Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts

Saturday, September 18, 2021

Raiders of the Lost Artifacts: Explorer

Explorers are men and women who travel to distant lands to find new cultures, animals, and treasures. Some do it for science, others do it for fortune and glory. This class differs from the Treasure Hunter being more robust and focused on outdoor exploration as opposed to specialized tomb/ruin raiding.

This class can represent explorers, hunters, scouts, and any other outdoor orientated character concept.

Military, aristocracy, and science are excellent backgrounds for the Explorer.

Explorer
XP, HD, BHB, and Luck as Mercenary.

Explorers can use any weapon or armor.

Climbing
As a Treasure Hunter. Explorers are experienced at moving over rough terrain and climbing through hills, mountains, and ruins. 

Hunter
Using a ranged weapon an Explorer can aim for one full round, taking no other actions, and receive a +2 to the attack. This increases to +3 at 5th level and +4 at 10th level.

Languages
As a Treasure Hunter. Useful to the Explorer as he encounters new people and lands. 

Stealth
As a Treasure Hunter. Explorers are experienced at stalking game.

Survival
The Explorer is experienced at finding food, water, and shelter in the wild. This also allows for navigation and tracking with difficulties set by the Referee. This ability is based on Intelligence.

Optional Skills
Less combat orientated and more versatile than Mercenaries. If the optional skills system is used they are treated as a Treasure Hunter.



Friday, September 17, 2021

Raiders of the Lost Artifacts: Sailor

 Professional seamen such as Captains, experienced deckhands and fishermen, etc. The high end of men sailing the seas. Military, Aristocracy, and Science are appropriate backgrounds.  This class will also benefit from multiclassing with others for a well-rounded adventurer.

Sailor
XP, HD, BHB, and Luck as Mercenary.

Sailors can use any weapon or armor, but cannot always swim with it.

Climbing
As a Treasure Hunter. Sailors often have to clamber all over ships be they sail, steam, or diesel.

Gambling
Sailors are notorious gamblers. Ship life is routinely boring and the cards and dice add a bit of spice as well as causing the occasional assault. The Sailor enters into an opposed roll against other gamblers, high roll wins, and gets to add an additional cumulative +1 bonus to this opposed roll at levels 1, 4, 7, and 10. Roll the bones!


Salty
+1 to attack unarmed and melee attacks.

Seamanship
When controlling or working a sea vessel a Sailor receives a +1 bonus to Sailing rolls at levels 1,3,6,9, and 10. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level, Dexterity, and the Seamanship Bonus to the roll.

This ability also includes the art of navigating or finding ones position using Intelligence instead of Dexterity. Bonuses may be given for good charts, maps, etc.

Swimming
Sailors are skilled at swimming, holding their breath underwater up to a full minute, etc. This ability is based on a Constitution Luck roll. 

Optional Skills
If the optional skills system is used the Sailor is treated as a Mercenary.





Raiders of the Lost Artifacts: Heavy

Edit: Changed class name from Thug to Heavy. Thug was just too generic and boring.

Heavies have a taste and talent for violence and hard living. They are gangsters, leg-breakers, or other tough guys who makes their living with fists and guts. Any background will work depending on how the character came to be in their current state. I would also allow a new background, Crime. It works as Law does but in dealing with criminals and the underworld.

Heavies in a group of adventurers can be former criminals, tough as nails street toughs, and others with less than sterling pasts. 

Heavy
XP, HD, BHB, and Luck as Mercenary
Heavies can use any weapon or armor.

Backstab
Heavies are experienced at knocking a guy over the head from behind or stabbing  him in the back. When catching a target unaware from behind the Heavy receives +4 bonus to attack and does double damage.

Brawler
+1 to hit on melee and unarmed attacks. Crime is a rough business for the Heavy and he has to know how to lay down a beating now and again.

Gambling
The Heavy often supplements his income with a bit of cards and dice or a day at the races. The gambler enters into an opposed roll against other bettors, high roll wins, and a gambler gets to add an additional cumulative +1 bonus to this opposed roll at levels 1, 4, 7, and 10. Good luck!

