Professional Documents
Culture Documents
Beneath the battlefields of the Vietnam War massive tunnel networks contain
everything from living spaces and storages rooms to command headquarters.
This is where the rats come in.
But to do that they must navigate the claustrophobic tunnels, disarm booby
traps, evade dangerous wildlife, and defend themselves against live combatants.
Features:
• A solitaire Dungeon Crawl for including mechanics for campaign play
• Build, equip and grow a squad through both combat experience and mission rewards.
• Explore tunnels big and small using abstracted mapping method that build as you play.
• Use your wits and your luck to avoid booby Traps and wild animals
• Engage hostile VC Troops in quick, dangerous shootouts
Non Gratus Rodentum
“Not Worth a Rat”
Many RPG books are filled with legalese on which pages you are allowed to photocopy and commercial printing stores have strict
requirements on what they can print so I want to expressly say:
“You have full rights to reproduce this book for personal use.”
The same goes for sharing with friends that you believe will enjoy the experience. Feel free to share the PDF or print a copy for
them too. We’re totally okay with that. Gaming is a shared social experience and we don’t want to stand in the way of that.
AND
“Please don’t sell reproductions for profit without our express written permission”
If you’d received the game from another source and found that it had value, you can support us by buying a copy of your own or
using the support link at our website (www.DicemanGames.com) .
We want to continue to create games that can engage and entertain, but we can only do that with your support.
-Steven Diceman
Skill Tests 5
Nerves 6
Building A Squad 7
Gear 7
Transferring Soldiers 8
Campaign Rules 9
Preparing to Enter 9
Support Points 9
Ending a Mission 10
Passageways 11
Rooms 11
Choosing Approaches 12
Cave –Ins 12
Multiple Floors 13
Aborting 13
Combat 14
Threat 14
Shooting 14
Wounds 14
Example Play 16
Campaign Tables 20
Exploration Tables 21
Combat Tables 22
Tunnel Map 23
Campaign Log 24
This book divided into 4 core sections, This introduction, the Each time you encounter a “Room” or “Branch” you will roll to
rules, the example game and the Tables. reveal the room and then the depth will increase by 1.
This first section is dedicated to helping understand the theme Once the depth is equal to the expected depth you have reached
and base mechanics of Skill Tests and Nerves. While we’ll discuss the end of a branch.
concepts like Tunnel Depth and formation but you don’t need to Each branch can open up 1 additional path that need to be
fully understand them here. explored to complete the mission. Just remember that unlike
The remaining chapters are the specific rules for different parts the entrance with a depth 0, branches start at a lower depth.
of the game. Each set of pages will explain an aspect of the game
in enough detail for you to actually play.
Formation and “The Point Man”
The example game will run through an entire mission and will
The tunnels are not well suited for human inhabitants. You’re
offer tips on keeping gameplay moving quickly.
usually on your hands and knees with shoulders against each
The final section of the book is the tables required to play the side of the wall.
game. The vast majority of gameplay involves rolling on these
Because of the tight fit, the soldiers will be travelling in a straight
tables and adapting to the results.
line formation. Only the unit in the front will be able to perform
Additional units will take the lead if the point man falls, or when When a table tells you to make a skill test you will roll a number
you change the formation while in an empty room. of dice equal to your relevant skill level.
Depending on their level of training, a soldier will have a starting The word “Combat” is used to represent encounters with the
nerve value. Vietcong soldiers, though that word tends to conjure the wrong
images from what’s actually happening.
As they explore the tunnels they will encounter situations that
will reduce their nerve rating and push them towards the The soldiers are fighting inside narrow tunnels with nowhere to
“breaking point”. dodge and very few places to take cover. Despite the word
“Combat” the fighting primarily consists of “Shoot first and hope
If a soldier’s NERVE rating ever drops to zero he will break.
they stay down”
When pushed too far, a person can do anything from running for
Its not about trading shots and maneuvering around to gain
the exit, uncontrollable screaming, or worse. Should they
advantage, it’s about dealing with the immediate situation and
survive the ordeal they will never be allowed inside another
praying to survive.
tunnel.
