FM-GOV-100A-RPG — First Printing Field Corrections
Issued October 2025
Note: The WP/NWP Slot and Weapon Proficiency Update above supersedes the earlier Select-Fire Battle Rifle free-proficiency language in FM-GOV-100A-RPG.
Issued by: Gorgon’s Grimoire Office for Government Publications, Washington, D.C.
Purpose
This Field Manual Update provides official corrections and clarifications to Ghosts of Vietnam: The RPG (FM-GOV-100-RPG), first printing. All listed changes are authorized for immediate integration into current operational editions. Future printings will incorporate these updates directly into the core text.
Chapter 2 — Bilingual Nationalities and Languages
The following nationalities may be bilingual: Hispanic, Chinese, Vietnamese, Korean, American Indian, Filipino, and Pacific Islander.
- Spanish: Hispanic, Filipino
- Chinese: Chinese
- Vietnamese: Vietnamese
- Korean: Korean
- American Indian: Specific Tribe
- Pacific Islander: Specific Island Group
It is up to the Adventure Master to determine whether the second language is free or requires a Nonweapon Proficiency. The primary language, English, is always free.
Chapter 3 — Character Classes
Weapon Proficiency — Bayonet and Knife Usage
All Warrior-Group characters are trained to attach and employ the bayonet or use the issued field knife as part of standard rifle instruction. These weapons may be used in combat at a penalty of –2 to hit if the character lacks the Weapon Proficiency: Daggers & Knives. Characters with that proficiency may fight with bayonets or knives at full effectiveness.
Command Authority / Field Protocols
Change all references to “per day” to “per mission” to reflect the correct usage described in Chapter 15: Command Authority and Field Protocols.
Rogue Group Classes
Weapon Designation Correction
All references to “CAR-15” should be replaced with “XM177E2” to reflect the historically correct designation used by U.S. Special Forces, MACV-SOG, and other units in Vietnam. The XM177E2 was the finalized production variant of Colt’s short-barreled CAR-15 Commando line and was the primary model issued in theater.
Dual Wielding
All Rogue Group classes may wield one-handed weapons in each hand—such as pistols, knives, or other compact firearms. This reflects their adaptability and training in close-quarters combat.
When fighting with two weapons, the character suffers a –2 penalty to attack rolls with the main-hand weapon and a –4 penalty with the off-hand weapon. The character’s Reaction Adjustment (Dexterity) modifies these penalties: a low Dexterity increases them, while a high Dexterity can reduce them to 0, but never results in a positive bonus.
Possession of the Nonweapon Proficiency: Ambidexterity changes these penalties to –2 for both hands, representing natural coordination or specialized off-hand training.
Dual wielding may only be performed with weapons of similar size and balance; rifles, shotguns, and other two-handed weapons cannot be used in this manner.
When dual wielding, the character may make one additional attack per round with the off-hand weapon, in addition to their normal attacks per round.
Chapter 6 — Equipment and Money
Using Mines
Mines and demolition devices fall under Combat Engineer doctrine. Improper handling in the field often proved as deadly to friendlies as to the enemy. The following rules define how non-engineer personnel may carry and use mines in the field.
Combat Engineers
Combat Engineers (12B/1371) are fully trained in the emplacement, arming, disarming, and recovery of all U.S. and captured mines listed in this manual. They may handle these devices without penalty, provided the proper Field Protocols or mission clearance apply.
Non-Engineer Personnel
Infantrymen, RTOs, medics, and other non-engineer characters are not trained for mine warfare beyond basic perimeter defense. Their capabilities are limited as follows:
Carrying Mines
Non-engineer personnel may carry mines as part of their personal load without restriction. Mines carried by non-engineers do not consume Combat Engineer kit slots. The mines remain inert and safe to transport until a qualified engineer arms or emplaces them.
M18A1 Claymore Mine
All U.S. Army and Marine characters may deploy and fire pre-wired Claymores for perimeter or ambush defense. These are issued weapons and considered part of standard squad training.
Other Mines
Non-engineers may not arm, emplace, or recover these weapons. Attempting to do so without the Demolitions NWP results in a 1-in-6 chance of accidental detonation and automatic failure.
Improvised or Captured Mines
Only characters possessing the Demolitions NWP may attempt to employ or disarm improvised or enemy mines. Others handling such devices risk immediate detonation at the Adventure Master’s discretion.
Operational Notes
Claymores are pre-wired for defensive use and require only a command wire and firing device. All other mine types are treated as specialized engineer ordnance and cannot be safely manipulated by ordinary troops. Non-engineers may request Combat Engineer assistance through Command Authority when the situation demands.
