressure plates. The moresophisticated traps were trig-gered by alarm clocks actingas timing devices. Thesetraps were relatively easy toavoid or disarm; if you findone, add a +2 to your Trapsor EOD skill. Finding a cam-ouflaged booby trap was a much more difficultproposition. Subtract two from your perception rollto find a booby trap. This reflects the clever ways theViet Cong hide their traps.

A Typical Explosive ChargeMost booby traps had the explosive power of a

pound of TNT. This translates into 6d2 damage. Theblast affects the entire body of the person caught inthe center. All damage is considered torso. If a per-son is one hex away from the blast, they could lose alimb. Roll a hit location. If that limb suffers twice itscrippling damage, it is blown off. The player willnow have the crippled disadvantage.

The FragThe Viet Cong often scrounged the bodies of dead

ARVN soldiers for American grenades and explo-sives. Troops refered to these weapons as frags. Treatthem like a grenade attack. A standard Mk68 grenadedoes 5d + 2 damage, plus an additional 2dof fragments.

The Bouncing BettySoldiers feared this booby trap the most in

Vietnam. The trap launched a grenade out of theground that exploded at waist height. The target suf-fers 5d + 2 damage to his legs, vitals, and groin.People adjacent to the target suffer 2d of fragmenta-tion damage.

Other Kinds of TrapsNonexplosive traps encompassed everything from

primitive pit traps to complicated contraptions thatimpaled or crushed allied troops. The GM is encour-

aged to come up with all sorts of fiendish construc-tions. Use common sense; traps made from stone oranything with complex mechanical parts will be rare.Most traps were constructed from earth, bamboo,wood, and rope.

Pungi StakesSimple but effective, this was a shallow pit cov-

ered with earth or branches. If the victim fell throughthe camouflage, they impaled their foot or other bodypart on bamboo stakes covered with human excre-ment. The wound became infected, and if not treated,could result in amputation. Soldiers taking at leastone point of impaling damage must roll HT+1 toavoid an infection.

Pendulum trapsA solider stumbled across a trip wire and a large

weighted log swung from a tree to bash them in thehead or chest. If the solider makes a successful per-ception roll and a successful dodge, they avoid thetrap. Otherwise they suffer 3d crushing damage tothe head or torso.

Trench FootVietnam was a wet country, and the principal agri-

cultural product was rice. Troops spent much of theirtime slogging through the jungle or the flooded ricepaddies. This meant that a solider on patrol had wetfeet. The chronic exposure to moisture led to a con-dition known as trench foot.

For every four hours a player spends withoutchanging socks on patrol, they make a health roll. Ifthey fail the roll, the effects of trench foot set in. Aplayer with trench foot takes 1d-3 damage to his feet

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and temporarily has the disadvantage Low PainThreshold. The player will also spend most of histime complaining about his feet.

Cure trench foot by keeping your feet dry for aweek and allowing them to heal. A cure disease spellcan also treat trench foot quickly.

Insects and MalariaMalaria is a problem in any jungle climate.

Transported by mosquitoes, the disease has crippledentire armies in the field. During Vietnam, advancedmedical research allowed soldiers to take pills thatkilled the microorganisms that caused malaria.Troops who take these pills only roll once per month

at HT+5. A failure means that you are infected withmalaria.

Malaria is a debilitating disease that festers in theblood and can destroy a person’s kidneys if leftuntreated. On a failed malaria roll, a player will suf-fer chills and shivering followed by fever, headaches,and vomiting. The player’s HT is halved as he strug-gles with the disease. For each day the diseaseremains untreated, the player must make a HT roll.On a failure, he loses an additional point of healthuntil death. Malaria is treated with bed rest, antibi-otics, and avoiding further infection. Recovery froma successfully treated case of malaria will take two tofive weeks. Due to the difficult nature of a malaria

F U N N Y N E W G U Y S 33

Vietnam has wide stretches of countrysidewithout urban development. Most areas havedense forests and are home to many wild ani-mals. While encounters with these creatures areuncommon, they still could provide plenty ofchallenge to troops out on patrol.

The PythonA large constricting snake wandering the

jungle. These creatures feed off eggs, birds, andsmall mammals. They are not poisonous andattack by crushing their victims. They attacksoldiers who are either sleeping in the jungle orare wounded. It was a common prank to placeone of these snakes in someone’s bunk to givethem a fright. Complete rules for the python canbe found on p. B143.

The “Green Snake”This generic poisonous snake populates the

jungles of Vietnam. Most snakes are treedwelling and not commonly encountered. Still,snakes sometimes bite troops during patrols.

Anyone bitten by one of these snakes mustmake a HT roll at -3 each day for three days. Afailed roll means the venom does 1d damage. Acritical failure leads to death. Modifiers to theHT roll: +1 if the venom is sucked out (on asuccessful first aid roll), and +2 if anti-venom isused during treatment. Most fire bases do nothave anti-venom, so poisoned troops are evacu-ated to a hospital for treatment. Snakebites usu-ally do not warrant sending a solider homeearly, so bitten soldiers often rotate back intocombat.

Attributes: ST 5-10; DX 12; IQ 3; HT 15/4-10.Speed: 3 or 4; Weight: 5 to 15 lbs. Size: varies.

Skills: Does 1d-2 biting damage plus theeffects of venom.

The LeopardsThese big cats are often confused with tigers

and panthers. To the solider in the field facingthese creatures, the long dark tail and fur patternthat makes it a different species is a purely aca-demic concern. Ranging in weight from 66 to199 lbs., leopards hunt in trees where they canavoid scavengers and other big cats.

Primarily hunting at night, the leopard usual-ly grabs its victim from above by the neck anddrags it into the canopy to die by suffocation orspinal injury. The powerful neck and jaw mus-cles make it able to lift a creature three times itssize off the ground. Leopards will not attackhumans unless they are very hungry or if theiryoung are threatened. An encounter with a leop-ard is often good for a fright check before thecat runs away.

Attributes: ST 17-24; DX 14; IQ 4; HT 15/20-25.Speed: 8 (in short bursts); Weight: 66 to 199

lbs.Size: 2 hexes.

Advantages: PD 1; DR 1.Skills: Have the equivalent of Night Vision,

and a climbing skill of 14. Does 1d+1 cut-ting damage from claws and 2d+1 bitingdamage.

Vietnam Bestiary

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infection, a cure disease spell will be at minus one toeffective skill.

The final disadvantage to malaria is that a patientonce cured of the disease can still have a “relapse.”A malaria relapse happens if a player makes a healthroll and suffers critical failure. Vestiges of the para-sites that caused the original infection in the liverstart to grow and trigger the disease again. A charac-ter must undergo continuous treatment for malariahis entire life to avoid these relapses.

Vietnam was a cornucopia of modern firepower.This section is a brief summary of weapons youmight find on the battlefield.

Small ArmsThe military was in transition during the 1960s.

Using research obtained from the Korean War aboutthe behavior of troops in combat, the military beganto change its thinking about its weapons. Pistols andrifles, with large-caliber ammunition and long-rangeaccuracy were phased out for weapons that werelighter and had increased rates of fire.

The harbinger of this change was the shift fromthe M-14 rifle to the M-16. The M-14 was the stan-dard infantry rifle in the army since 1957 until itended its military production run in 1964. The M-14was three pounds heavier than the M-16 and fired theNATO standard 7.62 round. It had a 20 round maga-zine and fired semi-automatically. In contrast, the M-16 fired semi-automatically or on full automatic.Magazines were made in 20, 30 or fifty round capac-ities and the smaller 5.56mm ammo was lighter tocarry compared to the M-14. The M-14 had betterrange, stopping power, and accuracy – advantagesthat were offset by nature of combat in Vietnam.What mattered to the troops in the field was a large

quantity of bullets at close range forcing the enemyto keep his head down. The M-16 fulfilled this roleperfectly and has remained the mainstay of the U.S.Armed forces ever since.

Another important weapon during the war was the.45 Colt pistol. The M1911A1 remained the sidearmof the American soldier. The weapon had notchanged since its adoption in World War I. The highstopping power combined with its reliability kept itin the American arsenal. The pistols were issued toall officers and high-ranking sergeants. With theColt pistol and it .45-caliber ammunition commonlyused, the Thompson submachine gun was also popu-lar with American troops. The Thompson was notofficial military issue, but a surplus of the weaponsappeared on the Vietnamese black market andAmerican troops purchased them to supplement theirfirepower. Since the Thompson used the same ammoas the Colt, most commanders did not object to theirsolders using the weapon. The Thomson machinegun came with a 20- or 30-round magazine and wasused by troops guarding airfields or riding swiftboats in the Mekong Delta.