As such, Vietcong encounters are labeled with a threat rating of
For the purposes of this game, a broken soldier is the equivalent
1 to 5, higher being more dangerous. It’s important to realize
of death. They “go down” immediately, and they will be sent
that this doesn’t correspond to a number of troops, a level of
home after their squad finishes the mission.
training, or a strength of arms but simply a representation of the
threat they currently pose.
As you fire back, you’ll reduce the threat level and again this
doesn’t necessarily mean wounded the enemy. Maybe the shot
made him hesitate, or gave you time to move into a more
advantages pose. It simply means the threat has reduced.
KEY POINTS
Each soldier will have their own VISION, COMBAT and STEALTH When you recruit a new soldier you must decide on how much
ratings as well as a starting NERVE dictated by their experience experience they will have. Higher experience troops will cost
level. The 4 experience levels are Green, Private, Veteran and additional CP.
Hero.
When you request a new soldier from headquarters they will
assign you an available solider. Roll on the RECRUIT SOLDIER
table to determine starting skills.
Upgrade costs may only be paid after a soldier has run at least
one mission and can raise a character’s experience. For any rank
increase except Veteran to Hero, you may add 1 point to any
skill.
Default Equipment:
• M1911 Pistol
• Handheld Flashlight
Creating a New Squad:
• Knife
When you design a new squad from scratch you are given 8
“Command Points” (CP). These may be spent to recruit new • Gas Mask
soldiers or purchase new equipment.
After completing a mission you will be able to purchase The Three Hand Rule
upgrades, but during squad creation you are limited to recruiting
and equipment. The tunnels are too narrow for digging in pockets or backpacks
to swap your gear. When in a passageway you are limited to
The only requirements for your squad: what you can easily access.
• You must have at least 3 Soldiers Many soldiers would tie on certain pieces of equipment such as
• You may never have more than 8 soldiers their gun on that they had free hands for other gear while still
having being within reach.
• A maximum of 3 soldiers may enter a tunnel at once
Each soldier may only select 3 pieces of equipment to have
• You must always leave at least 1 non-green soldier outside
“equipped”. “Hands Free” items do not count towards this limit.
the tunnel, though more soldiers can provide more support.
Soldiers may only use items that are equipped.
New Recruit Upgrade Any additional gear carried by a soldier must be equipped while
you are in an empty room.
Green 1 -
Private 2 2
Stowed Gear:
Veteran 4 3
Hero - 5 The squad can carry a number of additional items that are not
specifically equipped such as medical kits, C4 or gas masks. Any
These items may not activated until equipped in an empty room Sometimes you will find that a soldier doesn’t fit in with your
unit, that injuries have reduced their effectiveness, or just that
The maximum number of stowed items will be 3 per soldier in
you can spread your expertise to other squads by sending a
the squad. If a soldier is downed, this will reduce the number of
soldier to train them.
stowed items you can carry and items must be discarded.
Whatever the reason, you are allowed to “Sell” a unit back to
command at the New Recruit cost.
Required Gear:
Subtract one CP for each permanent injury.
There are two types of items that you should always carry while
This mechanic means that you can make “a profit” by recruiting
exploring the tunnels.
green soldiers, training them, and shipping them back to HQ to
The first required item is a light source. If you ever travel aid other squads.
without a light source all skills are reduced by 1.
Note: This should not be used to “reroll skills” on the new recruit
The second required item is a knife or bayonet for finding and table. While there is no strict rule governing this, use common
disarming traps. If not present, you automatically fail any trap sense. HQ understands transferring one soldier for another of
related skill checks. equal rank occasionally, but would question swapping out the
same rank 4 times without running a mission.
