RECON: Weapons Errata

I have talked about my love (and fond memories) of Palladium’s Revised RECON (hereafter referred to as just “RECON”) already, but the rulebook – even the “Deluxe Revised RECON” reprint – is very much an “old school” RPG book. The layout is sometimes less-than-ideal, and there are few obvious errors in the text.

This entry is my attempt at an unofficial errata for the 1999 “Deluxe Revised RECON” rulebook.

Note that although the page numbers below refer to that book, many of the corrections also apply to the original 1986 “Revised RECON” rulebook too.

I’ve started with corrections to some of the weapons incorrectly detailed in the book.

WEAPON CORRECTIONS

Page 52: The High Standard Victor pistol’s Maximum Effective Range in metric is 37m. In the original rulebook, the range is only given in imperial for some reason when all other weapon ranges are in both imperial and metric.

Page 53: The Ingram M-11 9mm Submachinegun’s length should be 9.8in (248mm) with the stock retracted, with a weight of 3.5lbs (1590gms). It can be fitted with a suppressor.

Page 55: The M-14 is a selective-fire weapon, and thus has a ROF of 3/5 (meaning it can be fired in semiautomatic or fully automatic mode). This also means it falls under the Assault Rifle skill rather than the Semiautomatic Rifle skill. The M-14 uses 20-round box magazines, not clips.

Page 55: The M-21 has the exact same stats as the M-14 (it is a match grade version of the same gun with a custom stock) but comes default with a 3-9x Redfield ART (Adjustable Ranging Telescope) sight. This default sight can be swapped for a different one (such as a starlight scope) if required. The M-21 can be fitted with a suppressors.

Page 55: The M-1 Garand uses .30-06 caliber ammunition, not the same .30 bullets as the M-2 Carbine (which is a completely different weapon). Thus, the M-1 Garand does 4D10+15 damage, not 4D10. The Garand was the primary Stateside rifle during WWII.

Page 56: The M-2 Carbine is a selective-fire weapon, and thus has a ROF of 3/5 (meaning it can be fired in either semiautomatic or fully automatic mode). This also means it falls under the Assault Rifle skill rather than the Semiautomatic Rifle skill. There also exists an earlier M-1 Carbine (note: not the same weapon as the M-1 Garand) which has the same stats as the M-2 but is semiautomatic only (ROF 3). The M-1 Carbine saw most use in World War II, while the M-2 Carbine was used in the Korean War and the early days of the Vietnam War (mostly by ARVN troops, due to their small stature).

Page 56: The Browning Automatic Rifle is a light machinegun, not an assault rifle, and thus has a ROF of 7 and uses the Machinegun skill to fire as opposed to the Assault Rifle skill. It fires .30-06 caliber ammunition (the same as the M-1 Garand), not the same .30 caliber as the M-2 Carbine, and thus inflicts 4D10+15 damage, not 4D10. The BAR was Stateside’s main squad support (Pigman) weapon in WWII.

Page 56: The XM-177E2 Colt Commando does 4D10+5 damage, not 4D10+15 (this is clearly a typo). It uses 20-round box magazines, not clips.

Page 57: The M16 uses 20-round and 30-round box magazines, not clips.

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3 thoughts on “RECON: Weapons Errata

  1. Hello Mr Banjo. I’m enjoying your wonderful section about Recon, I still haven’t play the game, I have a question that maybe you can answer me. How do you track the bullets used, I read in the manual something about it’s hard and that’s why they propose to do the weapons check now and then, but I see in the missions that the VC carry little ammo, so how do I know when they run out of ammo? do the states side can fire forever? please give me some lights!!!

    thank you!

    Marlon Dueñas
    Guayaquil – Ecuador

    Liked by 1 person

  2. The rules do lean towards no ammo bookkeeping, however since I like micromanaging supplies, I tend to keep “ammo tracks” for player weapons; they check off boxes each time they fire.

    That said, the “ammo check” rule is fun because the above method means players can always know how close to running out they are; with “ammo checks”, they don’t. The idea there is that in the heat of battle, they forget to reload and *click* at a bad moment, whereas passing the roll means they were keeping track and reloaded as needed.

    Which is more realistic, I’m not sure, but both have merits IMO. The biggest problem with “ammo checks” is that everyone effectively has unlimited ammo, it just might not be loaded. This is fine in many games, but Recon is more realism-based. However, it’s not unfair to assume everyone brought enough ammo as long as combat isn’t A) totally unexpected (i.e. players are shot down and stranded with just their sidearm or rifle… they obviously won’t have ten spare magazines!) or B) extremely prolonged (i.e. players are dug in under constant assault for several days with no resupply). In these cases, I’d just say let the gamemaster decide when ammo runs out based on how much combat is happening; in the “shot down” example, I’d definitely bookkeep the ammo, though.

    For ENEMIES, I’d say just assume they have unlimited ammo… until they don’t. In other words, don’t bother tracking enemy ammo or even making ammo checks for them, until it is dramatically appropriate. While Recon is realistic, it’s still a game and fun comes first. Example: a player is knocked down in battle, an NVA soldier charges him and raises his rifle at point blank range… you could give them an ammo check as a last ditch “save the player” attempt (if the roll fails, the gun is dry, jams, whatever). Likewise, the players ambush a group of rookie VC, it would be appropriate to make an ammo check for a couple of them if you wanted to give the players a further advantage.

    As always, I lean towards whatever is A) fun and B) makes logical sense.

    Hope that helps, and thanks so much for reading my blog and leaving a comment!

    Like

  3. Sorry, I meant “weapon check” when I said “ammo check”, but the concept is the same.

    Also… another example for enemies: both sides are in a drawn-out firefight that neither was prepared for. You could have *both* sides make weapon checks to see if either has run out (is is dangerously close to running out) of ammo and thus need to resupply or retreat.

    Again, whatever makes your game more fun.

    Like

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