Savage Worlds Tour of Darkness

146

description

Good Morning Weird War Vietnam!

Transcript of Savage Worlds Tour of Darkness

Page 1: Savage Worlds Tour of Darkness
Page 2: Savage Worlds Tour of Darkness

Contents

C o n t e n t sC o n t e n t sC o n t e n t sC o n t e n t sC o n t e n t s55555

Welcome to the JungleWelcome to the JungleWelcome to the JungleWelcome to the JungleWelcome to the Jungle66666

In Country6

The Environment6

Meet Charlie7

Character Types7

Making Soldiers8

1) Service Branch8

Leadership9

2) Military Rank9

3) Race9

4) Traits9

Women in Vietnam9

5) Edges & Hindrances10

6) Gear10

7) Background10

New Hindrances10

Special Operations11

New Edges12

Background Edges12

Combat Edges13

Leadership Edges14

Professional Edges14

Social Edges15

Weird Edges15

Setting RulesSetting RulesSetting RulesSetting RulesSetting Rules1 61 61 61 61 6

Madness16

Supply16

Awards and Medals17

Awards Modifiers17

Awards Result17

Promotion17

Promotion Modifiers17

Support17

Communications17

Fire Support18

Support Roll Modifiers18

Support Table18

18Artillery Support

18Air Support

18Aircraft Payloads

19Background Information

20Equipment

20Money

20Feeding the Troops

21Chieu Hoi Program

21Military Justice

21War Crimes

21Standard Gear and VehiclesStandard Gear and VehiclesStandard Gear and VehiclesStandard Gear and VehiclesStandard Gear and Vehicles

2 22 22 22 22 2

23Standard US Gear Weights

23US and ARVN

24Infantry Weapons

24Personal Armor

28Miscellaneous

29US Vehicles

29VC and NVA

32Infantry Weapons

32NVA Vehicles

33The French

33Infantry Weapons

34US/ARVN Ranged Weapons

36French/Communist Vietnamese Ranged Weapons

37Personal Armor

37War Master’s IntelWar Master’s IntelWar Master’s IntelWar Master’s IntelWar Master’s Intel

3 83 83 83 83 8Indochina: An Introduction

38Classified Briefing

39France’s Vietnam

39South Vietnam

39Geography

39Weather

39Government

39North Vietnam

40Laos

40Geography

40Populace

40Government

40Cambodia

41

Geography41

Weather41

Populace41

Government41

Military Divisions ofSouth Vietnam43

A Brief History of theVietnamConflict43

The Weird Wars43

Sons of Solomon43

Section 1: AncientHistory43

Heart of Darkness43

Empires Lost and Found44

Enter the Dragon44

The Phoenix45

The Course of Empire45

Tomb Raiders45

Seed of Darkness45

World War II46

The Axis of Evil46

Night of the Samurai46

Liberation?47

Timeline of Vietnam47

Return of the French48

Section 2: The RecentPast48

194848

194949

195049

195150

195251

195351

Section 3: Prelude toWar51

1959-196151

196253

196353

196454

Section 4: The WarYears55

196555

196655

196756

196858

196959

197060

197161

1972-197561

Running the GameRunning the GameRunning the GameRunning the GameRunning the Game6 26 26 26 26 2

Forming Units62

Military Rank andUnits62

Campaign Types63

Standard Campaigns63

Elite Campaigns63

Sanity63

Drugs in Vietnam64

Horrors of War64

Sanity Recovery Table64

Psychosis Table65

Booby Traps and Mines66

Mines66

Booby Traps66

Detection66

Detection Modifiers66

Mines (d8)66

Booby traps (d6)67

Secrets in the Jungle67

Phoenix Program67

O p e r a t i o n sO p e r a t i o n sO p e r a t i o n sO p e r a t i o n sO p e r a t i o n s7 07 07 07 07 0

Roleplaying andWargaming70

Mass Battles70

Op Orders71

Blood Trails and BodyCount71

Mission Generator:French72

Table 1FR: Missions72

Table 2FR: Support72

Table 3FR: Attachments73

Table 4FR: Opposition73

Table 5FR:Complications74

Table 6-875

Mission Generator: USand Allies

75US Mission Modifiers:

75Table 1US: Mission

75Civic Action Mission Sub-table

75Relief Mission Sub-table

76Assault Mission Sub-table

76Patrol Mission Sub-table

76Recon Mission Sub-table

76Support

77Table 2US: Support

77Attachments

77Table 3US: Attachments

77Opposition

78Table 4US: Opposition

78Table 5US: Complications

79Distractions

80Table 6: Distractions

80Table 7: Random Encounters

81Country Encounters

81Country Encounters Table

81Village Encounters

82Village Encounters Table

82City Encounters

82City Encounters Table

82Weirdness

83Table 8: Weirdness

83Savage Tales

85Savage Tales Table

85*Xuan Nhan

85Aftermath

87*Plain of Jars

87Mission

87Dien Bien Phu

88Mission

89Aftermath

90Friend or Foe?

90The Mission

90The Lost Legionnaires

91The Mission

92Aftermath

93Firebase Omaha

93Base Defenses

94The Mission

94Aftermath

95Skull Cave

95The Mission

96*Tet

97Mission

97Lost Patrol

100The Mission

100Hearts and Brains

102The Mission

102Streets of Saigon City

104The Mission

104*The Phoenix Rises

105Mission

106The Tunnels of Vinh Ho

106Mission

107Tunnel Layout

107Traps

107Chambers

107Aftermath

108*Temple of Aran

108Mission

108*The Princess and the Dragon

112Mission

112*Son Tay

113The Mission

113Aftermath

115*The Book of Shan

115Mission

115Aftermath

116Loup Garou

116The Mission

117Aftermath

118CAT Fight

118Mission

119Aftermath

120*Operation BACKDOOR

120

Overview120

Mission121

Hearts of DarknessHearts of DarknessHearts of DarknessHearts of DarknessHearts of Darkness1 2 41 2 41 2 41 2 41 2 4

Free World Forces124

The Enemy125

Bestiary126

VC Hybrids132

Appendix133

French Formations133

US Formations133

US Marine Ranks135

US Navy Ranks135

US Air Force Ranks135

US Army Ranks136

French Military Ranks136

Glossary136

Deployment of US Forces137

Bienvenue vers le Indochina139

Welcome to Vietnam141

A Brief History of the Conflict141

Welcome to Vietnam141

A Brief History of the Conflict141

Get the Lead Out, Soldier!146

Looking for More Weird WarsAdventure?146

Weird Wars:The Computer Game!146

Page 3: Savage Worlds Tour of Darkness

3

Savage WorldsWeird Wars: Tour of Darkness

Written & Designed by: TellerCover Design by: Zeke Sparkes

Additional Material by Jason YoungShane Lacy Hensley, Simon Lucas, Rob Lusk, and Greg Whalen

Editing & Layout: Simon Lucas, Amy Kyle, Zeke Sparkes & Shane “Doc Bronx” Lacy Hensley

Back Cover Art: Gil FormosaInterior Art: Niklas Brandt, Cheyenne Wright, & Richard Pollard

Interior Design: Chris LibeyCover Design: Zeke Sparkes

Smiling Jack by Brian Wackwitz

Advice and Research Material on Short Notice: Matt Steflik

Special Thanks to: Jay and Amy Kyle, Michelle, Caden & Ronan Hensley, Jason “LT Guye” Nichols,Zeke “Rainman” Sparkes, Kirsty Crabb, and Faron and the gang at Little Wars, Fairfax, VA.

Savage Worlds created by Shane Lacy Hensley

Dedicated to: The men and women who fought in Southeast Asia. May you find respitefrom the horrors you faced, both on and off the battlefield.

This electronic book is copyright Pinnacle Entertainment Group.Redistribution by print or by file is strictly prohibited.

Add 2 to all Page Number References to account for the cover of this Ebook.

Savage Worlds, Smilin’ Jack, Great White Games and the GWG Shark areCopyright 2004 Great White Games, Inc

Weird Wars and the Pinnacle Logo and starburst are Copyright 2004 by PinnacleEntertainment Group, Inc. All Rights reserved. Printed in Canada.

Page 4: Savage Worlds Tour of Darkness
Page 5: Savage Worlds Tour of Darkness

5

ContentsContentsContentsContentsContentsWelcome to the Jungle .... 4In Country .............................................. 4The Environment ............................ 4Meet Charlie ......................................... 5Character Types .............................. 5Making Soldiers ................................ 6Leadership .............................................. 7Women in Vietnam ....................... 7New Hindrances ............................... 8Special Operations ......................... 9New Edges ............................................ 10Setting Rules ...................... 14Madness ................................................... 14Supply ........................................................ 14Awards and Medals ..................... 15Promotion .............................................. 15Support ..................................................... 15Artillery Support ............................ 16Air Support .......................................... 16Aircraft Payloads ........................... 17Morale ........................................................ 18Background Information ........ 18Equipment ............................................. 18Money ......................................................... 18Feeding the Troops ...................... 19Chieu Hoi Program ....................... 19Military Justice ................................. 19War Crimes ........................................... 19Standard US Gear Weights ..... 21Standard Gearand Vehicles ...................... 20US and ARVN .................................... 22Infantry Weapons ........................ 22Personal Armor ............................... 26Miscellaneous ................................... 27US Vehicles ......................................... 27VC and NVA ........................................ 30Infantry Weapons ........................ 30NVA Vehicles ...................................... 31The French ............................................ 31Infantry Weapons ........................ 32US/ARVNRanged Weapons ........................... 34French/Communist VietnameseRanged Weapons ........................... 35Personal Armor ................................ 35

War Master’s Intelligence36Indochina: An Introduction 36Classified Briefing ...................... 37France’s Vietnam ........................... 37South Vietnam ................................ 37Geography ............................................. 37Weather ................................................... 37Government ......................................... 37North Vietnam ................................. 38

Laos ............................................................. 38Geography ............................................. 38Populace ................................................. 38Government ......................................... 38Cambodia .............................................. 39Geography ............................................. 39Weather ................................................... 39Populace ................................................. 39Government ......................................... 39Military Divisions of SouthVietnam .................................................... 41A Brief History of the VietnamConflict .................................................... 41The Weird Wars ................................ 41Sons of Solomon .......................... 41Section 1: Ancient History 41Heart of Darkness ........................ 41Empires Lost and Found...... 42Enter the Dragon .......................... 42The Phoenix ....................................... 43The Course of Empire ............. 43Tomb Raiders .................................... 43Seed of Darkness ........................ 43World War II ....................................... 44 The Axis of Evil ......................... 44Night of the Samurai ............... 44Liberation? ........................................... 45Timeline of Vietnam .................. 45Return of the French ................ 46Section 2: The Recent Past 461948 ............................................................... 461949 ............................................................... 471950 ............................................................... 471951 ................................................................ 481952 ............................................................... 491953 ............................................................... 49Section 3: Prelude to War491959-1961 ................................................... 491962 ................................................................ 511963 ................................................................ 511964 ............................................................... 52Section 4: The War Years531965 ............................................................... 531966 ............................................................... 531967 ............................................................... 541968 ............................................................... 561969 ............................................................... 571970 ............................................................... 581971 ................................................................. 591972-1975 ................................................... 59Running the Game ........... 60Forming Units ................................... 60Military Rank and Units ....... 60Campaign Types ............................. 61Sanity ......................................................... 61Drugs in Vietnam .......................... 62

Horrors of War ................................. 62Sanity Recovery Table ............ 62Psychosis Table ............................... 63Booby Traps and Mines ......... 64Detection ............................................... 64Secrets in the Jungle ................. 65Phoenix Program ........................... 65Operations .......................... 68Roleplaying andWargaming ........................................... 68Mass Battles ....................................... 68Op Orders .............................................. 69Blood Trails andBody Count ......................................... 69Mission Generator: French .. 70Mission Generator: USand Allies .............................................. 73Savage Tales ........................ 83*Xuan Nhan ......................................... 83*Plain of Jars ...................................... 85Dien Bien Phu .................................. 86Friend or Foe? .................................. 88The Lost Legionnaires ............ 89Firebase Omaha ............................... 91Base Defenses .................................. 92Skull Cave ............................................. 93*Tet ................................................................ 95Lost Patrol ........................................... 98Hearts and Brains ....................... 100Streets of Saigon City ........... 102*The Phoenix Rises ................... 103The Tunnels of Vinh Ho ...... 104*Temple of Aran ........................... 106*The Princess andthe Dragon ........................................... 110*Son Tay ................................................... 111*The Book of Shan ..................... 113Loup Garou .......................................... 114CAT Fight ............................................... 116*Operation BACKDOOR ......... 118Bestiary ............................... 124VC Hybrids ......................................... 130Appendix ............................ 131French Formations ...................... 131US Formations ................................. 131US Marine Ranks ......................... 133US Navy Ranks .............................. 133US Air Force Ranks ................... 133US Army Ranks ............................. 134French Military Ranks ............ 134Glossary ................................................. 134Deployment of US Forces . 135Player HandoutsFrench ........................................................ 37US (Early) ............................................... 138US (Late) ................................................. 139

Page 6: Savage Worlds Tour of Darkness

6

Welcome to the JungleWelcome to the JungleWelcome to the JungleWelcome to the JungleWelcome to the Jungle

Something dark stirs in the distant andforgotten places of Vietnam. Something vile thathas pushed man to wage relentless war formillennia. It whispers from the deep vine-chokedjungles and the high mist-shrouded mountains. Itlurks in ancient temples and slithers alongmurky waterways. It even creeps through thedirty back alleys of the bombed-out cities ofHanoi and Hue.

The evil feeds on violence and death. The longwar with the Japanese, then the French, and nowthe Americans has made it strong. Soldiers fromboth sides must battle this evil. Some willconfront it—some will embrace it, but all mustface it.

The time is either the 1950s or the 1960s. Theplace is Vietnam. You’re a French or Americansoldier about to start a tour of duty through thisviolent land.

Your journey will test not only your courageunder fire but your sanity as well. Besides themurderous Vietnamese Communist regulars andsly guerillas, you might just run into other thingsout there in the bush—things that man was notmeant to know.

So strap on your rucksack and lock and loadyour weapon. You’re about to embark on a tourof darkness.

In CountryVietnam may have seemed like a tropical

paradise to those who flipped through thepages of National Geographic magazine in 1950,but for most of its history, this sliver ofSoutheast Asia has been a vicious battlefield.While America’s sons are being sent to fight inthe jungles of Vietnam, more is at stake than

the fall of the South to the communist North. Adesperate struggle, worse than anything seenback home on TV, is being waged from the ricefields and marshy plains of the Mekong Deltato the steaming jungles and mist-shroudedheights of the mountains of the ChaineAnnamitique.

Once you and your buddies have arrived atyour unit, it’s time to start your tour of duty. Butbefore you go out and get yourselves killed, takesome time to find out what you can expectduring your time in-country. The followingsections cover the important points every soldiershould be aware of. Pay attention and you justmight make it out okay.

The EnvironmentListen up, troop!Welcome to the ‘Nam! You’re gonna love it.The average temperature is officially “damn

hot,” there’s enough rain annually to fill theMississippi, monsoon season brings flash floodsand mudslides, and if Charlie don’t get you, thesnakes, bugs, and other vermin might.

It Ain’t the HeatOkay, it is the heat. And the humidity too. And

it’s going to make the weight of your ruck feellike you’re carrying your mother-in-law on yourback.

Keep plenty of water on you and you’ll be fine.Forget and you’ll be doing the “kickin’ chicken”from heat stroke. And don’t forget to take yoursalt tablets daily—when you sweat, you losesalt.

Page 7: Savage Worlds Tour of Darkness

7

CreaturesThe jungles of Vietnam are home to 133

species of snake, 131 of which are venomous!Cobras, kraits (with their distinctive yellow andblack bands) and the bright green bamboo vipersare among the most common and most deadlyserpents in this part of the world. A bite fromone of these can kill within an hour.

You’ll also get to know our friend the leech.Wherever you find water, you’ll find leeches. Theywon’t kill you, so buck up and scrape off.

Worse than the leeches are the bugs. There areplenty of creepy-crawlies out in the bush, andevery one of them will take a piece of meat fromyou if you’ll let them. Mosquitoes are the mostdangerous. Those pesky buggers are big ashornets out here and twice as mean. You’ll alsowant to watch out for poisonous spiders, toads,and centipedes and a whole bunch of creepy-crawlies that science hasn’t even categorized.And God help you if you fall into an ant nest.

Here at the base you might get to know someof our local vermin. Rats the size of Chihuahuaslove to nest in and around our latrines and messhalls. Keep your mosquito netting around you andthey probably won’t chew on your fingers andtoes while you’re asleep.

Meet CharlieWhat to say about Charlie? By our standards,

he’s mean, cruel, and clever as a fox. From theViet Minh of the 1950s to the Viet Cong and theirregular North Vietnamese Army counterparts,they are an implacable foe. Thoroughlyindoctrinated into a Maoist-dominatedCommunism mindset, most are used to living inthe primitive conditions of the bush. Theysurvive on handfuls of rice, barely potable water,and a tenuous supply chain that would force anyWestern army to come crawling out of the jungle,begging to surrender. To the French andAmericans after them, the Communist forcesseem like some weird sort of jungle creatureimmune to hardship or discomfort, and it’s easyto see how they’re regarded as subhumans.

Even their fellow countrymen in the Southcan’t match their tenacity. The “Marvins” of theArmy of the Republic of Vietnam (ARVN) justdon’t seem to have the stomach for the fight thattheir northern neighbors do, and would ratherthrow down their weapons or surrender when thegoing gets tough. And speaking of surrender, I’vegot one word for you round eyes—don’t. The VietMinh and Viet Cong, being guerillas, follow theGeneva Convention only when it suits them,which is about never. Expect to be killed outrightif lucky, or tortured and killed if you’re not. At

best you’ll be taken to a POW camp if you getpicked up by the regular NVA troops, where you’llspend an eternity in limbo. French troops fromDien Bien Phu spent years before seeing Franceagain, and some American troops stayed at theHanoi Hilton well past the end of the war.

Character TypesHere’s more information on the types of

characters you might play in Tour of Darkness forthose not so familiar with the military.

Civilian: A fair number of civilians can befound throughout Vietnam. Some are spooksworking for the Central Intelligence Agency,others are reporters or perhaps archaeologistsstudying ancient temples.

Forward Air Controller: FACs are actually AirForce servicemen assigned to Army or Marineground units to assist in guiding in airstrikes.Despite their alternate service branch, FACs areassumed to be part of the unit they’re attachedto and fall under their chain of command whilein the field.

Forward Observer: This hero is an artillerymantrained to direct fire from supporting batteries forunits in the field. Although equipped as arifleman, the FO stays close to the companycommander ready to call a fire mission. Hisexperience with maps means he often navigatesfor the unit as well.

Green Beret: contrary to the public’sperception, these elite soldiers were deployedto Vietnam to train indigenous soldiers andcivilians in self-defense. These soldiers werethe true “hearts and minds” winners, but werealso able to fight when needed, carrying thewar into the most hostile parts of “Indiancountry.”

Grenadier: Also called a thumper because ofthe unique sound the weapon made when fired,the M79 was the primary grenade launcher of thewar. This soldier provides firepower to the squadin places that the M-60 cannot reach—thedeadspaces behind folds in the ground, cover, etc.He relies on his riflemen companions for close-inpersonal protection.

Machinegunner: The “hogman” or “pigman”provides the main firepower to the squad in theform of the M-60 machinegun. This weaponprovides a much greater punch than the lighterM-16, but is very heavy. Machine gunners areoften selected for their strength and stamina.

Each M60 has an assistant gunner, or A-gunner,who shares the load and feeds the ammo intothe gun, keeping it firing. The A-gunner alsocarries the gun’s extra ammo belts, barrel bag,and cleaning kit as well.

Page 8: Savage Worlds Tour of Darkness

8

LeadershipWeird Wars: Tour of Darkness assumes

your team is part of a squad of around10 soldiers. The player characters are ofcourse part of the squad (or attached toit in some way), and the rest of thegroup is made up of Extras. The squadleader needs a copy of the Squad Sheetfound at the back of this book and atour website to record the non-playercharacters names, statistics, and basicpersonalities.

The squad leader might sometimesfind himself commanding a platoon oreven a company as well. These squadsmust be tracked as well, though itprobably isn’t important to create namesand personalities for them unless theywill be attached for an extended period.

Besides a bit of bookkeeping, the realchallenge in playing Tour of Darkness isthe role of leadership. Someone in thegroup needs to play the wet-behind-the-ears lieutenant or the gruff sergeant. Yes,this means one player is going to tell theothers what to do. The Sarge might orderyour hero to charge a machine gun nestor the LT might tell him to take point inan almost certain ambush. That’s life inthe military, and one of the reallychallenging aspects of playing WeirdWars.

Leaders can enjoy the thrill of leadinga lightning strike raid against an enemyposition with no casualties. Then dealwith the trauma of losing half their menin the next fight. Grunts get to bitch andmoan about everything—which can makefor great roleplaying—but in the end haveto do what they’re told or face theconsequences. Refuse to polish yourboots and you’ll likely pull extra KP duty.Desert your squad when they’re beingoverrun by the VC and you’ll be lucky ifyou aren’t put before a firing squad.

Like most Savage Worlds games, WeirdWars is designed for mature players whocan handle giving orders and takingthem. Try it and we think you’ll reallycome to like this change of pace fromthe egalitarian nature of most parties infantasy and other genres.

And remember, promotions andcasualties can eventually put even alowly PFC in charge.

Corpsman (or Combat Medic): Though not adoctor, this soldier is usually referred to by hisbuddies as ‘Doc.’ Soldiers with basic medicaltraining are assigned to every platoon to provideimmediate aid to injured troopers before theyreach the surgeons back at a base.

Paratrooper: This soldier is a jump-trainedmember of the airborne infantry. Although therewere very few combat jumps in the US portion ofthe Indochina wars, airborne soldiers saw heavyfighting in regular ground operations as eliteinfantry. Lacking the helicopter of their Americansuccessors, the French used paratroopers quiteoften as quick reaction forces, dropping them farbeyond friendly lines.

Rifleman: Trained in the basic use of almostall of the infantry weapons in his country’sarsenal, as well as the basics of hand to handcombat and demolitions, these are the mostcommon soldiers on the battlefield.

RTO (Radio Operator): The communicationsspecialist is a vital link in the chain ofcommand. He allows access to aerial firepowerand artillery support the US forces rely on in thefield. RTOs must hump a heavy radio in additionto a host of other stuff in the bush, so makesure your hero can carry some weight beforetaking this job.

Sailor: The typical Brown Water Navy sailorserved in the southern part of the country,patrolling the waterways of the delta andsurrounding areas. This occupation is onlyavailable if the War Master wants to run a Navalcampaign.

SEAL: Short for “Sea Air Land,” these Navyspecial operators excel in infiltrating enemyterritory by boat, aircraft, or foot patrols. Mostlyoperating with the Riverine forces, SEALs alsofound themselves working for MACV-SOG/SIG onoccasion for highly secret operations throughoutthe Vietnams and their neighbors.

Making SoldiersThe usual character creation procedure from

the Savage Worlds rules apply, though you needto find out your hero’s Service Branch andmilitary rank as well (see below).

1) Service BranchAt this time you (with input from your War

Master) should determine the time period of thesetting and your branch of service (Army, Marine,Navy, French Foreign Legion, French Colonial, etc).Most teams should serve in the Army or Marinesif playing a US campaign. You can also play theFrench Foreign Legion or French Colonial troops

Page 9: Savage Worlds Tour of Darkness

9

Women in VietnamNot all members of the armed forces

sent to Vietnam were men. More than7,500 American women served in Vietnamduring the war in a number of capacities,though they were not combatants. Thenurses in the countless field medicalwards and surgical hospitals endured theharsh conditions of Vietnam to care forthe wounded and aid the dying as well asassisting the local populace as part ofthe Medical Civilian Aid Program(MEDCAP). Among the many mediarepresentatives (in excess of four hundredat the war’s height) from over twentynations were female journalists, huntingthe stories with their male counterpartsand reporting the news from the frontlines regardless of the danger. If youchoose to play a female character, thenumber of opportunities open to you willbe restricted to similar rolls. Be sure tocheck with your War Master first.

if your WM is running a French campaign. Thebranch of the service that you choosedetermines the minimum requirements needed forthat character. These minimums represent theskills received in Basic and Advanced training,and must be bought with the character’s startingattribute and skill points.

Air Force and Naval characters are possible forone-shots or limited campaigns, but don’t go “outin the bush” enough for the main focus of thisgame.• French Foreign Legion: Vigor d6, Spirit d6,

Shooting d6, Fighting d6, Throwing d6, Guts d4• French Colonial Forces: Shooting d4, Throwing

d4• US Army: Strength d6, Shooting d6, Fighting d4,

Throwing d4• Commonwealth (Australia/New Zealand) Army:

Strength d6, Shooting d8, Fighting d4, Throwingd4

• US Marines: Strength d6, Shooting d8, Fightingd6, Throwing d4

• US Air Force: Smarts d6, Shooting d4,Knowledge (service-related) d6

• US Navy: Shooting d4, Swimming d4, Knowledge(service-related) d6

• RVN Army: Shooting d4• RVN Paratrooper/Ranger: Vigor d6, Spirit d8,

Shooting d6, Fighting d6

Elite BranchesCharacters may also be part of an elite

branch, such as the Rangers or SEALs or evenAustralian SAS. The rigid entrance requirementsand exceptionally tough training mean fewgraduate to these special operationsorganizations.

• Army LRRP/Ranger: Agility d6, Smarts d8,Spirit d6, Strength d6, Vigor d6, Shooting d6,Fighting d4, Throwing d4, Notice d8, Survival d6

• Army Special Forces: Agility d6, Smarts d6,Spirit d6, Strength d6, Vigor d8, Shooting d6,Fighting d4, Throwing d4, Survival d6,Knowledge (Vietnam) d6

• Marine Force Recon: Agility d6, Smarts d8,Spirit d6, Strength d6, Vigor d6, Shooting d8,Fighting d6, Throwing d4, Notice d8, Survival d6

• Navy SEALs: Agility d6, Smarts d6, Spirit d6,Strength d6, Vigor d8, Shooting d8, Fighting d8,Notice d6, Swimming d6

• SAS: Agility d6, Smarts d6, Spirit d6, Strength d6,Vigor d8, Shooting d8, Fighting d8, Throwing d6,Notice d6, Survival d6, Stealth d6, Swimming d4

Some heroes might also be civilians, such asattached reporters, archaeologists, or “spooks”working for the CIA.

2) Military RankYour hero starts as a Private unless you take

the Rank Edge.

3) RaceHumans are the only race allowed in Tour of

Darkness. The good news is that they still gettheir free starting Edge as usual.

You can choose any ethnicity you like. Peoplefrom around the world could be found in thearmed forces deployed in Vietnam either with theFrench or US forces.

4) TraitsYour hero’s attributes and skills are determined

normally. Each character has five points todistribute among his five attributes, and 15points to buy skills. All of the skills listed inSavage Worlds are available in Tour of Darkness. .

Secondary StatisticsYour hero’s Charisma, Pace, Parry, and

Toughness are figured normally.Weird Wars: Tour of Darkness introduces a new

derived statistic for those unlucky enough to

Page 10: Savage Worlds Tour of Darkness

10

find themselves facing the horrors that infest thisblood-soaked land. The character sheets providedin the back of the book or at the Great WhiteGames website (www.greatwhitegames.com)already have this statistic added to them.

Sanity: Those who face the mind-wrenchinghorrors of the Weird Wars are sometimes pushedover the edge. When this occurs a variety ofunpleasant consequences can follow. The Sanitystatistic is a trait that lets you monitor yourcharacter’s mental health and well-being. It startsat 2 plus half your Spirit unless you have an Edgeor Hindrance that modifies it. As a character facesthe horror of war and supernatural weirdness hisSanity may fluctuate. More information on Sanitycan be found on page 14. The War Master can findthe real skinny on page 61.

5) Edges & HindrancesAll soldiers have been trained in basic combat

skills and survival techniques, but the heroes youcreate excel more than the rest. Edges set yoursoldier apart from the bulk of theservicemembers trying to get through their tourof duty. Likewise, Hindrances are those quirks orflaws that make a hero interesting.

Most everyone in the military has a decentShooting score from Basic training, but will youtake an Edge like Marksman and try to be asniper? Or go with Thumper King andconcentrate on launching grenades? The choicesyou make here give you some idea of the kind ofperson your hero is and whether or not he’sspecialized in a particular weapon or occupation(such as medic).

6) GearOnce your character is created, hit the supply

room and gear up.Characters in Weird Wars: Tour of Darkness don’t

get starting money to buy equipment (althoughthey may carry some cash for luxuries when atcamp or on R&R). As members of the military,they’re assigned a basic load of equipment that islaid out by their unit’s TO&E (Table of Organizationand Equipment). This limits the weapons a unitdeploys with—even special operators.

When choosing the gear you want to take on amission with you, watch that weight limitcarefully. The heat and humidity sap the strengthfrom even the brawniest soldier and makecarrying a ton of gear not only impractical butdeadly. Make sure you check with the rest of yoursquad to ensure the weight of extra ammo, specialgear, and supplies is distributed among the team.

You War Masters need to be strict about theencumbrance rules—it’s the only real limit to howmuch ammo and firepower the squad can carry.

For more information on the effects of weight,heat, and jungle conditions, see the SavageWorlds Main Rulebook, pages 18 and 95.

7) BackgroundLast but not least, provide a background for

your character.Maybe your trooper is a poor country boy from

Alabama who joined up to escape the poverty ofthe sharecropper’s life. Or is he an ex-medicalstudent who saw the suffering of the inner cityand joined despite his deferment to carry hisburden of citizenship? Perhaps he joined to avoida jail term or is one of the masses of young mencalled to serve his country through the draft.

The nature of the French Foreign Legion andthe shared privations of a tour of duty in the‘Nam brought together a cross-section of theyouth of America. Just about any type of personyou can imagine could be found in this littlecorner of the Weird Wars. The strange things andexotic people they’ll meet while in Southeast Asiaare all that more interesting if your War Master hasa good character background to draw on.

New HindrancesMost of the Hindrances given in the Savage

Worlds rulebook are suitable for use with WeirdWars: Tour of Darkness. In most cases, onlyElderly and Young are not appropriate. Thefollowing new Hindrances are available, however.

Activist (Minor)The 1960s were a time of intense political

activity and the turbulence of the times infectedthe youth. Your hero has developed a viewpointthat he feels passionately about. Maybe he is oneof the few die-hard anticommunists dedicated topreventing the spread of the red menace throughSoutheast Asia, or maybe the character has someaffinity with the growing peace movement or theradical Black Panther Party.

Whatever the nature of his beliefs, your heroattempts to fit all his experiences into his worldview and to convert those he feels may besympathetic to his cause at any opportunity.

The character suffers -1 Charisma when dealingwith others who don’t have a similar ActivistHindrance. He adds +1 to Charisma when dealingwith those of similar beliefs.

Bullet Magnet (Major)Some soldiers are just in the wrong place at

the wrong time. This character makes a habit of it.This hero is hit by adjacent fire (using the

Innocent Bystander rules) on a 1-2 for single-shotweapons, and a 1-3 for shotguns or full-auto fire.

Page 11: Savage Worlds Tour of Darkness

11

Special OperationsA variety of Special Operations Forces came into being during the Vietnam conflict. If you want to run

an elite campaign, pick one of the Special Operations organizations detailed below.

LRRP Teams (US Army)Created out of a need to address the challenges of unconventional warfare, the Long Range

Reconnaissance Patrols’ mission was reconnaissance behind enemy lines. In Vietnam this usuallymeans putting a team deep in the jungle away from other American forces. In these situations they arefree to use their special skills to find the enemy. Typically lasting six days, these patrols can sweepan area of eight square kilometers. The mission begins with a helicopter insertion, althoughdepending on the situation this can also be accomplished by Patrol Boat Riverine (PBR), on foot, or byparachute. The main task of most patrols is observation, which means a mission is successful if thetroopers fire no shots. That said, the “lurps” (as they are sometimes called) always go out loaded forbear, routinely carrying packs in excess of 100lbs! At the height of US involvement, less than 1600 menwere assigned to LRRP companies.

In addition to intelligence gathering, other LRRP missions include locating targets for airstrikes,bomb or artillery damage assessment, scouting potential LZs, and setting ambushes.

Generally a LRRP team consists of six men: a team leader, assistant team leader, two radiooperators, and two scouts. Most troopers carry M-16s or similar weapons, and everyone carries plentyof extra ammo, supplies, and rations.

Rangers (US Army)In January 1969, the LRRPs were officially reorganized and designated the 75th Rangers. Though now

named and organized as Ranger companies, the units were still spread throughout the countryattached to such units as 1st Air Cavalry, 1st Infantry and 101st Airborne, and still undertook the longrange recon role they had fulfilled as LRRPs.

Special Forces (US Army)Special Forces in Vietnam play many roles. The Weird Wars adds a few missions which are not

publicized to the folks back home, or which are heavily edited when word of them leaked out.Civilian Irregular Defense Groups: Typically, Special Forces missions deal with bolstering the

indigenous population’s ability to resist the depredations of the Viet Cong and NVA. Special Forcesteams first entered the country in 1957, and began to organize the Montagnards and other paramilitarygroups into Civilian Irregular Defense Groups. As US involvement increased, the Fifth Special ForcesGroup arrived in-country. They set up a chain of fortified camps deep in the hinterlands, where theyorganized the locals as anti-guerilla forces. The organization of a typical SF A-Detachment can befound in the Appendix of this book.

Mobile Guerilla Forces: Besides the static role of the CIDGs, Special Forces soldiers also raiseMobile Guerilla Forces (MGF). These units are made up of Vietnamese with American advisors, andoperate outside of friendly artillery range in areas that are definitely “Indian Country.” They stagecross-border raids and ambushes, call in air strikes, and disrupt the enemy in his sanctuaries.

Mobile strIKE Teams: Also under the Special Forces umbrella are quick reaction forces that canrespond to attacks on remote camps. Known as MIKE forces, they are composed of CIDG Vietnamesetroopers, with US Special Forces soldiers acting as officers and NCOs. Each Corps Tactical Zone (CTZ)is assigned one MIKE team with another on call for the entire south (and beyond). Operating in heavilycontested areas, against hardened VC and NVA units, their missions often become slugging matches.These units conducted more combat jumps than any other organization in Vietnam.

Marine Force Recon (Marines)Fulfilling much the same role as the LRRPs but for the USMC, force recon troopers often scout the

way before larger marine units

SEAL (SEa Air Land) (Navy)These soldiers are US Navy commandos, skilled in infiltrating enemy territory by a variety of

methods, and are often attached to MACV-SIG for secret missions. Developed from the UnderwaterDemolition Teams of the second World War, the SEALs see extensive action in the Mekong Delta.

SAS (Special Air Service) (Australian or New Zealand Army)Patterned after the British commandos of World War II fame, the Australian and New Zealand

governments sent squadrons of their elite soldiers to Vietnam from 1966 until 1971-72. Quickly dubbed“The Jungle Ghosts,” these elite soldiers carry out deep reconnaissance and ambush patrols.

Page 12: Savage Worlds Tour of Darkness

12

Doubting Thomas (Major)Besides the description presented in Savage

Worlds, Doubting Thomas’ are just not preparedto deal with the mind-twisting realization thatthese horrors could actually be real. Characterswith this Hindrance suffer double Sanity loss. Onthe plus side, they start with a Sanity of +2.

F—ing New Guy (Minor)Your soldier just started his tour of duty in

the ‘Nam. To make things worse, his trainingdidn’t take as well as most.

Referred to as the FNG (F—ing New Guy), mostof his squad think he’s only good for walkingpoint and burning barrels of crap at the firebase.

The newbie is never dealt cards on the firstround of any combat (he’s always “surprised”).

In addition, he subtracts 2 from Notice rollsmade to detect ambushes or booby traps, as wellas most Vietnam-related Common Knowledgerolls. To top it off, he’ll be assigned the worstduties in the platoon—latrine detail, fillingsandbags, and walking point, to name a few.

Of course, an FNG doesn’t stay new forever. Thereason such an awful Hindrance is Minor isbecause it can be bought off.

After each relatively active month of service,the hero makes a Smarts roll at -2. If the roll issuccessful, he drops one group of penalties—eitherthe action card penalty or the -2 to Notice andCommon Knowledge rolls. He may roll again afteranother active month to rid himself of the otherpenalty, at which point he’s no longer an FNG.

Note that not every soldier who steps off theplane in-country has this Hindrance; only thoseknuckleheads who take a little longer to adjustto the ‘Nam.

Hard Case (Major)This career soldier has a hard time associating

with the young pukes drafted into the servicesand insists that none of them will ruin hismilitary. He is a notorious hardass and sparesnobody his brutal verbal (and occasionallyphysical) assaults.

This soldier has -2 Charisma and does nottolerate disobedience or lax discipline in theranks. Only characters with a Rank Edge maytake this Hindrance.

Heat Prone (Major)This hero just doesn’t do well in the tropical

heat of Southeast Asia. Maybe he’s fat. Maybehe’s from Minnesota.

Whatever the reason, he always subtracts 2from Vigor rolls made to resist the effects ofheat and dehydration, even when he gets therequired four quarts of water per day.

Short Timer (Major)This soldier is so close to ending his tour he

can almost taste the drinks on the Freedom Bird.With just weeks left on his tour, he isn’t toointerested in dying for Uncle Sam. Whenever givenunpleasant or dangerous tasks he complainsconstantly about being “too short for this.”

Roll a 1d6+6 at character creation. This is howmany weeks your grunt has left in-country.

Every time the character takes a wound and hehas any bennies remaining, he must make a Soak roll.

This Hindrance may only be taken by Wild Cards.

Slow (Major)Not everyone was born with cat-like reflexes.

This soldier is just a little slow on the uptake, ormaybe freezes up when lead starts flying.

He draws two cards in combat and acts on theworst. If he draws a Joker, he uses it normally andignores his Hindrance for the round.

Slow characters cannot take the Quick Edge, butthey can actually improve their reaction time bytaking the Level Headed Edges (but not duringcharacter creation). For this soldier, Level Headedallows them to draw one card and act normally.Improved Level Headed grants them two cards andthey act on the best of the two.

New EdgesWeird Wars: Tour of Darkness introduces a large

number of new Edges into Savage Worlds, mostlyrelated to specific military occupations. As such,many of the new Edges are not very appropriateoutside this particular setting.

Likewise, the following Edges from the SavageWorlds rulebook are not appropriate forcharacters in most Weird Wars: Tour of Darknessgames, although your War Master may allow theuse of some in special circumstances orscenarios: Arcane background (and theassociated Champion, Gadgeteer, Holy/UnholyWarrior, Mentalist, Mr. Fix-it, and Wizardprofessional Edges), Noble, Power Edges, Rich,Filthy Rich.

Background EdgesAcclimated

Requirements: Novice, Vigor d6+This character might have grown up in the

jungle, or maybe was stationed in Panama or thedeserts of Algeria. Whatever his background, heseems to take the heat of the ’Nam better thanothers and so doesn’t suffer as much on patrol.

The acclimated grunt adds +2 to Vigor rollsmade to resist Fatigue due to heat and humidity.

Page 13: Savage Worlds Tour of Darkness

13

GrizzledRequirements: Novice, Smarts d6+, Spirit d6+,

Vigor d8+, Fighting d8+, Shooting d8+, Survivald6+, Rank (NCO)

This soldier is either an enlisted soldier who’sserved several tours in Vietnam or a grizzledplatoon sergeant from World War II or Korea.Whatever their background, these men standhead and shoulders above the typical gruntsaround them.

You must have your War Master’s permissionto gain this Edge. It immediately advances yourhero to Seasoned (or one full character Rankabove the rest of the player characters). The priceis that the advancements must be repaid. Thenext 20 Experience Points your hero would earn atthe end of each game session are forfeited to “payback” the debt (basically the character begins with–20 Experience Points). Experience Points acquiredfrom bennies at the end of each session also gotoward the debt, so the more gained through goodroleplaying, the quicker the payback can occur.

West PointerRequirements: Novice, Service (Army)A distinguished graduate of the West Point

Military Academy, this soldier is the US Army’sbest officer material. Schooled in militarytradition and procedures, graduates of his caliberare few and far between.

This future General begins the game at rank O1and adds +2 to his Promotion rolls (see page 15).

West Pointers also have +2 Charisma whendealing with “Headquarters”-type officers (ratherthan field officers—GM’s call). Unfortunately, mostof the enlisted troops have a dim view of “ring-knockers,” and his Charisma is at –2 withenlisted soldiers until he reaches the rank ofCaptain.

Combat EdgesClipping the Grass

Requirements: Seasoned, Rock and Roll,Shooting d8+

This machine-gunner can provide true grazingfire—just a few inches off the ground. The weaponmust be a medium or heavy MG, such as an M60or .50 cal, and must be braced on a groundedbipod, tripod, window, or other solid surface.

When using suppressive fire, those caught inthe area of effect take damage on a Spirit roll ofa 1 or 2 instead of just a 1.

GroundhogRequirements: Seasoned, Guts d6+, Smarts d6+This soldier seems to be able to blend into the

ground when under fire. He can find the most

advantageous fold or nook to fit his body into toavoid incoming fire. When prone, this soldierreceives -4 protection, instead of the usual -2.He is also only hit by Suppressive fire if bothhis Spirit die and his Wild Die come up ones.While this Edge is negated if the attackermoves within 3", the Groundhog still receivesthis Edge's benefits even if attacked from theside.

Hose ’Em DownRequirements: Novice, Shooting d8+With this Edge a machine-gunner can suppress

an area more effectively than the typical“pigman.”

When using a braced medium or heavymachine-gun (such as an M60 or .50 cal), thishero can suppress an area equal to two MediumBurst templates. The second template must beadjacent to the first (in any direction), and theweapon burns through double its usual amountof ammunition.

Improved Hose ’em DownRequirements: Seasoned, Hose ‘em

DownThis edge allows an MG gunner to

suppress an area equal to threeMedium Burst templates, at triple theusual amount of ammo spent. Eachadditional template must be adjacentto the first.

Thumper KingRequirements: Novice, Shooting d8+A “thumper” is an M79 grenade launcher. A

grunt with this Edge has an uncanny knack withthis or other grenade launchers (such as theM203), and can lob his shots with startlingaccuracy.

Halve all deviation rolls for grenades launchedby this soldier.

Thumper GodRequirements: Seasoned,

Marksman, Thumper KingThese veteran grenadiers really

know how to reach out and thumpsomeone and take professional pride inthe accuracy and destructive effect oftheir fire.

The Thumper God now knows howto angle the shot so that it does themost damage to the targets beneath it.He halves deviation rolls as above, andadds +2 to his grenade’s damage rolls.

Page 14: Savage Worlds Tour of Darkness

14

Leadership EdgesBorn Leader

Requirements: VeteranCommand comes easy to this soldier and his

troops respect him. He looks after his men andteaches them to look after each other. The resultis a well-disciplined and effective force thatworks well as a unit.

Soldiers making group rolls while under thisleader’s command roll d8 as the Wild Die insteadof d6.

Command PresenceRequirements: Novice, Command, RankA booming voice, effective hand signals, or

simple training as a unit results in a much moreeffective combat element. At the center of thatelement is the field officer in command.

An NCO or officer with this Edge has a“command radius” of 10" instead of the usual 5".

Remember Cameron!Requirements: Novice, Command, Rank

(Officer), Service (French Foreign Legion)On April 30th, 1863, sixty-five Legionnaires

held off a force of over 2000 Mexican troopsoutside a dusty Mexican village. The battle endedwith a bayonet charge by the six remaining

Legionnaires. This date has become enshrined inLegion history, and the wooden hand of thecommanding officer is paraded before the rankseach year.

This Foreign Legion NCO or Officer can imbuethose around him with the esprit which haspermeated legionnaires for decades.

As an action, the leader may make a Spirit rollat -2. If successful, every Shaken legionnaire inhis command radius is automatically unshaken.

Professional EdgesHardened

Requirements: Seasoned, Guts d8+This soldier has seen things that would make

most men lose their mind. Somehow he’shardened himself to it and soldiers on.

The soldier gains one extra point of Sanityduring “down time.” This is usually betweenmissions, and is entirely at the War Master’sdiscretion, and is in addition to any he mightgain for other reasons.

Medic!Requirements: Novice, Healing d6+A character with this Edge can get wounded

soldiers up and fighting again in seconds.If the medic can get to a wounded non-Wild

Card by the end of the round in which he waswounded, he can make an immediate Healing rollat -2. If the roll is successful, the victim ismerely Shaken instead of wounded.

Ranger TabRequirements: Novice; Service (Special Ops:

LRRP or Ranger)This soldier is a graduate of the grueling

training at the US Army’s Ranger School at FortBenning, Georgia. This school emphasizes smallunit tactics, self-sufficiency, and other infantryskills. This character gains +2 to all Fatigue rollsmade against environmental hazards (includingcold, heat, and sleep), and +2 to all Survival rolls.Ranger-trained soldiers make Vigor rolls every 18hours for sleep deprivation, as opposed to thestandard 12 hours.

Rank (NCO)Requirements: Novice; Smarts d6+This character begins the game as a non-

commissioned officer. In the Army and Marinesthis is a corporal. In the Navy he’s a petty officer.

Rank (Officer)Requirements: Novice; Smarts d6+This character is an officer. As a US service

member, he is either a product of the Reserve

Page 15: Savage Worlds Tour of Darkness

15

Officers Training Corps (ROTC) or anundistinguished graduate of one of the USMilitary Academies (West Point or Annapolis).

This Edge makes your hero a 2nd Lieutenant incharge of a single platoon. Except in veryunusual circumstances, there is only one officerper platoon.

Semper Fi, MacRequirements: Service (Marine)The US Marines are proud of their history of

being the first to be deployed in battle. SemperFidelis, “always faithful”, is their motto and,abbreviated to Semper Fi, is used as a greetingand rallying cry.

A Marine with this Edge gains +1 Toughness.

SpotterRequirements: Novice, Smarts d8+This character has a special knack for calling

in supporting fire, and can make all thedifference in the world when trying to break anenemy assault.

A character with this Edge can shift the targetpoint of artillery up to 20" per round withoutdelay (instead of the usual 10"). In addition, thedeviation for any airstrikes this character calls inare halved (rounding down).

Water training• Requirements: Novice; Vigor d8+, Swimming

d6+, Service (Special Ops: SEAL, Marine Recon,Special Forces)

Your hero has been to one of the variousmilitary schools that teach combat swimming.Whether a SEAL, Marine Recon, or Special Forcessoldier, this rigorous training has improved thegrunt’s swimming ability far beyond those ofthe typical person. This hero can hold hisbreath for twice as long, and all Swimming rollsare at +2.

Social EdgesBand of Brothers

Requirements: Wild Card, Veteran, CommonBond

This group of soldiers has been to Hell andback together. That kind of bond hardens men,and makes them able to better withstandwounds that might otherwise have put them outof action.

Subtract 1 point of damage from every attackthat hits the character for each other “brother”within 6", to a maximum of -4. If three heroeswith the Band of Brothers Edge fight together, forinstance, they ignore three points of damagefrom every attack that hits them.

IdealistRequirements: Novice, Knowledge (Vietnamese)

d6This soldier sees the potential in the people

and land of Vietnam, and thinks that with a littlehelp from the West, this could be an ideal placeto live. He’s even taken the time to learn aboutthe peoples and cultures of Vietnam, Cambodia,and Laos.

Most of his squad mates think he’s crazy andthe bigots call him a “gook-lover”.

This hero has +2 Charisma when interactingwith Vietnamese soldiers or civilians. He alsoadds +2 to Common Knowledge rolls aboutSoutheast Asian culture.

Heroes with the Bloodthirsty Hindrance can’ttake this Edge.

ScroungerRequirements: Novice, Smarts d6+, Streetwise

d6+Wars and the associated chaos often bring out

unusual traits in people, both good and bad.Some seem to have an uncanny ability to findjust what they’re looking for among themountains of equipment shipped into the theater.

A consummate trader and wheeler-dealer, thissoldier can find a way to acquire almost anypiece of equipment or luxury item. Once persession, and while in a populated area (such as alarge village or town), a successful Streetwise rollallows the Scrounger to do one of the following:

• Improve one squad’s Ammo one level• Improve one squad’s Rations one level• Acquire 2d6 “refills” for a medic’s med pack• Acquire some rare but not particularly

valuable item (a Coca-Cola in a distant village,matches in the jungle, etc)

Weird EdgesCourage Under Fire

Requirements: Novice, Command, RankIt is said that fortune favors the bold. No

matter the war, officers who put the welfare oftheir men before their own personal safetyalways inspire troops.

The War Master secretly rolls 1d4 at the startof each mission. This is the number of woundingattacks your character can ignore while standingand commanding your troops. Instead of hittingyour hero, the round knocks off his helmet, thebayonet tears a canteen off his hip, and so on.Standing in the open while under direct enemyfire triples the command radius of this leader.

This Edge only works against direct-fire rangedattacks or melee attacks. It has no effect ondamage inflicted from area effect weapons.

Page 16: Savage Worlds Tour of Darkness

16

Setting RulesSetting RulesSetting RulesSetting RulesSetting Rules

MadnessEven the strongest souls can be scarred by the

horrors of war—especially those seen in theWeird Wars.

Those who fail Guts checks due to somehorrific monster or Thing Man Was Not Meant toKnow not only suffer the immediate effects asusual, but also move a little closer to the brinkof insanity. Every time a Guts check is failed, thehero loses a Sanity point. The exact effects ofthis are hidden away in the War Master’s section(page 61). Be warned that once you drop below 0points, your hero will undergo serious…changes.

SupplyThe rules for keeping track of allies’ ammo are

in full force in Tour of Darkness. In Weird Wars,we use the same system to track bothammunition and rations (food and water). Ineither case, the character in charge of the team(whether it’s a patrol, squad, or battalion) keepstrack of the group’s Ammo Level and Rations.

If there’s a medic in the party, he keeps trackof the group’s Medical Supplies.

AmmunitionEach group of Extras starts with an Ammo

Level of Very High, High (typical), Low, or Out.You’ll find a Supply Track on the Ally Sheet tohelp you keep track. Very High Encumbrance levelmeans the Extras have a -1 penalty to theirphysical rolls due to being overloaded.

After each fight, the ammo drops a level. Alliesdealt a deuce during combat drop an ammo level

immediately after that round. When the combatis over, use the average ammo level for the entiregroup of Extras.

Once the team is “Out,” they have a few bulletseach, perhaps one grenade for every dozen men,and so on. Individuals aren’t completely helpless,but as a group are combat ineffective.

RationsField rations weigh six pounds for each day’s

worth of food. Soldiers are also expected to carryan additional six pounds of water, for a totalweight of 12 pounds carried for one day’s rations(24 pounds for two days, and so on). Amounts ofrations should be tracked, as hungry soldiers areineffective soldiers. Each canteen cover has apouch for a bottle of 50 water purificationtablets. Unless no sources of water are availableor the soldiers lose their canteens or waterpurification tablets, assume that they can findenough water to keep them going.

Each day Extras don’t have sufficient rationsthey become Fatigued. They cannot becomeIncapacitated, however (there’s always somethingto eat in the jungle). Leaders should be warnedthat even Exhausted (-2) allies are very ineffectivein combat.

Wild Cards make Vigor rolls as usual instead.Subtract 2 from the roll if consuming less thanhalf rations. Roll once per day after the first daywithout food and water, then every 12 hoursafterwards.

Wild Cards do not become Incapacitatedunless they absolutely refuse to eat or drinkwhatever nature provides.

True Deprivation: Use the regular rules forhunger and thirst if the characters are actuallydeprived of food and water, such as in captivity.

Page 17: Savage Worlds Tour of Darkness

17

Medical SuppliesMedics play an extremely critical roll in

keeping men alive and fighting in the field. Theyrely greatly on their field kits to do their messywork, and find their job much more difficult toperform when their kits run dry.

A medical pack contains various drugs, supplies,and instruments for treating casualties, and adds+2 to the Healing rolls of anyone who uses it.

The medic character must keep track of theamount of perishable supplies within, however.Each pack starts with 10 points worth of drugs,bandages, and other nonreusable items. Every usesubtracts 1d4 points worth of items.

If the med pack runs out, the medic can stilluse the instruments and non-expendables inside,but does not gain the +2 bonus to his Healing rolls.

Refills: Med packs can be refilled to full at anywell-stocked base or hospital. Other sources(civilian clinics, villages, and so on) can be lootedfor 1d6 points worth of supplies.

Awards and MedalsConspicuous acts of bravery can result in

medals for the Armed Forces’ best. These in turncan lead to promotions and perhaps much-needed R&R.

To get noticed, a soldier’s commander mustput in a request for an award. This is donebetween missions, and usually takes a week orso for the paperwork to clear headquarters.

After any mission in which the CommandingOfficer cites the hero for bravery, the medal-winner’s player rolls 1d20 and adds the followingmodifiers:

Awards ModifiersModifier Situation

+X CO’s Charisma modifier+1 CO is a LTC or higher-2 CO is an NCO-2 Easy Mission+2 Difficult Mission+2 Character was wounded

Awards Resultd20 Result1-12 Issued a citation for bravery13-15 Bronze Star16-19 Silver Star20-23 Distinguished Service Cross24+ Medal of Honor

PromotionAt the completion of a mission, each soldier

can roll a d20 and add or subtract the modifiersbelow. Modifiers are cumulative. A total of 20+means the character has been promoted onerank.

Promotion ModifiersModifier Situation

-2 Easy Mission- Routine Mission+2 Difficult Mission-2 Character is a Captain or higher+1 Character is a Private+2 Character is in the Phoenix Program+1 Character received a Bronze Star on

this mission.+2 Character received a Silver Star on

this mission.+4 Character received a Distinguished

Service Cross on this mission.+6 Character received the Medal of

Honor on this mission.

SupportThe United States’ greatest advantage over the

Communists is the huge array of supportavailable to the troops on the ground. Woundedsoldiers know they are merely a short helicopterride from a fully equipped hospital, and anypatrol in the field can have artillery or fast jetsscreaming overhead in seconds with a little luckand a lot of clout. While France lacked thehelicopters that the US had later in Vietnam, theystill had both artillery and aircraft reserves thatthe Viet Minh were hard-pressed to counter.

CommunicationsThe key to all this support is effective

communication links. Without good comms, thereare no medevacs to extract the wounded, nohelicopter gunships or howitzers on call, or otherinstruments of destruction that allow Westernforces to take on and defeat numerically superioropposition.

Every unit down to the platoon level has afield radio to keep in touch with higher elementsand relay messages up the chain of command.Squad leaders relay messages to their platoonleaders, who radio requests to their company HQ.Higher up the organizational chart thecommunications requirements become more

Page 18: Savage Worlds Tour of Darkness

18

sophisticated. At battalion level, thecommunication elements are housed in afortified bunker at a firebase and provide accessto pretty much any support the military has atits disposal.

Fire SupportCommanders can radio for artillery and airstrike

support, although what’s available from generalsupport depends on what else is going on in-country at the moment, and so is something of arandom process. To determine if support isavailable have the CO make a d6 Support Rolladding the modifiers below. A total of 4+ meanssupport is available. If the mission is deep in NorthVietnam or its neighbors, or it specifically statesthat no support of any type is available, no onewill answer the call so no roll can be made.

Support Roll ModifiersModifier Situation

+1 Dedicated Support+1 Character is E5-E6 or O1-O3+2 Character is E7-E9 or O4-O6+3 Character is O7 or higher-3 For each Support Roll attempted in

the past 8 hours+1 If about to be overrun (WM’s

discretion)

During the Op Order generation, the unit mightbe assigned a specific allotment of artillery orair support. If this is the case, the specifiedsupport is on call.

If no support was allocated during the missionbriefing, the CO has called in general supportingfire. The CO (or Forward Observer) rolls on theSupport Table to see what’s available. (The WMmay also choose based on the particularsituation.) If it is night or the weather is bad,aircraft cannot be called in and the result isautomatically Mortars or Guns.

After the type of support is determined, rollthe Delay Die to see how long it takes to arrive.The Bingo Die is rolled every round after theasset fires. On a roll of 1, the asset is used up orotherwise diverted and its fire mission is over.On any other roll, the asset remains on call.

Support Tabled6 Available General Support1-3 Aircraft (Artillery at night or in bad weather)4-6 Artillery

Artillery Supportd6 Delay Die Bingo Die

1-2 Mortars d4 d63-6 Guns d6 d10

Artillery BarrageThe first barrage arrives after a number of

rounds as determined by rolling the delay die.The CO’s player places two adjacent templates onhis desired targets and rolls a d12 and 2d10-1 x2”.This is the direction and number of inches therounds deviate, measure from the center of eachtemplate.

Mortars covers 60mm, 81mm or 4.2” tubes anduses Medium Burst Templates for 3d6 damage.Guns covers 105mm, 155mm, 175mm or 8”weapons, and cause 4d8 damage with Large BurstTemplates.

Adjusting Fire: The CO can allow the barrageto continue each round in the same location, orhe can adjust the target point up to 10" per roundwithout delay. If the barrage is not used in around, or is shifted more than 10" in a round, itmust be called in again (meaning another delaydie roll). Even with the accuracy of modern guns,artillery fire is still a little unpredictable. Whetheror not the CO has shifted fire or allowed it tocome down on the same location, each templatedeviates d4-1 inches each turn using a d12 todetermine the direction.

Illumination: Artillery batteries can also fireillumination flares each round instead of HE.These are extremely bright phosphorous roundsshot high into the sky that drift down on a smallparachute. This counts as the battery’s barragefor the turn. Illumination rounds negate alldarkness penalties in any non-jungle terrain for2d10 rounds. In light jungle, penalties are reducedto -1. They have no effect in thick jungle.

Air SupportType (d10) Delay Die Bingo DieFrench1-3 F8F Bearcat d6 d84-5 F6F Hellcat d6 d66-7 P-63 King Cobra d6 d68-10 A-26 d6 d8American1-2 Huey Gunship d6 d63-5 F-4 Phantom d4 d66 F-100 Super Sabre d4 d47-8 A-1E Skyraider d6 d89 B-52 d4 d810 Spooky Gunship d6 d10

Page 19: Savage Worlds Tour of Darkness

19

AirstrikesAir support ranges from Army helicopter

gunships to prop-driven A-1E Skyraiders andhigh-flying B-52s on Arc Light missions.Dedicated air support loiters in area as long aspossible during crucial moments of theoperation to try and provide effective coverage.General air support is often aircraft in the areareturning from a mission with undroppedordinance. After calling in the support, roll theDelay Die to see how long it takes the aircraftto reach the unit and start blasting any VM orVC foolish enough to be seen.

Once the aircraft arrives, the CO candetermine which one of its weapons it useseach round. See the Aircraft Payloads tablebelow to find out what particular munitions anaircraft has at its disposal. If it is listed ashaving a choice of munitions, randomlydetermine what it has available. As always, rollthe Bingo Die after every round the aircraftfires, on a 1, it is no longer available.

Rockets are Medium Burst Templates thatcause 3d10 damage. The player can place asmany of the aircraft’s rockets as he wishes onthe battlefield each turn, but all rockets fired ina single round must be adjacent. Roll 1d10-1"deviation for each Burst Template.

Bombs are Large Burst Templates that cause4d10 damage. The player can place as many ofthe aircraft’s bombs as he wishes on thebattlefield each turn, but all bombs dropped ina single round must be adjacent. Roll 1d10-1" x 3(or x2 for the Skyraider) deviation.

Guns fire a single Strafe Template each round.This is Suppressive Fire. Those who are hitsuffer 2d8+1 damage. There is no deviation.

Cannons fire a single Large Burst Templateeach round. Those hit (as per Suppressive Fire)suffer 3d8 damage. Roll 1d10-1" deviation as withrockets. Only the Spooky Gunship (or Spectre inlate war) carries cannons. The Spooky may fireall of its munitions each turn. (These gunshipswere devastating—no position under theirprotection was ever overrun.)

Napalm is sticky, flaming goo thatincinerates most targets. It has an AP value of30, causes 3d10 damage, and burns for 10 roundson objects, or 1d10 rounds on “soft targets”such as people. Napalm creates a chain of fourMedium Burst Templates in a straight line. Rolldeviation as for bombs and move the entirechain the indicated direction and distance.

Napalm can also be used tactically to destroyvegetation and soft cover (though, on a largerscale, it was found to be ineffective as adefoliant). Most flora (as well as fauna) beneaththe template is destroyed and no longerprovides cover or concealment.

Aircraft PayloadsAircraft Munitions AvailableFrenchF8F Bearcat Guns, Bombs x2 or Napalm x1

or Rockets x2F6F Hellcat Bombs x2P-63 King Cobra Guns, Bombs x1A-26 Guns, Rockets x2, Bombs x6

AmericanHuey Gunship Rockets x4, GunsF-4 Phantom Guns, Rockets x4, and Bombs x6

or Napalm x4F-100 Super Sabre Rockets x8 or Bombs x5 or

Napalm x2A-1E Skyraider Guns, Bombs x4, Napalm x2B-52 Bombs x10Spooky Gunship Cannon, Guns x2**The Spooky may fire all of its munitions each turn.