Purchasing Equipment
While the kit contained enough equipment for a soldier in the Recommended Starting Squad:
tunnels, many soldiers preferred their own customized There are two primary approaches to building a new squad. You
selection. can either create a well-balanced but not particularly powerful
Spending Command Points on equipment represents both team, or a single powerful soldier supported by other units.
official requisitions and personal gear. This additional gear may For a beginning player, it’s recommended that you take a squad
be freely purchased for any soldier and traded between missions of 3 Privates. This will leave you 2 command points which you
or when they are in an empty room. can either spend on a forth soldier, some equipment or in
You will find the full list of equipment later in this book. manually training your recruits.
If you’d like to run a more powerful soldier, you can recruit one
Veteran and two Privates. This will leave you zero command
Experience and Exhaustion:
points, but you will have a fairly strong starting unit.
At the end of every mission there is a chance that soldiers will
Recruiting Green soldiers is only recommended for advanced
grow or be worn out by the experience.
players. They have limited skills and are easy to break. But can
For each soldier that entered the tunnel roll 1 six sided die. If the be trained under your command. This will allow you to precisely
mission was a failure, you subtract one from the roll. develop their skillset.
Your overall goal in campaign play is simply to survive the war. Once you have an idea of what you are up against, you will need
This is abstracted into 3 Acts of the tunnel war. to decide which soldiers should enter the tunnels and which will
provide support from the outside.
During Act one, your forces are beginning to discover the
tunnel networks underneath the battlefields. You are likely to The more soldiers you send into the tunnel, the more likely that
enter smaller tunnels that were primary used for sleeping they will be able to survive the encounter. With more troops,
quarters or as natural bunkers. you can swap the point man position allowing people to share
the nerve loss and compensate for wounds.
During the second act you will start to encounter much larger
networks that contain more live forces and intelligence that can Every unit left outside will generate “Support Points” that can be
be used to aid in the war. spent to assist your unit.
The final act will take you into the largest tunnel networks • At least one Non-Green soldier must be on the outside
against the most dangerous threats. But, the rewards are
• Each Green soldier on the outside will generate 1 Support
greater and if you can survive here you can make it home alive.
Point
For the purposes of this game,
1st Act 4 Tunnels • Each Private will generate 2 Support Points
you will advance to the next act
when you have completed a 2nd Act 5 Tunnels • Each veteran will generate 3 support points
certain number of tunnels. 3rd Act 3 Tunnels
• Each Hero will generate 5 support points!
This means that higher ranking soldiers who are more likely to
survive in the tunnels may be even more worthwhile outside of
them.
Support Points are a resource that may spent to aid the units
inside the tunnels.
The results will depend on which act of the war you are in. Later
in the war will be larger and more dangerous tunnels.
Once you have fully explored every branch of the tunnel Because you are always required to leave at least 1 soldier
network you have completed your mission and will reward outside the tunnel you will never be entirely wiped out by a
additional command points and allows for free promotions. single mission.
Ending a mission in either success or failure will reward you with Even after a failed mission you may use unspent CP to recruit
command points that you can use to upgrade and rearm your new troops to replace any lost in combat. As long as you can
squad. maintain the minimum troops to move forward you are allowed
to do so.
A number of events will occur every time you finish a mission.
But suffering heavy losses in the later acts can put you into a
• Roll for promotions and exhaustion. Remember to subtract
very difficult position to get out of. In these cases, you may
one for a failed or aborted mission.
benefit from disbanding the squad and trying again.
• Each soldier that fired a gun must roll a single Die and on a
roll of [1], the weapon must be discarded. This is because
weapons tended to deform slightly within a couple dozen Victory Condition:
shots and the Rats specifically needed reliability so often
As mentioned in “The Three Acts” you have a limited number of
used fresh weapons.
missions to complete for each act of the war. If you are able to
• Gain Command Points based on the following: successfully survive until the end of the third ac t you have won
the campaign.
