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Showing posts with label FNG. Show all posts
Showing posts with label FNG. Show all posts

30 December 2025

Move To Hill 410

From the text as written in Funny New Guys and comparing it to the real world...

You cannot get there from here.


The text says that Plei Ya Bo is half a mile west of Firebase 23.  There is no suitable hill, so I put it 2.94 miles away on top of a 410m elevation.

The base is now 18.79 miles to Plei Hodrong Thoung; 18.09 miles to Plei Me's Special Forces camp; and 28.32 miles to the Pleiku air base.

29 December 2025

For Sufficiently Large Definitions Of Near

Firebase 23 on Hill 562 "near" the villages of Plei Hodrong Thoung and Plei Ya Bo; 23 miles Southwest of Pleiku air field, 10 miles north of the SF Camp at Plei Me.

You might be able to embiggen...

Plei Me is the southern point of the triangle.  Plei Ya Bo is the western point, Plei Hodrong Thoung is the eastern.  Pleiku is off the map to the northeast.

Firebase 23 is at the little kink of the east-west leg of the triangle.  There is no 562m elevation there.


 It's more like Hill 450.

This is the only likely hill between the "nearby" villages and fitting the distances from the other two landmarks.

Assuming the QL19 highway is the same as Route 6C this is a good spot.  It's within the 7 mile, 105mm howitzer range of the road (about 5 miles), but too far from Plei Me (13.6 miles) to support it.

I think, now, that the "nearby" villages mark points on route 6C which is a smuggling path from over the Cambodian border rather than an actual road.  In that case, the path goes right past the firebase.

That's also why the commies want it destroyed, bringing us to the beginning of the campaign! 

Boris Please

Funny New Guys is set in 1967.

"Boris the Spider," by The Who came out in 1966.

Will spider-chimera get the, affectionate, nickname of "Boris?"

Or does Boris become the n-word for them?

Or both... depending on how mixed the company. 

28 December 2025

Character Building Exercise

Tomorrow I have to get two of my players to make a couple of characters in advance of FuzzyGeff's imminent (not eminent you stupid autocorrupt) arrival.

JT needs a Funny New Guys AND a Twilight: 2000 character.

Marv just needs a T2K.

I have suggested that Marv make a 27 year younger version of himself and create a former Pershing II missile technician.  Making yourself as a character has a long history for helping figure out the rules in a skill based game.  Marv was once an electronics technician for the MGM-29 Sergeant.

Marv's character's commanding officer, "Well, we've fired all the rounds we had and there will be no more made...  Here's a rifle, welcome to the infantry!"

Marv's character, "FUCK!" 

T2K has the Pershing II making it to 1997 because the INF treaty wasn't on anyone's radar in 1985 when T2K was first published.  I think one of the modules even mentions a ruined city having been hit by one. 

27 December 2025

Mechanical Version

The 5.9 lb. AN/PVS-2 gives Night Vision 4.

Compare that to the natural vision of Chimera in Funny New Guys. 

Coyote and Foxes have better night vision than the mechanical device and they don't need batteries.

They also don't suffer from color blindness, no depth perception and no peripheral vision while using their night vision.

14 December 2025

Easier To Show Than Tell


I'm familiar with most of this kit from photos and books, but never seen most of them in action.

Pretty neat!

27 May 2025

I'm Stealing This

An independent, non-communist Rhodesia is something I've included in my version of Technomancer/Merlin 1.

This is a reasonable way for it to have happened.

 

The use of the Oath spell and significant numbers of Vietnam veterans from the chimera population are catalysts.

18 May 2025

How Much Ammo?

There's a thread on Arfcom talking about how much ammo soldiers in Vietnam carried.

A lot is the answer.

"That can't be true, not for a normal infantryman!"

"I have a picture of me somewhere around here..."

Pic shows them carrying the near 500 rounds they claimed.

And here I am, remembering I chastised my players in Twilight: 2000  for carrying all the ammo the encumbrance system would let them as being unrealistic.

Who knew?  Not me!

Reading about the period more let me realize that the troops believed in two things.

1. MORE DAKKA!

and

2. There is no such thing as overkill.  Only 'open fire' and 'reload.'

I've become more concerned with how they carry all that than IF they carried all that.

Some methods take longer to access than others and that matters in GURPS.