The communist forces in Vietnam had a diversearray of weapons. Many of their small arms werecaptured from French and American forces. Chineseand Warsaw pact allies provided what could not bescrounged from the enemy. Well-supplied Viet Congunits and North Vietnamese Army formations carriedthe AK-47 rifle or its Chinese equivalent, theSimonov SKS. The weapon was light, had a high rateof fire, and was reliable. The statistics for bothweapons are exactly the same.

The pistol of choice for the communist forces wasthe TT33 7.62mm automatic pistol. A favorite of VietCong and North Vietnamese army officers, theChinese-manufactured weapon had similar charac-teristics to the Colt .45 but chambered a 7.62mmround.

F U N N Y N E W G U Y S 34

Weapons of War

The following are the statistics for the M14combat rifle as taken from p. HT115. The M14was a sniper rifle before 1969 and was a favoriteof U.S. Marines who felt the M16 was an unreli-able weapon.

The M21 was the sniper version of the M-14and was used by snipers and pathfinders inVietnam from 1969 to the end of the war. TheM21 came with a flash suppressor and a 3× to 9×scope.

The M-14 Combat Rifle and the M-21 Sniper Rifle

Weapon Malf Dmg SS Acc 1/2D Max Wt. RoF Shots ST Rcl TLM14 .308 1959 US Crit 7d 14 11 1000 4655 11 11 20+1 11 -3 6M21 .308 1959 US Crit 7d 14 11 1000 4655 11 3 20+1 or 5+1 11 -3 6

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Heavy WeaponsBoth the communists and the Allies used heavy

weapons to support themselves in the field. Machineguns, grenade launchers, and anti-tank weapons wereall employed in close quarters and with deadly accu-racy.

The allies used the M79 grenade launcher withthree principal types of rounds. The first round wasthe HE round, which does 2d+2 of damage plus anadditional 2d of fragments. The second type of roundwas a buckshot round that contained 27 00 buckshotand fired like a large shotgun round. This round does7d worth of damage, and follows all the rules of stan-dard shotgun shells. Finally, the M79 fired smokerounds. A smoke round does 1d of concussion dam-age and generates a cloud of smoke with a two-hexradius that blocks line of site.

The machine gun for American troops was the M-60. Often taken on patrol, the weapon could providea curtain of fire when the situation became desperate.For more static positions, U.S. forces counted on theBrowning .30-caliber machine gun and the .50-cal-iber machine gun. These weapons needed more thanone solider to operate and could only be used ontripods.

Vietnam also saw the introduction of the lightanti-tank weapon, or LAW rocket. The LAW wasused almost exclusively as a bunker buster or forattacking entrenched enemies. The weapon could beeasily carried by a solider. This meant that a squadcould have up to 10 LAW rockets. In reality, theseweapons were used more sparingly, issued to everyother man in a squad.

The communists did not have a match for theLAW rocket until the debut of the RPG-7 rocketlauncher in 1967. The weapon now synonymouswith third world armies was used against troops,armored vehicles, fortifications, and even helicop-ters. Unlike the LAW, the RPG could be reloadedand became a favorite ambush weapon of theViet Cong.

Most machine guns for the communists wereRussian or Chinese knock-offs of the Type 24Maxim machine gun. The Type 24s were not veryportable and used only in defensive positions.

ArtilleryAmerica had a tremendous variety of artillery at

its disposal. The three primary types of weaponswere the eight-pound gun, the 105mm howitzer, andthe 155mm howitzer. Each of these weaponsrequired a crew that was stationed at the fire base, butwhen called upon, they could quickly deliver enough

fire power to force the communists to retreat into thejungle. Players and GMs are encouraged to read therules for artillery fire in pp. HT71-78.

Artillery could not travel everywhere, so troops inthe field relied on man-portable mortars. The mortarof choice in Vietnam was the M29 81mm mortar. Foroperations of a company of troops or greater, theM29 provided the necessary firepower and range tobeat back most attacks from long range. For smalleroperations and the communists, the 60mm M2 mor-tar came into play. Smaller and lighter than the M29,the M2 could be fired without its base plate. Thismade it perfect for hit-and-run type operations.

The communists also relied on captured and obso-lete American 75mm recoilless rifles. Theseweapons, scrounged from the French during the firstIndochina war, made life miserable for the allies.

VehiclesTwo major types of vehicles dominated the skies

over Vietnam: the helicopters of the more traditionalmilitary units and the magic carpets of the 101stSpellborn. This section will describe the generalcharacteristics of these craft for roleplaying.

ChoppersHelicopters were the best means of transportation

used in Vietnam. They could carry tons of cargo, haulsquads of troops, and carry more firepower than aWorld War II tank. The only disadvantage was thenoise they made while in flight. The sound of chop-pers struck fear into the Viet Cong; until the intro-duction of the RPG, the only effective weapon thecommunists had against helicopters was their rifles.Choppers also warned the communists to retreat ifthey felt they could not dictate the battle. The fol-lowing are general descriptions of two of the mostcommon choppers used in Vietnam.

UH-1 “Huey”The Huey was the most widely used helicopter in

Vietnam. By January 1968, 2,217 of the aircraft werein service. The Huey was used for both combat andnon-combat roles in country. Models were used toevacuate casualities, transport supplies, and carrytroops into combat. Other models were transformedinto gunships, packing heavy firepower to ferret outthe enemy.

The Huey had a crew of four: two pilots and twodoor gunners. It could safely transport an additional12 troops and could reach top speeds of 110 mph. A

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single tank of fuel gave the helicopter a range of 293miles. The medical version of the chopper had spacefor six stretchers and a corpsman. The medical ver-sion was not armed and was emblazoned with aRed Cross.

The Huey gunship packed a deadly arsenal. Thedoors of the craft each had an M60 machine gunplaced on bungee cables and fired by the crew.Outside the cabin the craft had two M-6 weaponpods. These pods often had four M60 machine gunsmounted to fire forward. Other combinations includ-ed a .30-caliber machine gun married to a rocket podwith nine or seventeen 2.75-inch rockets.

CH47-”Chinook”If the Huey was the pick-up truck of the Vietnam

helicopter fleet, then the Chinook was the bus, trac-tor trailer, and tow truck. The Chinook has a crew oftwo pilots. It could accommodate up to 33 seats fortroops or 22 litters for wounded. It had a maximumspeed of 195 mph and could travel 300 miles on asingle tank of fuel.

Compared with the Huey, the Chinook is lightlyarmed. The helicopter mounted a single 7.62mmmachine gun by the rear door of the aircraft to pro-vide fire for the troops leaving or entering the vehi-cle. What made the Chinook indispensable was itslifting capacity. A single Chinook could lift up to20,000 lbs. It often transported artillery pieces andrecovered other helicopters that were shot down. ByJanuary 1968, Chinooks were active in Vietnam.

CarpetsMagic carpets did not gain widespread use in the

war until after 1968. Prior to the escalation of thewar, magic carpets, or “rugs”as the troops called them,were issued to special troopslike the 101st Spellborne andthe 13th NOG. Troops wouldquietly ride their carpets intobattle and then roll them upand carry them as theymarched through the jungle.

Rugs were quiet andstealthy, but had several disad-vantages. First, unless givenadditional enchantments, theyprovided little protection to thetroops riding them. Until theissue of Kevlar and missile-shielded carpets in 1967,troops were killed and wound-ed as the communists fired

bullets at them from the ground. Second, compared toa helicopter, the only weapons a rug could carry werethose in the hands of the people riding it. This meantthat anything more powerful than an M60 machinegun was out of the question. Finally, rugs had a limit-ed carrying capacity. A Huey could transport an entiresquad in one trip; it would take three LUC-1s eachwith a trained pilot to do the same task.

The three most commonly used rugs used bytroops in Vietnam are the “Lucky,” the “Persian,”and the “Dust Bunny.”

LUC-1 “Lucky”This was the first military issue rug with a missile

shield spell. The rug covers six hexes and can accom-modate four people including the pilot. It has a powerof 15 and a top speed of 30 mph. The rug itself has aPD 2 and a DR 8 versus bullets. When not flying itweighs 39 lbs.