Chapter 15 — Command Authority and Field Protocol Lists
Radio Telephone Operator
Request Reinforcement Platoon / Platoon Reinforcements
Routine — Request Reinforcement Platoon (Battalion Level)
Call: “Alpha Six, this is Alpha Three Five. We’re holding perimeter but need a platoon from Bravo to reinforce east flank. Over.”
Effect: Calls in nearby friendly platoon to support or relieve your unit.
Battlefield Impact: Bolsters firepower, extends perimeter, or enables maneuver.
Conditions: Reinforcing unit must be available and within 2-3 Defense Mapping Agency Map Sheets from requesting platoon.
Delay: 1d10 rounds (Platoon deploys via helicopter, APC, or boat depending upon unit location.)
There were times in Vietnam when a single platoon meant the difference between holding the line and going home zipped in plastic. If you had a good TOC and a working net, calling in reinforcements could bring boots, bullets, and breathing room just in time. Whether by slick, track, or sampan, they arrived in dust, rotor wash, or diesel fumes—just enough to let you dig in and pray the line held.
Priority — Request Platoon Reinforcements (Brigade Level)
Call: “Alpha Six, this is Alpha Three Five. We are holding but request full platoon reinforcement at grid BK281074. Over.”
Effect: Requests immediate deployment of a nearby platoon (typically from Bravo or Charlie Company) to bolster position or execute counterattack.
Battlefield Impact: Bolsters firepower, extends perimeter, or enables maneuver.
Conditions: Reinforcing platoon is within 1-6 Defense Mapping Agency Sheets from requesting platoon.
Delay: 2d10 rounds (Shorter delay means the platoon was closer while longer means they were further away.
Even in the chaos of Vietnam, a full platoon meant something. It was mass, momentum, and a morale boost all at once. Whether they came in pounding boots, churning tracks, or thundering Hueys, when the boys from Charlie showed up, the enemy usually stopped pushing and started bleeding.
Combat Engineer Kits
Staged Equipment
Some items listed under Combat Engineer Kits are too heavy or bulky to be carried as part of a personal combat load. These are assumed to be staged somewhere within the mission area at the Adventure Master’s discretion—e.g., pre-placed at an objective, cached by friendlies, or delivered in-mission.
Only the portable portions of an engineer’s kit count against carried weight. Extremely heavy items (for example, an explosive barrel) are accessed on-site when encountered in play; they are not worn or packed by the character.
Engineering Mine Kit
Due to the rule correction on mines, the Engineering Mine Kit is removed from the Combat Engineer Command Authority list.
Chapter 16 — The Art of War and Steel: Vietnam Edition
Unit Cohesion
In the chaos of the jungle, control isn’t about shouting orders—it’s about keeping men where they can see, hear, or feel the presence of their leader. Cohesion is the invisible thread that holds a platoon together under fire. When that thread breaks, units lose direction, initiative, and the will to push forward until the line is pulled tight again.
U.S. Forces
American formations rely on radios, discipline, and practiced spacing to stay coordinated in the bush.
Squad Cohesion: All figures in a squad must remain within 5" of their Squad Leader.
Platoon Cohesion: Each squad’s Squad Leader must be within 18" of the Platoon Leader.
The HQ Squad has no Squad Leader of its own; its RTO, medic, and attached riflemen fall directly under the Platoon Leader’s command and use his 18" radius as their cohesion limit.
These distances represent the practical reach of radio and voice control in combat—close enough to be heard, far enough to fight.
Viet Cong / NVA Forces
Enemy forces fight by sight, sound, and instinct, staying tight and silent until it’s time to strike.
Squad Cohesion: All figures in a squad must remain within 3" of their Squad Leader.
Platoon Cohesion: Each squad’s Squad Leader must be within 10" of the Platoon Leader.
Their smaller radii reflect formations that live or die by proximity—no radios, no comfort of distance, just whispered orders and hand signals in the dark.
Note: In ambush or stealth movement, VC/NVA elements often close to 1"-2" spacing, but cohesion range still measures command control, not formation density.
Example of Gameplay Correction
Now the U.S. squad returns fire. The remaining 9 soldiers roll 1d20 to attack. The VC have AC 8, so the U.S. soldiers need to roll 9 or higher to hit (THAC0 17 – 8=9). The results are 5, 9, 12, 7, 16, 18, 14, 11, and 20. Seven attacks hit.
