Professional Documents
Culture Documents
Twilight 2000 GDW2000 Core Rulebook v2 2
Twilight 2000 GDW2000 Core Rulebook v2 2
Twilight 2000 GDW2000 Core Rulebook v2 2
RADS
Since nuclear weapons
were used earlier in the
war, some exposure to ra-
diation is unavoidable.
Rads are a measure of the
extent of exposure a char-
acter has suffered. (No
character will begin the
game with serious or lethal
exposure levels, for obvi-
ous reasons.)
The number of rads a
character has been ex-
posed to should influence
his willingness to take risks
in potentially contaminated
areas.
To determine the expo-
sure level of a military char-
acter in rads, roll a number of
D6 equal to twice his Initiative.
To determine the exposure
level of a civilian character in rads, roll 1D6 and AGE age may start to take their toll on a character
1D10 and multiply the two die rolls by each other. A character's age at the time an adven- physically. Beginning at age 33, i.e., the end
ture campaign begins is determined by mul- of the fourth term, a character must check for
Most of us are pretty young—all but the tiplying by 4 the number of terms served and the effects of age at the end of each term. At
major and Anderson. Themajoronce saidthis adding 17 to the result. In other words, the end of the fourth and fifth terms, the
was a young man's war, and Anderson said, (4xTerms)+17=Age. Age adds a further di- character rolls 1D10 to check for losses in
"So name one that wasn't." We call him "Ser- mension of reality to play, helping players Agility. At the end of the sixth and seventh
geant Anderson, United States Army, Retired." visualize their characters as actual people, terms, both Agility and Strength must be
He must be pushing 50.1 found out he really rather than merely numbers on paper. It is checked. At the end of the eighth and every
was retired, but got back in when all this possible for beginning characters to have term thereafter, Agility, Strength, and Consti-
started. He says he got reactivated, but I don't range anywhere from age 17 on up, al- tution must be checked.
think they do that. I think he actually pulled though few characters will be older than 37 In addition, once characters reach age 65,
some strings to get back in. Other than that, or so. at the end of the 12th term, they must start
though, he seems reasonably sane. Effects of Age: At age 33, the effects of rolling for a decrease in Intelligence. (The
Consolidated Effects of Age Table illustrates
these progressions, as well as the reduction
in the amount of skills gained during careers
due to aging.)
The character loses 1 point from the rel-
evant attribute if the 1D10 roll is less than the
current level of that attribute. If the roll equals
or exceeds the attribute, there is no loss. This
check, also called an age saving throw, is
made at the end of each term.
Example: Alvarez ends her fourth term
and must roll for a reduction in her Agility,
which is presently 9. She rolls a 3 and since
that is less than her current attribute level of
9, she loses 1 point of Agility. In another
example, upon leaving his eighth term to
enter active play, Roosevelt Jefferson must
roll three times, once for Strength (presently
6), once for Agility (presently 9), and once for
Constitution (presently 5). The rolls are 7, 6
and 5 respectively, so Jefferson does not lose
any Strength or Constitution points, but has
his Agility reduced to 8.
Aging In Play: Aging in play works the
same way. Upon reaching the crucial age as Each of his other body parts has a hit ca- character may lift loads up to four times this
indicated in the "End Age"column above, the pacity equal to two times the sum of his amount and carry them short distances (50 to
player must roll for whatever attributes are Strength and Constitution [(STR+CON)x2]. 100 meters), but this counts as hard work un-
marked Y in the "Losses" columns. For ex- Boxes are provided on the character record der the fatigue rules, as explained later in this
ample, on Captain Toye's 45th birthday (de- sheet for players to write their characters book. Characters may combine their load ca-
termined by the player), his player must roll to wound level threshholds. Consultthe "Wounds pacities to lift heavy objects.
save his STR 5 and AGL 8. The player rolls 10 and Healing" section of the Combat chapter Throw Range: The distance (in meters) a
and 5, saving the STR, but losing a point of for the details of determining wound thresh- character can throw a one-kilogram weight
AGL (not too bad). Soon, however, it is poor olds and the effects of being wounded. accurately is called his throw range. Throw
old Sgt. Anderson's 65th birthday. He rolls for Weight: A character's weight in kilograms range is four times the character's Strength
STR, AGL, CON, and INT with a 3, 9, 2, and is equal to 80 plus four times Strength minus (STRx4).
3. Anderson loses 1 point from each his STR Agility [4x(STR-AGL)]+80. Thus, a character
and INT. Happy birthday, Top. with a Strength of 6 and Agility of 1 would One day everyone was out foraging, except
Although rolling for character aging on weigh 100 kilograms (roughly 220 pounds), forme. I was working on the LAV-25's trans-
their birthdays is convenient, referees may while a character with a Strength of 4 and an mission. The story of my life. First thing I know
wish to invoke the attribute changes gradu- Agility of 8 would weigh 64 kilograms (roughly there's this Hungarian sergeant leaning under
ally over the course of the year. 141 pounds). the LAV-25 and sticking a Makarovin my face.
Physiological differences, particularly in Beats me what he was doing this far north, but
SKILL-AND ATTRIBUTE- bone structure, produce smaller body masses he was pretty skinny and raggedy looking, so
DERIVED VALUES in women. For a female character, weight in I figure he was probably a deserter. Well, Iwas
Once the character has finished all steps kilograms is equal to 65 plus four times tired of working on the LAV-25 anyway, so I
of character generation which affect skills and Strength minus Agility [4x(STR-AGL)]+65. crawled out and stood up.
attributes, the following values, which are de- Thus, a female character with a Strength of 6 About then Bobbi Lee got back to camp,
rived from skills and attributes, can be calcu- and an Agility of 1 would weigh 85 kilos and I guess she wasn 't expecting trouble, be-
lated. (roughly 187 pounds), while a female char- cause it's the only time I've ever seen her
Hit Capacity: Hit capacity is a measure of acter with a Strength of 4 and an Agility of 8 surprised. She dropped her M16, but then the
the amount of damage (hits or hit points) a would weigh 49 kilos (roughly 108 pounds). Hungarian looked back at me. Wrong move.
character can take before suffering serious Load: Acharacter can carry a considerable Bobbi Lee kicked him. She kicked him in the
inju ry. H it points can be suffered in any of seven amount of equipment cross-country, but there HEAD. She kicked him so hard she broke his
different parts of the body: left leg, right leg, is a limit. Acharacter may carry, without being neck. This I do not believe she learned coon
left arm, right arm, head, abdomen, and chest. heavily burdened, weight in kilograms equal hunting with her brothers.
The hit capacity of a character's head is to three times the sum of his Strength and Con-
equal to twice his Constitution (CONx2). The stitution (STR+CON)x3. This is called his nor- Unarmed Combat Damage: Unarmed
hit capacity of his chest is equal to three times mal load. A character may carry up to twice combat damage determines the amount of
the sum of his Strength and Constitution this amount, but is burdened and has his move- damage a character will inflict on an opponent
[(STR+CON)x3]. ment reduced, as explained in later rules. A if he hits him during melee combat. Unarmed
combat damage is determined by multiplying Each character begins the game with a basic
acharacter's Unarmed Martial Arts skill by his load of equipment and personal possessions
Strength and dividing by 10, rounding fractions (as detailed later on) and a personal weapon.
down (unless this would result in 0, in which The personal weapon depends on the
case it is 1). character's army, and should be selected from
The result is the number of hit points the the Personal Weapons List on pages 50 and
character will inflict per attack. 266. Thus, a Czech character could choose
Example: Bobbi Lee has a Strength of 8 any of the personal weapons listed under
and a Unarmed Martial Arts skill level of 8. Czech personal weapons. Each officer also
From this, calculate the unarmed combat receives a pistol in addition to his personal
damage [(8x8)+10=6]. Bobbi Lee will inflict 6 weapon. Note that an American officer may
hit points per unarmed combat attack. choose either an M9 or M1911A1 pistol.
Transportation: Next, characters should
Right there at the end things got pretty hot roll for vehicles, using the Vehicles Table. Only
at Kalisz, and we ended up having to make a a party of three or more characters will have
run for it across about 200 meters of fire-swept vehicles. Each group of characters receives
open ground. Well, we made it, somehow, and one D6 die roll for vehicles for every three
even the Hum-Vee didn't take much damage. characters in the group (rounding fractions
But the alcohol still on the trailer behind the up). Players may combine their dice into 2D6
LAV-25 got all shot up. That's bad news, be- or 3D6 rolls if desired (but not 4D6 or more);
cause we can't run these vehicles on bat many of the more desirable vehicles are only
droppings, and gasoline's scarcer than politi- obtainable with rolls greater than 6.
cians these days. If players wish, they may use one or more
I got it mostly patched up, but the tubing vehicle dice as animal dice instead. The
had been shot away and fell off the trailer. I number rolled on animal dice is the number
told the major we needed tubing for the still or of animals the party owns. These may be
we'd have to start walking. He called Griffith divided among the various draft animals listed
over and told him we needed some tubing for on page 88 as the players see fit, provided
thestill. "What kind?" he said. "Copperwould that the animal is appropriate to the climate
be nice," I said. "Right." And he was gone. and terrain of the campaign. nition as given in the vehicle's entry on the
Eight hours later he's back with 15 feet of For example, a party of seven characters Equipment List. (Type is up to the players, but
copper tubing and an almost-new truck bat- would have three D6 rolls for vehicles. They the referee should restrict the quantities of rare
tery with a full charge on it as a bonus. I don't could use them as three rolls of 1D6 or one ammunition chosen.) Vehicles and their char-
know how he does it. roll of 1D6 and one roll of 2D6. They could acteristics are given on the Equipment List.
also use one or all of the dice to roll for ani- Players should photocopy a vehicle card for
EQUIPMENT mals instead. each vehicle their characters own. Weapons
Soldiers accumulate gear, particularly in as Each vehicle begins the game with a full cards should also be copied for weapons
fluid and changing a situation as this one. tank of alcohol fuel and a full load of ammu- mounted on these vehicles.
Characters in services making special use
of vehicles (armor, airmobile, air force, etc.)
do not automatically receive a vehicle.
Buying Equipment: Finally, each char-
acter can "buy" equipment at the beginning
of the game. This is not meant to represent
the actual purchase of equipment; instead,
the money for buying equipment allocated
to each player is a representation of the
value of the equipment he has accumulated
over time.
Players may buy equipment separately or
may pool their resources to buy equipment.
Note that motorcycles do not appear on the
Vehicles Table and thus cannot be obtained
with a vehicle die roll. They may, however, be
purchased.
To determine a character's equipment
purchase allowance in dollars, multiply the
number of terms served in the military by 5000,
if enlisted, or 10,000, if an officer. Terms spent
in the reserve component are only counted if
the character was active in the reserves that
\
term. Note that even civilian characters are distance away, and the trip by the group to although that's one side effect). Basic train-
considered to have spent one term (the one the cache can constitute a small adventure ing lasts 18 weeks in the American Army; other
after war broke out) in the military. itself. Naturally, the cache should not be too armies have different systems.
All items of equipment are listed in the Price close to where the new character joins the Recruits undergo basic training at one of
List on pages 248-251, along with their rari- group, and placing the cache in a dangerous several training centers: Ft. Wood, MO; Ft.
ties and prices. They are described in greater area will add interest to the mission. McClelland, AL; Ft. Gordon, GA; Ft. Jackson,
detail in the Equipment List. An Eastern Bloc SC; and Ft. Dix, NJ.
character may not buy equipment listed as rare To appreciate fully the truth that "men are Players who are intensely interested in
in the East; other characters may not buy but children of large growth" one must have precisely what is involved might want to go to
equipment listed as rare in the West. A char- commanded soldiers, [fjhey will at once eat a military surplus store and buy a copy of the
acter may, if he desires, take up to 10% of his or throw away the rations furnished for sev- various volumes of the Soldier's Manual of
total equipment allowance in gold coins, in the eral days, never considering the morrow. They Common Tasks. These are fairly inexpensive
hope of using them laterto purchase additional will cast aside or give away their clothing and go into much more detail than we possi-
supplies. because today it is warm, never calculating bly can here.
Since the PCs start the game on the run, that the next day they may be suffering for the Advanced Training: After basic training,
no equipment may be bought which cannot want of it. An officer, to be truly efficient, must the soldier goes on to a course in whatever
be carried in their vehicles. Vehicle cargo ca- add to the qualities of courage and firmness, specialization he has chosen, including train-
pacities are given on the vehicle cards; ar- those of nurse, monitor, and purveyor for ing with any special equipment or weapons
mored vehicles may carry an extra 10% of grown-up children. required. Scouts learn to scout, artillerymen
vehicle weight fastened to the outside of the Col. F. R. Keefer, CSA learn to shoot big guns, infantry learn to be
vehicle. All equipment and all passengers (but infantry, and so on. Each specialty (called an
not crew) must fit within those limits. LIFE IN THE SERVICE MOS, or military occupational specialty) is
Additional Characters: During the course This material is presented for the benefit assigned a code for easy classification (the
of the game, it may be necessary to incorpo- of players and referees who may be unfamil- MOS for M1 tank Crewmembers is 19K, or
rate additional player characters. This may be iar with some of the terms and practices of "Nineteen-Kilo," for instance), but these are
due to other players wishing to join the group, service in the military. not important to the game. An MOS simply
or as a result of one of the players having his Basic Training: This is the minimum represents what your job is in the military:
character killed and generating a new char- training given to all soldiers, and includes armor crewmember, heavy weapons spe-
acter to rejoin the group. In this case, it is training in military courtesies, basic weapons cialist, scout, clerk, mechanic, etc.
possible to meet a new group or just a single and equipment familiarization, and a general Officer Training: Soldiers who showthe
character. A single character could not have introduction to the way things are done in the right talents may go into an officer candidate
a vehicle (except for a motorcycle) and thus military. It also serves to bring recruits to a program (or may have been in ROTC or a mili-
probably will not be able to carry all of the minimum standard of physical condition, ac- tary academy before enlisting). Here they received
equipment he could purchase. The referee quaint them with the tasks they will have to training in various skills necessary to be an officer
should allow the characterto purchase his full perform in the future, and instill a sense of (leadership, tactics, command, administration,
allotment of equipment, but join the grouponly camaraderie. The most important thing done etc.J.As officers are promoted, they may complete
with the equipment he can carry on his back. in basic is to instill a sense of the military as other courses of training.
The rest may be in a hidden cache some peer group (not to train everyone to shoot, Schools: The training centers for the various
specialties are called schools. One exists for each
major specialty and branch. A list of some of the
major schools (at least the more common player
choices) and their locations are provided below,
for characters to use in adding detail to their back-
ground.
Armor: Ft. Knox,KY
Infantry, Airborne, Engineers:Ft. Benning, GA.
Ranger: Ft. Stewart, GA.
Air Defense Artillery: Ft Bliss, TX.
Medical: Ft.Sam Houston,TX.
Artillery: Ft.Sill.OK.
Aviation: Ft. Rucker, AL
VSM
• The navy is a small riverine patrol force GERMANY ITALY
on the Danube River. There are no naval Basic Training: Same as US except for Basic Training: Same as US
aviators or SEAL equivalents. army basic training, which provides: Careers: All careers are the same with the
• Add Heavy Gun skill to the subsequent • Small Arms: 2 following exceptions:
terms skill listings of the Infantry and Artillery • Unarmed Martial Arts: 1 • Naval aviators use the same career de-
Arms. • Swimming: 1 scription as air force pilots.
• Ground Vehicle (Wheeled): 1 • Mountain infantry are called Alpini.
DENMARK • Thrown Weapon: 1 • Airborne troops are called Paracadutisti.
Basic Training: Same as US • Autogun: 0 • Rangers are called Paracadutisti
Careers: All careers are the same with the • Grenade Launcher: 0 Incursore (parachute raiders).
following exceptions: Careers: All careers are the same with the • Marine infantry are called Lagunari.
• The Jaegerkorpset (jaeger corps) are following exceptions: • The equivalent of the SEALs are the San
the equivalent of special forces. • Air force pilots and naval aviators each Marcos Subacque Incursori (underwater raid-
• The Froemandskorpset (frogman corps) receive Pilot: 5 (instead of Pilot: 4 or Pilot: 6) ers).
are the equivalent of navy SEALS. for a first term skill. • There are no equivalents to special
• There are no equivalents to mountain • Infantry are called Panzergrenadier(\i in forces, marine force recon, or marine sniper
infantry, airborne, ranger, or any marine ca- a mechanized unit) or Jager (if in a light careers.
reers. infantry unit). • Add Heavy Gun skill to the subsequent
• Mountain troops are called Gebirgsjager. terms skill listings of the Infantry and Artillery
FINLAND • Airborne solders are called Falschirmjager. Arms.
Basic Training: Same as Soviet, but add • Rangers are called Femspahtruppen.
Snow Skiing: 1 to the army basic skill list. • There is no equivalent to special forces, EX-YUGOSLAVIAN
Careers: All careers are the same with the navy Seals, or any marine career. This entry includes the Italian satellite
following exceptions: armies of Serbia, Croatia, and Slovenia, as
• The equivalent of rangers are the Sissi, GREECE well as nationalist armies in Dalmatia,
but add Snow Skiing: 2 to their first term skills. Basic Training: Same as US Montenegro, and Macedonia.
• The equivalent of marine force recon are Careers: All careers are the same with the Basic Training: Same as Soviet.
the marine commandos. following exceptions: Careers: All careers are the same with the
• There are no equivalents to mountain • Naval aviators use the same career de- following exceptions:
infantry, airborne, special forces, naval avia- scription as air force pilots. • Airborne troops are called paratroopers.
tors, navy SEALs, marine infantry, or marine • Airborne troops are called paratroopers. • Marine infantry are called naval infantry.
sniper careers. • Rangers are called commandos. • There are no equivalents to rangers,
• Special forces are called special raider special forces, naval aviators, navy SEALs,
FRANCE forces. marine force recon or marine sniper careers.
Basic Training: Same as US • There are no equivalents to mountain • Add Heavy Gun skill to the subsequent
Careers: All careers are the same with the infantry, but Climbing should be added to the terms skill listings of the Infantry and Artillery
following exceptions: subsequent term skill list for infantry. Arms.
• Navy and air force pilots each receive • There are no equivalents to navy SEALs,
Pilot: 5 (instead of Pilot: 4 or Pilot: 6) for a first marine force recon, or marine sniper careers. LITHUANIA
term skill. • Add Heavy Gun skill to the subsequent Basic Training: Same as Soviet.
• Mountain infantry are called Chasseurs terms skill listings of the Infantry and Artillery Careers: All careers are the same with the
Alpins. Arms. following exceptions:
• Airborne troops are called Parachutists. • Marine infantry are called naval infantry.
• The naval rifle commandos (Fusiliers- HUNGARY • There are no equivalents to rangers,
Marins Commandos) are the equivalent of Basic Training: Same as Soviet. airborne, mountain infantry, special forces,
marine force recon. Careers: All careers are the same with the naval aviators, navy SEALs, marine force
~~-»The French Foreign Legion paratroop- following exceptions: recon or marine sniper careers.
ers \i6tranger Parachutists) are the equiva- • The navy is a small riverine patrol force • Add Heavy Gun skill to the subsequent
lent of rangers. Note that characters of any on the Danube River. terms skill listings of the Infantry and Artillery
nationality may be in the foreign legion, which • There are no naval aviators or SEAL Arms.
has infantry, light armor, artillery, and air- equivalents.
borne units. • There are no equivalents to mountain
• There are no equivalents to special infantry, rangers, special forces, or any ma-
forces, navy SEALs, or marine snipers. rine career.
• Add Heavy Gun skill to the subsequent • Add Heavy Gun skill to the subsequent
terms skill listings of the Infantry and Artillery terms skill listings of the Infantry and Artillery
Arms. Arms.
THE NETHERLANDS ROMANIA TURKEY
Basic Training: Same as US Basic Training: Same as Soviet. Basic Training: Same as US except that
Careers: All careers are the same with the Careers: All careers are the same with the army basic training covers the following:
following exceptions: following exceptions: • Small Arms: 2
• The equivalent of special forces are com- • All airborne troops are from the 161st • Unarmed Martial Arts: 2
mandos. Parachute Regiment. • Survival: 1
• The equivalent of navy SEALs are spe- • Marines are called naval infantry, of wh ich • Autogun: 0
cial boat sections (SBS). there is a single battalion. • Thrown Weapon: 1
• There are no equivalents to mountain • There are no equivalents to rangers, Careers: All careers are the same with the
infantry, airborne, rangers, marine force re- special forces, marines snipers or force re- following exceptbns:
con, or marine snipers. con, or naval aviators. • Naval aviators use the same career de-
• Add Heavy Gun skill to the subsequent scription as air force pilots.
NORWAY terms skill listings of the Infantry and Artillery • Airborne troops are called Paracutcu.
Basic Training: Same as US, but add Arms. • Rangers are called Paracutcu Komando.
Snow Skiing: 1 to the army basic training skill • Marine infantry are called Amfibi Deniz
list. SOVIET UNION (amphibious rifles).
Careers: All careers are the same with the Basic Training: Same as US except that • There are no equivalents to mountain
following exceptions: army basic training covers only the following: infantry, special forces, navy SEALs, marine
• Air force pilots each receive Pilot: 5 (in- • Small Arms: 2 force recon, or marine sniper careers.
stead of Pilot: 4) for a first term skill. • Unarmed Martial Arts: 1 • Add Heavy Gun skill to the subsequent
• The Jaegers are the equivalent of rang- • Swimming: 1 terms skill listings of the Infantry and Artillery
ers. • Thrown Weapon: 1 Arms.
• The Jaegers are the equivalent of navy • Autogun: 0
SEALs. • Grenade Launcher: 0 THE UNITED KINGDOM (GREAT
• There are no equivalents to airborne, Careers: All careers are the same with the BRITAIN)
special forces, naval aviators, or any marine following exceptions: Basic Training: Same as US except for
careers. • Infantrymen are called motor rifles. army basic training, which provides:
• Add Heavy Gun skill to the subsequent • Rangers are called Reydoviki. • Small Arms: 2
terms skill listings of the Infantry and Artillery • Special forces are called Spetsnaz. • Unarmed Martial Arts: 2
Arms. • Airborne are called Vozdushno- • Swimming: 1
Desantnaya Voyska (VDV) or desantniki for • Ground Vehicle (Wheeled): 1
POLAND short. • Thrown Weapon: 1
Basic Training: Same as Soviet. • Army aviation is called Frontovaya • Autogun: 0
Careers: All careers are the same with the Aviatsiya (frontal aviation). • Grenade Launcher: 0
following exceptions: • Marines are called Morskaya Pyekhota Careers: All careers are the same with the
• All airborne troops are from the 6th Po- (naval infantry). following exceptions:
meranian Air Assault Division. • Navy SEALs are called naval Spetsnaz. • Naval aviators and air force pilots each
• Marine infantry is a combat arm of the • Naval aviators use the same career de- receive Pilot: 5 (instead of Pilot: 4 or Pilot: 6)
army, and all marines are from the 7th Luzycka scription as air force pilots. for a first term skill.
Naval Assault Division. • There is no equivalent to marine snipers • The equivalent of navy SEALs is the
• There is no equivalent to marine force or force recon. special boat service (SBS).
recon or snipers, or navy SEALs. • Add Heavy Gun skill to the subsequent • The equivalent of special forces is the
• Navy pilots use the same career descrip- terms skill listings of the Infantry and Artillery special air service (SAS).
tion as air force pilots. Arms. • The equivalent to marine infantry is the
• There is one brigade of mountain troops, • Add Hovercraft to Naval Infantry subse- Royal Marine Commandoes.
called the Brigada Podhalanska (Highland quent terms skill listings. • There is no equivalent to the mountain
Brigade). infantry career, but Climbing and Snow Ski-
• One special operations battalion of the ing should be included in the subsequent
6th Air Assault Division is the equivalent of term skill list for marine infantry.
special forces. They can be distinguished by • There are no equivalents to rangers,
their black berets instead of the red beret marine force recon, or marine snipers.
worn by regular Polish paratroopers.
• There are no equivalents to rangers or
Seals in the Polish Army.
• Add Heavy Gun skill to the subsequent
terms skill listings of the Infantry and Artillery
Arms.
Howitzers
122mm: The howitzer mounted on the
SAU-122 self-propelled howitzer and D-30
towed howitzer.
It is manually loaded. The D-30 howitzer
EQUIPMENT LIST
Every entry lists weight in kilograms, price belts. A two-barrel Gatling gun version of the
has an armor value 2 gun shield which pro-
vides coverforthe gunner (but not the loader)
if fired at from the front.
The D-30 howitzer takes six minutes to set
in dollars, and availability. The last is given in 30mm is used on the ZSU-30-2. Its rate of fire up.
the form of availability in the West/availability (5) is the number of times each gun can fire WffD-30;:3tons.
in the East. East and West refer to respective per combat round. Thus, if the vehicle fires Price (D-30): $50,000 (S/C).
parts of Europe. North America and Japan are five times, a total of 10 rounds could be fired. 152mm: The howitzer mounted on the
considered West. The interior of the Soviet 30mm Rarden: A30mm automatic cannon SAU-152 self-propelled howitzer. It is manu-
Union and all of Northern China are East. Ev- used on the British Warrior MCV-80 and other ally loaded.
erything else is the third world: Use the least British vehicles. 155mm: The howitzer mounted on the
common of the two availabilities.
V: Very common C:Common S;Scarce R:
Rare —:Unavailable except at referee's dis-
cretion.
Some entries contain additional information.
Some items are covered in datacards. These are
intended to be photocopied and rearranged,
enabling each player and referee to assemble
weapon arrays to suit individual situations. Play-
ers and referees have permissbn to photocopy
these data cards for personal use.
MELEE WEAPONS
Garotte: A length of rope or wire used for
strangulation.
Wt: 0.2 kg
Price: Usually improvised (V/V). Large-Caliber Guns M109A2 self-propelled howitzer. It is manu-
100mm Gun:Amanually loaded direct fire ally loaded.
FIREARMS gun mounted on the T-55 and BMP-3 AFVs. Tripods
Most of these entries represent weapons 105mm Gun: A manually loaded large With the exception of the AT-4, a tripod for
not covered by data cards. caliber gun mounted on the M1 tank and M8 a weapon must be purchased separately.
self-propelled gun. NLT (NATO Light Tripod): Accepts M60
Autocannon 120mm Gun: Alarge-calibergun mounted and MG3.
Most autocannon are an integral part of a on the M1A1 and M1A2 tanks. On the M1A1 Wt: 7 kg.
vehicle. Prices and availability are given only it is manually loaded; on the M1A2 it is Price: $200 (C/S).
for those which are available separately. equipped with an autoloader. NMT (NATO Medium Tripod): Accepts
20mm Autocannon: An automatic can- 120mm Rifled Gun: The L11A5 rifled gun MAG.
non mounted on the AMX-10P and on old mounted on the Challenger and other British tanks. Wt:10kg.
versions of the Marder. 125mm Gun (Rapira-3): A large-caliber gun Price: $200 (S/R).
23mm Autocannon: A belt-fed automatic mounted on the T-72, T-80, and T-90 tanks and NHT (NATO Heavy Tripod): Accepts
cannon mounted on the OT-65. It accepts 100- the Rapira-3 towed antitank gun. All three tanks M214.M2HB, Mk-19.
round belts. It may be fired only from the ve- are equipped with autoloaders. Wt: 22 kg.
hicle mount. On the Rapira-3, the gun is manually Price: $350 (C/S).