UC-23 “Persian”The Persian was the heavy-duty rug designed to

carry as many troops as possible. The carpet covered16 hexes with a power of 17 and a top speed of 34mph. The Persian included a missile shield spell andseating for 14 people including the pilot. Like theLucky, it was made from Kevlar and had a PD 2 anda DR 8 versus bullets. The carpets were decoratedwith Middle Eastern themes and gave off a faint odorof incense when flown. When not being used, itweighs 49 lbs.

AC-05 “Dust Bunny”The Dust Bunny began as an experiment by

Thaumaturgy students at the university of NewMexico. ROTC cadets brought it to Vietnam and it

became the premiere recon-naissance rug. The rugs werenot Kevlar, but did have a mis-sile shield spell on them.Covering only four hexes,what distinguished this carpetwas that it was powerful andfast with a top speed of 36mph and a power of 18. TheDust Bunny also had anIllusion Disguise spell whichwhen activated could concealthe carpet in enemy territory.The carpet was usually deco-rated with rabbit motifs orother popular cartoon charac-ters. It can seat two peopleincluding the pilot, and whennot in use weighs 12 lbs.

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Company F, 2nd Battalion, 327th Infantry, 1stBrigade, 101st Spellborne division is the home forthe players in a Funny New Guys adventure. Knownas the “Fighting Foxes,” the company lives at FireBase 23 on hill number 562 along route 6C near thevillages of Plei Hodrong Thoung and Plei Ya Bo. TheSpecial Forces camp at Plei Me is roughly 10 milesto the south, and the Air Field at Pleiku is 23miles northeast.

The fire base is on a hill overlooking route 6C andfaces westward toward Cambodia. It supports a bat-tery of three 105mm howitzers, a small squadron offlying carpets, and the men of Company F. Sometraffic can reach the base by jeep, but most suppliesare provided by helicopter. Unlike most of the 101st,

which moved to ChiLai in 1967, “Fox”company was orderedto stay at Fire Base 23and stand watch overthe Ho Chi Minh trailjust beyond theCambodian border. IfPlei Me was attackedor another fire baseneeded help, Foxcompany could pro-vide reinforcements.

For ordinarygrunts, fire base“two-three” is justanother hot andhumid outpost in thejungle with little con-tact with the rest ofthe world. Contactwith the enemy issporadic and consistsof half-hearted rocketor mortar attacks. Acombat patrol rang-ing in size from twosquads to a platoon

leaves the base every day. Injuries from booby trapsare low, and the entire base has adapted to its situa-tion with a grim professionalism. The company haslost four lieutenants to combat and traps in the lastsix months. This rapid turn over in leadership hasplaced greater importance on the sergeants who keepthe company in fighting shape.

When the players arrive in Vietnam, they are sentthrough processing and assigned to Fox company.According to the clerks at the division headquartersin Chi Lai, heavy fighting has broken out in the areaand they are being sent as replacements. After a two-hour helicopter ride from Chi Lai to Pleiku, they takea brief hop to the fire base and their new life inIndian Country.

F U N N Y N E W G U Y S 37

4.The Men from“Fox” Company

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The following five characters will change thedaily lives of the players. Four represent immediatesuperiors while the fifth is a fellow grunt countingthe days before he returns to the states.

Captain Dale Muncie, FoxCompany Commander

138 pointsBorn 1939; Age 28; 5’11” 170 lbs. “Dish soap”

blond hair cut in military fashion, brown eyes, and aperpetual five o’clock shadow.

Captain Muncie joined the armed forces as a grad-uate from New York City College in 1960. In theseven years since becoming an officer, he hasworked his way up the ranks in a slow and steadyfashion, becoming a platoon leader in the 101stSpellborne during the early Project Griffin days.When the division was rotated to Vietnam, Munciewas asked to stay behind to assist the training of newrecruits and officers. The young and ambitious offi-cer did not like it but he stayed home, kept his mouthshut, and did his job.

As veterans returned home from Vietnam in late-1966, Muncie requested reassignment from the train-ing battalion to a command post. He was rewardedfor his patience with a promotion to captain and acombat command over Fox company.

Captain Muncie is a typical officer in Vietnam. Hetries to do his job to his best ability and not get hismen killed. In spite of his military career, he tries tokeep in touch with his urban collegiate past. He is ajazz fan and can argue for hours about his favoriteperformers, particularly David Brubeck. He occa-sionally reads a “contemporary” novel and keeps apipe with him as a “pacifier” because he thinks theymake him look more distinguished.

Though he may fancy himself a sophisticated Jazzhound, Captain Muncie is all business when runningthe Fox company. He isn’t tolerant of pranks andtrusts the advice of his senior noncommissioned offi-cers. Muncie is aware how he handles himself inVietnam might affect his remaining career so he isoverly aggressive in trying to find and kill the com-munists in his sector. This overconfidence has creat-ed mixed feelings in the ranks. The troops respectMuncie for his firm but fair hand and his willingnessto kick butt and take names with the VC.

Unfortunately, some junior NCOs think he is usingthe command to pad his resume before going back tothe states.

ST 12 [20]; DX 11 [10]; IQ 12 [20]; HT 11 [10].Speed 5.50; Move 5Dodge 5; Parry 5 (Rifle Bayonet).

Advantages: Military Rank +4 [20]; Fit [5];Voice [10].

Disadvantages: Military Duty [-10]; Sense of Dutyto Men [-10]; Overconfidence [-10]; PoorReputation -2 (Non-traditional army unit, Regulararmy types 10 or less).

Quirks: Sleepy Drinker; Enjoys riding on carpets;Dislikes: Tunnels and Being underground; Fondof Jazz music; Does not smoke but has a pipe andkeeps it handy (calls it his pacifier). [-5]

Skills: Administration-14 [6]; Armoury-11 [1]; Bard-13 [4]; Brawling-14 [8]; Camouflage-13 [1];Detect Lies-11 [2]; First Aid-12 [1]; Guns: Anti-Tank Weapons-11 [1]; Guns: Assault Rifle-14 [8];Guns: Grenade Launcher-12 [2]; Guns: MachineGun-12 [2]; Guns: Pistol-15 [16]; Knife-12 [2];Leadership-12 [2]; Orienteering-12 [2];Parachuting-12 [2]; Spear: Bayonet on Rife-11[2]; Tactics-12 [4]; Thrown Weapon: Grenade-13[4]; Traps-12 [2]; Trivia: Jazz Music-12 [2];Stealth-12 [4].

Spells: Spell Throwing-11 [2].Languages: English (Native)-12 [0].

1st Sergeant Larry Otis116 points

Born 1932; Age 35; 5’8’’ 185 lbs. An African-American with close-cropped hair and hazel eyes. Acup of coffee can usually be found within arm’sreach.

Larry Otis was too young to fight World War II, sowhen he turned 17, he enlisted in the Army andbecame a paratrooper in Korea. The young soldierwas decorated for bravery twice. Enjoying the recog-nition, he decided to remain in the Army.

Otis moved through the ranks as a paratrooper,drifting between the 82nd Airborne and the 101stSpellborn. When the unit was assigned to Vietnam,Otis was among the first to go. Spending most of histime in country at Battalion HQ, Otis did not see

F U N N Y N E W G U Y S 38

Old Men,Ticket Punchers, andCommon Grunts

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much action. Returning to the states, the sergeantwas granted a promotion in exchange for anothertour in Vietnam. Now, Larry is the company 1st ser-geant for Fox Company.

Larry is an experienced noncommissioned officerand knows when to defer to authority and when tobend the rules to get things done. His experience andcommon sense help prevent superior officers frommaking deadly mistakes.

Currently, he has a good working relationshipwith Captain Muncie, who asks the right questionsand is firm with the men. He enjoys his authority andtries to be a father figure to the young soldiers,because he remembers the terror he felt when he firstbegan fighting in Korea.

If the first sergeant has any failing, it is his temper.Otis does not like disrespect toward himself or anyother African-American soldiers, and has punishedpeople for being less enlightened than he is. His tem-per is also reflected in his fighting style, which fin-ishes his enemy with his combat knife or bayonet.The other troops refer to the sergeant as “Mr.Hardcore,” and that moniker suits Larry just fine.

ST 12 [20]; DX 11 [10]; IQ 11 [10]; HT 12 [20].Speed 5.75; Move 5Dodge 5; Parry 6 (Rifle Bayonet).