Pick Pockets
A Heavy has to supplement his income at times by lifting a wallet or snatching an item.
The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Dexterity Bonus to the roll.

Sneak
As the Treasure Hunter. Heavies are at home skulking in the shadows and ambushing the unwary.

Optional Skills
If the optional skills system is used the Heavy is treated as the Mercenary.



Raiders of the Lost Artifacts: Spy

 In the years leading up to WW2 espionage activity escalated. The Spy class specializes in infiltration, information gathering, and even assassination. It would be interesting for a character to work as an agent keeping track of the other players and any interesting artifacts or locations they find. "Legit" spy-work would be very appropriate with the Military or Government background although any background would work with the right backstory.

Another possibility for this class is of a criminal or reformed criminal such as thieves or cat burglars or even bounty hunters. In this case I would also allow a new background, Crime. It works as Law does but in dealing with criminals and the underworld.

Spy
XP, HD, BHB, and Luck as Treasure Hunter.
Spies can use any weapon or armor.

Backstab
If a Spy can get behind an enemy without being detected he can attack the unaware target receiving a +4 to hit bonus and doing double damage. This attack applies to melee and unarmed attacks only. The target must also have a back and vulnerable points to attack, for example a blob monster would not be able to be backstabbed.

Fast Talk
Through deceit, persuasion, seduction, or other tactics a Spy is often capable of manipulating a person to get what he wants. If the Referee decides that the target is capable of  being manipulated the target must make a an opposed Wisdom Luck roll vs the Spy's Charisma Luck roll. If failed the target has been manipulated by the Spy. The degree to which the target complies is determined by the Referee.

Hear Noise
A useful ability allowing the Spy to detect noise or eavesdrop conversation in crowded rooms or behind locked doors and walls. Attempts to use this ability takes a  full round and no other actions can be performed as the Spy focus on listening.

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Wisdom Bonus to the roll.

Hide
As a Treasure Hunter. An essential skill for infiltrating and observation.

Languages
As a Treasure Hunter. The Spy often needs to learn multiple languages to apply his craft.

Open Locks
As a Treasure Hunter. Another essential skill in infiltration and information gathering.

Stealth
As a Treasure Hunter. Spies sneak around and can use this ability to deliver a Backstab.

Optional Skills
If the optional skills system is used the Spy is treated as a Treasure Hunter.



Tuesday, September 14, 2021

Raiders of the Lost Artifacts: Pilot/Driver

Pilots and Drivers specialize in vehicle control and combat. This class represents fighter pilots, smugglers, professional drivers, bootleggers, etc. They are best in their vehicle but are capable adventurers outside of their machines.

All Backgrounds work well with Pilot/Driver and the Military, Government, and Show Business Backgrounds should work particularly well with this class.

Pilot/Driver
XP, HD, BHB, and Luck as Mercenary.
Pilots/Drivers can use any weapon or armor.

This character can use his abilities while flying or driving thus the combination designation Pilot/Driver.

Ace
The Pilot/Driver is incredibly skilled at controlling his vehicle as compared to the average vehicle operator. He receives a +1 bonus to Pilot/Drive rolls at levels 1,3,6,9, and 10. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level, Dexterity, and the Ace Bonus to the roll.

This ability also includes the art of navigating or finding ones position using Intelligence instead of Dexterity. Bonuses may be given for good charts, maps, etc.

A Pilot/Driver  also adds his Ace bonus to the vehicle's AC when at the controls.

Daring
Steely nerves are essential when behind the wheel of a ton of screaming motor and steel chassis hurtling along at high speeds. It's even worse with bullets flying at you and God knows what else during a Pulp adventure. The Pilot/Driver receives a +2 bonus to Luck saves involving fear or stress.

Grease Monkey
Pilots/Drivers are often called upon to make field repairs on their damaged vehicle. To fix it they must have the parts, take the time set by the DM, and make a successful d20 skill roll adding Level and Intelligence Bonus to the roll.