ResupplySoldiers can only carry so much into the bush,

as you probably discovered as soon as you addedup the weight of your equipment. If heavycontact is made and a lengthy fight ensues,soldiers burn through their ammo in short order.

Fortunately, the US military well understandsthat an army “fights on its stomach,” and can’tbe effective without sufficient arms and ammo.

Such essentials as water, food and even cleansocks can be brought in to resupply troops onmissions far away from the base, allowing themto continue fighting or finish long operations.

A CO may make a standard Support Roll to tryand arrange this. It typically takes 1d6 hours forresupply to arrive from headquarters (it takesthem a while to gather the requested gear). Whenthey get there, they better have some place toland.

Resupply choppers need somewhere to land,so the most essential thing in calling for resupplyis a secure landing zone (LZ). If no LZ exists, thehelicopters refuse to land and the Support Roll iswasted.

Assuming support arrives, the entire unit’sammo, rations, and medical supply levels arereturned to High.

In an emergency, maverick pilots might bringin crates of ammo to squads in danger of beingoverrun. This typically takes only 1d6 x 10minutes, and adds a -1 to the Support Roll. Italso risks the helicopter being shot down landingin such a hot LZ. If a chopper is destroyed in thisway, no more will be sent in. Chopper pilotsdon’t like to land among the wreckage of the lastgood samaritan who tried to bring your mail.

Page 20: Savage Worlds Tour of Darkness

20

Background InformationEquipment

Soldiers are organized into units as prescribedby their service’s Tables of Organization andEquipment (TO&E). These describe how manysoldiers are in a unit, what weapons they carry,and the rank structure. These descriptions areprovided for you in Appendix 1, with the smallestunit being the squad. In Tour of Darkness, thetypes of mission and closeness of the terrainusually makes organizations above the companylevel beyond the scope of the game, althoughthey can be done.

Once the players have generated their characters,use the handy squad sheet to fill in the rest of thesquad. If playing a company level game, fill in threemore squads and you’re ready to go.

MoneyCharacters may carry two or three types of

currency in each of the phases of the war. ForFrench Indochina, the currency of the IndochinaFederation was the Piastre, although the francwas also used. The conversion rate was 1 Piastreto 10 francs. For price conversions from the main

rulebook, 5 francs equal 1 dollar. A typicalenlisted soldier in Indochina received 367 francs/month in pay, with officers receiving twice ormore that amount.

As the US moved into Vietnam, the US dollarbecame king. The conversion rates for the variousmoneys from 1962 to 1974 are as follows:.MSC(Military Script Currency) or ‘Scrip’ is issued by themilitary and converts to dollars at a rate of 1.5MSCto 1 dollar US. The local Vietnamese currency, theDong (divisible into 100 Xu), replaced the Piastre in1954 and converts at a rate of 100D to 1 dollar.

As a guide for your players, PFCs are paid around$100 per month, a Sergeant First Class can earnnearly $350 per month, while Second Lieutenantsreceive just under $250 per month. Much of thismoney is either sent home or kept in a bank in therear, with only a small amount being kept bysoldiers.

In game terms, money isn’t very important tothe average grunt. While it might be nice to have awad of cash when visiting the bars and brothels ofSaigon, it doesn’t do much good at basecamp.Storage space is limited and thievery is rampant.Likewise, buying combat equipment is out of thequestion. Your platoon leader or companycommander won’t allow soldiers to take civilianweapons in the field, assuming he could even findsomewhere to buy one.

Page 21: Savage Worlds Tour of Darkness

21

Soldiers have enough cash to get the smallluxuries they may want from the PX, enough toget drunk and satisfy whatever cravings theyhave on R&R, and enough to be constantlyfollowed by small children begging for money orcandy wherever they go.

Feeding the TroopsThe old maxim states that an army marches

on its stomach, but nowhere does it say that thearmy has to enjoy the walk. As they had been fortheir fathers in WWII, C-rations are the staplediet of the grunts in Southeast Asia.

Each C-ration contains some crackers and aspread (jam, cheese, or peanut butter), fruitcake,sometimes a can of fruit, and one canned meatitem, an exotic delicacy like franks and beans,ham and lima beans, ham and eggs, and tuna.Often coated with a layer of thick grease, themeals are pretty unappealing cold but the heattabs used to warm the food are often missing,meaning hot meals are a luxury in the field.Along with the food, the ration pack contains abook of matches, a plastic spoon, toilet tissueand a pack of coffee or cocoa. With so much oftheir food coming from cans, many gruntsconsider the P38 can opener their most vital bitof gear!

The LRRPs had their own rations, freeze driedin packs to reduce the load, and far moreappetizing. However, they needed to be mixedwith water so extra canteens had to be carried toreconstitute the rations. Back at their main basecamp, all soldiers are treated to hot mealscourtesy of the unit’s cooks.

Chieu Hoi ProgramThe Chieu Hoi (‘Open Arms’) program is intended

to win over guerillas fighting with the VC with theincentive of money, better conditions, and periodsof leave. Those Viet Cong fighters who defectunder the Chieu Hoi program are sometimes usedby the US as guides, interpreters, and sources ofintelligence. Called ‘Kit Carson Scouts,’ theseirregular soldiers are rarely wholly trusted, but theyare experienced jungle fighters. Despite the fears ofthe US soldiers the Kit Carsons are generally loyal,knowing they can expect no mercy from theirformer comrades. Still, rumors abound of VCcoming in under the Chieu Hoi program, getting fedby the US until healthy enough to go back out andtake up the struggle once more.

A Kit Carson scout might make an interestingcharacter for a player looking for somethingdifferent. Such a character makes a valuableaddition to almost any unit, and the possibleanimosity between him and the other soldiers inthe unit could make an excellent source of tension.

Military JusticeIn any place where thousands of men are

brought together, there is going to be trouble. Thearmed forces require discipline to be maintained orthe machine stops, and punishment in the militaryhas to be harsh. The threat of being brought up onan Article 15 charge (one subject to nonjudicialpunishment) is usually enough to bring a soldier tohis senses. For these relatively minor infractions, asoldier may be confined to barracks, a punishmentthat mostly consists of physical exercise, lots ofmarching and unpleasant tedious duties such asKP or latrine detail. After a period of hard work,the soldier usually returns to active service withno further blemish on his record.

For more serious crimes (most of which aredrugs or black-marketeering related offences), acourt martial is convened and may result in thesoldier being incarcerated in one of the militarystockades while awaiting trial. The most notoriousof these is Long Binh—known to the troops as LBJ(Long Binh Jail). Time spent in one of thesestockades consists of hard labor in brutalconditions. The range of punishments available tothe courts martial included fines, reductions inrank, or dishonorable discharges. If his offense isserious enough, the soldier may be returned to themilitary’s maximum-security prison at FortLeavenworth, Kansas to serve his sentence.

Players who occasionally infringe on army regsor disobey commands—particularly for goodreasons—should experience the lighter end of thepunishment scale. If such behavior persists, finesor jail time may be exacted as a gentle reminderthat the military stands no dissent in the ranks!

War CrimesDespite what the hippies back home tell you,

the vast majority of soldiers in Vietnam didn’t goaround shooting innocent women and children.Those who do are quickly subjected to theharshest military justice, which can include courtmartial and long prison sentences of 20 years ormore.

Most importantly, soldiers are taught from dayone in basic training that receiving an unlawfulorder is no excuse for following it. Each andevery soldier, from the highest general to thelowliest private, is responsible for his or her ownactions.

Soldiers are also expected to report unlawfulorders or acts, and can be prosecuted by theUniform Code of Military Justice (UCMJ) shouldthey be found negligent or obstructive ofreporting or stopping an unlawful act.

Characters with the Bloodthirsty Hindrancehad best save their bloodlust for actual battle.

Page 22: Savage Worlds Tour of Darkness

22

Soldiers learn the hard way that there is aprice to pay for carrying too much gear. The heatand humidity in Vietnam can kill as surely as theenemy, so your characters better not be humpingtoo much stuff. On some missions the WarMaster will issue your unit with specialequipment, in addition to the standard gear foundhere. Usually however, you will just be carryingthe following essentials with you.

EncumbranceBe sure to figure the weight of your soldier’s

load carefully. In Weird Wars: Tour of Darkness inaddition to the standard Savage Worldsencumbrance penalties, the load penalties alsoaffect a character’s Vigor checks and all Vigor-based skills.

That’s right, soldier, carry too much gear outon patrol and you’re going to collapse.

Weapons and AmmoEach soldier carries his standard weapon

(which varies according to his specialty) alongwith his own ammo and a share of theammunition for the heavier weapons.

Typically, an American rifleman carries hispersonal weapon (an M-16 or M-14 depending ontime period and service), 7-15 magazines of ammo(or more, depending on the mission), and 2-4fragmentation grenades.

A machinegunner carries his M-60, 2-3 belts ofammo (usually carried in the box slung over theshoulder although a ready belt or two might beworn over the shoulders or across the chest), anda .45 pistol with 3 magazines.

The assistant gunner is equipped as a riflemanwith the addition of 2-4 extra belts of M-60ammo, the barrel bag (containing the M-60

Standard Gear andStandard Gear andStandard Gear andStandard Gear andStandard Gear andVehiclesVehiclesVehiclesVehiclesVehicles

cleaning kit, spare barrel, asbestos glove,traversing and elevation mechanism for thetripod), and occasionally a tripod. Thisparaphernalia replaces the extra gear the riflemanusually carries. In addition, occasionally, anammobearer is assigned to the crew. Thisrifleman is tasked with carrying 3-6 extra beltsof ammo, and stays with the weapon in afirefight.

A grenadier carries his M-79 grenade launcher,12-15 rounds of ammo (usually carried in a bagslung over the shoulder or in a vest thatdistributes the weight). These are mostly HE, withsome buckshot rounds, smoke, and flares,depending on mission. In addition he is armedwith a .45 pistol with 3 magazines.

All other specialties are equipped as therifleman, but may be assigned other items ofspecialist equipment. The RTO, FO and FAC eachcarry a PRC-25 radio and a few extra smokegrenades.

Elite units often have access to weaponry notavailable to line units. If your character is amember of an elite unit, check with your WarMaster to see what gear is available.

ArmorSome US infantry are issued flak jackets and

helmets. Due to the weight and perceived lack ofprotection, most soldiers in the field don’t weartheir flak vests, and many opt out of their “steelpots” as well in favor of other headgear such asthe soft “boonie” hat. This is not standardmilitary issue however and, in most units, onlystandard government-issue gear is allowed—atleast on base. Out in the jungle, away from theofficers, squads might relax their standards abit.

Page 23: Savage Worlds Tour of Darkness

23

Standard US Gear WeightsWeapons Weight (lbs)M1911A1 2M1911A1 7 round magazine 1M16 8M16 20 round magazine 1M14 10M14 20round magazine 1.5M60 23M60 100 round belt 10M60 tripod 15M79 6M79 grenade 1M1911A1 4M1911A1 7 round clip 0.5Bayonet 1M72 LAW 5M26 Grenade 160mm mortar (2 man load) 4060mm mortar round 181mm mortar (3 man load) 13081mm mortar round 1.5

Additional Gear Weight (lbs)LBE 5Flak jacket 12Steel helmet 5Flak vest 12Aircrew vest 18Rucksack 5M60 barrel bag 5PRC 25 radio 25Radio Batteries 41 quart canteen (full) 31 quart canteen (empty) 1Two quart canteen (full) 5Machete 3C rations (per meal) 2M18 Claymore mine 2.5Medical pack (Aid Bag) 5Mine Detector 15Night Vision Scope 6Camera 1.5Binoculars 3IV Fluid Bag 2

WebbingA grunt’s LBE (Load Bearing Equipment) or

“webbing” consists of a belt and suspenders tocarry and distribute the weight of the soldier’sgear. Attached to the LBE are the followingessentials: 2 one quart canteens, 2 ammopouches, a bayonet or machete, a butt pack withweapon cleaning kit, poncho, and first aid packet.These are all standard gear and should be carriedby all soldiers.

Additional GearThe gear attached to the webbing is only the

beginning of what is needed in the field. Eachsoldier must also carry a rucksack or backpackcontaining C-rations (sufficient for the mission), atwo quart canteen, wet weather gear, more ammofor their personal weapon, personal hygieneitems, and any other items the grunt feels arevital.

In addition, each soldier may be required tocarry the platoon mortar rounds (if the unit’smortars are accompanying it on the mission) oneor more LAW rockets, grenades, claymore mines,and bags of IV fluids for the medic. Extra ammobelts for the unit’s M60 are distributed amongstthe soldiers as well. You may select which ofthese standard items you wish to carry at thestart of each mission. Extra ammo and medicalsupplies may be a pain to carry, but are worththeir weight in gold when the bullets start flying.

It also might be useful to leave a little bit ofspace for a few luxury items. Chocolate barsCokes and other hard to get snacks can oftenmake things go more smoothly, both with thelocals and fellow soldiers.

Saddle Up!Of course, the weight of all this soon adds up.

Before you take any special gear, or your WarMaster assigns you with even more mission-essential items, you are already carrying around80lbs. The Standard US Gear Weights table shouldhelp you calculate your exact load. Hope youremembered to put a few points into yourStrength, troop; you’ve got to hump that pack allday! Once you choose your gear your War Masterwill assign you to a unit in-country and it’s timeto start your tour of duty.

Proving GroundsOver the course of the war, equipment from

most of the major powers found its way onto thebattlefields of Vietnam. The conflict provided anoutstanding proving ground for the developmentof new weapons and technologies, as well as adumping ground for the tons of equipment leftover from World War II.

Page 24: Savage Worlds Tour of Darkness

24

You green troopersare probably going todo what you do inevery game. You’ll Pickup the toughest combatEdges to make the

meanest soldier you can,then load up with enough

weaponry to take out a third worldcountry and start looking for trouble,right?

Well you’re in for a shock ’cos here inthe ’nam, it doesn’t work like that! Theload limits are the same as in the savageworlds rules, but here in the rainforestsof SouthEast Asia, your encumbrance alsoaffects your fatigue checks!

That’s right, soldier, the more youcarry the more likely you are to dropfrom exhaustion, die from sunstroke, orshrivel up from dehydration. the dumbschmuck who decides to haul 150lbs ofgear is gonna need a lot of water and alot of breaks to rest. The weather andthe terrain in the ’Nam make you want totravel light.

Problem is, you’ll need all this stuffand you’re gonna want to take all theammo you can carry too! Bear in mindyou can go through an M16 magazine in 3combat rounds and you’re going to startlooking for places to stuff that extraammo. still, maybe you can get all thoseother losers in your unit to hump theheavy gear while you hold the map!

So, you’ve filled your pack and got itonto your shoulders. Who knows, maybeyou can even move your feet a little, too.Now its time to go out and prove what abadass you really are. when a firefightstarts, be sure to drop the freakin’ thingor the encumbrance penalty to yourshooting rolls will have you poppingcaps at everything but Charlie. But if youleft your grenades and claymores in ityou won’t want to stray too far.

Whatever you do, don’t leave it lyingaround after a fight or the Cong willboobytrap the thing and that’ll end yourtour real fast.

Welcome to the jungle!

US and ARVNMost weapons used by the ARVN were

supplied by the US, originally from existingstocks of World War II weapons. As the warprogressed and the amount of money availablegrew, ARVN units were equipped with increasinglymodern weapons, until some ARVN units’equipment mirrored that of the US forces theywere operating with. Korean and Thai forces werealso equipped with US equipment—mostly ofWWII vintage, but become increasinglymodernized as the war in Vietnam goes on.

Infantry WeaponsPistols

M1911A1: The U.S. military’s standard sidearm fornearly 50 years at the time of America’sinvolvement in Vietnam. This weapon saw actionin every American conflict from the MexicanPunitive Expedition of 1916 through Vietnam, withover 19 million produced and distributed to manyallies. A rugged, dependable weapon, with goodknockdown power, the .45 can be found in almostevery unit in South Vietnam.

S&W .38 Revolver: These long-barreled 6-shotrevolvers are typically carried mainly by aircrew,both rotary and fixed wing aircraft, but alsooccasionally by military police units.

SubmachinegunsM1/M1928 Thompson: A holdover from US

World War II stockpiles, the “Tommy Gun” and itsammunition is heavy to carry in the tropical heatof the ‘Nam, but many were sent to equip theFrench and later South Vietnamese armies. Thisversion of the venerable “Tommy Gun” acceptseither a 20 or 30 round box magazine.

M3A1 “Greasegun”: So named because itsdesign reminded soldiers of the grease guns theyhad used on their cars in civilian life, the M3 wasdeveloped as a cheaper war-time alternative tothe submachinegun. Made of stamped parts, thisugly but robust weapon fires the same pistolammunition as the M1911A1 and the Thompson.Many of these weapons are still used as a back-up weapons for US vehicle crews in the 1960s.

RiflesM1 Garand: The M1 Garand was developed to

equip US infantry with a self-loading rifle inWWII, and provided US units with an impressivevolume of non-automatic rifle fire. The rifle isloaded with an eight round clip that fits insidethe weapon’s internal magazine. The design ofthis clip is such that the soldier can only load all

Page 25: Savage Worlds Tour of Darkness

25

eight rounds into the weapon at once—no“topping off” a partially emptied rifle. Despitethis drawback, the rifle was popular with front-line troops and can be found with some US alliesin the 1960s.

M1 Carbine: The M1 Carbine was designed togive rear echelon troops and officers a handierweapon than the heavy M1 Garand. While not aslong-ranged or rugged as its larger brother, it doeshave a 20 or 30 round magazine. The Carbine ispopular among soldiers in Southeast Asia for itslight weight and higher ammunition capacity and isused extensively by ARVN soldiers.

M14: A rifle designed to replace the M1 Garand,the M14 rifle was adopted by the US Army in 1957.It saw combat extensively for the first time inSoutheast Asia, but was found to be too longand too heavy to be carried all day in a hot andwet climate. Although originally designed to befired either semi or fully automatic, most M14s intheater have the auto-fire capability removed. TheM14 was replaced as a first-line weapon in thelate 1960s.

M14A1 Squad Automatic Rifle: Designed toprovide firepower to the M14-armed infantrysquad, these M14s were equipped with featuresthat allowed more effective automatic fire than aregular M14. The fire selector is installed, giving itfull automatic fire capability.

M16: Derided as a toy gun made by the MattelCorporation, the Colt M16 was not popular whenfirst introduced in Vietnam. It was originallyissued to Air Force troops in-country, but itslight weight (due to the use of plastic in thebuttstock and handguards) makes it ideal forground troops marching in the heat of SoutheastAsia. Problems surfaced due to a lack of trainingamong the troops in the rifle’s proper care, butonce the initial bugs were straightened out, theweapon performed admirably. The M16 can befired in either the single shot or fully automaticmode from a 20 round clip.

XM-177E1/CAR-15/XM-177E2: Originallyappearing as the CAR-15 in 1965, this rifle wasintended for US Special Forces in Vietnam. Theoriginal M16 was simply shortened by cutting thelength of the barrel in half (to 10 inches) andadding a shortened retractable buttstock. In mid-1967 Colt slightly upgraded the Commando bylengthening the barrel up to 11.5 inches, and thisversion was adopted as XM-177E2.

Many of these weapons can be found amongREMFs (Rear Area Mother F------), who like theappearance of carrying a weapon designed forelite troops. The XM-177E1 isn’t too rugged inhand-to hand combat, and if used as a club hasa tendency to be battered beyond use. Any 1srolled in Fighting indicate that the rifle has beenruined as a firearm.

M40/Remington 70: Used as a sniper rifle bythe USMC beginning in 1966. This bolt-action riflefires from a 5 round internal magazine using a10X Unertl scope. The scope provides a +2Shooting bonus to shots over Short range as longas the firer does not move this round.

M21 Sniper Rifle: During the Vietnam War, theUS Army felt the demand for an accurate sniperrifle. The army accordingly selected the then-standard M14 for its ability to provide a quicksecond shot. The Army Marksmanship Unit wascharged with turning the M14 into effective sniperrifle. This was done by adding a telescopic sight(see M40 above for scope rules). It was adoptedby US Army in 1971.

Machinegun Special RulesWeapons noted as requiring crews of two or

more are fired most effectively when fully crewed.While they can be fired with no penalty by oneperson, it takes only a single action by the A-gunner to reload with a full crew. When workingalone, it takes three actions to reload one ofthese weapons. An A-gunner can also link beltstogether while the gun is being fired with asuccessful Agility check, providing a continuousfeed of ammo as long as the belts are linked.Any 1s on this roll indicate the belt is twistedand the gun has jammed. Unjamming the gunrequires a successful Repair roll from both thegunner and assistant gunner.

MG OverheatingModern air-cooled belt-fed machineguns often

have a rate of fire that exceeds the capacity ofthe barrel to cool itself, resulting in meltedbarrels. When firing suppressive fire, a 1 rolled onthe Shooting roll indicates that the barrel hasoverheated. It must then be changed. If no barrelsare available the gunner can either wait fiverounds for the weapon to cool, or pour 4 quartsof water on the barrel. A third solution is to keepfiring the weapon. On subsequent rolls in whichthe gunner takes none of the above remedialactions, any 1s rolled indicate the barrel hasmelted, ruining the gun until it can be worked onby the unit armorer.

BAR: The Browning Automatic Rifle servedwith US forces in WWII and thousands of theseweapons were produced. After Korea, the BARwas gradually replaced in US service, but theBAR continued to see action in the armories ofmany US allies around the world. The BAR has anintegral bipod for stabilization. The biggestdrawback is the 20 round magazine, which ismuch too small to allow the weapon to be usedin a support role. It does compensate somewhatfor this drawback by having a reload time of oneaction, though.

Page 26: Savage Worlds Tour of Darkness

26

M60: Called the “pig” or “hog”, the M60machinegun was phased in as the standard lightmachinegun of the US military in the 1960s.Patterned after the infamous German MG42, theM60 is an air-cooled weapon supplied by a 100round belt of ammunition. It can be found in avariety of roles in the ’Nam, from supportingground troops to vehicle mounts to helicopterdefense. The M60 has a built-in bipod andcarrying handle, and a “quick-change” barrel forreplacement to avoid overheating. If the gunoverheats (see Overheating above), the barrel canbe changed with the spare provided in the barrelbag. This operation requires three actions (five ifno assistant gunner is available).

M63 Stoner: The Stoner 63/63A 5.56mmmachinegun was the culmination of Dr. EugeneStoner’s idea for a modular firearm that could bemade into a variety of configurations, from acarbine to a fixed machine gun for vehicle use.

This version of the weapon is mostly used byNavy SEALs. A belt-fed, light machinegun, the M63uses either a 150-round snail drum, 100-round or150-round plastic box. A clip-on bipod is available,but SEAL operators usually do not use it in thefield. It can also be attached to the standard UStripod for static positions, although theweapon’s rarity usually precludes its use in this role.

M1919: This crew-served weapon is air-cooledand belt fed from a 250 round disintegrating linkbelt, and typically fired from a tripod. Anextremely reliable weapon, it can take a lot ofabuse, and many examples of this gun servedthroughout Southeast Asia from 1946 until wellinto the 1960s. This gun typically has a crew ofthree attached, but two soldiers can serve theweapon with no penalties. A strong soldier withan asbestos glove can fire it from the hip with a–6 to the Shooting roll.

M2HB: The Browning .50 caliber machinegunhas seen service in a variety of roles, fromground combat in the hands of the infantry tovehicles and aircraft. Although it has a slow rateof fire, its heavy rounds can inflict damage onmen and vehicles alike. The M2 can be firedeither single shot or fully automatic from a 100round disintegrating link belt.

Antitank WeaponsM72 LAW: Replacing the cumbersome WWII

Bazooka, the LAW was designed after the highlysuccessful German Panzerfaust as a single shot,disposable weapon capable of taking out enemytanks. The lack of enemy tanks in Vietnamrelegates these weapons into improvised bunkerbusters.

Unfortunately, these weapons were designedfor use in Europe and don’t hold up well in theenvironmental conditions in the ‘Nam, and are

prone to fail when fired due to moisturebuildup in the firing mechanism. When firing aLAW, a 1 or 2 on the Shooting roll indicates thefiring mechanism has been fouled, renderingthe weapon useless. No amount of tinkering inthe field can get one of these to work(although a sadistic War Master might give sucha tinkerer a chance to have it explode in hisface).

A flame template must be placed at the rearof the LAW when fired to represent the backblastarea. Anyone within the first half of thetemplate must make a Spirit roll or be Shaken.Anyone rolling a 1 on their Spirit die takes 1d6damage.

Recoilless Rifle: The advantage of recoillessguns lies in their lightweight and relatively highperformance. This light weight is achievedthrough the absence of a recoil mechanismeliminating the need for heavy gun mounts,which are a significant part of the weight of atypical artillery piece. Vehicles can easily carry arecoilless rife, and in some instances the lighter(57mm) recoilless rifles could be fired from theshoulder like a giant bazooka or fired from itsintegral monopod or bipod.

One drawback of this weapon is the fact thatthe breach expels propellant gasses rearwardthereby balancing the forces caused by theprojectile accelerating out of the gun tube. Thiscreates a large backblast and resultant smoke/dust cloud that is impossible to miss.

The fan-shaped backblast covers an area oftwo flame templates laid side by side, withtheir narrow ends placed on the rear of theweapon. Anyone in this area must make a Spiritroll or be Shaken. Anyone rolling a 1 on hisSpirit die takes 2d6 damage. If this weapon isfired in an enclosed space, the damage isautomatic.

Grenades and ExplosivesM26 “Baseball” Hand grenade: This

fragmentation hand grenade was round, lighter,and fairly well balanced, allowing the soldier tothrow it further than the old Mk2 “pineapples.”

M79 Grenade launcher: The M79 “Blooper”closely resembles a large bore, single barrel,sawed-off shotgun. Designed as a close-supportweapon for the infantry, it bridged the gapbetween the maximum throwing distance of ahand grenade, and the lowest range of supportingmortar fire. The arming distance of mostgrenades was 20 meters, and it could engagepoint targets out to 150 meters, and area targetsto 300 meters. Area shots are lobbed through theair at an angle instead of fired directly at a target.This can increase the range and might get bysome obstacles such as a berm or low wall.

Page 27: Savage Worlds Tour of Darkness

27

There is a -2 Shooting penalty on any area shot.The M79 can fire high explosive, multi-projectile(buckshot), smoke grenades, CS gas, and flares.

Multiprojectile (Buckshot): This “grenade” is agiant shotgun shell, filled with steel balls. Theshooter places the small end of the flametemplate at the tip of his weapon, and the largeend on as many targets as he is able. He thenmakes a shooting roll at +2. Defenders making anAgility roll equal or greater to the attacker’sShooting roll are able to dodge out of the way.Those who fail suffer 3d6 damage. Raises on theattacker’s Shooting roll have no further effect.

Flare: This round shoots a parachute flare, thatbursts several hundred feet above the ground andfloats down on its own parachute. The parachuteflare provides light in an 18" radius, reducing thelighting penalties to dim (-1).

High Explosive: This is a typical high explosivegrenade, causing damage to everything under aMedium Burst Template centered on the target.

Smoke: This round spews a thick blanket ofsmoke. On the round of the attack place aMedium Burst template to represent the smoke.On the second round place another Mediumtemplate touching the first as the cloud expands.On the third round place a Small Burst templatetouching the second. On the fourth round thecloud dissipates. Line of sight is blocked by the

cloud, and any ranged weapon fire through itsuffers a –4 penalty to the Shooting roll.

CS: This round releases a cloud of tear gas.Place a Medium Burst template on the targetpoint. This stays in place for three rounds (less ifa strong wind is blowing). Anyone under thetemplate each round must make a Vigor roll at –2(-4 if in an enclosed space). Those who fail areShaken, and remain Shaken as long as they are inthe gas cloud. Once out of the gas, a charactercannot attempt to recover from being shaken forthree rounds. Gas masks negate the effects of CS.

Claymore Mine: Used both offensively anddefensively by US forces, this weapon, althoughclassified as a mine, is not buried in the ground.Instead, it stands on two sets of scissors legsand is pointed in the direction it is meant to fire.The Claymore can be command or remotelydetonated by a tripwire. When triggered, theplastic explosive inside detonates, blasting a hailof steel ball-bearings in a cone-shaped killzone.

The Claymore uses two flamer templatesside by side to indicate the killzone. Anyonewithin this area takes full damage. Anyone notunder cover in a 180-degree arc behind theClaymore out to 6 inches must make a Spiritcheck or be Shaken due to blowback. Anyonewho rolls a one on this check is hit for 2d6damage.

Page 28: Savage Worlds Tour of Darkness

28

Support Weapons60mm Mortar: Designed to provide the infantry

company with a portable form of artillery, the60mm mortar was light enough to be carried by itscrew of three. Due to the weight of the ammo andthe heat, humidity and terrain, the number ofrounds available to a company in the boonies waslimited and most members of a platoon wouldcarry several mortar rounds. Logistics flights wouldfly in extra ammo if a patrol base was being set upor a firefight expected. Dense overhead coverprecludes the use of mortars if a clearing can’t befound to set them up in.

81mm Mortar: This mortar was a heavierversion of the 60mm mortar. Though technicallyportable, the weight of this weapon generallymeant it was left at camp except for mechanizedoperations. Each 81mm mortar is crewed by asquad of six.

Flamethrower: US forces in Vietnam used thelessons gained through hard jungle fighting in thePacific in World War II and employed a variety offlame weapons. Most were mounted on vehicles,but a few infantry-style flame units wereemployed. Use the statistics from the SavageWorlds rulebook. The target of a flamethrowerreceives no bonuses for cover, as the flameswash around most protection, and tend to suckthe air out of caves and bunkers.

Personal ArmorHelmet: French, US, and allied force’s troops use

steel helmets throughout most of the war, althoughthis varies by unit type and personal preference.Most NVA forces wear pith style helmets thatprovide no ballistic protection. Although thehelmets used by the Western forces and their allieshelp reduce the severity of head injuries in the war,the “steel pot” helmet is heavy and tends to trapheat around the wearer’s head in the tropicalconditions of Southeast Asia. Whenever the WarMaster requires a soldier to check for Fatigue dueto heat, subtract 1 from the roll if he wore hishelmet for the majority of the time. This modifieris used in the heat only. It does not effect rolls forFatigue from terrain or other hazards.

Flak Vest: In an attempt to limit casualtiesamong US ground troops, flak vests wereintroduced on a wider scale than had beenattempted in Korea. The vests are heavy and hot,however, and are perceived as not providing muchprotection. Whenever the War Master requires asoldier to check for Fatigue due to heat, subtract 1from the roll if he wore his flak vest for themajority of the time. Again, this modifier onlyapplies to heat-induced Fatigue checks.

Aircrew Flak Vests: Since aircrews didn’t haveto worry about humping heavy gear through thejungle, their vests had “chickenplate” steel inserts

Page 29: Savage Worlds Tour of Darkness

29

to provide additional protection. Some pilots,door gunners, and crew chiefs went so far as tostack a mound of these vests under them toprovide additional protection from anti-aircraftfire. If a foot soldier acquires one of these andtries to use it in the boonies, subtract 4 from allVigor rolls he makes to resist heat Fatigue.Helicopter crews can ignore this penalty whileflying.

MiscellaneousMine Detectors: Mine detectors consist of a

belt or backpack mounted unit, a set ofheadphones, and a long wand with anelectromagnetic detector at the end.Minesweeping is a task that takes concentration.The minesweeper must remain fairly oblivious tohis surroundings while listening to theequipment. The soldier using the set is at –4 toall Notice checks to detect ambushes. Minedetectors provide a +4 to the Notice roll to detectmines or metallic booby traps.

Trip Flare: These devices consist of amagnesium flare set off by a thin trip wire.Designed to give early warning against nocturnalattackers, the trip flare casts a bright light in aradius equal to a small burst template. Targets inthe area of illumination are treated as being indim light (-1) for Shooting attacks.

PRC-25 Field Radio: The main radio carried inthe field by US troops, the “Prick 25” is abackpack-type radio worn by the radioman.Although he can’t carry a regular rucksack,grenades and some personal gear can beattached. The range of this FM set varies fromline of sight to 5 miles, with ranges of up to 25miles possible if broadcasting from a highhilltop. The bulky batteries for this radio last for12 hours, and weigh 4 pounds.

Tigerstripe Fatigues: Worn by elite units suchas LRRPs and Special Forces, as well asthousands of “chairborne rangers” in Saigon andother rear areas, these uniforms are arguably thebest camouflage available. Soldiers wearing thesein the jungles of Southeast Asia add +1 to theirStealth rolls. Issued sets are hard to come by forregular infantry units, but they can be easilypicked up in most big Vietnamese cities.

Night Vision Scopes: The first war to seewidespread use of light enhancing scopes, theAmerican AN-PVS-2 night vision scope provideda dim view of the area at night by amplifyingexisting light. It does not work in a lightlessenvironment, such as underground or inside asealed building. A hero using a night visiondevice treats the illumination level as dim (-1 toShooting rolls), unless a half moon or better ispresent, in which case all penalties are ignored.The batteries typically last 100 hours.

An individual can fire out to the normal rangeof the weapon the scope is mounted on. Theshooter must be sure of his targets, however, asindividual recognition is impossible within thehazy green field of view provided by theseprimitive scopes.

US VehiclesThe US used a wide variety of armored

vehicles in their fight against the Viet Cong andtheir NVA sponsors. The following lists, while notexhaustive, provide detailed statistics for themost common of the vehicles used. If the WarMaster wants to include other vehicles used inthe conflicts, these vehicles provide a goodstarting point for your own conversions.

Vehicular NotesSome of the vehicles have special abilities due

to their construction or optional equipment. Formost of these abilities, see the Savage Worldsrulebook. Some of the new abilities are listedbelow.

Flammable: Poor ammo stowage, exposed fuellines, or other design flaws give these vehicles atendency to suffer catastrophic damage when hit.Any Critical Hits scored against the vehicle have+2 added to the roll on the Critical Hits Table.

Single Shot: The weapon on this vehicle ismounted outside the crew compartment. Oncefired, the weapon must be reloaded by anexposed crewman. The entire reloading processcan take several actions, during which thecrewman is considered to have medium (-2)cover.

M113The M113 was introduced as an armored

personnel carrier. Fully amphibious, thealuminum-hulled vehicle has a crew of two, andcan carry eleven loaded troops in the rearcompartment. Cheap, simple to manufacture, andeasy to maintain, it was not liked at first by theARVN troops due to its deployment as a lighttank and the resulting losses. Used properly withthe correct doctrine, however, it was an effectiveAPC. The driver sits in the left front of the hull,beside the front-mounted engine. The commanderhas a hatch in the center of the roof. A roofhatch is also mounted over the troopcompartment, and the rear is taken up by a rampfor entry by the troops. Due to the presence ofmines, most troops took to riding on the roofrather than in the troop compartment.

A wide variety of M113 variants were produced,including a command model with a higher roof(the M557), an armored ambulance, two mortarcarriers (the M125 and M106), and a recovery

Page 30: Savage Worlds Tour of Darkness

30

vehicle (M806). Some of the more commonvariants are listed below.

Acc/Top Speed: 4/16Toughness: 14/12/12 (4/2/2)Crew: 2; Cost: Military onlyNotes: Tracked, Amphibious, Heavy ArmorWeapons:• M2 Browning on top pintle mount (1000

rounds)

M113 ACAVThe M113 Armored Cavalry Vehicle (ACAV) is an

up-gunned version of the M113. Envisioned as away to provide fire support to the mechanizedinfantry company, the ACAV suffers from theM113’s lack of armor, and despite the addition ofthe extra machine guns is just as easily destroyedby a determined foe.

Acc/Top Speed: 4/16Toughness: 14/12/12 (4/2/2)Crew: 2; Cost: Military onlyNotes: Tracked, Amphibious, Heavy ArmorWeapons:• M2 Browning on top pintle mount (1000

rounds) with gunshield (gives gunner AV +4)• M60 MG mounted right and left of roof hatch

with gunshield (gives gunner AV +4)

M132The M132 is an M113 modified into a mobile

flamethrower. The cupola is replaced with theflame gun mounting, and the passengercompartment is taken up by the M10 fuel andpressure unit, which consists of four 50 gallonspherical flame fuel tanks. Each of these aretopped by a spherical air compressor. See therules for vehicle mounted flamethrowers in theSavage Worlds Rulebook for details.

Acc/Top Speed: 4/16Toughness: 14/12/12 (4/2/2)Crew: 2 Cost: Military onlyNotes: Tracked, Amphibious, Flammable, Heavy

ArmorWeapons:• M10-8 Flamethrower (5 Bursts) (Range 25/50/

100; Damage 2d10, ROF 1, ignores armor and cover)• 7.62mm MG coaxial (200 rounds) (Range 30/

60/120; Damage 2d8+1, ROF 3; AP2)

LVTP5 AmtracAn amphibious landing vehicle, the LVTP5 is a

large vehicle with an inverted V-shaped bow thatmakes for more efficient water operation.Infantry access is via a bow ramp and the crewand passenger compartment are at the front ofthe vehicle, with the powerplant to the rear. Onelarge and two smaller access hatches are over thepassenger compartment. When operating in thewater, weight for the LVTP5 has to be reducedand it can carry only 25 passengers. LVTE1 is theengineer version of the LVTP5. A large, toothed,V-shaped excavator blade is mounted on thefront of the vehicle, and it can clear a paththrough a minefield was 16 game-inches deep and12 feet wide.

Acc/Top Speed: 3/12 (land) 1/3 (water)Toughness: 16/12/12 (5/3/3), LVTEE1 19/12/12 (8/3/3)Crew: 3 (34 passengers); Cost: Military onlyNotes: Tracked, Amphibious, Heavy ArmorWeapons:• M1919A4 MG on commander’s cupola (250

rounds)

M41 Walker BulldogThe M41 was developed as a light tank design

to replace the Chaffee following World War II.Many M41s were shipped to South Vietnam as theUS began to build up the ARVN armored forces. Itproved very effective in defeating the NVA’s Sovietsupplied armor in the armor battles of 1970-1972.

Acc/Top Speed: 5/12Toughness: 22/18/18 (10/5/5)Crew: 4; Cost: Military onlyNotes: Tracked, Stabilizer, Heavy ArmorWeapons:• 76mm main gun (57 rounds)

Page 31: Savage Worlds Tour of Darkness

31

AP (Range 75/150/300; Damage 3d10; ROF 1;AP15, reload 1 action)

HE (Range 75/150/300; Damage 3d10; ROF 1;Medium Burst Template, AP5, reload 1 action)

• M2 MG on top pintle mount (550 rounds)• 30 MG in coax (1000 rounds) (Range 30/60/120;

Damage 2d8+1; ROF 3; AP2)

M48 PattonThe M48 was America’s main battle tank at the

beginning of the war, gradually being replaced bythe M60 as the 1960s went on. Designed to face thehordes of Soviet armor expected on the plains ofGermany, the M48 is more than a match for anyarmor it’s likely to come up against in Vietnam. Ofcourse, like all armored vehicles it’s vulnerable tofoot soldiers without its own infantry support.

Acc/Top Speed: 3/12Toughness: 30/20/20 (15/6/5)Crew: 4; Cost: Military onlyNotes: Tracked, Heavy Armor, StabilizerWeapons:• 90mm main gun (64 rounds)AP (Range 75/150/300; Damage 3d10+1; ROF 1;

AP24, reload 1 action)HE (Range 75/150/300; Damage 3d10+1; ROF 1;

Medium Burst Template, AP8, reload 1 action)• M2 MG in top pintle (550 rounds)• .30 MG in coax (1000 rounds) (Range 30/60/120;

Damage 2d8+1; ROF 3; AP2)

M67 Flame VehicleThe M67 is identical to the M48 except that the

main gun is replaced with a flamethrower. Thisdevastating weapon uses the rules from theSavage Worlds rulebook for vehicle-mountedflamers, and can direct its burning fuel to affecteither a direct line of fire using the conetemplate, or arc it for greater range using a SmallBurst radius.

Notes: Flammable.• M7-6 Flame Gun (5 Bursts) (Range 25/50/100;

Damage 2d10, ROF 1, ignores armor and cover).

M50 OntosThe Greek word for “thing”, the Ontos is a

lightweight tracked armored fighting vehicle.Designed in the early 1950’s to be an airtransportable tank destroyer. This nine and ahalf ton tracked vehicle was armed with six106mm recoilless rifles, four .50 caliber spotterrifles, and a .30 cal Browning machine gun. Eachvehicle was manned by a crew of three, but somevehicles in-country had two crewman.

Acc/Top Speed: 4/12Toughness: 20/13/13 (10/4/4)Crew: 3; Cost: Military onlyNotes: Tracked, Fixed Guns (the Recoilless

Rifles can only fire to the front), Single Shot(loading each recoilless rifles takes three roundsoutside the vehicle), Heavy Armor

Page 32: Savage Worlds Tour of Darkness

32

Weapons:• 106 mm recoilless rifles (18 rounds)AP (Range 50/100/200; Damage 3d10+2; ROF 1/3;

AP18)HE (Range 50/100/200; Damage 3d8; ROF 1/3;

Medium Burst Template)Canister (Range 10/20/40; Damage 2d10; ROF 1/

3; Pick a point of detonation. The shell behavesas a canister round (see the Savage Worldsrulebook) from that point onward for 18".

• .50 Spotting Rifles (10 rounds) (Range 50/100/200; Damage 2d10; ROF 1; Shots 5; AP2)

• M1919A4 (500 rounds) on top pintle mount

M551 SheridanDesigned as a light air-droppable tank and

reconnaissance vehicle, the Sheridan has analuminum hull and steel turret, and is designedwith buoyancy cells to give it an amphibiouscapability. The original 152mm gun-launcher onthe M551 is able to fire the Shillelagh missile(almost never used in Vietnam), HEAT, WP, andcanister. The thin armor and combustible casesof the main gun ammo create serious problemsfor its crews. It is often replaced in recon unitswith heavier, more reliable tanks or M113s.

Acc/Top Speed: 3/18 Toughness: 15/13/13 (5/3/3)Crew: 4; Cost: Military onlyNotes: Tracked, Amphibious, Heavy Armor,

FlammableWeapons:• 152mm gun (20 rounds)-HEAT (Range 100/200/400; Damage 3d10; ROF 1;

Medium Burst Template; AP20)-WP (Range 100/200/400; Damage 2d8+1; ROF 1;

Medium Burst Template-Canister (Range 24" path; Damage 2d6; ROF 1; AP2)• M2 MG on top mount (1000 rounds)• .30 MG in bow (1000 rounds) (Range 30/60/120;

Damage 2d8+1; ROF 3; AP2)

VC and NVAThe VC and NVA forces got their weapons from

wherever they could. China and Russia were bothlarge suppliers of these forces in the form ofweaponry and vehicles as well.

Infantry WeaponsPistols

Tokarev: Widely used during WWII, the Tokarevwas exported to Soviet client states in greatnumbers. It was designed without any safety,instead being equipped with a half-cock position.If dropped, the user makes an Agility roll. On a 1the pistol goes off and fires in a random

direction. Use the innocent by-stander rules todetermine if anyone in the line of fire is struck.

Marakov: This pistol was designed as a self-defense handgun for Soviet Army officers andpolice and provides good defense at short andmedium distances, with the usual high reliabilityof Soviet designs. This all-steel pistol isextremely sturdy, simple to operate and maintainand very reliable.

SubmachinegunsPPSh-41: Retired from Soviet Army service

soon after WWII, the PPSh was widely exportedto some pro-Soviet countries around the world,including Vietnam. The PPSh-41 is a simple buteffective wartime weapon. It can be fired in eithersingle shot or full automatic mode. Long ranged(compared with other SMGs), accurate, andreliable, the main drawbacks of the PPSh-41 areits weight and length.

RiflesAK-47: Adopted by the Soviet Army in 1947 this

rifle was manufactured in huge numbers, for bothinternal use and export. Rugged and dependable,this weapon and the Type 56 Chinese copy cameto symbolize Communism worldwide. The stockand grip are made of wood, and the rifle isdesigned to take hard knocks.

SKS: This rifle is of a similar age as the M14. Afolding bayonet is permanently attached to thegun beneath the barrel, so no action is requiredto fix the bayonet. This gun is large andcumbersome so any Vietnamese troops armedwith SKS rifles suffer -1 to all Stealth rolls.

SVD Dragunov: The SVD was designed toextend the effective range of fire of every Sovietinfantry squad up to 600 meters and to providespecial fire support. Lightweight and quiteaccurate, this rifle is only capable of semi-automatic fire.

MachinegunsPK: The PK was developed as a general-

purpose machinegun. Its crew of three—gunner,assistant gunner, and ammo bearer— may use thePK with its integral bipod or on a lightweighttripod. This belt-fed machinegun has a chromequick-change barrel. If the gun overheats (see thesection on Machineguns page 23) the barrel canbe changed in one action (two if no assistantgunner is available).

RPD: The Soviet designed RPD and the ChineseType 56 LMG copy were belt-fed guns, the beltbeing contained in a drum allowing for easierone-man operation. The gun has only a full-autosetting so Vietnamese gunners fire short burststo prevent overheating the non-removable barrel.

Page 33: Savage Worlds Tour of Darkness

33

RPK: The RPK is an AK-47 with a sturdierreceiver, heavier and longer, non-detachablebarrel, and re-contoured wooden buttstock. Anon-detachable, folding bipod is mounted underthe barrel. The RPK can be fed from 40 roundboxes or 75 round drum magazines, as well asfrom standard AK-47 type 30 round magazines.

DShK: This Soviet heavy-caliber belt-fedmachine gun was designed as a dedicatedantiaircraft weapon. Widely exported to Soviet-friendly nations and regimes, it is heavily used inIndochina and Vietnam, especially in the anti-aircraft role. The DShK fires only full-auto from50 round belts, and is mounted on a wheeleduniversal mount fitted with a removable steelshield. This gives the gunner armor +4. Thewheels can be removed and a mount “tail”separated to form a folding tripod, allowing thegun to be used in its anti-aircraft role.

Grenades and ExplosivesRPG-2/RPG-7: also called the BT-40, this Soviet

designed weapon was patterned after the GermanPanzerfaust of World War II. The RPG-2, and laterthe RPG-7, is effective against emplacements andarmored vehicles. RPGs can be reloaded, and atypical gunner carries 3 extra rounds in abackpack.

Chain link fences and treelimbs can detonatethe warhead prematurely. An RPG round strikingsuch a barrier explodes on a d6 roll of 1-3, withthe burst template centered on the barrier.

Sapper Harness: Sappers often wear theseexplosive packs to penetrate barbed wire andother obstacles used by US forces. The sapperacts as a human bomb taking out bunkers,command posts, and vehicles. A simple canvasharness with an explosive charge, the weapon isdetonated by the wearer by a pull-cord. Whenattempting to detonate a sapper harness, roll ad12. On a one it fails to detonate. Otherwise,place a medium blast marker centered on thesapper, who dies in the attack.

Support WeaponsRecoilless Rifles: The VC and NVA use a

variety of calibers of recoilless rifles as closeartillery support. Use the rules as presented inthe US section.

NVA VehiclesPT76

The PT-76 is one of several light amphibioustanks developed and used by the Soviet Armyand exported to their client states. The vehicleentered service in 1954 and is amphibiouswithout additional preparation. The PT-76 is

lightly armored and undergunned for a moderntank, and is operated by a three man crew. ThePT-76 is often used to transport troops.

Acc/Top Speed: 2/8Toughness: 15/12/12 (4/1/1)Crew: 3; Cost: Military onlyNotes: Tracked, Amphibious, Heavy Armor,

StabilizerWeapons:• 76mm main gun (40 rounds)AP (Range 75/150/300; Damage 4d10+2; ROF 1;

AP14, reload 1 action)HE (Range 75/150/300; Damage 3d8; ROF 1;

Medium Burst Template, AP9, reload 1 action)• PK MG in coax (1000 rounds 7.62Rmm)

T-54 Main Battle TankThe T-54 series tanks first appeared in 1949 as

replacements for the T-34 tank of World War II,and large numbers saw service, around the world,including Vietnam and Cambodia. T-54s wererarely seen in the South however, and were onlyencountered in any numbers during the abortive1972 Easter Offensive, as well as during the ARVNinvasion of Laos. Large numbers of T-54s crossedinto the South across the DMZ during the finalbattles in 1975.

The T-54 combines a high-velocity gun with ahighly mobile chassis, a low silhouette, andexceptional long-range endurance. It does sufferfrom a slow rate of fire however, and theprotection afforded by its low silhouette is offsetby its poor armor protection, which is thin.

Acc/Top Speed: 3/12Toughness: 40/30/25 (24/15/10)Crew: 3; Cost: Military onlyNotes: Tracked, Heavy Armor, Sloped Armor (+4

Front only)Weapons:• 100mm main gun (34 rounds)AP (Range 100/200/400; Damage 4d10+2; ROF 1;

AP35, reload 2 actions)HE (Range 100/200/400; Damage 3d8; ROF 1;

Medium Burst Template, AP20, reload 2 actions)• PK MG in coax (1000 rounds 7.62Rmm)

The FrenchFrench forces in Indochina were supplied with

a hodgepodge of weapons. Mostly because theFrench arms industry was still suffering greatlyfrom the occupation of World War II, and thegrowing war in its colony required more weaponsthan the rebuilt French military could supply. TheUnited States was hostile to the French policy inIndochina, and aid was severely restricted beforethe political climate changed in 1949. When SouthKorea was invaded, however, American aid pouredin, to the point that by the end of the war most

Page 34: Savage Worlds Tour of Darkness

34

materiel was supplied by the US. From mid-1950on, most front-line European and Foreign Legionunits were equipped with US or British WWII-vintage weapons and vehicles. Colonial troopsserving in Indochina, however, continued to use agamut of weapons, with some units even havingto use pre-War and World War I era weapons.

Besides the weapons listed below, Frenchcharacters after June 1950 can also choose fromamong the following US weapons:

M1911A1 PistolM3A1 GreasegunM1 GarandM1 CarbineThompson SMGBARM1919A4 MachinegunM2HB MachinegunBazookaRecoilless Rifle (57 and 75mm)

Another concern for French forces is thebewildering array of weapons available, and thenumber of different calibers and sizes ofammunition required. Logistics were a nightmare formost forces in the field. Even elite units such asthe Foreign Legion paratroopers are armed with adizzying array of weapons, each with a differentcaliber.

Infantry WeaponsPistols

Enfield No. 2: A sturdy revolver of Britishdesign.

SubmachinegunsMAT-49: Developed at the French state arms

factory MAT (Manufacture Nationale d’Armes deTulle) in the late 1940s, the MAT-49 was widely usedby French military and police forces throughout theIndochina campaign. Its success inspired the NorthVietnamese to locally produce a copy, chamberedfor the Soviet 7.62mm TT round.

The MAT-49 is a stamped steel design, with a20 or 32 round magazine. Army issue MAT-49’scan only fire in full auto, but some batches weremade for Gendarmerie and Police with dualtriggers for both full-auto and single shots.

MP40: Stocks of this excellent German weaponwere acquired by the French after the War andsent to Indochina, where they could be found aslate as the mid-1960s among units of CIDGs insome hamlets. Unfortunately for the Frenchsoldiers, many units received British 9mm rounds,which resulted in jams and accidental misfires. Ifa 1 is rolled on the Shooting roll the MP40 has

Page 35: Savage Worlds Tour of Darkness

35

jammed on the ammunition, requiring an actionto clear.

Sten: Fulfilling the British Army’s need in WWIIfor a cheap, mass-produced submachinegun, theSten was produced in record numbers, and manyfound their way into French hands after the War.An ugly weapon made of stamped metal and steeltubes, it is nevertheless reliable and deadly.

RiflesNo. 4 Lee-Enfield: This sturdy bolt-action rifle

was the mainstay of British ground forces inWorld War II, and large stocks were sent toFrance after the War. It fires a .303 round from a10 round internal magazine.

Lebel 1886M93, Berthier M1907/15: These bolt-action rifles were prime examples of how theFrench government used Indochina as a dumpingground for their old ordnance. Developed before orduring the First World War, these rifles of varyingcalibers were used to equip the colonial troops, andonly added to their poor performance when facedwith the superior weaponry supplied to the VietMinh by the Soviets and Chinese.

MAS-36: The French MAS-36 was designed toreplace the elderly Berthiers and Lebels and beganproduction in 1932. Being slightly better than theother bolt-action rifles in French service, thisweapon could be found in the hands of theEuropean units until the influx of American-madeweapons arrived in 1950. Unfortunately, it was still abolt-action rifle whose time was past in Indochina.

Robust and reliable, the MAS-36 is equippedwith a thin spike bayonet stored in a tube underthe fore-end. This bayonet can be taken out andreadied when needed (requires 1 action).

MachinegunsBren: Originally developed from a Czech design

at the start of WWII, the Bren was manufacturedby Enfield Lock and saw action with British andCommonwealth troops across the globe. Wartimestocks were transferred to the French for servicein Indochina. This weapon has an integral bipodand carrying handle above the barrel for easytransport. Its curved, top-mounted magazinegives it a distinctive appearance. If the gunnerhas taken the time to place magazines withineasy reach, the gun can be reloaded in 1 roundwithout an assistant gunner. The Bren isequipped with a selector switch that allows theuser to chose between single shots and fullyautomatic fire.

Reibel M1931A Fortress Gun / FM 24/29:Stripped out of the Maginot Line emplacements,this 7.5mm machine gun was used in Indochinaby French Colonial Forces for many years afterWWII. A number of conversions were made, withsome using a side-mounted drum magazine

containing 150 rounds. The FM 24/29 typically isequipped with a top-mounted 20 round magazinemuch like the Bren with an integral bipod, whilethe old Fortress guns are fired from makeshifttripods.

Antitank WeaponsRecoilless Rifle: French recoilless rifles are US

supplied weapons, and are used extensively asinfantry support weapons. Use the statistics givenin the US section. The majority were 57mm,although some 75mm weapons were used.

Bazooka: This World War II hold-over ismostly useless against most post-war tanks, butcontinues in the inventories of many nationswell after the war. The launcher is essentially atube about 60 inches long, with a rocketpropelled shaped charge in the back. Thebazooka’s relatively light weight, combined withits punch against armor and other hard targetssuch as bunkers, are its main advantages.Disadvantages include a dangerous back blastand limited range, making the bazooka teamvulnerable to counterattack.

Grenades and ExplosivesHand Grenades: The vast majority of grenades

used by the French forces in Vietnam wereAmerican-made M67 “Pineapple” grenades. Usethe statistics presented in Savage Worlds.

Page 36: Savage Worlds Tour of Darkness

36

US/ARVN Ranged WeaponsType Range Damage ROF Weight Shots MinStr Cost NotesPistolsM1911A1 (.45) 12/24/48 2d6+1 1 2 7 — —Hush Puppy (.45) 5/10/20 2d6+2 1 2 7 — — Silenced/SF

Submachine GunsM1 Thompson(.45) 12/24/48 2d6+1 3 13 20/30 — —M3 Grease Gun (.45) 12/24/48 2d6 3 15 30 — —

RiflesM1 Garand (.30) 24/48/96 2d8 1 10 8 — — AP2M1 Carbine (.30) 15/35/75 2d6-1 1/3 6 20/30 — — AP1M40 (7.62) 48/96/192 2d8+1 1 15 5 — — AP2, Snapfire penaltyM21 (7.62) 48/96/192 2d8+1 1 9 20 — — AP2, Snapfire penalty

Assault RiflesM14 (7.62) 24/48/96 2d8+1 1/3 9 20 — — AP2, Snapfire penaltyM16 (5.56) 24/48/96 2d8 3 8 20 — — AP2

MGsM60 (7.62) 30/60/120 2d8+1 3 23 100 d8 — AP2; Crew Served (2)Stoner (5.56) 30/60/120 2d8-1 3 12 50/100/150 — — AP2, SF Only

SupportM72 LAW 24/48/96 4d8+2 1 5 — — — Medium, Single shot,

misfire on 1 or 2, AP30M79 (point) 25/50/75 3d6 1 7 — — — Medium, 10" min range,

one action to reloadM79 (area) 50/100/150 3d6 1 7 — — — Medium, 10" min range,

one action to reload

Recoilless Rifles57mm (HE) 25/50/100 4d8+1 1 45 1 d10 Mil. Medium Burst

Template, 1 action to reload57mm (AP) 25/50/100 4d8+1 1 45 1 d10 Mil. AP 10, 1 action to

reload75mm (HE) 30/60/120 3d10 1 114 1 — Mil. Medium Burst

Template, 1 action to reload75mm (AP) 30/60/120 3d10 1 114 1 — Mil. AP 25, 1 action to

reload60mm Mortar 75/150/300 3d8 1 46 1 — Mil. Use Medium Burst

Template, min range 2581mm Mortar 150/300/600 4d8+2 1 115 1 — Mil. Use Medium Burst

Template, min range 100

GrenadesM26 5/10/20* 3d6 1 — — — — Medium, *Thrown

Page 37: Savage Worlds Tour of Darkness

37

French/Communist Vietnamese Ranged WeaponsType Range Damage ROF Weight Shots MinStr Cost NotesPistolsBrowning HP (9mm) 12/24/48 2d6 1 2 13 — 200Enfield No.2 MkI (.38)12/24/48 2d6 1 2 6 — 175 Revolver

Tokarev (7.62mm) 10/20/40 2d6 1 1 8 — 175Marakov (9mm) 12/24/48 2d6 1 2 8 — 200

Submachine GunsMAT-49 (9mm) 12/24/48 2d6 3 10 20/32 — 275Sten Gun (9mm) 12/24/48 2d6 3 9 32 — 300

PPSh-41 (7.62) 20/40/60 2d6+1 3 12 71/35 — 300 AP1

RiflesBerthier/Lebel (8) 24/48/96 2d8 1 9 3/8 — 225 AP2MAS-36 (7.5) 24/48/96 2d8-1 1 9 5 — 250 AP2SVD (7.62) 48/96/192 2d8+1 1 10 10 — 400 AP2, Snapfire penalty

Assault RiflesAK47 (7.62R) 24/48/96 2d8+1 3 10 30 — 450 AP2

MGsReibel/FM24/29 (7.5)25/50/100 2d8-1 2 20 150/20 d6 600 AP2 Crew-served (2)

Bren Gun 30/60/120 2d8 3 22 20 d8 600 AP2PK (7.62R) 30/60/120 2d8 3 19 100/200/250 d6 650 AP2RPK (7.62R) 30/60/120 2d8+1 3 11 40/75 — 600 AP2

DShK (12.7) 50/100/200 2d12 3 78 50 — 900 Crew-served (3), AP3, tripod mounted, May not move

SupportBazooka 24/48/96 3d10 1 12 1 d6 Mil. Med Burst Template, AP9

RPG 2 15/30/60 3d8 1 1 — — Mil. Small Burst Template, AP 9RPG 7 24/48/96 4d8+2 1 1 — — Mil. Med Burst Template, AP 18

Personal ArmorType Armor value Weight NotesSteel Pot +4 5 See notes for heat modifier, 50% chance to protect headFlak Vest +2/+4 12 See notes for heat modifier, covers torsoAircrew vest +3/+6 18 See notes for heat modifier, covers torso

Page 38: Savage Worlds Tour of Darkness

38

ClassifiedBriefing

Listen up,knucklehead! The

following informationis classified at echelons abovereality, and is for the eyes of theWar Master! Don’t worry, though.You’ll get to know all about thisinformation, although the only oneyou might be telling is either saintpete at the pearly gates or the docat the nut house as he fits you for astraightjacket!

So don’t you go pokin’’ aroundwhere you’re not wanted. Trust me,you don’t wanna know what’s instore for you poor schmucksanyway. We wouldn’t want you goin’outta yer noodle before you’resupposed to now would we?

BWAHAHAHA!

So far, the information in this book has stuckto the mundane military aspects of the conflictand has only occasionally hinted at somethingdarker. But something strange and terrifying doeslie out there in the jungles of Southeast Asia,and when your heroes stumble over it, there willbe Hell to pay.

The rest of this book is for the War Masteronly. This chapter gives the WM the history ofIndochina, including tidbits that are generally notavailable to the public (or even to most of thegovernment for that matter). It certainly shouldn’tbe read by those who wish to play, so read nofurther if you plan on taking your own Tour ofDarkness.

Indochina: An IntroductionBefore you go off sending your poor players

into the wilds of Indochina, it’s important toknow a little about the lay of the land. Theterrain of Southeast Asia has worked to shapenot only the military operations conductedthere by Western powers but has alsoinfluenced the civilizations who call that partof Asia home.

Once you get the geography down, we moveonto the histories of the various countries thatmake up the region. The time of the IndochinaWars was one of great upheaval, and this sectiontries to explain and put into perspective what ishappening in each country. While not areplacement for a good history book, thissummary will give the War Master enoughinformation to run scenarios and campaigns setin Vietnam and the borders of Cambodia andLaos. Following the country specific sections, ahistory of the events leading up to and duringthe Indochina Wars is presented. This part of thechapter gives an overview of general, area-wideevents of interest and the military side of theregion before and during the conflicts. Details aregiven on campaigns, operations, and other, darkerthings that didn’t make it into the papers back

War MasterWar MasterWar MasterWar MasterWar Master’’’’’s Intels Intels Intels Intels Intel

Page 39: Savage Worlds Tour of Darkness

39

home. Armed with this backdrop of information,the War Master can bring to life the missionsgenerated from the tables of Chapter, or those ofhis own making.