25mm Autocannon: A belt-fed automatic loaded. On the T-72 and T-80, the gun auto- PLT(Pact Light Tripod): Accepts PK, Vz-
cannon mounted on the M2-2 and LAV-25. matically goes to maximum elevation while the 59.
The weapon may have two belts, with two autoloader is working, so the gunner may not Wt: 10 kg.
different types of ammunition loaded simul- aim during loading. Price: $250 (S/C).
taneously, and may fire from either belt. Nei- OntheT-90 and the Rapira-3, thegunner may PMT (Pact Medium Tripod): Accepts
ther the 25mm autocannon nor the gunner's aim during loading. AGS-17.
machinegun may fire while either belt is being The Rapira-3 has an armor value 2 gun shield Wt:12kg.
reloaded. The weapon accepts 100-round which provides coverforthe gunner and loader if Price: $300 (S/C).
belts. fired at from the front. The Rapira-3 takes four PHC (Pact Heavy Carriage): Accepts
30mm Autocannon: A belt-fed automatic minutes to set up. DShK.
cannon mounted on the BMP-2, BMP-3, and Wt (Rapira-3): 3.5 tons. Wt: 100 kg.
BRDM-4. The weapon accepts 100-round Price (Rapira-3): $50,000 (R/S). Price: $1000 (R/S).
SMALL ARMS AMMUNITION Price: $65 per case (C/S). .357 Magnum (9x33mmR):
Weights per magazine include weight of 7.62mm L (7.62x54mmR Long): Wt: 18 kg per case of 1000.
magazine (which is negligible in most cases) Wt: 15 kg per case of 600, 0.3 kg per 10- Price: $500 per case (R/—).
and ammunition. round magazine, 3 kg per 100-round belt. 10mm(10x24mm):
Magazines are purchased separately and Price: $70 per case (S/C). Wt: 10 kg per case of 1000 rounds.
cost $1 per three rounds of capacity, except .30-06 (7.62x63mm): Price: $85 (R—).
the 1000-round drum for 5.56mm N ammuni- Wt: 15 kg per case of 500,35 loose rounds .44 Magnum (11.2x32.8mmR):
tion, which costs $200. per kilogram. Wt: 20 kg per case of 1000.
Price: $80 per case (S/R). Price: $550 per case (R/—).
Small Arms & Machlneguns .32 ACP (7.65x17mmSR): .45ACP (11.43x23mm):
Longbow Arrow: Wif;20 kg per case of 2000,0.1 kg per 10- Wt: 20 kg per case of 1000, .03 kg per 7-
Wt: 3 kg per 24. round magazine, 0.2 kg per 20-round maga- round magazine.
Price: $50 per 24 (C/C). zine. Price: $63 per case (S/R).
Crossbow Bolt: Price: $150 per case (S/S). 12.7mm B (12.7x83mmR Bloc):
Wt: 3 kg per 24. 8mm M (7.92x57mm Mauser): Wt: 25 kg per case of 2 belts, 11 kg per 50-
Price: $30 per 24 (C/C). Wt: 10 kg per case of 300, 30 rounds per round belt.
Loose Black Powder and Ball: These are kilogram. Price: $35 per case (S/C).
most commonly premeasured and wrapped Price: $30 per case (S/S). .50 BMG (12.7x99mm Browning Ma-
in paper in ready-to-use units. .380 ACP (9x17mm): chlnegun):
Wt: 1 kg per 40. Wt: 15 kg per case of 1500, 0.1 kg per 7- Wt: 15 kg per case of 1 belt, 13 kg per 105-
Price: $25 per 40 (C/C). round magazine. round belt.
4.7mm CIs (4.7x21 mm Caseless): Price: $125 per case (C/S). Price: $35 per case (C/S).
Wt: 10 kg per case of 1800, 1 kg per 50- 9mm M (9x18mm Makarov): .50 SLAP (12.7x99mm Saboted Light
round magazine. Wt: 15 kg per case of 1500, 0.1 kg per 8- Armor Piercing):
Price: $1300 per case (S/R). round magazine. Wt: 15 kg per case of 1 belt, 13 kg per 105-
5.45mm B (5.45x39mm Bloc): Price: $200 per case (S/C). round belt.
Wt: 10 kg per case of 840, 0.5 kg per 30- 9mm P (9x19mm Parabellum): Price: $60 per case (S/R).
round magazine, 0.6 kg per 40-round maga- Wt: 15 kg per case of 1500, 0.1 kg per 8- 14.5mm B (14.5x114mm Bloc):
zine. round magazine, 0.2 kg per 13- and 15-round Wt:30 kg per case of 1 belt, 25 kg per 100-
Price: $100 per case (C/V). magazine, 0.3 kg per 25- and 30-round maga- round belt.
5.56mm N (5.56x45mm NATO): zine, 0.4 kg per 32- and 34-round magazine. Price: $30 per case (S/C).
Wt: 10 kg per case of 840 or 4 belts, 0.5 kg Price: $225 per case (V/C). 12 Gauge (12 Gauge All-Brass):
per 30-round magazine, 2 kg per 200-round .38 Special (9x29mmR): Wt: 15 kg per case of 240,1 kg per 10-round
belt, 15 kg per 1000-round drum. Wt: 15 kg per case of 1000. magazine, (15 loose rounds per kilogram).
Price:$100 per case, $200 per empty drum Price: $175 per case (S/R). Price: $100 per case (C/C).
(V/C).
.22 LR (5.7x17mmR Long Rifle):
Wt: 20 kg per case of 5000, 0.1 kg per 7-
round magazine.
Price: $225 per case (C/S).
7.5mm MAS (7.5x54mm MAS):
Wt: 15 kg per case of four belts, 2 kg per
50-round belt.
Price: $30 per case (R/R).
7.62mm T (7.62x25mm Tokarev):
Wt: 35 kg per case of 2500, 0.2 kg per 8-
round magazine, 0.6 kg per 32-round maga-
zine.
Price: $250 per case (R/S).
7.62mm S (7.62x39mm Short):
VW: 10 kg per case of 600,1 kg per 30-round
magazine.
Price: $80 per case (S/C).
.30-30 (7.62x51 mm R):
Wt: 20 kg per case of 1000,5 loose rounds
per kilogram.
Price: $170 per case (C/S).
7.62mm N (7.62x51 mm NATO):
Wt: 15 kg per case of 600,0.75 kg per 20-
round magazine, 1.5 kg per 50-round belt, 3
kg per 100-round belt.
Hand Grenades
Types of Rounds Fragmentation: The grenade, upon ex-
ploding, scatters metal fragments throughout
Large-caliber gun, autocannon, and impact or at a selected altitude, it is useful its burst radius.
grenade rounds come in several types, ex- against infantry and some larger targets. Wt: 0.5 kg, 30 kg per case of 30.
plained below. Each weapon can fire one It is the least expensive (and thus most Price: $4 each, $100 per case (C/C).
or more of these types. Certain rounds are common) indirect fire round used. Exploding. Chemical: Same as a chemical round for
here defined as Penetrators or Exploding HEAT (High Explosive Antitank): A large-caliber guns. Two types are available:
according to the rules on page 216. hollow shell filled with explosive com- HC smoke and irritant gas.
APDU (Armor Piercing Depleted Ura- pound. An inverted cone in the nose of the Wt: 0.5 kg, 16 kg per case of 16.
nium): Essentially the same as an APFSDS shell directs the explosive force forward Price: $3 each, $40 per case for smoke,
round, but with a penetrator made of depleted into a high-energy jet of super-heated gas double prices for irritant (smoke, C/S; irritant,
uranium. The density and hardness of the DU and molten metal, reducing the effective- S/R).
penetrator increases the ability of the round ness of the round against soft targets, but Antitank: The grenade is designed to
to penetrate armor considerably. Depleted vastly increasing it against armor. Exploding. explode on impact. It contains a shaped
uranium is spent reactor fuel and is not dan- HEDP (High Explosive Dual Pur- charge and is stabilized by fins so that the
gerously radioactive. Penetrator. pose): A holtow round containing an ex- grenade flies with the shaped charge point-
APFSDS(Armor Piercing Fin Stabilized plosive compound filler with a shaped ing forward.
Discarding Sabot): The round consists of a charge director in the nose to provide the Wt: 1 kg, 25 kg per case of 15.
subcaliber finned penetrator (usually made round with an enhanced armor-penetrat- Price: $10 each, $120 per case (R/S).
of tungsten) surrounded by a full-bore alumi- ing capability. Exploding. Concussion: The grenade consists of
num sabot (pronounced SAY-bovrf in several HVAP (H ig h Velocity Armor Piercing): explosive filler in a cardboard or plastic con-
pieces. Once the round leaves the barrel, the The simplest, earliest, and most basic ki- tainer. Upon explosion it will knock people
sabot falls away. The combination of a large netic energy armor piercing round, fired at down, but causes no lethal fragmentation.
propelling charge and a small diameter pene- high velocity to penetrate armored targets. Wt: 0.5 kg, 20 kg per case of 20.
trator results in very high muzzle velocity and Penetrator. Price: $4 each, $70 per case (C/S).
armor penetration. Penetrator. HVHEand HVHEDP(Hlgh Velocity High Thermite: The grenade has little blast or
APHE (Armor Piercing High Explo- Explosive and High Velocity High Explo- fragmentation, but it burns with intense heat.
sive): A kinetic armor piercing round with sive Dual Purpose): These high-explosive Wt: 1 kg, 20 kg per case of 16.
a substantial explosive charge. This is, in rounds are similar to HE and HEDP rounds, Price: $10 each, $140 per case (S/R).
effect, a dual purpose round which can but they have a greater muzzle velocity and, WP (White Phosphorus): The grenade
function as a penetrator vs. armored ve- consequently, an increased range. Exploding. scatters incendiary fragments throughout its
hicles, or like an exploding artillery shell ICM (Improved Conventional Muni- burst radius and burns with intense heat.
vs. personnel or area targets. Penetrator. tions): Also called improved conventional Wt: 1 kg, 20 kg per case of 16.
API (Armor Piercing Incendiary): A mines (ICM), this is a hollow round filled Price: $20 each, $280 per case (S/S).
nearly solid round containing a small amount with grenades. The round bursts in the air
of incendiary material in the base. Primarily and scatters grenades over a large area,
used against armored vehicles. Penetrator. it is very effective against infantry.
CHEM (Chemical): A hollow shell ICM-DP (Improved Conventional Muni-
which, upon landing, burns and releases tions, Dual Purpose): Similar to ICM, the
agas or smoke. The most common chemi- ICM-DP round contains shaped-charge gre-
cal is hexachloroethane (HC) smoke, and nades which have an improved effectiveness
all prices given later are based on that against armored targets—provided they
round. Rounds may also be filled with irri- achieve a direct hit. Exploding.
tant gas (double price), blood agent poi- ILLUM (Illumination): A hollow round
sonous gas (triple price) or nerve gas (qua- containing a parachute flare which will illumi-
druple price). In all cases, the chemical nate the area defined by the round's burst
cloud will cover an area the width of the radius for two combat turns (one minute).
given burst area and fourtimes as long as the Powder Charges: Most guns use a
burst area The cloud will originate at the im- round which consists of both the projectile
pact point of the round and stretch downwind. and a brass casing with propeliant. The
FASCAM (Field Artillery Scatterable 125mm gun and all howitzers fire a round
Mines): Also called remote-delivered mines consisting of a projectile and a separate
(RDM), this is a hollow round containing anti- powder charge. One powder chargeis con-
tank and antipersonnel mines. The round sumed for each projectile fired.
bursts in the air and scatters mines over an WP (White Phosphorus): A hollow
area 100 meters in radiusf rom the burst point. round filled with white phosphorus. Upon
HE(High Explosive): Ahigh explosive detonation, it scatters burning white phos-
round is a hollow casing containing an ex- phorus throughout its burst radius. WP
plosive compound. Set to detonate on rounds also generate thick white smoke. Fragmentation Grenade
Wt: 0.4 kg, 20 kg per 50-round case, 25 kg
per case of 50 belted.
Price: $10 each, $400 per case (S/R).
Rockets
Folgore HEAT: Used in the Folgore
launcher.
Wt: 5 kg.
Price: $120 (C/S).
58.3mm HEAT: Fired from the RPG-16
rocket launcher.
Wt: 3 kg, 10 kg per case of 3.
Price: $50 each, $125 per case (R/S).
82mm SMAW HE: Fired from the M12
SMAW.
Wt: 0.2 kg, 7 kg per case of 6.
Price: $75 each, $350 per case (S/—).
82mm SMAW HEAT: Fired from the M12
SMAW.
Wt: 0.2 kg, 7 kg per case of 6.
Price: $75 each, $350 per case (S/—).
84mm HEAT: Used in the Carl Gustav.
Wt:3kg.
Price: $120 (C/S).
89mm HEAT: Used in the LRAC F1.
Wt:2kg.
Price: $175 (R/—)•
Grenade Launcher Rounds
30mm HE: Fired from the AGS-17 auto-
grenade launcher.
Wt.0.35 kg, 10 kg per 29-round drum.
Price: $3 each, $75 per drum (R/C).
40mm HE: Fired from the M203, HK-69,
or Mk-19 grenade launcher.
Wt: 0.3 kg, 25 kg per case of 72.
Price: $4 each, $200 per case (C/S).
40mm HEDP: Fired from the M203, HK-
69, or Mk-19.
Wt: 0.3 kg, 25 kg per case of 72.
Price: $5 each, $250 per case (S/R).
40mm CHEM: Irritant gas only. Fired from Rifle Grenades
the HK-69, M203, or Mk-19. These weapons are fired using Heavy
Wt: 0.3 kg, 25 kg per case of 44. Weapons skill.
Price: $4 each, $150 per case, (S/R). HEAT: Fired from any battle rifle or assault
40mm ILLUM: Fired from the HK-69, rifle.
M203, or Mk-19. Wt: 0.7 kg, 20 kg per 10-round case.
Wt: 0.2 kg, 20 kg per case of 44. Price: $12, $100 per case (S/R).
Price: $6 each, $225 per case (S/R). WP: Fired from any battle rifle or assault
40mm Flechette: A 40mm flechette round, rifle.
for use in all 40mm GLs except the Mk-19. Wt: 0.7 kg, 20 kg per case of 10.
Wt: 0.3 kg, 44 kgs per case of 144 Price: $25 each, $200 per case (S/R).
Price: $5 each (R/—). 140mm RAW (Rifle Assault Weapon)
40mm HVHE: Fired only from the Mk-19 gre- HE: A rocket-propelled grenade which can be
nade launcher, the round is a standard HE round fired from any assault rifle which fires 5.56mm
with a larger propelling charge for greater range. N ammunition.
Wt:0.4 kg, 20 kg per 50-round belt, 25 kg Wt:3kg.
per case of 50, belted. Price: $50 each (S/R).
Price: $6 each, $250 per case (S/R). 140mm RAW (Rifle Assault Weapon)
40mm HVHEDP: Fired only from the Mk- HEAT: As above, but with a HEAT warhead
19 grenade launcher, this is a standard HEDP Wt: 3 kg.
round with a larger propelling charge. Price; $100 each (S/R).
Antitank Missiles AT-7 "Saxhorn": Fired from the AT-7 Sax- MILAN Il-T: Fired from the MILAN II
These are fired using Heavy Weapons skill. horn launcher. Soviet name is Metis launcher. A wire-guided, top-attack missile
152mm HEAT (Tank Breaker): Fired from Wt: 7 kg. like Tank Breaker.
a Tank Breaker launcher. A self-guiding mis- Price; $1200 (—/R). Wt: 8 kg.
sile with an HEAT warhead. Not interchange- AT-8 "Songster": This is a 125mm gun- Price: $4500 (C/S).
able with TOW 2. launched operator-guided ATGMIiredfrom the HOT: Fired from the Euromissile HOT
Wt: 18 kg. T80 tanks. Dissatisfied with the long-range launcher. A wire-guided missile with an HEAT
Price: $1000 each (S/R). performance of tank gun range finders, the warhead.
152mm HEAT (TOW 2A): A wire-guided Soviets developed the AT-8 "Songster" to fire Wt: 20 kg.
missile with an HEAT warhead, fired from the from the tank's guntube. Each AT-8 comes in Price: $5500 (S/R).
TOW launcher on the M2 Bradley or on a two parts (propellant and warhead) and must Swlngfire: Fired from the British Swingfire
tripod. Not interchangeable with Tank Breaker. be hand loaded by the gunner. This takes six launcher. Awire-guided missile with an HEAT
Wt:28kg. combat actions. Each AT-8 missile carried dis- warhead.
Price: $1500 (S/R). places one conventional cannon round. So- Wt: 20 kg.
152mm HEAT (TOW 2B): A wire-guided viet name is Kobra. Price: $3000 (S/R).
missile with an HEAT warhead, the final ver- Wt: 50 kg. 127mm HEAT (Dragon PIP): Used with
sion of the TOW antitank missile. Price: $2000 (S/C). the Dragon launcher.
The TOW2B is an overhead attack weapon AT-10 ATGM: This is a 100mm gun- Wt: 7 kg.
like Tank Breaker. Fired from the TOW launched operator-guided ATGM fired from Price: $1200 (R/—).
launcher on the M2 Bradley or on a tripod, the the main gun of the BMP-3. The T-55, al-
TOW 2B is not interchangeable with Tank though possessing a gun of the proper cali- Autocannon Rounds
Breaker. ber, does not have the necessary guidance These are fired using Heavy Weapons skill.
Wt: 31 kg. system to fire the missile. 23mm API:
Price: $2100 (R/—). Wt:25kg. Wt: 100 kg per case of 33, belted.
AT-3 "Sagger": Fired from the AT-3 Price: $2000 (—/R) Price: $500 per case (S/C).
launcher. Reflecks ATGM: This is a 125mm gun- 23mm HE:
Wt; 11 kg. launched operator-guided ATGM fired from Wt: 100 kg per case of 33, belted.
Price: $1200 (R/S). the T-90 tank, and is a follow-on to the AT-8 Price: $500 per case (S/C).
AT-4 "Spigot": Fired from the AT-4 "Songster." Each Ref leeks, designated 9M119 25mm API:
launcher. A wire-guided missile with a HEAT by the Soviets, comes in two parts: the round Wt: 100 kg per case of 33, belted.
warhead. Soviet name is Fagot. and a reduced-charge propellant casing and Price: $650 per case (C/S).
Wt:7kg. space plug. Designated "Sniper" by NATO. 25mm HE:
Price: $750 (R/S). Wt:40kg. Wt; 100 kg per case of 33, belted.
AT-5 "Spandrel": Fired from the AT-5 Price: $2500 (R/S). Price: $650 per case (C/S).
launcher on the BMP-2. A wire-guided mis- MILAN II: Fired from the MILAN II launcher. 25mm APDU:
sile with a HEAT warhead. A wire-guided missile with an HEAT warhead. Wt: 100 kg per case of 33, belted.
Wt: 8 kg. Wt:7kg. Price: $2500 per case (S/R).
Price: $1200 (R/S). Price: $3000 (C/S). 30mm API:
Wt: 25 kg per case of 33, belted.
Price: $750 per case (S/C).
30mm HE:
Wt; 25 kg per case of 33, belted.
Price: $750 per case (S/C).
40mm HE:
Wt: 50 kg per case of 64.
Price: $6000 per case (C/S).
Large-Caliber Rounds
100mm APDS-T:
Wt; 25 kg.
Price: $750 (—/R)
100mm APHE:
Wt: 21 kg.
Price: $650 (—/S)
100mm HEAT:
Wt; 22 kg.
Price: $650 (—/S)
100mm WP:
Wt: 18 kg.
Price: $700 (—/S)
105mm HEAT: 155mm lCMDP:
Wt:25kg. Wt: 50 kg Price: $3000 (R/R).
Price: $600 (C/S). 155mm WP:
105mm APFSDS: Wt: 50 kg Price: $1000 (S/R).
Wt:25kg. 155mm CHEM:
Price: $600 (S/R). Wt: 50 kg Price: $500 (S/R).
105mm APDU: 155mm ILLUM:
Wt;25kg. Wt: 50 kg Price: $500 (S/R).
Price: $ 1000 (R/R). 155mm FASCAM:
105mm WP: Wt; 50 kg Price: $5000 (R/R).
Wt:25kg. 155mm Powder Charge:
Price: $1000 (R/R). Wt: 25 kg Price; $60 (V/C).
105mm Flech(LC):
Wt: 25 kg Mortar Rounds
Price: $700 (S/—) 60mm HE:
120mm HEAT: Wt: 25 kg per case of 12.
Wt:50kg. Price: $300 per case (C/S).
Price: $800 (C/S). 125mm APDU: 60mm WP:
120mm APFSDS: Wt: 40 kg. Wt: 25 kg per case of 12.
Wt:50kg. Price: $1500 (R/R). Price: $600 per case (S/R).
Price; $800 (S/R). 125mm Powder Charge: 60mm ILLUM:
120mm APDU: Wt;25kg. Wt: 25 kg per case of 12.
Wt:50kg. Price: $80 (S/C). Price: $300 per case (S/R).
Price: $1500 (R/R). 81mm HE:
120mm WP: Howitzer Rounds Wt: 25 kg case of 3.
Wit;50 kg. 122mm HE: Price: $150 per case (C/S).
Price: $1000 (R/R). Wt: 25 kg Price: $350 (S/C). 81mm WP:
125mm HE: 122mm HEAT: Wt; 25 kg case of 3.
Wt: 40 kg. Wt: 25 kg Price: $500 (R/S). Price: $300 per case (S/R).
Price: $800 (S/C). 122mm ICM: 81mm ILLUM:
125mm HEAT Wt: 25 kg Price: $2000 (R/R). Wt: 25 kg per case of 3.
Wt;40kg. 122mm WP: Price: $150 per case (S/R).
Price: $800 (R/S). Wt: 25 kg Price: $700 (R/S). 82mm HE:
125mm APFSDS 122mm CHEM: Wt: 50 kg per 5-round clip.
WT: 40 kg. Wt; 25 kg Price: $350 (R/S). Price: $300 per clip (S/C).
Price: $800 (S/R). 122mm ILLUM: 82mm HEDP:
Wt: 25 kg Price: $350 (R/R). Wt: 50 kg per 5-round clip.
122mm Powder Charge: Price: $600 per clip (R/S).
Wt: 10 kg Price: $40 (C/V). 82mm WP:
152mm HE: Wt: 25 kg per case of 3.
Wt: 50 kg Price: $500 (S/C). Price: $300 per case (R/S).
152mm HEAT: 82mm ILLUM:
Wt: 50 kg Price: $750 (R/S). Wt: 25 kg per case of 3.
152mm ICM: Price: $150 per case (R/S).
Wt: 50 kg Price: $3000 (R/R). 120mm HE:
152mm WP: Wt: 50 kg per case of 2.
Wt: 50 kg Price: $1000 (R/S). Price: $200 per case (V/V).
152mm CHEM: 120mm WP:
Wt: 50 kg Price: $500 (R/S). Wt; 50 kg per case of 2.
152mm ILLUM: Price: $400 per case (S/S).
Wt:50 kg Price: $500 (R/R). 120mm CHEM:
152mm Powder Charge: Wt: 50 kg per case of 2.
Wt: 25 kg Price: $60 (C/V). Price; $250 per case (S/S).
155mm HE: 120mm ILLUM:
Wt: 50 kg Price: $500 (C/S). Wt: 50 kg per case of 2.
155mm HEAT: Price: $200 per case (S/R).
Wt: 50 kg Price: $750 (C/S).
EXPLOSIVES M16A1AP mine and similar devices by other Price: $250, $800 per case (S/R).
Explosives are described as follows. armies. This mine has a DP value of 6. Engineer Demolitions Kit: This kit con-
Dynamite Stick: The most common ex- Wt: 20 kg, 84 per case of 4. tains an assortment of items to enable a
plosive used by civil engineers for demolitions, Price: $50, $200 per case (C/C). character to rig explosive charges and fuse
it is relatively easy to manufacture and is Mine, Antitank: The American M19 AT them for detonation. Weight and price are
coming into more common military use. A mine and similar devices by other armies. This given for individual items as well as for the kit
quarter-kilogram stick has a DP value of 1. mine has a DP value of 18. as a whole. Items without weight, etc., are not
Wt: 30 kg per case. Wt: 35 kg, 74 per case of 2. available separately. The explosives must be
Price:$10 per quarter-kilogram stick, $750 Price: $100, $200 per case (S/S). purchased separately.
per case of 100 sticks (C/C). Mine, Directional: A directional antiper- A single charge uses up one blasting cap,
Plastic Explosive: Plastic explosive can sonnel mine, typified by the American M18 and whateverfuse, detonators, and so on that
be molded to desired shapes and will adhere Claymore or the Soviet MOC-50. It can be the character chooses to use. Wire, tools, and
to desired surfaces. It will not explode if detonated by a tripwire or electrically (all nec- the blasting machine can be recovered after
burned, and can only be detonated by another essary items are included with the mine and a blast, but all other items are used up.
explosion, usually provided by a blasting cap. are disposable). The mine comes packaged Quantities in a kit are noted in parentheses.
A one-kilogram block has a DP value of 6. in a canvas carrying case containing all items Tools (1 Set): Pliers, knife, tape, cap crim-
Wt: 30 kg per case. needed to emplace it. Special rules for its per, and other items needed to prepare ex-
Price: $30 per 1 kg block, $650 per case of damage are discussed on page 202. This plosive charges. Wt: 4 kg Price: $50 (C/C).
20 blocks (S/R). mine has a DP value of 4. Cap, Blasting, Electric (50): At least one is
Mine, Antipersonnel: The American Wt: 2 kg, 12 per case of 6. required to set off a charge. Wt: Negligible
Price: $2 each (C/C).
Cap, Blasting, Nonelectric: (50): At least
one is required to set off a charge. Wt: Neg-
ligible Price: $2 (C/C).
Wire, Electrical (2x100m Spools): For use
with electrical blasting caps. Any length can
be fastened to up to 10 caps. Not normally
reused. Wt: 5 kg/spool Price: $50 (V7V).
Wire, Trip (1x500m Spool): AXhin wire used
in booby traps and the like. Tripwires can be
of any reasonable length, but it makes no
sense to have them longer than the blast ra-
dius of the explosive. Wt: 2 kg/spool Price:
$10/spool(V/V).
Blasting Machine (1): A hand-cranked elec-
trical igniter which can fire up to 10 caps electri-
cally. The machine generates current by muscular
motion and never needs recharging or battery
changes. Wt: 0.5 kg Pnce;$50 (C/C).
Fuse, Instant(2x100m coils): Burns 5900
meters per second; for use with nonelectric
blasting caps. May be ignited by any igniter
or by flame, and it can be combined with itself
(to set off more than one cap) or with time fuse.
Wt: 3 kg/coil Price: $100/coil (C/C).
Fuse, Time (2x100m Coils): Burns 100
seconds per meter; for use with nonelectric
blasting caps. May be ignited by any igniter
or by flame, and it can be combined with itself
(to set off more than one cap) or with instant
fuse. Wt: 3 kg/coil Price: $75/coil (V/V).