Quick Reflexes
The Pilot/Driver gains a +1 bonus to initiative. In Group initiative this does not stack, only one bonus is gained per side.

Steady Hands
The natural skill or experience of a Pilot/Driver gives him a +1 to attacks with vehicle weapons at 1st level, +2 at 5th level, and +3 at 10th level.  

Optional Skills
If the optional skills system is used the Pilot/Driver is treated as a Mercenary.






Monday, September 13, 2021

Raiders of the Lost Artifacts: Investigator

Those who use their wits and skills to gather information and solve mysteries for a living. Examples of the Investigator include detectives, insurance investigators, reporters, etc. 

The Law and Journalism Backgrounds should work particularly well with this class.

Investigator
XP, HD, BHB, and Luck as Treasure Hunter

Investigators can use any weapon or armor.

Assess
The Investigator can use this ability to observe a person for a single round and then make a conclusion as to that persons age, character level, nationality, recent activities, etc based on the Investigator's experience and training. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Intelligence Bonus to the roll.

Contacts
With a successful Charisma Luck roll the Investigator may ask one favor of a contact such as a coroner to view a body, a lawman to talk to a prisoner, etc. The favor will be things not generally available to the average citizen. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Investigator is difficult or unpleasant. 

He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels. 

Deduction
After reviewing clues, interviewing witnesses, visiting crime scenes, etc the Investigator can make an Intelligence Luck roll.

If successful the Investigator may ask the DM a single yes or no question which the DM must answer honestly. The Investigator can do this once per adventure at 1st level and can ask more one more question at levels 5 and10.

Observation
The Investigator has a keen eye for spotting small details. When actively looking for clues or difficult to spot items such as a torn piece of matchbook, bloodstains, footprints, hidden doors, etc. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Intelligence Bonus to the roll.

Open Locks 
Investigators are often called upon to enter places they are not wanted. 

They can pick locks and otherwise get past mechanical barriers. For most locks this is automatic. Particularly challenging locks such as a safe will require a difficulty number to overcome based on the optional Skill rules in Appendix Four. Roll d20 add Level and Dexterity Bonus to the roll.

Snoop
Investigators are fantastic at listening and picking up bits of conversation and other useful sound bits. By taking a full round and performing no other actions they can attempt to focus on snippets of conversations in a crowd, listen through doors, and hear other faint noises. 

The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level and Wisdom Bonus to the roll.

Optional Skills
If the optional skills system is used the Investigator is treated as a Treasure Hunter.



Sunday, September 12, 2021

Raiders of the Lost Artifacts: Martial Artist

 I have become enamored with Night Owl Workshop games. Especially Raiders of the Lost Artifacts. I have decided to rework some of my own pulp classes to fit with Raiders for a few more options. First up is the Martial Artist.

There are brawlers and then there are those who are on the next level in unarmed combat. Mercenaries are more likely to be better trained at ranged combat and can utilize heavier armor as well as having their role in coordinating bonuses to their allies. Martial Artists are hyper-focused on hand-to-hand fighting and are less skilled at unit tactics.

Examples of such characters would be:
Sailor Steve Costigan
Doc Savage (multiclass with Scientist)
Batman (multiclass with Scientist)
Shang Chi (70's and early 90's Master Kung Fu comics especially)
Judomaster
 

Martial Artist
XP, HD, BHB, and Luck as Mercenary

The Martial Artist choices in armor are limited to leather jacket and long leather coat. Any other armor hampers the Martial Artist and he cannot use his class abilities effectively. 

Unarmed Combat (Karate, Kung Fu, Boxing, Savate, etc)
The Martial Artist hits harder and more often with his natural weapons and is more difficult to hit in unarmed and melee combat due to his training or natural talents.

He gains a +1 to hit with Unarmed Attacks and an armor class bonus while engaged in unarmed and melee combat.

Combo
The Martial Artist can attack with two unarmed attacks per round with a penalty of -2 to hit with each attack. This ability can only be used with unarmed attacks. It cannot be mixed with a melee or ranged attack. Use normal two-weapon rules for those situations.