Advantages: Military Rank +2 [10]; Fit [5];Common Sense [10]; Composed [5]; Reputation+2 (Experienced Old Hand, All enlisted men 10 orless); Reputation: +1 (Experienced NCO, Allofficers +1).

Disadvantages: Military Duty [-10]; Bad Temper[-10]; Trademark (leaves behind playing cards)[-5]; Poor Reputation -2 (Non-traditional armyunit, Regular army types 10 or less).

Quirks: Thinks he can play poker; Talks about base-ball trivia; Keeps a pet lizard in his hooch; Alwayshas a cup of coffee nearby; Likes to call all youngenlisted people “son.” [-5]

Skills: Armoury-11 [1]; Brawling-14 [8];Camouflage-13 [1]; Detect Lies-10 [2]; Fast-Talk-11 [2]; First Aid-12 [1]; Gambling (default)-6 [0];Guns: Anti-Tank Weapons-11 [1]; Guns: AssaultRifle-14 [8]; Guns: Grenade Launcher-12 [2];Guns: Machine Gun-12 [2]; Intimidation-11 [2];Knife-13 [4]; Leadership-11 [2]; Orienteering-12[2]; Parachuting-12 [2]; Spear: Bayonet on Rife-12 [4]; Stealth-12 [4]; Tactics-12 [4]; ThrownWeapon: Grenade-13 [4]; Traps-12 [2]; Trivia:Baseball Facts (pre-1967)-11 [2]; Stealth-12 [4].

Spells: Spell Throwing-11 [2].Languages: English (Native)-11 [0].

Staff Sergeant Tim “Timmy”Kapecki

120 pointsBorn 1943; Age 24; 5’9’’ 165 lbs. A scrappy boy-

ish-looking solder with unkempt short brown hair.“Timmy” Kapecki grew up in the steel mill town

of Gary, Indiana, and for as long as he could remem-ber, he wanted to be someplace else. This made himan easy target for military recruitment, and he signedup in 1963. The young solider learned his craft asmachine gunner and point man for his infantrysquad. As he matured, Timmy slowly moved up theranks and became a squad leader with a rank of ser-geant. By 1966, the young solider was sent toVietnam. When he returned from his tour, Timmyreenlisted and was granted another promotion inexchange for another tour of Vietnam.

Kapecki is a different man today than the infantrysquad leader who first set foot in country in 1966. Hehas developed a drinking problem, and still feelsgravely responsible for the death of his point manand grenadier from a VC ambush. His lightheartedattitude about being a solider has been replaced witha grim composure fueled by alcohol.

The platoon knows that Timmy likes to drink, butdoesn’t care because he never patrols while intoxi-cated and does his best to keep casualties to a mini-mum. Additionally, Timmy is a crack shot. When hewalks point with a shotgun, he is the Viet Cong’sworst nightmare. The sergeant also has the reputationof getting his platoon leaders wounded and senthome. Two stepped on landmines; another fell victimto a booby trap. This constant overturn has madeTimmy the only steady leadership for the platoon inthe last six months.

As 2nd Lieutenant Henderson learns the ropes andCaptain Muncie shows more concern about Timmy’sdrinking, the dynamic is shifting. The third platoon isstill “Timmy’s Boys,” but like everything inVietnam, everything could change instantly.

ST 11 [10]; DX 12 [20]; IQ 11 [10]; HT 13 [30].Speed 6.25; Move 6Dodge 6; Parry 6 (Rifle Bayonet).

Advantages: Awareness [15]; Composed [5]; Fit [5];Military Rank +1 [5].

Disadvantages: Military Duty [-10]; Alcoholism[-15]; Addiction: Tobacco [-5]; Poor Reputation-2 (Non-traditional army unit, Regular army types10 or less).

Quirks: Drinks Beer to satisfy cravings; Protectiveof FNGs; Has a pro football team pin on his

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booney hat; Listens to “Doorstapes over and over; Likes to steal cigarettes fromcommunist prisoners or the dead. [-5]

Skills: Area of Knowledge: Trails around fire base-11 [1]; Armoury-11 [1]; Brawling-15 [8];Camouflage-12 [1]; Detect Lies-11 [2]; First Aid-11 [1]; Fast-Talk-11; Guns: Anti-Tank Weapons-12 [1]; Guns: Assault Rifle-15 [8]; Guns: GrenadeLauncher-12 [2]; Guns: Machine Gun-13 [2];Guns: Shotgun-14 [2]; Knife-13 [2]; Leadership-11 [2]; Orienteering-11 [2]; Parachuting-13 [2];Spear: Bayonet on Rife- 12 [2]; Tactics-11 [4];Thrown Weapon: Grenade-14 [4]; Traps-11 [2];Stealth-12 [4].

Spells: Spell Throwing-12 [2].Languages: English (Native)-12 [0].

2nd Lieutenant DavidHenderson

120 pointsBorn 1945; Age 22; 5’9’’ 162 lbs. A young, eager-

looking man with black hair in a military flattop cut. David’s father served in the 101st Airborne during

World War II and fought in Korea with the 82ndAirborne. While in Korea, David’s father was seri-ously wounded and forced to leave the service. Filledwith stories of courage and adventure from his father,David enrolled at the United States MilitaryAcademy at West Point. His graduation was theproudest moment of his and his father’s lives.

Like many West Point graduates during theVietnam War, David was given hasty training andthen sent into the jungle. West Point seems like yearsago to a young lieutenant learning how to be acombat officer.

Lieutenant Henderson always craved acceptancefrom his father and from fellow cadets at the Point.At Fire Base 23, he does just about anything to earnthe respect and acceptance of his troops. He trusts theadvice of Staff Sergeant Kapecki, when he is sober oron patrol, and tries to play down his military trainingat West Point. This approach has had mixed resultsbut, so far, no one has been killed orseriously wounded.

Unfortunately, habits learned over a lifetime arehard to suppress. Lieutenant Henderson jumps when-ever Captain Muncie calls and keeps his uniform andhooch in tiptop shape. This behavior has led thetroops to unfairly label Henderson a brown nose. Theyoung lieutenant also has a budding relationship witha Red Cross volunteer back at battalion headquarters.The young woman appreciates the attention from the

officer, but neither has let their feelings interfere withtheir duties.

ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 13 [30].Speed 6; Move 6Dodge 6; Parry 6 (Rifle Bayonet).

Advantages: Fit [5]; Military Rank +3 [15].Disadvantages: Military Duty [-10]; Post Combat

Shakes [-5]; Poor Reputation -2 (Non-traditionalarmy unit, Regular army types 10 or less).

Quirks: Secret: West Point Graduate; Attempts to fitin with troops, sometimes with comical effect;Perceived as a brown nose to the captain by themen; Tape records messages home to family, Hascrush on Red Cross volunteer back at BattalionHQ. [-5]

Skills: Administration-13 [6]; Armoury-11 [1];Brawling-14 [8]; Camouflage-11 [1]; Detect Lies-10 [2]; Engineering: Construction-13 [6]; FirstAid-11 [1]; Fast-Talk-11; Guns: Anti-TankWeapons-12 [1]; Guns: Assault Rifle-14 [8];Guns: Grenade Launcher-12 [2]; Guns: MachineGun-13 [2]; Guns: Pistol-13 [2]; Knife-13 [2];Leadership-11 [2]; Orienteering-11 [2];Parachuting-11 [2]; Spear: Bayonet on Rife- 12[2]; Tactics-11 [4]; Thrown Weapon: Grenade-13[4]; Traps-11 [2]; Stealth-12 [4].

Spells: Spell Throwing-11 [2].Languages: English (native)-11 [0].

Corporal Earnest “Fluffy” Faran100 points

Born 1947; Age 20; 5’9’’ 162 lbs. A fox-personchimera with tight reddish fur. Does not attempt toconceal his nature and has cut a hole into his trousersto accommodate his tail.

“Fluffy” was born in the aftermath of the Trinityevent as a “Fox Person.” Earnest grew up in westernTexas with other chimera children. He still experi-enced prejudice and teasing, but the companionshipof other chimeras and the support of his parentshelped the young man survive adolescence withfew problems.

When Earnest graduated from high school, heenlisted into the Army to become a member of the101st Spellborn, the home to other chimeras in thearmy. He has found that other chimeras are not a pro-tection from bullets. While the army is better than theoutside world, it is still rife with prejudice againstchimeras. Now, Corporal Faran is counting the daysuntil his tour expires and he returns to hisnative Texas.