Each Intel Found +1 CP
If you’d like to aim for more than survival, you may use your
Every 7 Rooms explored (Round Up) +1 CP unspent CP as a final score.
This will reward players that fully explore even large tunnels and
For every 3 Combat (Round Up) +1 CP
are careful about how they spend their CP after each mission.
• ALERT: The higher an alert value, the more dangerous the • If you land on a “ROOM” you must resolve the Room and
enemy threat inside the tunnels. This is determined by your advance to the next depth.
initial preparation rolls and the noise you make while in the
• If you land on a “BRANCH/ROOM” and this branch has not
tunnels.
already added another tunnel, you will add a new branch
and advance to the next depth. If this branch has already
split off, treat this as a “ROOM” result.
Rooms Vs. Passageway
All “Advance to the next depth” means is that you will begin
The tunnels are divided into two main types of locations,
your next from line 0 of the passageway table.
“passageways” and “Rooms”.
As long as you don’t advance the depth you will continue rolling
A passageway is the tunnel itself, the bends and curves in the
from the same point on the passageway table.
narrow hallways. These are an unknown length and you must
constantly roll to see what Is around the next corner. For Example: Smith rolls on the passage table and gets a [4]. He
resolves the trap and then rolls again. This time he gets a 6.
A room on the other hand is a slightly larger space that the
Vietcong soldiers used for storage, rest, or other living The 6 means that he must decrease his nerve by 1 point. There is
requirements. When you enter a room there is a chance of no other effect and he remains on line 4. Then rolls a [1]
combat and finding valuable intel to send to HQ.
This 1 is added to the current line and he checks line 5 and
The biggest difference between them is that straight tunnels encounters a branch.
never increase your “Depth” and that “Rooms” and “Branches”
Bravery
always do.
If you roll [6] on the dice three times in a row, cross out all the
soldiers nerve and mark him as “Brave”. He is immune to nerve
loss and cannot break for the remainder of this mission!
Note: If soldier had broken before the third six you may unbreak
it and mark him brave as soon as the third six is rolled.
Traversing a Room:
Traversing a Passageway: When you encounter a room while traveling on the passageway
table, you will roll 1 die and add the current depth. Check the
In order to move through a passageway, you begin on line 0 of
ROOMS table to determine exactly what you’ve found.
the passageway table and roll 1D6.
Empty Rooms:
C4 and “Closing Branches”
Even an empty room serves a strategic purpose for a tunnel rat.
While a team is expected to destroy the tunnel network after
Because there is slightly more room to move they are able to
they’ve fully explored it, sometimes they decide it is too
change their equipped gear, trade gear or change formation.
dangerous to continue and blow it before its been cleared.
This includes a room that contained VC troops or Intel once the
If your soldier has C4 or other explosives available you may
contents have been resolved. After combat, it’s considered
choose to “Seal” an unexplored branch. The specific roll
Empty.
required is specific to each explosive will be found on the
equipment tables.
The default approach is “Balanced” and has no special effects. This ability should be reserved for situations where either your
But, if you have a strong idea on what’s coming next you may health or nerves are in a dangerous position.
choose a specific approach: “TRAP”, “ANIMAL” or “COMBAT”
Use common sense with this. No one will ask questions if you’ve
By picking “Trap” or “Animal” you will ignore any results from already explored several branches in a high depth tunnel. But if
the associated table. But if the opposite table is rolled you you walk into every tunnel and bomb the first branch they will
MUST suffer the negative consequences with no chance to avoid catch on quickly and won’t be happy.
them. You also are unable to attack during the first round of
If you aren’t comfortable moderating this yourself then just treat
combat if it occurs during this roll.
this as an “Unexplored Branch” . You still gain all the benefits of
The “Combat” stance means that you cannot avoid trap or a completed mission but roll potential VP loss for each sealed
animal events. In exchange you may roll 2 additional dice if branch.
combat occurs.