France’s VietnamDuring the French colonial period, what would

later be known as Vietnam was divided intothree regions. The north of the country—that areathat would later be North Vietnam—was knownas Tonkin. To the south of Tonkin was Annam,covering the thin neck between Laos and theocean. Below Annam was Cochinchina. Thecapital of Indochina for the French was Hanoi, inTonkin. Check out the accompanying map to seemajor towns and cities, and the location of theall-important Colonial Routes (RCs). Most actionin a French-oriented campaign takes place inTonkin, around Hanoi and north to the Chineseborder.

South VietnamGeography

South Vietnam occupies a land area almostequal to Germany, with a coastline whose lengthis equal to that from Boston to Miami on the US’seastern seaboard. It is divided into three majorregions.

The Mekong Delta occupies the southern partof the country. Formed by the Mekong River,which originates in Tibet, the Delta is composedof fertile plains with heavy rainfall. It is anexcellent rice-growing area, and is nowhere morethan 10 feet above sea level. By the 1960s, morethan 9,000 square miles of the Delta were underrice cultivation. The Ca Mau Peninsula, at thesouthern-most tip of the delta, is covered withdense jungles and mangrove swamps.

The Chaine Annamitique forms the secondmajor region of South Vietnam. Ranging in heightfrom 5,000 to 8,521 feet, this mountain chain isthe southernmost spur of those extending fromChina and Tibet. They extend almost the wholelength of the country, forming the western borderof South Vietnam. Numerous spurs extend towardthe coast, and tend to break the country up intocoastal enclaves. Within the Chaine Ammanitiqueare the Central Highlands. This area of about20,000 square miles is divided in two. Thenorthern most region consists of irregular terrainrising from 600 to 1,600 feet in elevation, and iscovered in bamboo and tropical forests. Withinthis region are rubber plantations and farms. The

southern area rises to 3,000 feet and is devotedto the cultivation of coffee, tea, tobacco, andvegetables. The forest growth here is dividedbetween evergreens at higher elevations andbamboo at lower elevations.

The last major division of South Vietnam isthe coastal enclaves, formed by the spurs of themountains. These enclaves vary in size andisolation. In some places the spurs extend to thesea, in others they stop 40 miles inland, allowingeasy overland communication between areas.These areas are very fertile rice-growing areas.

The French constructed roads in Vietnamduring their colonial period. Much like Rome, allthe roads ran to the capital, in this case, Hanoi.In the north, where most of the fighting tookplace during the French Indochina War, the roadsran from Hanoi to the Chinese border (RC1), andalong the Indochina-China border (Colonial Route(RC) 4) from Cao Bang through Lang Son to TienYen on the coast. Colonial Route 6 connected thecapital to Lai Chau in the Thai Highlands.Paralleling RC4 deeper in the country was RC3.Other roads ran to other parts of the country, butduring the fighting these were the mostimportant. Most of the road net in the south wasoriented in a north-south direction, with RC1running along the coast from Saigon to Hanoi.Colonial Route 14 ran along the Cambodianborder through the provincial capital of Pleikubefore rejoining RC1 at Da Nang.

WeatherSouth Vietnam is a tropical country, with a hot

and humid climate. The monthly averagetemperature is 80 degrees Fahrenheit, but canclimb much higher. The annual rainfall is heavy,contributing to a high humidity that combinedwith the temperature saps the energy of thosenot acclimated to the country. Two monsoonseasons occur, blowing from the south in thesummer and the north in the winter.

Government Theoretically a democracy under the 1954

Geneva Peace Accords, South Vietnam wasseparated from North Vietnam by a demilitarizedzone (DMZ), no more than five kilometers wide,established on either side of the demarcationline. A series of presidents were elected, althoughthe fairness of the elections depends on whoyou asked. Originally ruled by Annam’s emperorBao Dai, Ngo Dinh Diem deposed him and tookpower in 1955. Diem refused to hold electionsuntil they were held in North Vietnam, and in1956 refused to hold them at all. Under Diem theinsurgents gained more and more power, aided byreinforcements and material support from the

Page 40: Savage Worlds Tour of Darkness

40

North. Although Diem was reelected in 1961, hebecame more and more unpopular due to theever-increasing corruption of his government. Acrisis situation in Saigon developed in early 1963.Diem was assassinated in a military coup inNovember, and General Duong Van Minh tookover the government. In the course of the nextyear seven more governments came and wentbefore a measure of stability returned to theSouth in 1964.

North VietnamFormed from the 1954 peace Accords in Geneva,

North Vietnam consists of the old Indochineseprovinces of Tonkin and parts of Annam. Ho ChiMinh became the leader of the North, with hisseat of power in the old French capital of Hanoi.Patterning himself after Josef Stalin in the 1940s,Ho emphasized nationalism over Communismand began a program of land reform in 1955.

Under the influence of Chinese “advisors,”thousands of landowners were sent to gulagsand thousands more murdered. When a revoltbroke out in 1956 the army moved in to ruthlesslystamp it out, killing another 6,000 peasants. In1959 the North Vietnamese Politburo passed aresolution calling for the start of a politicalstruggle in South Vietnam, and assassinations ofSouthern officials began, peaking at over 4,000per year. Construction and expansion of a supplyroute began that year, and aid was sent to thePathet Lao guerillas in Laos. As the 1960s woreon and greater numbers of American troops weresent to Southeast Asia, ever greater numbers ofNVA soldiers were sent south as their Viet Congallies were eliminated in South Vietnam.

LaosGeography

This landlocked country is roughly the size ofOregeon and was formed from the remnants ofan earlier civilization into the Kingdom of Laos.Joined together with Cambodia and Vietnam intoFrench Indochina, this backwater country wasbasically left alone by its imperial masters.

The northern half of the country is covered inrough hills and black limestone spires, whichgradually give way to the Plain of Jars. This areais a flat plain covered by ancient stone burialurns whose origins are lost in the mists of time.The southern half of the country narrows andempties into the Bolovens plateau, bounded onthe east by the Chaine Annamitique mountains

that cover most of the border between the twocountries. In the west, Laos is divided fromThailand by the Mekong River. French coffeeplantations and vacation villas cover theBolovens Plateau.

PopulaceThe populace was divided between the

lowland Laotians, who make up about half thepopulace, the Lao Theung, dark-skinnedmountaineers who made up thirty percent of thepopulation, and a variety of Sino-Tibetan hilltribes who live on the mountain tops, making upthe remaining twenty percent. Among these tribescan be found the fierce Hmong, as well as other,less well known tribes who do not gladlywelcome strangers. Ancient sites dot the land,from the Plains of Jars to the mountains, andFrench archeologists have found many sites ofinterest throughout the inhospitable terrain.

GovernmentAfter World War II, the French, in conjunction

with native troops, began a systematic campaignto retake Laos. By the summer of 1946 what littleresistance to the return of the French remainedwas defeated and pushed into exile in Thailand.In an experiment meant to give their holdingssome autonomy, the government allowed theformation of the Laotian National Army in 1949.The Viet Minh attempted to capture territorysurrounding the Plain of Jars from Laos in 1953,which was stopped only by a massive airlift ofFrench troops into the country. Two otherinvasions were stopped in 1954 before the fall ofDien Bien Phu.

In 1954, Laos was granted independence,although the French, and later the Americans,continued to provide advisors for the LaotianRoyal Army. The French even kept twogarrisons in the country to help guarantee itssovereignty. By 1959 a civil war had broken outbetween the government forces and theirAmerican and French advisors and Communistguerillas backed by the North Vietnamesegovernment. Unfortunately, as the anti-guerillacampaign began to show promise, a coup byone of the military commanders in 1960brought about a supposedly neutralistgovernment that called for the removal of allforeign (Western) troops in Vietnam. Thecountry dissolved into war again, with fightingbetween the Neutralist Armed Forces, theLaotian Armed Forces, Communist guerillaforces, and Hmong tribesmen organized intoanti-guerilla units.

Page 41: Savage Worlds Tour of Darkness

41

CambodiaGeography

The size of Missouri, Cambodia shares borderswith Thailand on the north and west, Laos onthe northeast, and Vietnam to the east andsoutheast. The most important topographicalfeature is the plain formed by the Tonle Sap(Great Lake), measuring about 2,590 squarekilometers during the dry season to about 24,605square kilometers during the rainy season. Thisdensely populated plain is devoted to wet ricecultivation and constitutes the heartland ofCambodia. Most (about 75 percent) of the countrylies at elevations of less than 100 meters abovesea level. The Cardamon Mountains, their north-south extension to the east, the Elephant Rangeand the steep escarpment of the DangrekMountains along the northern border withThailand form the high ground of the countryand serve to accentuate the bowl-like nature ofthe land.

WeatherTemperatures in Cambodia range from 50° to

89° Fahrenheit. Two tropical monsoons occur eachyear. The southwest monsoon blows inland in anortheasterly direction bringing moisture-ladenwinds from the Gulf of Thailand/Indian Oceanfrom May to October with the period of heaviestrains from September-October. The northeastmonsoon blows in a southwesterly directiontoward the coast and ushers in the dry season,November to March, with the period of leastrainfall occurring in January and February.

PopulaceCambodia is ethnically homogeneous, with

more than 90 percent of its people descendedfrom the Khmer. Other national minoritiescomprise about 3 percent the of totalpopulation, and include some remnants of theCham and other scattered tribal minorities inremote mountain and deep jungle areas.

During the colonial period, the French built alimited number of roads and a railroad thatextended from Phnom Penh through Batdambangto the Thai border. The cultivation of rubber andcorn were economically important, and the fertileprovinces of Batdambang and Siemreab becamethe rice baskets of Indochina. Outside ofagriculture, industry was rudimentary and wasdesigned primarily to process raw materials suchas rubber for local use or export.

GovernmentIn stark contrast to neighboring Cochinchina

and to the other Vietnamese-populated territoriesof Indochina, Cambodia was relatively quiescentpolitically during the first four decades of thetwentieth century. The carefully maintainedfiction of royal rule was probably the majorfactor. Khmer villagers, long inured to abuses ofpower, believed that as long as a monarchoccupied the throne “all was right with theworld.”

Cambodia’s situation at the end of the WorldWar II was chaotic. The Khmer Issarak, a guerrillamovement operating in the border areas, includedCambodian leftists, Vietnamese leftists, anti-monarchists, and opportunistic bandits takingadvantage of the chaos to terrorize villagers.Though their fortunes rose and fell during theimmediate postwar period, by 1954 the KhmerIssarak operating with the Viet Minh controlledas much as 50 percent of Cambodia’s territory.

Although Cambodia had achievedindependence by late 1953, its military situationremained unsettled. Communist Viet Minhactivities increased at the very time French Unionforces were stretched thin elsewhere in Indochina.In April 1954, several Viet Minh battalions crossedthe border into Cambodia. Royalist forces engagedthem but could not force their completewithdrawal.

The Geneva Conference of 1954 stipulated thatall Viet Minh military forces be withdrawn withinninety days from Cambodia and that Cambodianresistance forces be demobilized within thirtydays. In a separate agreement signed by theCambodian representative, the French and theViet Minh agreed to withdraw all forces fromCambodian soil by October 1954.

In exchange for the withdrawal of Viet Minhforces, the communist representatives in Genevawanted full neutrality for Cambodia and for Laosthat would prevent the basing of United Statesmilitary forces in these countries. On the eve ofthe conference’s conclusion, however, theCambodian representative, Sam Sary, insistedthat, if Cambodia were to be genuinelyindependent, it must not be prohibited fromseeking whatever military assistance it desired(Cambodia had earlier appealed to Washington formilitary aid). The conference accepted this pointover North Vietnam’s strenuous objections. In thefinal agreement, Cambodia accepted a watered-down neutrality, vowing not to join any militaryalliance “not in conformity with the principles ofthe Charter of the United Nations” or to allowthe basing of foreign military forces on itsterritory “as long as its security is notthreatened.”

Page 42: Savage Worlds Tour of Darkness

42

Cambodia’s quest for security and nation-building assistance caused it to turn to theUnited States in 1955. A military aid agreementwas negotiated that secured funds andequipment for the Cambodian military, and aMilitary Assistance Advisory Group (MAAG) wasestablished in Phnom Penh to supervise thedelivery and the use of equipment that began toarrive from the United States. By the early 1960s,aid from Washington constituted 30 percent ofCambodia’s defense budget and 14 percent oftotal budget inflows.

Relations with the United States, however,proved to be stormy. United States officialsboth in Washington and in Phnom Penhfrequently underestimated Prince Sihanouk, theCambodian leader, and considered him to be anerratic figure with minimal understanding ofthe threat posed by communism. Sihanoukmistrusted US intentions toward Cambodia dueto several key factors. The growing UnitedStates influence within the Cambodian armedforces caused alarm due to fears of pro-Westerncoup plotting. This played to Sihanouk’s ownbelief that he had been targeted by USintelligence agencies for replacement by a morepro-Western leader. The frequent incursionsinto Cambodian airspace by US and VNAFaircraft and border crossings by SouthVietnamese troops in hot pursuit of VC who

crossed into Cambodian territory when militarypressure upon them became too sustained alsostrained relations.

In the early to mid-1960s, the government inSaigon appeared to the Cambodians to totteron the brink of anarchy. In the cities, the SouthVietnamese government had becomeincreasingly ineffectual and unstable, while inthe countryside the ARVN forces were steadilylosing ground to the Hanoi-backed insurgents.To observers in Cambodia, South Vietnam’sshort-term viability was seriously in doubt, andthis compelled a change in their foreign policy.First, Cambodia severed diplomatic ties withSaigon in August 1963. The following March, itannounced plans to establish diplomaticrelations with North Vietnam and to negotiate aborder settlement directly with Hanoi.Cambodia opened border talks with the VC inmid-1966, and the latter recognized theinviolability of Cambodia’s borders a year later.North Vietnam quickly followed suit. Cambodiawas the first foreign government to recognizethe Communist Provisional RevolutionaryGovernment after it was established in June1969.

In the late 1960s, Cambodia sought to restore ameasure of equilibrium by improving its ties withthe West. North Vietnamese and Viet Cong forceswere increasing their use of sanctuaries inCambodia, which also served as the southernterminus of the Ho Chi Minh Trail. Cambodianneutrality in the conflict seemed to be slipping.On Cambodia’s eastern border, South Vietnam,surprisingly, had not collapsed, even in the faceof the communist Tet Offensive in 1968, andPresident Nguyen Van Thieu’s government wasbringing a measure of stability to the war-ravaged country. As the Cambodian governmentbegan to feel the loss of economic and militaryaid from the United States, it began to havesecond thoughts about the break withWashington.

In late 1967 and in early 1968, Cambodiasignaled that it would not object to hot pursuitof communist forces by South Vietnamese orby United States troops into its territory.Washington accepted the recommendation ofthe MACV and, beginning in March 1969, ordereda series of airstrikes against Cambodiansanctuaries used by the NVA and the VC. InApril 1969, President Nixon sent a note to theprince affirming that the United Statesrecognized and respected “the sovereignty,neutrality and territorial integrity of theKingdom of Cambodia with its presentfrontiers.” Shortly thereafter, in June 1969, fulldiplomatic relations were restored betweenPhnom Penh and Washington.

Page 43: Savage Worlds Tour of Darkness

43

Military Divisionsof South Vietnam

Due to the diverse terrain that made up SouthVietnam, the US divided the Nam into four areas,termed Corps Tactical Zones (CTZs). From northto south they are:

I Corps: The northeast part of this zone ischaracterized by sandy beaches, wide, flat rivervalleys, marshes, and rolling countryside. I Corpsis the second-most populated area of Vietnam.The dense population limits the use of artilleryand air support during operations. Inland fromthe coast, the highlands begin and run to theLaotian border.

II Corps: The rugged Central Highlands formthe northern part of this zone, blending into therolling piedmont to the south. Mountain rangescut by steep river valleys and covered with denseforests and jungle make this a difficult area inwhich to conduct operations. Few roads cutthrough this area, and most movements are madeby air. Inclement weather and fog are frequentlypresent, and hamper what little mobility airpowergives to the US and its allies. A rolling plateau ispresent along the Cambodian-Laotian border, andprovides the only relief from the ruggedHighlands.

III Corps: Covering the area northwest of theMekong Delta, the III Corps is a region ofpiedmont, characterized by gently rolling hills,broad plains, and lush vegetation. Well suited forarmored operations, this area is host to the IronTriangle, War Zone C and D, and the terminus ofthe major infiltration routes from Cambodia.

IV Corps: The Mekong Delta, covered bycanals, waterways, rice paddies, and swamps,make up the IV Corps Zone. Unsuited to armor ormotorized movement, during the monsoonseason this area is all but impassable. This isalso the breadbasket of the country, andcontains most of the population.

A Brief History ofthe Vietnam ConflictMost soldiers coming in-country have some

idea of what is going on in Southeast Asia,whether from watching the evening news for thelast few years or a brief indoctrination beforeboarding a troopship or MAC flight to the killingfields of Vietnam.

The following section gives an overview of notonly what has happened in the region for the lastfew millennia, but also fills you in on how thewar progresses over time.

The Weird WarsLet’s start with why this war is weird.The dark energies released by the violence of

war give rise to dark entities. The earliestrecorded histories tell weird tales of restlessdead, great defeats caused by fantastic events,and phenomena unexplainable by science. Ofcourse, most modern scholars blame thesebizarre tales on the ignorance of the ancientwriters, bungled translations, or simple lies.

But these weird wartime stories persist even inthe modern day. Each conflict seems to give riseto its own strange and macabre tales. Modernscience ascribes many of these reports to post-traumatic stress syndrome or the use of drugs bytroops in the field.

With these pat explanations, such stories areconveniently relegated to the shelves of thenation’s grocery tabloids, when they are reportedat all. Soldiers who try to tell the truth aremarginalized or placed into institutions if theypersist in their tales. But not everyone isoblivious to the truth behind these tales.

Sons of SolomonSince before the pyramids were raised in

Egypt, a select group of scholars have trackedthis strangeness. Calling themselves the Sons ofSolomon, this secret cabal was instituted withtwo goals. The first was to try to limit the spreadof knowledge of these strange events, for it wasquickly learned that fear could give rise to theevil as well as violence.

The second goal was to limit the damage doneby such manifestations directly. The Sons quietlyseek out those who encounter the darkness andsurvive. Those who seem capable are recruitedinto a web of secret organizations and sentdirectly at these threats when they arise.

The sect’s members spread out across the globeand infiltrated governments, clans, tribes, andfamilies. When war begins, the Sons are poised tokeep the supernatural aspects from the public, andsecretly recruit agents to seek out and destroy thethings that arise in the conflict’s wake.

Section 1: Ancient HistoryHeart of Darkness

Southeast Asia has long been recognized as aplace where strange events happen. Its deep,trackless jungles, hidden valleys, andinhospitable climate seem to conspire to keep ita place of mystery. Civilizations have risen andfallen with little notice from the outside world,

Page 44: Savage Worlds Tour of Darkness

44

their presence hinted at only by vine-coveredruins that sink deeper into the ground each yearuntil nothing remains of their builders’ formerglories.

Over the millennia, a variety of outsidecivilizations have attempted to penetrate thevastness of what would later be calledIndochina. The Indians pushed eastward,managing to gain a foothold in the west beforereturning to their native lands. In the north, theChinese turned covetous eyes toward this landalong the South China Sea.

A host of others also set up settlements alongthe coast. Most of these invaders came to grief,however, and many fled back to their nativelands with wild stories of strange creatureslurking in the deep jungles, ancient temples tounknown gods, and even dragons cavorting offthe shores, ready to wreck the ships ofinterlopers.

Empires Lost and FoundSoutheast Asia has always welcomed new

blood. In what is now Laos sits a wide plaincovered with what are thought to be massivestone burial urns. The true origin of the urns areshrouded in mystery, but later civilizationssprang up in the region only to finally add theirdead to this so-called “Plain of Jars.”

Later, around the 3rd century BC asophisticated Bronze Age culture called the“Dong Son” emerged in the area. These peopleclaimed to have a divine destiny over their less-developed neighbors. Their startling technologicalaccomplishments gave them dominance over theregion—until the jungle itself suddenly swallowedup their capital. The reason for this suddendemise is still unknown, but tales among someof the ancient mountain tribes in present dayVietnam hint at some dark pact gone awry.

From the 1st to 6th centuries AD, the south ofwhat is now Vietnam was part of the Indian-influenced kingdom of Funan, which producedfine art and architecture, but which fell before themight of another empire, that of Champa.

The kingdom of Champa appeared aroundpresent-day Da Nang in the late 2nd century andspread south to what is now Nha Trang by the8th century. Known for its excessive cruelty, thekingdom existed in part through conducting raidsin the region. The Cham religious rituals havebeen mysteriously all but expunged from thehistorical records, although they left a host ofcurious artifacts behind that hint at a greatercivilization than the archeological recordsuggests. Indeed, apart from a few scatteredruins, it seems the Cham built no permanentstructures, such is the extent that their workswere destroyed after their fall.

Remnants of the Cham civilization fled intoCambodia where they merged with the fledglingKhmer Empire. This new Cham-inspiredcivilization was but a pale reflection of thekingdom of Champa, but under the influence ofCham advisors—who some in the court accusedof being wizards and sorcerers—the Khmer grewinto a powerful force in Indochina. Their citiesand temple complexes grew ever more impressive,and were dedicated to a variety of powerfulentities originally worshipped by the Cham andearlier civilizations until around 1431. In that year,the capital city of Angkor was attacked and itspeople decimated.

Stories of Angkor’s sack were confused as tothe identity of the attackers, but in truth an evilunleashed by dark rites in one of their templecomplexes broke free and rampaged uncheckedthrough the complex and beyond. Later peopleswho filtered back into the area changed thetemples, covering them with symbols ofHinduism and Buddhism in an attempt to closethe gates and imprison the evil within.

Enter the DragonThe Sons of Solomon made their first entrance

into the court of the Chinese Emperor as tradeadvisors, but it took close to a hundred yearsbefore one would rise to a position of power. Inthat time the cabal had realized the presence ofsomething sinister within the jungles south ofChina; something the Cham were at the heart of.

Under the guise of spreading Chinesecivilization, the Emperor was convinced by hisSons of Solomon-affiliated advisors to invadehis neighbors to the south. The Chineseconquered the Red River Delta (in what is nowNorth Vietnam) in the 2nd Century, and destroyedmany local “pagan” complexes, defacing thosethat were too extensive to be destroyed.Unfortunately, not all the sites were cleansed.Some places were spared, in part by theinfluence of court advisors (some would latersay sorcerers) who were also seeking to influencethe region’s leaders.

For several hundred years the Cham and theirdark spirits resisted the Chinese attempts atdomination. According to Chinese mythology,lines of power that crisscross the globeconverge somewhere in Indochina. Legends saidthat he who controlled such a nexus couldtruly become a divine being, and the Chineseconquest of the area marked the first seriousexploration of the ancient Cham sites thatdotted the landscape. Despite the best effortsof the Sons of Solomon, many ancient siteswere plundered, their wealth and knowledgecarted back to China for examination by the so-called sorcerers at court.

Page 45: Savage Worlds Tour of Darkness

45

The PhoenixPerhaps because of such exploitation, the

thousand year rule of the Chinese was markedby tenacious Vietnamese resistance and repeatedrebellions. Chinese control ended in AD 938 whenthe heroic figure Ngo Quyen vanquished theChinese armies at the Bach Dang River. Somesaid that Ngo Quyen rose from humblebeginnings as a laborer for the Chinese overlordsat one of their archeological sites, receivingarcane power through exposure to things hefound buried there. Because of his humble originsand a reputed resistance to fire, he becameassociated with a Phoenix-like creature ofVietnamese mythology.

During the next few centuries, an unholyalliance between the Cham and the Vietnameserepulsed repeated invasions by China. Theircommon enemy defeated, the Cham and theVietnamese fell to fighting once more and thekingdom of Champa was all but destroyed.

But the Vietnamese had learned something ofthe Cham’s brutality and expanded their borderssouthwards from the Red River Delta, populatingmuch of the Mekong Delta. The originalinhabitants were driven off or enslaved—indigenous tribes along the coast and in the deepjungle were the focus of exterminationcampaigns. Ancient Vietnamese historical recordscalled these people “un-humans” or “demon-folk.”

These rough translations are explained bymodern scholars as a typical xenophobia againstthose who had interbred with the Indian andChinese settlers of ages past, but other, lessmainstream, scholars see these passages as proofof a degenerate intermingling of humans andother, mysterious creatures. Perhaps it is a legacyof the diabolical rule of the Champa kingdomwhose remnants had fled to neighboringCambodia and Laos.

The Course of EmpireIn the global race for colonies that spurred the

great European powers of the 17th and 18thCenturies, France turned her eyes toward themysterious Orient. With Britain firmly entrenchedin India and influential in China, France lookedtoward the weak and fragmented kingdoms ofIndochina.

In 1858, French and Spanish-led forces stormedDa Nang after several Christian missionaries hadbeen killed. A year later, Saigon was seized. By1874, France had conquered all of southernVietnam, which became the French colony ofCochinchina.

Along the way France had also gobbled upCambodia and Laos. The main interest in thesecolonies lay in mineral and natural resource

exploitation, but French Sons of Solomon workedbehind the scenes. Many expeditions began tomake their way into the trackless jungle awayfrom the coastal enclaves where most of thepopulation lived. These explorers encounteredprimitive peoples in the primeval jungles, manyquite unlike the natives who lived along thecoastal plain. Some of these tribes dwelled in theremains of fantastic ruins while others led livesof almost Stone Age primitiveness among thelush vegetation of the interior. In this age ofenlightenment, archaeologists and treasurehunters tracked down ruins for lost treasures,while scholars attempted to decipher the manywritings they found.

Tomb RaidersFrench archaeologists of the Ecole Française

d’Extrême-Orient took a particular interest in theancient civilizations that had occupied Indochina.They restored many of the Cham buildings at MySon, one of the few sites whose buildings hadescaped the widespread destruction hundreds ofyears before. Many of the Cham artworks andstatues were taken to Paris for further study atthe Musée Guimet. Some expeditions pusheddeep into present day Laos and Cambodia,exploring the Khmer ruins and poking among theburial urns in the Plain of Jars.

By 1860 French explorers had discovered thejungle-covered ruins of Angkor, and beganexcavations throughout the 250 square mile city.Strange artifacts uncovered were shipped back toFrance for study, although many found their wayinto the hands of foreign collectors. It was at thistime that the Sons of Solomon, who thoughtthat all trace of the Champa kingdom had beeneradicated by the Vietnamese, became aware ofthe site and its possible importance as abreeding ground of dark forces.

Like their Chinese predecessors, many of theseexpeditions into the interior failed to return, andFrench troops, notably the Foreign Legion, weresent to suppress the bandits presumed to infestthe hinterlands. While some bandits were found,many of these patrols fell victim to whateverlurked among the dark foliage in the deep jungles.Tales of strange creatures were given littlecredence, but the pay of legionnaires was raised tolevels many times that of their brethren serving inAfrica. The pay and other less-virtuous benefitskept the soldiers quiet about their experiences.

Seed of DarknessThe man who would be known to the world as

Ho Chi Minh was born in 1890 in a village incentral Vietnam. His father was a functionary atthe imperial court under the rule of the French,

Page 46: Savage Worlds Tour of Darkness

46

and delved deep into ancient manuscriptsrecovered at various sites under the Chineseoccupation of hundreds of years ago. Ho wassent to be schooled in Hue and, with theinfluence of his father, was able to spend timeporing over ancient Cham tracts at the variousmuseums in the city.

In 1911, Ho sailed for Marseilles as a galley boyaboard a passenger liner. Ending up in Paris, heworked a variety of jobs and spent much of histime wandering the ancient Far Eastern exhibitsof the city’s museums.

After World War I Ho went to Moscow as aconvert of the Communist party, and soon hewas roaming Asia as a covert agent for Stalin.Using a variety of aliases, he would surface incities throughout Southeast Asia. Again and againhe was reported dead, only to reappear in a newcountry months later. In 1929 he assembledmilitants in Hong Kong and formed theIndochinese Communist Party. Arrested by theBritish in 1931, he returned to Moscow in 1933. Hestayed there until 1938, reportedly recovering fromtuberculosis, before returning to China as amilitary advisor to the Communist forces.

Some intelligence sources hinted that hisextensive familiarity with occult sites inIndochina, coupled with the knowledge gainedfrom the ancient Chinese tracts that his fatherhad deciphered while at court, made Ho an agentof unusual talents.

World War IIThe outbreak of war in Europe did not affect

the colonies in Indochina until 1940. The defeat ofFrance by Germany and the formation of theVichy government changed the dynamics of theregion and set events into motion that wouldhave far-reaching consequences. In 1940 theFrench were forced to sign the Franco-Japanesetreaty, recognizing Japan’s preeminence inIndochina in return for nominal recognition ofFrench sovereignty. France was allowed to keeptroops in the area, but Japanese troops werestationed alongside the legionnaires.

As the Germans attempted to solidify theirpower through means both mundane andarcane, teams of occult researchers spreadthrough the Third Reich in search of anythingconnected with the supernatural. Germanscientists who searched the museums of Parisuncovered the many artifacts brought back fromIndochina.

An SS researcher, Hans Schroeder, discoveredthat a location within Indochina rested at anexus of ley lines. These mystical linescrisscrossed the globe, and where theyintersected the bounds of reality strained andsometimes opened to admit forces beyond

modern science’s abilities to explain. At a nexussuch as the one centered in Indochina,unspeakable power was thought to reside.

Within weeks of this latest discovery a U-boatwas dispatched to Japan carrying a cargo ofsome of Germany’s best occult scientists andarchaeologists, and plans for a variety ofGermany’s advanced weapons.

The Axis of EvilThe German delegation was received warmly in

Japan. The designs for such things as advancedU-boats, rockets, and jet engines delighted themilitary leaders of the island nation. In exchangefor the technical information presented by theGermans, Japan agreed to allow the scientistsaccess to the jungles of Indochina. The Germanswere reluctant to share their occult discoverieswith the Japanese, unaware that the Japanese hadbegun their own project after finding an ancientmanuscript titled the Book of Shan in amonastery close to the Indochinese border.

By 1943 many of the sites previouslydiscovered by the French were being mapped andexcavated by the scientists of the Third Reich.German progress was much faster than that ofprevious explorers, and dark things better leftundisturbed were brought from the jungles tolaboratories in Hanoi, where the Japanese secretpolice, the kempatai observed them and reportedback to Japan. Some promising specimens wereshipped to Germany, although of the five suchvoyages, only one made it safely back to theReich. The others either succumbed to Alliedwarships or their cargoes. Raids on the lab byJapanese soldiers disguised as Viet banditsgathered more of the German’s hard-wonknowledge for the Japanese.

Night of the SamuraiThe Japanese sent those documents and

specimens stolen in Indochina to a specialresearch unit in northern China. Designated Unit731, this facility experimented with biologicalweapons, chemicals, and supernatural horrors onAllied prisoners and Chinese civilians. As theAllies closed in on mainland Japan in early 1945,the High Command ordered that the French becleared from Indochina to secure the flank of theever-shrinking Greater Co-prosperity Sphere. Unit731’s commanders decided this was a perfectopportunity to take over the German lab inHanoi, as well as allowing them to unleash their“products” for field testing.

On the night of March 9, 1945, the garrisoncommanders of the various French outposts innorthern Vietnam (Tonkin) were invited todinner with their Japanese counterparts. As the

Page 47: Savage Worlds Tour of Darkness

47

Timeline of Vietnam1627 First Catholic missionary arrives1860 French archeologists begin to

excavate ruins of Angkor Wat1887 French declare Vietnam,

Cambodia, and Laos the French Union

1916 French remove artifacts to Paris1941 Japanese occupy Indochina1945 Ho Chi Minh declares

independence from the French British and Chinese troops occupy Vietnam

1946 Vietminh attack Hanoi—war with French begins

1954 Battle of Dien Bien Phu ends in crushing French defeat SEATO founded

1957 pro-Diem and anti-Diem civil war begins in Vietnam

1959 US advisors arrive in Laos as part of OPERATION HOTFOOT

1962 Strategic hamlet program begins1963 Battle of Ap Bac

President Diem assassinated First NVA troops identified in South Vietnam

1964 Gulf of Tonkin resolution1965 North Vietnamese forces attack

US Special Forces base near Pleiku. Battle of Ia Drang Valley

1967 CEDAR FALLS clears Iron Triangle. JUNCTION CITY

1968 Seige of Khe Sanh Tet Offensive1970 Cambodian invasion1971 ARVN invades Laos

Lam Son 719 Raid by ARVN Ranger Control Group

1972 Easter Offensive. Peace agreement between the United States and North Vietnam

1973 The last US troops return home, POWs repatriated

1974 Heavy fighting between NVA and ARVN

1975 Final North offensive into South Vietnam, followed by collapse of the South

meals ended, their hosts slaughtered theunsuspecting French leaders while their troopswere attacked in their barracks. Although theJapanese “enhanced warriors” killed many ofthe soldiers, some rallied and fought their wayout.

The survivors of the initial attacks, mostlyForeign Legion units, gathered together underthe command of General Marcel Alessandrioutside Hanoi. When wild stories about attackson his troops by fantastic beings came over thewireless, he realized that someone needed toget out and take back word to Europe. Hegathered up 2,000 soldiers in a batteredcommand and determined that the only way tofreedom lay across the border in NationalistChina.

It was during this flight for the border that theJapanese commander decided to unleash“experiments” from Unit 731. Many French troopersdied horribly in the jungle from the unspeakablehorrors that tracked them, their agonizing deathscreams spurring their comrades to greater speed.Fifty-three days later the remaining soldiersreached the safety of Chang Kai Shek’s China,having fought off a pursuing force of 10,000soldiers.

Liberation?After the war, Ho Chi Minh and his Communist

party quickly filled the power vacuum left inIndochina by the collapse of the Japanese.Battered and still reeling from occupation, Francewas unable to send troops back into Indochina,and asked British and Nationalist Chinese troopsto intervene.

In the south the British moved into the cities,suppressing any dissent and anti-colonialopposition and attempting to gain control of thearea. In the north Chiang Kai Shek’s troops movedin and began to loot the area. Increasing pressurefrom his foes in the Communist movement madethe Nationalist leader increasingly desperate tohold on to power. Having learned of thestrangeness in Indochina from the survivors ofthe legion’s march and the fate some of his ownpeople suffered at the hands of Unit 731, Chiangordered his officers to find the sources of powerin Indochina. The plundering of temples, ruins,and just about anything else did little to endearthe Chinese occupiers to the locals, but did yieldsome knowledge of the occult that would be putto use by the Nationalists and their Communistsuccessors.

Ho Chi Minh was aware of the goals of theChinese search and his spies in the Chinesecamps reported the results of the variousexpeditions. Some of the things found by theChinese confirmed Ho’s research into the power

Page 48: Savage Worlds Tour of Darkness

48

of the kingdom of Champa. Ho filed theinformation away for later use, and continued toplot his takeover of Vietnam, appointing VoNguyen Giap as his primary military commander.

Return of the FrenchBy March 1946 French troops returned to Hanoi

and began to re-exert their colonial power. Theyfound a country that was not eager to return tothe French orbit, and a variety of groups wereranged against them. While their take-over in thesouth was fairly swift, a slow Chinesewithdrawal hampered the transition in the north.Many of the non-Communist elements eventuallycame over to the French side, but the CommunistViet Minh clashed with the occupiers, escalatinginto heavy fighting by December 1946.

By 1947 the Europeans had regained controlover the urban areas, highways, and some of therice-growing regions. The VM withdrew into therough terrain of northeast Tonkin, close to theChinese border. The fighting of the previousyears, the opening of a variety of ancient sitesby the Germans, Japanese, and Chinese, as wellas the savage nature of the fledgling guerilla warall combined to increase the amount of negativesupernatural energy that began to flow into theconverging ley lines of Indochina. Deep in thejungles, something stirred in its ancient slumberand began to strain at its bonds.

Section 2: The Recent PastSend in the Expendables

Increasing reports of strange encounters in thejungles of Indochina began to reach the Frenchhigh command. Having suffered through some ofthe most savage fighting in history during WWIand its attendant horrors, the French generalswere familiar with the effect this could have ifthese tales got back to the general populace.

The bulk of the French army was made up ofconscripts, yet none would be sent to fight inIndochina. Only the Foreign Legion, colonialtroops from French holdings in Africa, and locallyraised troops would fight to regain the colony.

Losses were high in these units, and those fewwho returned home raving about seeing things inthe jungle were easily dismissed as sufferingfrom the rigors of war or the effects of jungle-contracted diseases.

“Like Chasing Ghosts”A major operation of 1947 was the first in

what would become the typical French attemptto bring their enemies to a decisive battle.

OPERATION LEA involved ten battalions movingby road, four by river, and two parachuting intothe main center of Viet Minh resistance in aneffort to stamp it out.

Taken by surprise, somehow Ho Chi Minhmanaged to escape the ring of paratroopers aroundhis base. Some reports stated that an unexpectedfog hampered efforts, while others said that fiercefighting by fanatical guards held up the attackerslong enough for the Communist leader to escape.

Whatever the reason, LEA was a failure. Theoverland column moved too slowly, having tofight its way along a narrow front, while theriver-borne troops had to march further thanoriginally thought. Although the French inflictedmuch greater losses than they sustained, theyfailed to trap Ho’s army, while showing him theeffectiveness of the airborne component of hisenemy. Tales of wildly spinning compasses andmats of clinging river weeds were dismissed asthe excuses of incompetent commanders.

Other operations in the year also failed todecisively defeat the foe. While they inflictedgrievous losses on a seemingly endless supply ofguerillas, the battles never seemed to break theback of the growing rebellion.

1948Fruit on the Vine

The French control over the countryside wasrapidly slipping away. During the day, roads andhamlets were nominally under colonial control,but as night fell the Europeans and their alliesretreated to their fortified positions and urbancenters leaving the countryside to the Viet Minh.Each morning crews would clear the mines laidon Colonial Routes the previous night, allowingtraffic to flow again.

The fighting settled into a monotonousroutine, with the French troops dispersed insquad-sized outposts, watchtowers, and bunkers.These tiny garrisons presented the guerrillas withwonderful targets to mass and attack, gainingweapons and radios when the unit wasdestroyed, and leaving only stripped bodies forthe rescuers to find.

It also became apparent that the VM had littleregard for prisoners. Soldiers who failed to returnfrom patrols would often be found butchered inhorrific ways, when they were found at all. Fromthe expressions on what remained of their facesit was obvious they were tortured while stillalive. It became a common practice among theisolated French troops to save a bullet forthemselves to prevent capture by the enemy.

One major action of the year took place at theisolated post of Phu Tong Hoa on RC 3. As an

Page 49: Savage Worlds Tour of Darkness

49

experiment to be conducted with flesh andblood, Giap chose an isolated post to attack inforce. Unfortunately for the Viet Minh, twocompanies of Foreign Legionnaires were able tohold the fort against a determined attack by 4,000of Giap’s best troops.

The relief column that arrived two days laterfound disquieting evidence of modern weapons,along with other, stranger things in the wreckageof the outpost and its surroundings. Thesurvivors were taken back to Hanoi and scatteredamong outposts across Indochina. Broken upthus, their wild tales of the attack were easilyattributed to jungle madness.

1949A Sense of Foreboding

With the total defeat of the Nationalist Chinese,Ho found a sanctuary for his movement outside ofIndochina. Chinese training and equipment supplynow began on a massive scale across the border. Inresponse, the French built a series of largeroutposts along the rugged border, stationing severalcompanies with artillery support at each.

Intended to close the frontier, these postsinstead became a major drain of resources,particularly to maintain control of the tenuoussupply-line along Colonial Route Four (RC4).Despite the increased size of supply convoys,attacks continued with unprecedented savagery.Survivors recounted seeing the woundedbutchered where they fell, their pleas for mercyfalling on deaf ears.

Soldiers stationed along the border began tofeel a sense of overwhelming dread as theybecame more and more isolated. Patrols into theirsurroundings ceased, defeating the very purposeof the border garrisons.

Attacks on French posts were unnerving to theWestern soldiers. Human wave attacks pushedforward with no regard for losses. Assaults cameagain and again through the wire, preceded bysappers who were little more than human bombsdesigned to blow away the obstacles. Somehowthe enemy always seemed to know just wherethe command and radio bunkers were, destroyingthem in the opening assaults as well as anyheavy weapons the French had.

In the face of this style of combat, moraleamong the Western soldiers plummeted. The onlybright spot for the French was the success ofGeneral Alessandri’s campaign in the Delta, inwhich he managed to choke off the Viet Minhfood-producing region. This campaign was sosuccessful that it caused a famine among theguerillas, slowing their operations until more foodcould be brought from their supply bases in China.

1950Steel Wind

Under increased pressure from the Viet Minhalong the Chinese border, the French drew upplans to withdraw from the isolated posts alongRC4 and abandon the frontier. Unfortunately, Giapmoved first, attacking and taking the town ofDong Khe, overrunning the post and killing allbut 100 men. The garrison at Dong Khe wasordered to abandon their post, while a reliefcolumn from Lang Son moved up RC4 torecapture Dong Khe and open the way for theircomrades retreating from the north.

An attempt to retake the town ran into fierceresistance, and the columns left RC4 for anoverland route in an attempt to link-up. Beset onall sides by a savage foe who seemed to strikefrom thin air, the separated forces weredecimated as they tried to retreat to the garrisonat That Khe. Small bands of survivors filteredback, bearing tales of horror during the desperateretreat.

The arrival of the shell-shocked survivorsprecipitated a collapse of French forces in theregion and a hurried (some observers saypanicked) withdrawal away from the border. Notonly did this open up the frontier to the guerillasfor easy movement of their men and suppliesfrom their Chinese sanctuaries, but it left tons ofFrench stores in the hastily abandoned supplycenter of Lang Son.

“A Secure Base of Fire”The collapse and loss of northeast Tonkin

seemed to paralyze the French militaryestablishment. Soon after this defeat, GeneralJean De Lattre de Tassigny was assigned as notonly the commander of the armed forces but alsothe governor. He began to fortify the Delta, wherethe majority of the populace lived and where themain crop of rice was produced. He built a seriesof blockhouses designed to withstand theartillery used by the Viet Minh, which hegarrisoned with locally raised troops. This freedup the more reliable and better-armed ForeignLegion and French troops. Secretly, he alsoimported a cadre of adepts trained by theAmerican Office of Supernatural Investigationsduring World War II. The French High Commandhad finally decided to fight fire with fire. TheFrench government, at the urging of someofficials who were secretly Sons of Solomon,revived a World War I-era organization—theBureau des Phénomènes Mystérieux NonExpliqués (Bureau of Unexplained MysteriousPhenomenon). This sub-bureau of the InternalMinistry had its roots in organizations that dated

Page 50: Savage Worlds Tour of Darkness

50

back to the destruction of the Knights Templarsin the Medieval Ages. Its agents soon foundthemselves waging a covert war deep in thejungles and hinterlands for which they werewoefully unprepared. At the invitation of theBPMNE an American military mission, the MilitaryAssistance Advisory Groups-Indochina, was formedto provide aid to the French. This aid not onlyincluded military materiel but also assistance of amore unconventional nature with the assignmentof several CIA operatives to Vietnam.

1951Giap’s Bloody Nose

De Lattre didn’t have long to wait until Giapmade his next move. The new year began withthree major attacks against the newlyconstructed “De Lattre Line.” Over the course ofsix months, the VM were defeated time and againthanks to the newly created Mobile Groups, alongwith extensive air support and the firstdeployment of napalm in Indochina. Thesedefeats caused Giap to pull back his forces andlook for another way to defeat the French.

Ho Chi Minh appealed to the CommunistChinese for help. Eager for access to the ancientsites in Vietnam, Mao was only too happy tohelp. In exchange for allowing access to some

sites in north Tonkin, Chinese advisors began totrain cadres of Viet Minh and equip them withChinese weaponry. Expeditions were sent intosome of the jungle ruins, and while the Chinesetook the lion’s share of the finds, the Viet Minhlearned to use some of the powers awakened onsuch expeditions for their battle against the French.De Lattre’s BPMNE agents uncovered the existenceof some of the VM’s expeditions, and major Frenchforces were sent along RC6 toward Hoa Binh.

While many questioned the value of sending amajor force out to the end of a vulnerable supplyline, the real purpose of this mission was knownonly to De Lattre and the head of the BPMNE,Marcel DuPuy. It distracted the Viet Minh, allowingForeign Legionnaires to parachute deep into VMterritory to destroy suspected supernatural sitesand pre-war French archeological digs. Attackingwith surprise, many of these areas were destroyedbefore Ho or his allies could exploit them. The lackof French survivors from these deep raids aided inthe cover-up of their true purpose and only hintsat the unspeakable horrors that hid there.

Too Successful to LiveDe Lattre was the most successful in a

constant succession of French commanders inIndochina. The French government thought for thefirst time that they could see a light at the endof the tunnel until, shortly after the successes of1951, the general was diagnosed with an incurabledisease and succumbed to it in 1952. The truecause of this wasting disease was never knownfor, shortly after his death, his personal staffcremated his body.

De Lattre’s death was only the beginning of along slide into darkness for the French. Hisreplacement, General Raoul Salan, was a no-nonsense soldier who didn’t believe in thesupernatural and had no use for those who did.Compounding this was an outbreak of diseaseamong the French government, centered in theMinistry of the Interior’s offices in Hanoi. By thetime it was over, most of the BPMNE agents hadfallen to this unknown, untreatable tropical disease.

Countdown to DisasterThe highpoint of the year for the French came

in October, when two battalions of VM regularsattacked an isolated garrison at Nghlia Lo. Theoutpost was successfully held until reinforced byparatroopers. This victory against incredible oddsplaced the idea in the minds of the Frenchcommand that an isolated garrison could be heldand successfully reinforced, and that Giap’stroops would press home an assault againstheavy firepower. This thinking lay behind laterevents at the isolated airstrip of Dien Bien Phu.

Page 51: Savage Worlds Tour of Darkness

51

1952A Building Storm

Relentless pressure forced the French back intoan ever-shrinking area around the Delta. Viet Minhtactics became increasingly sophisticated, andthe supplies of artillery and antiaircraft gunsfrom their allies began to make a difference. TheDe Lattre Line held, however, and assaults againstsome French garrisons did not go according toplan.

Increasingly impatient, Ho directed Giap tothrust into Laos in October. Ho’s archaeologistshad deciphered manuscripts found during theirexcavations which seemed to indicate a greatsource of power lay somewhere across theborder, and the Communist leader was eager touse any resource to end French colonialismonce and for all. French radio intercepts andBPMNE agents in Ho’s camp caught wind of thismove and managed to send word back to Hanoi.

Although the French commander in chief didnot believe the wild rumors of the reason for theViet Minh move towards Laos, BPMNE reports toGeneral Salan’s superiors in Paris convinced theSons of Solomon to push for action against thismove. At the High Command’s insistence, GeneralSalan ordered a strong offensive by over 30,000French troops. Despite the 100-mile advance ofthe French troops toward Viet Minh supplycenters, the sites in Laos were too important toHo, and the main body of the VM armycontinued toward the ruins.

1953Slipping Away

As Giap continued to push into Laos, itbecame obvious that his goal was the Plain ofJars. The French used their entire air fleet to movelarge numbers of troops into the area,establishing several fortified outposts in the area.This blocking action caused Giap to temporarilyretreat back into Vietnam.

Due to his constant dismissal of the weirdevents that had plagued his command, GeneralSalan was replaced by General Navarre at theinsistence of Marcel DuPuy. The newlyappointed commander of French forces inVietnam decided soon after his arrival that itwas essential to halt the Viet Minh offensiveunderway in Laos. To do so, Navarre believed itwas necessary for the French to capture andhold the town of Dien Bien Phu, sixteenkilometers from the Laotian border. For the VietMinh, control of Dien Bien Phu was animportant link in the supply route from China.

Cameron ReduxReviewing the previous battles, Navarre latched

onto the success at Nghlia Lo in ’51. Conceived asa way to smash Giap’s forces between the anvilof a strong airhead and the hammer of air power,armor, and artillery, Dien Bien Phu was chosen asthe site of the decisive battle. Overconfident,Navarre felt it impossible for Giap’s men to moveartillery into the surrounding hills. He was wrongand the Viet Minh annihilated the 10,000 mangarrison in an apocalyptic three month battlecharacterized by fierce artillery bombardmentsfollowed by human wave assaults. Only 3,000soldiers survived the battle and captivity.

This defeat was followed by major Viet Minhvictories in the Delta and the Central Highlands.A new French government sued for peace, and acease-fire was signed in July 1954, dividing thecountry at the 17th Parallel.

Section 3: Prelude to War1959-1961

What Are They Hiding?In Laos, OPERATION HOTFOOT provided US

Special Forces advisors to assist French advisorsin training the Royal Laotian Army. Led byLieutenant Colonel “Bull” Simons, HOTFOOT wasoriginally conducted as a clandestine operation,its members wearing civilian clothing.

Despite their common purpose, the Frenchproved to be an impediment to the Americans.Strangely, they allowed the Special Forcessoldiers to teach military skills, but forbade themto go with Laotian troops outside theircantonment areas. The truth behind this uneasyarrangement was exposed when Major StevenWilson managed to join a Laotian patrol on amission.

The Laotians, under the direction of theirFrench advisors, attacked and cleared a mountainvillage. Inside the hamlet Wilson saw evidence ofcannibalism and other, more horrifying practices.Questioning of Laotian troops over severalmonths revealed that the French were waging ashadow war against something in the mountainsand jungles of the Vietnamese border. Wilsonpassed this information to Washington, where itcame to the attention of Sons of Solomon in theKennedy administration.

News of the latest efforts against ancient sitesin the jungles of Laos were just one more piecein a puzzle of darkness that the Sons ofSolomon had been assembling since the start ofthe French Indochina War. With the partitioning

Page 52: Savage Worlds Tour of Darkness

52

of the country, Ho’s government in the North hadseemed to shy away from its dark alliance, butprevious experience indicated that this would beonly temporary; such power is hard to resist. TheSons’ research brought them to the conclusionthat Southeast Asia might hold the legendary“Singularity”; an evil so great it could destroy theworld, which had been assumed by the Sons inthe 1940s to be Hitler. Now they thought that itmight refer to something that had lain long-dormant at the nexus of ley lines somewhere inLaos, Cambodia, or Vietnam.

The Domino TheoryThe Kennedy administration was looking to fight

the good fight, and the Sons of Solomon were onlytoo happy to provide a pretext to prevent thepotential rise of the Singularity. In Washington, theDomino Theory first began to circulate. The theorydictated that, were Vietnam allowed to fall toCommunism, other nations of Southeast Asia, andpossibly Japan would also fall one after another.

Not wanting to send in large numbers oftroops to be exposed to the malevolent horrorsthey knew to lurk in that part of the world, theSons played on Kennedy’s love of theunconventional and flamboyant to recommendsending only advisors and Special Forces soldiersto the area. Kennedy agreed, and in 1961 grantedthe Special Forces their distinctive green berets.Many of these Special Forces were veterans ofweird phenomena in WWII or Korea.

Although the OSI had been absorbed into theCentral Intelligence Agency in 1948 andinnocently renamed The Central Office of ForeignExperimental Technology (COFET), the militaryhad created a special office in the Pentagon todeal with the horrors of war that they were surewould follow any other conflicts.”

Designed to duplicate the capabilities lost tothe Central Intelligence Agency, and overseen byMajor General Tim Latta, himself a former OSIoperative in Europe, the Special IntelligenceGroup (SIG) consisted of teams that could beplaced in each Military Assistance Commandwherever they were assigned. The primarymission of the SIG was the detection anddestruction of paranormal phenomenon.

Realizing the effect on morale that suchknowledge could have on the average trooper, SIGalso worked actively to suppress any knowledgeof the occult or supernatural among the soldiersin the field. The Army Institute of MilitaryHistory began a secret project to compileaccounts of occult events documentedthroughout the US military’s history. Code-namedFULL MOON, its organization slowly grew and soona sub-basement of the Pentagon was dedicated toresearching the methods of detection anddestruction of these supernatural events.

Ugly AmericansOther groups in the government had also

gotten word of the strange happenings in thejungles of Southeast Asia. Seeing the UnitedStates as the champion of freedom in the worldand dedicated to the global war on Communism,some factions of the US government were notcontent to contain the Red Menace. Instead theseofficials thought that a campaign must be wagedto actively defeat the Soviet Union and itssatellites before they defeated the Free World. Themembers of this secret organization calledthemselves Janus, after the two-faced Romangod. Janus drew members from across themilitary, government, and intelligence agencies,and was led by retired General Harold Thomason,who had commanded the OSI in Europe.

Janus believed that the occult could beharnessed and used for good—in this case to aidin the destruction of Communism. Their biggestfear were reports filtering out of China and theSoviet Union about supernatural and mysteriousexperiments dealing with mind control, telepathy,and other darker paths of research gleaned fromthe interrogation of captured Nazi scientists.

Originally COFET followed the three mandates ofthe OSI: the disruption of occult activity, thesuppression of public knowledge of the occult,and support for the war effort using theorganization’s unique abilities. As a result of Janus’influence, a fourth goal had crept in by the mid-1950s, one which the Sons of Solomon adamantlyopposed. This goal was to search out new occultknowledge and make use of it. The Sons rightlyfelt that more occult knowledge in human handsonly strengthened the evil they existed to fight.Unfortunately, COFET pressed forward with thisagenda with the support of Janus.

In support of Janus’ efforts to find andharness the sites of power rumored to be inSoutheast Asia, the CIA began the recruitment ofhundreds of ex-soldiers for the newly formed“Black CATs” (Covert Action Teams). Able toimpersonate US soldiers, mercenaries, or operate“clean”—not linked to any government, thesetroops would be their front line strikers. CATmissions consisted of the exploration andexploitation of mystical sites, eliminating anyopposition, and destroying or recovering anythingof value of an occult or supernatural nature.

Supporting these paramilitary teams were twofirms in Southeast Asia. Bird & Son and AirAmerica were transportation firms that soonbecame active in the region. Flying a variety ofsurplus military cargo aircraft, as well ashelicopters, these two firms provided a covertmeans of getting COFET operatives places theyneeded to go, without subjecting them to thescrutiny of the military transportation command.

Page 53: Savage Worlds Tour of Darkness

53

The Wrong ManBack in Vietnam, Diem had consolidated his

control by moving against lawless elements inthe Saigon area and by suppressing the religioussects in the Mekong Delta. He also launched a“denounce the communists” campaign, in which,according to communist accounts, 25,000communist sympathizers were arrested and morethan 1,000 killed. In response to Diem’santicommunist campaign, the Communist Partystepped up terrorist activities in the South,assassinating several hundred officials of theDiem government. This led to the arrest ofanother 65,000 suspected Communists and thekilling of more than 2,000 by the Saigongovernment in 1957.

Diem’s family included some members whohad spent time with various French expeditionsinto the interior. Some of them, like his brotherwho headed the secret police, seemeddetermined to do anything to stay in power,including dabbling in the occult. Many of thosearrested as communists were taken to specialcamps in the interior, never to be heard fromagain. American advisors began to notice thatmany of the political appointees who were givencommand of troops seemed to have links tomysterious organizations and many of themissions seemed to be undertaken with nomilitary objective in mind.

The Diem regime’s brutal suppression oftraditional religious groups such as Buddhistsalso began to raise doubts among the membersof the US mission in-country. These doubts wereexacerbated when a COFET report blamed thesuppression of the Buddhists on the growinginfluence of several Vietnamese sorcerers who heemployed to keep him in power.

EscalationIn 1961 the rapid increase of insurgency in the

South Vietnamese countryside led PresidentKennedy’s administration to decide to increase USsupport for the Diem regime, despite theirmisgiving as to his tactics and motives. Growingfear of the Domino Theory and the confirmeduse of supernatural aid by Ho Chi Minh’s forcesduring the war with the French made backingDiem’s regime the lesser of two evils. Over $65million in military equipment and $136 million ineconomic aid were delivered in 1961, along withpersonnel increases brining the number ofadvisors to 3,200.

1962The United States Military Assistance

Command, Vietnam (MACV) was formed underthe command of General Paul D. Harkins in

February 1962. At the insistence of the Sons ofSolomon at the Department of Defense, MACV-SIG was also formed and based in Saigon.

Hearts and MindsBy 1962 the cornerstone of the

counterinsurgency effort was the StrategicHamlet Program, which called for theconsolidation of 14,000 villages of South Vietnaminto 11,000 secure hamlets. Each hamlet was tohave its own houses, schools, wells, andwatchtowers, and was intended to isolateguerrillas from their source of supplies andinformation. Or, in Maoist terminology, toseparate the fish (the guerillas) from the sea inwhich they swam (the Vietnamese peasants).

The program had its problems, however, asidefrom the frequent attacks on the hamlets byguerrilla units. The self-defense units for thehamlets, termed Regional Forces or PopularForces, were often poorly trained, and supportfrom ARVN was frequently inadequate. The RF-PFtroops were also often Viet Cong by night.Corruption, favoritism, and the resentment of agrowing number of peasants forced to resettleplagued the program.

The influx of American material, advisors, andmost importantly helicopters improved thecapabilities of the ARVN greatly. Unfortunately,Diem’s increasingly erratic and repressivegovernment caused more and more peasants tolook toward the VC as a means of bettering theirsituation. On the battlefield, the guerillas, withthe help of troops and supplies from the Northcoming down the Ho Chi Minh Trail through Laosand Cambodia, began to strike at the ARVN withgreater and greater force.

1963In January 1963 an ARVN regiment with new

M113 armored personnel carriers and helicopterswas defeated by a National Liberation Frontbattalion at Ap Bac. The American advisors wereworried at the implications of this defeat, butDiem refused to change his military tactics,instead promising that his brother was preparinga “surprise” for the NLF and their sponsors. Thenumbers of peasants rounded up and sent tocamps in the interior increased, and despite thebest efforts of the Americans assigned to MACV-SIG, no details could be obtained on these camps.

A Change of GovernmentDiem grew steadily more unpopular as his

regime became more repressive. Harassment ofBuddhist groups, the self-immolation of priests,and raids on their pagodas resulting in thousandsof arrests alienated much of the population.

Page 54: Savage Worlds Tour of Darkness

54

Demonstrations by university students alsoresulted in the arrest some 4,000 people, many ofwhom disappeared into the camps run by NgoDinh Nhu.

In September 1963, a member of MACV-SIG wasable to pinpoint the location of one of thesecamps, and an overflight by a CIA U-2 surveillanceplane showed that Diem was willing to use anymethod to stay in power, including the excavationof an ancient temple site with the use of slavelabor.

Outraged by the Diem regime’s repressivepolicies, the Kennedy administration indicated toSouth Vietnamese military leaders thatWashington would be willing to support a newmilitary government. Diem and Nhu wereassassinated in a military coup in earlyNovember, and General Duong Van Minh tookover. A B-52 strike from Guam was authorized,and the ancient temple and the surroundingcamp were destroyed in an hour-longbombardment.

1964The Cold War Heats Up

Realizing that the government of the Southwas weak, the North opted for an increase inpressure. By 1964 a liberated zone had been

established from the Central Highlands to theedge of the Mekong Delta, giving thecommunists control over more than half the totalland area and about half the population of theSouth. Their forces in-country totaled 30 to 40battalions, including 35,000 guerrillas and 80,000irregulars. Moreover, with the completion of theHo Chi Minh Trail through Laos, the number ofNVA troops infiltrating into the South began toincrease. ARVN control was limited mainly to thecities. In ’64 and ’65 successive Saigongovernments fell to a series of coups.

By July 1964 the number of US militaryadvisers had reached 16,000. Despite their bestefforts however, the situation continued todeteriorate. The northern insurgents werebecoming so successful on the battlefield thatthey largely abandoned their black pajamas infavor of a military uniform. Despite theincreasingly desperate situation in the south, theJohnson administration remained hesitant toraise the American commitment to SouthVietnam.

Unlike Kennedy, Johnson had not been “readinto” the supernatural side of the conflict inVietnam. His hand was tipped, though in August1964, following the shelling of US warships in theGulf of Tonkin off the North Vietnamese coast.Johnson approved air strikes against NorthVietnamese naval bases. The Gulf of TonkinResolution gave the president the power “to takeall necessary measures to repel any armed attackagainst the forces of the United States and toprevent further aggression.”

Keeping Things QuietThe repeated calls for additional troops by

General William C. Westmoreland, commanderof MACV, posed a problem for those fewgenerals in the Pentagon aware of thesupernatural threat in Southeast Asia. Reportsfrom advisors in-country relating encounterstoo strange to be true, the Diem-sponsoredcamps, the tales gathered by OPERATION FULLMOON, and CIA reports all pointed to adisturbing increase in the level of supernaturalevents affecting the region.

General Latta, head of SIG, realized that a largeinflux of troops would make it almostimpossible to keep these stories from getting tothe American public. Also, the growing presscoverage of the conflict imposed its ownburdens. A decision was made to use drafteesversus general mobilization. Parameters were setensuring most of the fighting would be carriedout by the lower classes, while the bettereducated, more well-informed would be exemptfrom service. In short, those who were leastlikely to be believed were most likely to serve.

