"FULL
METAL JACKET POTATO"
Rules For Small Unit Actions In Vietnam
(1963-75)
(C)PRM 18/08/1998
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(1.0) INTRODUCTION:-
These rules are
intended for use with 54mm/ 1-35th scale figures at a 1:1 ratio (with a
variable ground scale approx. = fig. scale). The key factor is the player's CE
(=combat efficiency, i.e. how good and WILLING they are to do their job - even
so-called veterans get tired/scared, especially near their 365th
day.........).
(2.0) COMMAND & CONTROL:-
Each player
character (PC) is allocated card IDs at the start = their CE rating. Suggested
CE ratings are 1 (poor) through 6 (elite). It is when these cards appear (in a
random sequence) that the players dictate their actions (no need to write
orders). They also receive a number (1+1average dice?) of 'firing burst' counters to
denote use of ammo; each firing attempt uses 1x 'burst' counter.
EXAMPLE: a figure with a CE of 5 is dealt/allocated card IDs :-
5[Diamonds],
J[Clubs], 3[Hearts], 8[Hearts], and 9[Spades].
This means that whenever these particular cards appear, that PC (and/or any NPCs under his command) may
perform one action. If other PC's have the same card, the one with the highest
CE has the option of going first (if CE equal, dice for it).
(3.0) TURN SEQUENCE:-
Each turn, the
'action' pack/sub-set is shuffled and set face-down. The top card is then
turned-over and any/all figures with this as one of their ID cards may now do
'something' (move, take aim, fire etc); highest CE always goes first, roll 1d6
in the event of a tie. At the end of a turn, all PCs are dealt new cards up to
their CE.
(4.0)ACTIONS:-
All actions cost 1x
card. Sometimes the VALUE of the card is important (affects the %chance of
success), but at other times it is a 'token' of effort/time spent doing
something (such as 'aiming').
-
MOVE: 'normal advance': card
value x1 paces; minimum value = CE
'double
time': minimum value = 2x CE; take 1x 'puffed' marker
(NOTE:
'doubling' is not just about distance covered; it's also harder to be hit.......)
- Rest: (removes 2x 'puffed' markers);
- Issue order to NPC(s); see {4.1}, below
- Change weapon: (swap current weapon/selection)
- Remove/insert ammo/stoppage: (1x mag or 1x round, as app.);
belt-fed MG's require a roll of 1d6
less/equal
to CE level to reload - may take some time! Roll for 'bursts' when reloaded.
- Give 1st aid: (see section 7.0)
- Change position: (swap wpns or climb low wall, open a door, leave
APC etc)
- Aim weapon: One 'aiming' marker per phase aimed (up to CE level);
NOT AT ALL if any 'puffed'
markers
present, or figure moved/forced to 'duck' etc.
- Fire one 'burst'; use 1x card as basic %hit chance.
- (4.1) NPC ORDERS are issued by playing 1x (or more) card(s) per
NPC, then rolling 1d10 LESS THAN the total value of cards laid for each NPC
(JQK=10, i.e. almost automatic.......).
(5.0) FIRING:-
PCs wishing to fire
must have 1x 'burst counter' remaining (=ammo) and at least one 'action' card
left to play. The basic % chance to hit
= <total card values> x CE. If using 'normal' (unaimed) fire, players
may only use one card. If AIMING, add 1 to CE per 'aim point'. If attempting to
engage multiple targets, players should nominate the targets & allocate
cards accordingly (cannot 'split' values)................
# AREA FIRE: against
unseen enemy (at window etc.) - total all %, then divide by 10
# If the FIRER is
under fire
-
DEDUCT (1average dice x10%)
# If the FIRER is
'puffed'
-
DEDUCT (10% per 'puffed' marker)
# If the FIRER or
TARGET has moved this turn -
DEDUCT (1average dice x10%)
# If the TARGET
disappeared during the phase -
DEDUCT (% of move when hidden)
# To SWITCH to
another target
-
REDUCE HIT% by (10% per 10M)
# COVER: soft =
target CE; hard = (1 or 2average dice) + target
CE; deduct <score> x10%
(CE
reflects better USE of available cover, based on experience)
# Adjust by random
amount
-
(+/- difference of 2average dice x10%)
# Finally, check for
effect of RANGE BANDS; different WEAPON MODIFIERS
- (5.1) WEAPON TABLE RANGE / EFFECT (in brackets)
Close Medium
Long
M16, AK47, FN-FAL etc. 0-25 (x2) 25-100 100+ (x0.5)
LMG (M60 etc.)