Igniter, Fuse, M60 (50): A weatherproof pull
igniter, which can be used to light either in-
stant or time fuse. This igniter can be used in
simple (pull-only tripwire) booby traps. Only
one tripwire per igniter. It can be fixed directly
to a nonelectric blasting cap. Wt: Negligible
Price: $3 (C/C).
Timer, M2A1 (5):Jb\s detonator has a
digital timer which can be set to any time from
30 seconds to 48 hours, in 30-second incre-
GENERATORS HEATERS AND COOLERS
1.5 Kilowatt: Freezer, Small: A one-cubic-foot freezer
Fuel Consumption: 2 liters per period. suitable for preserving food or medical sup-
Wt:50kg. plies. It can be powered either by a vehicle
Price: $200 (C/C). battery or a generator.
5 Kilowatt: Power Consumption: 0.12 kw.
Fuel Consumption: 5 liters per period. Wt:20kg.
Wt: 150 kg. Price: $100 (S/S).
Price: $700 (C/C). Freezer, Large: A14-cubic-foot freezer. It
10 Kilowatt: can only be powered by a generator.
Fuel Consumption: 7 liters per period. Power Consumption: 1.4 kw.
Wt: 250 kg. Wt:175kg.
Price: $ 1200 (S/S). Price: $1000 (S/S).
60 Kilowatt: Portable Heater: Suitable for one aver-
Fuel Consumption: 40 liters per period. age-sized room.
Wt:600 kg. Power Consumption: 4.75 kw.
Price: $8000 (S/S). Wt: 3 kg.
100 Kilowatt: Price: $200 (C/C).
Fuel Consumption: 55 liters per period. 150-Liter Water Heater:
Wt: 1000 kg. Power Consumption: 175 kw.
Price: $ 15,000 (R/R). Wt; 180 kg.
500 Kilowatt: Price: $1500 (C/C).
Fuel Consumption: 170 liters per period. Refrigerator, Small: Suitable for pre-
Wt: 2500 kg. serving small quantities of food or medical
Price: $50,000 (R/R). supplies. It can be powered by a vehicle or a
Notes on Generators and Electrical generator.
Equ Ipment: A variety of electrical devices are Power Consumption: 0.1 kw.
available, but they require electricity in order Wt:20kg.
to function. Price: $100 (C/C).
The Equipment List included in Twilight: Refrigerator, Large: 14 cubic feet.
2000 2nd edition gives the power consump- Power Consumption: 1.3 kw.
tion, in kilowatts, of each electrical equipment Wt;150kg.
merits. It will fire up to 10 electrical caps. Once item. Price: $1000 (S/S).
set and sealed, it is waterproof, but it cannot be Those pieces of equipment which are listed Field Cooker, Military:
set underwater. VW.0.25 kg Price:$20 (S/S). as vehicle powered may only function when Fuel Consumption: 8 liters/period.
Igniter, M4A1 (5): A pull/release detona- they are in the vehicle or when they are Wt:250kg.
tor, used for sophisticated booby traps. It will hooked to a generator. Other types of electri- Price: $1000 (C/C).
detonate either when pressure is placed on a cal equipment which only have a power con-
tripwire or released from the tripwire (if a wire sumption listed may only function when they
is cut, for example). Up to three tripwires may are hooked to a generator.
be attached. Wt: Negligible Price: $10 (R/R). A generator can power equipment as long
Full Kit: All of the above, packed in a as the total power consumption of equipment
wooden chest for transport. Wt: 30 kg Price: which is connected to the generator is less
$750 (C/C). than or equal to the generator's output. (A 60-
kilowatt generator has an output of 60 kilo-
STILLS watts.)
Small: Uses 30 kilograms of organic ma- A generator consumes fuel at the rate not-
terial per day and produces five liters of alco- ed above.
hol per day. Some equipment listed is powered by in-
W : 700 kg. ternal batteries. Internal batteries will work for
Price: $500 (V/V). one day before they require recharging. For
Medium: Uses 80 kibgrams of organic ma- a battery to be recharged, it must be hooked
terial per day and produces 35 liters of fuel per to a generator for one period before it can
day. again be used.
Wt: 2000 kg. The generator must be operating when
Price: $2500 (V/V). used to recharge, but no power consumption
Large: Uses three tons of organic materi- is charged against its capacity due to re-
al per day and produces 2400 liters of alcohol charging (as the power consumption of bat-
per day. tery-operated items in the game is insignifi-
Wt: 83 tons. cant when compared to even the smallest
Price: $200,000 (C/C). generator's output).
HAND TOOLS Small Arms Tools: Specialized tools for Lockplck Tools: Picks, torsion wrenches,
Basic Tool Kit: Small hand tools which are use in the maintenance and repair of small shims, a stethoscope, and other equipment
suitable for a variety of purposes. These may arms. to open all types of locks.
include wrenches, pliers, screwdrivers, and These tools are not suitable for the pur- Wt:0.5kg.
soon. pose of the construction of weapons from Price: $20 (V/V).
Wt: 5 kg. scratch, however.
Price: $200 (V/V). Wt:5kg. RADIOS
Power Hand Tools: A selection of power Price: $200 (S/S). 0.5km Hand: A small, readily man-portable
tools including a chainsaw, 9" rotary saw, Heavy Ordnance Tools: As above, but for radio similarto the U.S. AN/PRC-68 or Soviet
drill, and other electrical tools. heavy ordnance. R-126. Powered from internal batteries.
Power consumption listed is for the whole Wt:25kg. Wt: 0.5 kg.
set. Price: $750 (S/S). Price: $250 (C/C).
Power Consumption: 4 kw. Electrical Repair: Specialized tools for 1/6km Manpack/Vehicular: Small, port-
Wt:35kg. work on electrical appliances, wiring, and non- able radio similar to the U.S. AN/PRC-77 or
Price: $500 (C/C). solid state equipment. Soviet R-107. Powered from internal batter-
Wheeled Vehicle Tools: Specialized tools Wt:3kg. ies (for one-kilometer short range) or a vehicle
for repair and maintenance of wheeled vehi- Price: $500 (C/C). (six-kilometer short range).
cles. Electronic Repair: As above, but for work Wt:5kg.
These vehicle tools include spark plug on solid state electrical devices such as ra- Price: $500 (S/S).
wrenches, torque wrenches, a grease gun, dios, radar sets, etc. 1/6km Secure Manpack/Vehicular: A
and so on. Wt: 3 kg. small, portable radio similar to the AN/PRC-
Wit: 10 kg. Price: $1000 (S/S). 70 (U.S.). Powered from internal batteries (for
Price: $500 (C/C). Arc Welder: Operates off of an integral one-kilometer short range) or vehicle (six-ki-
Tracked Vehicle Tools: As above, but for generator, which cannot be modified for other lometer short range). Includes an integral
tracked vehicles. use. scrambler/descrambler (conversations can
Wt:15kg. Fuel Consumption: 40 liters per period. only be understood by another unit with a
Price: $1000 (S/S). Wt: 75 kg. scrambler/descrambler).
Aircraft Tools: As above, but for aircraft. Price: $500 (S/S). Wt:10kg.
Wt:22kg. Portable Machine Shop: A trailer con- Price: $2000 (S/S).
Price: $2000 (R/R). taining powered machine tools, including a 13km Vehicle: Vehicular radio similarto
Excavating Tools: Picks, shovels, mat- bench grinder, horizontal and vertical boring U.S. AN/VRC-12 or Soviet R-409. Powered
tocks, and so on. machines, a milling machine, metalworking by a vehicle.
M:20kg. and woodworking lathes, and numerous other Wt:15kg.
Price: $300 (V/V). machine tools. Exact components and uses Price: $1500 (S/S).
Construction Tools: Hammers, saws, are left to the discretion of the referee. It can 13km Secure Vehicle: A vehicular radio ca-
squares, hatchets, chisels, and other wood- be towed by any truck except a 'A-ton. pable of scrambled broadcasts. Powered by a
working tools. Power Consumption: 60 kw. vehicle, with integral scrambler/descrambler.
M;30kg. Wt: 1.75 tons. Wt:15kg.
Price: $500 (C/C). Price: $75,000 (R/R). Price: $6000 (R/R).
VISION DEVICES NBC EQUIPMENT
4x Binoculars: Allows the user to see Chemical Sniffer: Detects and identifies
longer distances than normal. the varieties of chemical agents in common
Wt: 0.5 kg. use. It is reusable and is constantly in opera-
Price: $100 (V/V). tion if power is supplied. Powered by internal
25x Image Intensifier: Allows the user to batteries.
see in very little light. Powered from internal Wt:2kg.
batteries. These act as binoculars also. Price: $500 (C/C).
Wt: 1 kg. M256 Chemical Detector Kit: Detects and
Price: $2500 (S/S). identifies the varieties of chemical agents in
Telescopic Rifle Sight: May be attached common use. The kit is usable only once and
to any rifle (Average: Gunsmith). If a scope is must then be disposed of.
mounted, add 15 to the printed range figure Wt: Negligible.
for the rifle when conducting aimed shots. In Price: $20 (S/R).
addition, aimed shots at extreme range are Optical Chemical Sensor: Detects and
conducted as if at long range for purposes of identifies the varieties of chemical agents in
hit determination. Scopes have no effect on common use. It is reusable and is constantly
quick shots. in operation if power is supplied. Powered by
Wt: 0.5 kg. RADARS internal batteries.
Price: $500 (V/V). Ground Surveillance: Vehicle powered Wt:2kg.
Starlight Scope: Powered from internal through a 100-meter cable to permit limited Price: $2000 (S/R).
batteries. May be attached to a rifle if desired tactical mobility. Geiger Counter: Detects nuclear radia-
(Easy: Gunsmith), making direct fire possible Wt: 7 kg. tion. Powered by internal batteries.
at night, but it is not telescopic and does not Price: $40,000 (S/R). Wt: 0.5 kg.
improve the chance to hit. Mortar Counterbattery: Vehicle powered Price: $500 (C/C).
Wt: 2 kg. through a 100-meter cable to permit limited Gas Mask: The U.S. M17, M17A1 and
Price; $1000 (R/R). tactical mobility. similar models issued by other nations.
IR Goggles: Powered from internal bat- Wt:7 kg. Wt: 1 kg.
teries. Allows the user to see at night. Price: $100,000 (S/R). Price: $150 (V/V).
Wt: 0.5 kg. Artillery Counterbattery: Vehicle pow- Steam Decontamination Trailer: Oper-
Price: $250 (C/C). ered through a 100-meter cable to permit lim- ates from integral 60-kilowatt generator (re-
IR Spotlight: Powered by a vehicle. IR ited tactical mobility. quires fuel as on page 59). Removes radio-
goggles must be used to see by this light. Wt:7 kg. active particles and traces of chemical agents
Wt:3kg. Price: $200,000 (R/R). from the outside of vehicles. It will not make
Price: $150 (C/C). a radioactive object safe—it just rinses off
White Light Spotlight: Powered by a ve- LASER DESIGNATORS fallout and the like.
hicle. Man Portable: Powered from internal Wt: 1 ton.
Wt;5kg. batteries. Price: $5000 (S/C).
Price: $100 (V/V). Wt: 3 kg. Chemical Defense Suit: This is the U.S.
Thermal Sight: Powered from internal Price: $1000 (S/R). Army MOPP suit or similar items issued by
batteries. Vehicle Mounted:Vehicle powered. other armies.
Wt: 1 kg. Wt:5kg. Wt;8kg.
Price: $5000 (R/R). Price: $2000 (S/R). Price: $1000 (S/C).
BODY ARMOR Price: $400 (C/C). MEDICAL SUPPLIES
Kevlar (Ballistic Nylon) Vest: This type Kevlar (Ballistic Nylon) Helmet: This is Anesthetic, Total (100 UnKs):Available intwo
of body armor is intended to provide protec- intended to provide protection from fragments, forms: liquid (for injection) and gaseous.
tion from fragments, not to protect against not direct hits from small arms. Wt:0.1 kg.
direct hits from small arms. Wt: 0.5 kg. Price: $1000 (R/R).
Wt:4kg. Price: $100 (C/S). Anesthetic, Local (100 Units): Available
Price: $800 (C/S). Steel Helmet: This is intended to provide only in liquid form (for injection)
Flak Jacket: This type of body armor is protection from fragments, not direct hits from Wt: 0.5 kg.
intended to provide protection from fragments, small arms. Price: $1000 (R/R).
not direct hits from small arms. Wt: 1 kg. Antibiotic (100 Units) +, -, and ± Vari-
Wt: 8 kg. Price: $50 (C/C). eties: Available in two forms: liquid (which
requires refrigeration) and oral (which does
not). Oral costs $250 more per 100 units.
Wt:0.2kg.
Price: $500 (R/R).
Antifever (100 Units):
Wt: 0.5 kg.
Price: $500 (R/R).
Atropine (100 Units): Liquid form.
Wt:0.2kg.
Price: $500 (R/R).
Atropine (Autoinjector): Premeasured,
automatic injectors, which can be operated by
nonmedical personnel. One dose, disposable.
Wt: 0.5 kg per kit of 10.
Price: $75 (R/R).
Pain-Reliever, Mild (100 Units):Oral (pill)
form only.
Wt: 0.5 kg.
Price: $500 (R/R).
Sedative, Mild (100 Units): Oral form only.
Wt; 0.5 kg.
Price: $500 (R/R).
Sedative, Strong (100 Units): Liquid (for
injection) form only.
Wt: 0.5 kg.
Price: $500 (R/R).
Blood, Whole (1 Unit):
Wt: 0.5 kg.
Price: $25 (S/S).
Plasma (1 Unit):
Wt;0.5kg.
Price: $10 (S/S).
Surgical Instruments: Scalpels, forceps,
hemostats, clamps, and other tools for major
surgery.
Wt:5kg.
Price: $2500 (R/R).
Personal Medical Kit: An individual
soldier's first aid kit. Includes bandages, one
unit of ± antibiotic, and other first aid materi-
als. This kit is used up in one first aid opera-
tion.
Wt.0.2kg.
Price: $100 (C/C).
Doctor's Medical Kit: Medical equip-
ment and drugs. Includes 10 units of each
drug type, plus bandages and tools for minor
surgery.
Personal Medical Kit Wt:5kg.
Price: $1000 (S/S).
OTHER EQUIPMENT PERSONAL GEAR Pack: A pack is capable of carrying up to 30
20-Liter Jerrycan: For fuel and other liquids. Basic Load: Each soldier receives one of kilograms of equipment. Weight given is empty.
Wt: 1 kg (empty). these as a basic equipment issue. It consists Wt:2kg.
Price: $25 (V/V). of a set of fatigues, a steel helmet, a pack, a Price: $20 (V/V).
Four-Man Tent: shelter half, a gas mask, and one set of com- Flashlight: Powered by internal batteries.
Wt: 12 kg. bat webbing. Wt: 0.2 kg.
Price: $100 (C/C). Weapons include one bayonet, one per- Price: $20 (C/C).
10-ManTent: sonal weapon and six magazines, six frag gre- Combat Webbing: This is a load-bearing
Wt: 35 kg. nades, two smoke grenades, and 180 addi- harness with various pouches, packets, and
Price: $250 (S/S). tional rounds of ammunition for the personal attachment points to allow efficient transport
Horse Tack: Saddle, bridle, straps, stir- weapon. Officers and vehicle crewmen also of weapons, equipment and supplies. In the
rups, saddle blanket, and so on. receive a sidearm and three full magazines for U.S., it is also called ALICE gear.
Wt:10kg. it. Additional items must be purchased. Per- Wt:2kg.
Price: $50 (C/C). sonal weapons are as indicated on the Personal Price: $10 (V/V).
Pack Saddle: A saddle especially de- Weapons Table under the particular army. Shelter Half: A rubberized canvas sheet
signed for cargo. American quartermasters are somewhat which can be combined with another to form
Wt: 5 kg (empty). more generous compared to those of other a two-person tent or used by itself as a one-
Price: $40 (C/C). armies. In addition to the above, the basic load person tarp. Tent pegs, cord, and everything
Aqualung: Two compressed air tanks, includes a sleeping bag, flashlight, personal else needed to erect it are included.
fins, mask and regulator. One tank contains medical kit, thermal fatigues, and a kevlar Wt: 1 kg.
enough air for 30 minutes underwater. Up to vest. In addition, the helmet is kevlar instead Price: $25 (C/C).
two may be connected to a single regulator of steel. Sleeping Bag:
for use. Wt: 12 kg (15 kg for U.S.). Wt:4kg.
Wt: 12 kg. Fatigues: These include boots, socks, Price: $50 (C/C).
Price: $300 (C/C). undergarments, gloves, poncho, and so on. Thermal Fatigues: Includes boots, socks, etc.
Air Tank, Aqualung: For use with above. These are in a camouflage pattern and con- W?;6kg.
Can be refilled when empty in five minutes with tain numerous pockets for storage of inciden- Price: $100 (S/S).
a compressor. tal gear. Parka: Includes overboots, socks, etc.
Wt: 5 kg. Wt:4kg. Wt:3kg.
Price: $100 (C/C). Price: $50 (V/V). Price: $150 (C/C).
Rebreather: A device which absorbs car-
bon dioxide from exhaled air and bleeds pure
oxygen into it. One oxygen tank is used at a
time with it, and it contains enough for 30
minutes underwater. Fins and a mask are in-
cluded.
Wt:-10 kg.
Price: $400 (Ft/R).
Rebreather Recharge Kit: For use with
the rebreather. This kit includes a can of car-
bon dioxide absorbent and a small tank of pure
oxygen (enough to recharge a rebreather for
30 minutes underwater).
Wt: 5 kg.; Price: $100 (R/R).
Air Compressor: For filling aqualung
tanks, tires, rafts, and other items needing
compressed air.
Fuel Consumption: 2 liters per period.
Wt:45 kg.; Price: $200 (R/R).
Skis, Cross-Country: Includes poles,
skis, boots, and binders.
Wt: 8 kg.; Price: $250 (C/C).
Raft, Inflatable: Inflates using an air com-
pressor in two minutes, or using hand-pump
in 10 minutes. Capacity is 1000 kilograms.
Wt: 30 kg.; Price: $500 (C/C).
Reactive Armor Blocks: Reactive armor
blocks are special explosive charges fitted to
the outside of an AFV for additional armor
protection. Poncho, Boots, and Sleeping Bag
Price:$5000 (R/R); Wt: 10 kg
by the vehicle's gunner. Weapons fired by
other Crewmembers are mounted in weapons
Bicycle
A rugged, military model. Bicycles are among the few
vehicles still being manufactured in any quantity.
Tr Mov: 65/15
Com Mov: 15/4
Combat Statistics
None. Driver and passengers are fired at as mounted
targets.
Motorcycle
One of a variety of rugged off-road dirt bikes used pri-
marily for scouting.
Tr Mov: 195/85
Com Mov: 45/20
Fuel Cap: 16
Price: $5000 (V/V)
Night Vision: Headlights Fuel Cons: 8
Fuel Type: G, A, AvG
Load: 300 kg
Veh Wt: 156 kg Combat Statistics
Crew: 1 +1 None. Driver and passengers are fired at as mounted
Mnt: 2 targets.
HMMWV (Hum-Vee)
The above letters stand for high-mobility, multipurpose
wheeled vehicle. The HMMWV is a four-wheel-drive, off-
road vehicle designed as a light scout, utility, and cargo
vehicle. It has replaced the jeep in U.S. service. It has a
weapons mount (C) above the commander's seat; however,
no weapon is provided.
Tr Mov: 215/85
Com Mov: 50/20
Fuel Cap: 90
Fuel Cons: 30
Combat Statistics
Price: $20,000 (C/S) Unarmored Vehicle
Fuel Type: D, G, A Config: Veh HF: 1
Load: 1.25 tonnes Susp: W(2) HS:1
Veh Wt: 2 tonnes HR:1
Crew: 2+4
M/tf: 2
Night Vision: Headlights
Radiological: Open
UAZ-469
The Eastern bloc equivalent of the jeep or 1A-ton truck,
the UAZ-469 is a light wheeled utility vehicle. It has a weap-
ons mount (P) on a post behind the front seat; however, no
weapon is provided.
Tr Mov: 215/45
Com Mov: 50/10
Fuel Cap: 60
Fuel Cons: 20
Combat Statistics
Unarmored Vehicle
Config: Veh HF: 1
Susp: W(2) HS:1
Price: $8000 (S/C) HR:1
Fuel Type: G, A
Load: 0.5 tonnes
Veh Wt: 1.6 tonnes
Crew: 2+3
Mnt: 2
Night Vision: Headlights
Radiological: Open
21/2-Ton Truck
A standard 6x6 cargo truck with moderate cross-country
performance, capable of carrying 21/2 tons of cargo or an
equivalent load of passengers.
Tr Mov: 175/35
Com Mov: 40/8
Fuel Cap: 195
Fuel Cons: 65
Combat Statistics
Unarmored Vehicle
Config: Veh HF: 1
Susp: W(3) HS:1
HR:1
Price: $15,000 (C/C)
Fuel Type: D, A
Load: 2.5 tonnes
Veh Wt: 6 tonnes
Crew: 2
Mnt: 4
Night Vision: Headlights
Radiological: Open
5-Ton Truck
A standard 4x6 cargo truck with limited off-road perfor-
mance, capable of carrying five tons of cargo or an equiva-
lent load of passengers.
Tr Mov: 175/35
Com Mov: 40/8
Fuel Cap: 280
Fuel Cons: 70
Combat Statistics
Unarmored Vehicle
Config: Veh HF: 1
Susp: W(3) HS:1
HR:1
Price: $20,000 (S/S)
Fuel Type: D, A
Load: 5 tonnes
Veh Wt: 10 tonnes
Crew: 2
Mnt: 4
Night Vision: Headlights
Radiological: Open
M977 HEMTT 10-Ton Truck
The HEMTT (Heavy Expanded Mobility Tactical Truck,
pronounced "Hemmit) is an 8x8 cargo truck with excellent
off road performance. It can carry 10 tons of cargo or an
Price: $25,000 (S/S) equivalent load of passengers.
Fuel Type: D, A
Load: 10 tonnes Tr Mov: 175/65 Combat Statistics
Veh Wt: 17 tonnes Unarmored Vehicle
Crew: 2 Com Mov: 40/15 Config: Veh HF: 1
Mnt: 4 Fuel Cap: 600 Susp: W(4) HS:1
Night Vision: Headlights HR:1
Radiological: Open
Fuel Cons: 200
3
/4-Ton Truck
A civilian type 4x4 pickup truck used for military service.
It can carry three-quarters of a ton of cargo or an equivalent
load of passengers.
Tr Mov: 195/35
Com Mov: 45/8
Fuel Cap: 90
Fuel Cons: 30
' Combat Statistics
Unarmored Vehicle
Config:Veh HF: 1
Susp: W(2) HS:1
Price: $10,000 (S/S) HR:1
Fuel Type: G, A, AvG
Load: 750 kg
Veh Wt: 4 tonnes
Crew: 2
Mnt: 2
Night Vision: Headlights
Radiological: Open
Wagon
A large-bed wagon drawn by either two or four horses
(or oxen). Four are required in hills or difficult terrain, two
on roads, (if oxen are used, speed is halved, and load is
doubled.)
Tr Mov: 20/5
Com Mov: 10/2
Cart
A two-wheeled cart drawn by one animal. If it is used in
hills or difficult country, the maximum load is halved. There
is no provision made for harnessing a second animal to the
cart. (If an ox is used, speed is halved, and load is doubled.)
Tr Mov: 20/5
Com Mov: 10/2
Tr Mov: 175/35
Com Mov: 40/8
Fuel Cap: 280
Fuel Cons: 70
Combat Statistics
Unarmored Vehicle
Config: Veh HF: 1
Susp: W(3) HS:1
Price: $15,000 (C/C) HR:1
Fuel Type: D, A
Load: 5000 liters
Veh Wt: 10 tonnes
Crew: 2
Mnt: 4
Night Vision: Headlights
Radiological: Open
Tr Mov: 175/65
Com Mov: 40/15
Fuel Cap: 600
Fuel Cons: 200
Combat Statistics
Unarmored Vehicle
Config: Veh HF: 1
Susp: W(4) HS:1
Price: $25,000 (S/S) HR:1
Fuel Type: D, A
Load: 10,000 liters
Veh Wt: 17 tonnes
Crew: 2
Mnt: 4
Night Vision: Headlights
Radiological: Open
Civilian Car
One of a variety of makes and models of light passenger
cars.
Tr Mov: 215/35
Com Mov: 50/8
Price: $6000 (V/V) Fuel Cap: 80
Fuel Type: G, A
Load: 0.5 tonnes
Fuel Cons; 20
Veh Wt: 1 tonne Combat Statistics
Crew: 2+3 Unarmored Vehicle
Mnt: 2 Config: Veh HF: 1
Night Vision: Headlights Susp: W(2) HS:1
Radiological: Open HR:1
1000-Liter (One-Ton)
Tank Trailer
Identical to the one-ton cargo trailer, the tank trailer has
had the cargo bed replaced with a 1000-liter sealed tank for
transportation of bulk liquid.
BMP-2
The BMP-2 {Bronevaya Maschina Piekhota or armored
vehicle, infantry) is one of the standard Eastern Bloc tracked,
amphibious, armored personnel carriers. Main access to the
vehicle interior is by a drop ramp in the vehicle rear. There is
a driver's hatch on the left front deck, a commander's hatch
behind it, a gunner's hatch on top of the turret, and two long,
oval-shaped hatches on the rear deck for the passengers.
Three rifle firing ports and one machinegun firing port are
located on each side of the vehicle. The machinegun firing
port will accept any battle rifle, assault rifle, orthe PK machine-
gun.
Tr Mov: 130/85
Com Mov: 30/20/6
Price: $175,000 (R/S) Fuel Cap: 460
Fire Control: +1 Fuel Cons: 100
Armament: 100mm rifled gun, 30mm autocannon coaxial,
PK MG coaxial, 2xPK MG fixed forward
Stabilization: Good Combat Statistics
Ammo: 40x100mm, 6xAT-10, 500x30mm, 6000x7.62mm Config: Veh TF:8 HF: 6
Fuel Type: D, G, A, AvG Susp: T: 3 TS:4 HS:4
Load: 1.5 tonnes TR: 2 HR:3
Veh Wt: 18.7 tonnes
Crew: 3+7
Mnt: 12
Night Vision: Passive IR, image intensification
Radiological: Shielded
Marder
The Marder is an aging warhorse; it has been in service
in one form or another since the 1960s. The most recent
variant incorporates a 25mm autocannon and an external
mount forthe squad's MILAN II ATGM. The Marder has two
firing ports on each side.
Tr Mov: 150/110
Com Mov: 35/25
Price: $200,000 (S/R) Fuel Cap: 650
Fire Control: +1 Fuel Cons: 185
Stabilization: Basic
Armament: 25mm AC, MG3 coaxial
Amrno: 1100x25mm, 5000x7.62mm Combat Statistics
Fuel Type: D, A Config: Veh TF:12 HF: 25
Load: 600 kg Susp: T: 4 TS:8 HS: 10
Veh Wt: 29 tonnes TR: 8 HR: 5
Crew: 3+6
Mnt: 10
Night Vision: Passive/active IR, IR searchlight
Radiological: Shielded
Warrior
This is the standard IFV of the British Army. It has adriver's
hatch on the forward deck, commander's and gunner's
hatches atop the turret, a hatch on the rear deck, and a drop
ramp in the rear for departure of troops.