14 May 2025

M1956 Universal Ammunition Small Arms Pouch

If you remember this post I wondered if the M1956 small arms, universal, pouch could carry 40mm grenades and, if so, how many.

I bought a book!  Vietnam War US and Allied Combat Equipment.

The “universal” in the designation indicated that it held 2x M14 rifle 20-rd magazines, 4x M16 rifle 20-rd magazines, 4x M2 carbine 30-rd magazines, a bandoleer of 6x 8-rd M1 rifle clips, 8x M1 clips without bandoleer, 2x BAR or Australian L1A1 rifle 20-rd magazines (tight fit), 24x 12-gauge shotgun shells, 3x 40mm grenades (two nose down, one horizontally on top), or 3x hand grenades internally. M16 magazines were too short to conveniently withdraw, so soldiers inserted a field dressing or folded sock underneath to raise them. Some pouches were too tight and held only three magazines.

That's interesting stuff.  Exactly the kind of trivia I love for gaming.

15 April 2025

Color Text

Something that's missing from Technomancer and Funny New Guys is what a racist calls a chimera.

It's mentioned that chimera are part of the civil rights movement along with blacks.

What's the equivalent to the N-word for a chimera?

Even if we have to use code like "N-word" to say it, there should be something.

In world, there definitely will be such a term.

08 March 2025

How Many Legs Is A Spider Supposed To Have

Because GURPS: Technomancer limits the spider Chimera to a total of 8 limbs.

Two arms on the human torso, two that are shitty arms and can be used as legs and 4 that are only legs.

This is the only image of a spider person in either of the two sourcebooks.


 

But that doesn't match my mental image.

This does (in an anime sort of way).

https://safebooru.org/index.php?page=post&s=view&id=1890273

This gives this for stats: (if the cute little human looking legs are actually crappy short arms)

Chimera, Spider (Homo Sapiens Arachnae) (Pyramid 3/115 p.30 aesthetically modified)

40 Points

Attribute Modifiers:

Secondary Characteristic Modifiers: SM 0.

Advantages: Binding (Webbing) 15 (Accessibility, Target must be grappled, -20%; Engulfing +60%; Melee Attack, reach C, -30%; Sticky, +20%, Takes Recharge, 15 seconds, -20%) [7]*; Binding (Webbing) 10 (Rapid Fire 7, +70%; Retractable, +100%; Reduced Range, 1/10, -30%; Sticky, +20%; Takes Recharge, 15 seconds, -20%) [48]; Claws (Sharp Claws) [5]; Clinging [20]; Extra Arms 2 (Short -50%, Ham Fisted, -5%) [9]; Extra Legs (Eight Legs) [15]; Lifting ST 6 (Accessibility, only applies to lower “spider” body, -20%) [15]; Night Vision 6 [6]; Speak With Animals (Specialized, Spiders, -60%) [10]; Teeth (Fangs) [2]; Toxic Attack 1d (Poison, Cyclic, 1 hour interval, 5 cycles, +40%; Follow-Up, Bite, +0%; Resistible, HT-4, -10%) [6].

Perks: Climbing Line [1]†

Disadvantages: Appearance (Ugly to humans and other non-spider chimera) [-8]; Dependency (Mana, Constantly) [-25]; Lunacy [-10]; Social Stigma (Minority Group) [-10]; Vulnerability (Depleted Necronium or silver x3) [-30]; Weakness (Depleted Necronium or silver, 1d/minute) [-20].

Quirks: Bulky Frame [-1]‡

Features:

* Alternative Ability (x1/5 cost) to other binding advantage.

As long as you have “shots” of the Binding advantage available, you can create a climbing line, allowing you to use the “rope up” or “rope down” options for climbing (p. B349)

While spider people are technically SM 0, their large lower spider half means they find narrow spaces intended for upright humans awkward, imposing -1 to all tasks that involve fitting or squeezing into something.

 

I think this fits what my mind's eye says a spider chimera should look like better than the official rules.

06 March 2025

Mules

Spider-people in Technomancer have extra lifting ST with their lower bodies.  ST 16 for carrying stuff with the spider part instead of the normal 10.

That's gonna change some SLA Marshal equations and some unit equipment distributions.