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Earnest compensates for his chimera nature andthe social prejudice against it by playing harmlesspranks on people who bother him. He once left a spi-der in the platoon sergeant’s bunk. Naturally, Timmyrewarded the fox man by putting him on latrine duty.Earnest likes gambling and bets on professional box-ing. One night, on a trip to Pleiku, he won over$3,000 playing dice.

Faran is a deadly shot with a sniper rifle and hischimera abilities make him a natural choice to walkpoint. Since he has taken over point duties, no onehas died. The captain noticed his abilities and hassent the young solider on special projects to find andkill VC tax collectors and officers.

The new responsibilities have given the youngsolider some juice with the other troops and therespect of the NCOs. Faran has found companion-ship with his fellow soldiers, but became a killer towin their respect. This contradiction is unsettlingto him.

ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 12/11 [20].Speed 5.75; Move 5Dodge 5; Parry 5 (Rifle Bayonet).

Advantages: Acute Hearing +2 [4]* Acute Taste andSmell +3 [6]*; Fur [0]*; Fit [5]; Sharp Teeth [5]*;Speak with Animals (Canines and Foxes -30%)[11]*; Ultrahearing [5]*; Knack: Perfect IllusionDisguise (as Human) [10]*; Military Rank +0 [0].

Disadvantages: Dependency (Mana, Common,Constantly) [-25]*; Reduced Hit Points-1 [-5]*;Social Stigma (Minority group) [-10]*;Vulnerability (2d from silver and DN) [-10]*;Military Duty [-10]; Addiction: Tobacco [-5];Poor Reputation -2 (Non-traditional army unit,Regular army types 10 or less).

Quirks: Prefers to walk point; Snores in his sleep;Follows and bets on pro-Boxing; Does not useknack to hide chimera nature; Has a reputation asbeing a prankster among the other enlistedmen. [-5]

Skills: Armoury-11 [1]; Brawling-13 [8];Camouflage-11 [1]; First Aid-11 [1]; Fast-Talk-11; Gambling (Specialty: Boxing)-11/16 [2];Guns: Anti-Tank Weapons-11 [1]; Guns: AssaultRifle-13 [8]; Guns: Grenade Launcher-11 [2];Guns: Machine Gun-11 [2]; Guns: Sniper Rifle-15 [16]; Knife-12 [2]; Leadership-11 [2];Orienteering-11 [2]; Parachuting-11 [2]; Stealth-13 [4]; Spear: Bayonet on Rife- 11 [2]; Survival:Jungle- 12 [4]; Tracking-13 [6]; Tactics-11 [4];Thrown Weapon: Grenade-13 [4]; Traps-11 [2];Stealth-13 [4].

Spells: Spell Throwing-11 [2].Languages: English (Native)-11 [0].

* Items are part of the Racial Package from beinga “Fox Person” - 9 points.

F U N N Y N E W G U Y S 41

Fox company and Fire Base 23 cast a large shad-ow across the surrounding countryside. The base isone of the last major outposts before the Cambodianborder and has several roles. The roles can be brokeninto three major categories: military, research, andpublic affairs with the villagers.

The Military RoleBeing one of the last bases before the border

means Fire Base 23 is a watchtower overlooking theHo Chi Minh trail. If there are significant signs ofViet Cong activity, the local commander can orderair strikes and artillery to disrupt it. If the enemyforms in major concentrations, the local commandercan attack them.

The base’s close proximity to the Special Forcesbase at Plei Me provides accessible reinforcementswhen necessary. Many soldiers aid and assist the“operators” out in the field. It is common for the

101st Spellborne to come to the rescue of anambushed patrol or a unit cut off from friendly units.Fire Base 23 is uniquely situated to provide this res-cue service.

Fox company patrols along the Ho Chi Minh trailand chases Viet Cong and North Vietnamese troopsback across the border with Cambodia. According tothe rules of engagement from Washington, Americantroops should not go any farther west than theCambodian border. In reality, patrols routinely crossover to snoop on the enemy. Units as small as asniper team or a squad have blundered across theborder and then found their way back. The fire baseis the staging area for these politely disobedient actsof reconnaissance.

The Research RoleThe 101st Spellborne is the first combat division

to integrate magic with military equipment.

The Mission of Fox Company

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Although perfected at Ft. Benning, Georgia, thesetactics are constantly being reviewed in the field. FireBase 23 works as a huge laboratory, testing the effec-tiveness of different spells, magic items, andweapons in combat. Fox company is part ofthat experiment.

The company applies the tactics of patrolling tomagic carpets. The Fox company uses twice as manymagic carpets as any other unit in the 101st. At pres-ent, the company can move half of its members byrug in a silent but deadly fashion. The Dust Bunnymodel has proven particularly effective in finding theenemy, and a single Persian can lift an entire squadinto battle.

The company is discovering that stealth requiresthe carpets, but helicopters provide the necessaryfirepower to suppress the enemy when the shootingstarts. Also, flying a carpet at night without nightvision goggles can be deadly.

Relations Withthe Locals

The troops from Fire Base 23 have the most con-tact with the villagers from Plei Ya Bo. Half a milewest, the local villagers provide information, freshpigs, hashish, and the occasional case of beer for thetroops. Whenever a Viet Cong tax collector stops bythe village, the soldiers at the base are the first to benotified. This has fostered a symbiotic relationshipbetween the troops and the locals. Neither side fullytrusts the other, but it is working for the moment.

The principle economy of the village depends onkeeping the soldiers happy, so locals offer to do laun-dry and clean around the base. This job falls to theyounger, often teenage, women of the village. Thetroops consider these villagers little threat and targetsfor possible liaisons. Captain Muncie frowns on anykind of fraternization between the troops and the

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local girls. He even transferred a sergeant back tobattalion headquarters because a village elder com-plained that his daughter was receiving unwantedadvances. This has forced the entire company to bevery discrete when dealing with the “help,” becauseno one wants to be transferred or disciplined forbeing “ungentlemanly.”

The locals do not like htat the American base evenexist, but they also don’t support the Saigon govern-ment and their alternating policies of taxation, neg-lect, and repression. The Viet Cong are no better, col-lecting taxes, conscripting young men against theirwill, and stealing food. Fire Base 23 represents aform of protection from the Viet Cong and a chanceto be left alone by the Saigon government. To the vil-lage elders, this is the best situation possible in themiddle of a war zone.

When players first arrive at Fire Base 23, theynotice the overwhelming odor of cordite and explo-sives. The trees to the west and south of the fire baseare blown to bits and some are still on fire.

When asked, the helicopter pilot tells the players“Yeah! It was pretty nuts last night. Charlie fired afew more RPGs into the base than usual.”

Stepping off the chopper, the new soldiers haveorders to report to the base commander for their newassignments. A busy solider motions in the generaldirection of the command post and tells the players tohurry. It seems that the Viet Cong attack helicoptersthat linger too long at the landing pad.

Making their way to the command post, the PCsobserve troops showering, cleaning their weapons,and lounging around. They also observe troops alongthe perimeter repairing barbed wire and standingguard.

When the players reach the command post, theyare greeted by a sign with the following message:

Fox Company, 2nd Battalion, 327th InfantryCommand Post“Home of the Fighting Foxes”Capt. Muncie Base CommanderUpon entering the tent, they notice several enlist-

ed people pecking at typewriters. The room is thick

with cigarette smoke. A map of the surroundingcountryside occupies one side of the tent while anAmerican flag hangs on another. A rug with an eaglemotif covers the dirt floor and the smell of stale cof-fee is coming from a neglected pot simmering over acan of sterno.

An officer idly chats with a clerk doing paperworkand off in the corner Captain Muncie talks on a radio.He notices the players look lost inside the commandcenter and approaches them once he finishes his call.

“It looks like you people are the new replace-ments,” he says. “Good to have you aboard. I amCaptain Muncie, the commander here. As you cansee, we have been a little busy, so don’t worry aboutthe dust. First Sergeant Otis will give you a tour ofthe base and take you to your unit. I am putting all ofyou in the 3rd platoon. Lieutenant Henderson is theCO and Staff Sergeant Kapecki is the squad sergeant.Welcome to the ‘two-three’ and the Fighting Foxes,gentlemen.”

After his brief welcome, the Captain removes apipe from his pocket and clenches it between histeeth. After a brief wait, 1st Sergeant Otis enters thetent and beckons the players outside.

