TEXT: Bats
  A skirmish scenario for Weird Wars: The ‘Nam™
  by Shane Lacy Hensley and Teller
  Figures painted by Faron Betchley of Little Wars in Fairfax, Virginia
  This Scenario Requires Savage Worlds™ to play.
  This PDF may be distributed freely without modification. This work, Savage Worlds, Weird Wars, the Great White
  Games logo, and Smilin’ Jack are Trademark 2003 Great White Games. All Rights Reserved.
  
  2
  Evernight
  The Setup
  The local villagers have complained to
  your firebase that strange creatures have
  been carrying off their livestock. Sure this is
  just more thievery by the Viet Cong,
  Sergeant Dave Ross’ grunts are sent to
  sweep the area.
  The patrol is in the village of Na Thet
  when they hear an odd rustling in the
  jungle. The locals flee, and Ross’ men learn
  just why we call these the “Weird” Wars.
  The map below details the village and its
  surroundings. Set this up on your playing
  table, then hand one of the briefings on the
  next two pages to to each player. One player
  takes the US patrol, the other plays the
  forces of darkness.
  Don’t read each other’s briefings! There
  are a few surprises.
  The Map
  The playing area should be at least 4’
  square. Your game table doesn’t have to
  match this map exactly, of course, just make
  sure there’s some room between each side’s
  deployment areas.
  The two patches of forest are thick scrub,
  while the individual trees are just that—tall
  palms standing on their own.
  The stream and the field are both difficult
  ground. Movement through them is halved.
  The hill is not very steep and has no
  effect on movement. It can block line of
  sight, however, depending on how you
  construct it on your table.
  The rocks near the homes are about chest
  high, and provide excellent cover.
  The Village of Na Thet
  Hill
  Rocks
  Homes
  Pig Pen
  Thick Jungle
  Thick Jungle
  Field
  
  3
  Professions
  US Player
  Your mission is to destroy whatever has
  been taking the villager’s pigs and sew a
  few seeds of good will with the locals.
  You’ve got a battery of 81mm mortars just
  a few hundred yards away to help out if
  things get hairy (see below). Be careful of
  calling them in too close though—those
  shells can kill your own men just as easy as
  the enemy’s!
  Setup
  Sergeant Ross and his troops start
  anywhere within 10” of the spot marked
  with the star symbol.
  The soldiers set up first. The odd rustling
  sound seems to be coming from all
  directions.
  Troops
  The US player has Sergeant Ross and two
  teams of five soldiers. In each team, four
  soldiers are riflemen. One soldier in the first
  team has an M60, and one soldier in the
  second has an M79.
  Grunts (2 teams of 5)
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d8, Shooting
  d8, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Rock n’ Roll
  Edges: Clip the Grass (M60 gunner only; see
  FAQ)
  Gear: Bayonet (Str+1); Frag grenades (Range: 5/10/
  20; Damage: 3d6; Medium Burst Template)
  8 x M16 (Range: 24/48/96; Damage: 2d8; RoF: 3;
  AP 2)
  1 x M60 (Range: 30/60/120; Damage: 2d8+1; RoF:
  3; AP 2; Snapfire Penalty); Colt .45 (Range: 12/
  24/48; Damage: 2d6+1; RoF: 1; AP 1)
  1 M79 Grenade Launcher (Range: 24/48/96;
  Damage: 3d6; RoF: 1; Medium Burst Template;
  1 action to reload); Colt .45 (Range: 12/24/48;
  Damage: 2d6+1; RoF: 1; AP 1)
  Points: 1935
  Sergeant Ross
  Attributes: Agility d6, Smarts d6, Spirit d8,
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Shooting d8,
  Throwing d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: None
  Edges: Combat Reflexes, Command, Rock n’
  Roll
  Gear: M16 (Range: 24/48/96; Damage: 2d8; RoF: 3;
  AP 2), Bayonet (Str+1); Frag grenades (Range: 5/
  10/20; Damage: 3d6; Medium Burst Template)
  Points: 590
  Artillery
  Sergeant Ross has a battery of 81mm
  mortars supporting his patrol. As an action,
  he can call for artillery support.
  Place 1d6 Medium Burst Templates
  anywhere the Sergeant can see, and roll his
  Smarts -2 for each. On a success, the shell
  lands where desired. On a failure, it deviates
  2d10” in a random direction.
  The arty causes 3d6 damage to everything
  beneath the template.
  See the FAQ on page 5 for how we
  calculated the value of the artillery.
  Points: 155
  