Cave-Ins:
Dead Ends and Exits:
There are a few situations and traps and can cause a cave in that
Dead ends mark the end of a branch, regardless of the depth. is potentially deadly to all your exploring soldiers. The most
Next, for each room that you must pass through to the nearest
exit you must roll once the CAVE-IN wound table and subtract 1
per stowed item your team is carrying representing the
additional load.
After a cave in, treat this mission as an abort. The tunnels have
collapsed and whatever is still inside has been lost. KEY POINTS
Completing a Mission
Once all the floors have been fully mapped you have completed
your mission. The full rules on rewards are in the Campaign
Rules.
Aborting a Mission
The tunnels rats were brave and even foolhardy to do what they
do every single day. But they also knew that they were human
beings with limits to their abilities.
If they felt they’d reached their limits they could simply report
“It’s a dead End, the tunnel is clear”. They’d destroy the
explored part of the tunnels and get out alive.
For the purposes of this game, you may elect to abort a mission
whenever you are at the entrance to the tunnel. The penalties
associated with it are found in the campaign section.
When you first roll contact on a room table you will need to When the enemy fires back you will roll 1 die on the Wound
determine exactly the level of danger. This is accomplished using table based on the Vietcong’s current threat level.
the “Encounter” table.
This will give you a result ranging from:
Roll 1D6 and cross reference it with the current Alert Level to
• “-” No Effect
find the starting “Threat Rating” of the encounter.
• “N” Reduce nerve by 1
The point man must make a “Combat” test while trying to roll • “Cave-In” A cave in has occurred, see the rules in the tunnel
the weapon’s HIT#. rules.
At the end of a mission you must roll on the injury table to see
whether soldiers survive, are injured or will recover.
Simply Roll 1D6 and if the value is [3] or lower you must increase
the Alert Level by 1. This will make future encounters more
dangerous. This noise roll is often modified by the weapon you
use.
If you are usually especially loud weapons they will reduce your
dice roll and can even cause the tunnel to collapse. If your total
value is less than 0 you must immediately trigger a cave in as
described in “Exploring the Tunnels”
KEY POINTS
Note: This squad has survived one mission giving it slightly higher stats than the starting 8 CP. They still use the default kit.
Because this is the squads second mission, they are still rolling on the ACT 1 Tables.
• For the size roll a [4] is rolled. This gives a depth of 3 for this tunnel
• For the Alert level a [2] is rolled. This gives a starting alert of –2 making it a relatively safe search.
The characters are written onto the “Tunnel Map” play sheet and Nerve and Support circles are filled in to ensure each character
has the appropriate amount of empty circles remaining.
Playing Tip: This can be placed inside a sheet protector and data tracked with washable markers so that it can be reused multiple
times.
Allen and Bobby will enter the tunnel and the other 2 will provide support. Allen will lead.
The map is started by drawing a box in the bottom left labeled “Entry”.
Playing tip: It can be helpful to mark the current depth next to the rooms so that you can easily see when a tunnel ends. In this case,
the entry will be labeled 0 because it’s the opening.
Playing:
Looking at the tunnel sheet, it can be seen that only traps are possible for the first roll. As such, a “TRAP” approach is taken for this
action and 1D6 is rolled. With a result of [4] the soldiers land on a trap, but due to their stance they may ignore the result.
Playing Tip: It can be helpful to place your unused on top of the PASSAGEWAY table to track your current position. By sliding it down
as you move it’ll show your exact location in the passageways. You can still pull it off to the side when you need to read the table.
From here, either a TRAP or ANIMAL is possible, so a “BALANCED” approach is taken. A [6] is rolled and Allen must mark off one of
this open “Nerve” circles and then roll to move again. This time, he gets a [2] result and must face an Animal Challenge.
He rolls on the animal table and gets a [2], A snake. He has a strong combat skill of 3 dice but still fails the roll. But, rather than
raise the Alert Level he decides to spend one of Charlie’s support points to reroll the skill test. This time he is successful and there is
no effect.