A spider-person can lug a few recoilless rifle rounds round without undue effort where a normal human would struggle.

I might just rearrange my grenadier...

16 February 2025

Realistic vs Real

For a long time I've aimed at a certain level of realism in my gaming.

It seems strange, considering the massive levels of absolutely unreality in many of them.

In the real world there is no provable magic, no half-animal people no gigantic tornado of eldritch energy in New Mexico or Antarctica and penguins show no affinity to Communism or malice towards mankind.

So, why, does it matter if PV2 Astaire from weapons squad hangs out with 2nd squad all the time?

Because when I make a change from the real world to a myth-parallel, I want the change to be because I made a decision.

Willard did convey that the squad composition shortly after Vietnam was officially what I had in this post; but it didn't always work like that.


The 1/17th and 2/75 had the same TOE except for the M113 tracks, and the fact that the Ragnars actually had warm bodies to fill all the slots.  Rifle platoon has four squads: three rifle squads, one weapons squad.  Weapons squad has three GPMG teams.  Mortars and Recoilless Rifles live in the Company Weapons Platoon and get assigned by the CO, or in some units the XO.
 
Deployed in the field:  In defense the guns are sited first, as determined by the terrain, then the rifle squads are deployed to protect the guns.  During movement the gun teams will usually be assigned to a rifle squad and come under the command of the rifle squad leader.  That frees up the weapons squad leader to either ride herd on any attached weapon system or become a defacto [3rd in command] for the platoon.  It's a good system, nice and flexible.
 
The flaw is that it's too easy to just assign a gun to each squad, and then leave them there.  People will tell you that makes the unit "balanced" but that's just an excuse.  Over time I personally came around to prefer an unbalanced platoon, but that's another, different rant.
 
In my entire time in the US Army I never saw anyone designated as an automatic rifleman except on old organizational charts.   Fact of the matter, the US Army usually used the M 60 as if it were a product improved BAR, with a single guy  carrying the thing and its basic load of ammunition.  The Ranger Battalions were the only unit I know of that had the people and resources to form machinegun teams and train them.
 
The received wisdom (from Vietnam) regarding the 90 mm was that they were pure hell with the "canister round"  which, in the '70s even the Rangers couldn't scare up from the supply system.

The airborne unit in my original post shows 2x M60 MG's and 2x M67 recoilless rifles in the weapons squad.  The diagram also dates from before we actually tried using helicopters in combat.  Moving the recoilless rifles to the company level, adding an MG and a dedicated mage might just be what the 101st does.

The 101st Spellborne isn't a prestige unit like the 75th Ranger Battalion, but it's very much in the spotlight.  It's using lots of new ideas and I'll have to decide if the higher powers want them to succeed or not.

If they want them to fail, then people and resources to form proper MG teams will be withheld.  If they want them to succeed, then those things will be available in abundance.

I did figure out what they meant by "Automatic Rifleman" in that diagram.  It dates from when the US service rifle was the M14 and its automatic rifle variant the M15.  When everyone has an M16, everyone can play automatic rifleman so the job is, effectively, eliminated.

Something I need to decide is where the guy who flies the magic carpet sits in this.  Is he assigned to the aircraft, platoon or an independent entity?  I'm leaning to making them a company level asset, like the mortars.

 

09 February 2025

Effects

Say there's a Chinese copy of a PT-76 charging at the gate of your Special Forces outpost.

You've managed to find someone who remembered where the HEAT rounds for the M67 recoilless rifle were kept in time to fire them.

The thick armor is the front of the turret.  15mm RHAE.

That's DR 41.

The average hit from the M371A1's 6dx3(10) does 63 points of raw damage, but divides the armor by 10, so only 4 points is stopped by it.  59 will penetrate.

The reckless rifle will definitely put a hurt on a PT-76.

So will an M72 LAWS.  It does the same damage.  It's a LOT lighter, just 5.2 lb.

Of course, a LAWS can't bring the hate of the canister round...

With a skill of 11 at a range of 50 yards...

 +4 for aiming.  +1 for bracing.  +1 for the optic.  +11 for rapid fire.

-8 for range.

Chance to hit is 20.

Average roll of 10, hits by 10 so 11 flechettes will hit.