Page 55: Savage Worlds Tour of Darkness

55

To help those who would witnessmanifestations of the darkness firsthand andsurvive, the CIA was tasked with developing achemical solution to relieve mental anguish. Underthe code name BLANK SLATE, a variety of existingdrugs were tested and new ones developed toerase memories and ease mental trauma.

Section 4: The War Years1965

More is BetterIn February 1965 the United States began a

program of air strikes known as OPERATIONROLLING THUNDER against military targets inNorth Vietnam. Despite the bombing of theNorth, ARVN losses grew steadily, and thepolitical situation in Saigon became precarious asone unstable government succeeded another.General William C. Westmoreland, commander ofMACV, urged the use of US combat troops tostop the Communist advance, which he predictedcould take over the country within a year.

The first two battalions of U.S. Marines arrivedin Vietnam in March 1965 to protect the U.S.airbase at Da Nang. The following month,Westmoreland convinced Washington to commitcombat troops sufficient to secure base areasand mount a series of “search and destroy”missions. Along with the US troops, contingentsfrom Australia and New Zealand also arrived in-country. By late 1965, the United Statesexpeditionary force in South Vietnam numbered180,000

With the influx of troops, the militarysituation had stabilized somewhat. Infiltrationfrom the north, however, had also increased, andwhole divisions began moving down the Ho ChiMinh Trail, despite an increase in bombing. NVAstrength was estimated to be about 220,000,divided almost equally between guerrillas andmain force troops; the latter including units ofNVA regulars totaling about 13,000 troops.

The Brown Water NavyThe increasingly blatant seaborne infiltration

of the South by the VC convinced MACV that aUS navy presence was necessary to interdict thisflow of personnel and materiel. Designated TaskForce 115, OPERATION MARKET TIME saw thecreation of the Brown Water Navy. These forcesincluded Coast Guard cutters, navy sea-goingships, patrol aircraft, and a river patrol force. Theriver patrol force comprised of old landing craft,swift PBRs, hovercraft, and a bewildering variety

of other vessels. As the river patrol force grew inimportance, it’s designation changed to TaskForce 116, under the aegis of OPERATION GAMEWARDEN.

PBRs were not only used to patrol the manymiles of river and interdict the flow of NVA andVC supplies, but also provided a means ofinfiltration to special operations soldiers andMACV-SIG troops. While spared the foot-sloggingof their land-borne comrades, the crews of thePBRs fought battles that were just as dangerousas any infantryman.

The Valley of DeathIn October 1965 the NVA began an operation to

cut South Vietnam in half across the CentralHighlands. An assault began against the SpecialForces camp at Plei Me. An ARVN relief columnwas assembled and began fighting its way towardthe camp. In support of this operation elements ofthe 1st Cavalry Division were airlifted into the IaDrang valley. This became the first major battlebetween the US and North Vietnam, in which a fullNVA regiment fought elements of the 1st Cavalry.

Vicious fighting resulted in casualties of 25percent of the Division. However, the use ofmassive helicopter airlifts seemed to validate theconcept of the airmobile division and gave USleaders a glimmer of hope that they could defeatthis elusive enemy through the use of superiormobility. The NVA learned in this battle the wayin which the US would fight this coming war andways to combat the might of the new westernenemy, but it cost them dearly.

For the next year the Cavalry relentlesslypursued the NVA and their VC allies. Air cavalryscouts would fix the location of the enemy, whowould be pinned in place by helicopter gunships.Troops were brought in by slicks, supported bygunfire from artillery choppered onto thebattlefield. When the enemy finally broke and ran,troops would be lifted into their line of retreat.

1966Expanding the War

In 1966, more US troops entered the theater. The25th Infantry Division arrived, but despitesweeps of the Cambodian border in conjunctionwith Australian units, little contact was made,although caches of equipment and weapons werefound. Troops from other countries also arrived,including the “Tiger” Brigade from South Korea,which proved itself to be especially fearsomeagainst the guerillas.

By mid-1966 United States forces, nownumbering 350,000, had gained the initiative inseveral key areas. They gradually pushed the

Page 56: Savage Worlds Tour of Darkness

56

communists out of the heavily populated zonesof the south into the more remote mountainousregions and into areas along the Cambodianborder. Sweeps and operations throughout theSouth had caused thousands of NVA and VCcasualties and kept the North’s forces off-balance.

Revolutionary forces in the South, under thecommand of General Nguyen Chi Thanh,responded by launching an aggressive campaignof harassment operations and full-scale attacksby regiment-sized units. This approach provedcostly, however, in terms of manpower andresources, and by late 1966 about 5,000 troops,including main force PAVN units, were beinginfiltrated from the North each month to helpimplement this strategy. Increasingly, whencontact was made, the insurgent forces wereforced to slip across the border into Cambodia toseek relief from their pursuers.

1967Crushing the Triangle

With the NVA reeling from their losses in ’66,Westmoreland decided to attack an area knownas the Iron Triangle. Located north of Saigon atthe junction of War Zone C and D in III Corps,this was an area of dense jungle, tangledvegetation, miles of tunnels and hundreds ofbunkers. The area had been a haven for the VietMinh against the French, and had been furtherdeveloped against the ARVN in the late 1950s andearly 1960s.

The area had a fearsome reputation, and patrolsthat had ventured in often were found later,mutilated and strewn across the countryside.ARVN troops would only enter the area inmassive numbers, when they entered at all.Westmoreland would hear none of this talk ofweirdness inside the Triangle. Despite the direwarnings of his MACV-SIG staff, he decided tolaunch OPERATION CEDAR FALLS. Units of the1st and 25th Infantry Divisions, 196th and 173rdBrigades, and 11th Armored Cavalry Regimentencircled the area and cut it into pieces. Enemyforces scattered and fled the area, and the enemylosses were a little over 700 for 72 US soldierskilled.

The clearing of the Triangle was just the startof the operation, however. With the surfacesecured, the real work was just beginning. Whileengineers cleared away the undergrowth anddemolished any structures on the surface,American soldiers, the fearless ‘tunnel rats’,moved into the underground labyrinth to clear itof the enemy. They met fierce resistance, andmany became lost in the twisting passages thatled deeper into the earth.

For three weeks a battle raged below theground, with the Viet Cong becoming increasinglydesperate as the US soldiers crawled deeper anddeeper into their warrens. Troops coming back tothe surface reported Vietnamese who had beenunderground for so long that they were almostunrecognizable as humans, and tunnels leadingdeeper than their ropes would allow them to go.As MACV-SIG agents moved in and took over thedebriefings, it was decided to destroy the uppergalleries and any entrances that could be foundafter flooding the tunnels with gasoline andnerve agents.

As the last US troops withdrew from thedevastated landscape, secure in the knowledgethat the Iron Triangle was rendered useless,figures arose from undetected tunnel complexesand began the task of rebuilding their fortress.

Hammer and AnvilHard on the heels of CEDAR FALLS and in the

same region of the South was JUNCTION CITY.This operation was destined to be the largestland operation undertaken during the war.Intelligence believed that a full NVA Division,along with its support bases, lay within the area.Involving over 45,000 men from four US divisions,as well as Australian and ARVN troops, itfocused on a triangular area abutting theCambodian border.

Units deployed in a horseshoe pattern, formingan anvil. Once in place, other units moved up theopen end of the horseshoe to sweep up andsmash the insurgents. On February 22 airmobileassaults along the Cambodian border and theonly combat drop of the war by regular USparatroopers opened up the operation. Sporadicfighting occurred initially, with two largeengagements near the village of Prek Klok, but asthe noose tightened contact became morefrequent. Desperate fighting raged at some of thefirebases as the NVA attempted to negate the USadvantage in firepower.

At Fire Base Gold, human wave assaultsfollowed a furious artillery barrage. Despiteintense support fire and point blank artillery firenothing seemed to stop the attackers. Even acounterattack by armor was hard put to stem thetide, and the VC swarmed the tanks like ants onelephants. Desperate hand-to-hand fightingensued throughout the perimeter. Finally, as thesun came up the enemy broke and fled thebattlefield, leaving over 600 dead in and aroundthe perimeter.

A week and a half later another major battledeveloped along the Cambodian border and onceagain fierce, almost unstoppable attacks fellupon US positions. Savage fighting raged up anddown the line until daybreak, when the enemy

Page 57: Savage Worlds Tour of Darkness

57

vanished from the field, leaving 500 dead behind.Despite their best efforts, the fleeing enemyproved elusive, and further contact was unable tobe made again as the Viet Cong melted into thejungle. By mid-April the operation was ended forlack of contact with the enemy.

Dark AlliesCEDAR FALLS and JUNCTION CITY showed the

North’s leadership that the increasing firepower ofthe US forces was difficult to match, even withfully trained regular troops. Occult andsupernatural aid had so far been used sparingly,its deployment controlled by a special branch ofthe North Vietnamese leadership. A supersoldierformula stolen by the Chinese after World War IIworked well during its debut at Fire Base Gold,but despite its boost to the individual soldier, inthe face of US firepower it was clear that hugequantities would be needed for victory.

Ho Chi Minh decided that the only way to turnthe tide of war in his favor was by harnessingthe supernatural forces abounding in this ancientland, which seemed to have been fed by the war.Unfortunately for Ho, the Chinese had strippedthe North of most of its ancient sites duringtheir occupation. Occasional weird events on thebattlefield were too uncontrollable and randomto rely on. What was needed was a source ofsteady power.

Forming his paranormal scientists under theaegis of the Ministry of Thought Advancement,Ho directed the scholars to begin researchingmeans of bringing this plan to fruition.Researchers were dispatched into China and theSoviet Union with orders to find out what theyneeded. Agents were also infiltrated into theSouth in an attempt to locate sites of interestand find out Diem’s secrets from those fewofficials who had survived the coup and thesubsequent purge.

The Border BattlesIn the fall of 1967 three major engagements

took place along the Laos-Cambodian-SouthVietnam borders. Two NVA regiments attemptedto capture towns held by ARVN or local militiaunits and were beaten back with heavy losses.An operation by the US Army to clear the rubberplantations around Loc Ninh resulted in over 1,000NVA casualties. Just south of that battle thingsfinally turned the North’s way. A US battalion raninto one of the most devastating ambushes ofthe war along the edge of the recently clearedIron Triangle.

The NVA seemed to appear out of nowhere,and in the first few minutes many of thebattalion’s staff lay dead or dying. The unit wasforced to dig in and await help, while the NVA

regiment managed to slip away with minimallosses. These battles, however, were just preludesto the bloodiest fighting since the Ia DrangValley.

Dak ToThe Special Forces camp at Dak To had been a

thorn in the side of the NVA forces since itsestablishment. Black CAT units and MACV-SIGteams had been using the camp as a staging postfor clandestine strikes into Cambodia, where theyhad disrupted or destroyed several ancient Chamsites the NVA had uncovered during theirconstruction of the Ho Chi Minh Trail.

An NVA defector told US troops that an attackby four regiments was imminent. His descriptionof preparations taking place at a hill overlookingthe site of the battle struck one of his MACV-SIGinterrogators as oddly reminiscent of rites theNazis had performed in Word War II. In apreemptive move, several US battalions movedinto blocking positions, almost immediatelydrawing a heavy response from the NVA forces.Heavy bombing by B-52s and close air supportfollowed.

While the battle raged around Dak To, the 173rdAirborne attacked Hill 875—the site of the arcanepreparations. The attackers were stopped dead intheir tracks, and despite heavy artillery and airsupport, it took almost a week to clear theextensive bunkers and underground complexesthat were found on the hilltop. As the fightingdied down, military intelligence teams quicklymoved into the rubble and began removingartifacts. Only later was it discovered that thesewere in fact CIA Black CAT personnel. The finaldestination of the artifacts was unknown, butthe Sons suspected Janus involvement.

Just When You Thought it was OverThe battles in the Central Highlands had

drained manpower from both sides, but the Northhad taken the brunt of the casualties. For Ho ChiMinh, these defeats only served to underscore theurgency of the acquisition of new means todefeat the South and their hated Americanmasters. Luck was with Ho, or so it seemed, assome of his agents in the South began to makecontact with officials who had served Diem in“special” capacities and were willing to put theirspecial knowledge to work for the North.Unfortunately, the sites of power that they werefamiliar with lay within the South, many aroundHue and Da Nang, once the center of the Champaempire.

The activation of these sites would alsorequire the release of vast quantities of darkenergy, including the deaths of many innocents.For Ho, this became the North’s number one

Page 58: Savage Worlds Tour of Darkness

58

priority. Infiltration stepped up along the Trail, inpreparation for an attack on the Lunar New Year,a time of great power in which the ley lineswould flare with power and be most easilytapped. Unaware of his true reasons, the partyleadership in Hanoi was convinced by Ho thatthe time was ripe for a general offensive in therural areas combined with a popular uprising inthe cities. The North’s generals were informedthat the primary goals of this combined majoroffensive and uprising were to destabilize theSaigon regime and to force the United States toopt for a negotiated settlement. In fact whatfollowed was an attempt to harness the massivepotential dark energies of the old Cham sites ofpower.

As the rate of infiltration of troops from theNorth rose, MACV predicted a major Communistoffensive early the following year, but it wasprojected to be a conventional attack, with theDMZ area expected to bear the brunt of theattack. Accordingly, United States troops weresent to strengthen northern border posts, and thesecurity of the Saigon area was transferred toARVN forces. Ho’s agents began to play their partalso. Those in positions of power, as well asthose who were subtly influenced throughsorcerous means from afar, allowed more thanhalf of the ARVN forces to be on leave becauseof the approaching Tet (Lunar New Year) holiday,despite warnings of the impending offensive.

1968Tet

On January 31, 1968, the full-scale offensivebegan, with simultaneous attacks by thecommunists on five major cities, thirty-sixprovincial capitals, sixty-four district capitals,and numerous villages. In Saigon, suicide squadsattacked the Independence Palace (the residenceof the president), the radio station, the ARVN’sJoint General Staff Compound, Tan Son Nhutairfield, and the United States embassy, causingconsiderable damage and throwing the city intoturmoil. The American and ARVN soldiers foundthemselves in a firestorm, and fought bitterbattles throughout the country for almost everytown and military base.

As the country descended into anarchy, specialNVA teams from the Politburo’s Ministry ofThought Advancement fanned out across thecountry, moving to predesignated sites that werethought to hold items of interest. Their agentswho attacked the American Embassy wereespecially interested in destroying files andinformation they knew the US had gathered onsupernatural activities throughout Southeast

Asia. Unfortunately for the US, the attacksgenerally succeeded, although all the attackerswere finally killed. Most of the NVA and VCforces throughout the country were fought offwithin a few days, but Hue, which had beenseized by an estimated 12,000 Communist troopswho had previously infiltrated the city, remainedunder their control until late February.

After the battle MACV-SIG operatives movedinto the smoking rubble of the city and madedisturbing discoveries. They found that 2,000 to3,000 officials, police, and others had beenexecuted in Hue. Mass graves contained heaps ofbodies, while shaken Marines and Army troopsreported all sorts of wild tales of things thatdefied explanation seen during the fighting. Moredetailed investigation revealed that the old Frenchmuseum of the Champa empire had beenthoroughly looted, with a gaping pit dug in itsbasement. What was found in the basement wasnot revealed.

Although a loss to the North, the Tet Offensivewas seen as a turning point in the United States.War weary and having been told by the militarythat the offensive power of the insurgents wasall but crushed, this offensive revitalized thepeace movement and protests grew in size andfrequency.

Spy vs SpyAfter Tet it became increasingly obvious to

those in the know that the North had begun amajor program to find and exploit the variousoccult sites that lay scattered around Cambodia,Laos, and Vietnam, and that something arcanehad been triggered in Hue. While the US militaryhad experienced such a war against the Nazisand their paranormal programs, the Army nowfound itself woefully under-equipped to fightsuch an unconventional campaign in SoutheastAsia. Compounding this problem, the use ofuninformed soldiers, such as Special Forces orLRRPs, had led to a number of blunders andtragedies, and the alliances made with hill andmountain tribes occasionally placed Americansoldiers in the grasp of the evil that they weresent to fight. It was obvious that a new programwould have to be instituted.

Recruitment by MACV-SIG began amongservicemen who had encountered strange eventson the battlefield, as well as those who MACV-SIG recruiters felt had an aptitude for such work.Code-named the Phoenix program and activatedin late 1968, this classified project had two goals.Overtly (as overtly as a classified project couldbe), Phoenix worked to identify VC politicalcadre, leaders, and others in the South and Northand “neutralize” them. Phoenix was originallydesigned to combine the capabilities of the CIA,

Page 59: Savage Worlds Tour of Darkness

59

MACV-SIG, the South Vietnamese CentralIntelligence Organization, and National Police.

The program’s true mission was much moreclassified, and known only to a handful ofindividuals in-country. Members of Phoenix wereactually tasked with finding and destroying sitesof a supernatural nature, whether they were inuse by the North or not. Their mandate extendedthroughout the Vietnams, Cambodia, and Laos.Unfortunately, the destruction of MACV-SIG’s filesduring Tet meant that the program started at asevere disadvantage.

Adding to the difficulty of an alreadyseemingly impossible mission, Phoenix’spartners in the Central Intelligence Agency wereoften at odds with the soldiers of the program.In practice, the CIA only paid lip service to thisproject, often using the Phoenix members to dothe dangerous grunt work of securing a site sothey could move in, evaluate the contents, andremove anything of value. Their Black CAT unitsoccasionally battled other American units forpossession of sites, and thus spawned rumorsof American and Western mercenaries fightingfor the North, which only added to the witches’brew of dark energy circulating throughout theregion.

Go Tell AliceSince the beginning of US involvement in

Vietnam, the CIA had been tasked with thedevelopment of a variety of drugs designed toalleviate the mind-bending effect that exposure tothe supernatural had on troops. Research hadfocused on two areas. The first was a drug orcombinations of drugs that would produceselective amnesia in the subject. This was felt tobe the best way to suppress the stories thatwould follow confrontations with theparanormal, and help cover up such encounters.

A wide array of drugs was developed, somemore successful than others. One of the mostsuccessful was a synthetic drug using LSD.Mixed with two other drugs, it produced a totalamnesia for the 48 hours prior to its ingestion,and left the mind susceptible to suggestions tofill in the blank thus created. Unfortunately, theformula for LSD was leaked to the public,manufacture and recreational use began in the USand soon spread throughout the world.

Other drugs were used to soothe the shatteredminds of those who had seen things man wasnot meant to know. Large quantities of thenarcotic were manufactured and sent to thepsychiatric hospitals set up for such troops atSaigon, Tokyo, and Guam. Unfortunately,sometimes these drugs made their way onto theblack market, where their powerful addictivequalities were discovered.

1969A Change in Office

Back in the States a new President took officein the beginning of 1969. Richard Nixonimmediately demanded to know what washappening in Vietnam. A veteran of the US Navyin the Pacific during World War II, his fears ofsupernatural happenings in Southeast Asia wereconfirmed in a Pentagon briefing by GeneralLatta. Nixon decided that the best thing to dowas focus on the destruction of these sites, inconjunction with the withdrawing US forces.

Already, tabloid papers had reported on someof the strange events in the ‘Nam. The CIA hadworked hard to discredit the writers of suchstories, and rumors of widespread drug-use bythe soldiers over there, while helping to explainsuch strangeness, did nothing to help themilitary’s image, further straining relationsbetween the two organizations.

Quiet Before the StormDuring the first part of the year military

activity was low compared to previous years, asthe Communists tried to recover from the Tetdisaster and instead concentrated on scouringLaos and Cambodia for occult resources. In theshadows, the men of the Phoenix Program fought

Page 60: Savage Worlds Tour of Darkness

60

a savage war throughout Southeast Asia againstboth flesh and blood and other, stranger foes.Along with a few Black CAT teams, several siteswere destroyed.

The most successful operation of the war wascarried out by Phoenix team D-43. After agrueling insertion and movement, the teamdiscovered an ancient temple complex dedicatedto beings of whose true nature were lost in themists of time. Having been excavated by theMinistry of Thought Advancement, this site hadbeen transformed into a major installation by theNorth Vietnamese, with the intention of usingthe power contained within to further their waragainst the South. The Phoenix team arrived justin time to interrupt a ceremony that Ho wastaking part in, and the resultant cross-dimensional rip not only killed the team but alsothe leader of the North and many of his innercircle.

The improved combat situation, along with thedeath of Ho and the apparent disruption of hiscabal, led Nixon to speed the withdrawal of UStroops, who turned their areas of responsibilityover to the ARVN.

1970Crossing the Line

Early in 1970, a Phoenix team found a well-guarded archeological excavation site along theHo Chi Minh Trail in the “Dog’s Head” region ofthe border. Other teams deployed to the areabegan to find a series of ancient templecomplexes in the rugged terrain, some of whichhad substantial garrisons of NVA troops. In lateFebruary Phoenix team F-23 also found a solesurvivor of a Black CAT unit while sweepingdeep within Cambodia along the Mekong River.He was taken back to Saigon for debriefing,and under Phoenix interrogation told of a hugestaging area that contained not onlyconventional troops but things beyonddescription. The memories proved too much forthe man, who died raving about the things hehad seen.

In April 1970, Nixon authorized the invasion ofCambodia by a joint United States-ARVN force of30,000 troops for the alleged purpose ofdestroying Communist bases across the border.Not only were thousands of weapons capturedand tons of equipment, ammunition, and vehiclesdestroyed, but this foray allowed large forces tobe amassed against the sites identified byPhoenix. Although regular troopers were sparinglyused in direct assault, the penetration did allowartillery to be moved into range and scouts toget a clearer picture of the situation. All the

previously identified sites were destroyed, andothers uncovered were searched for furtherinformation.

A Riverine task force was even sent up theMekong River into Cambodia, where it smashedthe complex discovered by the Black CATs. By theend of this drive, it seemed that the occultprograms of the North had suffered irreparabledamage. In addition, US forces had gathered hugequantities of intelligence materials, which weresent to labs in Guam and Johnson Atoll in thePacific for further study.

Unfortunately for the administration, theinvasion resulted in massive protests in theUnited States, leading to the passage oflegislation by Congress requiring the removal ofUnited States troops from Cambodia by the endof June.

Mission Accomplished?With many foci destroyed in Cambodia, Ho Chi

Minh dead, and the ARVN seeming to finally holdits own in the field against the insurgentsthrough the Vietnamization program, it seemed tomany that the US mission in Vietnam was finallydrawing to an end. At the Pentagon, plans beganto be finalized for the withdrawal of the bulk ofAmerican forces. During the remainder of 1970,the bulk of US combat troops were returnedhome, leaving only two brigades, a few infantrybattalions, and a few cavalry squadrons in-country.

While the troop reductions continued in the‘Nam, evidence taken during the Cambodianincursion was painstakingly researched at asecure facility on the tiny speck of land calledJohnson Atoll in the South Pacific. Under thecodename CASSANDRA GLASS, researcherswere brought in from around the US and someof its allies to decipher the many tablets,scrolls, and carvings taken during the campaign.The work was difficult and slow, and was nothelped by the descent into madness of severalof the staff.

Too Good to be TrueLate in November, a CASSANDRA GLASS

research team finally made a breakthrough intheir research and by mid-December a horrifyingdiscovery was made.

A major site of supernatural significance laywithin Laos, specifically within the Plain of Jars.When cross-referenced with French accounts, aswell as the activities of the Viet Minh during the1950s, it appeared almost certain that the Northknew of this site, if not its significance. Word ofthis was passed to CASSANDRA GLASS’scommander, a Son of Solomon. The informationwas quickly sent on to Washington, but by this

Page 61: Savage Worlds Tour of Darkness

61

time the vast majority of US ground troops haddeparted the country, and anti-war protests werebeing staged around the world.

1971The Last Hurrah

The last major reported ground action of thewar by United States forces was DEWEY CANYONII, an operation that cleared the area along theVietnamese-Laotian border and established abase for ARVN troops. Under intense pressurefrom his US advisors, South VietnamesePresident Thieu was presented with informationthat major NVA concentrations were using Laosas a staging area in preparation for an invasion ofthe South. Urged against his better judgement toinitiate a preemptive strike, Thieu directed theARVN to prepare for operations in Laos.

While South Vietnam readied for invasion, a USmission was sent to Phnom Penh with the title“Military Equipment Delivery Team, Cambodia.”The unit, supposedly put in place to facilitate thetransfer of equipment and supplies to help closethe Ho Chi Minh Trail, was actually made up ofmembers of the Phoenix Program.

In February the ARVN forces launched theirattack into Laos. Code named LAM SON 719,three divisions attacked along the old ColonialRoute 9. Heavy resistance, a narrow axis ofattack, bad weather, and intelligence leaks tothe North caused the attack to falter. A seriesof counterattacks by NVA armor overran theforward positions and stalled the attack. Liketheir French predecessors 20 years prior, theARVN forces were decimated as they retreatedalong the old RC9, and the retreat turned into arout.

Operation BackdoorWhile the ARVN forces were being shattered

along the Laotian border, several teams ofPhoenix Program soldiers, CIA CATs, and MIKEForce units dropped deep into Laos on the sitesidentified by the researchers of CASSANDRAGLASS. Despite the ARVN forces’ defeat far to thesouth, the Special Operations forces ofOPERATION BACKDOOR fought their way into thetwo most important sites.

As the troops forced their way into theprimary nexus located on the Plain of Jars , theyfound evidence of a structure capable ofchanneling incredible energies. Suddenly theywere attacked by horrors beyond imagining,which poured up out of the bowels of thecomplex. With most of his team dead or goinginsane, the team commander triggered thetactical nuclear device they had carried as a

back-up. The 10 kiloton device obliterated thecomplex and caused a sinkhole to open, as if theearth itself attempted to obliterate the evidenceof the anomaly.

Twenty miles away, just as the secondPhoenix team secured the secondary site, it tooimploded at the instant of its brethren’sdestruction. Unfortunately, the world couldnever know of the sacrifices of these heroicindividuals. They were listed as missing andpresumed dead in an R&R plane crash outsideClark Air Base in the Philippines, though somewhisper that a few of the soldiers actually didmake it back.

1972-1975Shoot and Scoot

Having destroyed the main known foci ofsupernatural activity in Southeast Asia, and withrampant anti-war sentiment back home, PresidentNixon decided to fully withdraw US forces fromSouth Vietnam. The American decision wasfollowed by the Australians, New Zealanders, andKoreans.

In the months that followed OPERATIONBACKDOOR, MACV-SIG observers were pleased tonote that the level of supernatural activitymirrored that seen in conflicts previously, and noevidence was seen of the North using any occultforces. In 1973 a peace accord was signed in Pariscalling for a halt to hostilities and a withdrawalof all forces from South Vietnam, though small-scale skirmishing continued after the accordwent into effect.

Unfortunately, word had leaked out thatsomething had happened in the depths of Laosin 1971. Rather than let word of this operationdirected against an officially non-existentsupernatural threat get to the public, anothercrisis was engineered by some of Nixons’ Sonsof Solomon advisers.

The Watergate scandal devoured the attentionof the American public and press, and led to theresignation of President Nixon in the summer of1974.

In December of that year the North launched amajor attack against the South. What began as alimited offensive to test the capabilities of theARVN soon precipitated a rout among thesouthern soldiers. Within five months SouthVietnam surrendered to the North. With noevidence of a resurgence of occult activity, theSons of Solomon stood by as the South wasconquered. As one anonymous member noted,“Our battle isn’t against Communism, it’s againstthe greater darkness that threatens all ofhumanity, regardless of ideology.”

Page 62: Savage Worlds Tour of Darkness

62

Forming UnitsWhile your players are creating their characters,

you will have to give some thought as to howthe different ideas they have can combine to forma unit. A mixture of specialties is suggested as itgives the players access to the widest possiblerange of Edges.

A Special Forces campaign can be exciting ifeach of the players fills a different role in an A-Detachment (see the Appendix for details on howthese are organized).

A mixture of military ranks in the unit makesfor interesting situations as it gives the playerscontrol over a variety of other troops and putssome in a subordinate position to others (seebelow).

Military Rank and UnitsWhether during character generation or as a

result of gaining experience, some of yourplayers’ characters will be promoted through theranks.

Only a small fraction of army officers inVietnam are graduates of West Point, with themajority coming from college campuses throughthe Reserve Officers Training Corps (ROTC) orfrom the ranks via Officer Candidate School(OCS). With officers serving a tour of only sixmonths in combat commands, many soldiers feelthat the enlisted men lose their leaders just asthe officers have learned enough to be effectivein the field.

Furthermore, as many firefights are conductedat platoon and company level, casualties amongstthe ranks of Lieutenants and Captains furthercompound the problem. Good officers are oftenthose willing to lead, rather than order, their meninto battle which puts them in harm’s way, andtheir Vietnamese enemies are extremely effectiveat targeting those who appear to be giving theorders. Experienced units learn not to salute theirofficers in the field and try hard to make themindistinguishable from the other soldiers.

Running the GameRunning the GameRunning the GameRunning the GameRunning the Game

OK War Masters, listen up,’cos this is important! I knowyou’re fired up to get yourplayers into the horrors of

Vietnam. Just a quick word ofadvice on the setting and your

job as the War Master.

It’s easy for a group of players sitting ontheir keisters in a nice air-conditioned denwith plenty of snacks to decide to take ona whole battalion of NVA regulars. In reallife, though, they’d probably move quietlyback through the brush and get the heckout of the AO with their tails betweentheir legs! It’s up to you as the War Masterto convey a sense of what their alter-egosare facing and feeling way out in Indiancountry with no support for miles around!

This section fills in a lot of backgroundmaterial to help you create the rightatmosphere. Some hints on what kinds ofmissions in the ’Nam make goodroleplaying scenarios are presented on thepages to come.

Page 63: Savage Worlds Tour of Darkness

63

Between the officers and the men are the Non-Commissioned Officers (NCOs). The sergeants andcorporals of the military keep order anddiscipline and, as is the case in most armies, area measure of the quality of the service. Oftenpromoted through experience, they teach theyoung officers and the young enlisted men alike.As the war drags on, the number of high qualityNCOs is diminished through attrition and OfficerCandidate School, leading to a gradual decline instandards in some units. High casualty ratesamong junior officers also places a heavy burdenon the shoulders of the NCOs who often have tofill the positions of Officers in the short termuntil replacements arrive. It then falls to the NCOto ensure that the green officer survives longenough to learn to be an effective leader.

Try to keep the heroes as close together asmilitary organization allows. If only one hero hasthe Rank (Officer) Edge, have the other players bethe members of his HQ squad. Keeping theplayers in a single squad allows for the widestrange of possible missions. If there are a numberof NCO characters, give them their own squadsto control using the Savage Worlds rules forallies, but keep them in the same platoon andconduct operations at platoon level. If you have alarge number of officer characters, the game willbe slightly different and operations are morelikely to be conducted at a company level, withfewer patrols and more assaults.

Campaign TypesStandard Campaigns

In a standard campaign, your players createsoldiers that then undertake several routinemilitary missions before gradually introducing theweird aspects of the conflict in Vietnam. Ofcourse, you may choose to play the gameperfectly “straight” with none of the arcaneelements of the story. If you do decide to bringthe horrific truth about the Weird Wars to light,be sure to mix the weird scenarios with plentyof routine military missions or your heroes willbe stark raving mad in no time.

Typically, the unit undertakes a couple ofmissions per game month, advancing every othermission. By the end of their first tour, theyshould have some knowledge that there is asecret side to the war and be of Veteranexperience rank. Remember that your pukes areat the whim of the military and, to keep themissions varied or as a change of pace, feel freeto have the unit move to another part of thecountry. The CTZ modifiers on the missiongenerator should ensure that the unit experiences

some different missions if they move from onepart of Vietnam to another.

If you want to introduce the secret organizationslike Phoenix, SIG and Janus, your characters shouldbe strongly “encouraged” to sign up for a secondtour of duty. This should give them theopportunity to be inducted into the ranks of theseshadowy groups and explore the full range of whatthe Weird Wars has to offer. It is quite possible fora character to start in one of the earlier timeperiods (French or early American) and survive tosee the war through to its conclusion as he fightsthe darkness from the shadows. Typically, once acharacter is inducted into one of these shadoworganizations, he is in for the duration.

Elite CampaignsThese highly trained soldiers take part in a

subtly different war and the modifiers on themission generator mean the chances of the unitbeing assigned to special or downright weirdmissions are greater if the unit is Elite.

An Elite unit relies more heavily on its ownabilities (there is less chance of having supportavailable on Elite missions) and, as all thecharacters start play as Special Forces, they areexpected to be able to deal with the hardshipsthey face. Elite campaigns, then, can turn weirdmore quickly, though a mix of routine militaryadventures is still needed to protect the heroes’fragile Sanity.

Special Forces camps have large numbers ofallied troops the players can control and missionsfor the Green Berets can sometimes include large-scale assaults or base defenses. Recon and Rangerunits must provide intelligence gathering servicesand cross-border operations, while the SEALs alsoperform covert assassination missions as well asreconnaissance in the Delta region.

SanityCombat puts a lot of stress on an individual

and combat in the Weird Wars heaps still more ontop. To reflect the mental strain grunts in Vietnamendure, each Wild Card has a Sanity stat. Asoldier’s Sanity is equal to 2 plus half his Spirit,but can be modified by Edges and Hindrances. Apositive number means a character is wellgrounded and stable, while a negative numbermeans that he’s starting to get that weird light inhis eye that says, “wow, this axe would look goodin your head.” Anything from grisly horrors of war,to supernatural creatures, to certain items (books,strange idols, and other, more esoteric things) cancause a fluctuation in Sanity. If a characteradvances his Spirit after character creation it alsoincreases his current Sanity by one point.

Page 64: Savage Worlds Tour of Darkness

64

Drugs in VietnamThe use of drugs in Vietnam was

relatively widespread, particularly in thelater stages of the war, from marijuana toopium and heroin. With Southeast Asiabeing such an important region for theproduction of many hard drugs, a widevariety of narcotics was readily availableto the troops, in the field as well as theadministrative and support staff in therear. The CIA and MACV-SIG also foundthat certain drug combinations allowedtheir operatives to forget some of thehorrors they encountered, prolonging theiroperational life.

If your character has the HabitHindrance, there is a good chance he isa regular user of one of these narcotics.Which drug and the degree ofdependence depends on whether youchose the minor or major version of theHindrance.

A soldier with a Minor Habit is a pot-head, smoking marijuana to relieve histension. While he can avoid the effects ofthe drug by not smoking, he still talksand acts like a stoner and so suffers the-1 Charisma penalty. A Major Habitindicates a more serious problem such asopium or heroin addiction. Rules forkicking the habit are presented in theSavage Worlds main book.

In addition to the effects suffered bythose with a habit listed in the SavageWorlds rules, any soldier under theinfluence of drugs ignores all the rulesrelating to Sanity loss for the periodthey remain intoxicated (this includesalcohol but not tobacco). Should he becalled upon to fight or perform anyimportant duties, treat the soldier as ifhe were Fatigued, but apply the penaltyto mental functions as well.

Serious drug abuse among combatsoldiers is a deadly threat, endangeringnot only the life of the drug user but ofhis comrades as well. Most soldiers takea very dim view of those who put theirlives at risk and often take matters intotheir own hands. If discovered, thosewith drug problems and those whosupplied them are subject to the harshpenalties of military justice. A trip to thestockade can provide brutal rehabilitation.

Horrors of War As a soldier makes it through his tour of duty,

he is forced to endure and witness things thatpush him to his limits. Couple with this the darksecrets that lurk in the jungles of Southeast Asiaand you have a mind numbing cocktail capable ofpushing even the most down-to-earth to the brinkof madness. Anytime a soldier fails a Guts checkhe looses one point of Sanity. If a character goesbust on a Guts check he must roll on thePsychosis Table regardless of his current Sanity.Characters suffer the effects of Fear as normal.

RecoveryIn general, if a hero gets some Rest &

Relaxation (R&R) for a few days, he can recoverSanity. Sometimes the satisfaction of seeing thingsthrough can have a similar effect. Finally, if a herogoes two game months without losing any furtherSanity, he regains 1 point of Sanity. The SanityRecovery Table below lists a few ways in which hecan try to repair the damage. As War Master, feelfree to add additional items to the list as theyarise in your campaign. A character’s Sanity cannever exceed 2 plus half his Spirit.

Sanity Recovery TableCondition RecoveryEach three days R&R +1Successful mission +1Two “sane” months +1

Losing itIf a hero’s Sanity slips too far he becomes

twitchy, nervous and a little peculiar. If he isn’ttreated, he can become dangerously unhinged.

Anytime a Sanity loss takes a character to -1 orlower, he must make a Spirit roll. Those who faildevelop a quirk or personality disorder. This acts asan additional Hindrance for the hero (who does notget any points for this Hindrance—it’s simply theprice he pays for the descent into madness).

Roll on the following table to determine thedisorders afflicting the character. Some results havedefinite game effects while others manifestthemselves only in the way the player roleplaysthem. Prolonged therapy or CIA drugs may corrector permanently remove these disorders in time (atthe discretion of the War Master).

If duplicate results are rolled on the PsychosisTable, the problem becomes worse. Maybe atrooper’s superstition goes from carrying a rabbit’sfoot to having to kill a fresh rabbit before eachmission to bathing in it’s blood. The details are leftto the imagination of the individual War Master.

Page 65: Savage Worlds Tour of Darkness

65

1-2 Superstitious: Whether it be religion, alucky rabbit’s foot or the ace of spades tuckedinto his helmet, your hero has found somethingthat helps him deal with the terrors he faces.Pick a simple routine or object to be the focus ofthis disorder. As long as the focus is undisturbed,this soldier is fine. If the focus is lost ordisturbed all Spirit rolls are made at -2 for theduration of the mission..

3-4 Don’t Shoot!: This trooper has seen manyhe perceived as innocent die in the conflicts hehas fought in. Because of this, he won’t act inviolence toward non-military individuals withoutfirst being attacked himself. He always gives thebenefit of the doubt to those “innocents caughtin the crossfire of war.” Of course, in a place likethe ‘Nam this is not a good habit to have. Hereceives the Pacifist (Minor) Hindrance, and won’tfire on full-auto for fear of hitting any innocentbystanders.

5-6 Thousand Yard Stare: The distant look inthis soldier’s eyes speaks volumes about thehorrors he’s seen. This soldier makes all hisNotice rolls at -2.

7-8 Flashbacks: When it really hits the fan thistrooper is overwhelmed by images of past battlesand dead comrades. In a combat situation,images flash through his mind, confusing thepast with reality. He draws two cards per action,and acts on the worst of the two. If the trooperhas the Slow Edge, this has no additional effect.

9-10 Downer, Dude: This soldier has beenthrough many units and many comrades in thecourse of his career. He’s seen and done thingsmost men would rather forget, and many of hisbuddies have died. He finds it difficult to formrelationships—why bother when they’re bound tobe just more meat for the grinder? Viewed as abit of a wet blanket in the best situations, thissoldier suffers a –4 to his Charisma, and, if aleader, his Command Radius is halved.

11-12 Night Terrors: The horrors of war affectevery person differently. Your hero is plagued bythe visions of things he or she has seen. Maybethe face of a close friend killed during trainingcomes to haunt his dreams, or perhaps her timein the hospitals back in the World has disturbedher.

Whatever the reason, this character istraumatized by past events and cannot sleepproperly without drink or drugs. As a result theindividual is permanently tired or intoxicated.When it is important to sleep, a failed Vigor roll(-2) means this character cannot. When it isimportant to stay awake, a failed Vigor roll (-2)means the tired grunt falls asleep.

13-14 Addiction: This soldier has seen toomuch and been “helped” by some of MACV-SIG’schemicals. While they have eased the horrorslocked within this man’s mind, they have alsocreated powerful cravings for more to keep thedemons at bay. The vet has a Major HabitHindrance.

15-16 The Shakes: When the adrenaline startspumping, this soldier starts to shake like a leaf.During combat or anytime the character is understress, his hands start shaking, reducing allAgility and Agility related skill rolls by –1.

17-18 Paranoia: This lifer has seen things in thecourse of his duty that his government hasrefused to explain. He feels that every mysteryhas a deeper meaning and goes to great lengthsto fit them into his skewed perception of theworld around him. He gets the DelusionalHindrance (Major), as well as a –2 to his Charisma.

19-20 Blood Lust: This lifer has killed morethan his fair share, and many times he was closeenough to look into his enemies’ eyes. Whilemost would be disgusted by this, the experiencehas awakened a strange lust within this veteran.He gains the Bloodthirsty Hindrance.

21-22 Unnatural Appetite: This soldier beginsto believe he can survive the war only througheating strange and disgusting things. It startssimply enough, with bugs or paper or cigarettebutts. This gives a –2 to Charisma when dealingwith those who know of these weird habits. Ifthe character rolls this result again, it begins toprogress in loathsomeness. Eventually, peoplearound the basecamp may notice the mascotshave disappeared as they go to fill his appetitefor blood or other— entrees.

23+ Marked for Death: The character haslooked into the pits of Hell and seen his placesetting at the table. He knows it’s just a matter oftime before he dies, no matter what he does. Thischaracter receives one less benny at the start ofeach adventure session for each time he rolls thisresult.

Psychosis Tabled20 (+ 2 if Mind-numbing, +4 if Mind-wrenching)

Page 66: Savage Worlds Tour of Darkness

66

Booby Traps and MinesMines and booby traps play a key role in the

conflict in Vietnam, although each side usesthem differently. The Americans tend to employthem in a traditional defensive role, although theinvention of the Claymore mine has given the USan offensive mine for their arsenal that is usedextensively in ambushes. The Viet Minh, VietCong, and NVA use mines and booby traps as aform of asymmetrical warfare, planting themalong roads, booby-trapping supply caches, andin other nuisance methods.

MinesTraditional minefields such as those used by

the French and Americans consist of belts ofmines laid in the ground around a camp orinstallation. These are designed to break upground attack and inflict losses on the enemy,and are especially useful against the first chargesof the human wave assaults used by the VietCong against French and US Special Forcesoutposts.

Areas filled with mines are rated by theirdensity and represented by a die used todetermine the likelihood of injury. Minefields arerated as light (d10), medium (d8), heavy (d6), orvery heavy (d4). For every 2 yards (1") that asoldier moves through a mined area, roll itsassociated Density Die. Any 1s that come upindicate a mine has been triggered, with theresulting damage as detailed in the SavageWorlds rulebook. If the mines are not laid in aconventional minefield, they are treated asindividual booby traps using the following rules.

(Note that the stats for anti-personnel andBouncing Betty mines have been reduced fromthe main Savage Worlds book.)

Booby TrapsBooby traps are usually solitary items, and are

used to great effect by the guerillas. Thesedevices are designed not so much to kill theenemy (although that certainly can happen) as tomaim him, causing fear and confusion among thegreater whole.

The array of Booby Traps in the VC arsenalruns the gamut from primitive pungi stake pitsto unexploded ordnance rigged to detonate whena soldier steps on a pressure plate. The VC areincredibly clever in this regard, despite no formalschooling in demolitions.

The Mission Generator indicates if a unitencounters booby traps while conductingoperations. Roll or select a type of booby trap onthe chart below.

Unlike mines, booby traps are carefully placedin locations where they are most likely to betriggered. As they pass through the area, soldiersin the unit must try to detect and avoid thedeadly devices.

DetectionSoldiers attempting to detect mines or booby

traps must make a Notice check, taking intoaccount the device’s modifier. If detected it canbe marked and avoided by soldiers following thepoint man (no further Notice roll required to spota marked booby trap).

The unit’s speed of movement also affects asoldier’s chance of detecting devices.

Detection ModifiersModifier Circumstance

+2 Mine detector vs mines-2 Poor visibility-2 Full pace+0 Half pace or less

N/A* RunningVariable Device Notice modifier

+1 Elite soldier* If running, no Notice roll to spot the device is allowed.

Any 1s on the Notice die indicate the soldier hastriggered the device. Failure means the soldierdidn’t spot the mine or booby trap, leaving all themembers of the unit following to make Notice rolls.A success indicates that the soldier spotted thedevice and may try to disable it or mark it for theother members of the unit to avoid.

Note that running prevents any attempt to spotbooby traps or mines. The soldier makes anAgility roll and must get at least a raise to avoidtriggering the device as he charges past! Runningthrough the bush can be very dangerous.

Mines (d8)Type Notice Dam. Notes

Mod.1-3: Anti-personnel -1 3d8 Small Burst

Template4: Bouncing Betty -1 3d8 Med. Burst

Template5-6: Shoe Mine -2 3d6 Small Burst

Template7: Artillery Shell -2 2d10 Medi. Burst

Template8: Aerial Bomb +1 3d10 Large Burst

Template

Page 67: Savage Worlds Tour of Darkness

67

Booby traps (d6)Type Notice Dam. Notes

Mod.1: Pungi Pit 0 1d6+1 If wounded,

Pace -12: Toe Popper -3 2d6 If wounded,

Pace -23: Hand Grenade 0 3d6 Med. Burst

Template4: Crossbow -1 2d65: Tiger Pit -1 2d6 Agility roll at

–2 to avoid6: Drop Fall -2 3d6 Agility roll at

–2 for half damage, raise = no damage

Secrets in the JungleSo, you know all about the war. This is where it

gets weird. The further through their tour of dutythe heroes get, the more strange stuff they see andhear. Behind the myths and denials, the US has aspecial unit to combat the strangeness in Vietnam.

Phoenix ProgramPhoenix (Phung Hoang in Vietnamese) has

two roles to play following its inception in Julyof 1968. While classified, its “open” mission isto act as a covert anti-guerrilla force, gatheringinformation on members of the Viet Cong andNorth Vietnamese government and exploitingthat information. The soldiers of Phoenix workto decapitate the leadership of both the North’sgovernment and its southern insurgent allies byremoving their authority figures. It is thisprogram of assassination that supposedlygrants the Phoenix members a cloak ofclassification.

In reality, Phoenix is the brainchild of MajorGeneral Timothy Latta, head of the Pentagon’sSpecial Intelligence Group. The unit’s true missionis to ferret out and destroy the supernaturalwherever it is found on and around thebattlefield.

Theoretically working with the CIA’s CentralOffice of Foreign Experimental Technology,Phoenix members are sent throughout SoutheastAsia when stories of the paranormal or weird arerelated by allied militaries. OPERATION FULLMOON also provides leads to Phoenix, generatingmissions that seek to preempt the unearthing ofsites that may contain ancient evils before theycan be unleashed.

Page 68: Savage Worlds Tour of Darkness

68

A Few Good Men Phoenix operatives are drawn from across

all of the armed services, but with theintroduction of mood-altering chemicalsrecruitment has become more selective than itwas for the OSI during World War II. A soldierwho has seen things he should not have seenis often given psychiatric counseling andshipped back to the Philippines, Guam, orHawaii if he seems unstable or lacks the skillsneeded by the program. Seasoned soldiers aremore likely to be recruited into this Top Secretorganization.

Once recruited, they are given training in theuse of a wider variety of weapons and tactics,and used in mostly mundane missions againstthe Viet Cong until their utility can be proven.This works to segregate them away from theother troops they might talk to, and gives moresenior members of the Phoenix Program thechance to evaluate the newbie. When they haveproven their worth they’re schooled intechniques that can be used against thesupernatural, and the weirdness of theirmissions increases. The typical one-year tour isextended for Phoenix program members for theduration, or until their minds give out underthe repeated exposure of things man was notmeant to know.

Trust NobodyUnfortunately for the soldiers of Phoenix, not

only do they have to worry about the NVA, VC,and the supernatural, they also wage a covertwar against the CIA’s Black CATs. Whiletechnically on the same side, the CIA, underthe influence of Janus, prefers to retrieve theoccult for inspection and possible exploitation.Phoenix’s mission is clear: elimination of thethreat. Phoenix soldiers typically go into thefield “clean,” with no rank, ID, or identifiers ofany kind, although this is not always the case.They have access to any weapon found on thebattlefield, and often carry Communistweapons into enemy territory to ease theproblem of resupply.

BrainiacsOne of the resources the Phoenix program

has to draw upon in their fight against theseunknown evils is the University of Maryland’sMilitary Education program. The University ofMaryland has long been associated with themilitary overseas, providing classroomeducation to deployed troops as a way to betterthem during their time in the military. In fact,“Go to Vietnam and earn a college degree” wasactually used as a recruiting slogan!

Page 69: Savage Worlds Tour of Darkness

69

In actuality, this provided just the right coverstory for MACV-SIG to bring in those academicswho had pursued the study of the occult andsupernatural and put them to work for thegovernment. Code-named SALEM BREEZE, thisinitiative provided the professors with anenvironment where they could expand theirhorizons and conduct a little “field research,”and offered the military a vast knowledge basein-country from which to draw upon in theirepic struggle against the ever expandingweirdness.

Of course, not every professor in the programin Vietnam was part of SALEM BREEZE, butthose who were fully briefed on the goings-onin Vietnam’s primeval jungles were occasionallysent out into the field as advisors when anoccult site was expected in the vicinity. Whilemore of a liability in a firefight or whenstealthy movement through the jungle wasrequired, these academics’ knowledge couldmake all the difference in the world betweensuccess and failure when encountering thesupernatural.

Phoenix in Your CampaignUnless you want to hop right into the weird

aspect of the Weird Wars, we suggest you keepthe activities of COFET or Phoenix a“battlefield myth,” one of those things thateveryone has heard of but no one has seen forthemselves.

When your characters have seen and survivedthe unknown and made a report to higherheadquarters, word eventually reaches thePhoenix Program’s superiors, especially if theyhave been very vocal about their encounter.They will then be approached and debriefed bya military intel unit operating under FULLMOON auspices. Depending on the characters(and War Master) the soldiers may be inductedinto Phoenix, or they may be warned againstspeaking of their strange experiences everagain.

Phoenix soldiers are well equipped,somewhat trained in the supernatural, and sentinto the field where their superiors hope thatthe firepower and training of the late 20thCentury is enough to deal with these ancientotherworldly forces. They have no supernaturalsupport (rune magic, discovered during WWII, isno longer taught outside the CIA). Also, unlikethe Black CATs, the Phoenix Program does notbelieve in trying to use these dark powersagainst the VC.

If you decide to allow characters to join thePhoenix Program (see below), each characterautomatically gains the Edge Phoenix Program andhas the option to purchase the following Edges:

Highest ClearanceRequirements: Veteran, Smarts d8, Service:

(Phoenix Program)While many soldiers are recruited into Phoenix,

not everyone is fully indoctrinated into theProgram until they have proven their worth toMACV-SIG. Once this has happened the soldier istaken out of the field and put through a crashcourse dealing with the nature of the threat andthe mission of Phoenix. Briefings by FULL MOONanalysts as well as field training round out thistwo week course.

Soldiers with this Edge gain an additional +1 totheir Sanity, as well as +2 to any Knowledge(Arcane) rolls. Guts checks against supernaturalentities are also at +1. For non-unique horrorswith a specific vulnerability, the Phoenix troopermight remember how to defeat it with a CommonKnowledge check at –6. This roll, however, isalways at the discretion of the War Master, andindividual characters may receive a plus or minusto the roll based on previous experiences withsimilar monsters.

Occult ExposureRequirements: Veteran, Guts d10+, Service:

(Phoenix Program)This trooper has seen the things that lurk in

the dark and has somehow managed to steel hismind against it. This exposure, combined with atraining program that teaches the Phoenixmembers that these otherworldly entities can bedefeated, works to insulate the mind from thepsychic backlash that affects most peopleexposed to these Mind-wrenching encounters.

The hero gains +2 to his Sanity, and recoversSanity at twice the normal rate (1 point per gamemonth).

Phoenix ProgramRequirements: Veteran, Service: (Phoenix

Program)Noticed and earmarked for the program by the

officers of the Phoenix Program, this characterhas been approached about joining this elite unitand agreed. Once the character has been inductedinto the Phoenix Program, his Service Branch isaltered to Phoenix.

He also undergoes special training in bothnormal military special forces operations andalso in how to deal with the darkness that isstalking South East Asia. Any time he fails aGuts check due to fear, he actually gains a benny(though it can’t be spent on the failed Fear roll).The Phoenix Program teaches its troopers calm inthe face of terror.

Page 70: Savage Worlds Tour of Darkness

70

Roleplaying and WargamingContinual patrols don’t make great roleplaying

scenarios, as it is hard to recreate the nerve-shredding terror of edging through the jungleswhere the primary difficulties are low visibilityand the problems of moving quietly. Ambushescome quickly, with the VC appearing out ofnowhere from their spider holes. This works fineon a tabletop but is hard to get across to playerswhile role-playing.

Role-playing adventures then should bemissions with a more definite goal, in which thesoldiers are briefed to complete some clear task,such as rescuing downed aircrew or exploring aparticular site.

For wargaming, the opposite is true. Firefights,ambushes, and full-scale battles work very well,while administering aid to the local populace, orresearching the secrets lost in the jungles, losesomething if they are just played out as wargames.

The beauty of Savage Worlds is that both ofthese types of games are handled easily with thesame set of rules, and you should takeadvantage of this versatility to keep games ofWeird Wars: Tour of Darkness fresh. As yourplayer characters discover a lost temple, themission is a straightforward roleplaying one. Asthey are ambushed on the return journey, thegame is played out on the tabletop as a wargamecomplete with allied units, support elements andoff-table artillery! There are few games systemsthat offer that kind of scope so successfully. Onemission could be an all-night four man listeningpost braving the horrors of some jungle creature,the next a company sized assault against NVAbunker positions with scores of miniatures oneach side.

OperationsOperationsOperationsOperationsOperations

Miniatures are extremely important to WeirdWars settings (although we recommend their usewith any Savage Worlds game). Old Gloryproduces a fine range of 28mm minis suitable foruse with Weird Wars: Tour of Darkness. (Smallerscales, down to 5mm, are available if you want tomanage large-scale operations including armorand helicopters at low cost!)

Mass BattlesOperations at battalion levels and above are

perfectly feasible with Weird Wars: Tour ofDarkness using the Savage Worlds rules for MassBattles. This system also allows you to simulatea mass attack on a larger French outpost, USfirebase, or Special Forces camp.

The WM should prepare two maps of the Areaof Operations before the adventure begins. Theplayers’ map shows known terrain, roads, andpossible LZs. The other map is the War Master’sown, which shows the real terrain, disposition ofenemy troop, locations of tunnels and bunkercomplexes, booby trapped and mined areas, andany other items of interest.

Enterprising players could launch a series ofmissions to attempt to fill in some of the blankson their maps before the massed battle. Thesecould be played out as full scenarios as aprelude to the primary operation creating aninteresting mini-campaign.

Using the maps and the Mass Battles rulespresented in Savage Worlds you will be able torun full-scale operations with large numbers ofunits. The following additional notes are usefulfor figuring the various modifiers each round ofthe mass battle (see Savage Worlds for moredetails).

Page 71: Savage Worlds Tour of Darkness

71

Battle ModifiersTokens: The Vietnamese often outnumber the

French or US forces numerically but are not aswell equipped or trained, so the numbers oftokens should be weighted in favor of the Frenchor US despite a numerical disadvantage. Theexact ratio varies, but as a crude guide, trainedNVA regulars equate 1:1 with French ForeignLegion, US, Korean, and Commonwealth troops.Viet Minh count as 2:1, and VC as 3:1. For FrenchColonial troops or ARVN, most CommunistVietnamese forces are on par, so use actualnumbers involved to figure out the ratio.

Artillery or Air Support: The US always has atleast +2 here due to the range and availability ofsupport. On most large scale missions there is ahigh chance that heavy support is availablegiving the American commander +3. Frenchcommanders have air support available,depending on the priority given to the location orbattle, giving them anything from a +1 to +3.

Terrain: These modifiers depend on thedecisions made by the generals and the maps.Depending on whereabouts contact is made, theWM may impose a modifier. If the Vietnamesewere warned of the French or US intentions, theremay well be bunkers and fortifications (+2).

Battle Plan: This is often where the VC comeinto their own. Tricks and traps are their stockin trade and add a few points to the totalbattle roll.

Op OrdersIn Weird Wars; Tour of Darkness the War Master

has complete control over the missions thesoldiers undertake. In other roleplaying games theplayers have more freedom to decide what theircharacters’ goals are and how they intend topursue them. As soldiers, the members of theunit are expected to do as they are told andperform whatever missions their superiors deemnecessary.

At the heart of Savage Worlds games are theexploits of your player characters and this settingis no exception. As War Master, you havecomplete freedom to tailor the campaign as yousee fit, varying the missions the unit undertakesto keep the game fresh and interesting for yourplayers. The previous chapters should have givenyou a wealth of ideas for styles of campaignsand types of missions for your players toundertake. The Weird Wars: Tour of Darkness,mission generator provides you with a means ofdevising fully fleshed out missions, or ideas ifyou need some hints to create a mission on thefly.

Despite what Hollywood would have thepublic believe, most soldiers’ war experienceconsisted of a lot of duty at a firebase orbasecamp, punctuated by patrols or theoccasional big operation that might last days orweeks. The following tables are divided bynationality (French or US/Allies). They are usuallymodified by branch of service for the US andallied forces (Army, Phoenix Program, LRRP/Recon, Marines, or Special Forces).

The War Master should make one or two rollsper month for a campaign, with officers serving a6 month tour and NCOs and enlisted troopsserving a 12 month tour (unless they have theShort-timer Hindrance).

As with adventure generators in other settings,the mission generator is intended to give youguidance when designing scenarios. If you don’tlike one of the results, or you think it isinappropriate, feel free to modify the results orjust choose them, rather than rolling.

To make your job easier, we have included anOperations Order form in the back of your bookand online at www.greatwhitegames.com. Thisallows you to fill in each section quickly andeasily, and come up with missions in a simple,standard way. Refer to the sheet as you readthrough the following sections.

Blood Trails andBody Count

In Vietnam, the body count became themost important measure of the success ofan operation. At first, only confirmed deadwere eligible to be included. Over time,methods employed in calculating casualtyfigures became more creative.

It was estimated, for instance, that forevery 100 dead counted there would be 30more dying of their wounds who made itoff the battlefield. Soldiers weredispatched to follow blood trails throughthe jungle to find extra bodies to count.Some felt that if the soldier was stilltrailing blood after a few hundred yards orso, he would be dead soon and added himto the total without the body.

A few officers graded their subordinatessolely on body counts from their missionswhich lead to estimated, exaggerated, oroutright fabricated counts. Units with highcounts got recognition. Unfortunately for theAmericans, creatures such as moon walkersstymie these victory tabulations.

Page 72: Savage Worlds Tour of Darkness

72

Mission Generator: FrenchAs noted in Chapter Three, the French military in

Indochina consisted of a majority of colonialtroops from France’s African holdings and theFrench Foreign Legion. In general, for a variety ofreasons the colonial troops did not fight well, andthe Foreign Legion carried out the bulk of thefighting. The following Mission Generator assumesthat a group of players are members of, or areunder the control of, the Foreign Legion. If the WarMaster wants to play with a totally colonial force,subtract 2 from all rolls on Table 2FR.

The War Master should roll an entry on theMission Table using the unit modifiers. Once themission type is decided, roll on the followingtables as you fill in the entries on the Op Order. Onall sub-tables, also use the appropriate modifiers.

Table 1FR: MissionsModifiers: Colonial Troops –2, Foreign legion +1,

Paratroops +2

d10 Result1-2 Route patrol3-4 Outpost Patrol5 Outpost Relief6 Convoy Ambush Relief8-9 Presence Patrol10 Airborne Attack11+ Savage Tale

Route PatrolThe many narrow roads that wind their way

across the rugged terrain of Tonkin provided theonly lifeline to French outposts scattered acrossthe countryside. Their importance cannot beemphasized enough. Patrols are often sent out toensure the roads are clear of mines and passable.Such a patrol either includes a unit on foot withmine detectors attached or relying on their eyesand other senses to detect the telltale traces. Someare backed by armor or vehicles. No matter thecomposition, the Viet Minh eagerly use these routepatrols to rack up the body count and destroy theFrench morale.

Outpost PatrolThe daily, mind-numbing routine of garrison

duty is occasionally interrupted by the need tomake sure the Viet Minh aren’t just out of sightof the outpost perimeter, preparing for an attack.This patrol’s goal is to sweep the surroundingarea and prevent such an assault, as well asshow any local villagers the military prowess ofthe French Empire.

Outpost ReliefOne of the far-flung outposts is under attack. It

is either a Foreign Legion post (1-3), a Colonialtroop camp (4-5), a local forces outpost (6) or anartillery firebase (7-8). The heroes’ goal is to engagethe attackers from the rear and throw their assaultinto disarray. Add an additional d12 to the numberof enemy troops. Half of these troops may deployalong the characters’ route of march as ambushers.

Convoy Ambush ReliefA supply convoy traveling the winding roads

that provide the lifeblood of each outpost hasbeen ambushed and is pinned down. Thecharacters’ team must move into the area with allspeed and relieve the trapped unit.

Presence PatrolThe unit has been tapped to provide a French

presence in several villages in the area. Thistypically involves going from village to village,talking to the headmen, and showing them howremarkable it is to be a small part of the greaterFrench Union. A translator is automatically beassigned to the characters’ patrol.

Rear GuardColonial forces have taken a beating at an

isolated outpost, and reinforcements air-droppedinto the battle have been unable to stem the tideof Communists sweeping the area. The far-flungunits and their would-be rescuers are now hard-pressed and in an untenable situation. They havebeen instructed to fall back to (relatively) moresecure territory. Your unit has been moved upalong their line of retreat and is instructed to actas a rear guard as they pass through your lines.

