IN THE NAM




INTRODUCTION
Scenario for WarpQuest: Vietnam War. 
Click here for the WarpQuest Core Rules. 
Your platoon has been de-assed in the bush. 
You must patrol the area and meet at a new pick-up point.

THE SCENARIO
The map spaces represent abstract time and distance.
There is only one Module. There is no “Artifact”. The Scenario is a one way trip. 
When your Platoon (Pawn) reaches the End Space (Landing Zone) it is airlifted out. 
The winner is the Platoon with the most confirmed Kill points. 

FAILURE
If you ever have less than 20 men left in the platoon, the survivors are airlifted 
out and your game ends. 

THE PLATOON
Each player has a platoon of 42 men. 
The platoon has 12 rolls on the skill table.

SKILLS TABLE
1D6     Skill:			Notes:
1	Jungle Warfare +1	Ability to set-up & detect Booby Traps & Ambushes
2	Fire Support +1		Ability to call in Artillery Strikes & Close Air Support
3	Firepower +1		Ability to achieve small arms fire superiority
4	Diplomacy +1		Ability to communicate with villagers
5	Leadership +1		Ability to avoid strife within the platoon
6	Medical +1		First Aid (Maximum of +2)


FOES
If you encounter a Foe, you have to make several challenge Test Rolls:
1. Make a test vs Jungle Warfare x2. 
If successful add one to your next roll…
2. Make a test vs Firepower x2.
If successful, you kill the Foe. Discard it. If not…
3. Make a test vs Fire Support x2.
If successful, you call in Artillery or Air support that kills the Foe. Discard it. If not…
4. Make a test vs Leadership x2.
If successful, you are able to make an orderly retreat. Discard the Foe card.  
5. Roll 1D6 to determine casualties:
Subtract your Medical Skill roll.
Subtract 1D6 if you passed the Jungle Warfare Test.
Add 1D6 if you failed the Firepower test.
Add 1D6 if you failed the Navigation test.
Add 1D6 if you failed the Leadership test.
Casualties are airlifted out on a medevac chopper.
If you passed your Firepower test get a confirmed kill point.

BOOBY TRAPS
If you fail a Jungle Warfare x2 test roll 1D6 to determine casualties:
Subtract your Medical Skill.

LEADERSHIP & DIPLOMACY TESTS
If you fail a Non-Foe Leadership test all future challenge rolls are at –1.
If you fail a Non-Foe Diplomacy test go back 2D6 spaces.

MODULE CARD LIST
Card Name:			Challenge:
Victor Charlie			(Foe)
Heavy Contact			(Foe) DM +1 (Worth 2 confirmed Kill Points)
Dinks in the Bush		(Foe)
Viet Cong			(Foe)
Hot Landing Zone		(Foe)
NVA Assault			(Foe) DM +1 (Worth 2 confirmed Kill Points)
Fire Zone			(Foe)
Ambushed			(Foe) DM +1
Village Warfare			(Foe) Replace Jungle Warfare with Diplomacy
Guerilla Warfare		(Foe) 
Sniper				(Foe) DM +1 
Charlie Owns the Night		(Foe)
Search & Destroy		(Foe) DM –1 for Fire Support Roll
Set up Ambush			(Foe) DM –1 
Tunnel Complex 			(Foe) DM +1 (Worth 2 confirmed Kill Points)
Bunker				(Foe)
Toe Popper			(Booby Trap) Max 1 Casualty
Punji Stakes			(Booby Trap)
Trench foot & Snakebites	(Booby Trap) 
Friendly Fire			(Treat as Booby Trap)
HE Shell & Tripwire		(Booby Trap) Casualty roll +1D6
Tripwire Grenade		(Booby Trap)
Mortar Attack			(Treat as Booby Trap)
Child with Grenades		(Treat as Booby Trap)
Landmine			(Booby Trap)
Chinese Claymore		(Booby Trap) Casualty roll +1D6
Navigation Errors		Jungle Warfare x2. If failed go back 1D6 spaces
Protected by the People		Diplomacy x2
Pacification			Diplomacy x2
Winning Hearts & Minds		Diplomacy x2
Relocation			Diplomacy x2 (Counts as a Confirmed Kill)
Destroy VC Stockpile		Diplomacy x2 (Counts as a Confirmed Kill)
Interrogations			Diplomacy x2 
Fragging			Leadership x2 (If failed take 1 casualty)
Torch Village			Leadership x2
Dead Marines			Leadership x2
Communist Propaganda		Leadership x2 DM –1 
Short Timers			Leadership x2
Live Bait			Leadership x2
Drug Addiction			Leadership x2
Civilian Deaths			Leadership x2
1000 Yard Stare			Aid: Jungle Warfare +1
Avoid Trails			Aid: Jungle Warfare +1
Special Forces			Aid: Jungle Warfare +1
Point Squad			Aid: Jungle Warfare +1
Stay Alert			Aid: Jungle Warfare +1
Intelligence Report		Aid: Leadership +1
Chocolate Bars			Aid: Diplomacy +1
ARVN Interrogator		Aid: Diplomacy +1
Medic				Aid: Medical +1
Field Dressings			Aid: Medical +1
Fire Superiority		Aid: Firepower +1
Grenade Launchers		Aid: Firepower +1
M60 GP Machineguns		Aid: Firepower +1
M16 Rifles			Aid: Firepower +1
Defensive Perimeter		Aid: Firepower +1
Blast the Gooks			Aid: Firepower +1
Helicopter Gunship		Aid: Fire Support +1
Map Reading			Aid: Fire Support +1
Forward Observer 		Aid: Fire Support +1
Artillery Barrage		Aid: Fire Support +1
Radio Contact			Aid: Fire Support +1
Napalm Strike			Aid: Fire Support +1