“Alright, no need to loiter in the CP, get moving!”Sergeant Otis is much older than the other troops

on the base. He also looks like he should have themost stripes on his arm of anybody.

“It’s nice to see that you replacements are payingattention,” he says gruffly as they exit the tent. “I’m1st Sergeant Otis. Captain Muncie – the fella with thepipe – he is the skipper here. Consider him yourfather. What he says goes. I’m like your momma. Ifyou misbehave, I’m going to be the one whospanks you.”

“The first thing you people are going to do isremove your rank insignia,” the sergeant continues.“Seems that Charlie likes killing officers and ser-geants so we are going to make it difficult for him totell the difference. This is one of the captain’s stand-ing orders, so when you get back to your hooch makesure you update your uniform. As you spend moretime here at the base, you will be able to tell who isyour superior and who is goofing on you. If you peo-ple follow me, I will show you around the base.”

The players receive a tour of the base, courtesy ofthe sergeant. He points out the areas of importance:the latrines, the mess hall, the showers, the locationof the .50-caliber machine guns, and the ammunitiondump. On the walk back from the ammunition dump,the players stop before a series of hooches covered insandbags. Inside several troops lounge around a

F U N N Y N E W G U Y S 43

Becoming Oneof “Timmy’sBoys”

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homemade picnic table, smoking. A few more hanglaundry out to dry. Otis barks at one of the loungingtroops to fetch the lieutenant or platoon sergeant andthen turns to the players.

“I am sure being out here in Indian Country ispretty overwhelming,” he says, “However, if youlearn from the older hands, follow orders, and don’ttry to be heroic, you will make it home in one piece.Got any problems, don’t bother the captain. Come tome and I’ll see if I can work it out. Wait here and theperson in charge will take you to your bunks. Carryon.”

When Otis leaves a raggedy looking trooper witheyes red from drinking wanders over to the players.

“I see you have met Mr. Hardcore,” he says. “I’mthe platoon sergeant, my buddies call me Tim, butyou can call me Sergeant Kapecki for the time being.Grab your stuff. I’ll take you to your hooch.”

So begins the first official day at Fire Base 23and Vietnam.

Menial DutiesSoldiers in a combat zone have plenty of menial

duties. The players are not exceptions. Each day, theyshould clean their weapons and their sleeping area,perform guard duty, and perform other duties asassigned by their superiors.

Since the players are Funny New Guys, they areassigned to the tasks the rest of the platoon does notwant to do. They clean the latrines and haul trash tobe burned. They run errands for their squad leader,Staff Sergeant Kapecki, or the Lieutenant.

The Pecking OrderUnless the players have the advantage of military

rank, the pecking order in a combat platoon is deter-mined by how much experience a person has inIndian Country. The longer a solider serves at the firebase, the more “juice” he has with his fellow troops.Between two soldiers with similar ranks but differinglevels of experience, the one with more experiencewill command more respect.

Military rank is the multiplier to a soldier’s juice.This means that Staff Sergeant Kapecki, who alreadyhas a tour of duty under his belt, is usually obeyed byany solider below him. The combination of formalrank and the informal juice obtained from experiencecombine to create the command structure at the base.

Players should have a military rank of zero and beconsidered Funny New Guys when they arrive on thebase. This translates into a temporary -2 for all reac-tion rolls from fellow troops on the base. New troops

often died in the first four weeks of duty. Many sol-diers psychologically compensated for this by ignor-ing Funny New Guys until they had proven them-selves by surviving in battle. Once the players makeit through their first four weeks they lose this reactionroll penalty.

Lieutenants command platoons. This command isusually a lieutenant’s first after initial training, so,depending on the individual, the quality of leadershipcan be very good or awful. Rookie lieutenants areoften killed or wounded, so troops tend to treat themwith respect, but don’t expect them to last very long.Second in line to the lieutenant is the platoon ser-geant. He is an experienced enlisted person whotakes command if the Lieutenant dies. Under the pla-toon sergeant are the squad leaders. These peoplehold the rank of sergeant and are responsible for the10 or so regular troopers in their command. A pla-toon usually has three squads.

The third platoon of Fox company has not beengentle on platoon leaders. Three lieutenants havebeen wounded in the last six months. The presentplatoon leader has been in charge for less than amonth. Staff Sergeant Kapecki provided the only sta-ble leadership the unit had during this period. So theplatoon has been nicknamed “Timmy’s Boys.”Troops from other platoons on the base often ask,“Aren’t you one of Timmy’s Boys?” as another wayof saying, “You are a member of third platoon.” Thiskind of informality is common and Captain Muncieeven uses the phrase from time to time.

Players start as the bottom of the barrel. Makingfriends will be difficult. They will spend most of theirtime being bullied and ordered around by higher-ranking and more-experienced troops. This subtleform of hazing takes place while the soldiers attemptto fight a war.

Just AnotherCombat Patrol

Once the players learn the joys of cleaning latrinesand being a Funny New Guy on the fire base they getto experience their first combat patrol. The moodaround the base has been tense for the last three days,because the nightly rocket attacks have increasedin intensity.

Captain Muncie leaves the task of “easing the sit-uation” up to the third platoon.

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Lieutenant Henderson unsurely addresses theplayers and the platoon.

“Uh, well the captain wanted me to talk to youabout what we have to do,” he says hesitantly. “Theenemy is using rockets and RPGs to shell the baseand the captain and battalion S-2 suspect that theremight be an ammunition dump or VC camp close bycausing all the trouble.

“We are supposed to go past route 6 and headsouthwest about five clicks and see if we can findanything. If we don’t, we return back to the base.”

With that, Henderson ends his briefing, and thefirst and third squads get ready for their combatpatrol. The second squad remains behind on guardduty. Both Lieutenant Henderson and the StaffSergeant will be going out on this patrol.

The Stress ofCombat Patrols

On a combat patrol, soldiers take a long hikethrough the wilderness while carrying weapons,ammunition, and the bare necessities. This duty isrotated through the three platoons of Fox company,

because it is a stressful experience. Several factorsmake a combat patrol hard on the players.

The dominant factor influencing patrols is theoppressive heat and humidity. GMs should tell play-ers when they lose fatigue from heat exhaustion andshould use the optional heat index rules to simulatethese effects (p. 31). They should also consult thefatigue expenditure rules on p. B134 to keep theplayers uncomfortable. If done correctly, playersshould be concerned about fatigue lost duringthe patrol.

Next GMs should keep the players on edge by cre-ating false alarms and red herrings. A rustle in thegrass could just be the wind, or maybe a spookedrabbit. What looks like the cover of a trap might be aharmless pile of leaves. When the players are lulledinto a sense of complacency, the danger becomes realand bad things happen. GMs can simulate this bywriting down the perception rolls of the players andthen secretly rolling them. On a success, tell themthat they see, hear, or smell something that deservestheir attention. Then the players make another rollpublicly to see if they discover if it is a threat or not.This should drive the players to distraction and makethem distrust everything.

F U N N Y N E W G U Y S 45

The M-16 rifle was the product of extensiveresearch and development. When DefenseSecretary Robert MacNamara saw the potentialof the weapon, he pushed to have the weaponbecome the standard long rifle in the armedforces. This insistence was resisted by many ofthe officers in the Pentagon because there hadnever been this kind of change during a majorconflict. MacNamara was insistent and threat-ened several officers’ careers if the M-16 wasnot put into production and issued to the troopsin the field.

The generals responsible for arming thetroops felt the basic M-16 design needed somechanges to make it more reliable. MacNamarathought this was stalling and pushed for theweapon’s issue without the design changes.The weapon manufacturer, Colt, told thedefense department that the weapon was lowmaintenance and did not need regular cleaning.They didn’t consider the Vietnameseenvironment.

During 1966 and early 1967, stories began tosurface about M-16 weapons jamming during

battle with the Viet Cong. There were evensome incidents where the weapon blew up inthe soldiers’ hands. The reports failed to men-tion that many M-16s were never cleaned bythe troops. U.S. Marines openly defied ordersand continued to use the M-14 in the fieldbecause they did not trust the M-16. A series ofcongressional hearings followed. By the sum-mer of 1967, new regulations required troops toclean their weapons. The Army also issued theM-16-A1 that incorporated the changes origi-nally proposed by the Pentagon generals. Sincethen the M16-A1 has been the standard longrifle of the American Armed forces.