FM-GOV-101A-RPG — Swimming and Holding Breath
Issued November 2025
Issued by: Gorgon’s Grimoire Office for Government Publications, Washington, D.C.
Purpose
This Field Manual Update provides official corrections and clarifications to Ghosts of Vietnam: The RPG (FM-GOV-100-RPG), first printing. All listed changes are authorized for immediate integration into current operational editions. Future printings will incorporate these updates directly into the core text.
Chapter 11 — Time and Movement
Swimming
Every soldier who served in-country faced water sooner or later—the Mekong Delta, flooded rice paddies, monsoon-swollen rivers, or the deep mud of a canal bank. Some men learned to swim back home, others never did. In Vietnam, knowing how could mean the difference between living through a river crossing or vanishing beneath it. Whether a character is a trained swimmer depends on background and training; men raised near lakes or coasts, or those who trained with Navy or Special Forces units, are assumed to be capable swimmers. This ability may be represented as the Knowledge Skill: Swimming or included within the Profession Skill of classes whose formal instruction covers amphibious or waterborne movement—such as Special Forces, Force Recon, SEALs, and Rangers. Most infantrymen could keep afloat, but few could swim any distance under load.
Untrained swimmers can manage a clumsy dog paddle in calm, shallow water. In swift currents, flooded paddies, or deep river channels, they are in serious danger. A frightened man in full gear will panic, swallow water, and sink. If carrying more than one-third their normal load capacity, untrained swimmers cannot stay afloat for more than a few rounds. A panicked soldier will discard his rucksack and weapon in a desperate bid to survive—if he hesitates, he drowns.
Trained swimmers can cover half their normal movement rate in yards per round in calm conditions (for example, a soldier with a movement rate of 12 can swim 60 yards per round). This assumes light gear and no flak vest. The M-1952 and M-1969 vests, full field packs, or weapons heavier than 10 pounds drag the swimmer under. Soldiers who shed their gear may move faster but risk losing critical equipment. If encumbered, they can walk along the riverbed at one-third normal speed, but must hold their breath to do so.
A trained swimmer may double their swimming speed for one round with a successful Strength check (vs. half Strength), simulating a burst of adrenaline or fear. Sustained swimming requires endurance—for every hour of continuous swimming or treading water, the swimmer must make a Constitution check. Failure means exhaustion, cramping, or slipping beneath the surface. After a number of hours equal to the character’s Constitution score, each additional hour drains 1 temporary Constitution point and imposes a -1 cumulative penalty to all attack rolls. When Constitution reaches 0, the character collapses and drowns.
Swimming under combat stress is far more dangerous. Firing while swimming is nearly impossible, and any hit taken while afloat forces an immediate Constitution check to avoid submersion. Strong currents, tides, or enemy fire may require hourly or even per-round checks at the AM’s discretion. The silt-heavy waters of the Mekong are deceptive—visibility is near zero, and men often lose direction after diving or submerging. Holding position or swimming upstream in such conditions demands a Strength check each round.
A character swimming at a faster pace than normal must roll Constitution checks every hour and loses 1 point from both Strength and Constitution per hour, suffering a cumulative -2 attack penalty as fatigue mounts. Swimming at double that rate requires checks every turn with the same penalties applied per turn. Rest on solid ground, with food and water, restores 1d6 lost ability points per day (split as 1d3 to Strength and 1d3 to Constitution) and removes 2d6 points of attack penalties.
Holding Breath
A soldier can hold his breath for a number of rounds equal to one-third of his Constitution score (rounded up) when calm. If panicked, swimming hard, or carrying heavy gear, this time is halved (rounded up). If he cannot take a full breath first—for example, if suddenly pulled under—time is again halved. Regardless, every man can hold out for at least one round. Once this limit is reached, a Constitution check is made each round with a cumulative -2 penalty per check. Failure means the man must inhale, and if submerged, he drowns.
A character can descend 20 feet per round in clear water with minimal load. Each step of encumbrance reduces this by 2 feet per round. A running dive from a ledge or height of 10 feet adds 10 feet to initial descent, plus 5 feet per additional 10 feet of height (up to +20 feet maximum). Rising to the surface occurs at 20 feet per round, reduced by 2 feet for each encumbrance step. Heavily loaded characters sink outright. Unconscious or floating bodies drift upward at 15 feet per round.
In Vietnam, the water is not your friend—it hides punji stakes, mines, and tangled vines that can snare a man by the boot or web gear. Soldiers moving through deep water should assume every minute spent there carries the risk of something grabbing hold and pulling them down.