Airborne AttackAn enemy concentration has been found and

an attack is planned. The unit should expectheavy fighting once they hit the ground as theenemy tries to wipe them out before they canregroup after the drop. Roll twice for the numbersof enemy present on the Opposition table.

Table 2FR: SupportModifiers: +1 if leader is an O2 or greater, -2 if

Colonial Troops only, -3 if Airborne Attack mission

d10 Result1-5 No Support Available6-8 Aircraft: roll on air support table

(p. 16) to determine what’s on call.9+ Guns: roll on artillery support table

(p. 16) to determine what’s available.

Page 73: Savage Worlds Tour of Darkness

73

Table 3FR: AttachmentsModifiers: -2 if Route patrol; if Airborne Attack

mission 5 or 6 becomes 1 or 2

d8 Result1 None2 Colonial Troop Squad3 Local Irregulars4 Armee Nationale Vietnamienne squad5 Armor6 APCs7 Forward Air Controller8 Military Intelligence Officer

NoneNo attachments are added to the heroes’ unit.

Colonial Troop SquadA unit of 10 African Colonial troops has been

attached to the unit for support. They are armed witheither Lee-Enfields (1-3), MAS-36s (4-5), or BerthierM1907/15s (6-8). Each also carries a hand grenade. Thesquad may (30% chance) have a Bren machinegun.

Local IrregularsA unit of 2d12 Montagnards has been assigned

to accompany the characters’ unit on thismission. They are armed with a variety ofweapons, mostly obsolete firearms, althoughoccasionally (30% chance) the unit is armed withcrossbows and hand weapons. They are veryfamiliar with the local terrain.

Armee Nationale Vietnamienne squadA squad of 10+2d12 local conscripts has been

assigned to the unit. They are equipped with Lebel1886M93 rifles, one hand grenade per two soldiers,and one MAT-49 for their European NCO.

ArmorAn AFV has been assigned to the unit, terrain

permitting. It is either an armored car (1-4), M-8 (5-7), M-4 (8), M-5 (9-11), or M24 (12).

APCsThe characters’ unit has had several armored

personnel carriers attached to it for the mission(if terrain allows). Roll a d6 to determine type:M3 Halftrack (1-3), Gun Truck (4), Crab (5), LVT-5 (6).

Forward Air ControllerThis airman has been assigned to provide

close air support for the characters. He carries aMAT-49 and a radio tuned to the Air Forcefrequencies, as well as a quantity of smokegrenades. His statistics are as follows:

Attributes: Agility d6, Smarts d8, Spirit d6,Strength d6, Vigor d6

Skills: Fighting d6, Guts d6, Notice d8, Shooting d6Edges: Spotter

Military Intelligence OfficerA MI officer has been assigned to

accompany the patrol. He keeps his reasons tohimself, but many French intel agents workedwith organized crime on the side, or weresmugglers themselves. He may be working tomeet new contacts and using the characters asbodyguards, or may double-cross them to theVM to provide weapons and equipment to theenemy. He may actually be a MI agent doing hisduty.

Whatever the case, he is very interested inany strange things encountered during thecourse of the adventure, but is emphatic thecharacters not reveal anything they see. Theofficer is deadly intolerant of those whocannot be trusted with secrets.

Table 4FR: OppositionModifiers: Tonkin +1, any Relief mission +2,

Airborne Attack +2

d10 Result1 VM Indoctrination team2 VM Tax collector3 VM archeological expedition4-6 VM Popular Forces7-9 VM Regional militia10-11 VM Regulars12 VM Regulars Platoon13+ Weird opposition

VM Indoctrination TeamThe VC are operating a political unit in the

area. It consists of 1d4 instructors/recruiters, and1d6 bodyguards. These individuals all use VMRegulars statistics and blend in well with theirsurroundings. They will be hard for the players todistinguish from local villagers. Locals in thesame village as the political unit are hostile toFrench units.

VM Tax CollectorA VM tax collector has been visiting the

villages in the area, raising funds for the VietMinh. If the players bring him in successfully,each character is rewarded with 1 additionalexperience point. 2d6 Regional Militiabodyguards accompany the tax collector asprotection.

Page 74: Savage Worlds Tour of Darkness

74

VM Archeological ExpeditionA VM or Chinese expedition of 2d6 scientists

is being escorted through the area by 2d8 VMregular guards and 2d10 porters. Use the VMRegular soldier stats on page 123 for thescientists. They are searching for ancient ruins, ormay have already found them. In either case, theycarry documents, maps, and artifacts that wouldbe of great interest to the BPMNE. If you are notyet ready to explore the weirder aspect of thewar, roll again.

VM Popular Forces2d6+6 VM Popular Forces are moving through

the unit’s AO. They are relatively weak opponents,but know the area well and spent the nightmining the roads and trails used by the French. Inaddition to any other complications, the VM leadthe unit into a trapped area (treat as an additionalroll of booby traps on Table 5FR: Complications).

VM Regional MilitiaA VM Regional Militia unit of strength equal to

the players’ unit +d12 is in the area, preparing toattack local French outposts. There is a 50%chance they are aware of the unit and have set anambush. The main force unit is well equippedwith rifles, machine guns, and grenades.

VM Regulars2d8 VM regulars are passing through. They may

be scouts for a larger unit or the survivors of alarger force attacked by other French units. Rollagain on this sub-table for additional forces theunit encounters. If the roll is a VM RegularsPlatoon unit, these are scouts for the larger unit.If it is a VM Popular Force or Regional militiathese Main Force troopers are the remnants of alarger force and the VM are a separate unit.

VM Regulars PlatoonA platoon of 30 well-armed Main Force regulars

is moving through the area. The platoon leaderhas maps, radio codes and other material ofgreat interest to the high command and capturingthis intact provides each hero with an additionalexperience point. Note that the unit does nothave to capture the platoon leader alive, they justneed to recover the intelligence.

WeirdThe unit has encountered something Man Was

Not Meant To Know. Choose one of the weirdcreatures featured in the Bestiary (pages 124 to131). Adventure seeds are included there to giveyou some ideas how to work them into missions.If you are not ready to explore the weirder aspectof the war, roll again on this table.

Table 5FR: Complications

d12 Result1 Downed aircraft2 BPMNE Officer Attached3 Bad Weather4-5 None6 Weirdness7-8 Booby Traps9-11 Sniper12 Turncoats

Downed aircraft needs rescueDuring the course of the mission, an aircraft is

forced down near the characters and they arecalled upon to check out the crash site. The crewmay be alive (50%) and nearby, or they may havebeen taken by a VM patrol, in which case theunit will be ordered to hunt them down andrescue the pilots.

BPMNE Officer AttachedAn officer from higher headquarters has been

assigned to the unit for any number of reasons.This man is actually a member of the Frenchgovernment’s paranormal investigation agency,the BPMNE, and has joined the unit to subtlysteer them in the direction of some supernaturalsite that he intends to investigate. Automaticallyroll on Table 8 below. His statistics are as follows:Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d8, Notice

d6, Shooting d8, Knowledge (Arcane) d8Pace: 6, Parry: 5, Charisma: 0,Toughness: 6, Sanity: -1Edges: Acclimated, Level-headedGear: MAT-49 w/200 rounds, web gear, rucksack

Bad WeatherThe infamous crachin (spittle) has raised its

ugly head and blanketed the area with a moist,clingy fog and rain. Airstrikes are impossible, andvision is limited to 12". These conditions can lastfor days, and lift when deemed appropriate bythe War Master.

WeirdnessRoll on Table 8 below.

Booby TrapsThe VM have sprinkled this area with booby

traps designed to kill or wound unwary soldiers.Roll a d6 for each trap the unit manages todetect or set off. On a 1-4 it was the last device

Page 75: Savage Worlds Tour of Darkness

75

in the area, on a 5-6 the AO contains furthertraps. Type of booby traps present can bedetermined by making a roll on the Booby Traptable (p. 64).

SniperA single VM sniper with a Lee-Enfield Rifle is

positioned to take a shot at the unit. Dependingon the line of sight provided by the terrain, he orshe opens fire at the furthest range, and fires 2-3shots before attempting to escape. Use thestatistics for a Main Force Viet Minh soldier fromChapter Six, but increase his Shooting a step andadd the Marksman Edge.

TurncoatsAny ANV troops or local irregulars attached to

the unit or in the area are actually defecting tothe VM. At the first chance they either attack thecharacters or desert them. If no such troops areattached, any ANV they encounter are defecting.They may attack the characters’ unit outright, orattempt to bluff their way past. Astute characters(Notice -2) may realize they have no Europeanofficers with them.

Table 6-8These tables are used for both French and US

campaigns, and can be found on pages 78-82.

Mission Generator:US and Allies

Apply the following modifiers to rolls on alltables and sub-tables.

US Mission Modifiers:Situation ModifierUnit ModifiersUnit mostly Novice grunts -1Unit mostly Elite +2Phoenix Program Unit +2

CTZ ModifiersI Corps +1II Corps 0III Corps -1IV Corps -2

Example: A WM creating missions for aPhoenix Unit (+2 for Elite, +2 for Phoenix) up nearthe DMZ (-1 for I Corps) receives a total +3modifier to rolls on the Mission Generator.

Table 1US: Missiond8 Result1 Civic Action2 Relief3 Assault4-5 Patrol6-7 Recon8 Ambush9 Savage Tale

Civic ActionThe unit is part of the broader pacification

effort and enter local settlements in an attemptto win over the populace. They are however notalways accepting. Determine the attitude of thevillagers as usual (see the Savage Worlds MainRulebook).

Civic Action Mission Sub-table

d8 Result1-2 Strategic Hamlet3-4 Medical Mission5-6 Hearts And Minds7-8 RF/PF Recruitment

Strategic Hamlet missions automatically havean added Hostile Populace complication as wellas a standard result on Table 5US: Complications(p. 77).

Medical missions involve the unitaccompanying a team of doctors (and nurses) todeliver MEDCAP aid.

Hearts and minds missions involve the unit inan attempt to leave the population in a betterframe of mind than when they arrived. Tact anddiplomacy are required for this mission.

Recruitment drives for the regional forcesinvolve attempting to convince the young men inthe villages to become fighters for the South.

ReliefUS forces are in trouble and the unit has

been assigned the task of assisting. Roll on thesub-table to determine what outfit is in needof help. The heroes may be part of a largerrelief force (particularly in the case of abasecamp relief mission) or they may bedispatched alone but, either way they are wellsupported, re-roll any “no-support” results onTable 2US: Support.

Whatever the mission, expect contact whenthe unit arrives.

Page 76: Savage Worlds Tour of Darkness

76

Relief Mission Sub-table

d8 Result1-2 Ambush3-4 Basecamp5-6 Patrol7-8 Rescue

AssaultIn an effort to bring the VC/NVA to a decisive

battle, a sizeable US force has been assembled tolaunch an assault. Roll on the mission sub-tablebelow to determine the type of assault.

Assault Mission Sub-table

d8 Result1-2 Riverine3-4 Armored5-6 Airmobile7-8 Infantry

Riverine assaults always have Brown WaterNavy attachments (see Table 3US: Attachments).

Armored assaults always have armor attached.Airmobile assaults always have helicopters.Infantry assaults add a +4 modifier to its

attachments roll.

PatrolThe bulk of missions are routine patrols

searching for and engaging the enemy in anattempt to bring superior US firepower to bear.Roll on the sub-table to determine the type ofpatrol the unit is conducting.

Patrol Mission Sub-table

d8 Result1-2 Riverine Patrol3-4 Search and Destroy5-6 Presence Patrol7-8 Border Patrol

Riverine Patrol automatically results in BrownWater Navy support instead of rolling on theSupport sub-table.

Search and Destroy missions are veryaggressive, attempting to find, fix in place, anddestroy the enemy and their base camps.

Presence patrols are routine operations, andtypically involve going from village to village,talking to the headmen, and showing them howgreat it is to have Uncle Sam helping to defendtheir country. An ARVN translator willautomatically be assigned to the characters’

patrol. Do not roll on the Support table forthese missions, there is no dedicated supportavailable.

Border Patrols are intended to harass theinflux of enemy men and supplies into theSouth.

ReconActively searching for the enemy, the unit has

been dispatched to find and observe, rather thanattack.

Recon Mission Sub-table

d8 Result1-2 LP/OP3-4 LRRP5-6 Infiltration7-8 Kidnap

Listening Posts are small affairs, maybe as fewas four man missions, establishing a post faroutside the main perimeter watching for theenemy.

Long Range Recon missions are usually six-man affairs, involving several days in the jungleswatching for signs of troop movements.

Infiltration missions involve crossing theborders into Cambodia or Laos.

Kidnap missions typically involve forcesinfiltrating into an area to extract a particularperson wanted by the US/ARVN command. TheWar Master should specify a target (e.g. a localtax collector or political cadre) when generatingthis mission in the Op Order.

AmbushThe unit must move to a likely enemy avenue

of approach, pick a spot, and set up an ambush.The unit is usually on their own and has noattachments or dedicated support available. Rollson either of these tables are at -2.

Savage TaleThe unit encounters one of the Savage Tales

presented on pages 83 to 121, or one of the WarMaster’s own creation. Select one of the SavageTales and check off the entries on the list as theplayers complete them. Some Savage Tales requirethat the players have completed some previoustask or have reached a minimum character Rank.Do not choose these until the conditions are met.Check out occasional additional scenarios to atour website (www.greatwhitegames.com) as well.

Page 77: Savage Worlds Tour of Darkness

77

SupportOnce you know what mission the characters

are being assigned, roll on the Support Table tofind out what assets the unit can call upon.Remember that they can still attempt to raisegeneral support using comms rolls as normalduring the mission, even if you roll a No Supportresult on this table. That just means there is nodedicated support. During the Op Order briefingbefore the mission, the players should beinformed of the dedicated support available tothem.

Table 2US: SupportModifier: Presence patrol: no roll, relief+2,

infiltration -2, ambush -2

d8 Result1-4 No Support Available5-6 Guns: roll on artillery support table

(p. 16) to determine what’s available.7+ Aircraft: roll on air support table

(p. 16) to determine what’s on call.

AttachmentsOn some missions, the unit has some

additional element from another outfit attached.Write up an ally sheet for the attachment andgive it to the players to use.

Table 3US: AttachmentsModifiers: Elite or SF +2, Civil Affairs +2, Infantry

Assault +4, recon +2, ambush +2

d10 Result1 Brown Water Navy2 Armor3 Dog Team4 None5 Interpreter6 ARVN7 None8 Intel9 Kit Carson

10+ Motagnards

Brown Water NavyThe unit has been assigned sufficient PBRs to

ferry it up the river on its mission.If the unit is larger than platoon strength,

additional monitor craft are also attached.During the mission, as an added complication

the unit must stop and search any junks orother vessels they encounter while on thewaterways.

ArmorTerrain permitting, the patrol is carried in an

APC. For Army units this is either an M113 (1-3) oran M113ACAV (4-6). For marines, it is a LVTP5.

If the unit is larger than platoon strength, anarmored vehicle has also been assigned toaccompany the characters. For US Army troopsroll a d6 to determine the type of vehicle: M48 (1-2), M42 (3), M132 (4-5) or M163 (6). For US Marines itwill be either an M48 (1-3), M50 Ontos (4-5), orM163 (6).

Dog TeamA scout dog handler and dog have been

attached to the team for the duration of theadventure. Use typical Rifleman stats with anadditional d8 in Knowledge (Animal Handling).He is armed with an M-16 and .45 pistol. Use theDog stats from the Savage Worlds Bestiary. Fillout an ally sheet for the dog and handler andgive it to your players to control for thismission.

NoneNo additional attachments are made to the

characters’ unit.

InterpreterThe unit has been assigned a Vietnamese

interpreter to assist them. The interpreter is anARVN Rifleman who speaks competent French,can communicate with any ethnic group in-country and speaks fluent American (he learnedit from John Wayne movies). Fill out an ally sheetand give it to your players to use.

ARVNA unit of ARVN soldiers is attached to the

players’ unit. The ARVN unit is the same strengthas the players’ unit. Fill out an ally sheet for itand give it to the players to use.

IntelA MI officer has been assigned to accompany

the patrol. He keeps his reasons to himself, butmay be a MACV-SIG agent, CIA officer, Phoenixliaison, or actually an intelligence spook. He isvery interested in any strange things encounteredduring the course of the adventure, but isemphatic that the characters not reveal anythingthey see. Do not fill out an ally sheet for theintel officer, you control this mysterious figure.

Page 78: Savage Worlds Tour of Darkness

78

Kit CarsonThe unit has been assigned a Kit Carson scout

to join them for this mission. The former VC hasthe same stats as a Main Force guerilla, is armedwith an M1 or M16, and can provide detailedinformation about enemy tactics. Roll 1d6 to see ifhe is fanatically loyal to his new paymasters (1-4),behaving suspiciously (5), or a turncoat (6). Fill outan ally sheet for the Kit Carson and give it to yourplayers to control (until he switches sides at least).

Montagnards2d12 montagnards are assigned to join the unit

on this mission. While not equipped to USstandards, these troops are tough fighters, usedto the terrain. Using the stats on page 122, fill outan ally sheet for the montagnards and give it toyour players to use.

OppositionWhenever the War Master needs to generate a

random firefight, you can use this table(remember to use the CTZ modifiers).

Table 4US: OppositionModifiers: I Corps +1, II Corps +0, III Corps –1, IVCorps –2, Phoenix Program +2, Relief +2, recon –2,

border patrol +2, search and destroy +1

d10 Result1 VC political cadre2-3 VC Regional militia4 VC Tax collector5-6 VC main force7-8 NVA9-10 NVA platoon11 Vietnamese sorcerer12 Weird opposition

VC Political CadreThe VC are operating a political unit in the area.

It consists of two entertainers, 1d4 instructors/recruiters, and 1d6 bodyguards. They all use VCmain force stats and blend in well with the locals.They will be hard for the players to distinguishfrom villagers. Locals in the same village as thepolitical unit will be hostile to US units.

VC Regional Militia2d6+6 VC militia are moving through the unit’s

AO. They are relatively weak opponents, butknow the area intimately and have spent the daysetting mines or booby traps. In addition to anyother complications, the VC lead the players intoa trapped area (treat as an additional booby trapsroll on Table 5US: Complications).

VC Tax CollectorA VC tax collector has been visiting the

villages in the area, raising funds for the NLF. Ifthe players bring him in successfully, eachcharacter is rewarded with 1 additional experiencepoint. 1d4 main force bodyguards accompany thetax collector.

VC Main ForceA main force VC unit of equal strength to the

players’ unit is patrolling the area. There is a 50%chance they are aware of the unit and have set anambush. The VC unit is well equipped withassault rifles, machine guns, grenades and RPGs.

NVA1d6 NVA regulars are passing through. They may

be scouts for a larger unit or the survivors of alarger force attacked by other American units. Rollagain on this sub-table for additional forces theunit encounters. If the roll is an NVA unit, thesetwo units are linked. If it is a VC force these aresurvivors and the VC are a separate unit.

NVA PlatoonA platoon of well-armed NVA regulars is

moving through the area. They have a field radioamongst their equipment and each round ofcontact there is a 50% chance they summon anadditional platoon, which arrives in 1d4 rounds.The leader has maps, radio codes and othermaterial of great interest to the top brass andcapturing this intact provides each hero with anadditional experience point. Note that the unitdoes not have to capture the platoon leader alive,they just need to search him for intel.

Vietnamese SorcererA VC or NVA sorcerer is being escorted

through the area by 1d8 VC or NVA guards. Usethe NVA soldier stats on page 124 for the sorcererbut he or she has 1d4 powers and 2d8 PowerPoints to use this mission. There is a 50% chancethat he is accompanying another force ofCommunists. If so, roll again on this table. If youare not yet ready to explore the weirder aspect ofthe Weird Wars, roll again on this table.

WeirdThe unit has encountered something Man Was

Not Meant To Know. Choose one of the weirdcreatures featured in the Bestiary (pages 124 to131). Adventure seeds are included there to giveyou some ideas how to work them into missions.If you are not ready to explore the weirder aspectof the Weird Wars, roll again on this table andignore this result.

Page 79: Savage Worlds Tour of Darkness

79

Table 5US: ComplicationsModifiers: Recon +2, Search and Destroy: roll

twice

d20 Result1 Hostile populace2-3 Lost!4 Tunnel System5 Bunker Complex6-7 Sniper8-10 Minefield/Booby Traps11-13 None14-15 Comms down16 Brass17-18 Staging Area19 Rescue Mission20 Weirdness (Table 8)

Hostile populaceThe local people in a village the unit pass

through are angry about the US presence. Usingthe NPC Reaction rules from Savage Worlds, thevillagers are treated as if they rolled the worstpossible result on Reaction Table.

Lost!At some point on their mission, the unit loses

its way. How badly lost they are depends on theSmarts of the leadership. The unit leader makes aSmarts roll. On a failure, the unit is badly lostand can find no landmarks for 8 hours. Asuccess indicates that 4 hours wandering isrequired. A raise cuts the time the unit is lost to2 hours, but in the heat and rough terrain ofVietnam even that can be exhausting. Any 1s onthe roll indicate the unit has wandered into anenemy stronghold (see Staging Area below).

Tunnel SystemThe unit stumbles on a tunnel complex,

although the first they may know of its presence isa blast of gunfire. A search reveals the tunnels,which can extend for miles under the surface, andmay contain substantial enemy forces. Experiencedtunnel rats are best for this type of fighting, andcan be requested using a comms roll. If unavailable,regular grunts will have to make do. Check out thetunnel tables in the Savage Tale on page 105 forinformation on what the unit may findunderground. This is a mundane mission, however,so ignore any weird results on these tables.

News CrewA news crew of journalists is in the area and

hooks up with the squad to get a glimpse of “theaction.” The crew consists of d6 people, and iseither TV (usually with groups of three or more)or newspaper journalists.

If the mission is generally successful, awardan additional experience point to the characters.If a journalist is killed, however, subtract 2experience points. Any weird encounters reportedby the journalists automatically bring the unit tothe attention of a very angry MACV-SIG officer,keen to cover up the affair—by any meansnecessary.

Bunker ComplexThe patrol has stumbled on a series of mutually

supporting bunkers. They are well camouflaged,and require a Notice roll at –3 to spot before theyopen fire on the group from 2d12" away.

There are 1d6 bunkers in this complex, eachequipped with a machinegun and 1d6 troops (NVAor Main Force VC). The bunkers provide overheadcover and their firing slits provide improvedheavy cover (-6). The bunkers have escape tunnelsto the rear, and the enemy will bug out if morethan half of the bunkers are destroyed.

SniperA single VC sniper with a Lee-Enfield or M1

Rifle is positioned to take a shot at the unit.Depending on the line of sight provided by theterrain, he or she opens fire at the furthest range,and fires 2-3 shots before attempting to escape.Use the statistics for a Main Force Viet Congsoldier (see page 123).

Minefield/Booby TrapsSomewhere along the unit’s line of march it

stumbles into a minefield or encounters boobytraps. Whether the obstacles are left over from anAmerican unit that had been in the area or havebeen laid by the North Vietnamese and their VCallies, the mines and booby traps are equal-opportunity maimers. Roll 1d6 to determine if theunit has encountered mines (1-2) or booby traps(3-6), then roll on the appropriate table (page 64)to determine the type of device.

Minefield density can be determined by rollinga d8: 1-4 light; 5-6 medium, 7 heavy; 8 very heavy.The mines extend for an area of 2d12" along thepatrol’s path.

If booby traps are discovered, for each trap theunit manages to detect, roll 1d6 to determine ifthat was the last device (1-4) or if the areacontains further traps (5-6).

Comms DownDamn lowest bidders. The unit’s batteries for

their radios are on their way out, or the radio itselfis faulty. For whatever reason, the radios go deadon the unit at an inopportune time. All attempts torepair radios in the field are at a -2 penalty.

Page 80: Savage Worlds Tour of Darkness

80

BrassA senior officer has decided to check out

the action first hand, and has chosen the unitas his escort. He tags along with the unit, andcan be a liability or asset. Requests for supportare automatically approved if he feels thesituation warrants it. He may also be a CIA orMACV-SIG agent, using the characters toadvance a hidden agenda. If he is killed orcaptured the heroes each gain two lessexperience points.

Staging AreaThe patrol has stumbled on a major assembly

area for the NVA preparing to attack nearby US orARVN basecamps. The staging area consists ofwell-camouflaged supply dumps of ammunition,rice, weapons, and bivouac areas for soldiers.There are d10x10 NVA soldiers in the general areaand several significant contacts may be madebefore finding the staging area (or the unit mayaccidentally blunder in undetected). Stockpileshave d12 guards at each section, but due to theboredom of their duty, any Notice rolls againstthe characters are at –2.

Rescue MissionAn aircraft has been brought down near the

characters’ unit and they are called upon to checkout the crash site. The crew may be alive (50%chance) and nearby, or they may have been takenby a VC patrol, in which case the unit is orderedto hunt them down and rescue the pilots.

WeirdnessThe unit has had the misfortune to run into

the weirdness that stalks the jungles ofSoutheast Asia. Roll on Table 8 to find out whatmind-numbing horror they encounter.

DistractionsAfter you have finished your creating your

mission, you have enough information to getstraight into the briefing. Sometimes howeveryou might want to throw in something a littledifferent to provide a twist on the usualmilitary stories.

These distractions are a selection of sidestories that have little major effect on anindividual mission, but can have an impact in thelonger term. For the most part, the unit canignore these stories with no real penalty in gameterms. Roll 1d20 or choose one of thesedistractions whenever you want an extra plotelement to introduce your players to some of thethings US servicemen must deal with on theirtours in-country.

Table 6: Distractions1) The unit discovers a pair of orphans, two

young boys in need of food and shelter. If theplayers arrange jobs in the camp for them, theyhave made friends for life who can get minor itemsfor them. If they ignore the plight of the childrenthey become VC recruits.2) One of the characters finds a puppy to adopt.

As long as he looks after it he gains +1 Sanity. If itever dies, he gets -1 Sanity.3) The MPs or a senior NCO sweeps through the

camp searching for contraband. If the charactershave nothing to hide, there is no problem.4) Another unit develops an intense rivalry with

the character’s unit. Each is always trying to out-dothe other.5) One of the characters’ friends develops a

serious drug problem. If the heroes don’t get himsome help, he is a danger in a combat situation.6) One of the characters meets a girl in a local

village or town. Whether a relationship develops orwhether she is pursuing him, the girl’s familystrongly disapproves.7) The unit witnesses an unlawful killing by

another unit. This unit has an impressive record ofhigh body counts but perhaps the characters nowunderstand why.8) One of the characters discovers a bizarre object

from Vietnam’s history. The artifact may be nothingbut a trinket, or it may have some arcanesignificance.9) One of the heroes receives a Dear John letter

from back home. For the next mission his Spiritrolls are reduced by -1.10) The unit’s superior makes it plain that a higher

body count is needed to impress the brass.Whether this means increased patrols or morecreative counting, the unit is under pressure toproduce results.11) One of the characters’ buddies wants a medal

and keeps on talking about it. He starts to takeunnecessary risks for the decoration.12) There is a nasty strain of VD at the local

town. Characters who visit the mama san have a50% chance of picking up an infection that needstreating! If the unit has a medic, they have to tryand explain the problem to the locals.13) A freak storm brings high winds and torrential

rain to batter the unit. Notice rolls are made at -2for the duration of the storm. Radios suffer fromthe rain, flights cannot get through the weather,and the ground turns to mud.14) Temperatures soar to 110° with the attendant

miseries and Fatigue modifiers.15) Somehow the characters make an enemy in

their unit. The enemy slightly outranks the

Page 81: Savage Worlds Tour of Darkness

81

characters and decides to make their tour a misery.This may have a detrimental effect on the unit’smorale.16) One or more of the characters makes a very

close friend in their unit or a closely related unit. Ifthis friend is killed, the character(s) suffer -1 Sanity.17) The unit receives letters from home, boosting

recipients’ Spirit rolls by +1 for the next week. Eachcharacter has a letter on a d6 roll of 1-3.18) Christmas comes early! The Playboy girls visit

the basecamp on a morale-boosting trip. Every unitis praying they aren’t on other duties as the girlscome through.19) A resupply aircraft arrives, but instead of

whatever the unit requested, the plane or chopperis stocked with crates of beer and ice-cream. Whilethis is a welcome treat, water, ammo and mortarrounds may have been more useful!20) The unit is having one of those days in the

’Nam when everything seems to be going wrong.Roll for two Distractions.

Table 7: Random EncountersThe mission generator and the Distractions

Table can be used to create complete scenarioswith all the information needed for the WM torun it. These tables are intended to provide theWar Master with a good idea of the kinds ofeveryday occurrences and trouble the gruntshad to endure on their routine missions. Feelfree to roll or choose an entry on these tableswhenever you think the soldiers needsomething to distract them from the drudgeryof patrolling or the debauchery of R&R. Theseencounters can be used for both the French andAmerican periods.

Country EncountersUse these encounters to spark ideas when the

unit is out on patrol in any terrain. Roll onceevery few hours or so spent in any one terraintype. Units moving at full speed cannot movequietly. Add +1 to the roll.

Country Encounters Table

d8 Result1 Creatures2 Abandoned camp3 Blood trail4 Discarded equipment5 Bunker6 Ambush7 River8 Contact

Creatures: The unit encounters some of theindigenous beasts of Vietnam. Whether they havefound snakes, leeches, ants, or mosquitoesdepends on the terrain type and the time of year,but the creature(s) may attack if provoked.

Abandoned camp: The soldiers have comeacross evidence of a Viet Cong presence. Maybe astill smoldering camp-fire or abandoned weaponspile indicates the VC have only just left.

Blood trail: Coming across a blood trail oftenmeans a body to add to the unit’s body count. Ifthe soldier is only lightly wounded however, hemay still be dangerous. Of course, it might not behuman blood…

Discarded equipment: Abandoned weaponrycan give clues about the type of forces in thearea. Ancient rifles indicate peasants operating asVC militia, while well maintained AKs and heavyweapons show that main force VC or regularsfrom the North are in the area. These temptingtrophies may be booby trapped, however. TheSpecial Forces often booby trap VC weapons andleave them lying on trails.

Bunker: A Notice (-2) roll by the pointmandetects concealed positions ahead. Whether ornot the bunkers are still occupied, the unitshould deal with them to make sure the enemycan’t use them in the future. If there are troops inthe bunkers, the unit could be in for a stand upfight; getting troops out of fortified positions isnot easy.

Ambush: The reason units are trained to stayoff trails and roads and break their own paththrough close terrain is to reduce the chancesof being ambushed. A Notice (-4) by thepointman may tip off the heroes, perhaps dueto brown, dying vegetation or something elseslightly out of place. Otherwise, the unit mustfight its way out. Training dictates that theambushed unit must get out of the killing zoneas quickly as possible by assaulting theambushers directly.

River: A fast flowing river cuts across theunit’s path. Whether a well known terrainfeature (and therefore a possible ambush orbooby trap site) or a surprise, perhaps causedby flash floods and therefore not marked onany maps, fording the river leaves the unitvulnerable.

Contact: The unit makes contact with theenemy. An opposed Notice roll against each unit’sStealth decides which units are aware of theother’s presence. In jungle terrain, theseencounters take place at less than 10" range.Other terrain types may lead to less surprisingcontacts, but a desperate firefight is guaranteed.The NVA or VC attempt to break contact anddisperse unless they greatly outnumber theiropponents.

Page 82: Savage Worlds Tour of Darkness

82

Village EncountersWhenever a unit enters a village, there is the

opportunity for trouble or an interesting encounter.When the unit first arrives, make a roll on the NPCReaction Table in Savage Worlds and apply anymodifiers you see fit depending on the unit’sprevious behavior in this AO or in this village.

The result is the attitude of the villagers in thesettlement and guides their reaction to theencounters presented below. Units without aninterpreter or soldier who speaks Vietnamesehave a hard time making themselves understoodand suffer a -1 penalty on the roll.

If the majority of visits to villages result innegative sentiments, you could have an increasein enemy activity and booby trapping todemonstrate the effects of their poor relationswith the populace. Likewise, if the unit developsgood relations with the local populace, there maybe a slight reduction in VC activity, or thesoldiers may get better information aboutmovements of enemy troops.

Village Encounters Table

d8 Result1 Angry Headman2 Sick villagers3 Something’s wrong4 Tunnels5 Bumper harvest6 Weapons store7 VC presence8 Celebration

Angry Headman: The headman is responsiblefor speaking for the villagers, who are outragedabout something. Perhaps the soldiers have killedlivestock or damaged crops. Perhaps the villagersfeel affronted by the way the soldiers treat theyoung girls in the village. Whatever it is, all thevillagers, and the headman in particular, are madabout it, shouting and protesting loudly.

Sick Villagers: An illness has affected severalvillagers that is beyond their ability to treat. USmedicine can heal the sick on a Healing (-2),earning the gratitude of the villagers. Maybesome bureaucratic problem prevents effectivetreatment however, or perhaps the VC aren’thappy about the village accepting US help anddecide to teach the villagers a lesson.

Something’s Wrong: Maybe there are no youngmen in the village, maybe there aren’t any men atall. Or perhaps the children are being kept out ofsight. Whatever it is, a successful CommonKnowledge roll tips the soldier off thatsomething is about to happen.

Tunnels: A successful Notice roll (-2) detects atunnel entrance inside one of the hooches.Possibly, the place is just an bomb shelter ormaybe there is someone down there, hiding fromthe Americans. Whichever is true, the unit shouldsearch the ville very thoroughly.

Bumper Harvest: The soldiers find severalmore baskets of rice than could be expected. Thevillagers protest that the rice is their harvest andis for their own use. A Common Knowledge rollallows an estimate that there is enough to feed aplatoon or company for a week. The find isusually destroyed in place.

Weapon Store: The unit finds a cache of AKs,grenades and other weapons. The villagers denyall knowledge of the weapons. The soldiersshould destroy the weapons and take suspectedVC sympathizers in for questioning.

VC Presence: Several young men in the villagelook familiar, have military style haircuts orotherwise rouse the soldiers’ suspicions. Thewhole village may be a hive of VC activity.

Celebration: The simple people of the villageinvite the soldiers to take part in their villagefestival. Perhaps it is a peasant custom, orperhaps they hold the event in the soldiers’honor. Whatever the reason, there is cigarettes,revolting Tiger beer and rice with a very fishysauce. Not to join in is beaucoup rude.

City EncountersIt may once have been the ‘Pearl of the Orient’

but Vietnam’s cities suffer from overcrowding andurban squalor. The policy of relocating largesections of the rural populace through theStrategic Hamlet Program adds to the problem.The swarming big cities of Vietnam offer awealth of possible encounters.

The biggest, Saigon could have been calledscooter city—everyone rides them, adding exhaustfumes to the heady mix of urban problems. Thegirls ride side-saddle in slacks and split overskirtsand the buzzing of the tiny engines makes theplace sound like a motorized beehive.

City Encounters Table

d8 Result1 Street walkers2 Shoe-shine boy3 Familiar face4 Stolen possessions5 Lost in the back streets6 MPs7 Brawl8 Attack

Page 83: Savage Worlds Tour of Darkness

83

Street Walkers: Charging anything from $5 to$50 (or higher in Saigon) the hookers are an everpresent part of life in Vietnam. They are brazen intheir approaches and there is never a shortage ofclients. Perhaps the girl is a VC spy or anassassin, or perhaps a member of the unit willfall for her despite her line of work.

Shoe-Shine Boy: An enterprising young childhassles the soldiers for a shine. He does a goodjob for a reasonable price, only 50P, and is afriendly kid. Perhaps he knows all the VC in thearea and has a knack of vanishing just before anattack or perhaps he is a VC and the shoe shinebox is wired.

Familiar Face: The soldiers see a face in thecrowded streets they have seen before. Perhaps itis a long-lost friend who has returned for asecond tour, or an informer with information toimpart. Maybe it’s an old enemy or a Chineseadviser the soldiers have been hunting formonths.

Stolen Possessions: Crime goes hand in handwith rampant poverty and Vietnam has both inspades. A passing kid or girl steals somethingfrom the soldiers and sprints for a scooter. Thesoldiers can give chase or kiss their possessionsgoodbye.

Lost in the Back Streets: The unit strays intothe run-down slums by mistake. The squalidback streets may be a hostile and dangeroussetting, or maybe they find hospitality andgenerosity from the poor Vietnamese refugeesthat live in these cramped quarters

MPs: US Military Police or Vietnamese “whitemice” (so called because of their distinctive whitehelmets) arrive to police some minor infraction orto sweep for contraband. If the unit has anythingto hide, now might be a good time to leave!

Brawl: A city full of intoxicated soldiers isbound to erupt into violence sooner or later.Whether it is just “blowing off steam”, or a moreserious fight—the MPs will come running if thefight gets out of hand. A soldier’s buddies areexpected to come to his aid in such a situation.

Attack: The VC decide to launch an attack onsome area of importance to the military or to hita bar or brothel in a terrorist-style attack.Whether an RPG attack or a human bomb, thedestruction is sudden and shocking in the heartof the city.

WeirdnessThese encounters generally don’t have the full

impact of a Savage Tale, but do expose thecharacters to the warping effect that the WeirdWars produce on this tortured land. Roll on thistable when you want to throw something a littledifferent at your grunts to keep them on their toes.

Table 8: Weirdnessd8 Result1 Altered Animals2 Degenerate Aboriginal Tribe3 Undisturbed Ancient Temple Site4 Living Jungle5 Missing Patrol Remains6 Terror in the Treetops7 Graveyard8 Abandoned Plantation9 Magnetic Disturbance10 Strange Weather11 Temporal Distortion12 Savage Tale

Altered AnimalsThe weirdness has warped the wildlife. The

patrol is attacked by a mundane animal from theSavage Worlds Bestiary (pp. 129-135) altered insome strange way. Maybe a tiger has tentaclesgrowing from its shoulders, or monkeys arecovered in camouflaging moss. The extent ofmutation is up to the War Master’s evilimagination.

Degenerate Aboriginal TribeThe patrol stumbles across what appears to be

primitive Montagnards. They have no modernconveniences, and seem to live a subsistencelifestyle, but are very friendly (especially thewomen). Their headman speaks a little Frenchand English, and invites the characters to staythe night. The tribe is actually a group ofheadhunters and cannibals, and want thecharacters for their great warrior spirits, whichare gained through ingestion of their flesh! Thetribe consists of 30 adults, armed with swords,knives, and crossbows. Strangely, no children arepresent.

Undisturbed Ancient Temple SiteThe unit has discovered part of Vietnam’s

heritage. The ruins may be of a decayingBuddhist temple or a monument to the darkerChampa kingdom, complete with disturbingcarvings. Who knows what dark artifacts liewithin?

Living JungleThe jungle comes alive around the characters

and their allies. It may be subtle, with vinessnaking forward during a rest break to stealammo and canteens, or it may whip into alashing frenzy of vines and thorns, attacking asa swarm.

Page 84: Savage Worlds Tour of Darkness

84

Attributes: Agility d8, Smarts d4 (A), Spirit d12,Strength d8, Vigor d10

Skills: Fighting d8, Notice d6Pace: 8; Parry: 6; Toughness: 8, Charisma: 0Special Abilities:

• Thorns and lashes: Swarms inflict hundredsof cuts and gashes every round to thosecaught within. They cause 2d6 damage toeveryone in a Medium Burst Template.

• Swarm: Because living jungle is composed ofhundreds of vines, piercing weapons do nodamage, crushing weapons do half damage,and area effect weapons work normally.

Missing Patrol RemainsThe unit comes upon the remains of a lost

patrol. Something terrible has happened to them,and it’s obvious what they see is not just theravages of the jungle’s inhabitants. Weapons areshattered, gear destroyed, and the bodies aremutilated and desecrated beyond what anyonehas seen before. Guts checks are required, at -2.

Terror in the TreetopsAs the patrol moves through a wooded area, a

troop of 2d6 monkeys savagely attacks their more-developed cousins! These monkeys attack withthrown rocks, branches, and other arborealweapons, as well as by swinging down and makinghit and run attacks on the soldiers below. Theseanimals almost seem rabid, as gunfire and otherloud explosions do not drive them off. They fightuntil 75 percent of their numbers have been killed,then flee into the treetops.

Weird MonkeysAttributes: Agility d10, Smarts d6(A), Spirit d10,

Strength d6, Vigor d6Skills: Climbing d10, Fighting d6, Guts d8,

Intimidate d6, Throwing d10Pace: 4; Parry: 5; Toughness: 5Special Abilities:

• Climbing: Pace 8. These monkeys add +2 totheir Climbing rolls due to their prehensiletails and arboreal lifestyles.

• Claw: Str +1.• Hurl: The crazed primates hurl fruits, nuts,

coconuts, and whatever they can find in thetreetops at speeds a major league pitcherwould envy. These missiles cause Str+2damage from the treetops. Range is 5/10/20.

• Swing and Run: The monkeys are adept atswinging down, attacking their prey, andswinging away before they can be attacked inreturn. Unless a hero has a Hold action or anEdge like First Strike, these monkeys canattack and swing back into the treetops asone action without suffering any free attacks.

GraveyardThe patrol stumbles across the ruins of an old

Catholic church and its graveyard. It may be longabandoned, or it might be the residence of a madmonk from the days of Indochina’s glory. Thegraveyard might also contain restless spirits whoresent the loss of their colony to the natives.

Abandoned PlantationA decaying mansion surrounded by crumbling

outbuildings and untended groves of rubber treeslooms out of the jungle. It might be long-abandoned, offering the prospect of some shelterfor the night, or it might look as if theinhabitants just left, with warm food still on thetable. Ghosts or inbred degenerates might lurk inthe halls and within the walls of such fadedgrandeur.

Magnetic DisturbanceThe patrol’s point man notices that his

compass is spinning out of control. Whateverthey have stumbled upon also seems to affectthe electromagnetic spectrum, as radios are filledwith squeals and garbled messages, basicallybecoming inoperable. If the commander decidesto press on, treat the patrol as being Lost (Table5US: Support). The effect has a radius of 5kilometers. Any support aircraft used in this areaautomatically double their deviation rolls whendropping ordinance.

Strange WeatherWeirdly colored clouds begin to fill the sky,

and within 30 minutes a storm of Biblicalproportions begins to hammer the countryside.Weird lightning dances among the clouds, andstrange sounds of laughter and screams fill theair. The cacophony is like nothing the charactershave heard, and requires a Guts check at –2 foreach member of the unit. Busting on this checkcauses a loss of one additional Sanity Point.

Temporal DistortionThe mission goes normally for the group, but

when they report back to base they find theyhave lost or gained several hours or days. Thepatrol won’t return to base before they left, but itmay seem to the command that they shirkedtheir mission without tangible proof. Charactersmust make a Spirit roll or lose 1 Sanity pointtrying to figure out the implications of timetravel.

Savage TaleThe characters have stumbled into one of the

Savage Tales presented in the next section. If theWar Master desires, re-roll this result.

Page 85: Savage Worlds Tour of Darkness

85

Savage TalesUsing the Mission Generator you can create

pretty much any scenario you might need toplay a long-running Weird Wars: Tour ofDarkness campaign. The majority of thesemissions will be mundane military scenarios,patrolling, searching for and engaging the enemyand defending the US bases in-country.Occasionally, using the Mission Generator (orwhen you decide it’s time), the unit willencounter something a little more out of theordinary, perhaps a strange location or a weirdopponent or artifact that they cannot reallyexplain.

If you want to introduce the weird aspects ofthe Vietnam conflict into your campaign,presented here are a series of short scenariosintended to take your characters through theirtours of darkness. Whenever you roll a ‘SavageTale’ result on the Mission Generator, take thenext Savage Tale from this list. When you havecompleted the Savage Tale, tick it off so youknow which one your players’ unit should tacklenext.

It would take a special group of men tocomplete all of these Savage Tales in a singletour, so it is probable that some of the unit willbe killed in action and have to be replaced. Thosewho do survive will almost certainly have toreenlist if they want to complete all of thesescenarios.

As they progress through these Savage Tales,the adventures become increasingly more weirdand difficult to explain in rational terms. Asthe soldiers become more experienced in thesupernatural aspects they are certain to cometo the attention of senior members of MACV-SIG.

As the men constantly prove themselvesreliable and dependable, they are given moreand more specialized missions. Probably by thetime they have completed The Lost Patrol, thesoldiers are aware that dark forces lurk in thejungles. Before they can undertake CAT Fight,the unit must have been inducted into Phoenix,or they will not understand what is going onand probably will not survive the encounter.

Obviously, the unit needs to undertake other,more normal missions as well as these tales ofmind-bending horror so, in between these SavageTales, so the War Master should insert anynumber of other ops created via the MissionGenerator (or your own twisted imagination).

Keep an eye out for more stories of horror inthe jungles of Southeast Asia online as well!

Savage Tales TableO *Xuan NhanO *Plain of JarsO Dien Bien PhuO Friend or Foe?O The Lost LegionnairesO Firebase OmahaO Skull CaveO *TetO The Lost PatrolO Hearts and BrainsO The Streets of Saigon CityO *Phoenix RisesO The Tunnels of Vinh HoO *The Temple of AranO *The Princess and the DragonO *Son TayO *The Book of ShanO loup garouO CAT FightO *Operation BACKDOOR

*These are the Plot Points that must be playedto reach the final climax of Tour of Darkness.Each Plot Point should be played in order. OtherSavage Tales may be played as desired, but theorder listed above is chronological.

*Xuan NhanDate: Early 1953The unit is assigned to a routine patrol in the

coastal lowlands. The villain Vu Linh Pham and anattached band of soldiers are terrorizing a smallvillage when the heroes arrive. The heroes defeatthe soldiers, but Pham escapes into the night.Pham leaves behind several items of interest.

Note: If this tale is run with U.S. soldiers, runit in early 1967. The scene shifts to the unit’snormal Area of Operations, though it is mostappropriate in a coastal or lowland region.

BriefingYou’re going out for a few days. There is

increasing activity in this area, so becautious. Take your unit and circuit throughthe village of Xuan Nhan. Check in and seeif they’ve seen any VM.

Enemy Forces: Scattered patrols.Support: You can call on the 81mm

mortars should you run into heavyresistance.

Weather: Cool and cloudy. Rather nicefor here.

Equipment: Standard patrol gear.

Page 86: Savage Worlds Tour of Darkness

86

MissionThe mission proceeds normally through the

first day. Roll on the Country Table to determineany encounters, or create a Viet Minh patrol orambush to provide an early fight. As the nightwaxes, the unit makes its way to Xuan Nhan.

Xuan NhanXuan Nhan is a village of some 20 huts

supporting perhaps 150 people. It is near a riverand in the low country so it is mostly populatedby fishermen and farmers.

If the team observes the village beforeentering, they immediately notice that somethingis unusual. Otherwise, the team is tipped offonly on a Notice roll at –2. Only a few people aremoving in what should be an active village. If theheroes don’t notice anything or use appropriatecaution, they walk right into an ambush.

A unit of Viet Minh soldiers is using the townfor a base and grotesque recreation. The unit isroughly equal in strength to the Legionnaires. Inaddition to the soldiers, the sorcerer Vu LinhPham is in Xuan Nhan. He is relaxing in theheadman’s hut and is conducting an experimenton the headman himself. Two of Pham’s mosttrusted soldiers stand guard at the door of thehut, the rest are hiding in huts around the village.Use standard VM profiles for the guards and thetroops. Pham’s profile is on page 122.

Half of the twenty huts harbor Viet Minhtroops, the other half provide refuge for thevillagers. A handful of villagers are in the street,but they sprint to cover when the shootingstarts. The heroes must be certain of their targetsbefore using explosives and they had better hopethere is no deviation if they call in support.

Pham does not want to die needlessly andmakes every effort to escape into the jungleimmediately, though he uses his powers to makecertain he can do this safely. (Pham has a recurringrole to play, so do your best to keep him alive.) TheVM soldiers concentrate on aiding Pham in hiseffort to evacuate, and then make a fighting retreat.

The HeadmanOnce the Viet Minh are defeated or driven

away, the villagers take note of any medical aidcharacters are providing. They ask whoeverappears to be a medic if he could also look atthe headman.

The headman’s hut stinks of incense. Phamhas left disturbing evidence of his dark nature.The headman is in a trancelike state, sitting on astool in the center of the hut. His eyes are wideopen and he has six wooden nails driven into hisforearms forming a line from wrist to elbow. Theskin around the nails has a distinct green cast.

On a Notice roll, a character sees slow but steadygrowth of tiny shoots off the tops of the nails.

If all of the nails are removed, a Healing roll (–1for the headman’s effective Wound) stops allbleeding. Otherwise, the headman must roll hisVigor (d6) or die from shock and blood loss. If hesurvives, he thanks the medic before passing intoa fitful, twitching sleep.

Reading MaterialAlso in the hut are a small notebook and an

ancient book. The notebook is in Vietnamesewith some Chinese notes mixed in. Anyone whoreads Vietnamese can decipher a few passages.They ramble about rituals and magic and power.One passage in particular stands out:

In the jungle is the secret of life. I knowI can find it. The ancient Book of T’ang Litells of the forces. I can decipher it. I musthave this knowledge.

And later, the following is scrawled:I believe I have made advances, but the

subject’s life force slows the progress.Perhaps if the subject were already dead…

Other passages talk of plants growing throughthe body, aiding immortality. A description of theprocedure Pham was performing on the headman isin the text. Anyone reading this loses 1 Sanity.

The book, has no name but was written byT’ang Li entirely in Chinese. It is more difficult todecipher, even for someone fluent in Chinese. It isancient and barely coherent. Ramblings aboutpower and life and essence are mixed in withpassages that are altogether impossible tocomprehend. Anyone reading it also loses 1 Sanity.

The Kiss of the PhoenixIf the heroes have been heroic in defending the

villagers or saving the headman, they receive theblessing of the village’s oldest resident. An ancientwoman approaches the heroes as they prepare forsome rest. She speaks French and says, “May youalways fight with grace and strength as you didtoday.” She then kisses her fingers and toucheseach man on the center of his forehead.

The woman retires to a hut. Later in the night,one of the heroes rises for watch or to use thelatrine. Out of the corner of his eye, he spotswhat looks like a translucent bird with a snake’sneck and a turtle’s shell covering its backhovering over the woman’s hut. The bird is gonebefore the soldier gets a good look and hecannot be certain he saw anything at all.

Note: Make a secret note of every player whoreceived this kiss. It may prove to be beneficiallater.

Page 87: Savage Worlds Tour of Darkness

87

ReturnThe Viet Minh may counterattack in the night, if

enough were left or if you want another unit to bepresent in the area. Alternatively, the heroes may beambushed on their return journey. In either case,Pham lurks—well back of the fighting—hoping toreclaim his lost books. Unless the heroes aredecimated, Pham is denied.

The books are shipped to a museum in Hue.

AftermathThe unit returns to base and continues normal

operations. Should they return to Xuan Nhan,they have thankful allies waiting for them.

*Plain of JarsDate: Summer 1953The heroes are mobilized to stop the Viet Minh

drive to the Plain of Jars. They are given astrongpoint along one possible path. The VietMinh send horrific opponents against them inseveral waves.

The unit is later relieved and the team marchesto the spooky but silent Plain of Jars. Theyestablish a second defensive position, but themain force holds and the drive is halted.

Notes: If this Tale is run with US soldiers, themission occurs in July, 1967 and the team is toldthey are “near” Laos. A helicopter insertion placesthem close to their assigned strongpoint. Also, allVM forces are changed to VC forces.

Their assignment to this mission should strikethe team as odd, unless the team is an Elite orSpecial Forces unit. It’s outside their AO andpotentially outside the legal limit of U.S.operations. Why are mere grunts being sentsomeplace like this?

BriefingThe Viet Minh are making a drive into

Laos and we are sending troops intoblocking positions. A strongpoint is readyfor you. The position has a number ofbunkers and foxholes.

Forces: The Viet Minh are advancing instrength. We don’t know what might hityour position.

Support: General only.Weather: Hot and rainy.Equipment: Take heavy gear and rations.

We don’t know how soon relief mightarrive. You could be on your own for a bit.

MissionThe troops arrive in area without incident and

the unit makes its way to Pointe Buoneparte, theirassigned location. The fortifications are well-designed and well-situated, with a good clear fieldof fire into a river valley that funnels downthrough the mountains toward the Plain of Jars.

The team sets up and begins their watch.

Initial AssaultsThe Viet Minh send a probing force down the

valley to determine how much resistance there ishere. The first force is a group of 3d6 soldiers.They break contact after a few rounds and retreatback up the valley.

That night, the position is attacked by a fullplatoon. Again, the assault breaks off after a fewrounds of fighting.

There is little action during the next day,though a resupply plane drops additional foodand ammunition. The following night, however,introduces something entirely new to PointeBuoneparte.

When darkness falls, the heroes’ position isattacked by five enormous lizards. The lizardsscurry up to the fortifications to belch fire andincinerate those within. The lizards are supportedby a platoon of Viet Minh.

Fire LizardsThese creatures are controlled through arcane

means by the Viet Minh sorcerers. They havebright red skin mottled with patches of black.Attributes: Agility d6, Smarts d4(A), Spirit d6,

Strength d12+4, Vigor d10Skills: Fighting d6, Notice d6Pace: 5; Parry: 5; Toughness: 12 (2)Special Abilities

• Armor +2: Fire lizards have thick, scaly hide.• Flame Belch: The lizards can belch flame over

the area of a Cone Template directly in frontof the lizard’s mouth. Targets in the area ofthe flames take 2d10 damage.

• Size +3: The lizards are 20 feet long.When all the lizards are down, the Viet Minh

withdraw.

Darker DaysDuring the next day, another resupply drop is

made and the heroes receive a single squad ofreinforcements.

That night, a strange chanting is heard downthe valley. All the dead from the earlier battlesrise up and attack the heroes. Shortly thereafter,a platoon of Viet Minh opens fire from longrange. As before, if the position holds for a fewrounds, the Viet Minh withdraw.

Page 88: Savage Worlds Tour of Darkness

88

Zombie LegionnairesAttributes: Agility d4, Smarts d4, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d8, Shooting d6, Notice d6,

Throwing d6Pace: 6; Parry: 6; Toughness: 7Special Abilities

• Claws: Str+1.• Fear: Zombie legionnaires force Guts checks.• Fearless: Zombies are immune to Fear and

Intimidation.• Undead: +2 Toughness; +2 to recover from

Shaken; called shots do no extra damage;bullets and piercing attacks do half damage.

• Weakness (Head): Called shots to the head ofa zombie do full damage.

Another resupply occurs the next day, while asniper harasses the fortifications. The followingnight, the position is shelled by mortar fire forseveral hours. Each character must make fourSpirit rolls as if under suppression fire. Any oneson the Spirit die result in 3d6 damage.

Just before dawn, the Viet Minh spring anotherattack, again a full platoon.

Final StrawAnother resupply drop and another squad of

reinforcements arrive the next day. The valley isstrangely quiet.

That night, chanting begins again and any newdead rise and attack. Fifteen zombies also runout of the valley and attack one of the bunkers.On the heels of this attack are three fire lizards,a platoon of soldiers, and two Viet Minhsorcerers. The attack presses until it is broken(25% casualties to the soldiers) or it succeeds inoverrunning the position.

Retreat?The heroes may find themselves in a position

during any of the assaults where they mustretreat or be overrun. Proceed to the next portionof the tale should this occur. If the heroes holdthe position through the series of assaults, awardthem each an extra experience point.

RelocationThe unit is relieved the following day and

ordered to march some 20 klicks through theforest to a secondary line of defense.

The march is uneventful, though the weather ishot. Near the end of the march, the team stepsout of the forest onto a rolling plain. On the plainare scattered many hundreds of clay jars. Somestand singly, others are in small groups. There isno pattern discernible or reason known for thejars’ presence there. The plain is mysteriouslyquiet. Voices sound hushed and animal noises are

nearly nonexistent. The unit’s path takes itthrough one end of the plain to a built updefensive position where they attach to a largerunit.

After a week on duty near the plain—duringwhich time the soldiers all sleep fitfully andsuffer a permanent state of Fatigue—word comesin that the advance of the Viet Minh has beenhalted elsewhere. The unit is reassigned to otherduties. After a weeks rest away from the site theFatigue level is regained.

Dien Bien PhuDate: May, 1954Dien Bien Phu is under siege. The heroes’ unit

is dropped in and is the last of thereinforcements to make it into the area. Theysuffer the effects of the siege and thebombardment with their comrades.

When it is clear that Dien Bien Phu is falling,the commandant summons the team and assignsthem the task of taking an artifact out of DienBien Phu during the night. The team escapes andmoves to an airstrip across the border in Laos,from which they are evacuated.

Notes: This tale is not suitable for U.S.characters, though an intrepid War Master maychoose to adapt some of the ideas to the U.S. era.

BriefingDien Bien Phu has been under siege since

March 13th. We’ve been sendingreinforcements steadily. Our goal in DienBien Phu is to disrupt the supply line fromChina to the Viet Minh. Obviously, theydon’t want this to happen.

The garrison there has been hardpressed. We didn’t expect artillery, butsomehow General Vo Nguyen Giappositioned several batteries on thesurrounding hills. Lately, the VM have beenextending their perimeter and shrinkingours and resupply has been more and moredifficult. Dien Bien Phu must not fall.

The runways at Dien Bien Phu havebeen destroyed. You’ll drop directly into thecompound. Your drop date is May 6th.

Enemy Forces: More Viet Minh than youwant to know about.

Support: None. We can barely keep DienBien Phu supplied right now.

Weather: Hot.Equipment: Take as much ammunition

as you can carry. Share.

Page 89: Savage Worlds Tour of Darkness

89

MissionThe heroes are the last reinforcements to make

it into Dien Bien Phu. The flight and drop areheavily contested. The plane flies higher thannormal and the drop is less accurate than normal.

Each soldier must make a Smarts roll or endup landing in a position under enemy fire. Ineither case, the hero is required to make anAgility roll to avoid 1d6 damage from the landing.

Characters who come under fire are attacked bytwo Viet Minh soldiers each round until they reachsafety. The range is long and it’s dark, so the VMfire at –6. The attackers have two chances to shootwhile the trooper is in the air. Once on the ground,the soldier is subject to four more rounds ofattacks before he can make his way to cover.

Once assembled on the ground, the unit isassigned to the beleaguered lines. There are fourrocket attacks through the rest of the night, eachrequiring a pair of Spirit rolls as if the characterwas targeted by suppressive fire, a roll of 1 onthe Spirit die results in 3d8 damage.

In addition, the Viet Minh begin their final,frontal assault. The enemy moves steadily inward,squeezing Dien Bien Phu from all sides. Theheroes roll twice on the 6th turn as if they are ina Mass Battle to determine how well they fightand if they take damage. Do not treat this as aMass Battle, however, as Dien Bien Phu falls tothe inexorable pressure on the following day nomatter how well the Heroes do.

Mission: EscapeAs night falls on the 6th, the heroes are

summoned away from their positions. ColonelFrancois Foucalt brings them into a damagedbuilding in the center of the compound. ColonelFoucalt is secretly one of the Sons of Solomonand is worried that a vital artifact may pass backto the Viet Minh with the fall of Dien Bien Phu. Hedoes not tell the heroes everything he knows, onlyenough to—hopefully—commit them to the mission.

His story is a bit thin, and he knows it, buttrusts that the heroes are soldiers and will obeyorders. He says little more than what follows.

There is an important, dangerousmission which must be pursued. When wetook Dien Bien Phu we found a library ofone of the priests. He had many books.This one tells a story of depredations thatthe world must know about.

He hands the ranking member of the team anold, tattered book with a cover made of strangeleather (human skin, but the light is too dim to seethat clearly). It is titled Die Schwärzung Leben (TheDarkness Lives, in German) by Doktor DerekHeiburg. A Knowledge (Arcane) roll at –2 recalls that

Heiburg was an occultist and physician, butnothing more is known about this obscure tome.

This book must be taken out of DienBien Phu and returned to Paris. I do nottrust that any of us here will survive totell this story but it must be told or justicemay never be brought to certain people inIndochina.

He turns to a map.We have a route planned which may

work for a small team. The Viet Minh havebuilt trenches and tunnels during theirassault though not all are still used. Onewith little activity is 50 meters from ourdefensive positions. It is possible that youcould reach it.

The resistance in this tunnel is notknown. I have seen no one there. You maybe able to sneak or fight your way behindthe lines. Across the border to the east, inLaos, we have several airstrips. This mapshows the nearest one. Go there and radiofor a plane. Take the book to Hanoi.

The team is dismissed and told to leaveimmediately to maximize how far they can travelbefore daylight.

EscapeOn successful Stealth rolls, the team is able to

make their way to the trench unnoticed. If theyfail these rolls, they take fire at –6 for two roundswith each character targeted by three soldiers.The trench quickly turns into a tunnel whichruns underground for 100 meters (50”).

The tunnel is abandoned by the human VietMinh, but there are a dozen predecessors to theBac Cong (use Bac Cong profiles) guarding theescape route. These tunnelers are in two groupsof six each and let the heroes pass in-betweenthem before they attack.

Once the proto-Bac Cong are defeated, thegroup continues to the end of the tunnel. Theteam must now get beyond the perimeter. VietMinh artillery is stationed on many of the hills,so slipping between them is the best chance forsuccess.