*********************

INTRODUCTION
Warp Quest is an abstract game system that depicts goal driven 
scenarios.

Each player controls a collection of Units who are attempting to 
be the first to reach an objective and bring it back to the start. 

The units could be a party of adventuring archeologists hoping 
to recover a lost artifact, a squadron of bombers attempting to 
hit a military target and return home, a band of samurai seeking 
to vanquish marauding bandits or a company of mixed creatures 
seeking to destroy a piece of evil ornamental jewelry that has 
the nasty habit of trying to control the minds of all free creatures.

The scenarios that use the Warp Quest engine will hold the details.

DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Units
(adventuring party, fleet, etc.) on the board. 
· Use a small trinket to represent the Objective. 
· There is only one Objective.

THE BOARD
· The board is a single winding path of connected spaces 
with a Start Space and an End Space. The path should be 30 Spaces long.
· The First Space represents the start.
· Spaces 2-15 represents travel through the first scenario module.
· Spaces 16-29 represents travel through the second scenario module.
· The End Space is the final destination where the Objective is found.

THE DECKS
· There are 2 decks for each scenario:
· The Module 1 Deck and the Module 2 Deck.
· Each deck has one of each card in its card list.
· There may also be an Aid deck.

THE UNITS
· Each player controls a group of units called a Party. 
The scenarios will detail the make up of the units in the party, 
their attributes (Skills, Traits) and starting dispositions.

TURN SEQUENCE
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase

MOVE PHASE
· Roll 1D6. Move your pawn that number of spaces towards the end space.
· You automatically stop when you enter the end space.
· If you are the first to land on the end space your party acquires the Objective.
· Once a party has acquired the Objective then all other 
players may move their parties in either direction on the path. 
· The party with the Objective must move towards the start space. 
· The first pawn with the Objective to reach the start space wins the game.

DRAW PHASE
· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
· If you land on an opponent’s party do not draw a card.
· If a deck ever runs out, shuffle its discard and draw from it.
· Cards are of 2 types: Challenge cards & Aid cards.
· Place Aid cards in your hand.
· Challenge cards are encounters your party faces immediately in Challenge Phase.

CHALLENGE PHASE
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.  
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll. 
You may discard Aid cards for further bonuses to the skill roll. 
Next roll 1D10. This is the Challenge roll. 
Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll. 
If the challenge roll is less than or equal to the skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge. 
The adventure card may say what happens if you win or lose the Challenge. 
If the card does not give directions, then roll on the following table:
If you lose the challenge: Roll 1D6: (Challenge Loss Table)
1-4	Go back 1D6 spaces
5-6	Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario)
If you Win the challenge gain 1 Experience Token. 
You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll.


MOVING ONTO AN OPPONENTS PAWN
· If you land on an opponent’s pawn there will be a fight.
· The current player rolls on the Skill List Table to determine 
which skill will decide the confrontation. 
· Both players make Skill Rolls. In case of a tie nothing happens.
· The loser rolls on the Challenge Loss Table.
· The winner takes the Artifact from the loser if the loser was 
in possession of the Artifact.









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