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The Rifleman

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The rifleman is the rank and file soldier on the ground in Viet Nam. His is the burden of the day to day patrolling and securing of the consolidated ground occupied by the Allied forces. His is also the job of bleeding to gain more forsaken ground for his forces, or to hold the ground already held. But every rifleman is not the same. After basic training, Advanced Individual Training (AIT) trains the recruit according to his aptitude, in one or More Military Occupational Specialties. These MOS distinguish the individual soldier, making him ready to be part of a team. During the beginning of the 'Nam, soldiers were trained in one or two MOS. During the final deployments, soldiers were lucky if they got any training beyond basic. Riflemen can choose one primary MOS and one secondary MOS at their discretion.

Basic Training

Army Infantry (12d)

Basic Infantry Training includes Climbing (2d), Firearms [Rifle] (2d), and Grenade Throwing (2d). It also includes basic proficiency (1d) in Endurance, Running, Sight, Radio Use, Demolitions, First Aid, Stealth, and Bayonet. A -1d duty, and -1d package bonus round this assortment out.

Marine (17d)

As the shock troops of the United States Armed Forces, Marines are trained to a higher standard than infantrymen. Basic Training for the Marine includes Climbing (2d), Firearms [Rifle] (2d), Grenade Throwing (2d), Knife (2d), and Survival (2d). It also includes basic proficiency (1d) in Endurance, Running, Sight, Radio Use, Demolitions, First Aid, Stealth, Bayonet, Brawling, and Tactics. One Hardened Violence Notch (-1d), a -1d duty, and -1d package bonus rounds out Marine Training.

AIT Packages

Forward Observer (7 dice)

The Forward Observer is an artilleryman trained to direct fire from distant guns accurately onto a local target. Forward Observers are different from Forward Air Controllers only in the level of training and the level of on the ground support- Forward Observers are not required to go alone or as deep into enemy territory as Forward Air Controllers. Towards the end of the war, even this last distinction was done away with, as there were not enough trained Forward Air Controllers to accomplish all of the missions that were needed.
Prerequisites: Army Infantry or Marine
As Forward Observers are considered a Combat Arms MOS, firearms (2d, players choice) is a requirement. Basic Survival (1d) is also taught, and Radio use is also boosted (+1d). As with a Forward Air Controller, Stealth (+1d) is important. The FO is taught to see things other soldiers might miss, improving his Sight (+1d), and he must become proficient in Navigation (2d). A package bonus of (-1d) rounds out the package.

Grenadier (5 dice)

Also called a thumper because of the unique sound the weapon made when fired, the M79 was the primary grenade launcher of the war. This soldier provides firepower to the squad in places that the M-60 cannot reach—the deadspaces behind folds in the ground, cover, etc. He relies on his riflemen companions for close-in personal protection.
Prerequisites: Army Infantry or Marine
The core of the grenadier MOS is use of the M79, conferring firearms 3d [Grenade Launcher]. He is also taught to recognize details and how to place the grenade on the target conferring Sight (+1d). Endurance training (+1d) is stressed, basic Demolitions (1d) is taught, and a package bonus of (-1d) rounds out the package.

Machinegunner (4 dice)

The “hogman” or “pigman” provides the main firepower to the squad in the form of the M-60 machinegun. This weapon provides a much greater punch than the lighter M-16, but is very heavy. Machine gunners are often selected for their strength and stamina. Each M60 has an assistant gunner, or A-gunner, who shares the load and feeds the ammo into the gun, keeping it firing. The A-gunner also carries the gun’s extra ammo belts, barrel bag, and cleaning kit as well.
Prerequisites: Army Infantry or Marine
The machine-gunner is taught the user an maintenance of the M-60, conferring firearms 3d [SAW]. Endurance is stressed, as the M-60 is a large weapon (+2d). A package bonus of (-1d) rounds out the package.

Corpsman (or Combat Medic) (5 dice)

Though not a doctor, this soldier is usually referred to by his buddies as ‘Doc.’ Soldiers with basic medical training are assigned to every platoon to provide immediate aid to injured troopers before they reach the surgeons back at a base.
Prerequisites: Army Infantry or Marine
The corpsman's knowledge of First Aid is increased (+3d), and he is taught basics of Medicine (2d). During the treatment of others and training for such, they unfortunately learn how to either comfort patients with lies or counseling (Lie or Counseling +1d). A package bonus of (-1d) rounds out the package.

Paratrooper (7 dice)

This soldier is a jump-trained member of the airborne infantry. Although there were very few combat jumps in the US portion of the Indochina wars, airborne soldiers saw heavy fighting in regular ground operations as elite infantry. Lacking the helicopter of their American successors, the French used paratroopers quite often as quick reaction forces, dropping them far beyond friendly lines.
Prerequisites: Army Infantry or Marine
The paratrooper is of course taught how to parachute (3d), but also their climbing is increased, in case they get caught in the thick canopy over 'Nam (+1d). They are issued an SMG, and trained in it's use (Firearms [SMG] 2d), and their First Aid is increased (+1d). Navigation rounds out the package (1d), along with a package bonus (-1d).

RTO (Radio Operator) (5 dice)

The communications specialist is a vital link in the chain of command. He allows access to aerial firepower and artillery support the US forces rely on in the field. RTOs must hump a heavy radio in addition to a host of other stuff in the bush, so make sure your hero can carry some weight before taking this job.
Prerequisites: Army Infantry or Marine
RTOs are taught increased endurance (+2d), Radio Use is increased (+2d), and Navigation is taught (2d). A package bonus of (-1d) also applies.

Reconnaisance (9 dice)

The pointman is the first member of the group down the trail. He is expected to detect ambushes, enemies, and boobytraps in time to warn the group.
Prerequisites: Army Infantry or Marine
The pointman is trained in a separate Close Quarter Weapon- either a pistol or knife (2d). Stealth is also emphasized (+2d), as well as Navigation (2d), and the ability to spot traps and ambushes is key (Sight +2d), as is tactics to recognize where to direct his sight (+2d). A package bonus of (-1d) also applies.

Demolitions (5 dice)

Available only as a secondary MOS. This MOS deals with the effective use of explosives and demolition charges. Conversely, they are also equipped to defuse such charges set by the enemy. As a side effect of their demolitions training, they are also trained to place their demolitions more effectively, so can more easily spot enemy traps.
Prerequisites: Army Infantry or Marine, Primary MOS
Demolitions MOS supplements another MOS with Demolitions (+2d), Sight (+2d), and Tactics (+1d). No package bonus applies as this is a secondary MOS.

Heavy Weapons (4 dice)

Available only as a secondary MOS. Just as the FO has to be able to call in artillery, soldiers must be trained to operate it, also. This MOS represents that training. Soldiers with Heavy Weapons primary MOS are with their weapon; this character was 'lucky' enough to escape that assignment.
Prerequisites: Army Infantry or Marine, Primary MOS
Heavy Weapons (3d) is key, as is Navigation (+1d) to guide munitions on target. No package bonus applies as this is a secondary MOS.

Sniper (5 dice)

The sniper, while effective during the war, was not well utilized outside of the marines. Most snipers were assigned to the 2nd Recon unit, but characters trained in this MOS have failed the training, and been mustered as riflemen. This is only available as a secondary MOS.
Prerequisites: Army Infantry or Marine, Primary MOS
A little heavy for a secondary MOS, sniping requires, more than just skill with a rifle (+2d), increased sight (+1d), stealth (+2d), navigation (+1d), and a hardened notch in violence (-1d).


Category: TheNam

Page last modified on May 13, 2008, at 02:20 PM