The Viet Minh start an assault as the heroesbegin their next stage of movement so theirattention is focused on Dien Bien Phu. If theheroes make two successive Stealth rolls, theymanage to sneak past the watch and betweentwo of the hills. Any failed roll results in afirefight between the heroes and 3d6 Viet Minh.Because of the general assault, this group of VietMinh is not reinforced. They retreat to the trees ifthey take casualties in excess of 25%, but

Page 90: Savage Worlds Tour of Darkness

90

continue to harass the heroes until they take 50%casualties at which time they break.

The JungleThe heroes have escaped the immediate vicinity

of Dien Bien Phu, but they still have a march of 60kilometers through the jungle. Use normalencounter tables for moving through the country.

There is a squad of 13 Viet Minh and a moontiger tracking the heroes. The tiger makes aTracking roll twice each day. On a success, thepursuers keep pace with the team. On a raise,they gain ground. On a bust they lose ground.Should they gain ground three times, they catchup to the heroes. The next time the team stops,the Viet Minh ambush them. Regardless of therolls, the pursuit catches the team at the airfield.

Moon TigerThese large animals are used as guards and

trackers. The North Vietnamese sorcerers grantthese beasts something a little extra in the wayof intelligence and resistance to damage. Theylook like a cross between a dog and a pantherand have a green and brown pattern to their furwhich makes them difficult to spot in the jungle.Attributes: Agility d8, Smarts d6(A), Spirit d6,

Strength d10, Vigor d8Skills: Fighting d8, Guts d8, Intimidation d6,

Notice d10, Stealth d8, Tracking d10Pace: 8; Parry: 6; Toughness: 9Special Abilities

• Animal Senses: +2 Notice and Toughness.• Bite: Str+3.• Low-Light Vision: Moon tigers suffer no

penalties for dim or dark lighting.• Unnatural Toughness: +3 Toughness. Not

reduced by AP.

LaosOnce in Laos, the team continues to the

airfield and calls for extraction. They are met atdawn the following day by an aircraft whichtakes them to Hanoi. If they have notencountered the pursuit by now, they areattacked during the night.

AftermathAlthough the heroes have successfully

completed their mission, Dien Bien Phu hasfallen. The French chapter of the war closes withthis defeat. The heroes hear nothing of themysterious book ever again—if they’re lucky.

Friend or Foe?Date: Anytime in early US warWhile on a routine patrol, the soldiers hear

nearby gunfire and strange radio transmissions.They ordered to investigate as there should be noallied units in this AO. The unit finds a derelictancient temple and evidence of a firefight. Beforethey have time to investigate too closely, gunfireerupts inside the temple and a cursing French orAmerican voice rises amid the sound ofshooting.

Entering the temple they come under heavyfire from the sole surviving French/USserviceman. He has killed all the rest of his unitand is utterly insane.

BriefingThis is a routine 8 hour patrol to the

town of Ap Long, along the river to theabandoned church, south to the littlevillage of Ap Vac and back to base.

Enemy Forces: There have been noreported movements through our AO forthe last few days. This is a presence patrolso don’t have your men pack too heavy aload.

Support: No dedicated support isnecessary for such a routine operation,you’ll be patrolling on foot.

Weather: Low cloud and heavy rain isexpected for the next five days. Rememberto take stuff like ponchos, wet-weathergear and dry socks; you’ll be out all night.

Equipment: Standard gear only for thismission. One of the unit carries a PRC25.

The MissionThis is a routine patrol, so have village

encounters at Ap Long as usual. As the unitturns toward the abandoned church following theriver, there is a burst of unintelligible noise onthe radio. Reaching the abandoned church, 4hours into the patrol, the sound of distantgunfire erupts from across the river. The radiobursts into life again. Still only babbling but thesound of gunfire can be discerned which is intime with the shooting in the distance.

If the unit doesn’t choose to investigate, theyare ordered to find the source of the shooting.There should be no friendly units on that side ofthe river at this time and no units are reportedmissing.

Crossing the river without incident requires anAgility check (-2) from each soldier. Failureindicates the trooper has fallen into the fast-

Page 91: Savage Worlds Tour of Darkness

91

flowing water and must make a successfulSwimming roll or start to drown (see the SavageWorlds Drowning rules). Once on the far side ofthe river, the sporadic gunfire can guide the unitto a clearing in the light forest. There is nofurther contact on the radio.

The Temple ClearingDiscarded ammunition and weaponry surround

the clearing. A Notice check (-2) realizes that theequipment is all friendly issue. Five dead friendlysoldiers lie around the area. As the unit moves incloser, they spot a derelict temple, all but hiddenby creeping vines and vegetation. Many strangecarvings cover the old building, which seems tohave been a temple. The carvings, barely visiblebeneath the undergrowth, are lewd and graphic.

Several bursts of gunfire and the sound ofshouting American voices come from inside thegloomy temple. The interior of the building isalmost pitch black (-6 darkness penalty). Enteringthe forbidding temple requires a Guts check.

Inside the temple, four more bodies arefound, riddled with automatic weapon fire. Thelast survivor of the doomed unit has beenpossessed by a Cham spirit that haunts thetemple. He is completely deranged and opensfire with his rifle at any lights that approach.Everyone he sees appears as a hideous ape-demon and his constant screaming at the ape-things is the closest the heroes come to anexplanation.

With some ingenuity, the soldiers may be ableto take him alive. If the soldier is saved, he iscatatonic and very difficult to get out of thejungle. If he is killed, the unit has someexplaining to do when they realize they killed afellow servicemember. If the unit attempts tofind out what happens to the soldier, they aretold he was on drugs and is in treatment. Inactuality he has been taken for “observation” byBPMNE or MACV-SIG operatives and will notsurvive.

The LostLegionnaires

Date: Anytime in early US warNote: This scenario should be used after an

encounter with the enemy in which the heroeshave called in an air strike (use a Huey Gunship).

As they prepare to return to base after afirefight, the unit is dispatched to find andrescue an airman shot down during an air strikecalled in by the players. As they near the locationin which the pilot is reported to have crashed,the unit comes under sporadic fire from an

unseen foe who promptly seem to vanish. Uponfinding the airman, the unit is again fired upon.This time they can see their attackers, but itappears that the enemy is wearing old pre-WorldWar II French Foreign Legion uniforms and usingstolen French weaponry. After a short firefight,the soldiers again melt away and the unit is leftin the jungle with a strange tale to tell.

BriefingThis mission is a routine presence patrol

across the paddy fields of Bien Dinh andinto the thick jungle beyond. The 20 klickpatrol is a long one, so be sure to haveplenty of rations and extra water.

Enemy Forces: Sustained contact hasbeen made several times in the last coupleof weeks and intel indicates that there issomething close to a battalion of mainforce Viet Cong training in this province. Besure to carry a full load of ammo in caseyou make contact.

Support: There is a strong likelihood ofsustained contact on this mission, thecompany mortars are your dedicated firesupport. 105mm howitzers are on standbyat Firebase Sword and the weather is goodenough for air missions.

Page 92: Savage Worlds Tour of Darkness

92

Weather: Clear skies and good weatherare expected, so air support and resupplyshouldn’t be a problem (+2 to support rollsfor this purpose).

Equipment: You should take standardgear for this mission. One of the unitcarries a PRC25.

The MissionThe first part of the mission goes off without

a hitch, and the unit reaches the tree-line of thejungle beyond Bien Dinh.

Once inside the thick jungle, the unit runs intoa sizeable VM/VC force, 3d12 Regional/main forceguerillas with AK47s, MGs, grenades and rocketlaunchers. Within four rounds of initial contact, asecond force of equal size joins the attack andthe soldiers come under very heavy fire. Theartillery support from Firebase Sword is notforthcoming if called upon but an airstrike from aflight of Huey Gunships is available. The rocket andchain gun fire is sufficient to stop the VC assaultand the guerillas fall back after it comes in.

Any FAC characters hear radio traffic from theoutbound aircraft that they have been hit bygroundfire and are going down. The choppercrashes in the jungle and the unit is instructed tofind the downed aircrew and form a secureperimeter until help arrives.

The characters must move, with any dead andwounded, to the pilot’s position (requiring aSmarts roll to locate his coordinates). Once there,they must make sure he is OK and secure thearea.

First ContactAs they make their way through the dense

jungle (possibly struggling if many casualtieswere sustained in the initial attack), the unitcomes under small-arms fire. A successful Noticeroll (-2) spots shadowy figures movingnoiselessly through the undergrowth. A couplemore shots crack through the forest beforesilence once again prevails. Any character makinga Smarts check notes that the gunfire was notautomatic weapons fire.

Regardless of the amount of return fire theunit puts out, subsequent searches of the areareveal no blood trails or evidence of any enemycasualties.

After a short wait to see if the enemy is stillout there, the unit must move on to find thepilot before nightfall.

Warriors from the PastThe group finds the downed Huey in a twisted

pile of metal. Unfortunately only the pilot seemsto have survived, and is unconscious. He’s still in

the wrecked bird but comes to as the heroes pullhim out. The pilot thanks them for the help andintroduces himself as Captain “Wildcat” Barnowe(see page 109). Wildcat is a friendly guy and evenmanages to crack a few jokes in spite of hisobvious pain. He has a broken leg and is shakenby the experience but grateful that US forces gotto him so quickly; he’s in no shape to Evacuateand Evade (E&E) through this undergrowth. Theunit should be equally grateful that the pilot’sdaring kept them alive. After some introductionsand a little bit of conversation he passes outagain. He is stable, but unconscious.

The unit is informed that their relief is on itsway and they should hold their current positionuntil help arrives.

Shortly before nightfall, as the unit settles infor an evening meal, a rifle shot rings out. Again,Notice rolls (-2) detect movement around theperiphery of the unit’s perimeter. Any trip flaresand claymores that the soldiers put out are nottriggered because these attackers are not of thisworld.

The Lost SpiritsThe unit is under attack by French Foreign

Legion ghosts who perished years ago whiledefending France’s colonial interests in the jungle.

Foreign Legion Ghosts (8)Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d6, Notice

d6, Shooting d8Pace: 6; Parry: 5; Toughness: 6Special Abilities:

• Ethereal: Although these creatures are ghosts,they do not really accept their unlife. As such,these lost spirits have no physical bodies (sothey cannot be tracked and do not triggerbooby traps and mines) but they can bedispersed for a few weeks by physical attacksbecause they believe they can. Only magicalattacks permanently destroy the spirits.

The ghosts converse with each other inheavily-accented French (because they actually ofdifferent nationalities in life, but converse in thecommon language of French). Any characters whospeak the language (or failing that, a CommonKnowledge roll at -4) comprehends the followingsnippets of complaints and instructions from theleader of the ghostly squad.

“This god-forsaken country…I was happyin North Africa...Why must we endure thisendless rain…The sooner we wipe the scumout, the sooner we’ll be posted somewherewith a decent climate where they make

Page 93: Savage Worlds Tour of Darkness

93

good beer…Wittman, Sabatini, flank them tothe left and set up the machine gun.”

The characters are well-aware that the Frenchpulled out of Vietnam years ago and this turn ofevents should get them thinking. If the charactersrealize they are fighting ghosts, have them makea Fear check.

If the unit can communicate with the ghostlylegionnaires in French (only French speakingcharacters can make themselves well-enoughunderstood) they can stop the attack, althoughthe men are bitter over what they see as abetrayal by their higher headquarters. TheLegionnaires have not realized that they are deadand still patrol the jungle looking for theJapanese. They refuse to accept the truth, so theUS unit had better come up with a convincingstory if they want to avoid hostilities.

Otherwise the French assume the soldiers areViet Minh insurgents or mercenaries in the pay ofthe guerillas and the unit comes under rifle andmachine gun fire. Luckily, the characters’ returnfire can wound the ghost Legionnaires whosimply vanish as they “die.” Wildcat comes in andout as the fight progresses. He isn’t in goodenough shape to add to the fight but can fire offa few rounds from his revolver from time to time.

If the firefight ends without the unit figuringout their assailants, there are no bloodtrails andno bodies. The only evidence the soldiers find area few old French weapons and the diary of aFrench soldier. The last entry is dated 10 March1945 and tells how the soldier left on a patrolinto the jungle and returned to find his unit’soutpost had been razed to the ground by theJapanese. All the supplies had been stolen orburned, his comrades tortured and mutilated, laydead around the ruined fort. The patrol, with littlewater and few rations set off on an overlandmarch to the nearest fort. No more is written.

ReliefShortly after this revelation, the unit hears

movement in the jungle. The relief column radiosin their position to prevent the two units fromshooting each other up. It appears to the relieftroops that the unit was in a hell of a firefightand they are eager to know what happened, whythere are no trails and why there isn’t a bodycount. What the soldiers choose to say is up tothem. If they report their story no one willbelieve it but it is certain to end up in a BPMNEor MACV-SIG file back at the capital.

After the area is secure the relief unit calls in fora medivac. The choppers arrive and as Wildcat isbeing prepped for departure he says good bye tothe team, and tells them if they ever need anythingto give him a call, he’ll remember what they did.

AftermathWildcat owes his life to the heroes and he

knows it. He is fiercely loyal to his friends andwill go out of his way to try and help them inthe future. Anytime the unit is trying to call foremergency resupply ignore the -1 penalty to theSupport Roll. Anytime a Huey Gunship is flyingair support there is a 50% chance it will beWildcat. He can lay down two strafe templateswhen he fires guns and anyone under them is hiton a Spirit roll of 1 or 2 instead of just 1. He willalso stay for one extra round after a 1 is rolled onthe bingo die. The CO may try to call on Wildcatspecifically with a -2 to the Support Roll. TheWM should also feel free to have him show upwhenever it seems dramatically appropriate.

Firebase OmahaDate: Anytime in mid 1960’sDefending the firebase instead of being out in

the bush can be restful and a welcome break.Sometimes, however Charlie comes looking foryou. Usually at night and often as prelude to amajor attack somewhere else within range of thebase artillery. A VC assault on a firebase isintended to deprive troops of dedicated support.Sappers and human waves usually fail topenetrate the base defenses, but thedetermination of the enemy makes each assaulta hard-fought battle.

Notes: This is a long and tough fight with theheroes under siege during intense fighting. It isquite possible that several of them could die.

BriefingYou have been given the task of providing

firebase security, taking a break frommissions in the field. Your unit must defendas much of the perimeter as possible as theforce left to defend the firebase isunderstrength, depleted by high casualtiesfollowing recent operations.

The battery of six 105mm howitzershere at firebase Omaha provides firesupport to units conducting operations inthe surrounding area, and so must beprotected.

Enemy Forces: constant contact in thelocal area has kept the soldiers of yourbattalion very busy of late. The constantrequests for fire missions have also madeOmaha and the surrounding bases amongstthe busiest in the country this month. It isthought there are at least two battalions oftrained NVA regulars in this province.

Page 94: Savage Worlds Tour of Darkness

94

Support: In addition to the three 81mmmortars in the firebase, you can rely on thebatteries at the mutually supportedfirebases Venice and Juno.

Weather: The next three days areexpected to be fine and clear with a stormmoving in on the evening of the third day.Intermittent rain is then expected for therest of the week with low cloud cover.

Equipment: The numerous bunkerssurrounding the base are heavily fortifiedand equipped with M60s. The smaller postson either side of the main gates sportmounted .50 cal guns. All troops carry theirusual personal weapons, and have plentyof ammunition. The ammo dump on thebase contains an inexhaustible supply.

Base DefensesThe tree-line 60 yards distant is rigged with

claymores and tripflares to warn of approachingenemy units. Around the perimeter is a doublerow of barbed wire and several heavilysandbagged bunkers. Each bunker has claymoredetonators for the area in front of it and a landline allowing instant communication with otherelements in the firebase. Between each bunkerare two foxholes, also sandbagged but not roofed.

The mortars can provide constant illumination

and close support, and the 105 battery has suppliesof beehive and airburst rounds that can be usedagainst human wave attacks. The surroundingfirebases can also provide artillery support and thebase command has access to air support.

Divide up the number of bunkers between allthe players and tell them that, due to attrition fromthe recent operations, they have been put in chargeof these bunkers, Make out ally sheets for the 5soldiers in each bunker and give them to theplayers to control. They’re in for a hell of a fight.

The Mission As the unit provides security for the firebase,

rumors start that some VC have been capturedwith maps marked with the layout of Omaha’sdefenses and the distances between bunkers.

On the evening of the second night, a firemission begins, supporting some of the unit’sbuddies on a patrol. The noise of the artillery isterrific and soldiers know their friends arecatching hell out in the jungle, waiting for thoserounds to impact.

The following night, as the weather starts tochange, have the players make Notice rolls (-4) todetect movement in front of their positions.Success indicates shadowy figures are seen justinside the tree-line. Triggering claymores andopening fire has little effect on the assault to

Page 95: Savage Worlds Tour of Darkness

95

come. The figures moving in the jungle are thescouts and sappers trying to clear the way forthe main attack.

The AssaultThe first wave of VC are shadow sappers (stats

on page 131) who crawl through the wire, cuttingit and making a path up to the perimeter itself.Make an opposed Stealth roll against the heroes’Notice skill. If the sappers succeed, the mainattack proceeds at full pace. If the heroes spotthem and fight them off, the main attack comesthrough the unit’s part of the perimeter at halfpace. This could be crucial in inflicting casualtieson the VC attackers.

The other parts of the perimeter are also beingprobed. Roll 1d8 to see how many of the bunkershave their defenses breached allowing full speedattacks against them. Any sappers making itthrough the wire undetected, make a dash for thecommand bunker (usually the one with the mostaerials attached). If a sapper makes it to thebunker (25% chance if the players do notintervene), he or she dashes inside and detonatesthe explosives that are strapped to his or herbody. This destroys the guaranteedcommunications to support elements and leavesthe defenders reliant on comms to contact otherunits as usual.

Thirty minutes after the sappers clear theway, a human wave of VC irregulars charges thedefenses from all sides. They run straight at thedefenders, slowing only if the sappers failed toclear the defenses in front of a bunker. Thiswave lasts about ten minutes (though it feelslike hours) and is used by VC commanderswatching from the tree-line, to test thefirebase’s defenses and identify the mosteffective lines of attack. Bunkers that collapseor suffer high casualties are noted and becomethe target of the next wave of attackers.

As the attack ends, the VC pull back, takingtheir wounded with them if they can. The nexthalf hour is a tense time as the VC maneuvertheir special third wave of attackers into positionin front of the base’s weakest points.

The third wave is made up of engineeredsupersoldiers (page 131), a legacy of the Nazi andJapanese experimentation during WWII. This waveis only targeted at the areas the VC leadershipfeels can easily be breached, knowing that gettingtroops inside the wire will cause confusion inthe camp. If the comms bunker survived the firstattack, the base commander calls in air supportagainst the third wave, otherwise it is down tothe heroes to organize the best defense they can.The third wave attack is likely to last no morethan 30 minutes (depending whether the troopsmade it inside the wire).

The howitzers’ beehive rounds should inflictheavy casualties on the supersoldiers, but theattack should be difficult to repulse.

AftermathOne hour after the assault stops, the

procedure starts again with another wave ofsappers, followed by irregular VC followed bysupersoldiers. If the players repulse threeconsecutive attacks or if dawn comes, the VCbreak off the attack and the unit starts to countthe bodies and repair the damage. Stories of theattack of the supersoldiers brings MACV-SIGofficers to interview the survivors. Most othertroops will not admit what they witnessed, forfear of being marginalized or institutionalized,but the heroes might feel differently.

Skull CaveDate: Anytime in the mid 1960’sThe unit is on a routine patrol and passing the

foot of cliff which slopes up to a natural cave inthe cliff face. As they pass, they make chancecontact with a sizeable unit of Main Force VC anda firefight breaks out. The obvious place to defendagainst numerically superior force is in the cave,which is an easily defensible position.Unfortunately, the Vietnamese are here for aspecific purpose. This is the Cave of Skulls, thelast resting place of an artifact of great power, andthe VC aren’t leaving without it. The fight is goingto be intense and if the players abandon the caves,the VC score a major find for their supernaturalexperiments.

Notes: This tale is not suitable for U.S.characters, though an intrepid War Master maychoose to adapt some of the ideas to the U.S. era.

BriefingThis is a standard patrol to the village of

Quy Trung, around the base of hill 932 andout as far as the province boundary, thenreturn to the camp following the highway

Enemy Forces: As you know, there hasbeen some significant contact in the lastfew weeks resulting in a pretty decentbody count. I want this to continue, itmakes us look good. If you see any signsof the enemy, aggressively pursue thecontact and get a good count.

Support: On a routine operation such asthis, you’ll be patrolling on foot and,though you may call on general supportfrom the company, there is no dedicatedsupport available to you. Remember thatthe highway runs along the edge of a free-

Page 96: Savage Worlds Tour of Darkness

96

fire zone, so there may be aircraft withunexpended ordnance passing that area youcould call on as well.

Weather: Reports indicate that theweather will remain fine and warm. Butyou know how it is in this country, it’sbest to be prepared.

Equipment: Have your troops packstandard gear for this mission. One of theunit carries a PRC25. Given our desire forprolonged contact, you had better be surethey take a full load of ammo.

The MissionAgain, the first part of this mission is pretty

routine. The unit reaches the village of Quy Trungwithout incident. However, once there, thevillagers are sullen and uncooperative. Several ofthe younger villagers are missing (recruited by aVC political cadre operating in the area) and, withVC in the area, the peasants are keen not toappear too friendly with the Americans.

Use the Village Encounters table on page 80 toresolve the meeting between the Vietnamesecivilians and the US soldiers.

Leaving the village in their wake, the unitpresses on for the next important landmark, Hill932. After another 15 klick journey through forest,the ground starts to slope up in the foothillstoward the base of the hill. The trees begin tothin out and the forest gives way to thickelephant grass punctuated with the occasionaltall termite mound. Ahead of you the hill rears upsteeply. This side of Hill 932 is a steep craggycliff. At the base of the cliff the elephant grassis broken up by a rocky slope leading up to adark cave.

ContactThe patrol is not the only group of soldiers to

be making their way to Hill 932, though theVietnamese have an older name for this place.They call it the Cave of Skulls and the darkcavern holds a prize they intend to claim. The VCpatrol is comprised of two squads of 1d12guerillas and a member of Ho Chi Minh’s circle ofarchaeologists with four VC main forcebodyguards. Have the US patrol’s point man makean opposed Notice roll against a group Stealthroll for the guerillas. If the unit succeeds, theheroes are aware of the VC patrol’s approach.

The Viet Cong have scouts from Quy Trungand are aware there is a US patrol in this area,though not that they are so close. At the pointthe two patrols become aware of each other theyare less than 100 yds away from each other,though each unit cannot see the other because

of the tall elephant grass (reducing visibility to18" on the tabletop).

A sudden firefight breaks out at the firstcontact and the Viet Cong’s natural reaction is todrop back and seek to flank the US unit. The twosquads of VC have RPD machine guns, SKS andAK47 rifles. They can lay down a withering firewhich should force the US unit to take cover.

The Cave of SkullsThe cave is an ideal position, allowing good

fields of fire and rocky outcroppings that affordexcellent opportunities for cover andconcealment. With large boulders for soldiers tohide behind, the unit should be encouraged totake refuge in the cave. If they do not, the VCcontinue to maneuver toward it until they cantake up positions in the cave mouth, where theytake full advantage of the available cover.

Artillery and airstrikes have a reduced effecton the VC if they reach the cave. As they hearthe approach of the aircraft they retreat into thedepths of the cavern. In the same way, the VCattempt to evade the US howitzers. Artillerybarrages only affect the enemy on the first round.After that they retreat into the caves until theround after the barrage ends.

If the heroes take the cave, the VC becomedesperate to take it and call for furtherassistance. From the security of the rockydefensive position, the US artillery and airsupport can be used to devastating effect.

After five minutes of trying to storm the cave,the guerillas switch tactics and try to blast theAmericans out, lobbing rifle-grenades and handgrenades toward the cave mouth. The soldiersshould consider taking refuge deeper in the cave.

As they move deeper into the cavern, theydiscover why the Vietnamese call this place thecave of skulls. Stacked from floor to ceiling onboth sides of the wide cavern are hundreds ofhuman skulls. A Smarts roll (-2) can identify thatthe deeper into the cave the soldiers move, theolder the skulls are.

The cave extends nearly one hundred feet backinto the cliff under Hill 932. At the back of thecavern, the piles of skulls must be hundreds ofyears old. At the very back of the cave, there is araised stone altar, crudely carved with unknownsymbols and unintelligible writing. On the altar isa single skull, every inch of which is covered instrange carvings, the narrow channels apparentlyinked with dark paint.

The Skull of Ho NguyenThis ancient artifact is a powerful relic of the

Cham religion and is steeped in the blood magicof the Champa kingdom. The dark “ink” is in factblood and whenever fresh blood is poured into

Page 97: Savage Worlds Tour of Darkness

97

the channels the skull’s power is activated.The blood that flows through the engraved

symbols on the skulls surface seems to seep intothe bone, at which point the skull’s staring socketsstart to glow with mystic energy. Anyonewitnessing this strange sight must make a Guts.

Once per day, the bearer of the skull can holdit aloft and will the death of any living creaturein sight. If the victim fails a Spirit roll, he dies.

AftermathIf Ho’s archaeologist gets his hands on the skull,

he uses its weird energy on the heroes, whoshould be spurred by such an attack to make surethe VC do not escape with the artifact. Failing tosecure the skull results in increased enemypresence in the area and greater loyalty to theguerillas from the frightened population.

If the grunts hold off the VC attack and explorethe cave, they find the strange artifact themselves.What they choose to do with it is up to them, buthanding it in brings them to the attention of theMACV-SIG brass.

Capturing the archaeologist alive is a real coupfor the unit. CIA agents and their partners are verykeen to interrogate the man. Shortly after thisoperation they receive a visit from researchersbelonging to the University of Maryland who areinterested in knowing more about the location ofthe cave and the firefight that took place there. Theheroes will be closely monitored in the future forpossible selection for other special missions.

This scenario could lead the way to otherexpeditions with the University of Marylandbrainiacs and greater involvement with thestranger aspects of the war.

*TetDate: January and February, 1968When the Tet Offensive begins, the heroes are

pressed on all sides at their station. On February20th, the heroes are detached from their unit, flowninto Phu Bai, and assigned to a team going throughHue on the heels of the recapture of the city.

They are given the assignment of clearing theFrench museum where they encounter a truenightmare.

After the museum, the survivors areapproached by several young children whobestow a number of small pendants on them.The team makes its report and returns to itsprevious duty station.

BriefingThe Tet holiday normally brings a cease-

fire but it doesn’t look like there’s gonna beone this year. All posts and garrisons are

on high alert. Look alive and be ready foranything.

Forces: Unknown.Support: Mortars dedicated to defense

of the unit’s position.Weather: Hot, unless the unit is

stationed north, where it’s somewhatcooler.

Equipment: Keep plenty of ammunitionat hand.

MissionThe team’s location determines what sort of

opposition it faces starting on 31 January. In a city,super soldiers and sappers supporting themundane troops are common. Some NVA also enterthe cities ahead of the battle disguised as civilians.

In the country, sorcerers and ape demonssupport NVA and VC units.

In either case, the heroes are beset for severaldays. After the initial assault, things quiet downbut the team is left on station and on alert. Then,on 19 February, the unit is ordered to prepare for anew assignment.

The Relief of HueThe heroes’ unit is choppered in to Phu Bai,

just south of Hue. They report to the MACVcompound in the south part of Hue where a Lt.Colonel Lawrence Williamson gives them theirmission. Lt. Colonel Williamson is a short manwith iron-gray hair, a steely look in his eye, and awry twist to his smile.

We’ve secured the southern half of Hue,but we still need to police up some of thebuildings. The NVA are nearly eliminatedbut there’ve been several snipers. Thefighting across the river is too heavy todivert resources and we need to minimizethe risk to our people in the back areas.You’ve been divided into teams of ten andI’ll give each team a building. Clear it andcheck back here.

The heroes are assigned to a single team, withother members of the unit filling out the numberto ten. They are kept together and tasked withclearing the old French museum.

The MuseumOn the march to the museum, the heroes

encounter a number of soldiers moving awayfrom the fighting. Nearly all of them are injuredor assisting the injured. Some of them babbleincoherently. Others repeat themselves sayingthings like “I don’t know what it was. I just don’t

Page 98: Savage Worlds Tour of Darkness

98

know what that was,” or “There’s monsters inthis city, man! We gotta get out!”

An equally—if not more—disturbing sight is theexcavation of a mass grave in a square near themuseum. Men and women of all ages are throwntogether in a heap. If they stop to ask about it,one of the engineers states, “Dunno. I guess theyhated the Commies.”

The museum has two stories and a basementfilled with galleries and exhibit halls. The upperfloor is half exhibits and half offices. The officesare empty (unless you wish to place a sniper inthe building). The entire museum has a vaguelyunsettled feeling in the air. The only sounds arethe heroes’ footfalls and the distant crackle andrumble of weapons from across the river.

The exhibits are dedicated to the ancientChampa empire. Many are typical archaeologicaldisplays including pottery, figurines, and tools.Some of the figurines in the upper floor aretwisted and grotesque representations of thehuman figure, and some show figures that arecrosses between humans and animals, or evenhumans and plants.

One particularly disturbing display on the mainfloor debates whether or not the Cham weretruly cannibals or if that was merely a story toldby later, surviving cultures.

The BasementAs the heroes descend the broad stairs near

the back of the museum, the temperature dropsperceptibly. The sweat on their bodies issuddenly clammy and cold. The lights in thebasement do not work, and the soldiers mustprovide their own.

The basement features a walk around a centralexhibit hall which displays a number of opinionson the nature of Cham religion. A hero who stopsto read them notes that they all admit the sourcematerial is exceptionally sparse, but someinferences can be drawn. The more wild opinionsare that the Cham were a culture of cannibalism,ritual sacrifice, and self-mutilation.

The central hall in the basement is 72 feet on aside (10”) with a double-doorway in the middle ofeach wall. It once held religious artifacts in amocked-up temple to an unknown Cham god. Itnow holds something much more dangerous.When the last hero enters, each of the doorsslams shut. A low murmur begins, and the roomtemperature plunges so that the heroes can seetheir breath in front of their faces. Each mustmake a Vigor check or begin shiveringuncontrollably (1 Fatigue level).

There are 20 pillars placed around the room,each of them five feet tall. On each pillar sits ahuman head. The heads are chanting in anancient, unknown tongue.

In the center of the room, the building’s

Page 99: Savage Worlds Tour of Darkness

99

foundation has been broken away and a pit duginto the dirt below. The pit is 12 feet (2”) squareand about six feet deep. In the first round of thefight, the heads summon a Pit Horror whichappears from the depths. On every subsequentround, a zombie is summoned for every fivechanting heads (round all fractions up). Thezombies wriggle out of the dirt from the side orbottom and climb out to attack the heroes.Zombies continue to arrive until all the heads aredestroyed. A Shaken head does not chant.

The doors cannot be forced to open until thePit Horror, the heads, and the zombies aredestroyed.

Pit HorrorA large, skeletal creature that once lived and

guarded the inner sanctum of a Cham temple, thehorror is even more frightening now that it isundead. The sorcerers spent what little time theyhad in the museum preparing this surprise forthe Americans.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d12, Vigor d10Skills: Fighting d10, Notice d8Pace: 7; Parry: 7; Toughness: 9Special Abilities

•Claws: Str+2•Fear –2: The pit horror causes Guts checks at –

2.•Fearless: The pit horror is immune to Fear and

Intimidation.•Improved Frenzy: The horror may make two

claw attacks per round at no penalty.•Level-Headed: The horror may act on the best

of two cards in combat.•Mind-numbing: If a hero makes a roll on the

Psychosis Table after seeing the Pit Horror hemakes the roll at +2.

•Undead: +2 Toughness; +2 to recover fromShaken; no extra damage from Called Shots;bullets and other piercing weapons do halfdamage.

Chanting HeadThese heads were sacrificed to reenergize this

site, the first since ancient Champa times, whena great temple stood on these grounds. The headsbelonged to citizens of Hue who opposed thecommunists. Their bodies are in one of thenearby mass graves.Attributes: Agility —, Smarts d4, Spirit d12,

Strength —, Vigor d8Skills: Notice d8Pace: 0; Parry: 2; Toughness: 6Special Abilities

• Fear: Chanting heads force Guts checks.• Fearless: Immune to Fear and Intimidation.

• Mind-numbing: A soldier who must roll onthe Psychosis Table after seeing a chantinghead makes the roll at +2.

• Immobile: Despite their small size the targetnumber to hit these unmoving heads is only a2, no called shot is necessary.

Cham ZombieCham zombies exist to feed on human flesh.

They are dirt-covered, fanged, clawed ravenouscreatures from an ancient, dark past.Attributes: Agility d6, Smarts d4, Spirit d8,

Strength d8, Vigor d6Skills: Fighting d8, Notice d8Pace: 6; Parry: 6; Toughness: 7Special Abilities

• Bite/Claws: Str+2.• Fear: Cham zombies force Guts checks.• Fearless: Immune to Fear and Intimidation.• Ravenous: If a cham zombie is within 3” of a

dead or wounded character, it must stop tofeed until it passes a Smarts check.

• Undead: +2 Toughness; +2 to recover fromShaken; bullets and piercing attacks do halfdamage; no extra damage from called shots.

• Weakness (Head): Called shots to the head donormal damage.

ExitAfter the horror, heads, and zombies are

destroyed, the doors fly open. As the heroes leavethe museum, spectral figures of bloodstainedpeople in ancient garb flood the halls andgalleries. They cannot affect the corporeal world,but moan with a deep, soul-wrenching sound.The moaning becomes progressively louder thelonger it lasts.

Each soldier must make a Guts roll as theyescape. There are no physical impediments totheir departure. Once the soldiers leave thebuilding, the moaning stops. A character whodoes not leave the building immediately mustmake an additional Guts check at the WM’sdiscretion.

The ChildrenAs the surviving soldiers exit the museum and

stagger their way back to the MACV compoundto make a report, they are approached by a gaggleof young children. There are six, two older girlsand four small boys. The eldest girl says, “Wegive big soldiers presents!” and the children handeach soldier a pendant of a tortoise.

The eldest girl’s expression then becomes verygrave, and her voice seems to come from faraway, almost as if it is not a child’s voice. “Youhave done a great deed. Take these gifts,” shesays, “and you will have safety under the fire.”

Page 100: Savage Worlds Tour of Darkness

100

The girl then grins like a child again, the trancebroken. The children laugh and run toward thesafer districts of town. Childish laughter in themidst of this battered city is perhaps the mostshocking element of the day.

AftermathThe team reports to Lt. Colonel Williamson. He

listens almost without comment to anything theyhave to say. He asks the unit commander to filean after-action report with him before they leavethe following morning. Even if they mentionweirdness, Williamson says little other than, “Isee.”

The museum is destroyed by tank fire andnapalm that evening.

The team is reunited with the rest of their unitand they are returned to their previous dutystation by helicopter. The other ten-man teamsundertook exactly the mission advertised:clearing snipers from buildings.

Lost PatrolDate: Spring of 1968As the unit undertakes a routine patrol in

dense jungle, it deviates from the patrol routeand becomes lost. As the unit wanders,attempting to find landmarks or an LZ fromwhich to be rescued, they become aware ofsomething watching them in the jungle. Beforethey can get a good look at it, the thing is goneleaving just the swaying tree where it had been.As they move on, they come to realize that theyare being hunted by something. No amount ofrandom firing into the undergrowth is going tohelp, they must trap and kill their hunter as itstalks them. If not, it picks them off one by oneuntil they are all dead.

BriefingYour unit has drawn the short straw this

mission. This routine patrol takes you deepinto the dense jungle and will last for nearlyten hours. Normally we would use ourLRRPs for this kind of mission, but they areengaged elsewhere and we feel you are morethan capable.

Enemy Forces: The patrol route cutsthrough several suspected VC supply lines.The difficult terrain and unusual rout you’llbe following should catch Charlie bysurprise. Expect a series of small contactsat close range in the jungle. Mostly smallunits. Hit them hard and fast and move on.They won’t expect it.

Support: No support is going to be ableto reach you in the thick jungle. If you getinto trouble make your way to a secure LZand request extraction.

Weather: Intermittent rain is expectedfor the next few days. There will be nomoonlight due to heavy cloud cover.

Equipment: Take your standard gear,make sure you have a working PRC25, thenload up with ammo and water. Tape allyour equipment to try and reduce the noise(+1 to Stealth rolls).

The MissionThis aggressive mission starts well, with the

unit moving swiftly through the lightundergrowth under cover of darkness. Soonhowever the jungle begins to get thicker and thepace slows as the soldiers have to pick their waymore carefully.

In addition to checks for Fatigue based on theterrain, have the characters make Stealth rollsevery hour to maintain noise discipline. Anyfailures should be played up but have no effect inthe early stages of this scenario.

After a couple of hours of traveling throughthe dense vegetation, the unit comes to a narrowtrail cut through the jungle. The trail looks wellused and is completely covered by thick canopyso is well protected from air attack. It seemslikely the VC use this trail extensively. If the unitsets an ambush they are quickly rewarded with asquad of unsuspecting VC militia.

Lost!As they move off away from the trail, the unit

unwittingly becomes lost. Through no fault oftheir own , things start to look “wrong”. Thejungle goes silent, making it very hard to movequietly (-4 on Stealth rolls). The compass seemsto give misleading readings, the terrain is not asportrayed on the map and, with heavy cloudcover and no landmarks, it proves very difficultfor them to find their way.

In fact the unit is being stalked by a strangecreature, the “Hunter.” The thing emits a psychicwave, which has been subtly affecting the unit’sminds, making them think the compass is faulty,that the terrain is not as it should be or thatthey are walking around in circles. The waveslightly unsettles all living things within 100’,causing the jungle to fall silent as it approaches.

Page 101: Savage Worlds Tour of Darkness

101

The HunterThis large humanoid beast has hunted in the

jungles of Vietnam for thousands of years. Nowone of the last of his species, it is feared andhated by the VC, who call it Dien Ma Dau. Hestalks his prey, waiting for a single victim tobecome separated from the rest before striking.He uses the abundant cover and the tall trees toattack from above without warning. The only clueas to his presence before an attack is the silencecaused by his psychic disturbance.Attributes: Agility d8, Smarts d10(A), Spirit d6,

Strength d8, Vigor d8Skills: Climbing d8, Fighting d10, Guts d8, Notice

d10, Stealth d10Pace: 8; Parry: 7; Toughness: 8Special Abilities

• Armor: +2• Massive Bite: Str +1d6.• Invisible: The creature is invisible when it

stops moving (-4 to Notice checks to detectthe beast). Attacks against it suffer a -4penalty. A night vision scope reduces thepenalty to -2.

• Low Light Vision: The Hunter ignores darknesspenalties.

• Psychic Wave: The creature exudes psychicenergy that confuses and subdues its victimsas it approaches. Any character within 10 feetof the creature must make a Spirit roll. Thosewho fail are dealt two initiative cards and acton the worst.

• Weakness (Bright Light): Long-used to thegloom of its jungle home, any bright lightcauses the Dien Ma Dau to be Shaken if itfails a Spirit roll at -4.

Hunter and HuntedThe Hunter identified the unit after its first

firefight and watches from above as theydebate how they became lost in the jungle.They must try to find their way out again whilebeing followed. Whenever they try to makeSmarts or Smarts-based skill checks, have themmake a Spirit roll first. If they are successful,they have overcome the feeling of disorientationtemporarily and may act as they wish. Thecompass again makes sense and the unit cancontinue their mission. Raises on this roll meanthe hardy soldier has permanently shaken offthe effects of the psychic wave and is nolonger affected by the Hunter in that way.

Use the Country Encounter tables on page 79to determine what happens to the players as theytry to find their way out of the jungle. If one ofthe soldiers seems to be moving with purpose,as if unaffected by the psychic power, the Hunter

decides to pick off that individual first, leavingthe others to wander aimlessly. The creaturemoves in spurts, jumping ahead of the unit andthen standing still as they pass to make best useof his invisibility.

Occasionally he drops back to avoid beingdetected. It is easy enough in the silent forest forhim to follow the unit unless they all manage toget raises on a Notice roll versus The Hunter’sStealth roll. Eventually, the unit may becomeaware that they are being hunted. Any allies withthe heroes should be picked off first to hammerthe point home.

The soldiers must come up with a clever planto defeat the beast. All the while they areplanning, the beast watches them, biding histime. In addition the unit has patrols of VC toworry about too. There is a chance that theenemy will stumble into the area as the heroestry to set their traps for the thing the Viet Congcall Dien Ma Dau.

Defeating the CreatureThe Hunter is a cunning creature, but not

technologically aware, and the soldiers may beable to take advantage of this fact with all theequipment they carry. On the other hand, usingexplosives and lots of firepower is certain toattract attention and the unit may opt for a low-tech solution, trapping the creature or crushing itunder falling trees instead. For players bent onoverkill, no air support is available, they have toget out of this one alone.

Using smoke to mask themselves from thebeast is effective and silent and causes theHunter to move to look for the soldiers, nullifyinghis invisibility. Night vision equipment reduceshis bonus as well. Finally, flares and whitephosphorous can leave the beast Shaken, givingthe unit a good chance of inflicting wounds ifthey can manage to strike quickly enough.

AftermathHowever the unit manage to trap, trick or

destroy the Hunter, once it is dead the junglereturns to noisy life again, almost deafening afterthe silence the unit has endured. They can travelunimpaired again and the ambient sound of thejungle masks the sounds they make as they move.

If the creature’s body is returned to thescientists from the University of Maryland, theyare very interested in the psychic power of thebeast and its ability to become invisible. In thiscase each character receives an additionalExperience point for the advances they havedelivered to MACV-SIG.

Page 102: Savage Worlds Tour of Darkness

102

Hearts and BrainsDate: Spring of 1968The Black CATs have heard of the heroes and are

looking to turn them to their cause. If the heroesare receptive later Savage Tales only need to bechanged slightly to accommodate. Chiefly, onsupernatural missions, instead of Seek and Destroythe heroes will be tasked with Seek and Recover.

While escorting a Special Forces officer intothe Central Highlands, the unit encounters avicious man-eating tribe that has never beforehad contact with white men and are extremelysuspicious. They are the direct descendents ofthe ancient Cham and are heavily tainted by theold evil that still covers the area like a heavyshroud. The Black CAT program uses this missionto gauge the heroes’ willingness to sign up withthem instead of Phoenix.

BriefingYou seem to be minor celebrities in

Saigon! You have been specificallyrequested to provide an escort to a SpecialForces Colonel into the Central Highlands.He’s visiting a Montagnards tribe and youare to provide protection. Get your gear andmeet him at the helicopter.

Enemy Forces: You are just there toescort the Colonel. This isn’t a patrol, its a

baby-sitting operation, you shouldn’t beencountering any enemy forces.

Support: What help can you need withthis? The Colonel has his own chopper,this is going to be like R&R for you.

Weather: The weather here is going tobe great. Up in the mountains, I don’t know,expect rain!

Equipment: Just take what you need fora one-day mission.

The MissionAfter quickly grabbing the gear they think

necessary, the unit makes its way to a Hueystanding ready, its rotors churning up a storm. Asquare-jawed green beret is waiting for the unit asthey approach. The Colonel is straight off of arecruiting poster, his fatigues so sharply creasedyou could cut yourself on them. As they boardthe flight, the Colonel shouts to make himselfheard over the sound of the Huey blades:

“Good morning gentlemen, My name isColonel Simons, but you can call me Bull.You were recommended to me by a friendin Saigon. Competent and discreet, he said.The mission is to travel up into thehighlands and interact with an indigenoustribe in their mountain village. Thesepeople were pushed from their ancestrallowland homes hundreds of years ago and

Page 103: Savage Worlds Tour of Darkness

103

oppressed by both North and South. As aresult, they are filled with hatred for anyVietnamese. It’s up to us to mold thathatred into a tool that can be used againstthe Cong.”

If asked about the tribe or why they have beenselected to accompany him, the Colonel tells theunit:

“You know how we’re always talkingabout bombing Charlie back to the stoneage? Well these guys never left. They are avery primitive people called the Cham andit is thought quite possible that they havenever met any non-Vietnamese…ever. Youwere recommended to me as a team thatcould be relied upon if the situation gets alittle tense. Normally we would use allgreen berets but with the recent spate ofassaults against SF bases, we’re a little thinon the ground!”

The Colonel is telling the truth about the tribe,but is being evasive regarding the team. They arebeing tested to see how far they can be reliedupon and their attitudes toward the arcane. Ifthey can handle this mission, under the closeobservation of the Green Beret officer (a Janusoperative), and prove themselves open to usingthe arcane against the enemy (rather thandestroying it) the unit will increasingly beremoved from routine missions and sent on morespecialized, classified operations, with an eyetoward enrolling them in the Black CAT program.He answers any general questions about Vietnamor the war (he has been in-country since ‘63). Ifthe heroes try to press him about any weirdevents, or who recommended them, he isn’ttalking.

The Cham VillageThe village has stood on this mountain for

centuries and its people have hunted in thejungles that surround it and fought to defend itfor all that time. The villagers are among the lastof the descendents of the evil kingdom ofChampa. The village is made of numerouswooden huts with grass roofs built around acentral clearing. Animals live in pens dottedaround the settlement and a high wooden fencewith sharpened tips surrounds the whole village.

As the helicopter approaches, it is easy to seehow the village has remained so isolated. It isperched on the edge of a sheer drop, clinging tothe mountain edge with only a single avenue ofapproach up the mountain. The chopper circlesthe camp before flying south from it toward aclearing about a kilometer away.

“We are going to set down over there,then walk back up to the village. I thinkwe will be less intimidating on foot. Keepyour weapons handy but be certain not tofrighten them. Remember, we need as manyof these guys on our side as possible, theyare fierce Commie haters.”

AmbushAs the unit moves from the LZ and the

chopper pulls pitch and soars away, a burst ofsmall arms fire cuts through the clearing. A groupof 2d6 VC regional militia just happens to be inthe area. The enemy should prove no match forthe unit and, after taking several casualties theguerillas melt away. As they try and breakcontact, a group of terrifying dark-skinnedpeople appears from out of the jungle behind theVC and hacks them to pieces with machetes. Thetribesmen take two prisoners. Impressed by theunit’s firepower and their mutual hatred of theVietnamese, the tribesmen escort the unit out ofthe jungle toward the camp.

NegotiationsThe group emerges from the jungle in front of

the village to be met by a group of maybe fiftywarriors all armed with bows and arrows andspears. The Colonel approaches the main group andsays something in French. He is met withsuspicious looks, so tries speaking in a differentlanguage. (If the heroes try speaking in Vietnamese,the villagers react in a very hostile manner).Eventually, the Colonel finds a dialect the Chamcan understand and he starts to explain hisintentions. The other heroes understand nothing ofthe conversation, but the village elders are soonlaughing. A successful Notice roll spots thevillagers’ teeth have been filed to sharp points.

The discussions seem to begin well but thereis little the unit can do to help. As they lookaround the village three successful Notice rollsdiscover the following things.

Dinner Preparations: One of the soldiers seesa group of women preparing a meal on a spitover an open fire. Something is strange about thescene but it takes a Healing roll to figure out thatthe cut of meat is a human torso. The villagersare a tribe of cannibals.

The Back Gate: Across the far side of the maincompound, there is a break in the wooden fencethat surrounds the village. Unlike the frontentrance, there is no heavy wooden gate. Strangelythis entrance simply opens onto the cliff edge anda sheer drop. The villagers throw captives off thisprecipice if they are not worthy of being eaten.

Territorial Markers: Outside each hut in thevillage is a large stake, on top of which is ahuman skull. Each skull is ornately carved and

Page 104: Savage Worlds Tour of Darkness

104

decorated with narrow channels.If the unit has survived the Skull Cave

mission, they will know what these skulls cando. It may serve to link this tribe with those thatlived lower down the mountain centuries beforeand to give them a clue why they were chosenfor this mission. It also lets them know theartifact was not unique and that the Viet Congmust be trying to collect whatever strange relicsit can to aid in the war effort.

Having looked around the village, the unitmeets the Colonel as he strides toward them,smiling. His preliminary negotiations are completeand he seems pleased with the outcome. Dinneris served now and he and the heroes are guestsof honor. If the players know they are dining onhuman flesh, they must make Guts check at -2.

Refusal to eat greatly offends the chief andthe Colonel hisses at the balking soldier to eatbefore he ruins everything. Further refusal resultsin the chieftain storming off and one veryunhappy Colonel. The tribe hastily escorts theunit out of their village. Tensions are high and afight could easily break out during this scene.

AftermathOnce the negotiations are finished successfully

and the meal eaten, the mission is a success. Asthey journey home, the Colonel asks what thesoldiers make of the skulls. If they admit whatthey know, he tries to gauge whether their mindsetlies more with the Sons of Solomon or Janus. Ifthe soldiers seem favorable to the use of this typeof artifact against the Viet Cong, the Colonelseems satisfied he made the right choice inselecting this unit for the mission.

If the heroes objected to the situation or madethe meeting go awry, the Colonel will write themoff as future Black CAT material.

Streets of Saigon CityDate: Spring of 1968Treated to a bit of well-earned R&R, the unit

visits Saigon. Sooner or later they enter a barwith dancing girls everywhere; girls like theyhaven’t seen for months! Eventually the heroesfind themselves alone with the sultry ladies ofthe night! Whatever the soldiers may expect tohappen next, they’re in for a surprise. The hookersare vampires who lure servicemen to backroomsand get them drunk. Then they drain their bloodand leave them unconscious in the streets.

Before they drink, they reveal their hideous truenature, sprouting ridges of horns down eitherside of their spines and large spikes from theirforeheads and prominent cheekbones. The lastthing many soldiers hear is “Me so horny!”

BriefingYou’ve earned a little R&R. Get yourselves

on the next flight to Saigon, sink some coldbeer, find some hot girl and stay out oftrouble for a day or two. Come back here astense as you are now and I will bust you tothe ranks!

Enemy Forces: Are you kiddin’ me?Support: Just you and your buddies

against a bar full of women. Think you canhandle it?

Weather: It’s going to be hot andsweaty during the day. What happens atnight is your own concern.

Equipment: Units in Saigon on R&R arenot permitted to carry weapons. Nostandard gear is necessary, so the soldiersare equipped only with their fatigues andthe money in their pockets.

The MissionR&R is a welcome break after the stresses of

combat and the unit should be sure to make themost of their time in the city. The capital ofSouth Vietnam is a vice city catering to theneeds and wants of hundreds of thousands ofservicemen far from home. The population isswollen by the refugees from the villagesuprooted in the upheaval of war.

Use the City Encounter charts to keep thesoldiers occupied for the first part of theirexcursion. Eventually, it is probable the unit willend up in a nightclub, brothel or sleazy dive and,at this point, their night starts to get interesting.

The BarAs the soldiers are relaxing in a bar, an equal

number of beautiful women start to circle theirtable, leaning over seductively and blowingkisses. Their conversation is the typical patter ofthe professional girl, “We boom-boom good, I loveyou long time,” and other such promises of illicitpleasure.

If the soldiers give in, the beautiful womenlead them to a beaded curtain at the back of thebar. A long corridor stretches back into thedarkness with a number of doors opening off tothe sides. The girls each lead a soldier off to oneor another of the doors, and with alluring looksover their shoulders enter the rooms beyond.

What follows in each room is the same. Inside,everything is illuminated with a dim red light.Heavy perfumed smoke hangs in the air andthere is soft music playing; some soul number.The perfume of the girl and the pungent incensesmoke are quite overpowering. Have the soldier

Page 105: Savage Worlds Tour of Darkness

105

make a Vigor roll (-2) or be fatigued by themagical odors. The seductive lady moves in tokiss her client, putting her finger to his lips tosilence him if he should try to talk. She takes asip of a drink by the bedside before kissing himagain. The liquid is a powerful sedative to whichthe dangerously beautiful woman is immune. Thesoldier must make a Vigor roll (-4) or gainanother Fatigue level. After this kiss, somethingbegins to play tricks on the soldier’s mind.

Regardless of his current Fatigue state, hisvision appears to become distorted and hishearing defective. The beautiful woman standingbefore him seems to shimmer and distort whileher voice sounds rasping and unpleasant.

Vampire Harlots (Vamps)In fact the soldier’s senses are not deceiving

him, the hookers are all demonic vampires whohunt their prey in the Saigon bars. Their oncebeautiful faces are hideously disfigured andsprout horns and ridges, their skin becomingyellow and scaly. The revolting transformation takesthree rounds, during which time any dazed soldierscan attempt to make a single Spirit roll to pullhimself together and recover one fatigue state.

After the transformation is complete, theVamps are ready to feed and any character unableto defend themselves will be bitten and have theblood sucked from the insides of his elbows.The creatures are quite capable of draining ahuman of blood. They prefer to leave theirvictims incapacitated on the streets of Saigon asthis attracts less attention from the Americanmilitary police. Nobody investigates why aserviceman has passed out in an alleyway andstrange marks on his arms are dismissed assigns of drug use.Attributes: Agility d8, Smarts d6 , Spirit d8,

Strength d8, Vigor d8Skills: Fighting d8, Guts d8, Intimidate d6, Notice d8Pace: 6; Parry: 6; Toughness: 6Special Abilities

• Bite: Str +1• Blood Sucker: Each round after the vampire

bites successfully, the victim must make aVigor check to avoid gaining Fatigue as hisblood is drained.

• Fear -2: Once transformed, the vampires’horned faces and scaly skin are terrifying tobehold.

Separated from each other and with noweaponry, the unit is very vulnerable, particularlyif they succumbed to the heady aromas of theroom and the harlots’ drugs. If they manage tofight their way clear of the room, they may be ableto make it out onto the street and raise the alarm.

Doing this could land the unit in the stockade,however, as the heroes are semi-naked and mayappear drunk or doped up. When the MPs arrive,they are likely to assume the soldiers areintoxicated and take them into custody. Theycertainly don’t believe the ladies of the nightturned onto demons and tried to suck thesoldiers’ blood! The vamps have returned to theirusual alluring form and act indignant, saying thatthe heroes are on drugs and they smashed up thegirls’ rooms. The innocent-looking vamps demandcompensation for the damage and the MPs insiston the unit’s cooperation.

The characters may decide, after escaping thebar to put the whole incident behind them andget on with their R&R. You should remind themthat other servicemen may suffer the same fate(the players do not know that the girl-demonsleave their victims alive). The next time it couldbe some REMF used to sitting in an air-conditioned office all day and not some leangreen fighting machine fresh from the field.

The group can try to “liberate” some weaponsfrom somewhere (all the MPs are armed as aresome of the Special Forces “snake-eaters”) or buysome black market weaponry to put an end tothe vampire harlots’ reign of delicious terror.

The creatures can transform to their monstrousstate instantly. After that they are quite vicious andare ready to fight to the death. One of the mosteffective ways to deal with the vamps is to feedthem drugged blood. There is no shortage ofsoldiers around Saigon and, likewise, no shortageof drugs if that’s what you’re looking for. Enlistedman is the vamps favorite meal and spiking thepoor sap first leaves the vamps vulnerable andslow. Using this ploy gives the soldiers an edge incombat as the vamps draw two initiative cardseach round and act on the worst. If they are dealt aJoker, they shake off these effects, otherwise theylast for 8 hours.

AftermathHowever the heroes deal with the Vamps, they

have not had as much rest and relaxation asexpected. Consequently, the heroes do not regainany Sanity for this “break” though they will pickup a couple of experience points. After anexperience like this one, getting back into theboonies will be a welcome rest! Next time,maybe the soldiers should try Cam Ranh Bay!

*The Phoenix RisesDate: July 1968The team is taken under wing by Lt. Colonel

Williamson and show a few truths. They are thenoffered a place in the Phoenix Program. Run thiswhen your team averages at least Veteran Rank

Page 106: Savage Worlds Tour of Darkness

106

and you are ready to have them openly join thebattle against the darkness, take them to Saigonto meet the Lt. Colonel once again.

BriefingYou’ve got orders to report to Lt. Colonel

Lawrence Williamson in Saigon, so getgoing. There’s a bird waiting for you. It’sbeen good having you with us out here.

MissionTravel to Saigon is as uneventful or exciting as

you choose to make it.When the team reports to Lt. Colonel

Williamson, he takes them into a secureconference room at the center of one of the U.S.command buildings. He has the team sit downthen presents the following information to them.

“Gentlemen, you’ve been in country forsome time now. You’ve probably seen somepretty weird things. In fact, I know you have.I read some of your reports even before Hueand I can read between the lines pretty well.You’ve also been jerked around a little lately,like getting shipped up there just to clearthat museum.

But that was no ordinary museum, wasit?

Gentlemen, I work for a brand-spanking-new organization called the PhoenixProgram. We are on the books as anintelligence-gathering anti-guerillaoperation. Covert ops and assassination areexpected to be part and parcel of thisprogram’s tasks.

We have some operatives for whom thatis exactly what we are. We also have someoperatives who understand what we’re reallyup against. Men like you.

There is a darkness to this world,gentlemen. The Phoenix Program has theintelligence, the bookworms, the covert andcombat operatives, and the commitmentrequired to find and destroy that darkness.

Nowhere in the world is the darknessmore active than it is right here in SoutheastAsia. The North Vietnamese have beensearching for arcane powers for more thanten years, and they’ve been finding it. Youknow that from what you’ve seen already.

Our soldiers are the finest in the world.They can stand up to any armed force,including China or the Soviets or maybeeven both at the same time, but they can’tface things they were never meant to fight;things that were never meant to see thelight of day.

I’m inviting you to be a part of thisorganization. To take a stand against thatdarkness. You have a decision to make,gentlemen, but I want you to understandthat your brothers in arms do not stand achance without people like us protectingthem from the darkness. If for no otherreason, join us to give them a fightingchance.”

If the heroes accept, Lt. Colonel Williamson goeson to explain additional information about thePhoenix Program as outlined on page 65.

The heroes are shipped to the Philippines for afew weeks and given basic Phoenix training. Theygain an extra die type in Knowledge (Arcane) andraise the lowest of their Fighting, Shooting, orThrowing by one die type. The characters maychoose which to raise if more than one qualifiesas the “lowest.”

During this training period, any hero wearingjewelry—including the tortoise pendants—or anyother items which might have arcane properties—is required to submit those artifacts forexamination. The pendants are returned to theheroes as being mundane.

The Tunnels of Vinh HoDate: Late 1968/Early 1969After a Search and Destroy mission, the unit

finds a way down into tunnels beneath a village.The unit is ordered down into the depths as thereare no tunnel rats available.

Run this adventure immediately after the unitfinishes a Search and Destroy mission, before theyhave time to return to base.

BriefingWord has come down from the top that

these tunnels must be searched ricky-tick,before Charlie has a chance to di-di withall the intel that might be down there.Tunnel rats are not available so your teamhad better strip down and get underground.Bring up any POWs and material that couldbe used to predict their strength andmovements.

Enemy Forces: There is no telling howmany troops could be underground or howextensive the tunnels are.

Support: You are on your own onceyou’re underground. Just you and a rope.

Equipment: You’ll be stripped to thewaist and armed only with a pistols and aflashlight.

Page 107: Savage Worlds Tour of Darkness

107

MissionThe Tunnel Complex

There are four layers to the tunnel complex.The deeper the soldiers probe, the moreimportant the discoveries they make. On theChamber table below add the level number to thedice roll to determine the result (as they explorethe 3rd level for example, add +3 to the roll).

For each new section roll a d6 and add the levelnumber. If the total is 7 or higher, the heroesencounter a Bac Cong tunnel soldier (see page 130).

As they make their way through the tunnels,roll on the table below to discover what theheroes face on their next round underground.

Tunnel Layout

d6 Layout1 Dead end2 Tunnel turns 90 degrees3 Straight ahead 10’4 Shaft leading down5 Trap6 Chamber

Dead End: If the hero comes up against a deadend, a Notice (-2) check can detect a hidden shaftdown to the next level. Modify your next roll onthe tunnel table by +2.

Trap: Roll on the table below to determine thekind of trap is encountered. Note that the modifierto the soldier’s Notice roll to detect the obstacle isdifferent on this table than regular traps table dueto the poor lighting and cramped space.

Traps

d6 Trap Notice Mod.1 Spider Cage -12 Punji Pit -23 Collapsing Tunnel -24 Tiger Pit -25 Snake pit -16 Grenade -3

Spider Cage: Once triggered this trap drops aswarm of venomous spiders on the victim. Thepoison causes paralysis for 1d6 hours if a Vigorroll at -2 isn’t made. The spiders are easilycrushed to death if the hero isn’t paralyzed.

Punji Pit: See page 64.Collapsing Tunnel: Use the rules for a Drop

Fall (page 65). This result also creates a blockagein the tunnel that will have to be bypassedsomehow to continue on.

Snake Pit: A covered pit containing 2d6venomous snakes, see Savage Worlds.

Grenade: See page 64.Chamber: The hero has entered a room. Roll

1d6 on the table below to find out what kind ofchamber the troops have found. As you can see,the weird chambers can only be discovered in thelower levels of the complex.