0-50 (x2) 50-100 (x3) 100+ -1x
if from hip
Older Rifles (M1, SKS etc.) 0-10 10-25 25+ (x0.5)
SMG (M3, Thompson) 0-10 (x2) 10-25 25-50 (x0.5)/L
Pistol
0-10 10-25 (-2)/L 25-50 (-1average dice
x10)/L
Shotgun : combat/pump-action 0-25 (x2) 25-50 50-100 (x0.5)/L
- (5.2) CALCULATING HITS:
When a final %
number is reached, round-off to nearest 10%. Now roll 1d10 LESS THAN
/EQUAL to this figure to 'hit' once; if
successful, DEDUCT this score from the %chance and roll again against the new
figure. Keep doing this until the total rolled exceeds the remaining %chance
(remember to deduct for switching targets).
EXAMPLE: A
total score of 85% becomes 8 'hit points'. The player rolls 1d10 and scores 3 -
one hit, with
(8-3
= 5) points still remaining. Player rolls again, getting 1 - another hit, (5-1
= 4) points still
left.
He now decides to switch targets (having previously announced a 'sweep') to
another
figure 20M away. After deducting
1HPt per 10M, there are (4-2 = 2) hit points left; a roll of 7
= a miss and
(2-7 = 0) points left.
- (5.3) EFFECT OF HITS:
To
represent the effects of 'suppressive' fire, some hits may remove cards from a
players' 'hand', either temporarily or permanently reducing their ability to
act. When their CE level reaches zero, then they are effectively out of the
game (although the figure stays on, just in case a rescue attempt is
made.......)
# Low Velocity: For each 'LV' hit
on a PC figure, draw 1x card - if Greater than/Equal to
current
CE,
lose 1x CE (permanently). Adjust for
flak-jackets etc.
# High Velocity: For each 'HV' hit, PERMANENTLY
reduce the PC's CE level by (1average dice).
- (5.4) SPECIAL WEAPONS:
#BLAST EFFECT: Each fig. in radius/arc
draws (n)cards; reduce CE as above. DEDUCT from no. of cards to draw if prone, using cover, flak-jackets etc. as
appropriate.
Hand
grenades
(Radius =
2average dice"); all draw 1average dice cards
Artillery,
mortars, mines
(Radius = ??); all
draw 2average dice
RPGs,
Claymore mines (Arc = 90 ); all draw (2average dice -
range)
'Shotgun Round': (M79/M203) (Spread
= 20% range); all draw 2average dice -4(10-25), -6(25-50)
#BOOBY TRAPS: (Rad.?); draw 1d6-1; N.B. Some traps (punji stakes etc.) may only
cause 1x hit
#THROWN (object): If (card+CE) is Greater
than/Equal to (target CE+range)+/-(random), hits =
difference (max. 1
target figure!). Calculate results as per 'Blast Effect'.
(6.0) MORALE:-
There is no separate
'morale' test required, as the PC's are all 'committed' to the fight - it's just
that they get tired/scared from time to time, which is reflected by the number
of cards held (= activity level).
(7.0) MEDIC!
It may be possible
to 'salvage' certain PC's who have lost all their CE by prompt medical action
or 1st aid (even seriously wounded men can be helped/stabilised). For each PC
with CE = zero, calculate their 'bleeding time' (BT%) = 2average dice. At the start of each turn, each PC with
CE=0:-
# NO MEDIC: PC/umpire draws 1x card; if RED, deduct (1) from BT% (2 for 'face' card J/Q/K). If BT% = 0, the
PC is assumed to have bled to death or succombed in some way to their wounds.
# WITH A MEDIC: the 'medic-ing' player draws 1x card and, if BLACK,
adds (1) to BT% (2 for J/Q/K). N.B. If the BT% exceeds the
wounded PC's original CE, the figure is saved and becomes 'active' once more, BUT their CE level can only ever be 1.
# UNLUCKY: Any draw of the dreaded 'Ace
of spades' is always an immediate KIA!!
# Any PC 'saving' another in this
way can add (1) to their own CE - so much for altruism!
(8.0) CQB (CLOSE-QUARTER
BATTLE):-
Each player rolls (1average dice)+ current CE; add 2 for
pistol, reach etc. Check also for surprise, position.........
Highest takes 1x
'puffed' marker (for effort); Lowest takes PM = diff., AND loses 1x CE; if PM exceeds current
CE, figure is assumed to be KO'd.
SURPRISE: use 1x
card; roll 1d10 greater than face value to succeed (in which case target
immediately takes 1+1average dice PM's (allows guards to be taken roughly from behind -
if you see what I mean.....). Must be capable of surprising the target (i.e.
sudden appearance, from the rear/above etc.)
(9.0) RANDOM EVENTS:-??????
Generate 1x random
event if 'joker' dealt: SNIPER, CIVILLIAN,
INCOMING, RADIO MSG etc.etc.