KO 
The Martial Artist can fire off a powerful kick, chop, uppercut, etc to do extra damage in unarmed combat. The attack is made at a -2 penalty to hit. If successful the damage is doubled. 

This ability can be used once per day at 2nd level, twice per day at 5th level, and three times per day at 7th level.

Second Wind
If the Martial Artist takes a full round to rest he can regain 1d4 hit points. He must do no other action in this round but rest. He cannot defend himself, move, etc. He receives no Dex or Martial Arts bonus. He can still receive a bonus from armor worn and from cover.  

This ability can be used once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level.

Optional Skills
If the optional skills system is used the Martial Artist is treated as the Mercenary.





Wednesday, March 20, 2019

Operation White Box vs DC: Sgt ROCK and Easy Co.

Sgt. Rock and the Combat Happy Joes of Easy Company
The most famous group of characters in the DC War Comics line. Sgt. Rock is the iconic soldier of WWII. He and Easy can make an appearance in Operation White Box games, heck, your guys might even join Easy for a few special missions.
Here they are......

Sgt. Franklin "Frank" John Rock
US Army
Grunt: 5
ARMOR CLASS:  17 (Special forces, Uncanny toughness, Dex bonus, BDU's)
HIT POINTS:  33 (6d6+1 Con bonus)
TOTAL HIT BONUS: +6
ATTACKS: weapons or unarmed
SAVING THROW: 10 (+2 bonus vs explosions and suppressive fire)
MOVEMENT: 12
Str: 16
Dex: 15
Con: 18
Int: 15
Wis:17
Chs: 16
Special Abilities:
Combat Machine: Against foes of 1HD or less Rock gets 5 free extra attack per round. This can only be used against the 1HD or less foes.
Uncanny Toughness: Rock gains a +3 bonus to his AC.
Saving Throw Bonus: Rock gains a +2 bonus to Saving Throws versus explosions and suppressive fire.
Camaraderie: Rock gains a +1 bonus to Hit when fighting along side members of Easy Company. Once per round he may use his body to shield one of them and absorb up to half of the damage done to that soldier in that round.
Equipment:
BDU, boots, helmet, dogtags, shit ton of ammo.
2 belts of Heavy Machinegun ammo.
SMG (1d6, 75')
Larger Handgun (1d6, 75')
Knife (1d6 -2 +1)
Grenades (2d6+2)

Note:
As Rock is a special character I built him with the Grunt class as a PC. The other members of Easy are built as NPC's with a few special abilities to each character to represent their particular specialties and traits.


Easy Company
Rock's companions and brothers in arms. He was their leader through Hell and back, they fought and bled together and many died. They were in the theatres of North Africa, Sicily, Italy, France, and likely the Pacific. Any man in Easy would do anything Rock asked of them up to and including disobeying stupid or incompetent orders from higher up the chain of command.

Sgt. Rock has confirmed that he gave nicknames to Easy Company men because during battle, they would be required to do things their civilian identities might not be able to live with; once the war was over, the nicknames could be left behind once the soldiers resumed their civilian lives. This accounts for the proliferation of unusual character names in Easy Company over the years. Some went by their given names despite this consideration.

Easy is dedicated to the 2nd Battalion of the 141st infantry.
The men of Easy were nick-named "The Combat Happy Joes."

Easy Company Soldier
ARMOR CLASS:  13 (Special forces, BDU's)
HIT DICE: 2d6 (10 hit points)
TOTAL HIT BONUS: +2
ATTACKS: weapons or unarmed
SAVING THROW: 14 (+2 bonus vs explosions and suppressive fire)
MOVEMENT: 12
Equipment:
BDU, boots, helmet, dogtags, shit ton of ammo.
M1 Garand Large Rifle (1d6+1, 150')
Knife (1d6-2)
Grenades (2d6+2)


Members of Easy are survivors of some of the toughest battles in the war. Easy is one of the finest and capable units to serve. This experience and knowledge accounts for their Special Forces AC bonus and higher HD and associated abilities over the average soldier.