Chambers

d6 Chamber1-2 Stores3 Barracks4 Armory5 First Aid Post6 Planning room7 Factory8 Cages9 Torture Chamber

10+ Bound Demon

Stores: The VC stores contain rice, medicalsupplies, uniforms, sandals, and packs.Occasionally the store holds something trulyastounding. Some contain entire tanks or artillerypieces, dismantled and carefully carried andmaintained underground.

Page 108: Savage Worlds Tour of Darkness

108

Barracks: A series of bunk beds is cut intothe wall and the barrack room can houseupwards of eight soldiers. The room is emptynow, abandoned in a hurry. A Notice roll (-4) findssomething of use to intel here.

Armory: The armory is stacked with Chineseand Russian weaponry, and hundreds ofthousands of rounds of ammunition, fromgrenades to artillery shells. Grenades should notbe used in this room!

First Aid Post: This fully equipped medicalcentre has parachute silk covering the roof in aneffort to stop the dirt from falling on theoperating tables. 1d4 wounded VC lie in bedsaround the room, too badly injured to be movedwhen their comrades pulled out.

Planning Room: A huge map of the area on thewall marks this as a planning room. The enemytook what they could and started fires in thefiling cabinets in an effort to deny information tothe Americans as they left. There is plenty ofintelligence that the soldiers can recover fromthis room, though it may take several journeys.

Factory: This room contains a series of tablescovered with parts for the manufacture of variousequipment. The factory could be creating boobytraps from discarded US ordnance, ormanufacturing uniforms for the VC that liveddown here. Either way, the room is empty now.

Cages: The soldier has stumbled acrossbamboo cages that contain weakened and sicklyUS and ARVN POWs. They are unaware of what’sgoing on around them and are extremely sensitiveto the light and warmth of the outside world.They are so close to death that even a Shakenresult will push them over the edge.

Torture Chamber: This room has a wickedarray of implements of torture laid out on tablesaround the edge. A pair of manacles attached tothe walls and dark stains on the floor are a grimtestament to the purpose of this room.

Bound Demon: At the center of this room,crouching in the darkness is a angry ape demon(see page 124), magically bound by NVA sorcerersto attack anyone entering the room. If the soldieronly has a pistol, he’d better get out of there!

AftermathWhatever the players discover underground,

they have to make an after-action report oncethey resurface. Unless they can produce Bac Congtunnel soldiers or POWs to back up their strangetales, as usual, no one outside MACV-SIGbelieves them, but their exploits are being notedat the highest levels.

*Temple of AranDate: Late August and September, 1969Operation FULL MOON has turned up a site of

interest and excessive enemy development hasbeen noted. Unknown to even the higherechelons of the Phoenix Program, Ho Chi Minhhimself is at the site, presiding over a ritualwhich promises to deliver eternal life—somethingthe aging leader is pursuing vigorously.

BriefingFULL MOON has been researching a

number of Laotian sites. One turned up ina number of documents and artifacts, atemple near the village of Ban Na Them inLaos. The high-altitude photos make itclear that something is happening at thistemple. You are going to go take a look.Ban Na is west of Dien Bien Phu, so you’regoing to do a high-altitude drop as near tothe site as we can risk, then you’ll have tohump it about 20 klicks through Laos tothe temple. It’s rough territory and thechoice of trails into the area isn’t a picnic—you can march through a cave, which is nodoubt guarded, or you can scale amountain and come in from the high side.

It’s your call.Once on site, evaluate the temple and

destroy it. Air America will come get youonce you’re done, if you can find a placefor them to put down. Radio silence isrequired until then.

Enemy Forces: You are going to bewalking right into the middle of Charlie’sterritory. There’s no telling what you’regoing to run into. Expect heavy troopformations given the activity we’ve noted.Avoid contact whenever possible.

Support: You’ll be on your own in Laos,no support is available.

Weather: It’s September in the North,which means rain. Probably lots of it.

Equipment: Take enough rations for aweek, satchel charges to destroy the site,and a PRC25 to coordinate your extraction.Soviet weapons are recommended to easeyour resupply problem.

MissionThe mission requires a HALO drop—High

Altitude, Low Opening—to place the team asclose to the site as possible without risking theaircraft unnecessarily.

Page 109: Savage Worlds Tour of Darkness

109

The DropThe team is dropped at 02:30 AM on August

31st. An Agility check is required to avoid 1d6damage upon landing. There are no hostiles nearthe drop zone.

The terrain between the drop point and thevillage is rough mountains covered in tropicalforest. Roll on the Country Encounters Table forthis journey, but treat the following results as noencounter: Blood Trail, Bunker, Ambush. Theseresults are more appropriate to the high-combatareas in Vietnam.

On the first day, have the team make Noticerolls. A success spots on old airfield, probablyfrom the French era. (In fact, the airfield at theend of the Dien Bien Phu adventure.) This is apotential extraction point once the mission iscomplete. It sits 15 klicks from the village.

Once on location near the cave entrance(clearly marked and easily found via the team’smap), they must decide whether to hike andscale the rugged mountains, or risk the very-probably watched cave.

The CaveThe entrance to the cave is wide and low,

though a person can walk through standing. Thereis no light inside the cave, so the team mustcreate its own, adding to the danger of discovery.

The cave entrance is also filled with hip-deepwater and the unit must wade for 50 yards to getto a point where they can begin to climb into thegalleries toward the exit. Each soldier must makea single Agility roll or slip, dousing all of hisgear, causing a loud splash, and placing theguards ahead on alert.

The path ascends through two galleries, thefirst of which is guarded by a pair of NVAregulars. The rest of their squad (14 soldiers),however, sits around the exit above and any criesor gunfire bring them all—cautiously but quickly—into the cave.

The last section of the cave is a narrowcrevasse only wide enough for a single person towalk. It emerges into the high, protected valleythat contains both the temple of Aran and thevillage of Ban Na.

The temple stands a few hundred yards fromthe cave exit, the village about a klick beyond thetemple.

The MountainA sweeping ridge and rugged cliffs protect the

bowl the village sits in from any easy entry. Ifthe team chooses this path, they hike much ofthe distance, but three different times reach apoint where they must climb. A failed Climbingroll results in a fall of 15” (2d6+15 damage).

Once the cliffs have been scaled, the team isfree to make their way down into the bowl. Fromtheir elevated position, they can see some of thelandscape below through the forest. The village isnear the base of the slope which provides theircurrent vantage. About 30 huts stand on stilts ina clearing. A stream flows nearby, swollen fromthe rains but still small this high in themountains. There are NVA soldiers and civiliansmoving around in the village, but they do notappear to be on alert.

Further to the west, near where the cave exit ismarked on their maps, another set of buildingscan be seen in a second clearing. It’s impossibleto see any activity given the intervening forest.

There is a path down the slope to a point nearthe village with enough tree cover to allow theteam +1 to their Stealth rolls. Another successfulStealth roll allows the team to skirt the villageundetected. On a failed roll, they must avoidalerting a platoon of NVA.

The TempleThe temple is 60 feet (10”) square with a

stone pillar standing off each of the fourcorners. The vegetation has been cleared awayto a distance of 30 feet (5”) and the buildingshave been restored. Fresh, arcane carvings andweird symbols painted over the entrance areevidence of the nature of this place.

Page 110: Savage Worlds Tour of Darkness

110

All right maggot I know what you’re thinkin’. This collapsingportal thingy could be an absolute meat grinder for yourhapless grunts. Well you’re right. But It’s the death of the bigHo himself and you can bet that guy’s goin’ out with a Big ol’

BANG!If your party’s all torn to pieces already, or your soft heart

can’t keep from cryin’ feel free to cut them a little slack. Give them a bonushere or there depending on what they do, or cut out a few of the rolls alltogether.

Whatever you do remember this is intense and dramatic! It’s one of the mainplot points of the story, don’t just run down a list of five rolls and see whomakes it. Get in their heads and make them feel the terror. Let ‘em know thatthere’s a rip in space and it’s trying to suck their mind and sanity right out oftheir skulls!

Once it starts, keep it movin’ fast! Don’t give these pansies time to think orfigure out what’s going on. Detail the events leading up to each of the rollsand before they have time to respond get those bones a rollin’!

When the dust settles you can take stock of which unlucky bastards actuallymade it through to face the next set of horrors we’ve cooked up!

Two more squads of NVA soldiers are on dutyhere. One outside the temple, the other inside.Neither group is active.

Inside the temple are several potent sorcerersand Ho Chi Minh himself! Minh hopes to imbuehimself with immortality through this ritual.

The temple’s interior has a single large roomwith altars built into each of the corners,mirroring the positions of the pillars outside.The altars are covered in strange, glowingcarvings. Numerous candles stand burning oneach of them, providing Dim (–1) light inside thetemple.

The soldiers squat around the perimeter ofthe room, taking no active part butconcentrating on the ceremony. Inside thesquare of the altars is a circle made of salt,approximately 15 feet (2.5”) in diameter. Aroundthe perimeter of the circle sit five NVASorcerers. At the center of the circle, andapparently the focus of the ritual, is Ho ChiMinh, kneeling and holding a strange, carvedsnake.

The sorcerers are also chanting, their voicesrising and falling in a strange cadence—strangeeven to those who speak Vietnamese. Thelanguage is from the distant past, broughtforward from the mists of time by the arcaneresearches of the sorcerers.

The RitualGunfire outside the temple alerts the soldiers

and they move to cover the door. Otherwise, theymay be taken by surprise. The circle of saltcreates a barrier to all physical objects, includingbullets, that extends in a dome to a point justunder the ceiling. Ho is safe so long as the circleis unbroken and at least one of the five sorcererscontinues the chant. The ritual is nearingcompletion when the heroes arrive and thecandlelight dims. To disrupt it, the team must putdown all the sorcerers and break the circle. Whenthis happens, a number of things occur.

The candles flare into brightness for one round(no penalties) then burn out (–2 for darkness). Around later, the snake figure begins to glow,rapidly brightening and casting weird shadowsaround the building. A jagged gash of light ripsthe floor open and Ho is sucked into it,screaming to the last. The idol, energized but notchanneled, has opened a rift to another world.The whole ordeal is Mind-numbing and playersmust make a Guts check to deal with it.

The intense light fills the temple. Any people—or their bodies—are sucked toward the bright coreat the center of the vortex. If any team membersremain inside the temple for longer than oneround, they must make a test against each oftheir Attributes or be sucked into the vortex—anddie. The order is as follows:

Page 111: Savage Worlds Tour of Darkness

111

1. Smarts, to realize he must hold on tosomething to avoid the fate.

2. Agility, to grab an altar or doorpost.3. Strength, to hold against the pull of the

vortex.4. Vigor, to maintain the grip for a full two

rounds.5. Spirit, to not despair as the evil tugs at his

soul.

After two more rounds, the vortex subsidesleaving only the surviving members of the teamand the snake idol, sitting quietly in the centerof the temple. The candles, salt, and any bodiesare gone. The team may collect themselves, settheir charges (if they haven’t already) and blowthe building. The team can take the snake figure(Common Knowledge at –2 identifies the snakeas a daboia, one of the deadliest snakes in theworld) or destroy it with an explosive. Theexplosions will bring the attention of any troopsstill alive at the cave mouth or the village.

The AirfieldIf the team returns to the airfield, they have

some grunt labor ahead of them. It requires 12man-hours of work to clear an area sufficient fora plane to land as the jungle has begun toreclaim the strip. They can radio ahead so theplanes can be ready for the pickup

During their efforts, the team disturbs theresting place of a Viet Minh unit that diedattacking the French after Dien Bien Phu. Theseare zombies armed with vintage—but fullyoperational—weapons. There are 15 zombies.

Viet Minh ZombieAttributes: Agility d4, Smarts d4, Spirit d6,

Strength d6, Vigor d8Skills: Fighting d6, Notice d4, Shooting d8,

Throwing d6Pace: 5; Parry: 5; Toughness: 8Gear: PPSH-41, 1 fragmentation grenade.Special Abilities

• Fear: Zombies cause Guts checks.• Fearless: Immune to Fear and Intimidation.• Undead: +2 Toughness; +2 to recover from

being Shaken. No extra damage from calledshots. Half damage from bullets and piercingattacks.

Old FriendNote: Add this vignette if the heroes played

the Lost Legionnaires Savage Tale andsuccessfully rescued Captain “Wildcat” Barnowe.

If the fight with the zombies goes quicklykeep the pressure high on the players withmore undead Viet Minh, or pin them down witha unit of NVA that has tracked them from the

temple. Keep them under siege and unable towork on clearing the airstrip. Radio chatterwith base should reconfirm that they can’tsend support in and they need to clear thatrunway for pickup.

When things are looking grim the heroes hearthe faint sound of helo blades approachingfast, and a familiar voice from the radio callsout, “Somebody looking for a pickup?” It’sWildcat, the pilot the team rescued. “Looks likewe took a wrong turn at Albuquerque. So wehappened to be in the neighborhood and heardyou boys were in a spot. Lucky for you I canput this bird down anywhere, stay low we’recomin’ in hot!”

Wildcat touches down fast and hard a mere20 yards from the team. There is a door gunneron each side of the Huey firing the 60s to coverthe extraction. They both have shooting of d8and Hose ‘Em Down. Ground fire peppers theHuey from all directions, each round the Hueyis in range, roll damage from 8 AK hits (keep inmind that Wildcat has the Ace Edge so he canspend bennies to soak Wounds done to thechopper). As soon as the whole team isonboard Wildcat jerks the chopper into the airand starts to climb to safety.

Captain “Wildcat” BarnoweCpt. Barnowe is an excellent helicopter pilot

who has served in Vietnam for over two years.His service record is less than perfect and he’shad several clashes with his superiors, but hehas also been awarded several medals for braveryand actions above and beyond the call of duty.Wildcat is a good natured man with a smirkalways on his face. He is very loyal to his friendsand will do anything to help them out, evendisobey his superiors if need be.Attributes: Agility d8, Smarts d10, Spirit d8,

Strength d6, Vigor d6Skills: Driving d6, Fighting d6, Guts d8, Notice d10,

Persuasion d8, Piloting d10, Shooting d6, Stealthd6, Survival d6, Taunt d8

Pace: 6; Parry: 5; Toughness: 5, Charisma: +2Hindrances: LoyalEdges: Ace, CharismaticGear: Flight suit, flight helmet, S&W .38, aircrew

flak vest (+3/+6).

AftermathOnce they are picked up by Air America or

extracted by Wildcat, they return to base withtheir findings. The eggheads are fascinated by theidol, if it is returned. The buzz over Ho Chi Minh’sdeath is difficult to keep under wraps.Eventually, it comes out in the news that Minhdied in his home.

Page 112: Savage Worlds Tour of Darkness

112

*The Princess andthe Dragon

Date: December 1970.Notes: Phoenix mission.Contacts have led Phoenix to believe a shaman

in the central mountainous region may haveinformation of an arcane nature critical tounderstanding the nature of things in the jungle.The team is sent to interview him.

BriefingWe’ve been investigating everything we

can find on the history—arcane andmundane—of this region. You know aboutthe violence that’s been here since as longas humans have recorded history, well, itseems the locals do, too. There’s a man inone of the remote villages who told one ofthe officers he could tell us the secret ofthe jungle. The officer included that in hisreport and it came to our attention. We’resending you to talk to this guy and figureout if he’s real or just a crackpot.

Enemy Forces: The area has lightactivity. It’s not a free fire zone, so becertain of your targets. Avoid contact ifyou can. You’re not on a body count.

Support: General support only. We’reunder the radar on this one.

Weather: Hot and humid. Have fun.Equipment: Whatever you think you

need for a week or so in the bush.

MissionThe team is dropped into a secure LZ in the

central highlands near the border with Cambodia.They have a two-day march to reach the village inquestion. Use the normal rules for travelling inthe country.

The VillageThis village is getting used to contact with

Americans, though it first saw white people lessthan a year before. The headman—an extremelyold, wizened man—is brought as soon as the GIsare spotted. He speaks French and Vietnamese,but no English. He invites the team to join thevillage for their community dinner. The foodconsists of rice and the entrails of a pig cookedinto a stew. It would be rude of the heroes torefuse to participate in the meal.

After dining, he asks if the heroes have any“happy smoke” (marijuana) with them. If so, the

headman offers to join the team in enjoying asmoke. If not, he expresses disappointment, butinvites the team to join him around a fire. Theheadman tells the following tale.

“Long ago, after the world began andthe dragon and the princess separated tothe sea and the mountains, an even moreancient spirit saw the world and desired it.The dragon saw the spirit’s evil and forbadeit, and the princess saw her husband’schoice and also denied it. The spiritstruggled, but the dragon and the princesswere mighty, and their word forestalled it

But the spirit never gave up. It could notcome here, but it could touch the peopleand the land. Many have fought and died inthis place for many, many monsoons. Eventhe ancient word of the dragon and theprincess cannot hold back the evil in theface of so much hate and death.

Last monsoon, I dreamed of white facesfighting this ancient spirit. Then whitefaces came to my village. I told the whitemen’s headman that I am of the sons ofthe dragon and can provide ancientprotections for those who would fight theevil. Is that what you desire?”

If the team says yes, the headman tells theteam to wait and walks to one of the huts. Hereturns with a set of needles and ink pots.

“Ancient protections to fight an ancient spirit.”He shows the team a tatoo on his upper arm

and says, “This is the symbol of the dragon, whohas great strength and wisdom. If I give you thissymbol, you will gain some of the dragon’sstrength.” The tatoo is a traditional Vietnamesedragon.

If the team does not object, the headmanburns incense and chants quietly as heinscribes the tatoos on the soldiers, one oneach of their upper arms. As the tatoos arecompleted on the last soldier, the entire groupfalls asleep.

They awake the next morning with clearheads and, strangely, no anxiety at having sleptwithout a watch. The village and the villagersare gone, but the headman is squatting andtending the fire. As the team picks themselvesup, he looks each of them in the eye, nodsonce, smiles, then rises from his crouch andwalks into the jungle. No amount of pursuitturns up any sign of the headman.

AftermathThe team may return to the LZ, with

encounters generated as normal. Extraction and areturn to base are without incident.

Page 113: Savage Worlds Tour of Darkness

113

*Son TayDate: November 20, 1970.A Top Secret mission has been prepared to

rescue POWs from Son Tay prison, just 23 milesfrom Hanoi. The heroes’ team is attached to theunit conducting the raid as there is reason tosuspect their unique experiences and talents maybe required.

The raid proceeds as expected, and at first itis believed there are no POWs. Then the realfate of the prisoners is uncovered as the heroesexamine the compound…

BriefingColonel “Bull” Simons is leading a team

of Special Forces troops in a raid againstSon Tay, a suspected POW camp nearHanoi. Very near Hanoi. About 23 milesaway, in fact.

This mission is Top Secret. A SpecOpteam—the Blueboys—has been training forthis mission for months, and they don’teven know where they’re going. We’resending you as an attached unit. They’regoing to bust in and open the walls, thenyou’re going in. We want the specializedintel only you can provide.

Vu Linh Pham, one of the top men inthe arcane arts in North Vietnam, wasspotted at this camp scant days ago. If he’sgot an interest in this camp, so doesPhoenix. Go in and see what’s there.Simons’ team believes they are there torescue POWs, and they are, if any are stillalive. You’re going to be there to get thewhole story.

Enemy Forces: Heavy. This close toHanoi, there are a number of NVA divisions.The element of surprise is on your sidehowever and you don’t have to bear thebrunt of the fighting. The SpecOps team isthere for that.

Support: You’ll have air support standingby. An A1 Skyraider is standing byoverhead. Make sure you don’t get in hisway.

Weather: Clear skies and a quartermoon. The rainy season is over, soconditions should be near ideal.

Equipment: Gear up for a raid. There’s nochance of walking out of North Vietnam,so don’t plan for it. Take only what youneed for the operation.

The MissionThe helicopters are slated to land in and near

Son Tay. The Special Forces team (the Blueboys)is deployed in three helos, the heroes in afourth, an HH-53. One of the helicopters beginsthe mission with a crash landing inside thecompound walls. The heroes must fight theirway in from outside the camp.

Son Tay POW CampSon Tay is a collection of about 20 low, single-

story buildings surrounded by a 7’ high fence andclustered amidst a number of tall trees. At eachof the four corners of the compound is a 20-footguard tower. Rice paddies stand to all sides ofthe camp, giving guards a clear view of allapproaches. The Song Con river runs nearby, justover the fields from the camp.

After a long, night-time helicopter flight, theteam approaches Son Tay.

Your pilot flies you in behind the otherhelicopters and you see the flares from theC-130 light up the night sky. For a momentyou squint against the brightness as youreyes adjust.

The miniguns of all the helicoptersbegin firing and suppress the guard towers.Soon, two of the towers have burst intoflames. Moments later, a third follows suit.You watch the helicopter assigned to landinside the compound as its rotors getfouled in the tall trees. It drops like a stone.

Moments later, your helicopter descendsand you feel the thump as it contacts theground. You deploy immediately, lookingleft and right.

Something’s wrong. One of the choppersshould be just to your right, about 50 yardsfrom the camp. It’s not there. Then you hearthe zip of a bullet passing near your head.One of the guard towers is apparently stillintact.

The heroes must deal with one sniper and anMG in the tower, both under Heavy Cover. If theyare unable to take out the enemy in five rounds,one of the Blueboys hits the tower with an RPG,putting an end to the threat.

One of the helicopters—Simons’ in fact—landednear a collection of buildings across the fieldsfrom Son Tay. The soldiers on that chopper donot participate in the raid as they are engaged bythe panicky forces housed there. This means theheroes are going to carry a heavier fighting loadthan expected.

Page 114: Savage Worlds Tour of Darkness

114

The FieldThe team is assigned to stay in the paddie

field until the Blueboy element blows the wall,then they are to move inside the mostly-securecompound and perform their intel operation.

Allow each character a Notice roll at -2 as theywait. Success notes that the field they are in isdotted with freshly planted seedlings. AKnowledge (Occult) roll indicates that theseedlings are moon plants, which are oftenmentioned in writings associated withtransformations triggered by the moon.

There are two marsh lurkers hiding under thewater among the plants, protecting Pham’s newgarden. If the characters poke around too muchthey spring into action. Let the characters makeopposed Notice rolls with the creatures’ Stealth.The lurkers have the drop on any who fail.

Any amount of digging through the muckreveals that the plant has been buried in themouth of a fresh corpse—the corpse of anAmerican POW. A quick count shows around 80plants in the field. This realization requires a Gutscheck.

A second Knowledge (Occult) roll at –4 allowsa character to realize they must uproot each ofthe plants to prevent the formation of some kindof plant-zombie hybrid. This effort takes oneminute per plant.

As the team waits, a truck careens down anearby road, headed for the camp. It has six NVAsoldiers on it, armed, but Fatigued (–1) by a longday of travel. They have an RPD and one of thesoldiers works as an assistant gunner. They spotthe heroes’ helicopter and deploy against a smallembankment—giving them Medium Cover—at arange of about 30”. They harass the heroes withfire until they are rendered ineffective. If thegrunts have not yet dealt with the Marsh Lurkers,they will attack a round or two after the firefightbegins.

Other nearby units are similarly engaged,though none heavily. The heroes are on their ownwith these opponents.

Fighting in Son TayThe wall blows as expected after a few

minutes. The team from the chopper who landednear the heroes immediately runs for the openingand the Phoenix agents can pick their waythrough the field of horror and do the same.

Once inside, the commander of BlueBoy isassigning incoming elements to specific tasks.The team is given the Lab while the rest of thesoldiers keep the barracks under steady fire andwork to clear the other buildings.

The lab is staffed by three VietnameseSorcerers and a four Super Soldiers. They havestandard equipment, are under Light Cover in thedoorway and behind an overturned table, andfight to the death.

Once the team defeats the defenders, the baseis secured by the rest of the force.

Camp Locations1) Guard Tower: Each corner of the camp is

guarded by a tall watch tower manned by twosentries with a mounted MG. A large spotlight ismounted in each tower powered by the campgenerator.

2) Stores: The camp’s supplies are kept here.Barrels of gasoline and crates of ammunition arestacked against the west wall. Medical suppliesand a couple of boxes of US tinned food standon shelves lining the other walls., while twosacks of rice are stacked on the floor. Thenortheast corner of the room is dominated by anancient generator, which hums noisily day andnight, providing the camp with its feeble supplyof electricity.

3) Kitchen: The small kitchen has a field stoveand several large pans. The smell of fish saucepervades the room.

4) Barracks (4 different buildings): Rows ofbunk beds fill the long rooms which comprisethese buildings. The Blueboy team has clearedthe barracks before the heroes arrive.

Page 115: Savage Worlds Tour of Darkness

115

5) Interrogation Room: This room contains asingle simple folding metal table and a pair ofchairs. A simple device hooked up to the camp’selectricity supply allows shocks to beadministered to the POWs.

In a sack hanging from a nail pounded into thedoor frame, there are a number of wooden nailssimilar to those found at Xuan Nhan.

6) HQ: On the east wall of this room is hung agigantic flag of the People’s Republic of Vietnam.A simple desk and chair stand in the south endof the room.

7) Lab: This building smells of rich soil butwith an undercurrent of death and decay. Thereare several cots, a desk against one wall, and atable under a long window which holds dozensof moon plants.

The desk contains many pages withVietnamese writing on them. Anyone who readsVietnamese understands quickly that they areexperimental records. A Smarts roll for such acharacter reveals the following procedure:

Subject must be deceased. Best resultsfrom slow, painful death with a minimumof damage. Bury subject with plantspecimen in mouth. Subject must be in avertical position. Do not disturb the plant.It must remain inside the subject’s mouthwhile growing. At next full moon,animation begins. Subject quickly becomefully functional. Full analysis of results injournal MPL-0031.

Resulting subject compliant to occultcontrols.

The window under which the moon plants sitallows them to catch the moonlight. Theflickering of the parachute flares outside causesthe plants to cast weird, disturbing shadows onthe table and floor.

AftermathThe team is pressured to leave as soon as

possible. No obvious sign of Vu Linh Pham’spresence is found, though the experiments at SonTay certainly bear his mark.

Should the team recover the papers, the fulldetails of the moon walkers are analyzed by thebrain trust and the team is given completeinformation on the abominations.

The discovery of the moon walkers isimmediately classified. All official documentationand reports regarding the Son Tay raid report thatno POWs were found and they are assumed tohave been moved prior to the raid.

Whether or not the heroes dug up the moonplants will impact the forces they face inOperation BACKDOOR.

*The Book of ShanDate: Winter 1970The NVA has an operation under way in the

Quong Nam province which was discovered by anLRRP. The team is sent to join an ARVN companyand cross a river with them in amphibious APCs.

Once across the river, the team faces patrolsand ambushes on their way to their destination.The heroes discover a massive earthenconstruction under way in the midst of an areacleared of jungle growth. The Vietnamese sorcererVu Linh Pham and a company of NVA are here,and Pham has the Book of Shan.

BriefingWe’re sending you north to meet a

company of ARVNs to investigate a siteflagged by an LRRP. You’ll cross the SongThu Bon river about 5 klicks upriver fromLiberty Bridge. Your target is 5 klicks onthe other side of the river. Something big isbeing constructed there. Find out what it isand then blow it to Hell.

Enemy Forces: Heavy. There’s lots ofactivity in this area.

Support: We have howitzers dedicatedto this mission and you can call on generalsupport if you need it.

Attachments: One Company of ARVNinfantry.

Weather: Hot. What did you expect?Equipment: Whatever you like. The

ARVNs are moving in M113s and you’ll bejoining them.

MissionThe team arrives at the LZ and rendezvous

with the ARVN unit as expected. The company isready to go as soon as the team is. The team candeploy itself in the APCs however it wishes.There are 15 total vehicles with approximately 120soldiers.

River CrossingThere is no contact prior to the river. They are

forced to cross in a double-line at most as thefar bank is too steep for the 113s outside astretch about 30 feet (5”) wide. The river is 40yards (20”) wide at this point. When the lead pairof vehicles is 5” from the shoreline, a force ofNVA open fire. They have two RPK machine gunsbuilt into bunkers and 2 RPG-7 teams with ahalf-dozen RPG-7s each. In addition, there areanother 20 riflemen hidden in the trees and

Page 116: Savage Worlds Tour of Darkness

116

behind makeshift bunkers scattered over theslope leading up from the river. The goal of theambush is to disable some of the vehicles. TheNVA soldiers fall back once one of the vehiclesreaches the near shore.

As the final vehicle crosses the river, a marshlurker floats in behind it, looking for anystragglers or hoping to pluck a soldier off theback of one of the APCs. If everyone is lockedup tight, they may not even notice the lurker andit goes away hungry.

To the SiteAnother ambush is set up for the unit with

whatever was left from the ambush at the river,reinforced with 10 additional riflemen and anotherdozen RPG-7s. This ambush uses the terrain forfortification but does not have the establishedbunkers. Once again, this group falls back ifpressed.

The remainder of the travel to the site can beas difficult or as easy as desired. Once they havea chance to scout the enemy position, reconreveals a reinforced company of NVA dug in atthe site. Vu Linh Pham is also there, overseeingthe construction.

The site itself at present is a collection of afew huts in a cleared area 100 yards on a side,and the beginnings of a wood foundation duginto the jungle floor.

The BattleThe heroes and their allies must take the

construction site in order to investigate it. Theymust drive the NVA soldiers away. Because thereare potentially 250 combatants, it is best to runthis using the Mass Battle rules from SavageWorlds.

Tokens: Count the number of ARVN left afterthe ambushes and treat them as 1:1 equivalents tothe NVA troops. There are 180 NVA. Figure tokensnormally.

Modifiers: The NVA are dug in pretty well, sothe allies have a –2 to their Battle rolls. The APCsare equivalent to light cover—the NVA suffer a –1.

The 105s count as +2 artillery.Characters: Any of the character may act as

the commander, or they may permit the ARVNcaptain to lead the battle. The captain hasKnowledge (Battle) d6 and Spirit d6.

The NVA have three characters: Vu Linh Phamand two sorcerers. Pham is a Legendary characterfor the purposes of Mass Battles, so rolls hisFaith with a +4. The other two sorcerers use thestandard profile and are considered Seasoned.The NVA commander has Knowledge (Battle) d6and Spirit d8.

Support: If the heroes call in support, a pair ofSpectres are sent and arrive the next round (or

the first round if the call went out before thebattle starts). The Spectres add +2 to the US’battle rolls, and can stay on station for two turns.

Retreats: Pham is not willing to die for thisproject. He is the first to bug out if the resultsare Retreat or Rout.

Timing: Each round represents an hour offighting.

The SitePham was unable to clear his arcane trinkets

when he exited and the heroes can gather up anumber of small idols and odd daggers.

There are two items of particular interest: Pham’snotebook (or one of them) and the Book of Shan.

Heroes are permitted Common Knowledge rollsor Knowledge (Occult) rolls at +1 to recognize thatthe Book of Shan is a truly rare find, and that itwas previously in the hands of the Japanese. Thebrainiacs back at base would probably ratherretrieve this than destroy it.

Pham’s notebook is only decipherable to acharacter with Knowledge (Vietnamese) on asuccessful roll. Of note is the following passage:

The promise is too great to ignore. Wecan follow the lines to the Schroeder point.Must sacrifice on lines to seek direction.

The rest of the arcane sketches, notes andrandom comments support the idea that Pham isseeking out a Schroeder point.

AftermathThe demo work is done and the site is blown

sky high. More importantly, the Book of Shan isno longer in Pham’s hands. Orders come in toabandon the site and retreat back across the river.The NVA are no longer there, but the marsh lurkercan still be floating around if you wish.

Loup GarouDate: Early 1971.The unit is undertaking a standard Search and

Destroy mission when they come across aVietnamese village in upheaval. The villagers havefound two of their young men mutilated in thejungle. The villagers tell the soldiers this is notthe first time this has happened and that aterrifying jungle spirit is haunting the village.They say it is a punishment for supporting theARVN and beg the soldiers to investigate.

BriefingYour unit is assigned to take part in a

battalion-scale search and destroy mission,sweeping down the eastern side of the

Page 117: Savage Worlds Tour of Darkness

117

river to the town of Binh Giap and into thejungle beyond. A blocking force of the 1stAir Cavalry has been moved into position.You should attempt to initiate contact anddrive them toward the blocking force.

Enemy Forces: The area you are tooperate in is known as a regionalstronghold for the enemy and main forceVC units have been encountered here asrecently as yesterday. With such a largeoperation, contact is inevitable and mustbe maintained long enough to bringdecisive firepower to bear.

Support: The company mortars arededicated to your unit. You will ride to thearea in Hueys and an ARVN interpreter hasbeen assigned to your unit to helpcommunication with the locals. Rememberthat this is a search and destroy mission,but that doesn’t mean burn down everyvillage you come to. Search the place, thenmove on—it’s the enemy we want todestroy!

Weather: Fine dry weather is expectedfor the next week. Temperatures areexpected to reach 110 today and tomorrowso carry plenty of water. Platoon leaders,make sure your men take regular shortbreaks, but ensure they keep their helmetsand flak jackets on. We don’t wantcasualties from sloppy discipline.

Equipment: Metal detectors are available;mines have been a problem in this area.

The MissionThe unit’s role in the Search and Destroy

quickly becomes unimportant as otherparticipating units at the other end of theadvancing line make heavy contact. The soldiers’part of the operation is straightforward anduneventful until they discover the legend of thewerewolf.

As the unit reaches the village of Binh Giap,they discover the locals are very distraught. Twobodies lie in the center of the settlement,horribly mutilated. If questioned, the headmanclaims the villagers are ARVN supporters and saythey are being terrorized by a ‘forest demon’ andask for help. In fact there is a European werewolfat large in the jungles and he is stalking thepeople of the village.

The loup garou is an old French soldier namedJean Mauvoisin. He was mauled by a survivingNazi “wehrwolf” in ‘47, and after several yearsmanaged to get his curse mostly under control.

He enlisted in the French army and ended upin Indochina. One day, his unit was ambushed on

patrol and Jean was horribly wounded. He knewthe only way to live was to transform into thebeast. Unfortunately, the pain and carnage causedhim to lose control. When he came to, not onlywere the enemy soldiers dead, but so were whatwas left of his own squad.

Jean knew he could not return to his comradesbut still wanted to serve his country. He carrieson a private guerrilla war against the Viet Minhand now the Viet Cong. Jean no longer feels ableto control the beast within, so if encountered inhis human form he attempts to lose or drive offany who may offer to help him. He feels he is toomuch of a liability to any group and cannot beconvinced otherwise.

Jean has discovered the peasants of Binh Giapare in fact VC supporters and is picking them offa few at a time. The VC headman tries to pushthe heroes into killing the ‘demon’ as quickly aspossible and then tries to hurry them on theirway with stories of VC nearby. If the soldiers getsuspicious, the villagers turn on them and thevillage erupts in a vicious firefight.

Jean MauvoisinJean appears as anyone who has been living in

the jungle on his own for years would; he lookslike hell! Jean’s clothing is tattered and dirty. He

Page 118: Savage Worlds Tour of Darkness

118

may be found with any VC firearm or otherequipment. In his loup garou form Jean is half-man, half-wolf, standing upright with nastyfangs and claws. When running as a loup garou,he drops to all fours like an animal.Attributes: Agility d8, Smarts d10, Spirit d8,

Strength d6, Vigor d10Skills: Fighting d8, Guts d10, Intimidate d6, Notice

d10, Streetwise d8, Shooting d8, Stealth d10,Survival d10

Pace: 6; Parry: 6; Toughness: 7Special Abilities:

• Alertness: +2 Notice• Danger Sense: Just before an attack, ambush

or surprise he gets a Notice roll at -2. Ifsuccessful, the character knows something isup and may take appropriate actions.

• Lycanthrope: Under stress, Jean changes to thepowerful form of the loup garou, but this is ablessing and a curse, as he is left with onlycrude animal intelligence in a powerful body.Under the influence of fear or stress, Jean willtransform. To resist the change, Jean mustmake a Spirit roll each round modified by –2each consecutive round (-4 if Jean iswounded), until he is out of the situation. Towillfully cause the change, Jean must make aVigor roll at –4, with a +2 each round heattempts to trigger the change.

Nights of the full moon automatically causeJean to change at sunset. Thetransformation back to Jean will only occurwith a –6 Spirit roll, or sunrise after a nightof the full moon.

The Loup GarouAttributes: Agility d10, Smarts d6 (A), Spirit d8,

Strength d10, Vigor d12Skills: Fighting d12, Guts d10, Intimidate d10, Notice

d10, Stealth d10, Tracking d8Pace: 8; Parry: 8; Toughness: 8Special Abilities:

• Bite or Claw : Str +2• Fleet Footed: The werewolf rolls a d10 when

running instead of a d6• Regeneration (Fast): The werewolf makes a

natural healing roll every round, except onwounds inflicted by silver weapons.

• Superior Nose: As a loup garou, Jeanpossesses the keen sense of smell of a wolfand so receives a +4 to track prey if he canuse scent.

• Fear: Seeing a real-life werewolf tends toshake most soldiers. Anyone who sees thewerewolf must make a Fear check.

• Weakness: Silver weapons do double damageto the loup garou, and he cannot regeneratethat damage, it must be healed normally.

• Mind-Numbing: The truly horrific appearanceof these things causes rolls on the Psychosistable to be +2.

If the unit heads off into the jungles to findthe “forest demon”, the villagers send one oftheir young trappers out, who leads the soldiersout to the spot where the last two victims werefound.

Jean immediately picks up the scent of the VCand tracks the group. He holds off attacking atfirst, confused by the presence of US soldierswith the VC villagers. But his self-control cannotlast for long. If the unit do not attack the village,he assumes they are traitors and resolves todestroy them as well.

AftermathIf the unit kills Jean, they have managed to

make their time in this province more difficult. Thefear caused by the werewolf had kept the VCsympathizers in check. With Jean out of the way,enemy activity in the area increases greatly, despitethe otherwise successful S&D operation.

If the unit finds out the truth about the loupgarou and leaves Jean to continue his work in thejungle, they have a valuable ally. If they keep him infood and clothing, they may be able to convincehim to come in from the wilds. In this case, theirdestruction of the village is a valuable part of theS&D operation and each of the soldiers receives anadditional point of experience.

CAT FightDate: Early 1971The unit is sent to a site thought to be of

great significance to the VC and are ready todestroy it when a Black CAT team arrives withinstructions to defend it. Someone is going to failto complete their mission. The players have theeasier mission to fulfill but the Black CATs arenot opponents to be messed with lightly.

Note: If the group has joined the Black CATsthis mission can be flipped so the Phoenix unitbecomes the antagonists.

BriefingKit Carson scouts have indicated that

the target of today’s mission is a site ofgreat supernatural interest. Two B52missions have been launched but severalrecent LRRP missions have shown the sitewasn’t destroyed. We believe that if the VCwere aware of this site, it would unlocksome major energy and give them accessto more supernatural power than we have

Page 119: Savage Worlds Tour of Darkness

119

seen them use to date. The LRRP teamsthink they were assessing possible LZs fora routine Search and Destroy mission, thelocation of the site must remain a closelyguarded secret until you arrive there anddestroy it.

We can get you within twenty fiveklicks of the site by Huey; from thereyou’re on foot.

Enemy Forces: The LRRPs report minorpatrols and no significant camps anywherenearby.

Support: The site is out of range of anyFire Support Bases so artillery is out of thequestion. There may be air supportavailable, as the site is in a Free Fire Zone.

Weather: The weather is changeablethis week, with a tropical storm sweepingin off the coast. Heavy rains are likely. Ifthis storm does move inland, the numberof sorties flown will drop off dramatically.Don’t rely on air support.

Equipment: This mission could takethree days. Resupply is unlikely, so makesure you pack sufficient rations and ammofor a long mission. You might considerSoviet weaponry to allow you to pick upammo as you go. Pack a lot of explosives,you are going to have to destroy the siteonce you get there. You’ll have to carryaround 200lbs of C4 to make a good job ofthe demolition so you’re going to be prettyheavily laden.

MissionThe Huey taking the unit on the mission

makes several false landings to disguise the trueLZ and, after dropping the unit in a smallclearing, makes several dummy drops beforereturning to base. As the rotor sounds fade, thesoldiers are alone in the jungle.

The 25 klick walk through the denseundergrowth is taken at a painstaking pace. If theunit travels at full speed, they sacrifice some oftheir noise discipline. At half speed, they canmove quietly. Each hour, roll once on the CountryEncounter Table. When the unit approaches thesite, the find an ancient and elaborately carvedtemple, covered with tangled jungle vines.

The TempleA central circular building, topped with a

crumbling pointed dome, the sides of the templeare almost invisible under the centuries of junglegrowth. Around the outside of the main buildingare four tall partially collapsed towers, each withthe remains of a tall stepped steeple. The

undergrowth has tried to claim this site over theyears and the damage caused by the B52s isvisible but not substantial.

Inside the temple, great holes in the domedroof allow shafts of light to stream in, throwingthe delicate carvings into stark relief. Thecavorting figures on the walls depict hideousrituals and strange creatures. A Smarts roll from asoldier who has seen ape demons will allow himto recognize the crude figures as the foul beasts.A large stone chamber in the center of the roomis sealed with a heavy circular stone, carved withmystical symbols.

New ArrivalsAs the heroes explore the temple, the Black

CAT team arrives. Having got wind of the unit’smission, Janus dispatched a rival team to seethat any artifacts are removed from the siteintact. They intend to secure the area and taketheir time as they explore the ruins anddetermine its importance.

If the unit left any sentries, have them makean opposed Notice roll against the CAT team’sStealth. Failing to detect the approachingAmericans could cause the two units to openfire before they identify each other. If the heroesdidn’t leave any sentries, they are surprised tofind themselves surrounded and ordered out ofthe temple by the CATs.

Page 120: Savage Worlds Tour of Darkness

120

What happens next is very much up to theplayers. The heroes’ task is the easier mission tocomplete. They must demolish the site, whichcan be done relatively quickly, provided they havetheir explosives with them. However, the CATs arenot going to let the soldiers set the explosivesand it is likely a tense stand-off will occur asthe two teams size each other up. One team isgoing to fail in its mission.

Survival of the FittestThe Black CAT team leader tries almost

everything to avoid shooting the heroes (not outof any sense of camaraderie, but rather becausehe doesn’t want to bring the local VC down onthem, revealing the location of the site to theenemy). He will not, however, permit the heroes toset their explosives; if they persist in trying, afirefight will ensue.

Black CAT TeamThe team consists of the same number of

members as the heroes’ unit. The operatives arehighly trained spooks and are all “clean” with noUS markings. All use Vietnamese-issue weaponry.One member has an RPD and one has an RPG7,with team members carrying extra ammo forboth.Attributes: Agility d10, Smarts d10, Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d10, Intimidate d6, Notice

d10, Shooting d10, Stealth d10, Survival d8,Throwing d6

Pace: 6; Parry: 5; Toughness: 6Edges: Live off the Land (Always find food).Hindrances: BloodthirstyEquipment: Each Black CAT carries an AK47, two

rockets for the RPG7, four grenades, 300 roundsfor the AKs and a 100 round belt for the RPD.

If the unit thinks to call for it, they may beable to get hold of close air support. Whetherthey choose to bring it in or not depends ontheir attitude to their fellow Americans. Onealternative would be to direct an air strike fromthe ground onto the temple. If they can arrangetwo air strikes, the main building and the secretsit hides can be destroyed utterly.

It Ain’t OverThe fighting should be hard and furious, with

these well-trained units making full use of coverand concealment. If it looks as though they arebeaten, the Black CATs fall back into the jungleand observe. If the unit believes them gone andplants its explosives before fleeing the area, theCAT survivors creep back to the site and

dismantle the demolition before it can destroythe temple. The first the heroes know of this iswhen their expected pyrotechnics fail todetonate.

If the firefight lasts very long, the CATs knowit is certain to alert the VC, particularly if thereare airstrikes called in, and they bug out at theearliest opportunity. Sure enough, soon after theyleave, the VC arrive, a squad at first but soon inforce. The unit must make a thorough job ofdestroying the site and then escape into theforest, evading any arriving Viet Cong. Roll on theCountry Encounter Table and add +2 to the roll. Ifthe team go three rounds without any kind ofcontact, they have successfully evaded their VCpursuers. All they have to do is put somedistance between them and the ruined site.

AftermathFollowing the mission, the unit must still

return to a secure LZ and be picked up. The localVC are swarming the site, so the trip out is easy.If the site was completely destroyed, the soldierseach get one additional experience point.

*Operation BACKDOORDate: Spring 1971.Notes: Phoenix mission.Hooks: Vu Linh Pham, Ho Chi Minh, Plain of

Jars, Phoenix Rises, The Temple of Aran, ThePrincess and the Dragon, Son Tay, Epic climax

OverviewObservation patrols have determined that

another major concentration of arcane activity isoccurring in Laos, this time at the fabled Plain ofJars. Worse, the CASSANDRA GLASS indicatesthat this is the location of the Schroeder Pointwhere ley lines cross. Given the exceptionalamount of activity and the potential for arcanebreakthroughs at this location, the heroes aresent to prevent any current and future activity,and are given a tactical nuclear device to ensuresuccess.

Once on site, the team discovers a hornet’snest of sorcerers, demons, and NVA. Worse, thebody of Ho Chi Minh—thought lost to anotherdimension—is also on the scene and appears tobe the focus of the ritual. The heroes mustprevent the destruction of the world and arecertain to learn at least part of the secrets of thePlain of Jars.

Page 121: Savage Worlds Tour of Darkness

121

BriefingWe’ve had an operation called

CASSANDRA GLASS going for severalmonths. We’ve brought in researchers toevaluate the information we’ve beenretrieving from the field and other sources.Some of them lost their minds, but themostly-sane ones have made abreakthrough. There are lines of forcebetween this world and another called leylines and they crisscross all over the globe.Where they intersect a nexus forms—calleda Schroeder point after one of the Nazipsychos. The eggheads say there’s a sortof…weakness in the fabric between theworlds at those points. I’ve had glimpsesof that other world and so have you. It’snot a nice place.

There is a nexus in Laos at a placecalled the Plain of Jars. Charlie may havesomething big in the works, because he’sthere in force. We had a team in close andthey spotted Giap. Even better—you’ll lovethis—they have Ho Chi Minh’s body there.Don’t ask me how, ’cause I don’t know.They called in B-52s, but the strike didn’tdamage Charlie’s temple, even on a directhit, so the team di di’ed back to base.

We’re sending you in. You’ve gotta takethat temple down.

Take a pack-carried nuke with you. Wewant to make certain this gets done. Itlooks like you’ll have to take it inside thetemple to guarantee its destruction. Withluck, you’ll be able to detonate the nukeremotely. Detonate it either way.

This trip’s courtesy of Spec Ops Air soget your gear together and may God gowith you.

Enemy Forces: Heavy. They’vecommitted more to this than they didagainst the French back in ’52. Evenwithout this concentration, you’re walkingright through a main thoroughfare of theHo Chi Minh trail and can expect to seeplenty of Charlie. Do your best to see thathe never sees you.

Support: Once again, you’ll be in Laos,so you’re on your own. I’ll say a prayer foryou, though.

Weather: Hot, but probably not rainy.Thank goodness for small favors.

Equipment: Standard gear plus one B54Special Atomic Demolitions Munition (58pounds). Be ready for several days in thejungle.

MissionThe LZ is secure and the team hits the ground

safely. The Plain of Jars is some 75 klicks to thenortheast. During the subsequent journey, roll onthe Country Encounters Table twice each day andonce each night. One encounter is required andoccurs when the team is a day away from thePlain of Jars.

The PerimeterThe NVA has a number of patrols in the area

around the Plain of Jars. While the team is nodoubt adept at avoiding these patrols, there isone patrol that they cannot dodge, becausechances are they can’t see it coming.

Jungle Lurker (10)These creatures are a blend of plant, animal

and…something else. The creatures hide in thejungle and move slowly so they don’t givethemselves away. They also work together torestrain and attack more dangerous prey, showingmore than just animal cunning.Attributes: Agility d6, Smarts d6(A), Spirit d10,

Strength d12+2, Vigor d8Skills: Fighting d12, Notice d8, Stealth d12Pace: 8; Parry: 8; Toughness: 7Special Abilities

• Camouflage: A jungle lurker that is notmoving blends into the surroundingvegetation. If it succeeds on a Stealth vs.Notice roll, it gains the drop for the first roundof a fight.

• Construct: +2 to recover from Shaken; noadditional damage from called shots; bulletsand other piercing weapons do half damage;immune to disease and poison (though notdefoliants).

• Claws: Str+2.• Fear: Jungle lurkers, once seen for what they

are, force Guts checks.• Size +1: Jungle lurkers are several hundred

pounds of animal and vegetable matter.• Vines: +4 to Grappling attempts.• Weakness (defoliants): A jungle lurker takes

2d8 damage per round of contact with anydefoliant.

The PicketsThe plain is relatively open, though there are

a few stands of trees. Much of the terrainaround the plain is forested, however, and theNVA has pickets established about 25 yardsinside this perimeter. Wherever the heroesapproach, they must bypass or otherwisecircumvent a platoon of regular NVA soldiers onguard duty.

Page 122: Savage Worlds Tour of Darkness

122

The Plain of JarsThe team arrives at the edge of the Plain of

Jars and sees a number of troops between themand the temple. A stand of trees near thetemple would permit them to move to within50 yards (25”) if they circle around to get closer,they encounter more pickets.

The temple is a simple, wooden structure builtwithout stilts on a raised area of the rollingplain. On the roof is a statue of a snake, quitesimilar to the artifact the team discovered at thetemple of Aran. Glowing arcane symbols arecarved on the pair of pillars flanking the doorand on the door frame itself.

Once the team is in position to move, a boltof lightning comes out of the clear sky and forksto strike each and every jar on the plains. Heroesmust make a Vigor roll or become Shaken.

After the lightning strike, a low buzzing arisesfrom around the entire plain. The characters canfeel the sound more than hear it. It rattles in theirsternums and they can feel it in their feet.Moments later, each and every jar across the plainbegins to glow. There are jars near the team, and itbecomes clear as the volume of the buzzingincreases that the jars are the source of the sound.On a Notice roll, any soldier with a dragon tatoonotices it is warm, though not painful. From thispoint onward, any soldier with the tatoo raises hisStrength and Vigor one die type.

One round after the lightning strike there is aloud crack and a sudden burst, and a vague,shadowy form flies from each of the jars. Theseforms circle in the air momentarily then darttoward the nearest human host. Everywhere onthe plain and along the pickets in the forest, theforms fly into the soldiers and merge with them.The eyes of the possessed soldiers glow aburning yellow.

At the beginning of each round, each hero mustmake an opposed Spirit roll against the shadows,who make a group roll using a d10 for their Spirit.The hero may add +4 to this roll if he received theKiss of the Phoenix at Xuan Nhan. On a raise, thehero is immune to possession by these spirits. Ona raise by the spirits, the hero is possessed. Onany other result, the contest continues the nextround. The hero is free to act during these rolls.

The possessed soldiers use a d10 Spirit andhave +2 Toughness but are otherwise identical tonormal NVA soldiers. They open fire on theheroes the round after they are possessed.

Two rounds later, a bolt of lightning strikesthe idol on the temple roof. It begins to move.

Daboia IdolThe arcane energies of the Plain of Jars and

the rituals inside the temple bring the idol on theroof to a sort of life.Attributes: Agility d10, Smarts d10(A), Spirit d12,

Strength d12+4, Vigor d12Skills: Fighting d12+2, Notice d10Pace: 10; Parry: 9; Toughness: 18 (5)Special Abilities

• Armor +5: The idol’s hide is made of stonyscales.

• Bite: Str+3.• Fear -2: The idol causes Guts checks at –2.• Mind-wrenching: A soldier who must roll on

the Psychosis Table after seeing the daboiaidol makes the roll at +4

• Poison -4: Anyone who is Shaken or Woundedby the bite of the Daboia Idol must make aVigor roll at –4 or die in six rounds.

• Size +5: The daboia idol is 60 feet long.

In addition to the daboia and 20 possessedsoldiers, there are two North Vietnamese sorcererswho stand just inside the temple door. They alsodefend the temple against the heroes’ approach.

There are more soldiers scattered around theplain who can turn their attentions toward theplayers, should you want or need moreopposition.

Note: If the heroes did not dig up the moonplants in the Son Tay raid there are also 12 moonwalkers under the control of the NVA sorcerers.

The TempleInside the temple is General Giap, Vu Linh

Pham, the supposedly-lost body of Ho Chi Minh,and thirteen sorcerers. (That number does notinclude the two who stood guard.) The ritual hasjust completed. Read the following to the team:

You enter the temple and your eyesquickly adjust. The body of Ho Chi Minhlies on an alter at the front of the temple.General Giap stands at his head and VuLinh Pham at his feet. Arrayed around theoutside of a the floor stand 13 sorcerers.They all stare transfixed at the center ofthe room, where a Chinese symbol 15 feetacross has been painted.

Any hero who succeeds on a Knowledge(Chinese) roll, or a Common Knowledge roll at -4recognizes the symbol as that of a portal or gate.

A bolt of lightning crashes through theroof into the center of the symbol. Youshudder from the shock and the air stinksof ozone, but much, much worse than thatis what you see through where the floorused to be. You are lookinginto…somewhere else.

Another world. Another universe.

Page 123: Savage Worlds Tour of Darkness

123

There are beings there. Thousands. Maybemillions. And they are crawling, loping, andflying toward you at an alarming speed. Atthe forefront of this mass is a great, darkshadow; a shadow that seems to suck thelight in from the universe around it. Only itseyes defy the darkness, and they flickerwith red, malevolent flames.

The shadow crosses the barrier into this worldfirst. As it does, the winds outside the templebegin to howl and rain falls, increasing inintensity until it is a torrent. The shadow makescontact with Ho Chi Minh’s body, and disappearsinside. Minh sits up and looks directly at theheroes, his eyes now flickering flames.

Observing the entry of the Ancient One andthe demons is a Mind-wrenching event. Theheroes must roll Guts at –4 or lose 2 points ofSanity. Any roll on the Psychosis Table generatedby this event is at +4.

If the heroes are inclined to activate theirnuclear weapon, they are welcome to do so atany time. Move ahead to Ground Zero. Otherwise,the fight is against the sorcerers, Giap, Pham, theAncient One. The Ancient One is impervious toattack, has any power you choose, and unlimitedPower Points. In short, the heroes can’t win.

The Ancient One is here to turn our realityinto a living Hell and he brought his friends withhim. Five demons climb out of the rift betweenthe dimensions every round. Use stats for apedemons even though each demon has afrighteningly different appearance.

Should the team run, the world is lost. Theonly option is to blow the nuke.

Ground ZeroIf the nuke is detonated, it incinerates. Minh,

Pham, Giap, the demons, sorcerers, and thetemple itself. This closes the gateway and sealsit once again.

The heroes may survive the blast if they hadthe tortoise pendant or have been true to thePhoenix Program (your call). The former surroundshim with a protective blue glow, the latter thefiery glow of a spectral bird. In either case, theheroes clothing and weapons are not protected.

It’s time to battle the last vestige of theAncient One—while wearing their birthday suits.

To Battle an Ancient OneThe last remnant of the Ancient One rages,

trapped in a temporal pause as the nuclearfirestorm rages. The spirit envelops one of thesoldiers at random and initiates an opposedSpirit test (it has a d12 with a d10 Wild Die). Thehero adds the following to his roll:

• The character’s Charisma

• Half the hero’s current Sanity (round up)• +2 if he has the Kiss of the Phoenix• +2 if he has the Dragon Tatoo• +2 if he has the Tortoise Pendant• Subtract any wounds or Fatigue

If the hero wins the contest—even by a singlepoint—the Ancient One can no longer attempt topossess him.

If the Ancient One wins the opposed roll, thehero takes a Fatigue level but is otherwiseignored. On a raise, the hero is possessed.

A possessed hero feels his soul ripped fromhis body. It is the last thing he ever feels. Addtwo die types to all the hero’s traits other thanSpirit. Use the Ancient One’s Spirit in its place(d12+2 with a d10 Wild Die).

The Ancient One attacks the other heroes withhis bare hands. A fight to the death ensues. Shouldthe body possessed by the Ancient One be killed,the shadow reappears and it again begins toattempt to possess anyone not yet immune.

If a hero thinks of it, he may attempt to ripthe tortoise pendant from the neck of thepossessed soldier. This is successful on aFighting attack at –2. The body of any soldierwho loses his pendant is instantly incinerated.

BanishmentShould the Ancient One find itself without a

potential host among the heroes, it fades with afinal tooth-gnashing cry. A shock wave emanatesfrom the Ancient One as it disappears, throwingthe heroes out of the blast.

Regardless of how many rounds the fightconsumes, only seconds pass outside the nuclearfire storm. Any surviving heroes find themselvesthrown beyond the devastation into the jungle.They are without clothes and gear, and there arestill hazards in the wilds, but the great threat isnow gone.

AftermathThe heroes pick themselves up and make their

way back to the LZ for an Air America flightback to base. Arcane events recede to near-normal levels in Vietnam, so the team is sentback to the World for extended R&R. Perhaps oneday they will be fit to reenter normal society.Thanks to them, the portal has been closed andour world remains safe.

The United States President and his advisorsrecognize that the true danger in Southeast Asiahas been destroyed and slowly orders theevacuation of Vietnam.

The country is distracted by Watergate andsoon at peace.

For now.

Page 124: Savage Worlds Tour of Darkness

124

During their tour of duty, the usual enemy aunit faces is the Vietnamese in the form of VM, VCor NVA but there are other evils to fight. Thischapter deals with the kinds of things your playercharacters may meet in the steaming jungles.

Free World ForcesRegular ARVN Trooper

Conscripted from his local village to fight fora government that meant nothing to him, thetypical ARVN soldier is barely literate and ill-trained. Many of his officers are politicalappointees who were rarely, if ever, present.Equipped with World War II vintage weapons, it’slittle wonder that many ARVN soldiers foughtpoorly early in the war. With American trainingand better equipment, however, the quality of theARVN forces improved, although their moraleremained brittle if not properly supported.Attributes: Agility d6, Smarts d6, Spirit d4,

Strength d6, Vigor d6Skills: Fighting d6, Guts d4, Notice d4, Shooting d6Charisma: 0; Pace: 6; Parry: 5; Toughness: 5Equipment: Helmet, M1 rifle, 2 frag grenades.

ARVN Airborne TrooperOfficially formed in 1948 by the French, ARVN

paratroopers have a proud reputation as elite, fire-brigade troops, and were known as “Angels inRed Hats.” This reputation was soured, however,due to their occasional use against anti-government protests.Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d6

Skills: Fighting d6, Guts d6, Intimidate d6, Noticed6, Shooting d8

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5Edges: Acclimated.Equipment: Helmet, M1 rifle, 2 frag grenades.

Montagnard FighterThese primitive tribesmen live in the Highlands

and mountains of Indochina, having been pushedout of their ancient homes by the ancestors of thepresent-day Vietnamese. Scorned and looked downupon by the lowlanders, the Montagnards are anatural paramilitary force recruited by AmericanSpecial Forces to help wage a counterinsurgencycampaign. Accustomed to living on little ornothing, these men are superb guerilla fighters andfierce warriors who neither expect nor offer quarter.Attributes: Agility d6, Smarts d4, Spirit d8,

Strength d6, Vigor d8Skills: Fighting d8, Guts d8, Intimidate d6, Notice

d8, Shooting d6Pace: 6; Parry: 6; Toughness: 6Edges: Acclimated, Woodsman.Hindrances: Bloodthirsty.Equipment: M1 rifle, knife.

RF/PF SoldierThe irregular militia units raised by the Special

Forces such as the RF/PF soldiers or the CIDGs.These troops were usually fiercely anticommunistand Special Forces leadership forges them into aneffective force of irregulars.Attributes: Agility d6, Smarts d6, Spirit d8,

Strength d6, Vigor d6Skills: Fighting d6, Guts d8, Shooting d4, Stealth

d8, Throwing d6Charisma: 0; Pace: 6; Parry: 5; Toughness: 5Equipment: A mix of US WWII small arms.

Hearts of DarknessHearts of DarknessHearts of DarknessHearts of DarknessHearts of Darkness

Page 125: Savage Worlds Tour of Darkness

125

Australian/New Zealand SoldierBeginning in 1962, Australia began sending

troops into South Vietnam in the form ofadvisors. By 1965, ground units began engaging incombat with tier numbers eventually peaking at7,672 troops in-country. By late 1967 Australia haddeployed an infantry regiment and battalion,medium tank squadron, SAS detachment, and ahost of other supporting units, mainly based inIII Corps CTZ. Australian troops served a one yeartour, but entire units rotated in and out of thecountry, unlike the US policy of individualreplacements. At the height of the war Australianunits were issued US weapons to facilitateresupply.Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d6Skills: Fighting d8, Guts d6, Notice d6, Shooting

d8, Throwing d6Charisma: 0; Pace: 6; Parry: 6; Toughness: 5Equipment: M16 rifle, bayonet, 2 grenades.