2d cutting each, average hit of 7 points, 10 after penetrating the VC's uniform...  110 damage on a HP 10 person is well past the unresurrectable auto-death.  Pink mist territory.

Oh, and it's a cone, so his buddies get to share in the fun.

Reckless Rifle

I now have GURPS stats for the M67 Recoilless Rifle.

There are three rounds in 1967.

M371A1 HEAT - 6dx3(10) cr ex with linked 6dx3 cr ex.

M590 Canister - 2d cut; but there's 2,400 of them.

M591 HE - 4dx5 cr ex.

The down side is the tube is 37.5 lb. and the rounds weigh about 7 to 10 lb. each.

30 January 2025

Ignurt

Still not coming across a simple, easy to game, break down of a Vietnam infantry platoon's deployment after contact.

It's frustrating because the organization charts I've found put the machine guns in a different squad from the riflemen and I am not sure how much the the squads keep to themselves or even how or if they are kept apart from one another.

It matters because the players should be a group that socializes together.

If they're all one big platoon and the squads are notional, then mox nix.

I was in tanks.  Our platoons are tiny, manpower wise, compared to infantry.

Our "squad" is a single tank and crew.  I know we hung out as a platoon not as segregated crews.

Is it the same for the grunts?

My main source for questions like this doesn't reply any more...  Hope he's OK.

18 January 2025

How Do They Keep It Classified

Technomancer says that invisibility is a classified spell.

Checking the spell charts says that ANY five light-dark college spells and blur are the prerequisites for invisibility.

That tells me that the keystone spell for figuring it out is blur, which isn't classified.

Which makes me think that lots of people have figured it out and it makes me wonder what lengths The Government™ will go to keep it secret.

Especially when there's one-college only mages in the light-dark college who have nothing else to do but tinker with the only college they can work with.

I wondered about it when FuzzyGeff noticed the TVTropes page mentioned invisibility was classified and we confirmed it by looking it up in the main book.

It's just an incredibly useful spell for combat and, seemingly, easy to discover that I speculated that some dude figures it out and gets support from his chain of command to cast it operationally.

Some dude would need a fairly big powerstone to do his squad and their carpet to come in and flank the NVA while the rest of the platoon distracts them.

08 January 2025

Answered In The Source Material

I do like talking about the implications of the existence of magic since 1945, but much of the speculation is covered in the source material.

Steve Jackson Games will sell you a pdf of both GURPS: Technomancer and Technomancer: Funny New Guys which you can get up to speed on what's changed and what hasn't since the hellstorm started spinning in Trinity, New Mexico.

For the most part, nothing changed between Merlin and our timeline.

The US winning in Vietnam is a, noted, exception.

The implications of how we did that weren't fully explored or considered by the authors.

Further implications of what magic means to politics were also not explored.

I made the outline of some of those implications with regards to Rhodesia.

Let The Sound Take You Away

Funny New Guys stresses, despite not understanding post-MacNamara designations, the combat use of magic carpets.

A Huey can lug 12 troops over 150 miles at around 100 miles an hour.

A UZ-23 can haul 13 troops an unlimited distance, but the speed tops out at 34 miles an hour.

Something occurred to me about the situation.

What keeps you from rolling up a carpet and tossing it into the Huey?

Get near the target, but far enough away that the distinctive sound of the rotors don't give the operation away and unroll the carpet next to the bird and have everyone step aboard.

It's similar to doing a parachute drop, really.

The carpets, while slower than helicopters, are silent in operation.

It could redefine vertical envelopment.

Platoon Organization 1967

I'm a tanker.  I don't know how the grunts organize themselves.

A late 80's tank company has 14 tanks in three platoons.  4 per platoon plus 2 for the CO and XO.

Plus a five-ton for supply and a couple of humvees.

Vietnam, if I am not mistaken, had 17 tank companies with 5 tanks per platoon.

I have no damn clue about how infantry companies or platoons are arranged, but I found this:

Airmobile Company Org

 

Things that I don't know (I'll bet Willard knows):

With everyone equipped with an M16, what makes the automatic rifleman different from a rifleman?

The movies (no shock) lie to us.

The M60 gunners and their assistant gunners appear to be in different squads from the rest of the platoon.

Are they assigned to a squad ad hoc or what?

I also wonder if the 90mm reckless rifles did much time in the bush in Vietnam.