He continues moving on the passageway chart until he finally receives a result of “Branch/Room”. Branches are considered an
empty room, but don’t contain VC or Intel. He marks the tunnel map with another box above the entry and then draws one path
Upwards and one to the right to mark two directions to go.
Because a branch is considered an empty room he has the option to swap the formation leader or trade equipment, but it’s not
necessary as his soldiers are in good shape and the veteran has higher combat skills despite the minor nerve loss. As such, he
Diceman Games 2018 Non Gratus Rodentum - 16
decides to leave everything as is and continue exploring.
Because there are two directions to move, he chooses to continue the first branch. But, he’ll need to finish exploring the second
branch before the entire tunnel is considered complete.
Since a Depth+ line has been accomplished he starts at the top of the passageway table again and proceeds as normal. He rolls a
[5] which is a “ROOM” result.
He rolls on the room table and adds the current depth of 1 and ends with a total of 4. This is a storage room. He adds the storage
room to the map and rolls for Intel and VC presence.
On the first roll, he gets a [5] which allows him to collect 1 intel.
The second roll is a [1] which means he does encounter VC in this room. He swaps to the combat tables now.
He rolls on the Encounter Threat table. The current Alert us still –2 (So he uses the top line 1 or less) but rolls a [6]. This means that
he has encountered a Threat 2 situation.
Playing Tip: Combat can easily be tracked by writing a couple circles in the combat section. As threat is reduced simply cross out a
circle.
He takes the first attack and rolls the 3 combat dice and gets [1], [4] and [6]. The standard M1911 has a [4]+ hit rating which equals
2 hits to the VC, but has an effect that [1]’s cancel out one hit. This means the VC Threat has been reduced to 1 before it attacks.
The VC has a threat of 1 and so it rolls on the “Vietcong 1” wound table and gets a [4], A wound! But, Allen decides to spend two
support points (1 from Charlie and 1 from Drake) to reduce the wound die to a [3], nerve loss.
In the next round of combat he rolls a [3], [4] and [5] which reduces the enemy threat to zero and ends the fight. The final thing to
do in combat is check for noise, so he rolls 1 die and gets a [2]. This does raise the alert level by 1.
Due to his lowered nerves and them now being in an empty room, Bobby decides to take the lead for while.
Because we’ve just finished the depth 2 room and the expected depth is 3, we know that there is only 1 room left on this branch
and then the soldiers must finish exploring the other branch. Play will continue until the entire tunnel is complete or the soldiers
decide to give up.
CP Gains:
1 Floor Clear: +1
3 Intel: +3
2 Combat +1
Total: +6 CP
No one is down, so we skip injury rolls and move straight to the Experience/Exhaustion roll. Allen gets a [2], which is no effect.
Bobby gets a [5] which allows him to immediately become a veteran and place 1 skill point into any skill. He picks COMBAT.
For the weapon breaking roll, they skip rolling because the M1911 can be replaced for free anyways.
Finally, the CP can be used to upgrade or rearm the squad. In this case, 5 points are spend to upgrade Allen from a Veteran to a
Hero. Then final unspent CP is saved for the next mission.
This lead to a concept of “Abstracting the Labyrinth”. It relied on a single “Tracking roll” that connected one room to the next. Your
party can get lost in the labyrinth, but the important it was all abstracted to focus on the discovery of rooms. This was the basis for
“Depth” and “Branches” were introduced to contain the dungeons into a space you could realistically explore.
But, role playing games are a complicated beast. I knew I’d be overwhelmed trying to build a battle system, character classes, party
balancing, magic powers and so on. As such, this project went on the back burner.
But Steve’s experimental approach to design tends to overlap with my own. If I could shrink the RPG to its smallest possible scale
I’d be able to test the labyrinth exploration in a controlled setting.