South Korean SoldierBeginning in 1965, South Korea made a

substantial contribution to the Free WorldForces operating in South Vietnam. Twoinfantry divisions, a marine brigade, and avariety of support units formed the bulk ofKorea’s forces in the South. Based primarily in IICorps CTZ, the Korean soldiers and marinesgained a fearsome reputation among their VietCong foes, and were the last of the Free WorldForces to leave the South.Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d6Skills: Fighting d8, Guts d6, Intimidate d8, Notice

d6, Shooting d6Pace: 6; Parry: 5; Toughness: 5Equipment: Helmet, M16 rifle, bayonet

The EnemyThe Vietnamese guerillas fought fiercely in

operation typified by clever and meticulousplanning. After slow and painstakingpreparation, the operation is executed in fourlightening quick phases. Movement to the area(usually in small units that would regroup atthe last minute), the attack itself, clearing thewounded and any salvageable weapons fromthe field, and retreating along previously agreedroutes (again in small groups to aidconcealment). So it is that when the US forcesfind the VC, they are either a large attack forceexecuting a carefully panned assault or inmultiple small units moving rapidly to or froman operation.

VM Regional Forces/Main Force VCOrganized into actual formations such as

companies and battalions, the VM RegionalForces and later the Main Force VC were the hard-core guerillas. Having received more training thantheir militia comrades, the Main Force units couldbe used as augmentation to VM Regular and NVAunits.Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d6, Guts d8, Notice d8, Shooting

d6, Stealth d8Charisma: 0; Pace: 6; Parry: 5; Toughness: 5Edges: Acclimated.Hindrances: None.Equipment: A mix of French and American World

War II era small arms, as well as some AK-47s(for VC). RPGs and light machineguns (RPD, PK,M24/29s) are also be found at the rate of oneper 12 men.

VM Popular Forces/VC Regional MilitiaThese Viet Cong troops are part time

soldiers, but have served weeks at a time andreceived rudimentary training and battleexperience. Not as green as village militia, theyare still not much of a match for regularmilitary units unless present in overwhelmingnumbers.Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d6, Guts d8, Notice d8, Shooting

d6, Stealth d8Pace: 6; Parry: 5; Toughness: 6Edges: Acclimated.Equipment: A mix of World War II era small arms,

as well as some AK-47s (for VC).

Village VM/VC MilitiaFarmers by day and guerillas by night, these

men and women can only serve for limitedperiods of time. Not well trained, they serve ascannon fodder for the cause, and are relegatedto laying booby traps and mining roads andother infrastructure. Rarely do they put up afight against a military unit, preferring to meltaway into the surroundings in order to comeback out of the wood work and continueoperations when the coast is clear.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d4, Vigor d6Skills: Fighting d6, Guts d4, Notice d6, Shooting

d6, Stealth d6Charisma: 0; Pace: 6; Parry: 5; Toughness: 5Edges: None.Equipment: A mix of World War II era small

arms, although each has at least 2 handgrenades.

Page 126: Savage Worlds Tour of Darkness

126

VM Regular/NVA SoldierThe VM Regular is Chinese-trained and

equipped, and is a disciplined and effectiveopponent. Capable of prodigious feats inhorrendous conditions, the NVA soldier makes upfor a lack of technology with a jungle savvy thatconstantly stymies his enemies.Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Shooting d, Guts d8, Sneak d6,

Notice d10Charisma: 0; Pace: 6; Parry: 5; Toughness: 6Edges: Acclimated.Equipment: PPSH-41 (VM) or AK-47 (NVA), 2

fragmentation grenades. 12-man squads areequipped with support weapons such as RPGs,RPD MGs, or even mortars or recoilless rifles. Ata base or on a larger operation, a company maybe equipped with a DShK heavy MG.

Vu Linh PhamVu studied the occult for many years in the

jungles of Vietnam. He met Ho Chi Minh at ayoung age and took the aging occultist as amentor. He has grown in power and is fascinatedwith the prospect of extending and controllinglife, even after death.Attributes: Agility d6, Smarts d12, Spirit d10,

Strength d6, Vigor d6Skills: Faith d12, Fighting d6, Guts d8, Healing d8,

Knowledge (Chinese) d6, Knowledge (English) d4,Knowledge (French) d8, Knowledge (German) d4,Knowledge (Arcane) d12+1, Notice d8, Shooting d6

Hindrances: Quirk (unconcerned by humansuffering), Ugly.

Edges: Arcane Background (Miracles), Extra PowerPoints x 5

Powers: deflection, fear, obscure, puppet, stun,zombie

Power Points: 35Charisma: 0; Pace: 6; Parry: 5; Toughness: 5Gear: various occult items and an M1911A1 he took

from a dead American officer in 1965.

BestiaryThe war in Indochina, coupled with its proximity

to the ancient sites of power that dot withantediluvian energies, caused a number ofunexplainable phenomena. These manifestthemselves through the constant release of darkenergy before and during the war years. Thefollowing section provides a glimpse of some ofthese entities. Of course, the numbers of suchcreatures were beyond cataloging, and someappeared only briefly before returning to the hellsfrom which they spawned.

Ape DemonsThe ancient Cham Empire summoned and

bound demons to guard their temples andtreasure repositories. Originally bound to the willof the priests, the North Vietnamese have foundsome of the sacred stones that allow thepossessor to awaken and control these beasts.Some have been set loose from the Champatemples they originally guarded deep in thejungle. The NVA are trying to train these thingsto be guards for bases and tunnels.Attributes: Agility d8, Smarts d8 , Spirit d8,

Strength d12, Vigor d8Skills: Fighting d8, Guts d8, Intimidate d6, Notice

d8Pace: 6; Parry: 6; Toughness: 8Special Abilities

• Bite: Str +1• Claws: Str +2• Fear -2: The vicious features of these ancient

horrors is truly a terrifying sight.• Mind-Numbing: The truly horrific appearance

of these things causes rolls on the PsychosisTable to be +2.

• Size +2: Ape demons weigh over 500 pounds.

Adventure Seeds: The unit arrives at an ancienttemple to find a group of North Vietnamesearchaeologists who have discovered an almostintact set of tablets giving them the power tocontrol the Ape Demons bound to guard thetemple. If the unit can seize the tablets, Januswould be very interested to know what they cando.

BlightsThe US reaction to the increasingly frequent

stories of sentient plants and living trees thatattacked patrols was Operation Round-up. Thecountryside was doused with massive doses ofherbicides in an effort to kill these supernaturalmanifestations. Of course, MACV-SOG needed acover story, and defoliation to expose guerillaswho hid in the thick growth was the perfectstory. What the planners never expected was theinsult to the land would itself give rise to“blights.” These entities arose from thedevastation wrought on the landscape by theherbicides.

When dormant, these creatures appear to be apile of dead trees, twigs, brown grasses, anddust. When American or ARVN troops approach,however, the blight rears up and attacks.Strangely, they do not attack VC or NVA troops,or local villagers.Attributes: Agility d8, Smarts d4 (A), Spirit d8,

Strength d10, Vigor d12Skills: Fighting d10, Guts d8, Notice d10Pace: 4; Parry: 7; Toughness: 8

Page 127: Savage Worlds Tour of Darkness

127

Special Abilities• Claws: Str +1• Construct: These creatures are immune to all

fear effects and called shot, and take halfdamage from piercing attacks such as bullets.

• Fear: The terror of facing a jungle come alivecauses a Fear check as vines and foliagestrive for payback.

• Large: These creature’s size gives attackers +2to hit.

• Size +5: Blights are massive creatures.• Slow: Blights lumber along, and can’t run.• Toxic Soup: The residue of Agent Orange and

the other herbicides lingers in the blight’scomponents. Characters successfully struckby the blight must make a Vigor roll. Thosewho fail are Shaken as the toxins coursethrough their system. Any soldier rolling a oneon a Vigor die gains the Anemic Hindrance.

• Weakness (Fire): Blights are bone dry, andsuffer double damage from flame attacks(including WP grenades).

Adventure Seeds: The unit is sent into thedeep jungle to find the aircrew of a downed C130flying defoliation missions. The soldiers walkthrough the devastated countryside but find nosign of the aircrew. At the crash site, the mangledairplane itself is covered in dead-lookingvegetation as if the jungle was trying toobliterate the aircraft that poisoned it. As theunit investigates the crash site, the blightsattack.

ChopperThese horrors, summoned by NVA sorcery,

resemble giant beetles with tentacles that danglefar beneath them. They are typically found overthe trees near a clearing. The rapid beating oftheir wings sounds deceptively like helicopterrotors, so GIs under fire often move to the treesto await extraction. The choppers’ tentacles reachthrough the foliage to snatch them up and haulthem into their toothy maws.Attributes: Agility d8, Smarts d8 (A), Spirit d8,

Strength d12+4, Vigor d10Skills: Fighting d8, Guts d8, Intimidate d6, Notice

d10Pace: 8; Parry: 6; Toughness: 11Special Abilities

• Deception: The chopper’s wings sound like therotors of a Huey. A Notice (–2) roll means thecharacter realizes it doesn’t sound right.

• Large: The chopper’s large size gives attackers+2 to hit.

• Motion Detection: The chopper detects motionthrough sensory nodes on it’s tentacles todetect prey beneath the canopy. This is anopposed Notice roll against the target’s Stealthif it’s trying to hide.

• Size +4: Choppers are as big as Hueys.• Tentacles: The chopper’s long tentacles receive

a +2 to grab their victims. They have a Reachof 4”.

• Fear -2: Seeing a buddy yanked into thetreetop shakes even hardened vets.

Page 128: Savage Worlds Tour of Darkness

128

Adventure Seeds: The PCs are ordered toassist a unit under fire, which cannot beevacuated by air. As they double-time it to theaid of their comrades, the unit hears thebeleaguered soldiers report they hear helicoptersinbound and have popped smoke. When theyarrive at the battle site, there is no sign of theunit, just the last of the smoke wafting away.They must figure out the mystery quick, as theysoon come under fire and the choppers await.

Crying SpiritsThese eerie creatures are the spirits of soldiers

who died long, agonizing deaths on the battlefieldafter being abandoned with disabling wounds. Leftto be eaten by jungle insects, they seek revenge.Their cries for help can beguile soldiers to come tothem. They look like wounded soldiers, until theyreveal themselves to be bug-infested corpses, whothen roll over to embrace their prey.Attributes: Agility d6, Smarts d4 (A), Spirit d8,

Strength d6, Vigor d8Skills: Fighting d8, Notice d10, Stealth d6Pace: 6; Parry: 6; Toughness: 8Special Abilities

• Choke: Str +1• Fear: Crying spirits cause a Fear check when

they reveal they are not ordinary corpses.• Help Me!: The piteous cries of these undead

creatures can lure even the most hardenedsoldier to his doom. Non-Wild Cards hearingthe wails must make Spirit (-4) rolls eachround or move toward them at full speed untilthey reach the creature or make a successfulcheck.

• Mind-Numbing: The truly horrific appearanceof these things causes rolls on the PsychosisTable to be +2.

• Swarm: These creatures can fling handfuls ofmaggots, insects, and snakes from theirrotting wounds. These act as Small BurstTemplate swarms. A Spirit can generate 1d4swarms per encounter.

• Undead: +2 Toughness; +2 to recover frombeing Shaken. No extra damage from calledshots. Half damage from bullets and piercingattacks.

Adventure Seeds: If the unit had to leave adead buddy behind for any reason, have him turninto a crying spirit when the heroes go outlooking for him.

Moon WalkersKnown for a harsh brutality toward their

prisoners, the NVA have discovered a Cham ritualthat allows any prisoner who dies under tortureto be raised from the dead. Prisoners are killed,have a seedling of a moon plant placed in their

mouths, and then buried standing during a newmoon. When the full moon rises, the corpsesclamber out of the ground, now half plant andhalf animal.Attributes: Agility d8, Smarts d6 (A), Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d6, Notice d10Pace: 6; Parry: 5; Toughness: 8Special Abilities

• Claws: Str +1• Fear: Seeing these undead horrors forces a

Fear check.• Mind-Numbing: Any rolls on the Psychosis

table as a result of these creatures are at +2.• Undead: +2 Toughness; +2 to recover from

being Shaken. No extra damage from calledshots. Half damage from bullets and piercingattacks.

• Weakness: Defoliants cause the moon walkerto make a Spirit roll or be Shaken.

• Mulch: Their plant-like nature means the moonwalker does not bleed. When killed, it turnsinto a pile of vegetable matter, leaving nobody to be counted.

Adventure Seeds: If the unit lost any soldiersto NVA units, there’s a chance they recognize himamongst a group of attacking moon walkers.

The characters may also be tasked to rescue aPOW camp. When they arrive, they find the campdeserted, but a large field beside the camp hasbeen planted with moon walkers and may beready for harvest.

Hsia ThungA primordial race who have ruled the jungles

of Indochina since time immemorial, the Snakemen (Hsia Thung in their own tongue) havedwindled during the millennia and sufferedgreatly under the persecution of the Champakingdom. Now they are all but unknown to themodern world, but may be a supernatural allyagainst the NVA revival of evil Champa sorcery.Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d6, Notice

d10Pace: 6; Parry: 5; Toughness: 6Special Abilities

• Bite: Str +1• Chameleon Skin: Hsia Thung gain +2 to Stealth

rolls when moving. Motionless, they arealmost invisible (-4 to hit if a soldier knowsthe creature is there).

• Fear -1: A Hsia Thung is a fearsome sight.• Low Light Vision: Pits under their eyes give

the Hsia Thung a form of infrared heatsensors, allowing them to “see” by sensingbody heat in dim and low light conditions.

Page 129: Savage Worlds Tour of Darkness

129

All modifiers due to poor lighting areignored.

Adventure Seeds: MACV-SIG has determinedfrom its researches that Hsia Thung are likelyto side with the US against those who wouldbring the magic of the Champa back toVietnam. All the heroes have to do is convincethe snake-men that they are better than theNVA and VC and that they have no interest inthe magic the Thung wield. Success could havevery far-reaching implications. How hard couldit be?

Jade GolemThese small statues are only about 6 inches

high. They were carved out of jade many yearsago by a craftsman named Lo Pao who alsodabbled in sorcery. He was able to imbue thegolems with magic, making them come to lifeand obey simple commands when the rightwords are spoken. They follow simplecommands (in Vietnamese) but are not terriblyintelligent. They cannot talk and only followcommands of up to 3 simple instructions (e.g.,“walk over to the tree, look behind it, and comeback”). If given more than 3-step commands,jade golems only follow the first 3. Players mustfind this out the hard way!Attributes: Agility d8, Smarts d4, Spirit d8,

Strength d4, Vigor d8Skills: Climbing d6, Fighting d6, Notice d6, Stealth

d10, Throwing d6Pace: 3; Parry: 5; Toughness: 10Special Abilities:

• Armor: +4 due to being made of jade.• Small: The Golem’s size gives attackers a -2

penalty to hit.• Infravision: Golem’s can see heat and suffer no

penalties for bad lighting when attackingliving targets.

• Construct: These creatures are immune to allFear effects, disease, poison, and called shotresults. They cannot be Intimidated, and takehalf damage from piercing attacks such asbullets.

• Size -2: The creature is 6” tall.

Adventure Seeds: One of the heroes is given aJade Golem as a gift by a grateful villager forsome reason. They are told it is magical, andgiven the words to make it come to life andbecome inanimate again. Unless they speakgood Vietnamese, there is little they can makeit do.

Lac Viet MonsterLac Viet is a lake in Vietnam rumored to have

its own monster. While Americans call it the“Loch Viet Monster”, the locals know that it isnamed Cau Dau Son. This creature has lived inthe lake for hundreds if not thousands of years.It periodically comes out of the lake to kidnaplocals, and drags them back to a watery grave. Itstands 10’ tall and has dark green scaly skin, afrog-like head, and webbed hands and feet. Itsupposedly lives in a sunken sampan full oftreasure that was sacrificed to the creature longago in a failed attempt to appease it.Attributes: Agility d8, Smarts d4, Spirit d10,

Strength d12, Vigor d12Skills: Fighting d12, Guts d12, Intimidation d10,

Notice d8, Stealth d8, Swimming d12, Throwingd8

Pace: 6 (12); Parry: 8; Toughness: 8Special Abilities:

• Aquatic: native to the water• Fear (-2): anyone seeing the monster must

make a Fear check at –2.• Large: +2 to be hit• Low Light Vision: The monster ignores all

penalties for bad lighting.• Mind-Numbing: Any rolls on the Psychosis

table as a result of the Lac Viet monster areat +2.

• Regeneration (Slow): Cau Dau Son makes ahealing roll once per day.

• Size +4: The creature is over 20’ long.

Adventure Seeds: Lac Viet can be placedanywhere that is convenient to your campaign.The monster is terrorizing local villagers, and theunit is dispatched to investigate the problem.According to HQ, the VC are likely to be theactual cause. When the heroes discover themonster actually exists, they must defeat it andconvince the locals it was not paranormal. Theymay also reason that if the creature is real, therumored treasure must also be there.

Laos LiceDr. Seng Sayavong, a biologist from a wealthy

Laotian family who embraced Communism in theearly 1960s, breeds Laos lice in a secretlaboratory in the Laotian jungle. He originallyoffered his services as a scientist to Russia butwas dismissed as a crackpot.

Returning to Laos, Sayavong constructed a lab toengineer new creatures to help the war effort. Hisonly real success has been the development ofhuge lice now known by SpecFor as Laos Lice.

The Lice grow to 3" to 6" long and areparticularly attracted to humans, crawling inside

Page 130: Savage Worlds Tour of Darkness

130

helmets left on the ground. When a soldier puts onhis helmet the louse crawls down to the scalp. Thesoldier can make a Notice (-2) roll to realizesomething is happening. If the louse is notremoved, it burrows under the scalp and begins tofeed. As it swells, allow a Notice roll due to theincreased pressure on the scalp.

Laos lice do not cause damage, but aredisgusting. When they are discovered, the victimmust roll Guts or “freak out” for d6 rounds, yellingand clawing at the lump on his head.

A Healing (-4) roll is required to remove a Lousewithout proper medical equipment. While mostof the body can be dug out, if the head remainsit re-grows its body in a few days. Dousing theafflicted area in gasoline or a similar substancefor a few minutes kills Laos Lice.

If left undisturbed, a louse lays 2d6 eggs after3 days. Babies are about 1" long, and begin toburrow under the skin after living on the scalpfor 24 hours—which kills the victim instantly.Attributes: Agility d4, Smarts d4 (A), Spirit d4,

Strength d4, Vigor d4Skills: Climbing d12, Stealth d8Pace: 1; Parry: 2; Toughness: 2Special Abilities:

• Regeneration: See description.• Size -3: Laos lice are 3” to 6” long.• Very Small: Laos Lice are -3 to be hit.

Adventure Seeds: The unit is sent toinvestigate rumors of a laboratory in the Laotian

jungle near the Vietnam border. On a convertedplantation they find Dr. Sayavong has Viet Congtroops and mutated animals serving as guards.

Long XiLong Xi are large spider-like creatures, which

hide in the triple canopy of the jungle. They dropon unsuspecting prey, sting them with a paralyticpoison, and drag them into the treetops. Therethey encase the victim in a sticky resin-likesecretion. Some are kept for food, while othershave new eggs implanted inside them. Aftergestating for three weeks the lurkers devour theirhost and burst out to begin the life-cycle anew.Attributes: Agility d10, Smarts d6 (A), Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d6, Notice

d10Pace: 6; Parry: 5; Toughness: 6Special Abilities

• Bite: Str +1.

Adventure Seeds: The unit discovers a smallLRRP camp, recently abandoned. C-rations andweapons lie scattered about. The LRRPs are upin the canopy above. If the heroes manage tosave the Rangers, they have all been impregnated.

Marsh LurkerA marsh lurker looks a lot like a large, upside-

down octopus with a big mouth in the middle ofthe top of its head. They hide in marshes and

Page 131: Savage Worlds Tour of Darkness

131

wait for prey to come to them. Marsh lurkers aredark gray or black and have a number of longtentacles. They lay under the water with theirtentacles spread out (up to a 30 foot diameter insome cases) and their heads mostly buried in themuck, leaving just the maw and tentacles nearthe surface. They wait for unsuspecting prey, grabthem with their tentacles, then drag them towardtheir deadly maw.Attributes: Agility d8, Smarts d6 (A), Spirit d6,

Strength d10, Vigor d12Skills: Fighting d8, Guts d8, Notice d6, Stealth d8,

Swimming d12Pace: 4; Parry: 6; Toughness: 8 (+2 if a bullet must

travel underwater to hit the creature)Special Abilities:

• Aquatic: A lurker can only move underwater.• Fear: Seeing a marsh lurker forces a soldier to

make a Fear check.• Mind-Numbing: Any rolls on the Psychosis

table as a result of these creatures are at +2.• Low Light Vision: Lurkers ignore all penalties

for bad lighting.• Tentacles: Reach 5”. Marsh lurkers can make

up to three attacks each round. On a raise, theLurker has grappled the target. An entangledvictim may only attempt an opposed Strengthroll each round to escape. Once grappled, theLurker moves the prey to its mouth andbegins to devour it, automatically doing itsStrength damage every round.

Adventure Seeds: The heroes are under ordersto capture one of these creatures and bring itback for study. Hauling it out of the marsh andgetting it back to base unseen is a logisticalnightmare.

Napalm HorrorsPeople who died a horrifying death due to

napalm. They seek to wrap their arms around anenemy and burst into flames, engulfing theirvictim. They both then rise, phoenix-like fromthe ashes, to seek others to burn into theirbrotherhood.Attributes: Agility d8, Smarts d6 (A), Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d6, Notice

d10Pace: 6; Parry: 5; Toughness: 6Special Abilities

• Flamer: Any character hit by a Napalm Horrorbursts into flames.

• Immunity: Napalm Horrors are immune to allflame-based attacks.

• Fear -2: The blackened appearance and flakingskin are terrifying to behold.

• Mind-wrenching: Failing a Guts check causedby this monster results in the loss of 2 Sanity.

Any Psychosis rolls caused by Napalm Horrorsare at +4.

• Undead: +2 Toughness; +2 to recover frombeing Shaken. No bonus from called shots.Half damage from bullets and piercing attacks.

• Weakness (water): Dousing the Horrors inwater does 2d6 damage to the creatures.

Adventure Seeds: Villagers report seeing lightsfloating out in the jungle or delta at night, butare too afraid to investigate. The soldiers’command instructs a sister unit to check, butthey never return. The unit must find whathappened to their friends and deal with theshock of seeing their fellow soldiers reincarnatedin the flames.

Nhan Diep (Texas Skeeters)Deep in the jungle, patrols have reported

attacks by giant mosquitoes. Local villagers tellof the legendary Nhan Diep – giant, blood-sucking insects that are sometimes said to guardancient ruins. The creatures typically grow toaround a foot in length. They seem to cluster ingroups of 2d12. Americans call them “TexasSkeeters.”Attributes: Agility d10, Smarts d4 (A), Spirit d4,

Strength d4, Vigor d4Skills: Fighting d6, Guts d6, Notice d10Pace: 10; Parry: 5; Toughness: 2Special Abilities:

• Stinging Bite: Str +1.• Size -2: Laos lice are 3” to 6” long.• Small: The creatures’ size gives attackers a -2

penalty to hit.• Low Light Vision: Nhan Diep ignore all

penalties for bad lighting.• Wall Walker: Texas Skeeters can walk on

horizontal surfaces or even upside down atnormal Pace.

• Paralysis: A target who is Shaken or Woundedby the sting of a Texas Skeeter must make aVigor roll or fall prone and be paralyzed for2d6 rounds.

• Blood Sucker: Each round after the skeeterbites, the victim must make a Vigor check orgain Fatigue from blood loss.

Adventure Seeds: The unit is ordered to try tolocate an ancient ruin rumored to lie in a jungle.When they arrive, they are attacked by a horde ofNhan Diep guarding the ruins and must fighttheir way through.

Vampire LeechNobody knows how these massive leeches

came to be. At over one foot long before feeding,these beasts are capable of draining several pintsof blood from a man. If two or more of these

Page 132: Savage Worlds Tour of Darkness

132

creatures latch onto the same victim, there is avery real danger of death.Attributes: Agility d8, Smarts d4 (A), Spirit d4,

Strength d4, Vigor d8Skills: Fighting d8, Guts d8, Notice d10, Swimming

d8Pace: 8; Parry: 6; Toughness: 6Special Abilities

• Aquatic: Leeches live in the water and can befound in any river, stream, or pool.

• Blood Sucker: Each round after the leechbites, the victim must make a Vigor check orgain a fatigue as the blood is drained from hisbody.

• Bite: Str +1.• Size -2: Vampire leeches are one foot long.• Small: The creatures’ size gives attackers a -2

penalty to hit.• Tenacious: Leeches cannot be detached

forcibly without causing 1d8 damage to thevictim.

• Weakness (Fire): Leeches release their grip ona victim if burned. They take double damagefrom fire-based attacks.

VC HybridsIn addition to the militia employed to conduct

guerilla raids, the VC have made extensive use ofsupernaturally modified soldiers.

Bac Cong (Tunnelers)The extensive tunnel systems house some VC

who have not been above ground for many years.

Some never leave the confines of the VC burrowsand are forever altered. Their eyes grow tocompensate for the gloom, their fingers havefused into claw-like appendages, their skin isalmost translucent and they walk with ashuffling gait.Attributes: Agility d8, Smarts d6 (A), Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d6, Notice

d10Pace: 6; Parry: 5; Toughness: 6Special Abilities

• Burrowers: Pace d4. They can erupt from theground and attack on a successful opposedStealth roll versus the target’s Notice, receivinga +2 to attack and damage.

• Claws: These creatures have developed badger-claws to better dig their warrens. In combatthey do Str+1

• Fear: These creepy degenerates prompt a Fearcheck from all who see them.

• Low-Light Vision: Tunnelers ignore Dim andDark lighting penalties.

• Mind Numbing: Failing a Guts check and Spiritroll costs the soldier 1 Sanity point.

NVA Super SoldiersThe result of decades of research by the Nazis

and Japanese biological engineers, the serum thatcreates the super soldiers is a rare commodity.Initial tests prove these soldiers are immenselystrong and can withstand great pain, but thegains are usually outweighed by the soldiers’over-aggressiveness so they can only be used inlimited actions.Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d10, Vigor d10Skills: Fighting d10, Guts d8, Intimidate d6, Notice

d10, Shooting d8Charisma: -4;Pace: 6; Parry: 7; Toughness: 8Edges: Combat Reflexes, Nerves of Steel.Hindrances: Bloodthirsty.Special Abilities

• Fear -2: Seeing the relentless attacks of thesedetermined warriors forces a soldier to make aGuts check at -2.

• Mind-Numbing: Any rolls on the Psychosistable as a result of these creatures are at +2.

• Super Serum: +2 steps in Strength and Vigor;Nerves of Steel; Bloodthirsty Hindrance.

Adventure Seeds: The unit discover a tunnelcomplex which hides a factory producingbatches of the serum. If they can fight their wayunderground and rescue samples, they may havea new weapon to aid the US war effort.

Page 133: Savage Worlds Tour of Darkness

133

Shadow SappersShadow sappers are VC who can slip through

the US concertina wire with supernatural abilitythanks to the mystic symbols tattooed into theirskin and the charms they wear.Attributes: Agility d8, Smarts d6, Spirit d8,

Strength d6, Vigor d8Skills: Fighting d6, Guts d8, Intimidate d6, Notice

d10Pace: 6; Parry: 5; Toughness: 6Special Abilities

• Explosive: Sappers can detonate themselves,placing a Medium Burst Template centered onthem. This explosion causes 2d10 damage (andof course kills them instantly).

• Fleet Footed: These VC roll a d10 whenrunning instead of a d6

• Slippery Devils: Shadow sappers ignoremovement penalties for difficult ground,seeming to slither through obstacles withsupernatural ease.

• Nimble: Shadow sappers weave and dodge asthey run, seeming to be able to duck out ofthe way of the most withering fire directedagainst them. All ranged attacks (but not areaattacks or weapons such as shotguns orbeehive rounds) are at a –4 to hit them, inaddition to any range penalties.

AppendixFrench Formations

The French military of this period was stillrecovering from the trauma of World War II andthe Nazi occupation. By law, French conscriptswere not allowed to serve in Vietnam, so insteadForeign Legion and African Colonial units madeup the bulk of the French forces in Indochina.

To help you to organize the heroes’ place inthe chain of command for a typical companystructure is presented here.

Foreign Legion Infantry CompanyAs the main striking force in Indochina, many

Foreign legion units were set up as airborneparachute units, while others had their strengthdissipated among a series of small, squad orcompany size outposts along the Chinese border,where they were easy picking for the growingViet Minh military forces.

The rifle company is typically organized into acompany HQ, three rifle platoons and a weaponsplatoon. Each rifle platoon is usually comprisedof an HQ section, and three rifle sections. Foursuch rifle companies are then organized into abattalion along with an HQ company and a largenumber of support elements. The chart below

shows the troops needed to make up a typicalcompany, their ranks, and personal weaponry.

Colonial troop companies would follow roughlythe same pattern, but replace the listed weaponswith the older weapons from the French list,such as Lebel 1886M93, Berthier M1907/15 rifles,Reibel M1931A Fortress Gun / FM 24/29machineguns, and halve the number ofspecialists such as gunners, RTOs, and medics.

Company Headquarters1 Company Commander (O3) (MAT-49)1 Executive Officer (O2) (MAT-49)1 First Sergeant (E8) (MAT-49)3 RTOs (E1-E4) (No 4 Lee-Enfield)1 Runner (E1-E3) (No 4 Lee-Enfield)2 Medics (E4+) (Enfield no. 2)2 Gunners (E2-4) (.30 cal MG)4 Assistant Gunners) (E1-E3)2 Gunners (E2-E4) (90mm Recoilless Rifle)2 Assistant Gunners (E1-E3) (No 4 Lee-Enfield)

Rifle Platoon (x3)Headquarters Section1 Platoon Leader (O1) (MAT-49)1 Platoon Sergeant (E5-E7) (Thompson SMG)1 RTO (E1-E4) (No 4 Lee-Enfield)1 Medic (E4+) (Enfield no. 2)1 Gunner (E1-3) (60mm mortar)2 Assistant Gunners (E1-3) (Sten)

Rifle Squad (x3)1 Squad Leader (E5-E7) (Thompson SMG)1 Corporal (E4) (Sten)1 Gunner (E1-E3) (Bren or BAR)12 Riflemen (E1-E3) (MAS-36)

US FormationsThe US military of this period was undergoing

a transition from the 1950s “atomic” formationsdesigned to fight on the nuclear dominatedbattlefields of that time to a more traditionalformation. The terrain and enemy faced inVietnam means that a force that waspredominantly armor and mechanized infantryneeds to be reconfigured to a lighter, moreinfantry-intensive style of warfare.

To help you organize the heroes’ place in thechain of command a typical company structureis presented here.

US Army Light Infantry CompanyThe Army went through several iterations of

its TO&E, and units had a lot of latitude in thefield to find out what works for them. Combinethis with a chronic shortage of soldiers and theintroduction of new weapons throughout theperiod and the units in the field could differ

Page 134: Savage Worlds Tour of Darkness

134

radically. The TO&Es shown below give the WM ageneral idea of what these units look like onpaper. Modify them as you see fit, especially forspecial missions.

The rifle company is typically organized into acompany HQ, three rifle platoons and a weaponsplatoon. Each rifle platoon is usually comprised ofan HQ section, three rifle squads and a weaponssquad. Three such rifle companies are then abattalion along with an HQ company and a largenumber of support elements. The chart belowshows the troops needed to make up a typicalcompany and their ranks and personal weaponry.

Although the numbers below show a strengthof almost 200 men, in actuality most companiesaveraged 100 to 150 men. Some companies mightdrop as low as 50 men after prolonged action.

Company Headquarters1 Company Commander (O3) (M-16)1 Executive Officer (O2) (M-16)1 First Sergeant (E8) (M-16)3 RTOs (E1-E4) (M-16)1 Runner (E1-E3 (M-16)2 Medics (E4+) (.45 pistols)

Rifle Platoon (x3)Headquarters Section1 Platoon Leader (O1) (M-16)1 Platoon Sergeant (E5-E7) (M-16)2 RTOs (E1-E4) (M-16)1 Medic (E4+) (.45 pistol)

Rifle Squad (x3)1 Squad Leader (E5-E7) (M-16)1 Corporal (E4) (M-16)2 Grenadiers (E1-E3) (M-79 and .45 pistol)6 Riflemen (E1-E3) (M-16)

Weapons Squad1 Squad Leader (E5-E7) (M-16)2 Corporals (E4) (M-16)2 Gunners (E1-E3) (M-60, .45 pistol)2 Assistant Gunners (E1-E3) (M-16)2 Gunners (E1-E3) (90mm Recoilless Rifle)

Weapons PlatoonHeadquarters Section1 Platoon Leader (O1-O2) (M-16)1 Platoon sergeant (E5-E7) (M-16)2 Forward Observers (E5-E7) (M-16)3 RTOs (E1-E4) (M-16)1 Runner (E1-E3) (M-16)

Weapons Squad (x3)1 Squad Leader (E4-E5) (M-16)1 Grenadier (E1-E3) (M-79 and .45 pistol)4 Mortarmen (E1-E3) (M-16s, .45 pistols)

Remember that, in addition to their personalweaponry, the mortarmen of the weaponsplatoon must carry the platoon’s three mortarsand that every soldier in the company carries ashare of the ammunition for the heavy weaponry.

The recoilless rifles are a problem in the field.Many units did not take them along, insteadpreferring to either boost the size of themachinegun crews to three men or add an extramachinegun.

Due to the weight of the support weapons, theweapons platoons are often kept back at a basecamp, or set up in temporary firebases tosupport the sweeps of the remainder of thecompany. Some units actually converted theweapons platoon into a reduced strength rifleplatoon and did away with the 81mm mortars,switching them out for the more portable 60mmmortars, or parceled out the platoon members asreplacements for the rifle platoons.

Marine Infantry CompanyMarine units used the M-14 rifle and the M-14A1

until 1968, with some units keeping the M-14A1for its additional firepower. Often the M-60s andbazookas from the weapons platoon are parceledout to the rifle platoons for additional firepowerwhen in the field. The structure is much thesame as for the US Army unit except for thelarger squad size.

Company Headquarters1 Company Commander (O3) (M-14)1 Executive Officer (O2) (M-14)1 Gunnery Sergeant (E7-E9) (M-14)3 RTOs (E1-E4) (M-14)1 Runner (E1-E3) (M-14)2 Corpsmen (E4+) (.45 pistol)

Platoons (x3)Headquarters Section1 Platoon Leader (O1) (M-14)1 Platoon Sergeant (E5-E8) (M-14)2 RTOs (E1-E4) (M-14)2 Corpsmen (E4+) (.45 pistol)

Rifle Squad (x3)1 Squad Leader (E4-E7) (M-14)3 Fire Team Leaders (E4) (M-14)1 Grenadier (E1-E3) (M-79 and .45 pistol)3 Riflemen (E1-E3) (M-14A1 SAR)6 Riflemen (E1-E3) (M-14)

Weapons Platoon (x1)Headquarters Section1 Platoon Leader (O1) (M-14)1 Platoon Sergeant (E5-E7) (M-14)2 Corpsmen (E4+)1 RTO (E1-E4) (M-14)

Page 135: Savage Worlds Tour of Darkness

135

1st Squad (Mortar)1 Squad Leader (E5-E7) (M-14)2 Corporals (E4) (M-14)3 Mortarmen (E1-E3) (60mm mortar, M1911)4 Mortarmen (E1-E3) (M-14)

2nd Squad (Anti-tank)1 Squad Leader (E5-E7) (M-14)3 Fire Team Leaders (E4) (M-14)3 Gunners (E1-E3) (Bazookas, M1911)6 Assistant Gunners (E1-E3) (M-14)

3rd Squad (Machinegun)1 Squad Leader (E5-E7) (M-14)3 Fire Team Leaders (E4) (M-14)6 Gunners (E1-E3) (M-60 MG, M1911)12 Assistant Gunners (E1-E3) (M-14)

Special Forces A-DetachmentSpecial Forces units are typically organized

into 12 man teams, each a specialist in aparticular area, operating in the field with adetachment of CIDG or RFPF soldiers. Operatingfrom permanent camps, the A-Detachments wereresponsible for their own areas of operation andwere expected to be largely self-sufficient.

A-DetachmentDetachment Commander (O3)Detachment Executive Officer (O2)Operations Sergeant (E8)Heavy Weapons Leader (E7)Light Weapons Leader (E7)Intelligence Sergeant (E7)Medical Specialist (E7)Radio Operator Specialist (E7)Assistant Medical Specialist (E6)Demolition/Engineer Sergeant (E6)Combat Demolitions Specialist (E5)Chief Radio Operator (E5)

Depending on the missions the unit isassigned, different specialties may be called for(intelligence or psy ops, for example). Weaponryis not listed as the Special Forces have greatflexibility in their choice of small arms. Oftentimes Special Forces elements that are operatingacross boarders in Laos or Cambodia will take noinsignia and enemy equipment such as AK-47sand RPDs only. If these units are captured allknowledge of their operations are denied.

Four to ten A-Teams are grouped together in aB-detachment under the command of a Major (O4)and two to five B-Detachments are organizedinto a C-Detachment under the command of aLieutenant Colonel (O5).

The Phoenix Program and the CIA Black CATshave even more leeway with picking their gearthan regular Special Forces.

US Marine RanksEnlistedE1 Private PVTE2 Private First Class PFCE3 Lance Corporal LCPLE4 Corporal CPLE5 Sergeant SGTE6 Staff Sergeant SSgtE7 Gunnery Sergeant GySgtE8 Master Sergeant MSgtE9 Master Gunnery Sergeant MGySgt

OfficerO1 Second Lieutenant 2nd LtO2 First Lieutenant 1st LtO3 Captain CaptO4 Major MajO5 Lieutenant Colonel Lt ColO6 Colonel ColO7 Brigadier General Brig GenO8 Major General Maj GenO9 Lieutenant General Lt GenO10 General Gen

US Navy RanksEnlistedE1 Seaman Recruit SRE2 Seaman Apprentice SAE3 Seaman SNE4 Petty Officer Third Class PO3E5 Petty Officer Second Class PO2E6 Petty Officer First Class PO1E7 Chief Petty Officer CPOE8 Senior Chief Petty Officer SCPOE9 Master Chief Petty Officer MCPO

OfficerO1 Ensign ENSO2 Lieutenant Junior Grade LTJGO3 Lieutenant LTO4 Lieutenant Commander LCDRO5 Commander CDRO6 Captain CaptO7 Rear Admiral Lower Half RAdmO8 Rear Admiral Upper Half RAdmO9 Vice Admiral VAdmO10 Admiral Adm

US Air Force RanksEnlistedE1 Airman Basic ABE2 Airman AMNE3 Airman First Class A1CE4 Senior Airman SrAE5 Staff Sergeant SSgtE6 Technical Sergeant TSgtE7 Master Sergeant MSgtE8 Senior Master Sergeant SMSgtE9 Chief Master Sergeant CMSgt

Page 136: Savage Worlds Tour of Darkness

136

OfficerO1 Second Lieutenant 2nd LtO2 First Lieutenant 1st LtO3 Captain CaptO4 Major MajO5 Lieutenant Colonel Lt ColO6 Colonel ColO7 Brigadier General Brig GenO8 Major General Maj GenO9 Lieutenant General Lt GenO10 General Gen

US Army RanksEnlistedE1 Private (PV1) PVTE2 Private (PV2) PVTE3 Private First Class PFCE4 Corporal/Specialist CPL/Spec 4E5 Sergeant SGTE6 Staff Sergeant SSGE7 Sergeant First Class SFCE8 Master/First Sergeant MSG/1SGE9 Sergeant Major SMG

OfficerO1 Second Lieutenant 2nd LtO2 First Lieutenant 1st LtO3 Captain CaptO4 Major MajO5 Lieutenant Colonel LTCO6 Colonel ColO7 Brigadier General BGO8 Major General MGO9 Lieutenant General LGO10 General Gen

French Military RanksFrench Officer US Army EquivalentGeneral de Brigade Brigadier GeneralColonel ColonelLieutenant-Colonel Lieutenant ColonelCommandant MajorCapitaine CaptainLieutenant First LieutenantSous-Lieutenant Second Lieutenant

EnlistedSergent-Major (Obsolete) First SergeantSergent-Chef Sergeant First ClassSergent SergeantChef —Caporal CorporalLegionnaire de 1re Classe Private First ClassLegionnaire de 2em Classe Private

GlossaryActual: Radio callsign indicating the unit

commander himself is transmitting and not hisRTO on his behalf.

AO: Area of operations.Arc Light: A B52 bombing mission. These

planes delivered their payloads from such a highaltitude that they were neither seen nor hearduntil their bombs landed.

ARVN: Abbreviation for Army of the Republicof Vietnam. Usually pronounced as the word“Are-ven.”

Bac-Si: Vietnamese term for a doctorsometimes used to refer to US medics by savvytroops also.

Beaucoup: French for many. A legacy ofVietnam’s past, many French words were used bythe Vietnamese and by US soldiers long after theFrench occupation was over

Beehive: An artillery round filled with steeldarts or flechettes. Designed for antipersonneluse.

Boom-Boom: Term used by Vietnameseprostitutes to advertise their product!

BPNME: The Bureau des phénomènesmystérieux non expliqués (Bureau of UnexplainedMysterious Phenomenon, a French “special”organization.

Brain Bucket: GI slang for a helmetBroken Arow: Code word given when an

American unit was in danger of being overrun.Issuance of this would give that unit priority forfire support and air missions.

Canister: Basically a large shotgun round for anartillery or tank gun, this round fired steel ballsinstead of the darts that a beehive round fired.

CAT: Covert Action TeamCIDG: Civilian Irregular Defense Forces.

Tribesmen in the hinterlands of Vietnam whowere recruited into a special military force thatpatrolled the highlands in an attempt to interdictthe Ho Chi Minh Trail. These forces were not apart of the ARVN.

“Charlie”: GI slang for the Viet Cong. Alsocalled Charles, Chuck, and Victor Charlie.

CO: Commanding officerCrachin: French slang for “spittle,” this is what

Colonial forces called the heavy morning fog thatcoated everything from September to December.

Daisy-cutter: GI slang for a BLU-82 30,000pound bomb. These monstrosities were pushed

Page 137: Savage Worlds Tour of Darkness

137

US MACVHQ Saigon5th Special Forces Group Nha Trang97th Artillery Group Tan Son Nhut

I Field ForceHQ Nha Trang4th Infantry DivisionHQ Pleiku1st Brigade Dak To2nd Brigade Ban Me Thuot3rd Brigade Pleiku

173rd Airborne Brigade Bon Son17th Aviation Group Nha Trang

41st Artillery Group Phu Cat52nd Artillery Group Pleiku

18th Engineer Brigade Dong Ba Thin35th Engineer Group Qui Nhon(Construction)45th Engineer Group(Construction) Phu Bai937th Engineer Group (Combat) Pleiku

II Field ForceHQ Long Binh1st Infantry DivisionHQ Lai Khe1st Brigade Quan Loi2nd Brigade Di An3rd Brigade Lai Khe

9th Infantry DivisionHQ Dong Tam1st Brigade Tan An2nd Brigade Dong Tam(US Army Mobile Riverine Force)3rd Brigade Can Giouc

25th Infantry DivisionHQ Cu Chi1st Brigade Tay Ninh2nd Brigade Cu Chi3rd Brigade Dau Tieng

101st Airborne Division3rd Brigade Cu Chi

199th Light Infantry Brigade Long Binh

1st Aviation BrigadeHQ Long Binh12th Aviation Group Long Binh164th Aviation Group Can Tho

Deployment of US Forces23rd Artillery Group Phu Loi54th Artillery Group Xuan Loc

20th Engineer Brigade Bien Hoa34th Engineer Group Vung Tau(Construction)79th Engineer Group Long Binh(Construction)159th Engineer Group Long Binh(Construction)

11th Armored Cavalry Regiment Long Binh

XXIV CorpsHQ Phu Bai1st Cavalry Division (Airmobile)HQ Phong Dien1st Brigade Phong Dien2nd Brigade Phong Dien3rd Brigade Phong Dien11th Aviation Group

Americal DivisionHQ Chu Lai11th Light Infantry Brigade Duc Pho196th Light Infantry Brigade Tam Ky198th Light Infantry Brigade Chu Lai16th Aviation Group

101st Airborne Division (Airmobile)HQ Phu Bai1st Brigade Phu Bai2nd Brigade Phu Bai160th Aviation Group Phu Bai

5th Infantry Division (Mechanized)1st Brigade Quang Tri

82nd Airborne Division3rd Brigade Phu Bai

108th Artillery Group Dong Ha

III Marine Amphibious ForceHQ Da Nang1st Marine DivisionHQ Da Nang1st Marines Gio Linh5th Marines Da Nang7th Marines Da Nang

3rd Marine DivisionHQ Dong Ha3rd Marines Cam Lo4th Marines Khe Sanh9th Marines Cam Lo

Page 138: Savage Worlds Tour of Darkness

138

out of the back of cargo planes rather thandropped like more conventional bombs. Usuallyused to clear large swathes of jungle to createfirebases or landing zones, these enormousbombs could alter the landscape with a singledetonation.

Dai Uy: Vietnamese term for a Captainsometimes also used by experienced US troopsfor their officers

Dinky Dau: Vietnamese term for mad.Dust off: Aeromedical casualty evacuation

missionE&E: Evade and Escape. The primary aim of

downed aircrew.“Fire in the Hole”: Expression used to alert

other soldiers in the area that an explosivecharge was about to be detonated. Generally notused in combat.

Five: Radio callsign for the unit Executiveofficer (see XO).

Flare Ship: Aircraft that dropped flares at nightin support of troops.

FNG: Freaking new guy, the new replacementwho got stuck with the worst details.

Frag: GI slang for killing an unpopular officeror NCO, derived from the use of a fragmentationgrenade.

Free Fire Zone: An area where the civilianpopulation had been removed or relocated,uninhabited areas, or areas totally under enemycontrol. Any people encountered in this areawould be considered the enemy and could befired on.

Free World Forces: Term used to describe thecoalition of western allies, SEATO troops, andtheir affiliated groups in South Vietnam.Typically this term includes US, Australian,New Zealand, South Korean, Thai, and Philippinetroops.

Hog: A Huey helicopter converted to thegunship role, or an M60 machinegun

Indigs: Indigenous peopleKlick: GI slang for a kilometer, 0.62 milesLand of the Big PX: GI slang for the United

States.LBE/LCE: Acronym for Load Bearing/Carrying

Equipment. This was the set of suspenders,pistol belt, and other web gear that a soldiercarried his equipment in or on.

LLBD: Abbreviation for ARVN Special Forces.Elite troops with better equipment, food, and pay,their officers were occasionally politicalappointees who hampered the units’effectiveness. Officially, the LLBD were in charge

of the CIDG program, and were advised by USSpecial Forces troops.

LP: Listening postLRRP: Long Range Reconnaissance PatrolLZ: Landing zone. Also called a Lima ZuluMACV-SIG: Military Assistance Command-

Vietnam, Special Intelligence Group. A sub-unit ofMACV-SOG, SIG was a direct descendent of theOSI of World War II. This organization researchedand responded to reports of supernatural oroccult activity anywhere with Southeast Asia,with an emphasis on denial of these events toCommunist forces.

MACV-SOG: Military Assistance Command-Vietnam, Studies and Observation Group. Ajoint service unconventional warfare unittasked with highly classified operations inSoutheast Asia.

“Marvin”: GI slang for soldiers of the Army ofthe Republic of Vietnam. Usually used in aderogatory manner.

“Ma Deuce”: GI slang for the M2 .50 calibermachinegun.

MFG: Mobile Group Force. These small taskforces, numbering 150 to 200 men, operated in VCsafe areas, and took the guerilla war to theguerillas. Most troops were specially trained,hand-picked Vietnamese, with Special Forcestroops providing leadership.

Mike Force: Slang for Mobile Strike force.Mike Forces were designed to provide theSpecial Forces camps with a three companysize reaction force and limited specialoperations capable force. There was one MIKEForce unit for each of the four Corps TacticalZones. In theory the Mike Forces were only toassist the Special Forces camps, but in practicethey carried out their own missions as well.

MWD: Military Working Dog. In Vietnam, themajority of dogs used were male GermanShepherds, classified as either sentry dogs(trained in base defense) or patrol dogs (trained inattack and detecting the enemy).

NLF: National Liberation Front. The umbrellaorganization that encompassed the main forceViet Cong, regional militias, and village militias.

Number One: Slang for the best. Number tenwas the worst (for emphasis, sometimes numberone thousand).

NVA: North Vietnamese Army, “NathanielVictor”, these were the most conventional, besttrained and armed troops the Free World Forcesencountered on the battlefield.

PF: Popular Forces, also called “Ruff Puffs” bythe GIs. As part of the fortified hamlet program,

Page 139: Savage Worlds Tour of Darkness

139

Player handout: French Indochina 1947-1954

Bienvenue vers le IndochinaWelcome to Vietnam, you unlucky

bastards. You’re here to help reclaim theRepublic’s glorious holdings here in Asia.Indochina is vital to the well-being ofFrance, for its resources and for theprestige it brings in the worldcommunity. Don’t forget, we’re also hereto bring the light of French culture andcivilization to these poor savages.

Let’s get down to business. The enemyhere are a bunch of bandits called theViet Minh, led by a Communist by thename of Ho Chi Minh. These self-styledheroes of the peasants like nothingbetter than to ambush French columns,intimidate the locals, and generally makelife miserable for the poor polios here inHell’s own heat. Intelligence tells us ourfriends in the jungle are generouslysupplied by those bastards in China,while we scrounge for weapons andammunition. Those damn Amis have anembargo on what they will sell us overhere, so we make do with leftovers fromthe World Wars.

Wherever your post, your ordeal islikely to begin long before you get there.The roads are few and far between, andthe bandits know the best places forambushes. If you arrive without majorlosses, you can thank your lucky stars.The Viet Minh generally don’t takeprisoners, and if they do it’s only toprovide sport over the campfire thatnight. If you’re wounded or look to beoverrun, your best friend is your lastbullet. Always save one for yourself, andfor God’s sake put the barrel in yourmouth to give yourself a clean end.

What would this greeting be without amention of the wonderful flora andfauna of your new home. This is truly ahell on earth. Expect your clothing to rotoff your back, fungus to grow in placeson your body you didn’t know existed,and maladies unknown to Westernmedicine to strike down at least half ofyou before you ever see the beauty ofFrance again. Those piss-ants back inParis have declared this war will befought by the Legion and the colonialtroops for a reason. It’s too dirty a job forthose soft Frogs back home. So only thebest for Indochina and the Republic!

these were basically local militia units in RVNwho goal was to provide local protection tovillages. Often a day job for VC.

Pig: One of the many names for the M60machinegun.

Pibber: GI slang for a river patrol boat, socalled because its acronym PBR (Patrol Boat,River)

RC: French abbreviation for Colonial Route, themajor roadways in Indochina and often the onlymeans of vehicular traffic for the vast majorityof the country.

REMF: Rear Echelon Motherf****r. Generallythis refers to one of the support troops whosat the war out in the rear. A term of derision(and occasionally some envy) used by combattroops.

RTO Radio Telephone Operator, the guy whocarried a radio in the unit. As the platoon’s linkto the awesome firepower that the US couldbring to bear, an RTO was one of the first targetsof the opposition.

Six: Radio callsign of the unit commander.Slick: GI slang for a troop-carrying helicopterSnake: GI slang for the AH-1 Cobra gunshipSnake-eater: GI slang for a Special Forces

soldier.Spooky: An Air Force fixed wing cargo aircraft

converted into a gunship with the addition ofgatling guns, flares, and even cannons.

Thumper: GI slang for the M-79 grenadelauncher, so named because of the distinctivesound it made when fired.

Three: Radio callsign of Operations officerTrack: Any tracked vehicle, but usually used

for an M113.Trung Uy: Vietnamese term for a First

Lieutenant sometimes also used by experiencedUS troops for their officers.

Two: Radio callsign of the Intel officerTwo-Oh-One: A soldier’s 201 file is a personnel

record detailing his qualifications, training,experience and abilities.

VC: Slang for the Viet Cong, the guerilla forcethat the NVA sponsored in South Vietnam.

VNAF: South Vietnamese Air Force“Willie Pete”: GI slang for White Phosphorus.World, The: GI slang for the United StatesXO: Executive officer. The assistant to the

commander of the unit.

Page 140: Savage Worlds Tour of Darkness

140

Player Handout, 1961-1965

Welcome to VietnamA Brief History of the Conflict

Welcome to the Republic of Vietnam, trooper. As you probably know from your pre-deployment briefings back in the States, we’re here to help support the South Vietnamesegovernment against a Communist guerilla movement. These rebels are supported by theirCommie friends in the North. Seems the reds have learned their lesson from their defeat inthe Korean War. Rather than charge across into their democratic neighbor and attempt anarmed takeover, this time the bad guys are trying a more subtle approach. As the Chinesepremier Mao said, “Be a fish in the sea of peasants” or somesuch bullpucky. Basically whatwe have here is a bunch of lightly armed guerillas who farm their fields by day and comeout and play soldier at night. They’re called Viet Cong, or VC for short, but you’ll also hearthem called a whole bunch of other names like Victor Charlie, Charles, or Chuck.

Our mission here has evolved from one of guarding airbases to actively going out intothe countryside and denying these guerillas their sanctuaries. General Westmoreland callsthis “search and destroy.” You duties here will consist of a lot of perimeter guarding and“humping in the boonies.” No, don’t get that stupid grin on your faces. Out here in Vietnamthat means trudging through some rice paddy or jungle and looking for the enemy.

Now some of you college boys might have read about how bad the French got theirasses kicked when they were here in the forties and fifties. You might have even read thatbook “Street without Joy.” I’m here to tell you we’ve got a lot of advantages over the French,For one thing, we’ve never lost a war. Secondly, our airpower is a whole hell of a lot betterthan anything those Frogs had. Thirdly, our secret weapon is the helicopter. Most of youprobably have never been in one back in the States. Well boys, you’ll get to ride in themplenty here. The First Cav Division has pioneered their use. Basically it works like this. Oneunit will move to contact on foot, and when you bump up against the VC you’ll fix them inposition. Now these VC, like most Asians, don’t like to fight too hard against us in a stand-up fight, so after about 30 minutes they’ll start slipping away. The French couldn’t holdthem, but our helicopters let us drop a few companies in their rear and do the ole anvil andsledge hammer to them. With the helicopter on our side these Commies shouldn’t last toolong.

Up in the mountains and in the hamlets you might run into guys wearing funny hats.These are the Special Forces troops, or Green Berets. The brass has got the bright idea toget some of the indigenous folks on our side, and it’s the Special Forces guys’ jobs to dojust this. Up along the Cambodian border they’ve got their own units of hill and mountainpeople. I’ve even heard some crazy stories about some of them going native, but they’reprobably just stories.

You might also run into some American civilians out in the boonies. There are a lot ofPeace Corps do-gooders running around. They’re OK, but the ones you have to watch out forare all the CIA paramilitary spooks that have their own ideas about how to win a war. Juststay out of their way and let your officers and NCOs handle them.

One other thing before I turn you loose. Watch out for the ARVNs. That’s Army of theRepublic of Vietnam, but most GIs call them Arvins or Marvin the Arvin. Before we got herethey were getting their butts kicked pretty good by the VC. Now that we’re here they seethe smarts in laying back and letting us fight. While there are a few good units, they mostlystay in the rear and guard the President’s palace and other “war-essential” places. I wouldn’ttrust any ARVN unit to stay on your flank when the crap gets hot and heavy.

Now grab your gear and lets saddle up. We’ve got some hamlets to pacify.

Page 141: Savage Worlds Tour of Darkness

141

Player Handout, 1966-1972

Welcome to VietnamA Brief History of the Conflict

Welcome to The ‘Nam. Just think, only 365 days and a wake-up until you kiss this tropicalcraphole goodbye and get on that freedom bird to take you back to the land of the Big PX.

Anyhow, here’s how it is. You’ll be sent to a gaining unit, where they’ll probably put you onpoint for the first few weeks. Hey, don’t look like that. It’s a favor to you. Better you get killedor maimed early before you suffer like those guys in your squad who have been here foralmost a year. Once it looks like you might survive, they’ll accept you, unless you seem likeone of those gung-ho motherfreakers who are likely to get themselves and their squadmateskilled. Do your best to fit in. The men in your platoon have been here a lot longer than you andhave seen stuff you really don’t want to see. Cut them some slack if they seem to drink toomuch or use some of the local dope—as long as they don’t do it on patrol its all good.

You’ll likely go to an infantry unit, unless you’re slated for the 101st or 173rd. Even then, you’llmost likely never jump, but you will see plenty of countryside from the back of a helicopter.No matter if you’re on foot or in the back of an armored personnel carrier, you’ll learn fast thatmines are a fact of life around here. Mines, booby traps, ambushes. What a crappy way to run awar. Occasionally you’ll run into a North Vietnamese Army, or NVA, unit. You’ll be in for a hellof a fight then. Those gooks are well armed and well equipped. A friend of mine was in afirebase that got wave attacked by them for hours before the Spooky gunships and Skyraidersdrove them off. Hundreds of dead in the wire and they kept coming!

Anyway, you’ll hear two big things while you’re in-country. The first is hearts and minds. Thebrass has decided that the only way to win this war is to get the South Vietnamese on ourside. After all, most villagers you see are so poor that Commie crap sounds good to them. Thisprogram is designed to help them out of the crap they live in. You go into villages, make nice,maybe escort a civil affairs team of doc, dentists, and engineers to give them shots, build aschool or well, or some other BS like that. Sounds good to the eggheads in DC and Saigon, butI’ve never seen the boobytraps in the areas we visit get any better.

Vietnamization is the other big catch-phrase. This means getting those piece of crap ARVNsto pull their own weight so we can get the hell out of here. We’ve been replacing their WorldWar II style weapons with modern stuff, and even given them tanks, APCs, and aircraft. ThoseSpecial Forces guys have been training up their natives, and MAC-V has advisers in the fieldalso, along with the CIA. All in all, some of the Marvin units are getting better, but I stillwouldn’t trust most further than I could throw them. Our other allies in this war are a bit morereliable in a fight. The South Koreans are good guys to have around. I hear tell they collectheads, and when they show up in an AO the VC all di-di mau. The Aussies and Kiwis arepretty tough also, and good soldiers. The Thais hold their own, and while they might not be asfierce as the Koreans, I’d much rather have them beside me than the ARVNs.

Speaking of the CIA. Watch yourself when you run into civilian men in the field, or guysthat are dressed in uniforms without insignia. The spooks are out and about doing their ownthing, and sometimes it conflicts with what the military is doing. I’ve heard tell of all kinds ofweird stuff they’re involved in, but some guys say they have the best dope, so maybe they’renot all bad. The Phoenix Program is another “black” operation that you might hear of. No oneknows for sure what they’re up to, but I’ve heard rumors they’re assassins sent after the VCleadership. Hey, that’s cool with me as long as they leave me and my platoon alone.

Reporters are another thing you’ll see in the field. They’ll get in your face, and thecoverage I’ve seen back home ranges from good to poor. While it may be cool for yourfamily to see you on the television back home, don’t get too wrapped up in your 15seconds of fame. Some of these pukes have pretty loose lips, and unfortunately I’m nottalking about the female reporters.

Well, that’s the ‘Nam in a nutshell. Keep your head out of your ass, listen to your NCOs,and you just might live to tell your grandkids how you were too stupid not to move toCanada when you turned 18.

Page 142: Savage Worlds Tour of Darkness
Page 143: Savage Worlds Tour of Darkness
Page 144: Savage Worlds Tour of Darkness
Page 145: Savage Worlds Tour of Darkness
Page 146: Savage Worlds Tour of Darkness

Get the Lead Out,

Soldier!Looking for miniatures for your Weird

Wars: Tour of Darkness game? Look nofurther than Old Glory’s complete line ofVietnam miniatures, including US and

Vietnamese soldiers, vehicles, and evenscenery! Visit www.oldgloryminiatures.com

for a complete list!

Looking for More Weird Wars Adventure?You’ve come to the right place! The original Weird Wars Roleplaying

game covers Weird War II, and was written for the D20 System. It’savailable at our website (www.peginc.com) NOW! You’ll also find freeadventures, updates, and more on our site and with our licensors!

And yes, a Savage Worlds version of Weird War Two is on its way!

Weird Wars:

The Computer Game!From Techland® and Strategy First® comes the first computer game set

in the macabre world of Weird Wars! Weird Wars – The UnknownEpisode of World War II is a classic RPG in every sense of the genre.Loaded with action and set during the Second World War, the storysubmerses the player in a world of strange mysteries and unexplainablehappenings as they quest to discover the secrets behind Nazis Germany’sobsession with the occult.

Lead your hero through the dark continent of Africa and the stranger sitesin Europe as they hone their skills and acquire some truly weird abilitiesthat will most definitely help them on their way. It’s a game packed withadventure and humor. The quests are exciting, clever and often very odd;permeating the storyline and game play with a tongue in cheek overtone

that will make any hardcore RPG fan smile again and again!The game combines the atmosphere of the classic game from Pinnacle,

adventure elements like that found in “Raiders of the Lost Ark” with a uniquebrand of humor all its own. All these elements combine to create arefreshing and bizarre perspective of “Weird War II.” The gameplay issimilar to classic RPGs such as Baldur’s Gate®, Arcanum® or Fallout®,allowing RPG fans to feel right at home and enjoy an original storyline in aclassic gaming environment!