A number of the men survived to form the trusted core of Easy Company soldiers. This was the group most seen in the comics and they each had a specialty or special quality to their character to differentiate them from other soldiers serving in Easy.
They included:

Zack Nolan
Corporal, Second in command. Black haired and ragged. Nolan is fearless in combat with is bazooka. He is haunted by the loss of his father in WWI.
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged +6 bazooka
Saving Throw: 13
Special: +2 to hit with a bazooka, +4 total to Saving throws vs explosions
RPG Medium (8d6 vs tank/structures, as grenade vs characters)

Bulldozer 
Corporal Horace Canfield. Huge, built like a bull, blonde, and strong. Lugs around a medium (.30) machinegun.
HD: 3d6 (18 hp)
Total Hit Bonus: +4 melee, +3 ranged
Saving Throw: 13
Special: +1 Str and Con bonuses, incredibly strong, can hip-fire up to a medium machinegun alone.
Medium Machinegun (1d6+2, 150')

Little Sure Shot
Corporal Louis Kiyahani. Apache and excellent pointman and sniper. Sharp-eyed and has a habit of wearing feathers on his helmet.
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged
Saving Throw: 13
Special: 1-3 on 1d6 to avoid and Ambush, adept at wilderness survival and tracking (base roll of 1-7 on 1d10)

Jackie Johnson
Private. Tall and muscled African American, former heavy weight boxing champ. Skilled combatant and outstanding soldier.
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +4 melee, +3 ranged, +6 melee
Saving Throw: 13
Special: +1 Str and Con bonuses, +2 to hit and damage with fists

Wildman
Corporal Harold Shapiro. Tall, red bearded rifleman and an English teacher from Colorado. Known for going almost recklessly beserk in combat.
AC: 14/12
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged
Saving Throw: 13
Special: +1 Dex bonus, can attack twice per round in combat but AC drops to 12 in the round doing so

Ice Cream Soldier  
Private Phillip Mason. Young and freckle-faced. Cool as ice in combat, thus his nick-name
AC: 14
HD: 3d6 (15 hp)
Total Hit Bonus: +3 melee, +4 ranged
Saving Throw: 13
Special: +2 to Saving throws vs fear effects, +4 total vs suppressive fire and allows him to avoid all suppressive fire damage (even without cover)

4-Eyes
Private. Name unknown. Perfectly average looking except for his thick glasses. Blind as a bat without the them. With them he is the best shot of the riflemen.
AC: 14
HD: 3d6 (12 hp)
Total Hit Bonus: +3 melee, +4 ranged, +6 rifles
Saving Throw: 13
Special:   +1 Int bonus, +2 to hit and damage with rifles when wearing his glasses, -4 to all attacks without them


Many members came and went throughout the decades of printed Sgt Rock adventures.
Some were 'star' characters, most were minor. Here is a list of known survivors, deceased, wounded, and missing as of 1944.


Friday, February 8, 2019

OSR In Country.... Vietnam


I am forty-six as of this writing. I will always have a strong interest in the Vietnam War.
It was my uncle's war, it was my friends dad's war. It ended almost three years after I was born but we grew up in the shadow of it. Slowly at first, few people cared to talk about it in the seventies, especially to kids. You got a sense or shame, of regret, or other signs of pain. It seemed like people wanted to forget. We weren't taught about it in school. I saw John Wayne's film the Green Berets but it felt off, not quite right. Gradually, especially during the early eighties, we learned more about it thanks to pop culture interest: First Blood (Rambo), the Chuck Norris Missing in Action movies, Platoon, Hamburger Hill, Full Metal Jacket, etc. Then TV shows such as China Beach and Tour of Duty. And comic books, most notably Marvel's classic The 'Nam. We were finally allowed to learn about it. And it is fascinating. As with generations of veterans and civilians of other wars we got our tales of men who only wanted to survive to get home from that terrible time that people didn't want to talk about for years. They have joined the ranks of heroes bestowed to our Grandfathers and Great-grandfathers from Korea and the World Wars.
It may seem strange to younger kids now, but that's how it was.