Tr Mov: 150/110
Com Mov: 35/25
Fuel Cap: 770
Fuel Cons: 175
Price: $250,000 (S/R)
Fire Control: +1 Combat Statistics
Stabilization: Good Config:Veh TF: 6 HF: 6
Armament: 30mm Rarden AC, MAG coaxial Susp: T: 4 TS: 4 HS:4
Ammo: 200x30mm TR: 2 HR:3
Fuel Type: D, A
Load: 600 kg
Veh Wt: 24 tonnes
Crew: 2+8
Mnt:12
Night Vision: White light/IR spotlight, active/passive IR
Radiological: Shielded
AMX-10P
An amphibious French armored personnel carrierof con-
ventional layout and characteristics.
Tr Mov: 130/85
Com Mov: 30/20/4
Fuel Cap: 530
Fuel Cons: 115
Combat Statistics
Config: Veh HF: 6 TF:6
Price: $100,000 (S/R) Susp: T. 2 HS:4 TS:4
Stabilization: Basic HR:4 TR: 4
Armament: 20mm AC, AAT coaxial
Ammo: 760x20mm, 2000x7.62mm
Fuel Type: D, A
Load: 500 kg
Veh Wt: 14 tonnes
Crew: 3+8
Mnt:12
Night Vision: Passive IR
Radiological: Shielded
M113A3
Atracked, amphibious, armored personnel carrier. There
is a hatch on the left front deck for the driver, a hatch in the
center of the deck for the commander—which has a weap-
ons mount (C)—a large, rear drop ramp for access to the
vehicle interior, and a large rectangular hatch on the rear
deck. There are two other weapons mounts (P): one on
either side of the large rear deck hatch. These are used by
passengers standing up in the open large hatch; however,
no weapons are provided.
Tr Mov: 130/85
Com Mov: 30/20/4
Price: $75,000 (S/R) Fuel Cap: 360
Armament: M2HB MG (C)
Ammo: 2000x.50 BMG
Fuel Cons: 90
Fuel Type: D, A
Load: 2 tonnes Combat Statistics
Veh Wt:11 tonnes Config: Veh HF: 6
Crew: 2+11 Susp: T: 2 HS:4
Mnt: 6 HR:4
Night Vision: Headlights, passive IR
Radiological: Shielded
AIFV
An improved version of the M113 developed by FMC. The
AIFV has been adopted by the Belgian and Dutch armies,
among others. In Dutch service, the vehicle is called the
YPR-765.
Tr Mov; 130/85
Com Mov: 30/20/4
Fuel Cap: 400
Fuel Cons: 100
Combat Statistics
Price: $80,000 (R/—)
Conf/flf.Veh TF:4 HF: 8
Stabilization: Basic
Susp:T: 2 TS: 2 HS: 6
Armament: 25mm AC, MAG MG coaxial
TR: 2 HR:4
Ammo: 324x25mm, 1840x7.62mm
Fuel Type: D, A
Load: 800 kg
Veh Wt: 13.6 tonnes
Crew: 3+7
Tr Mov; 150/65
Com Mov: 35/15/6
Fuel Cap: 290
Price: $75,000 (S/C) Fuel Cons: 80
Armament: KPV MG, PK MG coaxial
Ammo: 500x14.5mm, 2000x7.62mm
Fuel Type: D, A Combat Statistics
Config: Veh TF:2 HF: 3
Load: 2.5 tonnes
Veh Wt: 13.6 tonnes Susp: W(4) TS:2 HS:1
TR: 2 HR:1
Crew: 3+7
Mnt: 6
Night Vision: Headlights
Radiological: Shielded
OT-64
An eight-wheeled, amphibious, armored personnel car-
rier jointly developed by the Czech and Polish armies, the
OT-64 is used by the Czechs and Poles instead of the BTR-
70. OT-64s were also used by the East German Army, but
few are still serviceable due to a shortage of spare parts.
The OTR-64 is identical in layout to the BTR-70.
Tr Mov: 195/85
Com Mov: 45/20/6
Fuel Cap: 320
Fuel Cons: 80
Price: $80,000 (S/C)
Armament: KPV MG, PK MG coaxial Combat Statistics
Ammo: 500x14.5mm, 2000x7.62mm Config: Veh TF:3 HF: 4
Fuel Type: D, A Susp: W(4) TS:3 HS: 2
Load: 3 tonnes TR: 3 HR:2
Veh Wt: 14 tonnes
Crew: 2+15
Mnt: 6
Night Vision: Headlights
Radiological: Shielded
LAV-25
An eight-wheeled, amphibious, armored personnel car-
rier/scout vehicle based on the Mowag Piranha (an eight-
wheeled armored car). There is a driver's hatch on the left
front deck, hatches for the gunner and commander on the
turret deck, and two large hinged doors on the rear of the
vehicle. Three firing ports are located on each side of the
vehicle.
Tr Mov: 195/85
Com Mov: 45/20/6
Price: $100,000 (S/R) Fuel Cap: 300
Fire Control: +1 Fuel Cons: 90
Armament: 25mm autocannon, MAG MG coaxial
Stabilization: Basic
Ammo: 630x25mm, 1620x7.62mm Combat Statistics
Fuel Type: D, A Config: Veh TF:6 HF: 6
Load: 2 tonnes Susp: W(6) TS:3 HS:3
Veh Wt: 12 tonnes TR: 3 HR:3
Crew: 3+6
Mnt: 6
Night Vision: Passive IR
Radiological: Enclosed
M8AGS
The M8 Armored Gun System is a light, airportable system intended to
get mobile fire support for light forces to distant trouble spots in a hurry. It
is not a tank.
It is based on the Bradley Fighting Vehicle hull and carries a crew of
three. The driver has a hatch in the center of the front deck, and the gunner
and commander each have a hatch on the starboard turret deck.
To better respond to crisis situations yet remain airportable, the AGS
has three different weight/armor configurations. Level 1 allows the AGS to
be air-dropped; Levels 2 and 3 provide greater protection with modular
add-on armor. The vehicle weight and armor entries have three entries for
Level 1 /Level 2/Level 3.
The commander's weapons station can alternately be fitted with a MAG
Price: $250,000 (R/R) MG or MK19 AGL.
Due to the nature of the M1 turret, a turret (but not hull) hit which results
Fire Control: +2
in an ammunition explosion (see page 219) does not automatically kill the
Armament: 105mm gun, MAG MG coaxial, M2HB(C) crew and destroy the vehicle. Instead, consider all armament, sensors,
Stabilization: Good and electronics to be damaged and inoperative. Then apply 50 points of
Ammo: 30x105mm, concussion damage to the commander and gunner.
4500x7.62mm, 600x.50 BMG
Fuel Type: D, A Tr Mov: 150/130 Combat Statistics
Load: 200 kg Config; Veh TF: 6/6/16-Sp HF: 4/6-Sp/20-Sp
Veh Wt: 38.5/44.5/49.5 tonnes Com Mov: 35/30 Susp:T: 4 TS: 6-Sp/6-Sp/16-Sp HS: 3/6-Sp/14-Sp
Crew: 3 Fuel Cap: 570 TR: 4-Sp/4-Sp/4-Sp HR: 4-Sp/4-Sp/4-Sp
Mnt: 10
Night Vision: passive IR/thermal
Fuel Cons: M0
Radiological: Shielded
BRDM-4
A four-wheeled, amphibious armored scout car, the
BRDM-4 has four additional retractable wheels which can
be lowered to improve off-road performance. There is a
driver's hatch and commander's hatch on the front deck,
and a gunner's hatch on the turret deck.
Tr Mov: 195/85
Com Mov: 45/20/6
Fuel Cap: 290
Fuel Cons: 80
Price: $50,000 (S/C)
Armament: 30mm autocannon, PK MG Combat Statistics
Config: Veh TF:2 HF: 2
Stabilization: Basic
Susp: W(2) TS:2 HS:1
Ammo:100x30mm, 2000x7.62mm
TR: 2 HR:1
Fuel Type: G, AvG, A
Load: 600 kg
Veh Wt: 8 tonnes
Crew: 4
Mnt: 4
Night Vision: Headlights, image intensification
Radiological: Shielded
OT-65 FUG
An independent development by the Hungarian Army, the
OT-65 is an amphibious, four-wheeled, armored scout car.
It is used in place of the BRDM by Poland, Hungary, Czecho-
slovakia, and Bulgaria. It has a side door on each side of
the car and a hatch on the turret deck for the gunner.
Tr Mov: 175/65
Com Mov: 40/15/6
Fuel Cap: 200
Fuel Cons: 60
Price: $45,000 (S/C)
Armament: PK MG Combat Statistics
Config: Veh TF:2 HF: 2
Ammo: 1250x7.62mm
Susp: W(2) TS:2 HS:1
Fuel Type: D, A
TR: 2 HR:1
Load: 700 kg
Veh Wt: 7 tonnes
Crew: 2+4
Mnt: 4
Night Vision: Headlights, Passive IR for driver
Radiological: Enclosed
M1
A tracked main battle tank with a large turret There is a driver's natch in the
centBr of the front deck, and a commander's and loader's hatch on the turret
deck. The tank's gunner uses the commander's hatch. A weapons mount is
located by each of the commander's and loader's hatches. Supplanted in regu-
lar service by the M1A1 and M1A2, the M1 remains in service with national
guard units.
Due to the nature of the M1 turret, a turret (but not hull) hit which results in
an ammunition explosion (see page 219) does not automatically kill the crew
and destroy the vehicle. Instead, consider all armament, sensors, and electron-
ics to be damaged and inoperative. Then apply 50 points of concussion
damage to the commander, gunner, and loader.
Price: $600,000 (R/R) NOTE:lbe fuel consumption listed below is due to the fact that the M1's gas
Fire Control: +2 turbine engine consumes vast amounts of fuel even when it is only idling in
order to provide basic electrical power for night vision systems, etc.
Armament: 105mm gun, MAG MG coaxial, M2HB MG (C)
Players may attach a generator of 60+ kilowatts (or a salvaged engine) to
MAG MG (L) the M1 to provide this power, allowing the turbine to be shut down. This is an
Stabilization: Good Average test of Mechanic and Electronics, taking 2D6 hours. Once installed,
Ammo: 55x105mm, 1000x.50 BMG, 11,400x7.62mm the generator allows the M1 to consume fuel at only one half the rate listed
Fuel Type: D, G, AvG, A below. The generator consumes fuel at its normal listed rate (see page 59).
Load: 700 kg
Veh Wt: 54 tonnes Tr Mov 150/130 Combat Statistics
Crew: 4 Config:Veh TF:80-Cp HF: 160-Cp
Mnt^4
Com Mov: 35/30 Susp: T: 6 TS: 40 HS: 16-Sp
Night Vision: Passive IR/thermal (shared by Fuel Cap: 1900 TR: 16 HR:16
commander and gunner) Fuel Cons: 1100
Radiological: Shielded
M1A1
An extensively improved version of the basic M1. The most significant
changes are the substitution of a 120mm smoothbore gun for the rifled
105mm gun of the M1, and the use of depleted uranium armor inserts to
increase the armor protection on the hull and turret front.
Due to the nature of the M1 turret, a turret (but not hull) hit which results
in an ammunition explosion (see page 219) does not automatically kill the
crew and destroy the vehicle. Instead, consider ail armament, sensors,
and electronics to be damaged and inoperative. Then apply 50 points of
concussion damage to the commander, gunner, and loader.
NOTE: The fuel consumption listed below is due to the fact that the
M1 's gas turbine engine consumes vast amounts of fuel even when it is
Price: $650,000 (R/R) only idling in order to provide basic electrical power for night vision sys-
Fire Control: +2 tems, etc.
Armament: 120mm gun, MAG MG coaxial, M2HB MG (C) Players may attach a generator of 60+ kilowatts (or a salvaged engine)
to the M1 to provide this power, allowing the turbine to be shut down. This
MAG MG (L) is an Average test of Mechanic and Electronics, taking 2D6 hours. Once
Stabilization: Good installed, the generator allows the M1 to consume fuel at only one half the
Ammo: 40x120mm, 1000x.50 BMG, 11,400x7.62mm rate listed below. The generator consumes fuel at its normal listed rate
Fuel Type: D, G, AvG, A (see page 59).
Load: 700 kg
Veh Wt: 63 tonnes Tr Mov: 130/110 Combat Statistics
Crew: 4 Config: Veh TF:120-Cp HF: 200-Cp
Mnt:4 Com Mov: 30/25 Susp:T: 6 TS: 40 HS: 16-Sp
Night Vision: Passive IR/thermal (shared by Fuel Cap: 1900 TR: 16 HR:16
commander and gunner)
Radiological: Shielded
Fuel Cons: 1200
M1A2
An improved M1A1 with more advanced electronics and
communications.
One important feature of the M1A2 is the addition of a
diesel auxiliary power unit. This allows a vast increase in
fuel efficiency, as the gas turbine engine uses huge amounts
of fuel even when only idling to provide basic electrical
power.
Commander has an independent, stabilized thermal sight.
Leopard I
The first German postwar tank was the Leopard I. It has
been extensively modernized, particularly in the areas of
fire control and armor protection. Although supplanted in
front-line German service by the Leopard II, it remains in
use by territorial units as well as by the Belgian, Dutch, and
Canadian armies. There is a driver's hatch on the middle
front deck, and a loader's hatch and commander's hatch
on the turret deck. A weapons mount is located by the
commander's hatch.
Tr Mov: 130/85
Price: $420,000 (S/R)
Fire Control: +1 Com Mov: 30/20
Armament: 105mm gun, MG3 MG coaxial, MG3 (C) Fuel Cap: 955
Stabilization: Basic
Ammo: 60x105, 5500x7.62mm
Fuel Cons: 200
Fuel Type: D, G, A
Load: 700 kg Combat Statistics
Veh Wt: 40 tonnes Config: Veh TF: 50-Sp H F: 26
Crew: 4 Susp:T: 6 TS:12-Sp HS: 7
Mnt: 8 TR:12-Sp HR:5
Night Vision: White light or IR searchlight, active/passive IR
Radiological: Shielded
Leopard 2(I)
Despite its name, the Leopard 2 actually represents an
entirely new design rather than an upgrade of the Leopard
I. Protection has been enhanced by the use of a form of
compound armor, and the Leopard 2 was the first Western
tank to mount the 120mm smoothbore gun which has since
become nearly universal. The version listed here is the
improved, up-armored version introduced in the mid-1990s.
There is a driver's hatch on the middle front deck, and a
loader's hatch and commander's hatch on the turret deck.
A weapons mount is located by the commander's hatch.
Challenger 2
This British tank entered service in the 1990s. It is an
improved version of the earlier Challenger main battle tank,
with an improved turret and fire control, and an all-new more
powerful model of the 120mm rifled gun. There is a driver's
hatch on the middle front deck, and a gunner's hatch and
commander's hatch on the turret deck. A weapons mount
is located by the commander's hatch.
Commander has a stabilized independent day sight.
Tr Mov: 110/65
Com Mov: 25/15
Price: $350,000 (S/R) Fuel Cap: 1400
Fire Control: +1 Fuel Cons: 280
Armament: 105mm gun, MAG coaxial, M2HB MG (C)
Stabilization: Basic
Ammo: 63x105mm, 900x.50 BMG, 5950x7.62mm Combat Statistics
Fuel Type: D, A Config: Veto TF:50 HF: 50
Load:600 kg Susp:T: 6 TS: 15 HS: 24
VehWt: 52.6 tonnes TR: 15 HR: 24
Crew: 4
Mnt: 10
Night Vision: Passive/thermal IR, white/IR searchlight
Radiological: Shielded
M48A5
This is the final variant of the M48, a 1950s-vintage
American main battle tank. Its main difference over previ-
ous versions is the installation of the 105mm tank gun and
a sophisticated fire control system. Although a few examples
of this vehicle remain in service with U.S. National Guard
units, its primary employment is by the Greek and Turkish
armies, where it forms a substantial part of the tank forces.
There is a driver's hatch on the middle front deck, and a
gunner's hatch and commander's hatch on the turret deck.
A weapons mount is located by the commander's hatch.
C-1"Ariete"
Adopted in the early 1990s, the C-1 became the principal
combat tank in Italian service, replacing the M60 and older
tanks of U .S. manufacture. There is a driver's hatch on the middle
front deck, and a loader's hatch and commander's hatch on the
turret deck. A weapons mount is located by the commander's
hatch. Commander has a stabilized independent sight.
Due to the nature of the turret, a turret (but not hull) hit
which results in an ammunition explosion (see page 219)
does not automatically kill the crew and destroy the vehicle.
Instead, consider all armament, sensors, and electronics to
Price: $700,000 (S/R) be damaged and inoperative. Then apply 50 points of
Fire Control: +2 concussion damage to the commander, gunner, and loader.
Armament: 120mm smoothbore gun, MAG coaxial, MAG MG
(C) Tr Mov: 130/110
Stabilization: Good Com Mov: 30/25
Ammo: 40x120mm, 2000x7.62mm
Fuel Type: D, A Fuel Cap: 1400
Load: 700 kg Fuel Cons: 350
Veh Wt: 54 tonnes
Crew: 4 Combat Statistics
Mnt: 12 Config: Veh TF:90-Cp HF: 140-Cp
Night Vision: White light searchlight, image intensifier Susp:T: 6 TS: 20 HS: 20
Radiological: Shielded TR: 10 HR:10
T-55
This Soviet tank was produced in great numbers from
the 1950s through the mid-1980s, first for Soviet use and
later for export. Although long since supplanted in Soviet
front-line service by more recent models, it remains the most
numerous tank in Polish, Bulgarian, Yugoslavian, and Al-
banian service. Many examples have been returned to ser-
vice in the Soviet, Czech, and Hungarian armies as well to
replace battle losses. It was widely exported to Africa, and
is produced by China as the Type 59. There is a driver's
hatch on the left front deck, and a gunner's hatch and
commander's hatch on the turret deck. A weapons mount
is located by the commander's hatch.
T-72
A tracked main battle tank of Soviet manufacture. There
is a driver's hatch on the middle front deck, and a gunner's
hatch and commander's hatch on the turret deck. The gun
is automatically reloaded. A weapons mount is located by
the commander's hatch.
Attachment lugs for reactive armor are fitted to the turret
and hull front (TF and HF).
Tr Mov: 150/110
Com Mov: 35/25
Price: $400,000 (R/R) Fuel Cap: 1000+400 in Jettlsonable rear drums
Fire Control: +1
Armament: 125mm gun, PK MG, DShK MG (C)
Fuel Cons: 350
Stabilization: Basic
Ammo: 45x125mm, 300x12.7mm, 2000x7.62mm Combat Statistics
Load: 500 kg Config: Veto TF: 70 HF:100-Cp
Veh Wt: 44.5 tonnes Susp: T: 6 TS: 24 HS:16
Fuel Type: D, A TR: 20 HR:10
Crew: 3
Mnt: 16
Night Vision: White light/IR spotlight, active/passive IR
Radiological: Shielded
T-80
An improved gas turbine powered version of the T-72,
the T-80 has an identical layout but strengthened armor
protection.
The 125mm gun fires the AT-8 "Songster" (known as the
Kobra to the Soviets) in addition to conventional rounds.
Although the gun is served by an autoloader, the two-part
missile round is loaded by hand.
Attachment lugs for reactive armor are fitted to the turret
and hull front (TF and HF).
T-90
Unveiled in 1993, the T-90 marks a return to diesel power
following the gas turbine T-80. As an improved T-80, the T-
90 also has the same layout as the T-72.
The T-90 also fires an ATGM from its 125mm gun, the
9M119 Reflecks (known by NATO as the AT-11 "Sniper")-
Attachment lugs for reactive armor are fitted to the turret
and hull front (TF and HF).
Tr Mov: 150/110
Price: $600,000 (R/R)
Com Mov: 35/25
Fire Control: +2 Fuel Cap: 1000+400 In Jettisonable rear drums
Armament: 125mm gun, PK MG coaxial, DShK MG (C)
Stabilization: Good
Fuel Cons: 350
Ammo: 36x125mm, 6xReflecks ATGM, 300x12.7mm,
1250x7.62mm Combat Statistics
Fuel Type: D, G, AvG, A Config: Veh TF:90 HF: 140-Cp
Load: 500 kg Susp: T: 6 TS: 24 HS: 25-Sp
Veh Wt: 45 tonnes TR: 20 HR:10
Crew: 3
Mnt: 18
Night Vision: White light/IR spotlight, active/passive IR
Radiological: Shielded
M109A2/A3
A tracked, self-propelled howitzer with a large turret on
the rear vehicle deck. There is a driver's hatch on the left
front deck, a commander's hatch and gunner's hatch on
the turret deck, and hinged doors on both sides of the tur-
ret, the rear of the turret, and the rear of the hull.
A weapons mount is located by the commander's hatch.
The M109 can be made amphibious by use of a special
kit not normally carried (R/—). The kit consists of nine large
air bags and allows a combat move of 4.
Tr Mov: 110/70
Com Mov: 25/15
Price: $300,000 (R/R) Fuel Cap: 495
Armament: 155mm howitzer, M2HB MG (C)
Ammo: 36x155, 500x.50 BMG
Fuel Cons: 165
Fuel Type: D, A
Load: 1 tonne Combat Statistics
VehWt: 25 tonnes Config: Veh TF:4 HF: 10
Crew: 6 Susp: T: 4 TS:4 HS:3
Mnt:10 TR: 4 HR:3
Night Vision: Headlights
Radiological: Shielded
SO-122 Akatsiya
An amphibious, tracked, self-propelled howitzer. The SO-
122 has a driver's hatch on the front left deck, and a com-
mander's hatch and loader's hatch on the turret deck.
Akatsiya is Russian for "Acacia."
Tr Mov: 130/80
Com Mov: 30/20/2
Fuel Cap: 540
Fuel Cons: 135
Combat Statistics
Price: $200,000 (R/R) Config: Veh TF:5 HF: 6
Armament: 122mm howitzer Susp: T: 4 TS:5 HS:4
Ammo: 40x122 TR: 3 HR:3
Fuel Type: D, A
Load: 600 kg
VehWt: 16 tonnes
Crew: 4
Mnt: 10
Night Vision: Headlights
Radiological: Shielded
SO-152 Gvozdika
A tracked, self-propelled howitzer. The SO-152 has a
driver's hatch on the front left deck, a commander's hatch
on the turret deck, and a loader's hatch on the right turret
side (not deck).
A weapons mount (C) is located by the commander's
hatch.
Gvozdika is Russian for "Carnation."
Tr Mov: 100/60
Com Mov: 25/15
Fuel Cap: 840
Price: $250,000 (R/R)
Fuel Cons: 210
Armament:152mm howitzer, PK MG (C)
Ammo: 46x152mm, 1000x7.62mm Combat Statistics
Fuel Type: D, A Config: Veh TF:5 HF: 6
Load: 800 kg Susp: T: 4 TS:5 HS:4
Veh Wt: 30 tonnes TR: 3 HR:3
Crew: 5
Mnt: 10
Night Vision: Headlights
Radiological: Shielded
ZSO-30-4
A self-propelled air defense gun. The ZSO-30-4 has
hinged doors on the right and left front sides for the driver
and loader, and has a commander's hatch and gunner's
hatch on the turret deck.
Tr Mov: 100/60
Com Mov: 25/15
Fuel Cap: 880
Fuel Cons: 220
Price: $100,000 (R/R)
Fire Control: +1 Combat Statistics
Armament: 4x30mm guns, 8 SA-19 missiles Config: Veh TF:4 HF: 6
Stabilization: Basic Susp: T: 4 TS:3 HS:4
Ammo: 1904x30mm, 8xSA-19 TR: 3 HR:4
Fuel Type: D, A
Load: 600 kg
Veh Wt: 34 tonnes
Crew: 4
Mnt: 12
Night Vision: Headlights
Radiological: Shielded
KvP-92
An amphibious, air cushion vehicle developed in the
middle 1990s for the Soviet Naval Infantry. It has a hatch on
the front deck for the driver, hatches on the top deck for the
commander and gunner, a bow cargo ramp, and a door on
either side for passengers.
Tr Mov: 240/195
Price: $300,000 (—/R) Com Mov: 55/45
Armament: 30mm autocannon Fuel Cap: 420
Ammo: 200x30mm
Fuel Type: D, A
Fuel Cons: 60
Load: 1 tonne
VehWt: 11 tonnes Combat Statistics
Crew: 3+8 Config: Stnd HF: 1
Mnt: 24 Susp: P(8) HS: 1
Night Vision: IR spotlight HR:1
SK-25
An updated version of the Vietnam-era combat hovercraft
used to such good effect in the Mekong delta.
Tr Mov: 240/195
Pr/ce: $112,000 (R/—) Com Mov: 55/45
Armament: 20mm autocannon, twin 50s, P/S Mk-19 GLs Fuel Cap: 250
Ammo:500x20mm, 800 40mm, .50 caliber stored as cargo.
Fuel Type: D, A
Fuel Cons: 50
Load: 400 kg
Veh Wt: 9 tonnes Combat Statistics
Crew: 6 Config: Stnd HF: 2
Mnt: 24 Susp: P(8) HS: 2
Mis/on: Image intensif ier HR:1
Horse Horse Mule
(Broken) (Unbroken) Sterile hybrid offspring of a horse
and donkey. Used as a pack and
Used as a mount, pack animal, An animal unused to carrying a draft animal.
or draft animal. saddle. It must be broken before Price: $600 (S/S)
Price: $2000 (S/S) being put to any work. Hits: 40
Hits: 60 Price: $1000 (S/S) Meat: 70 kg
Meat: 90 kg Hits: 60
Meat: 90 kg Tr Mov: 20/20
Tr Mov: 20/20 Com Mov; 10/20/40
Com Mov: 10/30/60 Tr Mov: 20/20
Com Mov: 10/30/60 Feed: 10 kg+graze
Feed: 12 kg+graze Load: 80 kg
Load: 120 kg Feed: 12 kg+graze Wt: 300 kg
Wt: 350 kg Load: 120 kg
Wt:350kg
Camel Elephant
A neutered bovine used as a A beast of burden used in some Elephants are used in parts of
draft animal. parts of Africa and Asia for its Asia as beasts of burden. They can
Price: $600 (C/C) superior dry-weather durability. be used to pull wagons and the like,
Hits: 70 Camels are almost never hooked but are not usually put to this task.
Meat: 250 kg to wagons or carts. Price: $20,000 (R/S)
Price: $1200 (S/C) Hits:120
Tr Mov: 5/5 Hits: 65 Meat: 800 kg
Meat: 350 kg
Com Mov: 10/20/30 Tr Mov: 10/5
Tr Mov: 15/15 Com Mov: 10/20/30
Feed: Graze
Load: 70 kg Com Mov: 10/20/40
WT; 600 kg Feed: Graze
Feed: Graze Load: 600 kg
Load: 120 kg Wt: 3 tonnes
Wf: 1200 kg
P/7ce:$100(C/C)
Armament: None
Very Small Open Boat
Length: 1 Rowboats, canoes, assault boats, and other open craft
Draft: 0.5 m four meters long or less. These can often be carried by one
Speed: 10-meter grid squares or two people, and can usually be stored on top of a vehicle
Turn: 4 as cargo. Inflatable versions are even more portable.