  4
  Evernight
  Forces of
  Darkness Player
  A nest of “devil bats” have infested the
  jungle around the village of Na Thet. These
  vicious creatures have been feeding on the
  local pigs, but the supplies are running thin.
  They’re starving, and a few of them have
  noticed a fresh feast entering their domain.
  Don’t worry about the devil bat’s flight
  ability in this scenario other than to let
  them ignore terrain. They can fly over it,
  ascending and descending at will as needed.
  Setup
  The bats may start within 5” of any of the
  monster symbols on the map.
  Troops
  The devil bats are organized into three
  squads of 4 creatures each.
  Devil Bats (3 flights of 4 each)
  Attributes: Agility d10, Smarts d8(A), Spirit d8,
  Strength d12+1, Vigor d8
  Skills: Fighting d10, Intimidation d10, Notice d8,
  Stealth d12
  Pace: 4; Parry: 7; Toughness: 6
  Special Abilities
  • Flight: Pace 16”
  • Claws: Str+1.
  • Death From Above: A flying devil bat that
  hits with a raise causes damage as usual. In
  addition, the thing grasps its prey in its
  claws, swoops into the air, then lets go
  before it can be hurt by the victim’s flailing.
  The drop is typically from about 20 yards,
  so the damage is 2d6+10. Characters on Hold
  or who have not yet taken their action may
  attempt to hold on by making an opposed
  Strength roll. If successful, the prey
  continues to struggle. With a raise, the
  victim forces the creature close enough to a
  landing spot to jump free without taking
  damage.
  • Weakness: Devil bats see by sonar. They
  must subtract 4 from their attack rolls if
  their prey stands stock still (assuming they
  detected it before the victim’s “froze”).
  Standing still when a devil bat is sweeping
  down on you requires a Guts check at -2.
  Points: 2400
  
  5
  Professions
  Tips and FAQ
  What is the new Edge, Clipping the
  Grass?
  Glad you asked, here you go! There are
  some great other new Edges coming in
  Weird Wars: Tour of Darkness as well, such
  as Remember Camerone! and Thumper God.
  Clipping the Grass
  Requirements: Seasoned, Rock and Roll!,
  Shooting d8+
  This edge allows a heavy machine-gunner
  to provide true grazing fire—just a few inches
  off the ground. The weapon must be a heavy
  MG, such as an M60, and must be braced on
  a bipod, window, or some other solid surface.
  When using suppressive fire, those caught
  in the area of effect take damage on a Spirit
  roll of a 1 or 2 instead of just a 1.
  What’s a good tactic for the
  American?
  Use suppressive fire and Clipping the
  Grass with the M60 as well as an early rain
  of thumper rounds and 81mm artillery to
  slow the bats down. Once they get into
  melee, your troops are in trouble and will
  have to rely on their bayonets! Your area
  effect weapons extend vertically, so don’t
  worry about the bats’ ability to fly.
  The more bats you can take out before
  they close, the better off you’ll be. Use your
  riflemen to pick off Shaken bats quickly,
  taking them out of the fight for good.
  Once the bats close, have your M60 and
  thumper gunners drop their heavy weapons
  and whip out those pistols.
  The bats have a huge minus if your
  troopers don’t move. This is a good example
  of how to translate something that’s
  primarily intended for heroes in roleplaying
  situations to a skirmish battle. In this case,
  you should rule that any figure that doesn’t
  move OR fire—in other words he takes NO
  action—is stock still and therefore -4 to be
  hit.
  A nice trick is to let the squad most in
  contact with the bats go on hold, not moving
  at all to inflict the penalty while the other
  squad takes single shots against the
  creatures. The “innocent bystander” rules
  might cause you to hit a few of your men, so
  reduce your odds by firing single shots
  instead of full-auto (which hits on a 1 or 2
  instead of just a 1).
  What’s a good tactic for the bats?
  Get into close combat as soon as possible.
  Your bats’ Death From Above attack will kill
  these unarmored warriors very quickly.
  It’s also a good idea to gang up on the
  good guys to get the gang-up bonus. That
  gives you a bonus to hit, which will give you
  raises to pick up the Americans and drop
  them.
  The Sarge is certainly going to be your
  biggest problem. He’s going to take out quite
  a few bats, being a hero and all. If you gang
  up on him, you’re likely to keep him Shaken
  and out of the fight. If his squad tries to
  help him with their M16s, they’re likely to hit
  him when they roll 1s.
  How did you value the artillery?
  This is a great example of how to figure
  things that aren’t in the Troop Builder. We
  valued the artillery just like any other
  ranged weapon. Its damage is 18, which
  rounds to 20, and it uses a Medium Burst
  Effect Template, so that’s another 10 points.
  We decide it basically has the same range
  as a tank gun, or 100/200/400, so that’s 100
  points. Its rate of fire is 1d6, so that’s an
  average of 3. That’s another 15 points.
  We figure all artillery has a 10 point
  special ability as well. It’s called in by a
  forward observer of some sort, and thus isn’t
  truly affected by range. Calling it in on target
  is a Smarts roll at -2. If it misses, it deviates
  2d10”.
  That’s 100 for its range, 20 for its damage,
  10 for its burst effect, 15 for its Rate of Fire,
  and 10 because it’s artillery.
  That’s 155 points!
  
SOURCE: textdata/thevault/Savage Worlds/Weird Wars/Tour of Darkness/Savage Worlds - Weird Wars - Tour of Darkness - Bats.pdf