We have naturally turned to gaming as we do everything. I think a lot of us as DM's try to express our 'artistic side' by running games, creating and re-creating worlds and time periods. My uncles were Vietnam vets (now dead) and I took care of dozens of veterans from Vietnam to as far back as one WWI soldier. This one is a lot more personal and I mean no insult to anyone on ANY side of the war. This is written from the American viewpoint. As with any war we don't want to denigrate the horror that is actual war and not play war. Due to the nature of this one I find it a bit..... unnerving? I'm not sure of how to describe it. It's a feeling of not wanting to somehow 'fail' to show the horrors and 'cheapen' it. It's hard to articulate this feeling other than I hope we are not insulting their memories by turning the war into a game play. I don't feel this way about other wars only Vietnam. Personal hangup? The muddled nature of the war?

On to gaming.
Get a copy of Recon (Advanced or Deluxe Revised.) It was a big influence on this. It was the first Vietnam dedicated RPG I ever owned and it is still amazing. I love that game and it has a number of excellent charts for almost everything: encounters, villages, traps, ert as well as a simple vehicle system that can be used if you simply figure out cover bonuses. All good stuff and cheap on pdf and otherwise.

There is an amazing amount of info on the War and that time in history.
For our purposes the the most useful would be info on the war itself:

  • Maps of the War
  • Basic History of the War
  • Military info on American/Allied and NVA/VC armed forces.
  • Campaigns and major battles (several wargame sites actually have good info, maps, and troop movements for these to recreate and use for your games.)

We are using my Survival Horror OSR for quick character building and a wider spread of skills/abilities. Combat is still standard Classic D&D few few modifications.

I have run several adventures with this ruleset over the years: mostly action (John Wayne's Green Berets again) or weird war/horror. As with other Classic D&D and OSR rulesets it runs quickly and fairly smoothly. We had a good time. The nature of lower hit point characters lends itself well to infantry combat.

I also have actual character classes which I'll post later for whose who want even more classic character class versions for the system.

Vietnam Military Packages
Built for 2 hd characters with 12 points for abilities/skills.
All except medic and special forces have spare points to spend. Feel free to arrange any points to lower or raise certain skills for individuals.






American/Allies Arsenal

Rifles
M-16A1 5.56mm, Semi/auto
2d6/150'/20 or 30 magazine
Feed reliability was an issue with these magazines. A fully loaded 20 round magazine jams on a natural 1 or 2 roll. Loading only 18 rounds drops it back to 1.
 It takes 1d6 rounds to clear the jam.

30 round magazines were introduced in 1967 with special forces, became more common by 1971.
The 30 round magazine has the same issues with reliability unless 28 or less rounds are loaded.

XM-177E2 "Colt Commando", 5.56mm, Semi/auto
2d6/100'/20 or 30 magazine
This weapon has the same magazine loading issues as the M16.

M-2 Carbine .30, Semi/auto
1d10/80’ /15 or 30 magazine

M-14 Rifle 7.62mm, Semiautomatic
2d8/200’/ 20 magazine


XM21 Army Sniper Rifle, Semiautomatic
A modified M-14. 
2d8/200’/ 5 internal magazine
Telescopic Sight:  +4 bonus to attacks when aiming (stacks with the aim maneuver.)


M40 7.62 USMC Sniper Rifle, Bolt action
2d8/200’/ 20 magazine
Telescopic Sight: +4 bonus to attacks when aiming (stacks with the aim maneuver.)