Acceleration: 1 meter per turn
Pumps: None Tr Move: 4/4
Night Vision: None
Load: 100 kg Config: Vessel
Minimum/Optimum Crew: 2/4 Tonnage: 1
Mnt: 1 Hull Armor: 0
Waterline Armor: 0
Superstructure Armor: 0
Propulsion: Muscle power
Size: 1
Medium Motorboat
A medium-sized, wooden-hulled pleasure boat with a
Price: $20,000 (C/C) small cabin (a cabin cruiser) or small commercial fishing
Armament: None, although one or more machineguns can vessel. This is the most popular type of craft with small
easily be fitted. merchants, but fishing boats of this size are usually oper-
Length: 2 ated by several families in a communal consortium.
Draft: 1 m
Speed: 10-meter grid squares Tr Move: 12/12
Turn: 2
Acceleration: 1 meter per turn Fuel Cap: 400
Pumps: 1 Fuel Cons: 40
Night Vision: 1 white light spotlight
Load: 2 tonnes Fuel Type: D, A
Minimum/Optimum Crew: 2/8 Config: Vessel
Mnt: 6 Tonnage: 20
Hull Armor: 0
Waterline Armor: 0
Propulsion: Motor
Size: 2
PBR (Patrol Boat, River)
A small, armed, fiberglass or wooden-hulled river patrol
boat or its equivalent. Many of these are formergovernment
Price: $40,000 (R/R) revenue boats or customs patrol boats which are now in
Armament: Pintle-mounted AGS-17 forward, two DShK private hands.
(port/starboard pintle mounts)
Length: 2
Draft: 1 m Tr Move: 24/24
Speed: 10-meter grid squares Fuel Cap: 500
Turn: 4
Acceleration: 4 meters per turn Fuel Cons: 50
Pumps: 1
Night Vision: White light spotlight Fuel Type: D, A
Load: 1 tonne Config: Vessel
Minimum/Optimum Crew: 2/8 Tonnage: 20
Mnt: 6 Hull Armor: 0
Waterline Armor: 0
Superstructure Armor: 0
Propulsion: Motor
Size: 2
Torpedo Boat
Price: $100,000 (R/R) This is a small, steel-hulled, oceangoing warship suitable
Armament:Two twin 23mm autocannons (one forward, one for use on the river as well. Vessels of this type are very
aft). Two torpedo tubes (no longer operational, and expensive to operate and are seldom found in private
probably used for storage now). Four PK machineguns hands.Occasionally, they can be found in use by the riverine
mounted on the superstructure. equivalent of marauders.
Length: 3
Draft: 1 m
Speed: 10-meter grid squares Tr Move: 12/12
Turn: 3 Fuel Cap: 1800
Acceleration: 1 meter per turn
Pumps: 3
Fuel Cons: 110
Night Vision: White light spotlight
Load: 5 tonnes Fuel Type: D, A
Minimum/Optimum Crew: 3/16 Config: Vessel
Mnt: 10 Tonnage: 70
Hull Armor: 2
Waterline Armor: 2
Superstructure Armor: 2
Propulsion: Motor
Size: 2
Price: $200,000 (S/S)
Armament: Various, but usually has at least four PK or DShK
machineguns on the superstructure and one larger gun
on either the forward or aft deck.
Length: 4
Draft: 2 m
Speed: 10-meter grid squares
Turn: 1
Acceleration: 0.5 meters per turn
Pumps: 5
Night Vision: 2 white light spotlights River Tug
Load: 20 tonnes A river tug is a medium-sized, wooden-hulled tugboat
Minimum/Optimum Crew: 4/10 which is frequently used for moving barges up and down
Mnt: 15 the river.
Tr Move: 8/8 Fuel Type: C, W
Config: Vessel
Fuel Cap: 1000 kg Tonnage: 200
Fuel Cons: 100 kg Hull Armor: 2
Waterline Armor: 2
Superstructure Armor: 1
Propulsion: Motor
Size: 3
—Recoil— —Recoit—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
.38 Special DAR 1 Nil 1 6R 3 10 .38 Snub DAR 1 Nil 1 6R 4 — 4
HP-35 P7M13
The standard military sidearm of the British (and several other The standard sidearm of German forces.
armies), the HP-35 is considered by many to be the finest 9mm Ammo: 9mm P
semiautomatic pistol made. Wt: 1 kg
Ammo: 9mm P Mag; 13 box
Wt: 1 kg Price: $150 (V/S)
Mag: 13 box
Price: $150 (S/R) —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
—Recoil— P7M13 SA 1 Nil 1 13 3 — 12
Weapon ROF Dam Pen Blk Mag SS Brst Rng
HP-35 SA 1 Nil 1 13 2 — 12
P-64 PM Makarov
The Polish standard sidearm. The standard military sidearm of most eastern European
Ammo: 9mm M states and widely used by police and internal security forces.
Wt: 1 kg Ammo: 9mm M
Mag: 6 box Wt: 0.5 kg
Price: $170 (R/S) Mag: 8 box
Price: $150 (S/V)
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng —Recoil—
P-64 SA 1 Nil 1 6 2 — 10 Weapon ROF Dam Pen Blk Mag SS Brst Rng
PM Makarov SA 1 Nil 1 8 3 — 10
PA-15
The French standard military sidearm.
Ammo: 9mm P
Wt: 1 kg
Map: 15 box
Price: $150 (S/R)
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
PA-15 SA 1 Nil 1 15 2 — 12
M1933 Tokarev Vz-52
Formerly in widespread use by eastern European military Standard sidearm of Czech military forces.
and police, but now widely supplanted by the Makarov. Due to Ammo: 7.62mm T
the large numbers produced, it is still found in use by some Wt: 0.5 kg
police and is widely used by militias. Mag: 8 box
Ammo: 7.62mm T Price: $100 (R/S)
Wt: 0.5 kg
Mag: 8 box —Recoil—
Price: $100 (R/C) Weapon ROF Dam Pen Blk Mag SS Brst Rng
Vz-52 SA 1 Nil 1 8 4 — 12
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
M1933 TokarevSA 1 Nil 1 8 4 — 12
—Recoil— —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
.380Auto SA 1 Nil 1 7 3 — 10 .22 Auto SA -1 Nil 0 6 2 — 10
FN-FAL Weapon ROF Dam Pen Blk Mag
—Recoil—
SS Brst Rng
A Belgian battle rifle manufactured for local service and for L1A1 (FN-LAR) SA 4 2-3-Nil 5 20 4 — 65
export, the FAL was a very popular weapon and came into wide- FN-FAL 5 4 2-3-Nil 5 20 4 8 65
spread use throughout the world. The British Army, before
transitioning to the L85, also used a semiautomatic variant of the
FAL, the FN-LAR. It was called the L1A1 in British service, and
some examples may still be found. The FAL and LAR magazines
are not interchangeable.
Ammo: 7.62mm N
Wt: 5 kg
Mag: 20 box
Price: $600 (S/R)
—Recoil— —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
Sterling 5 2 Nil 2/3 34 2 5 30 Uzi 5 2 Nil 2/3 25/32 2 5 30
M231 M177
The standard firing-port weapon on the M2 Bradley, the M231 A shortened, carbine version of the M16 automatic rifle. It
is a satisfactory vehicle weapon for suppressive fires but a me- cannot be fitted with the M203 40mm GL, but can use rifle
diocre submachinegun. Nevertheless, with large numbers of grenades.
Bradleys no longer operational, it was inevitable that the M231 Ammo: 5.56mm N
would be dismounted and used in large numbers. It cannot be Wt: 2.5 kg
fitted with the M203 40mm GL. Mag: 20 box or 30 box
Ammo: 5.56mm N Price: $750 (S/R)
W:3kg
Mag: 20 box or 30 box —Recoil—
Price: $300 (V/C) Weapon ROF Dam Pen Blk Mag SS Brst Rng
M177 Carbine 5 3 1 -Nil 3/4 20/30 3 7 40
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
M231 5 2 1-Nil 3/4 20/30 1 4 25
MP-5 PPSh-41
The standard submachinegun of German territorial troops A WWII-vintage Soviet submachinegun, still used by some
and police. nations.
Ammo: 9mm P Ammo: 7.62mm T
Wt: 3 kg Wt: 3.5 kg
Mag: 15 box or 30 box Mag: 35 box or 71 drum
Price: $400 (C/S) Price: $300 (—/S)
—Recoil— —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
MP-5 5 2 Nil 4 15/30 2 5 20 PPSh-41 5 2 1-Nil 4 35/71 1 4 30
AKR
The standard Eastern Bloc military submachinegun (with few
exceptions), the AKR is merely a cut-down version of the AK-74.
Although a bit heavy for a submachinegun, it has good accuracy
and stopping power.
Ammo: 5.45mm B
Wt:4 kg
Mag: 30 box
Price: $300 (S/C)
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
AKR 5 2 1-Nil 2/3 30 1 4 30
M3A1 Vz-24
Called the "grease gun" because of its fancied resemblance The standard Czech submachinegun, mostly found with
to an automotive maintenance tool, this weapon is no longer in militia and internal security forces.
U.S. Army service, but it is used by a number of other armies Ammo: 7.62mm T
and some police forces throughout the world. Wt: 4 kg
Ammo: .45 auto Mag: 32 box
Wt: 3.5 kg Price: $300 (R/S)
Mag: 30 box
Price: $300 (S/R) —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
—Recoil— Vz-24 5 2 1 -Nil 3 32 1 3 30
Weapon ROF Dam Pen Blk Mag SS Brst Rng
M3A1 5 2 Nil 3/4 30 2 4 30
AMD-65 Vz-61/62Skorpion
A Hungarian submachinegun, basically a shortened version Commonly referred to as a machine pistol, the Skorpion is
of the AK-47. small enough to carry in a shoulder holster. Its short range and
Ammo: 7.62mm S underpowered ammunition make it of limited combat value,
Wt: 4 kg but its ease of concealment has made it very popular with
Mag: 30 box Eastbloc covert agents. It is also frequently carried by Czech
Price: $300 (R/S) airborne forces, particularly by officers.
Ammo: .32 ACP
—Recoil— Wt: 2 kg
Weapon ROF Dam Pen Blk Mag SS Brst Rng Mag: 10 box or 20 box
AMD-65 5 2 1-Nil 3/4 30 1 4 40 Price: $250 (R/S)
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
Vz-61/62 5 1 Nil 1 10/20 3 6 4
w/stock 5 1 Nil 3 10/20 1 4 12
MAT-49 M12
The French standard military and police submachinegun. The Italian standard military and police submachinegun.
Ammo: 9mm P Ammo: 9mm P
Wt:4 kg Wt: 3 kg
Mag: 32 box Mag: 32 box or 40 box
Price: $300 (S/R) Price: $400 (R/—)
—Recoil— —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
MAT-49 5 2 Nil 3/4 32 1 4 30 M12 5 1 Nil 2/3 20/40 1 2 40
G11
A weapon of radical design and great effectiveness, the G11
replaced the G3 as the standard assault rifle and the Uzi as the
standard submachinegun of the German Army. It is a "bullpup" con-
figuration weapon, which means the action is placed behind the
firing hand in the normally empty stock. Thus, bullpup rifles can
have a shorter length without needing a shorter barrel.
It differs from other combat rifles in that it fires caseless 4.7mm
bullets. The compact nature of the weapon and low recoil of its
round makes it as handy as a submachinegun (even though it is
a rifle), and it is included with submachineguns for this reason.
Its caseless ammunition is extremely compact, allowing a large
magazine capacity. Since there is no spent cartridge casing to eject,
the rifle's action is completely enclosed and thus is very reliable in
a dirty environment. However, there is no way to reload the round,
since it is completely consumed, and manufacture has largely
ceased. Currently, although the weapon is fairly common, ammu-
nition for it is increasingly rare, and most German soldiers have
equipped themselves with obsolete weapons.
Ammo:4.7mm CIs
Wt:4 kg
Mag: 50 box
Price: $400 (S/R)
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
G11 3 3 1-Nil 4 50 2 3 55
M16A2 AKMR
The standard combat rifle of the U.S. and Canadian armies, As the AK-74 supplanted the AKM in service, large num-
the M16A2 (commonly called just M16) is in widespread use bers of AKMs were rechambered (AKMR) to fire the AK-74's
and is a popular and effective weapon. 5.45-caliber cartridge to enable standardization of supply with-
Ammo: 5.56mm N out discarding mountains of AKMs. Widely used in Eastbloc
Wt: 3 kg military units alongside the AK-74.
Mag: 20 box or 30 box Ammo: 5.45mm B
Price: $400 (V/C) Wt:4 kg
Mag: 30 box
—Recoil— Price: $300 (C/V)
Weapon ROF Dam Pen Blk Mag SS Brst Rng
M16A2 3 3 1-Nil 5 20/30 3 5 55 —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
AKMR 5 3 1-Nil 5 30 3 6 45
—Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
AKM 5 3 2-Nil 5 30 3 7 50
—Recoil— —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
AR-70 5 3 1-Nil 5 30 3 7 55 M71 SA 3 1 -Nil 4 15/30 3 — 50
.30-30 .30-06
A popular sporting arm found in civilian hands even in east- Another popular hunting rifle, the .30-06 is a bolt-action rifle.
ern Europe, the .30-30 is a lever-action rifle. Ammo: .30-06
Ammo: .30-30 Wt: 4 kg
Wt: 3 kg Mag: 5 individual
Mag: 6 individual Price: $300 (C/S)
Price: $250 (C/S)
—Recoil—
—Recoil— Weapon ROF Dam Pen Blk Map SS Brst Rng
Weapon ROF Dam Pen Blk Mag SS Brst Rng .30-06 BA 4 2-3-Nil 5 5i 3 — 75
.30-30 LA 3 2-Nil 5 6i 3 — 50
.22 Bolt-Action Rifle .22 Semiautomatic
A widely available light hunting rifle, the .22 is excellent for Another widely available light hunting rifle, this version of the
squirrels and other small game, but it does not have sufficient .22 is semiautomatic.
stopping power to be reliable against larger targets. It is a bolt- Ammo: .22 LR
action rifle. Wt: 2 kg
Ammo: .22 LR Mag: 10 individual
Wt: 2 kg Price: $100 (C/C)
Mag: 5 individual
Price: $150 (C/C) —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rnq
—Recoil— .22 SA SA -1 Nil 4 10i 2 — 50
Weapon ROF Dam Pen Blk Mag SS Brst Rng
.22 BA BA -1 Nil 4 5i 2 — 50
—Recoil— —Recott—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
M40 BA 4 2-3-Nil 5 5i 6 — 75 SVD SA 4 2-3-Nil 6 10 4 — 75
All sniper rifles come with a scope. With the scope, add 15 All sniper rifles come with a scope. With the scope, add 15
meters to the basic range for aimed shots. If the scope is later meters to the basic range for aimed shots. If the scope is later
damaged or lost (or for quick shots) this modifier is not added. damaged or lost (or for quick shots) this modifier is not added.
M21 PSG1
The standard U.S. Army sniper rifle, the M21 is essentially The standard German sniper rifle, a development of the G3
a well made M14 assault rifle (the U.S. Army's service rifle prior assault rifle fitted with a telescopic sight.
to the M16) fitted with a telescopic sight and a bipod. Ammo: 7.62mm N
Ammo: 7.62mm N Wt: 8 kg
Wt: 5 kg Mag: 20 box
Mag: 20 box Price: $600 (R/R)
Price: $400 (S/R)
—Recoil—
—Recoil— Weapon ROF Dam Pen Blk Mag SS Brst Rng
Weapon ROF Dam Pen Blk Mag SS Brst Rng PSG1 SA 4 2-3-Nil 6 20 5 — 75
M21 SA 4 2-3-Nil 6 20 4 — 65
bipod SA 4 2-3-Nil 6 20 2 — 75 All sniper rifles come with a scope. With the scope, add 15
meters to the basic range for aimed shots. If the scope is later
All sniper rifles come with a scope. With the scope, add 15 damaged or lost (or for quick shots) this modifier is not added.
meters to the basic range for aimed shots. If the scope is later
damaged or lost (or for quick shots) this modifier is not added.
L42 Vz-54
The standard sniper rifle of the British Army is a progres- The standard Czech sniper rifle is a progressive develop-
sive development of the bolt-action Short Magazine Lee Enf iekJ ment of the bolt-action Mauser (the German Army's WWII
(the WWII British service rifle), rechambered to fire more service rifle) fitted with a telescopic sight.
modern ammunition and fitted with a telescopic sight. Ammo: 8mm M
Ammo: 7.62mm N Wt: 4.5 kg
Wt: 4 kg Mag: 5 individual
Mag: 10 box Price: $300 (R/R)
Price: $400 (R/R)
—Recoil—
—Recoil— Weapon ROF Dam Pen Blk Mag SS Brst Rng
Weapon ROF Dam Pen Blk Mag SS Brst Rng Vz-54 BA 4 2-3-Nil 5 5i 5 — 65
L42 BA 4 2-3-Nil 5 5 4 — 75
All sniper rifles come with a scope. With the scope, add 15
All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later
meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.
damaged or lost (or for quick shots) this modifier is not added.
C3 (Parker-Hale) FR-F1
The standard Canadian sniper rifle is a well made civilian The French military sniper rifle, rare outside of French
hunting rifle adapted to military use and fitted with a telescopic service.
sight. Ammo: 7.62mm N
Ammo: 7.62mm N Wt: 5 kg
Wt: 4 kg Mag: 10 box
Mag: 3 individual Price: $900 (R/—)
Price: $400 (R/R)
—Recoil—
—Recoil— Weapon ROF Dam Pen Blk Mag SS Brst Rng
Weapon ROF Dam Pen Blk Mag SS Brst Rng FR-F1 SA 4 2-Nil 6 10 3 — 75
C3 BA 4 2-3-Nil 5 3i 5 — 75
All sniper rifles come with a scope. With the scope, add 15
All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later
meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.
damaged or bst (or for quick shots) this modifier is not added.
Double-Barreled Shotgun Weapon ROF Dam Pen Blk Mag SS Brst Rng
—Recoil—
Pump-Action Shotgun Weapon ROF Dam Pen Blk Mag SS Brst Rng
—Recoil—
H&K Combat Assault Weapon Weapon ROF Dam Pen Blk Mag SS Brst Rng
—Recoil—
The standard combat shotgun of the German and U.S. H&K CAW 5+ 4 3-4-Nil 4 10 3 7 40
armies (the U.S. weapon being a slightly modified version Short 5 9 Nil
produced under license by Olin), the Heckler & Koch CAW is w/buckshot*
abullpup configuration weapon, like the G11. Medium 5x10 1 Nil
Ammo: 12 gauge w/buckshot*
m:4kg *See Shotguns and Flechettes on page 204.
Mag: 10 box +See special H&K CAW rule under Shotguns and Flechettes
Price: $800 (C/R) on page 205.
M249 Weapon ROF Dam
—Recoil—
Pen Blk Mag SS Brst Rng
The M249 Squad Automatic Weapon (SAW) is the standard U.S. M249SAW 10 2 1-Nil 5 30/200B 1 3 60
light automatic support weapon. It can accept either the standard bipod 10 2 1-Nil 5 30/200B 1 3 75
30-round magazine of the Ml 6A2 or a 200-round belt. It is equipped
with a bipod.
Ammo: 5.56 N
Wt:7kg
Mag:30 box or 200 belt
Price: $1500 (S/R)
RPK Weapon
—Recoil—
ROF Dam Pen Blk Mag SS Brst Rng
The older version of the RPK-74, this automatic rifle fires the RPK 10 3 2-Nil 5 30/40/75 1 5 60
7.62mm Short fired by the AKM assault rifle. In addition to the bipod 10 3 2-Nil 5 30/40/75 1 3 75
standard magazines fired from the assault rifle, it also has a very
long 75-round magazine. This weapon is usually found only in units
also using the AKM.
Ammo: 7.62mm S
Wt: 5 kg
Mag: 30 box or 40 box or 75 box
Price: $1000 (S/C)
M60 MG3
The standard U.S. general-purpose machinegun, a devel- The standard German general purpose machinegun is a
opment of the WWII German MG42. It is equipped with a bipod slightly improved copy of the wartime MG42. It is equipped
and can also be fired from a tripod (NLT). It accepts 100-round with a bipod and can also be fired from a tripod (NMT). It ac-
belts. cepts 50-round belts.
Ammo: 7.62mm N Ammo: 7.62mm N
Wt: 10 kg Wt: 8 kg
Mag: 100 belt Mag: 50 belt
Price: $1500 (S/R) Price: $1500 (S/R)
—Recoil— —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
M60 5 4 2-3-Nil 6 100B 1 4 65 MG3 5 4 2-3-Nil 6 100B 1 4 65
bipod 5 4 2-3-Nil 6 100B 1 2 90 bipod 5 4 2-3-Nil 6 100B 1 2 90
tripod 5 4 2-3-Nil 6 100B 1 1 125 tripod 5 4 2-3-Nil 6 100B 1 1 125
MAG/L7A2 GPMG PK
This Belgian-made weapon is the standard general-purpose The standard Eastbloc medium machinegun, the PK is usu-
machinegun in the Belgian Army, where it is called the MAG, ally found mounted on a vehicle. It is equipped with a bipod
and in the British Army, where it is the L7A2 GPMG. It is also and can also be fired from a tripod (PLT). It accepts 50-round
thestandard vehicle-mounted light machinegun of the US Army, belts.
which calls it the M240. It is equipped with a bipod and can also Ammo: 7.62mm L
be fired from a tripod (NMT). It accepts 100-round belts. Wt: 10 kg
Ammo: 7.62mm N Mag: 50 belt
Wt: 12 kg Price: $2000 (R/S)
Mag: 50 belt
Price: $1500 (S/R) —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng
—Recoil— PK 5 4 2-3-Nil 6 50B 2 5 65
Weapon ROF Dam Pen Blk Mag SS Brst Rng bipod 5 4 2-3-Nil 6 50B 1 3 90
L7A2(MAG) 10 4 2-3-Nil 6 100B 1 6 65 tripod 5 4 2-3-Nil 6 50B 1 2 125
bipod 10 4 2-3-Nil 6 100B 1 4 90
tripod 10 4 2-3-Nil 6 100B 1 2 125
Vz-59 M214 6-Pac
The standard medium machinegun of the Czech Army, the The M214 is a six-barreled Gatling gun, fed by a 1000-round
Vz-59 is a local design which is equipped with a bipod and can drum. It maybe fired only from atripod (NHT) or vehicle mount.
also be fired from a tripod (PLT). It accepts 50-round belts. Ammo: 5.56 N
Ammo: 7.62mm L Wt: 20 kg
Wt: 9 kg Mag: 1000 drum
Mag: 50 belt Price: $10,000 (R/R)
Price: $1500 (R/R)
—Recoil—
—Recoil— Weapon ROF Dam Pen Blk Mag SS Brst Rng
Weapon ROF Dam Pen Blk Mag SS Brst Rng M214 6-Pac 5 3 1 -Nil 4 1000 1 5 60
Vz-59 10 4 2-3-Nil 6 50B 2 8 65 tripod 50 3 1 -Nil 4 1000 1 5 90
bipod 10 4 2-3-Nil 6 50B 1 5 90
tripod 10 4 2-3-Nil 6 50B 1 4 125
HK-69
The standard infantry grenade launcher of the German Army,
it can be attached to the bottom of any assault or battle rifle, or
can be used as a separate weapon.
Ammo: 40mm grenades
Wt: 2 kg
Mag: 1 i
Price: $500 (S/R)
AGS-17
The standard Eastbloc infantry support grenade launcher,
theAGS-17 is atripod-mounted (PMT), drum-fed automatic
grenade launcher. It may be fired only from its tripod or from
a vehicle mount.
Ammo: 30mm grenades
WT: 18 kg
Mag: 30 belt
Price: $3000 (R/S)
Armbrust
A single-shot, disposable antitank rocket launcher.
Wt: 6 kg
Price: $200 (SIR)
LRAC F1
This rocket launcher is the standard infantry antitank weapon
of the French Army. It fires an 89mm HEAT warhead rocket.
Ammo: 89mm HEAT rocket
Wt:8kg
Price: $4500 (R/—)
Type ROF Rid Rng Round Damage Pen Type ROF Rid Rng Round Damage Pen
M72A1 LAW 1 * 50 HEAT C:3, B:5 55C LAW 80 1 * 55 HEAT C:6, B:5 110C
*Single-shot disposable. Cannot be reloaded. *Single-shot disposable. Cannot be reloaded.
Carl Gustav
This is a shoulder-fired recoilless rifle used as the standard
medium antitank and assault weapon by Germany, Britain,
Canada, the Netherlands, and Denmark. It fires an 84mm HEAT
round.
Ammo: 84mm HEAT
Wr;18kg
Price: $800 (C/S)
M12 SMAW
A shoulder-fired "bunkerbuster" issued to U.S. Marine Corps
troops, but never formally adopted by the U.S. Army.
Ammo: 82mm SMAW (HE or HEAT)
Wt: 3.5 kg
Price: $3000 (R/R)
TOW 2
This AT missile launcher is the launcher for the TOW 2 mis-
sile on the M2 Bradley. The launcher may be fired only from the
vehicle mount; the missile is wire guided, and the gunner must
continue to aim at the target for the entire flight of the missile.
The launcher cannot be reloaded from inside the vehicle (Wt
and Mag are for the Bradley launcher only; tripod-mounted
version data are in parentheses). This launcher accepts either
the TOW 2A or 2B missile. Guidance is operator-guided. TOW
2B is a top attack missile (see "Special Cases" on page 204)
which carries two down-firing warheads. If a hit is scored with
the TOW 2B, make two attacks of 120C penetration, using the
top attack rules.
Ammo: TOW 2
Wt: 30 kg (18 kg)
Mag: 2i (1 i)
Price: $10,000 (S/R)
AT-4 "Spigot'
The Eastbloc man-portable missile launcher, the AT-4 is fired
from an integral tripod. The missile is wire guided and the
gunner must continue to aim at the target for the entire flight
of the missile. Guidance is operator-guided.
Ammo: AT-4 "Spigot"
Wt: 5 kg
Price: $3000 (S/C)
Type Rid Rng Damage Pen Type Rid Rng Damage Pen
AT-7 "Saxhorn" 2 1000 C:12,B:15 100C Dragon PIP 2 1000 C:12, B:15 135C
MILAN II
This missile launcherfiresthe MILAN II and MILAN Il-T anti-
tank missiles. The MILAN Il-T is an overhead attack weapon
like Tank Breaker. Guidance is operator-guided.
Ammo: MILAN II or MILAN Il-T
Wt:17kg
Price: $6000 (R/S)
Swingfire
A British antitank missile with a HEAT warhead which is fired
from ground launchers or from vehicles. Guidance is opera-
tor-guided.
Ammo: Swingf ire
Wt: 20 kg
Price: $3000 (S/R)
—Recoil— —Recoil—
Weapon ROF Dam Pen Blk Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
M2HB 5 8 2-2-3* 8 105B 3 13 65 KPV 5 12 2-2-3 10 100B * * 150
tripod 5 8 2-2-3* 8 105B 2 6 150 *The KPV is always mounted on a vehicle or field carriage,
*.50 SLAP ammunition has a penetration of 1-1-2. and so has negligible recoil.