To simulate the unreliable nature of the M-16 in Vietnam, change the malfunction numberfrom a critical failure to 16. If the solider doesnot clean his weapon, then the number falls to15. By 1967, many of the problems with M-16swere cleared up and the weapons malfunctionnumber becomes a critical failure. After thispoint in a campaign, soldiers are adequatelywarned. If a solider does not keep his weaponclean, the malfunction number becomes a 16.

THE M-16 JAMMING IN VIETNAM

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Players also have to contend with booby traps,land mines, unexploded shells, and bombs. Thesewere the biggest killers of soldiers in Vietnam. Themost harrowing experience involves a mine explo-sion when players are least expecting it. This forcesthe players to deal with the casualty while wonderingif they have blundered into a minefield. Countlesshours of tense roleplaying can pass while playersslowly feel their way out of danger.

Finally, the enemy is waiting for a chance to takeon the Americans. Usually, the Viet Cong and theNorth Vietnamese shot from tree lines or concealedpositions. This makes them hard to spot and whenthe Americans fire back they can vanish back into thelocal terrain. Players should not see the enemy that isshooting at them. Instead they should respond tomuzzle flashes and sounds. This means that playersare automatically at a -3 to hit, in addition to rangeand size penalties. The characters should not know iftheir weapons hit or what kind of damage they did.The GM should keep track of all damage.

All of these factors should combine to make play-ers very glad to be back at Fire Base 23 at theday’s end.

Making the PlayersSweat Whileon Patrol

When the players patrol for the first time, thestepped up rocket attacks create an additional senseof urgency. Both the platoon sergeant and the lieu-tenant are along and the humidity is anuncomfortable 70%.

“Be careful guys,” says Kapecki. “We lost the lastlieutenant in this field,”

Henderson is noticeably uncomfortable and tellsthe men to keep moving.

All eyes of the patrol are on “Fluffy” as he sniffsat the air and cranes his paranormal ears for somekind of clue. The GM rolls the dice and shakes hishead mournfully telling one of the players they havefound something. Out of the corner of their eye, theysee something metallic. If they decide to investigate,they discover the object is a grenade. The entire pla-toon comes to a stop as they decide what to do aboutthe danger.

Both Henderson and Kapecki reach the playersand ask about what is going on. When the players tellthem, Henderson orders another squad to investigate.They cautiously creep up on the object and then oneof the soldiers exclaims.

“Jesus Christ!!! It’s a fragment.”The other soldiers relax and get up off the ground.

A few grim chuckles come from the more seasonedtroops and the lieutenant mops his brow in relief.Kapecki retrieves the suspicious piece of metal andgives it to the players.

“This is a fragment left over from one of Charlie’shomemade grenades,” he says. “It’s harmless. But atleast you are paying attention. I’d rather you FNGsmake rookie mistakes like this than sleepwalking. Itmeans that you don’t want to get killed. That’s a pret-ty good start. Hang on to this . . . it’s a souvenir.”

F U N N Y N E W G U Y S 46

Rain and CombatSoldiers in Vietnam often contended with

heavy rain. Troops conducted patrols in therain, lived in the rain and fought in the rain.Treat fighting in the rain as a general -3 to allvision rolls and a -3 combat modifier. This sim-ulates the visibility problems fighting in therain, and the problem individuals have withdepth perception. In addition, reduce the mal-function number for all weapons by one level.Fighting in the rain and mud takes a greater tollon the human body. Increase the fatigue earnedin combat by one.

A Vietnamese Bunker

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After the lesson, the patrol takes a brief rest andthen heads back to the fire base. When the playersreturn, all they have to show for their efforts isfatigue loss, a few frayed nerves, and a pieceof metal.

A Bad Day on Patrol

After the players return from their first patrol, themood on the base is still tense. The VC or the ammu-nition dump has not been found. Fortunately, neitherthe players nor the rest for the platoon were killed or

wounded. Captain Muncie decides to send twopatrols out a day, one in the morning and another inthe afternoon. Each patrol is about a squad in sizeand continues to look southwest of route 6 to find theenemy ammunition dump or VC camp. The playerswill have another patrol in three days.

What the VC Are Doing

The Viet Cong would like Fire Base 23 to goaway. The U.S. surveillance of the Ho Chi Minh trailhas made smuggling artillery pieces and heavyequipment impossible, curtailing reinforcing thestruggle farther south. An assault on the Plei Me

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Special Forces base would be a disaster, so Fire Base23 is the next target of opportunity.

To accomplish this task, the VC have been smug-gling rockets, RPGs, and mortars within firing dis-tance of the base. Each night, they shell the base hop-ing to draw out the Americans. The tactic has notworked, so they are setting more booby traps andplacing heavier artillery within striking range. Theywant to slowly lay siege to the base until theAmericans blunder into a trap or abandon the loca-tion.

So far only a company of Viet Cong are engagingin this activity, but as more equipment and firepowerarrive, so do more troops.

A MeetingEngagement

The players blunder into a battle with Viet Congengineers and artillerists setting up a Soviet cannon

outside the base. The characters’ patrol will havebeen complicated by rain, which inhibits “Fluffy’s”heightened senses.

The battle will quickly draw the other Viet Congin the area and force the captain to send in anotherplatoon. When everything is over, the Viet Congsneak back across the Cambodian border and thepotential siege of the fire base is stopped.

The FirefightLieutenant Henderson and the first squad go out

on patrol. As new members of the first squad, theplayers are along for the adventure. They slowlymake their way out into the jungle, passing route 6.When they are farther along, anyone with a criticalsuccess on their perception roll will notice footprintsin the mud and tracks that resemble a wagon.Henderson stops the patrol, tells the troops to spreadout, and move forward slowly in a skirmish line.

F U N N Y N E W G U Y S 48

There is no such thing as a typical Viet Congtrooper. However, a GM looking to save timecan use the following template to generate VCtroops for battle. These three “generic” types ofViet Cong encompass most necessary playerencounters.

TroopersThe basic soldiers of the Viet Cong. They

can be hardened guerilla fighters or conscriptsthrown into the fray.

Attributes: ST 10-12, DX 10-13, IQ 10-12, HT11-14.

Advantages: Fit.Disadvantages: Duty: Military Service

(Employer, 14 or less).Skills: Guns: Light Assault Rifle (P/E), First-

Aid (M/E), Survival: Jungle (M/A), Spear:Bayonet on Rifle (P/A).

OfficersThough the leadership of the Viet Cong

ranges from poor to excellent, all officers arecommitted to the expulsion of American forcesfrom Vietnam.

Attributes: ST 11-13, DX 10-13, IQ 10-12, HT11-14.

Advantages: Fit, Charisma +2.

Disadvantages: Duty: Military Service(Employer 14 or less).

Skills: Guns: Light Assault Rifle (P/E), Guns:Pistol (P/E), First-Aid (M/E), Survival:Jungle (M/A), Spear: Bayonet on Rifle(P/A), Tactics (Specialty: Guerrilla) (M/H).

CommissarsAny unit company-size or larger will have a

Commissar. They are the secret police andpolitical education officers of the Viet Cong.They are the ones that make sure each soliderand officer in the field knows and obeys the“party line.” They are highly loyal and fanati-cal about their mission.

Attributes: ST 11-13, DX 10-13, IQ 10-12, HT11-14.

Advantages: Fit, Voice.Disadvantages: Duty: Military Service

(Employer 14 or less), Fanatic: Communist.Skills: Bard (M/A), Guns: Light Assault Rifle

(P/E), Guns: Pistol (P/E), First-Aid (M/E) ,Leadership (M/A), Survival: Jungle (M/A),Spear: Bayonet on Rifle (P/A), Trivia:Communist Dogma (M/A).

TYPICAL VC FORCES

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A few more meters down the trail, the PCs hearshots fired and race to the sound. Another member ofthe squad is blasting away with his M-16 into a groupof shadows farther out in the jungle and red tracerbullets are racing past him. They have found theenemy and the enemy was expecting company.

The players are in a firefight with approximately20 Viet Cong troops armed with rifles, grenades, andmachine guns. As the battle continues, five more VietCong jump into the battle trying to flank the desper-ate players. The lieutenant calls for help from thebase. The captain tells him to hold his position – helpis on its way.

Incoming artillery whistles in over the rain and theexplosions cause the Viet Cong to halt their offen-sive. Henderson orders a grenadier in the squad toshell the area of greatest enemy fire and then laysmoke to obscure their position. The grenade andsmoke just make the Viet Cong more determined asthe fighting picks up in intensity.