Handguns
High Standard Victor .22, Semiautomatic
1d4 /20’ /10 magazine

Smith & Wesson .38, Revolver
1d6 /25’ /6 cylinder

Browning Hi Power 9mm, Semiautomatic
1d6 /25’ /15 magazine

M1917 .45, Revolver
1d8 /30’ /6 cylinder

Colt 1911.45, Semiautomatic
1d8 /30’ /7 magazine

Colt Trooper .357 magnum, Revolver
1d8+1/30’ /6 cylinder

Smith & Wesson .44 magnum, Revolver
1d10+1/30'/6 cylinder

SubMachine Guns
Ingram Mac 10, 9mm, Semi/auto
1d6/50' /32 magazine

Ingram Mac 10/ M3A1 "grease gun", .45, Semi/auto
1d8/60' /30 magazine

Thompson, .45, Semi/auto
1d8/80' /20 or 30 magazine

Shotguns
Shotgun, .12 ga, Break or pump
2d8*/50’/2 or 5 break or pump


Sawed Off, .12 ga, Break or pump
2d8*/20'/2 or 3 break or pump

*Slug damage (2d8)
* Shot damage (3d6/2d6/2d6/1d6/1d6) by range increment (5 increments)
Shotguns loaded with buckshot receive a +2 hit in the first range increment.

Machine Guns
M1919 Browning .30, Auto
2d6/200'/100 belt

M-60  7.62mm, Semi/auto
2d8/200'/100 belt

M-2 .50 BMG
2d12/200'/100 belt
 

Grenades
Fragmentation Grenade
Damage is 3d6 out to the first 20', 2d6 21 to 30', 1d6 31 to 40'. Save for half damage.
The throwing increment is 20'.
The M26/61 and M33/67 have a delay fuse.
The M59/68 explodes on impact.

MK 3A2 Offensive Hand Grenade
Concussion grenade, little shrapnel, short damage range outside, incredibly lethal in enclosed areas.
Damage is 2d6 outside out to 10', 1d6 at 11' to 20'. Save for half damage.
Damage inside is 4d6 out to a solid wall or 30', whichever comes first. Save for half damage.

Smoke Grenade
Lasts 1d4 +6 rounds.
The M-8 is standard white while the M-18 comes in red, yellow, green, or violet.

M14 TH3 Incendiary Hand Grenade
Damage is 2d6 out to the first 20', 1d6 out to 60'. Save for half damage.
The damage is continuous for 6 rounds.
The throwing increment is 20'.
It has a 4 to 5 second delay fuse.

M-79 40mm Grenade Launcher
Standard High Explosive damage is 3d6 out to the first 10', 2d6 11 to 20', 1d6 21 to 30'. Save for half damage. The range increment is 100'.
Grenade shells must go 10' before arming. Otherwise damage is 1d10 from impact.
Common shells are HE, white phosphorus, smoke, CS gas, and parachute flare.
The M-79 can also fire a multiple projectile round (basically a big shotgun shell.) capable of hitting a target and to all enemies within 5' of the target if the attack roll is high enough to hit them as well.  This shell has a range increment of 50' and gives a  +2 bonus to hit within the first increment. There are five range increments and damage is affected by the range increment: 4d6/3d6/2d6/2d6/1d6.

The M-79 can be fired and reloaded once per round with a -3 to the initiative roll (1d6+ Dex bonus.)

In 1969 the US introduced a reliable underslung single shot, the M203.
Treat as an M79.

Explosives, Rockets, Etc

Claymore Mine
Damage is a 5d6 area attack in a 60 degree arc out to 150'. Everyone not under cover can still Save for half damage.
The explosion has a back bast of 40' in a 180 degree rear arc doing 3d6 to anyone in this area. Save for half damage.


C-4
One pound block. Must be set off with a detonator.
Damage is 5d6 per pound out to 10', -1d6 per ten feet after.
Each extra block adds 2d6 to the blast.
If shaped it is a Heavy Weapon.

Det Cord
Must be set off with a detonator.
Five feet of det cord does damage of 2d6 fire to with a five foot area. Can be doubled up which adds another 1d6 to the damage. Maximum damage this way ius 4d6,

M72 Light Anti-Tank Weapon (LAW)
Damage is 8d6 out to 50', 4d6 51 to 80', 2d6 81 to 100'. Save for half damage.
Range increment is 100'.
Medium Weapon

M2A1-7 Flamethrower
At full capacity the tanks have enough for 7 bursts of flame. One burst gives the operator an arc 30' wide x70' long. The arc can be doubled at the cost of two bursts.
It is an area attack weapon and the operator needs to only roll for for a malfunction (natural 1-3 on 1d20.) Everyone caught in the area of attack takes 2d6 damage and can make a Saving throw for half damage with a bonus to the Save equal to Cover bonus. This damage total is applied for six rounds unless the character is immersed in a body of water or a fire extinguisher is used.
If the tanks are hit with a piercing weapon the weapon is rendered useless.