82mm Vasilek
Standard medium mortar for the Eastbloc, the Vasilek is a
clip-fed automatic mortar. It is mounted on a wheeled carriage
to allow it to be towed behind a vehicle. The mortar is usually
fired from its carriage like a small field gun, and requires six
minutes to set up. The Vasilek is listed here because it is la-
beled a mortar, but its characteristics have caused the design-
ers to classify it as an autocannon for the purposes of the firing
system (note that, unlike other mortars, it has direct-fire char-
acteristics as well as indirect-fire ones).
Wt: 80 kg (carriage weighs 50 kg)
Mag: 5 box
Price: $20,000 (R/S)
81mm 120mm
Standard medium mortar for most Western armies. It can Standard heavy mortar for the Eastern Bloc and most west-
be disassembled into three loads (bipod, baseplate, tube) for ern European armies. It can be disassembled into three loads
easier transportation. Individual rounds are dropped down the (bipod, baseplate, tube) for easier transportation. A wheeled
tube by the loader. Requires three minutes to set up. carriage is also provided to allow the assembled weapon to be
W;40 kg (bipod, 15 kg; baseplate, 10 kg; tube, 15 kg) towed behind a vehicle. The mortar may not be fired from its
Mag: 1 individual carriage. Individual rounds are dropped down the tube by the
Price: $10,000 (C/S) loader. Requires six minutes to set up.
Wt: 280 kg (bipod, 70 kg; baseplate, 90 kg; tube, 120 kg;
Type Round Damage Pen wheeled carriage, 240 kg)
81mm HE C:8, B:35 -4C Mag: 1 individual
IFR:4.5km WP C:2, B:25 Nil Price: $15,000 (C/C)
ILLUM B:1255 Nil
Type Round Damage Pen
120mm HE C:16, B:55 OC
IFR: 6 km WP C:3, B:45 Nil
ILLUM B:1875 Nil
CHEM C:3, B:15 Nil
interesting scene to your players.
• Never make it overdetailed. Stick to im-
pressions, and let the players ask for details
if they want them. Tell them the wall is covered
THE REFEREE
The referee is the key to a good game. but what else? Is it a little warm, or is it maybe
with graffiti; don't describe the graffiti unless
they ask.
• Use all the senses. Movies and television
have sight and sound. Reality has sight,
sound, smell, taste, and touch. Don't just tell
Referees must play every NPC, resolve criti- a little chilly? Is the humidity fairly high, or is them they're tired; tell them what it feels like
cal events, describe the world, and guaran- it pretty dry right now? to be tired. Don't just tell them they fell in the
tee an interesting and exciting time. Taste may even play a role in the referee's bog; tell them what the bog tastes like when
The most important rule to remember, description—not a large one, by any means, they swallow a mouthful of it.
however, is this: The referee is the ultimate but it should never be neglected. • Start with the strongest sensory impres-
arbiter of what happens in the game. Like All of these things let you know that you sion. The biggest change will be the first
umpires in baseball, referees are not to be aren't just watching a TV program—you are thing they notice, so start with that. That first
argued with while the game is in session. alive in the world. For your players to enjoy sensory input sets the stage for all the oth-
Discussions or disagreements should be the game fully, the world must seem real to ers.
saved for after the game is over—they have them. That sense of reality must come from • Nothing gets players' interest like a hint
no place in the middle of an adventure. their senses. And you are their senses. You of danger. In most cases there will be no
Referees should strive to be reasonable are all their senses, not just their sight and immediate threat to the players, but they wil
and fair in running a game, but their job is a hearing. seldom be in a situation where there is abso-
very tough one, and having to continually Your descriptions of the world don't have lutely no hint of danger.
argue over the rules is not the best way to play to be ageless prose, and they shouldn't be • Save the best (or worst) for last. Then,
a game. tediously detailed. They should include the when the players hear about the threat, they
What exactly does the referee do? He is most vivid impression the player receives from will want more details about it, and they won't
the interface between his fictional creation— each of his senses. If the players want more have to wait through the other descriptions to
the game "world"—and the players' "perso- detail, you can always provide it to them. ask.
nas"—the characters. Here are some brief rules of thumb to re- Also, saving the best for last will help keep
member when you are trying to describe an the suspense level high during the adventure.
DESCRIBING THE WORLD
A referee is the eyes and ears of all the
characters, along with their noses, their
tongues, their fingers, and that "funny feeling
that something is not quite right." Everything
the characters know about their environment
comes to them through the referee, and for
this reason, the referee must make the fullest
possible use of words and descriptions to
inspire the players' imaginations. Referee
descriptions must make the imaginary world
of the game seem real enough to entertain
and divert the players.
Take a moment off from reading these rules
and just think about what your senses tell you
about your environment. Sight is the most
obvious source of information available to you,
but it is supplemented by sounds as well. What
do you see around you? What do you hear?
Do these two senses complement each other
orgive you contradictory messages? Perhaps
you're in a quiet room which looks tranquil and
orderly, but you can hear your brother and
sister arguing in the next room—contradictory
messages.
What can you smell? Dinner cooking?
Someone painting somewhere in the build-
ing? Garbage you've been meaning to take
out getting a little rank?
How about touch? You can feel this book
in your hands and the chair you're sitting on,
STRUCTURING THE GAME • Fight Chaos and Anarchy on a Local sion making. Keep things moving along by
A referee has a great deal to do. Fore- Level: Exactly what this involves will depend discouraging conversations which are not
thought and organization will help. on the skills possessed by the characters and game related—basketball games, movies,
Campaign Planning: This includes stra- their own judgment. Characters with Excava- and girl/boyfriends (plenty of time for those
tegic planning beforehand as well as tactical tion skill might reopen a coal mine in order to after the session is over).
planning after each adventure session. Where get fuel for the power station that the charac-
is the campaign to take place? You'll need a ters with Electronics skill are trying to bring SOME ADVICE FOR NOVICES
map of the area (probably several). A general back on-line while the character with Farm- If you have played RPGs before, but never
map of the country, showing rivers and major ing skill tries to ensure that everyone is fed in ref ereed, it will take time for you to get the feel
geographic features, is a must, and is usually the interim. As mentioned above, this goal of the world you are running and to get a sense
as close as the nearest bookstore or public should be a challenge, but should not seem of the game's flow. Here are some ideas.
library. While you're there, check out the travel impossible to achieve. Just when things get Once your players have generated their
guides section for Fodor's guides or similar snug, throw in a challenge, such as a plague, first characters, referee a firefight between
publications. These have general maps of an invading marauder army, refugees from the them and a group of enemy soldiers. Make
countries, and often have detailed plans of tyrant in the next valley, and so on. up a simple sketch map of the terrain, explain
major cities and (occasionally) floorplans of • Mercenaries: If they possess only military the situation and what they are trying to do,
castles and estates. Take into account the skills, the characters might decide to become and go to it. Explain to them in advance that
interests and opinions of the players, and try mercenaries, hiring themselves to local com- what happens here will not affect their char-
to arrange things so the players are given munities as a training cadre for militia or as acters in the game at all; it's just practice. This
problems that will challenge and entertain their an experienced strike team for a special mis- will give you a feel for the flow of a firefight
minds. Perpetual firefights appall some and sion. much better than just reading the rules. If you
thrill others. Political intrigues will be very Preparing for the Gaming Session: This encounter any problems with rules you aren't
interesting to some people and bore others doesn't just mean buying munchies. Each sure of, this is your chance to check them out
to tears. Try to balance your campaign events adventure session should be part of a larger, without interrupting the actual game. Also, it
to the type of action the players want, and then general plot, and should present the players will give the players a good feel for the capa-
remember to throw in enough variety to keep with two or more choices. By the end of the bilities of different weapons and may make
things from falling into a rut. session, you should be able to figure out which them a little less anxious to get in a fight the
Overall Goals: One very important thing one they will take. While you're putting the first chance they get.
for the players to work out early on is, "What game away and throwing out the empty pret- Next, give your players a couple of vehicles
are we supposed to be doing?" The obvious, zel bags, take a little time to figure out what and have them do a cross-country march of,
and correct, answer is, "Staying alive." It is happens next. You should try to stay a little bit say, a week. The first thing this will do is give
correct, but it isn't enough. The players need ahead of the players. Are they moving into a them an idea of how limited their range is when
a long-range goal, which gives them a reason less organized area? Work out some en- running on alcohol. It will also enable you to
for wanting to stay alive as well. This goal is counters in advance and plant the seeds of become familiar with the encounter rules and
one they will have to supply themselves to the next fork in the plot of the overall cam- give players a chance to try hunting and for-
some extent, but as the referee you have a paign. Will they need some building interior aging. These routines will be used repeatedly
responsibility to help them along. plans next time? Better have them ready. Will throughout the game, so it's a good idea to
There is one very real pitfall involved with they be running into a military outpost? Dia- become familiar with them early.
most long-range goals; if the players ever gram it out ahead of time. Assemble anything In some ways, these exercises are a train-
achieve the goal, the game is over, but if they else you will need, like town maps (make them ing course. The people your players' charac-
obviously can't achieve it, the game is point- up if you need to—odds are none of your ters represent have had months, often years,
less. The best answer to this is to help them group has ever been to the place) or special of experience living off the land and fighting
arrive at a goal which is so long-range that it locales. You will find a wealth of material in for their lives. They have a good idea of the
will take years to achieve, but once achieved, this book which can be used for many of these capabilities of their equipment and of them-
can be replaced by other goals. If they do so things, and with slight modifications the same selves, so your players should as well. When
on their own, don't interfere. The characters material can be used over and over. you and your players feel comfortable with the
are theirs to play. If they are unable to come Save things you don't use (like camp dia- system, it's time to start the game.
up with one on their own, suggest one of the grams, building interiors, town plans, NPC and
following: encounter descriptions) to be renamed and REWARDS AND EXPERIENCE
• Go Home: This one is especially appli- used in the next session. The successful completion of an adventure
cable toagroup of American soldiers stranded Management of the Session: Make sure by your players should be accompanied by
in eastern Europe. It may mean a march everyone has something to do. Avoid sessions suitable rewards. Exactly what form these
across half the world, through hostile territory where you have to take one player aside and rewards take will be determined by the nature
and barren wilderness, and a final escape spend hours going over things with him. of the adventure and the decisions of the ref-
across the straits from Siberia to Alaska. It may Players with high Stealth may want to "sneak eree. Paper money is almost worthless, so
mean a journey through the Middle East to on ahead and scout things out." That's un- payment will either be in gold (rarely), infor-
North Africa, and then a leaky tramp steamer avoidable sometimes, but try to run these solo mation, or some form of goods. These goods
to the East Coast. Perhaps somewhere there scouting missions quickly and with a minimum can be food, machinery, weapons, ammuni-
are still a few planes capable of crossing the of detail so that the scout can get back to the tion, spare parts for vehicles, or other equip-
Atlantic. But somehow, somewhere, there is group as quickly as possible. Make sure one ment.
away back. or two players aren't monopolizing the deci- Bear in mind that what is treasure to one
group may be a pile of worthless junk to an- rules, many of them will be useful in adven- Character Attributes and Skills
other. On the other hand, it's possible that the tures, etc. In order to understand task resolution,
characters may be satisfied just with the A D1 Ocan be used to generate D20 results the following terms must be defined. Some
feeling of a job well done (well, it is possible*.). and vice versa, if only one or the other is of these concepts were handled in more
Don't go overboard—the best way to ruin available. To get D20 results from a D10, roll detail in the "Character Generation" chap-
a game is to overreward players for minor the D10 along with a D6. If the D6 reads 1 -3, ter.
accomplishments. Sessions that end with the read the D10 normally as 1-10. If the D6 roll Attribute: This is the numerical quantifi-
characters in possession of a tank farm of is 4-6, add 10 to the D10 result for a range of cation of the character's basic physical and
refined gasoline or more vehicles than driv- 11-20. mental qualities, and are divided into Strength
ers are poorly run games. When using a D20 to give D10 results, (STR), Agility (AGL), Constitution (CON), In-
Experience: Skill advancement is dis- simply ignore the first digit so that rolls of 01 telligence (INT), Education (EDU), and Cha-
cussed on page 138. Other gains in experi- and 11 are 1,02 and 12 are 2, and so on, up risma (CH R). These numbers range between
ence include knowledge of a specific geo- to 10 and 20 which both are read as 10. 1 and 10, with 10 being the best. See "Char-
graphic area or information of value to the To generate a number between 1 and 100 acter Generation," page 18 for a more de-
characters. (called D100 or percentile), roll a D10 twice, tailed discussion.
Contacts: Characters may make new using the first roll as the tens digit and the Skills: These represent the knowledge
contacts as a result of an adventure which second roll as the ones digit, and reading a 00 and expertise gained by a character in certain
may come in useful to them in later adven- result as 100. If rolling two D10s at the same specific areas. A higher skill number indi-
tures. These are solid contacts, and their de- time, make sure they are different colors, and cates a greater familiarity and facility with the
tails will be dictated by the specifics of the ad- announce before rolling which is the tens die. topic. For example, the skill "Navigation: 3"
venture just completed. Note that when adding dice together (as indicates that the character has a level 3
2D6 or 2D10), the result is statistically cen- ability in being able to find his or her way
SKILLS AND TASK RESOLUTION tered, meaning that results in the center of the around.
Overview range (7 for 2D6 or 11 for 2D10) are much Controlling Attribute: Each skill has a
In the course of playing Twilight: 2000, more likely than results at the very high or low controlling attribute, which is the attribute that
the players decide how their characters act, end of the range. However, D100 rolls are not is most directly used when exercising that
and how they attempt to accomplish missions statistically centered, so that the 100 possi- skill. For example, INT is the controlling at-
or achieve goals. When a player announces bilities of the D100 are all equally likely. tribute for the Observation skill, signifying
that his or her character will attempt a certain If rolling between three possibilities, a D6 that Observation is based most directly on
action, the referee must have a method to can be used as a D3, where 1 -2 are read as the character's raw reasoning ability. On the
decide whether the action succeeds or not. 1, 3-4 are read as 2, and 5-6 are read as 6. other hand, the controlling attribute for the
The chance for success of the action is based (D3 is is the same as 1D6+2 when rounding Chemistry and Geology skills is EDU, mean-
on how difficult the referee decides the action fractions up; but when rounding down, 1D6+2 ing that Chemistry and Geology are most
is, and the skills and attributes that the char- gives results of 0, 1, 1, 2, 2, and 3). In the closely linked with factual information that the
acter might have that can be applied to the same fashion, a D10 can be used as a D5. character has gained over a lifetime of learn-
action. Obviously, characters usually only Any die can be used for D2 results, by rolling ing.
attempt actions that they have some skill in or for odd or even results (or you could toss a Assets: An asset is the level of a skill
knowledge about. coin: heads 1, tails 2). added to the value of that skill's controlling
Die Roll Modifiers: Sometimes die roll re- attribute. For example, a character has INT 9
Mechanics sults must be modified. For example, 2D6-2 and EDU 7, and skill levels of Observation: 2,
Most important actions in Twilight: 2000 means roll two six-sided dice and add the Chemistry: 3, and Geology: 5. The character's
are resolved using the roll of one or more numbers together, then subtract 2 from the assets in these areas are therefore: Observa-
dice. Each such action is expressed as a total. Conversely, 3D6+2 means roll three six- tion (9+2-): 11, Chemistry (7+3-): 10, and
specific task, and the die roll determines sided dice, add them together, and then add 2. Geology (7+5)-12.
whether the player attempting the task was For example, a 3D6-1 roll that resulted in rolls When recording skill levels on the Twi-
successful or unsuccessful, and if an extraor- of 3,5, and 2 would total 3+5+2-1 - 9. light: 2000 character sheet (located on page
dinary success or failure occurred. The abbreviation "DM" is usually used for 267), skills and assets should be separated
Dice: To play the game you will need at die modifier, with plus or minus symbols show- by a slash. In the example just given, the
least one 10-sided die (D10) or 20-sided die ing whether the DM is added to or subtracted player should write 2/11 next to Observa-
(D20) and several six-sided dice (D6). A D10 from the die roll. Thus DM+2 means that 2 is tion, 3/10 next to History, and 5/12 next to
is read from 1 to 10 (with 0 meaning 10). added to the die roll in question, and DM-3 Geology.
Because of the numerous uses of die rolls means that 3 is subtracted from the final roll. In all cases, the value used in Twilight:
in Twilight: 2000, abbreviations will often be Sometimes a variable DM will be given. 2000 task resolution is the asset, and not the
used. A1 before the die notation (1D6,1D20) For example, the phrase, "DM- (number of skill alone. Unless specifically noted other-
means to roll one die of that type, a 2 (2D6, characters in the group)" would mean the wise, any reference to a skill name (for ex-
2D10) means roll two of that type and add total number of characters in the group would ample, "an Easy test of Navigation") means
them, and so on. be subtracted from the die roll, or "DM+ (wind the asset, not the skill alone. Similarly, when
Dice Equivalencies: The dice used in velocity in kilometers per hour+10, round up)" the rules talk about deciding on the skill that
play can be used to generate numbers in means to take the wind velocity in kph, divide is most relevant to a task, the skill will always
several different numerical ranges. Although it by 10, round the result up, and add the result be used in its asset form (i.e., added to its
not all of these ranges will be used in these to the die roll. controlling attribute).
Tasks character's attempt to carry out a task, the and fitted into place, the mechanic's job is
The main use of skills and attributes in referee should ask two questions: How diffi- Easy. If it needs a hole in a metal tube
Twilight: 2000 is to determine the success cult is the task, and what skills or attributes soldered, the task would be Average. If the
or failure of actions attempted by the char- are relevant to the task? engine needs a new timing gear filed from a
acters. Actions depending on the use of Difficulty: While there are numerous piece of sheet metal, the task would be Diffi-
skills and attributes are called tasks, or shades of difficulty in tasks, for game pur- cult. If it needs a new crankshaft, the task
sometimes tests or checks. To resolve these poses, all tasks are broken down into five would be Impossible.
tasks, the players roll dice, with the die rolls categories: Easy, Average, Difficult, Formi- The referee may further decide to break
required for success depending upon the dable, and Impossible. (Note that the word the task into two (or even more than two)
characters' assets combined with the diffi- impossible is used as the name of the highest parts. Using the above example, the referee
culty of the task being attempted. One of the difficulty level, ratherthan meaning that some- may decide that the tractor needs a part the
referee's main jobs is to adjudicate charac- thing can absolutely not be done. This means mechanic does not have and cannot make
ter attempts to accomplish these various that in Twilight: 2000, a task which is called (the crankshaft). In this case, determining the
tasks. Impossible can actually be accomplished by problem would be an Average task, but repair
Some tasks can obviously not be done, no an extremely talented character, or on auto- would be Difficult, and perhaps Impossible
matter how skilled the characters are, such matic success roll—see page 133. Remem- (which might lead to an adventure to locate
as rebuilding a destroyed M1 Abrams tank ber that throughout these rules, whenever and obtain the proper part).
without spare parts or tools. Other tasks, the word impossible is capitalized, it is refer- "Automatic" Tasks: The referee may
such as reloading bullets into an empty am- ring to a difficulty level. When it is not capital- judge that certain of the characters' actions
munition clip, are so simple that it is assumed ized, it is being used in its standard meaning need not be rolled for. These would be
any character with basic knowledge can carry of "not possible.") actions of a routine nature which use a skill
them out successfully. In between these two For example, a mechanic needs to repair that the player possesses. For example, a
extremes, however, lie a multitude of tasks a farmer's tractor (in return for shelter in the referee will usually not wish to require a
which the referee will be called on to adjudi- farmer's barn and a square meal). The ref- player with Ground Vehicle level 1 to roll to
cate. Some tasks that are used repeatedly eree first decides roughly what the tractor's drive five minutes down a clear road, as-
during the game (such as maintenance or problem is (this is not strictly necessary, but it suming reasonable weather conditions, etc.
firing a weapon) are covered in detail in the helps both players and referee visualize the These might reasonably be thought of as
rules. Others are determined by the referee situation), then decides if repair is Easy, Aver- automatic tasks, however, there is no such
on a case-by-case basis. age, Difficult, Formidable, or Impossible. If thing as a difficulty level of "Automatic." The
When determining the success of a the engine needs a short length of wire cut referee is always the final judge of what
actions do and do not require a roll. Players warehouse door is an Average test of Intru- For example, suppose a character wants
should never assume that an action is auto- sion," or, "Avoiding detection by the guard is to force open the lock on a desk drawer. The
matic, because there is no such thing, until a Difficult check against Stealth." As always, referee decides that this is an Average task
the referee says there is. such a statement refers to the asset, and not using the Intrusion skill. However, the charac-
Useful Assets and Attributes: The ref- the skill alone, unless otherwise indicated. ter does not have Intrusion skill, and so must
eree must decide which asset or attribute is Determining Success: Once difficulty and treat it as a Difficult task using only the
important to performance of the task. In the the relevant asset or attribute have been character's Agility attribute (which is the con-
above example, the character's Mechanic determined, the task is resolved as a D20 roll trolling attribute for Intrusion). If the character
asset is obviously the important one. If the against that asset or attribute. Before rolling had an Agility of 6, she would have to roll a 6
task is one which to which no skill is relevant, the die, the asset or attribute is modified by or less on 1D20 to succeed.
but an attribute is (for example, lifting a safe the task's difficulty level as shown on the Task Exceptions: Note that level 0 in a skill area
requires only Strength, not any particular Difficulty Levels table. Whenever multiplying allows a character to forego the unskilled
skill), then it is an attribute-only task. If it is a assets by a fraction, round all fractional re- penalty for that skill. The skill level 0 indicates
task requiring skill, then the closest appropri- sults down. a basic familiarity with the skill, but no real
ate skill is used. This number as finally modified is the expertise. When rolling a task for a skill that is
Referee's Note: Exercise care when as- target number. If the D20 roll result is equal to at level 0, the character's asset is the control-
signing difficulty levels for attribute-only tasks. or less than [he target number, the character ling attribute alone, but the additional diffi-
A difficulty level that is appropriate for an has succeeded in the task. culty level penalty is not assessed.
asset-based task (skill plus attribute) might For example, a character with an asset of 12 Referee's Note: Do not confuse this un-
be too difficult for a task rolled against an has the following target numbers, based on skilled penalty with an attribute-only task. An
attribute alone. Referees should think in terms difficulty: Easy = 48, Average = 24, Difficult =12, attribute-only task is one for which no particu-
of the success probability when assigning Formidable = 6, Impossible = 3. lar skill is useful, requiring the referee to set
difficulty levels. For example, a character will Automatic Success or Failure: In Twilight: the difficulty level for use against an attribute
be making an attribute-only task roll against 2000, a task roll of 1 always results in suc- alone. The unskilled penalty is used when the
an attribute of 8. If the difficulty level were cess, and a task roll of 20 always results in referee defines a task as requiring a certain
Difficult, the character would succeed eight failure, regardless of skill, asset, or difficulty skill, but the character attempting the task
times out of 20, or 40%. The referee could set level. Thus every character stands a chance does not have the skill.
the odds of success to 80% by assigning a to succeed, no matter how daunting the task, Although both attribute-only and unskilled
difficulty level of Average (roll under 2x8, or or a chance to screw up, no matter how penalty skill rolls are made against a
16 chances out of 20), or reduce them to 20% seemingly routine the task. (Note that the character's attribute alone, in an attribute-
by assigning a level of Formidable (roll under automatic failure roll is modified to 17-20 for only test, the difficulty level as set by the
1
/2x8, or 4 chances out of 20). When the purposes of direct fire only—see the Combat referee is fixed. In an unskilled-penalized skill
referee knows how likely the chance of suc- chapter.) roll, the difficulty level as originally set by the
cess could be, it is simple to work backwards Thus, returning to the mechanic in the referee is increased one level when attempted
from there to find the correct difficulty level, example above, if he had a Mechanic skill by the unskilled character.
using the Task Difficulty Levels table below. level of 4 and an STR of 5 (the controlling Skill levels of 0 are given in the character
attribute of the Mechanic skill), he would have generation process to indicate that a charac-
an asset of 9, and would need to roll 9 or less ter has been given some kind of familiariza-
Task Difficulty Levels on the D20 roll to succeed at a Difficult task. tion training in the skill in question (enoughtfl
He would have to roll 18 or less to succeed at avoid an unskilled test), but not enough to
Difficulty Asset
an Average task (9x2=18) and a 2 or less to have any facility with the skill. An example is
Easy x4 succeed at an Impossible task (9 x1/4=2.25, the Autogun 0 skill given as part of the US
Average x2 rounded down). Army's basic training package (see page 35).
Difficult x1 If the same character had to undertake an More than One Asset: Sometimes more
Formidable X 1 /2 attribute-only task requiring Strength, he than one asset can be applied to a single
Impossible X1/4 would be rolling against a target number of 5 task. This can be done in several ways. The
(his Strength attribute alone x1) for a Difficult four most common are referred to as com-
I test, a 10 on an Average test (2x5), or a 1 on bined skills, alternative skills, averaged skills,
Task Descriptions: The chance of suc- an Impossible test (5x1/4 = 1.25 rounded and enabling skills.
cess in a task is completely described by its down). Combined Skills: In many cases, two as-
difficulty level and the asset used. The many Unskilled Tasks: Sometimes a character sets are each necessary to perform a task. In
tasks described in these rules are sometimes may not have the skill specified to accomplish this case, the lower of these two assets
expressed in an abbreviated form as Diffi- a certain task. Such a character may still possessed by a character is used to deter-
culty: Asset. For example, Easy: Swimming attempt the task, but with an unskilled pen- mine the target number. Combined skill tasks
refers to an Easy task using Swimming skill alty. Because the character does not have the are phrased in the format "asset and asset."
as an asset (i.e., added to its controlling needed skill, he or she uses the controlling For example, the referee may decide that
attribute, in this case, CON). Difficult: STR attribute for the missing skill by itself, and in repairing a generator is a Difficult test of
refers to a Difficult task using only the Strength addition as a penalty for not having the proper Mechanic and Electronics. In this example,
attribute. detailed knowledge, must roll the task at one we have a character with a Mechanic asset of
These tasks are also referred to conversa- difficulty level higher than it otherwise would 8 and an Electronics asset of 12. Even though
tionally. For example, "Opening the padlocked have been. she has a high Electronics ability, her ability to
understand the generator is limited by her larger, smaller, or intermediate numbers. For scious, or knock it off its hinges with such
understanding of its mechanical functions. example, a "Very Formidable" task might noise and force that the occupants of the
Thus, she would use the lower of the two: her require dividing the asset by 3 to determine room are forced to roll for panic (see the
Mechanic asset. the chance of success. A task intermediate Combat chapter).