But, where would a micro-dungeon crawl make sense? Where could a relatively small number of people explore narrow maze-like
halls while risking their lives against hostiles and booby traps.
As for the theme, I never thought I’d say these words, but thank you Uwe Boll.
Years ago, I’d seen his “1968 Tunnel Rats” movie and it inspired me to spend months reading about the real exploits of these
soldiers. These weren’t the overly heroic stories that we get from World War 2, but horrifying experiences that pushed people to
their limit. Yet, these men still volunteered to go in alone, lightly armed and crawled into the jaws of death day after day.
Even now I’m in awe that human beings would ever do such a thing. Few made it out alive, fewer made it out without emotional
scars that would last a lifetime. Heroics? Insanity? I don’t know, but I know that they deserve to be remembered.
This was an odd design for me because my grandfather was Anti-Wargame. He believed that a game makes light of the horrors of
war and is disrespectful to those who served. But, for me, wargames have been my way of exploring, remembering and being
drawn into history.
I did my best to appreciate reality and the people that served while still allowing players to enjoy the experience. I am proud of my
work here and I hope a few of you feel this project was a worthwhile experience.
If any of you are interested in learning more about the Tunnel Rats:
• The Tunnels of Cu Chi: A Harrowing Account of America's Tunnel Rats in the Underground Battlefields of Vietnam By
Tom Mangold’
• Tunnel Rat in Vietnam (Warrior) by Gordon L. Rottman
• Simply History Youbtube Video: https://www.youtube.com/watch?v=-jNx4Gcm54c
Ian Richard
Campaign Tables
Recruit/Upgrade Costs Downed Soldier Injuries
1,2 Soldier has died
New Recruit CP Upgrade CP Nerves/Skill/ Experience
Cost Cost Support Roll 3,4,5 Reduce Nerve and random skill by 1
point
Green 1 - 2/4/1 3+ 6 No long term effect, the soldier is
Private 2 2 3/5/2 5+ exhausted for one mission.
Veteran 4 3 4/6 /3 6+
Hero * 5 5/6/5 -
Soldier Tables
Diceman Games 2018 Non Gratus Rodentum - 20
PASSAGEWAY (1D6 / 6=Nerve Loss) TRAPS (1D6)
# EVENT? DEPTH+ 1 Punji Stick Make a Vision Test. Fail and roll on the wound table
1 TRAP 2 Explosive Make a Combat Test. Fail and roll on the wound table
Exploration Tables
Diceman Games 2018 Non Gratus Rodentum - 21
WOUNDS (1D6)
1 2 3 4 5 6
Cave In - - - N N D
Explosive W W W D D Dx2
Fire Ants - - N N N W
Gas - N W W D D
Grenade N W W D Dx2 CAVE IN
Punji Stick - - N W D D
Scorpion - N W W D D
Snake - N W W D D
Vietcong 1 - - N W D D
Vietcong 2 - N W D D Dx2
Vietcong 3+ W D D D Dx2 CAVE IN
Wounds Legend
Combat Process:
• “-” No Effect
1. Roll on the Encounter Table to determine the
• “N” Reduce nerve by 1 Threat level.
• “W” Point man is wounded 2. If using a firearm, roll your combat and each
success deals 1 damage
• “D” Point man is Down
3. The enemy rolls on the Wound Table.
• “Dx2” Point man and any
another soldier are downed 4. If using melee, roll combat and each success deals
one damage.
• “Cave-In” A cave in has oc-
curred, see the rules in the Continue 2 to 4 until the enemy threat is reduced to 0 .
tunnel rules on page 12
1- 1 1 1 1 1 2
2 1 1 1 2 2 2
3 1 1 2 2 3 3
4 2 2 3 3 4 4
5 2 3 4 4 5 5 Wounded Soldiers:
Combat Tables
Diceman Games 2018 Non Gratus Rodentum - 22
Tunnel Map
MAP Max Depth Alert
Combats
Intel Tally
CALENDER