Armor
Flak Vest
+2 to AC vs Handguns and SMG's.
+4 to Saving Throws vs shrapnel damage.
The vest is hot and heavy. It costs the wearer a 1 penalty on all personal rolls (attacks, attributes/abilities/skills, etc.)

Helmet
+4 to AC for head shots vs handguns ammo/+2 vs rifle ammo and +1 to Saving Throws vs shrapnel. (50 percent chance of coverage.)

Hand Weapons
Axe, Hatchet 1d6 /10’
Axe, Wood 1d8 /10’
Bayonet 1d6
Brass Knuckles 1d3
Butt Stroke 1d3
Club 1d4 /10’
Entrenching Tool 1d4
Knife 1d4 /10’
Knife, Pocket 1d3 /5’
Machete 1d6 /10’

NVA/VC Arsenal

Rifles
AK-47/Chinese Type 56, 7.62mm, Semi/auto
2d8/100’/ 30 magazine

SKS, 7.62mm, Semiautomatic
2d8/100’/ 10 internal magazine

Soviet SVD Dragunov Sniper Rifle, , 7.62mm, Semiautomatic
2d8/200’/ 10 magazine
Telescopic Sight: +4 bonus to attacks when aiming (stacks with the aim maneuver.)

Handguns
Makarov, 9mm, Semiautomatic
1d6 /25’ /8 magazine

Tokarev, 7.62x25, Semiautomatic
1d6+1 /30’ /8 magazine

SubMachine Guns
PPS SMG, 7.62x25, Semi/auto
1d6+1/70'/35 magazine or 71 round drum


VC modified Mat-49, 7.62x25, Semi/auto
 1d6+1/70'/35 magazine

VC Thompson Copy, .45, Semi/auto
1d8/80',/20 or 30 magazine

Machine Guns
Chinese Type-24, 7.92mm, Auto
2d10/200'/250 belt

Soviet RPK, 7.62mm, Semi/auto
 2d8/200’/ 40 magazine or 75 drum

Grenades
Fragmentation Grenade
Damage is 3d6 out to the first 20', 2d6 21 to 30', 1d6 31 to 40'. Save for half damage.
The throwing increment is 20'.
Delay fuse.

Anti-personnel Hand Grenade
Concussion grenade, little shrapnel, short damage range outside, incredibly lethal in enclosed areas.
Damage is 2d6 outside out to 10', 1d6 at 11' to 20'. Save for half damage.
Damage inside is 4d6 out to a solid wall or 30', whichever comes first. Save for half damage.

Incendiary Hand Grenade
Damage is 2d6 out to the first 20', 1d6 out to 60'. Save for half damage.
The damage is continuous for 6 rounds.
The throwing increment is 20'.
It has a 4 to 5 second delay fuse.

Rockets, Explosives, Etc
RPG-7
Damage is 6d6 out to the first 20', 3d6 21 to 40', 2d6 41 to 50'. Save for half damage.
Range increment is 150'.
Heavy Weapon

Armor
Helmet
+2 to AC for head shots and +1 to Saving Throws vs shrapnel. (50 percent chance of coverage.)

Hand Weapons
As the American/Allies above. 

Captured/Improvised Weapons
The VC had a very mixed bag of older weapons such as WWII Nazi surplus and firearms and explosives captured from first the French the  the Americans and our allies. 
That's not even counting the home-made or reworked junk firearms into single shot pistols, carbines, etc and home-made coke can grenades and improvised explosives. 

Later....
Stats for basic NPC troop types.
Troop standard weaponry and kits.
Quick vehicle rules and stats with weaponry.