Alternative Skills: In this case, the task between Difficult and Average might multiply Sometimes simply accomplishing a simple
requires only one of two or more possible by 1.5, etc. task without mishap is sufficient, and no ad-
skills. For one of these tasks, the character Opposition: In some cases, attempts to ditional bonus is appropriate. If a character is
uses the highest of the listed assets to com- complete a task will be met with opposition rolling to swing on a vine across a raging
pute the target number. Alternative skill tasks from other characters. There are three types jungle river, simple success is sufficient; there
are phrased "asset or asset." of opposition. is no need for him to find a panel of judges on
For example, determining if an animal is First, a character may be trying to suc- the other side awarding him a gold medal for
dead or alive is an Easy: Biology or Medical ceed at a task and another trying only to perfect form and style. The logic and needs of
test. Because either skill is sufficient by itself, prevent him. One or the other must suc- the campaign and the story being told are
the character uses the higher of the two. In ceed. If a character were trying to break always the most important when judging
some cases, the referee may wish to assign down a door, for example, a character on Outstanding Success.
differing difficulty levels for different alterna- the opposite side might try to keep the door Catastrophic Failure: This is the oppo-
tive skills. Average: Construction or Difficult: in place. In this case, the asset used is the site of Outstanding Success. A character
Combat Engineer means the same task may asset of the character making the attempt who fails in a task, and fails by at least 10,
be performed using either asset, but using minus the asset of the character trying to may have suffered a Catastrophic Failure.
different difficulty levels. prevent him. Obviously, if the opposing To find out, the character rolls again for the
Averaged Skills: In some cases, the ref- character's asset is higher, the attempt fails same task at the same difficulty level. If this
eree might rule that two skills complement automatically. roll also fails (by any margin at all, not just by
and "feed off of" each other, so the two skills Second, two or more characters may be a margin of 10 or more), then the character
are averaged (add the two assets together trying to succeed at the same task in a com- has suffered a Catastrophic Failure (if the
and divide the total by 2). No more than two petition in which it is not certain that anyone roll succeeds, it's just a regular failure). As
skills should be averaged together for any will succeed. For example, two characters with the Outstanding Success, the conse-
one task. If a task seems to require more than are racing to solve a complex mathematical quences of this are up to the referee. For
two skills averaged together, pick only the problem. Both characters roll, in this case example, the engineer in the previous ex-
two most relevant. Difficult: (Intelligence and Education), and ample might not only fail to repair the power
The format for averaged skills is "average the one who succeeds is the one who rolls the plant, but would in addition break some
of asset and asset" or "asset plus asset + 2." furthest below the roll he would need for other important part. The character trying to
Enabling Skills: In some cases, one par- success without opposition. (Of course, it is break down the door might hurt her shoul-
ticular skill enables a character to "unlock" a possible for all contestants to fail.) Roll again der in addition to not breaking down the
crucial difficulty in a problem, and thereby in case of ties. For example, suppose two door.
make the problem easier. For example, if a characters are rolling with 3 and 5 target Catastrophic Failure should not be over-
characterwanted to determine where to place numbers; the first of them rolls a 2 and the used. As with Outstanding Success, in a great
a small demolition charge in order to blow a second rolls a 3. Since the first character many tasks there is no obvious effect of a
human-sized hole in a wall, and gain access rolled only 1 less than required for success, Catastrophic Failure, and the second roll need
to a heavily-fortified building, Combat Engi- while the second character rolled 2 less, the not be made—a geologist who fails to find an
neer would be the prime skill, of course, but second character wins. iron deposit should not also break his leg
others might come into the picture as well. The third case is like the second, but this (unless such an event seems appropriate
Construction would give the character a pic- time one of the characters must succeed. An given the current storyline or surroundings).
ture of where the supporting walls would be example would be a footrace or determining The main purpose of Catastrophic Failures is
located, and enable the charge to be deto- the winner of a hand of poker. Characters roll to deter characters from attempting tasks
nated without bringing down the whole struc- as above. If none of the characters rolls (especially dangerous ones) far beyond their
ture. This task would be written as Difficult: success, the winner is the character who abilities.
Combat Engineer (Average: Construction to failed by the smallest amount. Roll again in Time Required: When assigning a task,
enable). case of ties. the referee should have in mind how much
Unless otherwise indicated, success in an Outstanding Success: A character who time the task ought to take. The time required
enabling skill task reduces the level of diffi- attempts a task and beats the target number can be modified by an Outstanding Success,
culty by one level, but under certain circum- by 10 or more has achieved an Outstanding but the amount of time saved must be based
stances the referee might rule that difficulty is Success. If, for example, a character had a on common sense.
reduced by more than one difficulty level. target number of 12, and rolled a2 (12-2-10), For example, a task that the referee de-
The referee might allow an enabling skill that would be an Outstanding Success. cided would take eight hours might be re-
roll to be done by a different character who is How the referee handles Outstanding duced to only one hour on an Outstanding
a member of the same group. Success is dependent upon the situation. Success. On the other hand, some tasks can
Additional Difficulty Levels: It is also Generally, the task is done much more only have their required duration reduced by
possible for the referee to describe tasks quickly than would usually be the case, or so much, or not at all. For example, an Out-
more or less difficult than the five categories some extra bonus is awarded. The charac- standing Success for a character driving a
used here, or intermediate in difficulty. Simply ter trying to break down the door might also vehicle at its top speed cannot possibly re-
multiply or divide the character's asset by knock the person holding it shut uncon- duce the time required for the trip; the vehicle
is already going as fast as it can. Similarly, if though the player may still not believe it, SKILLS AND ASSOCIATED TASKS
acharacter is using Observation skill to search again because he is unable to know the Not all skills and tasks are discussed here --
a room for something that is not there, it referee's roll. many are described in other rules and are not
cannot possibly take him any less time to Note that the referee may stipulate modi- repeated. Other uses are fairly obvious—
completely search the room to satisfy himself fications to the process above. For example, most uses of attributes, for example. How-
that it is not there. the referee need not tell the player the diffi- ever, some skills require further explanation,
Uncertain Tasks: Some tasks will not culty level of the roll, so that the player will not and some common tasks are worth describ-
provide immediate feedback of their success even know if his own roll has succeeded or ing in more detail here. The following are
or failure to the character. For example, a failed (this prevents the player from being intended as general guides only; there are
geologist above might miss an iron deposit suspicious of information he is given when he too many tasks to list more than a small
that was really there, and PCs won't always knows he has failed his own roll). Or the fraction, and difficulty may be increased or
know for sure if an attempt to use Persuasion referee is free to make his secret roll at a decreased by too many factors to cover in
on an NPC really works until the NPC actually different difficulty level fromthat of the player's, detail.
does what they ask without double-crossing or even make a fake roll, knowing that the Aircraft Mechanic: Tasks using this skill
them. Sometimes even the effectiveness of a information the player will receive cannot be are similar to normal Mechanic skill tasks, but
repair attempt might be left uncertain. altered by any task rolls. are applied only to aircraft.
In such cases, both the player and the If the player rolls an Outstanding Success, Archery: Make arrows or crossbow bolts:
referee should roll for the task, with the the referee may decide to tell the player Difficult, or bows (including bow for cross-
referee's roll being kept secret. There are whether the referee's secret roll was a suc- bow, but not stock): Formidable.
three basic possible outcomes: cess or a failure, so that the player can cor- Armed Martial Arts: Pick hit location of
• If both rolls fail, the result is no truth. The rectly evaluate the forthcoming information. attack: Formidable. Block attack: Formi-
player is misled about the success of the task This is often a good idea, as it simulates the dable.
attempt. Erroneous or misleading informa- occasional ability of a character to be so in Biology: Make antibiotics: Formidable.
tion is given. control of an action that he can accurately Assess condition of animal before purchase:
• If one succeeds and one fails, the result assess how good his attempt was ("Oops.. .that Difficult. Detect disease in people or animals:
is sometruth. Some valid information isgiven, didn't feel right."). However, whether circum- Average.
although perhaps missing some of the crucial stances justify this bonus is always up to the Chemistry: This skill can be used to syn-
connections that would be given under total referee. thesize many useful substances; many have
truth. The player may fail the attempt and still Most all of Twilight: 2000s rules build military uses: gunpowder (Average), dyna-
get information, although he cannot know for upon the basic concepts explained above. As mite (Difficult), smokeless powder (Difficult),
sure, as he cannot know whetherthe referee's you read through other chapters, such as primer (Difficult), plastic explosive (Formi-
roll succeeded or failed. Combat, you will discover specifically how dable), blood agent (Difficult), blister agent
• If both rolls succeed, the result is total the basic mechanics are applied in specific (Formidable), irritant gas (Difficult), HC smoke
truth. Totally valid information is given, al- circumstances. (Average), white phosphorus (Formidable).
(Gunpowder can be used in appropriate without mishap: Average. Operate deep- cult. Locks on vaults and high-security es-
single-shot weapons, while smokeless pow- shaft mine without mishap: Difficult. The tablishments (in espionage missions par-
der and primer are needed to reload ammu- skill can also be used to make tunnels in ticularly) require tools and are always For-
nition.) Catastrophic Failure when making rock (Difficult but slow) or soil (Formidable midable. Electronic locks require both
these substances is truly catastrophic. Many but fast). Ordinary mishaps represent slight lockpick tools and electronics tools. Open-
other compounds of a less violent nature can injuries. Catastrophic failure in deep-shaft ing an ordinary electronic lock is Difficult
also be synthesized, given the right equip- mining represents a cave-in; in open sur- versus the average of Intrusion and Elec-
ment (or something close to it) and the proper face mines, it represents a serious wound. tronics. Opening a high security electronic
raw materials). Additional labor is required for most mining lock is Formidable versus the average of
Climbing: Climb steep slope or sheer operations. Intrusion and Electronics.
rock face with good handholds: Difficult. Climb Forgery: Forge signature if an example is Language: Communicating in agiven lan-
sheer, mostly smooth rock face or building available: Average. Alter a document (Diffi- guage is Difficult: (average of the speaker's
wall: Formidable. These tasks assume no cult), orcreate a new document (Formidable). Language and the listener's Language). Com-
special equipment. If equipment is used, the These tasks are one level easier if the docu- municating in a language the character does
difficulty levels are one lower. Rappel down: ment is expected to survive only a cursory not speak, using his skill in another language
Average. (A character may also help others glance (see Disguise, above). of the same group is Formidable: (average of
to climb by climbing up first and lowering a Geology: Locate workable ore and min- speaker's Language and listener's Lan-
rope; difficulty for them is the same as climb- eral deposits of coal or iron: Difficult; other guage). (For example, using knowledge of
ing with equipment.) metals: Formidable. Polish to speak to a Czech.) Both the previ-
Combat Engineer: Place demolition Ground Vehicle (Motorcycle): Jump a ous tasks become one degree easier if at-
charge (with engineer demo kit): Average. five-meter-wide ditch: Formidable. Assess tempting to communicate very simple con-
Improvise detonator/fuse, etc. (in absence of condition of motorcycle before purchase: Dif- cepts ("I'm hungry"), especially if sign lan-
engineer demo kit): Formidable. Improvise ficult. Cross softground without bogging down: guage is used to help ("Where are we?" while
antipersonnel obstacles: Average. Improvise Difficult. pointing at a map). Identifying languages: a
antivehicle obstacles: Difficult. Camouflage Ground Vehicle (Tracked): Cross rocky language of the same group as one the
position: Average. terrain without throwing track (minor suspen- character speaks (Difficult); a language of the
Construction: This skill is used to con- sion breakdown): Difficult. Cross soft ground same family (Formidable). Groups and fami-
struct things, mostly bridges and buildings. without bogging down: Difficult. lies are shown on the Language List (pages
Failure results in time and materials over- Ground Vehicle (Wheeled): Cross soft 47 and 261).
runs. Catastrophic Failure may sometimes ground without bogging down: Difficult. Cross Leadership: Inspire NPCs to obey your
result in collapse, but generally it results in rocky ground without damaging suspension: orders: Difficult. Recruit NPCs: Formidable.
just a need for emergency repairs to fore- Difficult. Heavy rain makes all driving tasks Mechanic: Assess condition of vehicle
stall a collapse. Most tasks will require ad- one level more difficult before purchase: Average. Conceal condi-
ditional labor. Direct construction of simple Gunsmith: Fit telescopic sight to rifle (in- tion of vehicle before sale: Difficult.
bridge: Difficult. Build small shed: Average. cludessighting-in): Difficult. Fit starlight scope Medical: In addition to the tasks outlined
Reinforce lightly damaged structure (bridge, to rifle: Average. Fabricate zip gun: Difficult. on page 212 and 244-245, Medical (Diagno-
house, etc.): Difficult. Direct reinforcement Make crossbow if bow provided (Difficult). sis) and Medical (Surgery) skill can also be
of heavily damaged structure (bridge, house, Reload cartridges, given brass, bullets, prim- used to treat diseased or injured animals; add
etc.): Difficult. Assess condition of struc- ers and powder: Difficult. one difficulty level to all tasks.
ture: Difficult. Interrogation: Interrogation involves two Metallurgy: Smelt ore into metal, given
Disguise: The main ingredients of this major factors: the state of the prisoner and smelter: Average. Make simple alloys, given
skill are not greasepaint and false mustaches, the nature of the information the interrogator forge and proper raw materials: Difficult. Forge
but acting skill and confidence. Its most com- is seeking. Rather than try to combine the and cast metal objects, given raw materials,
mon use will be to impersonate a foreign two, here are some tasks to use as guide- forge, and tools: Difficult. Construct forge/
soldier or national. In combination with Lan- lines. Prisoner is: demoralized and frightened smelter, given excavating and construction
guage skill, it is used to mimic an accent: (Average), fatigued, stupid, or boastful (Diffi- tools: Difficult. Lack of a smelter makes con-
Fooling a native speaker of the language is cult), security-conscious (Formidable). Infor- version of ore into metal impossible. Lack of
Formidable: (average of Disguise and Lan- mation sought: name of unit (Average), scraps a forge makes other tasks two levels more
guage); fooling a non-native is Difficult: (aver- and hints requiring player interpretation (Dif- difficult.
age of Disguise and the difference between ficult), strength and location of unit or major Meteorology: Predict weather for later
the Language level of speaker and the Lan- secrets (Formidable). today: Average. Predict weather for tomor-
guage level of listener); fooling someone who Intrusion: Pick simple key locks (like row: Difficult. Predict weather for the day after
doesn't speak the language at all is Average: those on desks, briefcases, and some doors) tomorrow: Formidable.
(Disguise or Language). Disguise can be and hot-wire vehicle: Average. Pick key Observation: Spot tripwire or boobytrap:
used to gain a cursory examination for docu- locks on jail cells, handcuffs, and deadbolt Difficult.
ments (Difficult); see Forgery for the impor- door locks: Difficult. Open combination and Parachute: Land safely in most terrain is
tance of this. key locks on padlocks, safes, and strong- Average. Land safely in woods, cities, swamp,
Electronics: Make a radio receiver (Diffi- boxes: Formidable. Difficulty levels assume or water: Difficult. Land in a particular spot (a
cult) or transmitter (Formidable) if spare parts lockpick tools are available. They become specific 10-meter square): Formidable with a
are available. one level more difficult if lockpicking tools parachute, Difficult with a paraglider. Rigging
Excavation: Operate open surface mine are not used. Improvise lockpick tool: Diffi- or checking a rig: Average. Repairing a para-
bad weather, on Warhead: Arm/disarm weapons from the
steep slope or when character's own army: Average. Arm/disarm
burdened: Formi- foreign weapons is one level more difficult
dable. Repair a faulty nuclear weapon from the
Stealth: Ap- character's own army: Formidable. Cata-
proach to within one strophic Failure results in accidental detona-
meter of a sentry in tion.
daylight: Formidable.
Same thing, at night: SKILL IMPROVEMENT
Difficult. Approach to As a person grows older and more experi-
within 10 meters of enced, it is natural that he will polish his exist-
animal: Formidable. ing skills and learn new ones. In a sense,
Conceal trail (so as Twilight: 2000 picks up the threads of the lives
to make tracking one of the characters in midcourse. Thus, they
level more difficult): already have considerable knowledge of the
Difficult. world, but as time passes they will learn more.
Survival: Catch Experience: As players find themselves in
fish without adequate situations which require the use of skills, they
equipment: Difficult. will gradually learn to use them better. In the
Catch fish with ad- game, this is represented by experience
equate equipment: points.
Difficult. Fabricate Award one experience point per session
equipment: Difficult. unless the player really screwed up, plus a
chute: Average. Making a parachute or Swimming: Floating is Difficult when wear- bonus point for any particularly dangerous, or
paraglider: Formidable. ing clothes and Average without clothes. A particularly intensive, skill used. Referees can
Riding: Saddle-break unbroken horse: loaded character (one with other than light award an additional bonus point for a player
Formidable. Failure results in slight injury to personal equipment) cannot float (or swim). If who is particularly good at staying in charac-
the rider. Assess condition of horse before the task is failed, the character sinks (and will ter during the session or who performs a
purchase: Difficult. Conceal condition of horse drown if he remains in the water). If success- notably heroic deed. Referees should not
before sale: Formidable. ful, the character floats and may swim. Each award points for easy or mundane tasks, even
Scrounging: When acharacter attempts character has a swimming endurance equal if they are especially successful. The option
to scrounge for a specific object, he looks in to five times his Constitution attribute. Float- in all cases is the referee's, but he should be
a particular place. The referee determines ing without clothes uses zero endurance guided by two simple principles. First, the
difficulty based on his opinion of the likeli- points; floating while wearing clothes uses reward should fit the task. Random and
hood of the object being in such a place. The one endurance point per minute. Maximum meaningless use of skills should not be re-
higher a character's Scrounging skill, the swimming speed is meters equal to Swim- warded by experience points. Rather, experi-
more likely he is to find useful things in ming skill per combat round. Acharacter uses ence should be gained only when the task at
unlikely places. five endurance points per minute when swim- hand needs doing. Second, skills are acquired
Scuba: Avoid a mishap while using an ming at full speed and one endurance point gradually, and experience should reflect this,
aqua-lung or rebreather is Average. Navi- per minute at half speed. If the character is If players begin zooming up in skill levels, the
gate underwater is Average. Avoiding de- wearing clothes while swimming, double the game will soon lose its challenge.
tection from watchers on the surface is endurance cost and halve the speed. Swim At the same time, each player should note
Difficult with an aqua-lung or Average with a while towing another person: Difficult. Dive (perhaps with a pencil checkmark, so it can
rebreather. without aqua-lung to depths of one to five be erased before the next session) the skills
Small Arms: A Catastrophic Failure at meters: Difficult. Ditto to six to 10 meters: used during the session. The experience
firing any small arms indicates the weapon Formidable. Avoid a mishap while using an points awarded can then be converted to lev-
jammed (at the referee's option). Clearing a aqua-lung or rebreather is Difficult. els in any one or more of the skills used.
jam is Average. Thrown Weapon: Pin target's sleeve to Conversion: Experience points are con-
Small Watercraft: Rolls to avoid mishaps wall with thrown knife while barely nicking verted to increases in skill levels during a lull
are necessary only in combat (Average) or skin: Formidable. in the characters' activities, perhaps during a
during unusual situations like overloaded Tracking: Follow in snow, loose soil, or day spent in rest and maintenance (the pe-
boats, bad weather, or white water (Difficult). sand: Average. Follow across rock: Formi- riods between active adventuring, in other
Sailboats are one level more difficult than dable. Detect disease in animal from car- words). When the referee thinks the time is
powerboats. Operating a small boat at all cass: Difficult. Determine time since quarry right, the characters' accumulated experience
requires some skill but does not require a roll passed through: Formidable. Determine num- points may be converted to increased skill lev-
under good conditions. Navigate to within 10 ber of animals or people in party: Formidable. els.
kilometers of landfall (per 100 kilometers Night increases all tasks by two levels of To do this, the character spends experience
sailed): Difficult. Ditto in bad weather or at difficulty. points to buy levels in a skill. To buy a level
night: Formidable. Unarmed Martial Arts: Disarm opponent costs points equal to its numerical value: to
Snow Skiing: Avoid mishap under normal with strike/kick is an opposed Formidable vs buy Mechanic: 5 costs five experience points
conditions: Average. Avoid mishap at night, in Unarmed Martial arts task. (assuming the character has Mechanic: 4
already). A character must already have people along. If the group is successful in and combat assets. The NPC Stats table lists
achieved the level immediately below the one surprising the NPC group, characters may the stats for each experience level.
sought, although a character can advance gain an experience point in Observation by Level refers to experience level, Initiative
more than one skill level at a time (to go from watching an expert at his craft. refers to the corresponding Initiative rating,
Mechanic: 3 to Mechanic: 5 would require Instruction: A character may be taught a Attributes indicates the average physical at-
4+5=9 skill points, which could be expended skill. Teaching a skill is Difficult: Instruction. tribute level (STR, AGL, CON), Asset refers
at the same time). The instructor may teach a number of students to the rating of the NPCs primary combat
If the character's experience points for the equal to his Instruction skill level and must assets, and Damage indicates the number of
skill are not converted, they may be accumu- have a skill level in the skill being taught. An damage points the NPC causes in an un-
lated. Points acquired may be used to build instructor cannot teach a student whose skill armed combat attack.
up any skill. level in the subject taught is equal to or greater Physical Attributes: The value for these
For example, Monk has accumulated six than that of the instructor. The task takes one attributes is given separately from the skill
experience points by the time the referee lets period per day for one week (seven con- area because they are essential for resolving
his party assimilate its experience, and he secutive days). Successful completion of the combat. Strength is used to calculate recoil
decides he needs to improve his Small Arms task (rolled for at the end of the week) results effects in fire combat, Constitution is used to
(Rifle) skill. His current skill level as a rifleman in experience points for both the students and resist unconsciousness when seriously
is 4. To advance to Small Arms (Rifle): 5 re- the instructor. The instructor gains experience wounded, and all three physical attributes are
quires five points, leaving him one point left for accomplishing a task as explained in the used to resolve unarmed melee combat. The
over for another use on another skill or to save experience rules. Students gain a number of nonphysical attributes are not covered by this
for a later time. experience points (in the skill being taught) number because these NPC ratings are in-
Option: If the players don't mind the book- based on the number of students being taught. tended to convey the character's combat and
keeping involved, referees may award points If the number of students is less than half the other attributes are more likely to be
in specific skills, for use only in that skill (Me- of the instructor's skill level, each student linked to noncombat skill as discussed under
chanic experience points, for example, or gains three experience points. If the number "Other NPC Assets," below.The average at-
Chemistry experience points). of students is half or more of the instructor's tributes should be taken to mean that the
Initiative: A separate point system exists skill level, each student gains one experience numbers are the average attributes of agroup
for improving Initiative. Referees should point. of such NPCs, and that each and every one
award one point for each session in which New Skills: A character with no level in a of them has those attribute numbers. Refer-
there is a f iref ight, awarding an extra point for particular skill (as differentiated from level 0 in ees may raise and lower attributes and as-
a particularly outstanding shot or a superior a skill) may attempt to learn the skill. This may sets if variation is required, but if this variation
feat of hand-to-hand combat. Initiative points be done either through observation (in which will not be seen by the players, the extra effort
are used to buy increasing levels of Initiative case the level gained is 0) orthrough instruction is pointless.
just like any other skill, but Initiative experi- (in which case the skill level gained is 1). In either Combat Assets: The combat asset is for
ence points can only be used for Initiative. case, the experience point cost will be 1. the weapon that the NPC habitually uses in
Advance by Observation: If a player ob- combat. This will usually be something re-
serves another player successfully accom- NONPLAYER CHARACTERS quiring Small Arms skill.
plishing a task, the observing player gains one A variety of nonplayer characters (NPCs) Other NPC Assets: Many intelligent, com-
experience point. This observation must be a will be encountered in the course of adven- petent, and highly skilled people are not very
close-up examination of the task and must tures. These are characters the referee will good fighters. The experience level of stock
have the cooperation of the character actu- play, either in cooperation with or opposition NPCs is relevant only to their use in combat.
ally performing the task. If the referee consid- to the players. Typically, NPCs are not as Several of the Novice NPCs given below
ers the skill sought to be a complicated one detailed as player characters, but on occasion have attributes in noncombat skills larger
(such as Mechanic), the task should take a referee may choose to generate an espe- than their experience level indicates.
longer than usual (perhaps substantially cially significant NPC as if he were a PC. NPC Appearance: The appearance of an
longer), as the character performing the task Types of NPCs and Their Assets: For NPC is the first thing a player notices, but
will often have to pause to explain what he is ease of play in the game, all NPCs are divided should be the last thing you decide about the
doing or to answer questions. Acharacter may into four experience levels: Novice, Experi- NPC. The NPCs appearance will in many
gain experience points from observation only enced, Veteran, and Elite. These experience cases be a reflection of his abilities and mo-
if the observed character's skill level is at least levels dictate the NPCs' Initiative, attributes, tives.
twice as great as the skill level of the observ-
ing character.
Some skills are used fortasks which do not
take specific time periods and which cannot
be explained or taught except by direct ex-
ample. (Observation is a good example of
this.) Characters may gain experience points
through observation of these tasks. For ex-
ample, if a group of characters encounters a
group of NPCs, the characters' Observation
skill is that of the character with the highest
skill, modified downward for having extra
STOCK NPCS their job title at the same level as their default reoccur in old war movies, WWII dramas and
In a number of instances in your campaign, skills. sitcoms, or even the recent droves of Vietnam
a stock character might come in very handy, Referees should use these as examples movies. Think about the characters you re-
usually when the player characters encoun- for putting together their own libraries of stock member from The Dirty Dozen, Rat Patrol,
ter large numbers of nonplayer characters. NPCs. Hogan's Heroes, M*A*S*H, Apocalypse Now,
The referee can work these stock characters The basic information can be jotted on a Platoon, Kelly's Heroes, Bridge Over the River
up in advance of the game, then use them like 3"x5" index card and filed away for future use. Kwai, The Big Red One, Sands of two Jima,
extras from central casting—introducing them Another suggestion is to scan through old Full Metal Jacket, China Beach, and Tour of
wherever and whenever they're needed. magazines for suitable pictures, cut them out, Duty. What makes them memorable? What
Stock characters should have a job title, a and paste them to the back of the card as a tag characteristics do they possess? Combine
short description, an experience level, and visual reference. one or two, or slightly rework the character to
skills. NPCs have the default skills given to Frequently, good stock NPCs can be fit into the Twilight milieu. Voilal Another stock
all characters, plus one skill most relevant to gleaned from stereotypical characters which NPC.
Unenthused Marauder
Militiaman Chieftain
The unenthused militia- The marauder chieftain
man is a youth, a mere strip- turned to a life of brigandage
ling, who prefers service in after things fell apart for rea-
the town militia over any sons he keeps to himself.
other means of earning his Whatever the reasons, he
meals. is now totally heartless.
The unenthused militia- The world belongs to the
man is not very good at strong, the marauder chief-
fighting, and he is well aware tain believes, and therefore
of it, which makes him "rather the weak deserve to lose
windy," as the British would what they have if they can't
say. hold onto it.
Level: Novice Level: Veteran
Assets.Unarmed Martial Arts: 9, Assets: Unarmed MartialArts: 13,
Survival: 6, Small Arms (Rifle): 9 Survival: 9, Leadership: 7
Initiative: 1 Initiative: 4
Honest Harmless
Villager Hermit
The honest villager is a The harmless hermit is
craftsman—a metalworker. one of those unfortunates
He now uses the skills he who has been driven mad by
learned in his prewar metal- the war.
working hobby to earn a liv- He lives a solitary life on
ing. the edge of a deserted city
The villager is not very suburb, snaring small ani-
good at his chosen craft, but mals for food.
he's the only metalworker the He keeps himself occu-
village has. On that basis, he pied by absent-mindedly
continues to stay in busi- talking to the ghosts he sees
ness. everywhere.