Players see their first Viet Cong soldiers up closewhen three of them burst through the smoke. As theplayers try to beat off the attack, the lieutenant useshis pistol to take down some of the Viet Cong. Someof the players’ fellow squad members are woundedand the situation begins to appear very bad.

Dust-Off and RescueAs the players struggle for their lives more gunfire

is heard, but instead of coming from the enemy it israining down from above. Muncie and the entire sec-ond platoon are riding on Persian rugs to save theday. Everyone riding a carpet enjoyed the protectionof the missile shield spell, so they fire away withoutfear of injury as long as they stay on the carpet.

As the carpets circle, laying down a curtain of leadfor the first squad, the Viet Cong begin to break.Seeing the situation turning in his favor, Hendersonshouts, “Follow me!” and begins an advance towardthe enemy. Traveling 20 more yards, the squad dis-covers a Soviet-made howitzer, a few crates ofammunition, plenty of RPGs, and enemy dead.

AftermathOnce the shooting quiets down, Muncie lands his

rug and attempts to survey the situation. The firstsquad, third platoon has killed 12 of the enemy, cap-tured an enemy artillery piece, and stocks of ammu-nition. One solider is killed and three others arewounded, including Henderson with a bullet gash

across his face. The Captain orders the woundedquickly evacuated to the base and other carpets to flylow above the forest and try to find the retreatingViet Cong.

F U N N Y N E W G U Y S 49

Typical Allied GearThe allies in Vietnam had the best equip-

ment money could buy. The allies had so muchequipment that their soldiers often left most ofit at the fire base while on patrol.

Allies usually just took harnesses made ofcanvas and nylon to carry ammunition, equip-ment, and water. Uniforms were olive drab ortiger stripe combat utilities with “boonie hats”which resembled floppy fishing hats that pro-vided protection from the sun. All soldiers inthe field were issued an M-16 rifle, while offi-cers packed the Colt .45 pistol. Troops in a sup-port role were often issued a grenade launcheror machine gun to carry instead of their rifle.

The steel helmet and the flak jacket fell outof vogue among troops in Vietnam. In the hot,humid weather, the flak jacket (p B211) usual-ly gave troops an extra level of encumbranceand increased the effective temperature by anextra 10 degrees. This meant troops, whenpatrolling through the jungle, did not wear flakjackets. Likewise, the steel helmet was hot, andtroops tended to shun its use in the field – butnot with the same frequency as the flak jacket.

Typical VC GearThe Communist Chinese or the Soviet

Union supplied most of the Viet Cong’s gear.Anything else was scavenged from the battle-field or stolen from the enemy. A typical VietCong trooper wore black “pajamas,” whichwere comfortable in the jungle and providedprotection from the elements. Instead of har-nesses to carry equipment, the Viet Cong reliedon bandoleers to transport ammunition andfood.

Troops carried the AK-47 assault rifle.Officers used the tokarev pistol. Poorlyequipped units would often have leftoverFrench assault weapons and equipment. AllViet Cong carried rice and water to consumewhile on the trail. For longer patrols, the troopsrelied on canvas backpacks to transport per-sonal effects, clothing, and bedrolls.

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Henderson is suffering from a bad case of post-combat shakes and has vomited on himself. TheCaptain orders him back to the base for medical careand turns to the players.

“Well men,” he says, “Looks like you foundthe enemy.”

“Yes sir,” says the squad sergeant covered in mudand leaves.

“I’m sure your buddies back at the base will beglad to know they will sleep better tonight. Goodwork. Now take a rest and let second platoon finishthe job.”

Once the wounded are evacuated, the players flyby rug back to the fire base. They learn about the fateof their wounded squad members and describe theirexperiences to the others. They should be dirty,exhausted, and glad to be alive. Too bad they have 50more weeks before they get a chance to return home.They are no longer Funny New Guys, now they arebloodied troops of the "Fighting Foxes.”

F U N N Y N E W G U Y S 50

Bibliography

Post-Combat IssuesIn the aftermath of the battle, several

things will happen. All the soldierswounded will receive the Purple Heart. APurple Heart grants a +1 reaction bonusfrom other troops. The cost of this advan-tage can be paid for by experience, or adisadvantage related to the injury. A chop-per flies the seriously wounded back to thePleiku air base for further treatment. Thedead are sent to Saigon for preparation andthe trip back home.

Henderson will receive the Bronze Starfor his actions in the Jungle and the squadleader will receive a commendationmedal. The players will have to pack thegear of the troops sent home by injury ordeath. The players will also have to copewith the missing members of the squad.They are no longer Funny New Guysbecause they have combat experience.Now they will have to help the next batchof soldiers as they journey to Fire Base 23and become replacement troops in the“Fighting Foxes.”

Many books, movies, and television shows canprovide inspiration for GMs and players who want tosimulate the Vietnam experience:

BooksDunstan, Simon. Vietnam Choppers: Helicopters in

Battle 1950 – 1975 (Osprey Publishing, 2003). A greatsource of background material with everything youever wanted to know about helicopters. People lookingfor real world performance characteristics for GURPSVehicles will like this volume. Also included are storiesabout the personalities who flew in Vietnam.

Karnow, Stanley. Vietnam: A History, (Penguin,1984). With a clear and objective eye, Karnow tracesthe roots of the conflict in Vietnam back to the middleages. He illustrates both the successes and the failuresof the American war effort and provides detailedaccounts of what leaders in Washington and Hanoiattempted to accomplish. Required reading for anyonethat wants to know more about this period of history.

Moore, Harold G., and Joseph L. Galloway. WeWere Soliders Once . . . and Young, (Random House,1992). Galloway and Moore recall the first majorclash between American Air Cavalry and the NorthVietnamese Army in 1965. With keen attention todetail and harrowing examples, the authors give thereader a “you were there” experience.

Parish, John A. Twelve, Twenty and Five, (BantamBooks Inc., 1989). A lesser-known memoir about thewar from the perspective of a doctor drafted into theArmy to become a combat surgeon. Parish describeshis training, life on a medical fire base, and interac-tions with the local villagers. He writes candidlyabout the stresses combat doctors face and the sol-diers they care for.

MoviesApocalypse Now, D: Francis Ford Coppola,

(1979). Required viewing for anyone running a darkcampaign. The movie follows Martin Sheen as he

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F U N N Y N E W G U Y S 51

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travels up a river to find and kill a renegade SpecialForces Colonel (Marlon Brando). Along the way,Sheen’s character encounters everything wrong andperverse about the war in Vietnam from widespreaddrug use to the indiscriminate killing of civilians.

The Boys in Company C, D: Sidney J. Furie(1978). While many people wanted to forget the warin Vietnam, this film was an unpleasant reminderabout what it was like to get drafted and sent to fight.The film follows one draftee from Marine Corpsbasic training at Paris Island to the jungles. Along theway we learn about the marines’ relationships witheach other and the South Vietnamese.

Hamburger Hill, D: John Irvin, (1987). The filmcovers the capture of Ap Bia Mountain. The film isviolent and unforgiving in its depiction of the battleand its impact on the 101st Airborne Division. Thestory also highlights the racial conflicts between thesoldiers, the influence of the anti-war movement ontroops, and the tactical errors made by commanders.

Platoon, D: Oliver Stone, (1986). Those lookingfor a more realistic portrayal of the fighting in Vietnamshould watch this Oscar-winner about a soliderattempting to survive near the Cambodian border. Thedepictions of the more mundane aspects of being a

grunt and the detailed relationships of the sergeantswho run the platoon make this a great movie.

TelevisionChina Beach, ABC (1988 to 1991). Starring Dana

Delany, the series depicts life at a military hospital inVietnam. Focusing on the lives of the nurses, RedCross volunteers, and other woman around the base,the series attempted to be both realistic and a nighttime soap opera. The results are mixed, but Delany’sportrayal as an army nurse should be used as anarchetype in any campaign.

Tour of Duty, CBS (1987 to 1990). Following oneunit of soldiers from 1967 to 1970, the series touch-es many themes and events of the war. Unfortunately,the series tended to gloss over many complicatedissues faced by the soldiers because they could not beaccurately depicted on television.

GamesRecon and Advanced Recon (1982, 1983, 1986).

First published by Role Playing Games, Inc. and thenPalladium Books, Recon offered a fictionalizedaccount of the fighting in Indo-China. Each bookbrims with detail and numerous adventure ideas.