Level: Novice Level: Experienced
Assets:Unarmed MartialArts: Assets: Unarmed Martial Arts: 11,
6, Survival: 6, Metallurgy: 12 Survival: 6, Computer: 6
Initiative: 1 Initiative: 3
v$m
Rag-Picking Yeoman
Refugee Farmer
The rag-picking refugee The yeoman farmer is old
was once a prosperous blue- before his time. He probably
collar worker, but the war hasn't bathed or shaven in a
destroyed his factory, and while—after all, soap is an
forced him and his family expensive luxury to him.
from their home. Marauders He works hard and can be
have stolen most of the found during every waking
family's possessions, and hour performing some activ-
the only way he has man- ity which is vital to survival of
aged to survive is to learn to the farm.
fight a little (the only problem This farmer has seen al-
is that a lot of people are together too much misery
better at that than he is). His and has learned the hard
only goal in life is to find way that few strangers can
someplace where he can be be trusted—so is it any won-
safe. Safety, however, is der that he fingers the ma-
even rarer than good coffee chete in his belt as you ap-
these days. proach him?
Level: Novice Level: Experienced
Skills: Unarmed Martial Arts: 6, Skills: Armed Martial Arts: 11,
Survival: 6, Mechanic: 10 Survival: 6, Farming: 14
Initiative: 1 Initiative: 3
Detailed NPCs
On rare occasions, a nonplayer character
should be created as if he were a player char-
acter. Most NPCs are "spear-carriers." They
hang around and provide local color as long
Greed: The NPC wants to be rich. A "some- ing of an acquaintance for reasons of personal the adventurers all the food they needed and
what greedy" NPC will generally sell items for gain. Although the world is a very violent place accept in return whatever he felt they could
gold, even if alone in the wilderness. A "mod- in the year 2000, murder is still rare. easily afford to trade or pay. If they needed
erately greedy" NPC will probably only accept Just: The NPC sees justice as the great- help repairing a vehicle, he would help them
gold or will strike very hard bargains in barter. est virtue in a person and the only important and refuse to accept payment for it.
This sort of character is very easy to bribe. A consideration in deciding on a course of ac- Selfish: The opposite of a generous per-
"very greedy" NPC can be expected to accept tion. He will display great justice in his deal- son, a selfish NPC will never help without de-
bribes, deal only in gold, and perhaps attempt ings with others, will have no respect for manding payment and will never give away
treachery rf he believes the players have consid- cheats, and will wholeheartedly assist any anything. He will also demand higher payment
erable wealth and he can get his hands on it. attempt to right an injustice. than he is due and will jealously guard his pos-
Sociability: The NPC is highly influenced Honorable:The NPC is scrupulously hon- sessions.
by his love of people. He tends to be friendly, est in his dealings with everyone, and his word Lustful: The NPC is driven by lust for the
loyal, and just. A "somewhat sociable" NPC of honor is his absolute bond. If he believes opposite sex. This may be lust for members
will be amiable, talkative, and cooperative with that he is honor-bound to do something, ei- of the opposite sex in general or may be an
most people he meets. A "moderately so- ther because he has promised or because his obsession for a particular member of that sex.
ciable" NPC will have a strong sense of duty position carries an obligation to do so, he will Coward'.The NPC is a total coward and will
and loyalty to the group he belongs to. A "very attempt to carry out the task even if it means run from danger at every opportunity. If es-
sociable" NPC will have a strong commitment his own death. He has utter contempt for liars cape is impossible, he will cower and refuse
to justice and the welfare of everyone he or people who break their word. to fight.
meets. He will look for the good qualities in Loving: The NPC loves a person so com- Charismatic: The NPC is a charismatic
anyone he comes in contact with but will re- pletely that he would willingly sacrifice him- leader who others are naturally drawn to and
act with anger to injustice and brutality. self for that person. This could be a spouse, want to follow. He is likely to have a large and
Ambition: The NPC seeks personal power parent, child, or friend. extremely loyal following.
and influence. A "somewhat ambitious" NPC Wise: The NPC is very wise, and always Deceitful: The NPC is a liar and may be a
will be inclined towards boastfulness and a exhibits good judgment and offers sound ad- traitor if the situation presents itself.
desire to impress his peers. A "moderately vice. Ruthless: The NPC will let nothing stand
ambitious" NPC will wish to be in a position of Generous:Tbe character is generous to a in his way in achieving any goal and feels total
real responsibility in an organization. A "very fault and will gladly give away anything he has disregard for the needs of others. The NPC
ambitious" NPC will be overwhelmed by a to someone in need, even if this leaves him can appearto be considerate, generous, loyal,
desire to manipulate and control the people with nothing. In less extreme cases, he will or anything else which serves his purpose, but
around him, to become a ruler of men. be inclined to make very generous trades and he actually feels nothing.
Special Cards: Aces and face cards are will always refuse payment for help with a task Pompous:The NPC is arrogant, conceited,
special cards, each with its own special mean- other than one directly related to his normal and pompous in his dealings with others. He
ing. If a special card is drawn, it is automati- livelihood. considers himself clearly superiorto everyone
cally the primary motivation or most prominent For example, a generous farmer would give around him.
characteristic of the NPC. If two special cards
are drawn, the NPC has two competing pri-
mary motivations or dominant characteristics.
The meaning of each special card is given
below.
War Leader: The NPC is an unusually good
leader in combat situations. He has an in-
stinctive grasp of tactics and a good eye for
terrain, and never panics in a fight. In game
terms, treat the character as having an Initia-
tive of 6. In addition, the referee should as-
sume that the NPC can anticipate many situ-
ations in combat and will make the best al-
lowances for them possible.
Brutal: The NPC is a sadistic brute who
enjoys inflicting physical injury on others. He
is likely to use torture whether or not there is
anything to be gained from it.
Stubborn: The NPC is stubborn and pig-
headed, and will be extremely difficult to per-
suade once he has made up his mind. He is
set in his ways and resists change of any sort.
Murderous: The NPC either has commit-
ted murder or is planning a murder. Murder in
this sense does not mean a simple killing, but
rather means the secret and intentional kill-
GETTING STARTED
So now you know how to referee a game, useful map of Poland is provided with the has happened to them in the last several days
but where do you start? Where does the game). You will want to make a rough overlay and what do they know about the countryside?
campaign begin and how do you get your of the area and outline the different encoun- This information should cover as little as
players going? The environment chapter ter regions. The rules give you some general possible because much of the sense of dan-
provides sufficient background and tables for guidance, but feel free to change this to suit ger and adventure in the game comes from
an enterprising referee to set an adventure your own tastes and the tastes of your group. exploring the unknown. Therefore, it is a good
campaign in any inhabited part of the world. Also, rememberthat you can always randomly idea to start with the PCs having just entered
You should start by carefully reading the generate encounter regions using a D6 or D8. a previously unfamiliar area. It also makes
chronology again and then reading through Next, determine how your players came to sense to have some factor preventing them
the description of the continent or country you be here. It's important that you not only have from retracing their steps. Usually this will be
have chosen. The players should have the a reason for characters of their nationality to a hostile military unit, but it could also be a
same access to this information. be in the area, but that you also have a plau- plague or even a final nuclear strike.
Once you have a good general feel for the sible explanation for them being on their own. We have included a sample briefing for a
area, you can elaborate on it as much or as A good reason, but certainly not the only one, campaign set in Poland. Your briefing can be
little as you want. Start by getting a good map is that their parent unit has been overrun and oral instead of written and need not be as
of the area. These can be found in libraries, scattered, and this is the reason used in the extensive as this. However, the more flavor
and many school bookstores offer inexpen- sample campaign start given below. you put into the initial situation, the more
sive atlases with excellent region maps. (A Finally, give your players a briefing. What interested your players will be from the start.
Player Briefing
In the spring of the year 2000, the southeast toward Lodz. Then everything death. There followed several weeks
German 3rd Army launched its final of- started to come apart. of furtive flight, as you travelled by night
fensive against Poland. It was post- The last battle-worthy remnants of the and hid by day, making your way
poned due to late rains—the soldiers Polish Army counterattacked, and bat- through a countryside seemingly
were delayed in getting their fields tered themselves to pieces against the swarming with enemy patrols. The air
planted. forward German and U.S. divisions. When waves were at first full of radio mes-
The objective of the offensive was to the dust had settled, the last heavy sages as isolated groups attempted to
clear the Baltic coast of Polish and So- equipment of 11 th Corps' main body was link up. Soon most radio broadcasts
viet forces, thus gaining control of the burning junk. The remnants of four Soviet were frantic calls for help from units
plentiful Baltic fishing resources and the armies went on the offensive against the surrounded and being overrun. Even-
Vistula River barge traffic. cantonments of the 3rd German Army, and tually the radios grew silent except for
When the offensive finally got under German troops began drifting westward enemy traffic.
way it was spearheaded by the U.S. to bolster the defense of their homes. But now you have gone several
11th Corps because the U.S. troops Finally, two additional Soviet armies, the days without seeing a hostile patrol and
were less tied to their cantonments than 4th Guards Tank and 22nd Cavalry, rolled appear to be well clear of the enemy
were the Germans. You are members across the Polish frontier from Byelorus- area of operations. There do not ap-
of the United States 5th Infantry Division sia and hit the U.S. 5th Division. With a pear to be any friendly groups any-
(Mechanized), one of the component combined strength of 21,000 men and where nearyou, though, and you have
units of the 11th Corps. almost 100 modern tanks, the two Soviet not had time to carefully explore the
The initial drives were successful, armies plowed 5th Division under near the surrounding countryside.You have
with two U.S. divisions breaking loose Polish city of Kalisz, 200 kilometers made camp in a small clearing in a
and conducting deep-penetration raids southwest of the ruins of Warsaw. wooded area well away from the main
into the enemy rear area. As division headquarters was being roads. Your vehicles are well camou-
While the 8th Division (Mechanized) overrun, the CO's last radio message to flaged, and you've all gotten your first
headed for the port of Kaliningrad and you was, 'You're on yourown. Good luck." good night's sleep in several days. As
a linkup with the Free Latvian Army, the Small, scattered bands of men were all the sun comes up, you face the deci-
5th Division (Mechanized) headed that escaped that final night of fire and sion as to your next course of action.
TINE AND TRAVEL
A typical f iref ight can be over in seconds, Encounters with people are resolved at in the same manner as travel by foot or
while an encounter can last several minutes. the time scale the referee feels is appropriate. vehicle, but using the travel movement rates
An adventure may take days or weeks. A Usually, this will consist of roleplaying the for individual vessels given on the relevant
campaign lasts months, perhaps years. Ob- encounter, with the referee playing the part of vessel's card.
viously, activities cannot all be played at the the nonplayer characters encountered and Animals: Horses, elephants, and oxen
same rate of time—thus, a variety of time periodically informing the players of the pas- should not be made to travel more than two
scales are used. sage of time. For example, after an exchange periods per day; mules and camels should
of conversation, the referee may say, "You've not be made to travel more than three periods
GAME DAY been talking to the farmer for half an hour." per day. They can travel more than that, but
The longest measure of time regularly If the encounter is violent, the referee will they suffer an increased chance of going
used is the game day. Game days are used to use combat turns (see the combat rules, lame (see below). Horses and mules may be
gauge travel over long distances or progress beginning on page 194). force-marched. If force marched, a horse's
toward completion of a major task. Referees Boats: Boat encounters are rolled for as travel distance is multiplied by 2, and a
and players will want to keep general track of described above, but they use the River mule's by 1 1/2. However, this also increases
weeks and months, as well, to keep a broader column of the Encounters table (see page the animal's chance of going lame. Elephants
perspective on the passage of time. 155) instead. The River column contains an and camels may not be force-marched (they
The game day is broken down into six additional type of encounter result: naviga- refuse to move when too tired).
tour-hour periods, used to schedule activities tion hazard. Any animal except camels and elephants
during a day. When moving cross-country, it may be burdened (carrying up to twice its
is seldom necessary to plan each day sepa- TRAVEL load). Unlike a human, the animal's travel
rately; instead, players should settle on a Daily travel distances can vary greatly distance is not reduced, but burdening in-
routine—such as eight hours on the road, based on terrain, loads carried, mechanical creases the animal's chance of going lame. A
four hours foraging and hunting, four hours of breakdowns, and a variety of other factors. burdened animal may not be force-marched.
camp duties and maintenance, and eight The Travel Movement Table below (an ab- Camels and elephants refuse to move when
hours of sleep. Likewise, a day in town might breviated version of the one on page 273) overloaded. Animals pulling wagons or carts
consist of eight hours each of work, recre- gives rough values, in kilometers traveled per may not be force-marched or burdened, but
ation, and sleep. Players would then merely period. The first number (to the left of the may be forced to travel more than their usual
specify to the referee their task. Special situ- slash) is used if travelling on a road, the number of periods. Camels and elephants
ations, such as a forced march, will require second (to the right of the slash) if travelling are not usually used to pull carts or wagons,
alteration in the routine. A generalized rou- off the road. and no harness has been developed for them
tine, however, will greatly speed play of the The referee should feel free to vary this as to do so.
game. he or she sees fit. Remember that players
The use of four-hour periods is for the should never feel that their interaction with
convenience of the referee and players to the world around them is purely mechanical
make scheduling of daily activities easy. It is or a function of reading numbers off a chart.
not meant to unduly restrict players' activi- Complications to this are explained below.
ties. Thus, for example, if a group of players Terrain is covered in the next section.
wants to move a certain distance that is half People: People march half the listed hu-
the distance its vehicles can move in a four- man distance if burdened. They are also
hour period, the referee should feel free to let subject to fatigue (see below).
the group do so and only charge them half the Boats: As the traditional arteries of travel
normal fuel cost for a one-period move. deteriorate, rivers become increasingly im-
portant avenues of travel and commerce.
ENCOUNTERS Travel on water is by way of boat. Boats follow
The referee will usually roll for an en- many of the same rules as land vehicles.
counter once every four-hour period (or These rules cover only inland vessels de-
fraction thereof) spent moving and once per signed to navigate rivers and lakes. Inland
day spent stationary. The encounter rules vessels can be divided into three broad cat-
(beginning on page 154) explain the proce- egories which correspond to their means of
dures followed to determine what sort of propulsion: motor, wind, and muscle.
encounters result. Travel movement by boat is accomplished
TERRAIN AND TRAVEL phibious vehicles can become mired in areas grains and vegetables, canned or packaged
Travel on a good road is largely unaf- where there is not enough water for them to food, etc.—counts as 1.5 times its weight.
fected by the terrain through which the road float, and require a task roll for them in some Thus, a man could survive on two kilograms
passes, but good roads are becoming scarce. situations. of such food a day.
Furthermore, the roads are still fairly well Hovercrafttreat swamps as woods or open Specially fortified and prepackaged mili-
settled, and are often infested with military depending on the type of vegetation in the tary rations count double, and a character
patrols and convoys. Most characters will swamp. could survive on 1.5 kilograms of these aday.
spend much of their time on back roads and Extracting a mired vehicle takes one addi- The US Army version of such rations is the
travelling cross-country. When travel on a tional period and requires the use of one or MRE (meal, ready to eat), although other
good road is practical, it is done at the road more vehicles whose combined weight equals armies have their own variants. Over the
movement rate. A poor road (breaking up, or exceeds that of the mired vehicle. years, prepackaged rations of this type have
partially washed out, or just hasn't seen a Hills: Hills are relatively steep, but regular, become rare and are highly prized for their
road crew in three or four years) allows travel rolling ground. All movement is reduced by light weight, ease of preparation (they are
at the full cross-country rate for vehicles half in hills. Hills may be wooded. If so, precooked), and long storage life. Food con-
regardless of terrain. Likewise, travel down a determine the movement rate for woods first sumption requirements for humans and some
river (in a boat or amphibious vehicle) is and then apply the hill terrain reductions to animals are summarized on the Food Con-
largely independent of the surrounding ter- the result. sumption Table on page 273.
rain. Open: Open terrain is generally flat or Effects of Starvation: If a character
Aside from roads and rivers, the main gently rolling grasslands and for the most part eats less than his daily requirement, but at
terrain types encountered in the countryside consists of former cultivated landswhich have least half the requirement, he suffers one
are woods, swamp, hills, and open terrain. reverted to the wild but are not yet wooded. level of fatigue (see below). This fatigue
Woods: Woods are forested areas of Open terrain also includes cultivated ground remains (but gets no worse) until he eats his
considerable extent. Most wooded areas in in the area of settlements. All movement full requirement for as many days as he was
Europe have frequent clearings and open through open terrain is at the full off-road underfed (or 10 days at most). A character
areas, and are crossed by numerous dirt movement rate. gains one level of fatigue for each day in
roads, paths, and firebreaks. While a man Water: Except forbridges, ferries, orfords, which he eats less than half the require-
can walk through virgin forest, it is an im- linear water barriers (rivers, streams, canals, ment, until his Strength, Agility, Constitu-
practical means of travel for vehicles or for etc.) can only be crossed by swimming or by tion, and Intelligence are all reduced to 1;
a party of men for any distance. Thus, all amphibious vehicles. Depending upon the they do not fall below 1.
travel through wooded areas is assumed to steepness of the banks, hovercraft may or One level of fatigue is recovered for each
be along paths and roads and through clear- may not be able to cross. Open water (ponds, consecutive day of full rations.
ings whenever possible. Movement on foot lakes, etc.) can only be traversed by amphibi- Eventually, a character on less than half
or by animals through woods is at the full off- ous vehicles, boats, and swimmers. Hover- rations will starve. This takes about a month
road movement rate. Vehicles travel through craft may cross open water, but the steep- of no food or several months of half rations.
woods at half their off-road movement rate ness of the banks or shoreline may present
unless following a particularly well travelled obstacles to entering or leaving. Foraging
old dirt road, in which case they move at Characters may find food in the wild by
their full off-road movement rate. Bicycles UPKEEP foraging. It takes one four-hour period to
may not be ridden through woods except This section is concerned with the day-to- forage a one-kilometer-square area. An area
along such roads. day realities of the characters' lives. Even may be foraged only once per month. For
Swamp: Swamps are difficult to traverse. while they are having adventures, they must simplicity's sake, it is best to consider an area
A person on foot can move at his or her full still eat, find fuel for their vehicles, and take foraged out after one forage attempt.
movement rate. Animals and all vehicles move care of their vehicles and animals. Only one foraging party may forage an
at half their off-road movement rate. Bicycles area. The number of people in the foraging
may not be ridden in a swamp. In addition, Food Requirements party reduces the time it takes to forage an
non-amphibious vehicles must check each Each character must eat at least three area but does not affect the quantity of food
four-hour period to avoid becoming mired, kilograms of food everyday to remain healthy. found. If two people forage an area, for ex-
using the relevant Ground Vehicle cascade. Most of this must be found in the wild. "Civi- ample, they can search it in half a period. (A
Referees should bear in mind that even am- lized"food—domesticated animals, cultivated party can break up into several smaller forag-
ing parties, provided they spread out and
forage different areas.)
Foraging is a task (Difficult: Survival) per-
formed by the character in the party with the
highest Survival skill. Failure means that no
food is found.
The Foraging Table at left lists the amount
of food, in kilograms, found by a successful
forage attempt in each of the four seasons
and in each of the major terrain types. If the Grenade Fishing: Any klutz can throw a FATIGUE
character achieves an Outstanding Success, grenade or other explosive charge in a pond There are fourgeneral types of activity that
double the amount of food found. and kill fish. No skill is needed. When a a character can undertake in a four-hour
Fields: Players do not forage, per se, in character announces his intent totry grenade period: sleep, rest, hard work, and easy work.
fields, and no die roll is necessary. In the fishing, the referee
winter and spring, there is no food to be found secretly rolls 2D6x10.
in fields. In the summer and fall, there will This is the total quan-
generally be standing crops, and characters tity of fish (in kilo-
can gather virtually as much food as they can grams of meat) avail-
carry. In one period, this will generally amount able to be caught.
to 200 kilograms per person, and counts as Each grenade will
hard work. (Presumably, the ownerorowners bring (1D6-1)x4 ki-
of the fields have already been dealt with by lograms of meat to
this point.) the surface. A char-
An additional period is required to sepa- acter can keep throw-
ratethe edible parts of the crop from thechaff. ing in grenades as
Out of the 200 kilograms mentioned above, long as he wishes.
this will yield a total of 50 kilograms of edible After the allowed
food in the summer or 100 kilograms of edible number of kilograms
food in the fall. If a PC is in a hurry, the offish have floated to
separation of edible food from chaff can be the surface, the ref-
delayed until later, but the full 200 kilograms eree should an-
of weight must be carried until that time. The nounce, after each
edible portion can also be used in the distilla- additional grenade,
tion of ethanol. The remainder of the material that no more fish float
may be used in the distillation of methanol up.
(see below). Note that it is pos-
Alternatively, a period can be divided into sible to have a gre-
two hours of harvesting and two hours of nade fail to turn up
separation, resulting in 25 kilograms of edible any fish before the
food in the summer and 50 kilograms of fish population is ex-
edible food in the fall (this is what is repre- hausted. Grenade
sented on the table on page 148). fishing cannot be
In both cases, the resulting food is consid- used in swiftly flow-
ered "wild," and thus only counts as one ing water (since the
kilogram of nutrition per kilogram of bulk. dead fish float away).
Fishing Hunting
Fish can be caught from any open water: Many encounters
aswamp, stream, river, pond, lake, or ocean. will be with animals.
Fishing is a task (Difficult: Survival) requiring Briefly, players will
line and hooks, a net, or a fish trap. Fishing often be able to sur-
without adequate equipment is Formidable: prise and kill animals
Survival. Fishing equipment can be fabri- and, if so, eat them.
catedfrom available materials (line unravelled The animal data
from clothing, a net woven from cord, a trap charts on pages 162-
built out of long twigs, etc.). Fabricating fish- 163 list the size of
ing equipment is a Difficult: Survival task. animals. Roughly
If the fishing task succeeds, a character 30% of an animal's
can catch fish in one period equal to the body weight will con-
amount given on the Foraging Table (ex- sist of edible meat (in
pressed in kilograms of edible meat). Double actual factthis varies
the total for Outstanding Success. tremendously from
These totals are for line fishing from a animal to animal, but
shore or boat, or net fishing from a shore. the rule of thumb
Double the totals for net fishing from a boat given here is good
in large open waters (large lakes or the enoughforgamepur-
ocean). poses).
Sleep: No other activity is possible while Direct fire is made more difficult by fatigue. instances where fatigue and endurance can
sleeping. When rolling for a direct fire task, after all both clearly become important to a group's
Each character must have one period of adjustments are made for range, recoil, etc., activities. That is, if a group is moving at a
sleep per day or two periods of sleep if he or the die roll is increased according to the fairly leisurely pace with plenty of time to
she has performed three or more periods of character's fatigue level. For each level of catch up on sleep and rest, an interrupted
hard work. For every sleep period deficiency, fatigue, the die roll is increased 3 points at night's sleep period is of no great concern,
the character suffers one level of fatigue. A short range, 2 points at medium range, and 1 and should not be allowed to slow up the
fatigued character will recover one fatigue point at long range or longer. game by causing a flurry of paperwork and
level for every period spent in sleep. Load is reduced by 10% per level of fa- calculations on the part of either the referee
Rest: Rest is a poor substitute for sleep, tigue. Throw range is reduced by 10 meters or the players.
but can help combat its lack. A character per level of fatigue.
riding in a vehicle and not serving as a driver Unarmed combat damage is reduced by
or lookout can rest. While rest does not count one per level of fatigue. Vehicles
toward a character's sleep requirement, a Example: Monk and Carson are moving PCs usually begin the game with one or
fatigued character recovers one level of fa- overland on a several-day march. They are more vehicles, and may come into the pos-
tigue for each period spent resting. carrying plenty of food with them, so they session of others as time passes. This sec-
Easy Work: Hunting and foraging, routine don't have to spend time foraging. Their rou- tion covers caring for and using vehicles.
maintenance, guard duty, setting up and tearing tine is:
down camp, preparing meals, driving a vehicle Midnight to 8 a.m.: Monk sleeps; Carson TRAVEL
on a road, and simple first aid are all examples of stands guard. Travel movement by vehicle is accom-
easy work. Easy work neither increases nor 8 a.m. to 4 p.m.: Both march. plished in the same manner as travel by foot,
decreases a character's fatigue level. 4 p.m. to Midnight: Carson sleeps; Monk but using the travel movement rates for indi-
Hard Work: Hard work constitutes tasks stands guard. vidual vehicles consolidated in the Travel
which are extremely fatiguing. These are Both Monk and Carson have two periods Movement Table on page 273.
marching, riding an animal or bicycle, driving of hard work (marching), two periods of sleep,
a vehicle cross-country, fighting, and actual and two periods of easy work (standing guard) Special Note—Bicycles
physical labor (including, but not limited to, each day, and thus neither of them becomes A bicycle has no load of its own; a charac-
farming, building bridges and buildings, dig- fatigued. ter riding a bicycle can carry his personal
ging ditches or entrenchments, carrying out On the second day out, a party of intrud- load. He travels at half speed if burdened. If
major repairs on heavy machinery, etc.). Some ers stumbles into their camp at 10 p.m. Monk unable to ride (see the four terrain descrip-
referee discretion is required when deciding wakes up Carson, and in a firefight they tions above) a character may walk his bicycle
which tasks constitute hard work. Changing a chase the intruders off. Starting the next at his off-road walking speed; its weight does
flat tire, for example, is not particularly heavy morning, Carson has a fatigue level of one not count against his load limit.
labor; changing an axle is. A few minutes of (three periods of hard work marching or fight-
hard work in a period do not make it a period ing and only one period of sleep) while Monk Vehicle Cards
of hard work; it takes a substantial quantity to is not fatigued (also three periods of hard For the convenience of the referee, we
do so, with one exception: Any combat what- work, but two periods of sleep). have put together data cards for each vehicle
soever in a period, however brief, makes it a At the end of the day's march, Carson's rated in this game on pages 64-92.
period of hard work. fatigue level has risen to 3, since once The referee should photocopy the card or
An already fatigued character may still do fatigued he suffers an additional fatigue cards for each relevant type of vehicle in the
hard work, but suffers one additional level of level per period of hard work. That night he characters' possession and lay them out as
fatigue per period of hard work, regardless of goes to bed and sleeps for two periods. indicated in the accompanying diagram, slow-
how many periods are spent sleeping. When Monk wakes him up at midnight, he est movement on top. This will display the
Effects of Fatigue: All of a character's has a fatigue level of 1, having then recov- travel time and fuel consumption rate for
effective attributes are reduced by 1 for each ered two levels. each vehicle in the players' convoy, and will
level of fatigue. If any attribute is reduced to When Monk finally wakes up at 8 the next enable the referee to quickly and easily find
0, the character becomes unconscious and morning, they decide not to march that day and the convoy speed (that of the slowest vehicle
will sleep for one complete period (thus rais- let Carson rest. Both spend the day in routine represented by the cards) and the convoy's
ing the attribute back to 1). maintenance and foraging, and at 4 p.m. fuel consumption (by totaling the rates of the
Carson turns in. When he awakes at 8 p.m., individual vehicles).
he is refreshed and recovered from his fa-
tigue. FUEL
As should be clear from this example, it is After years of war and a breakdown in the
difficult for two people to make good time world transportation system, Europe is starved
cross-country, keep constant guard, and not for petrochemicals, and most machinery is
rapidly wear themselves out. grinding to a halt. Isolated wells and small oil
The game referee should not bother about fields are still pumping, but the need for
minor sleep period deficiencies except in lubricants is so great that virtually no one can
afford the luxury of actually burning the oil. As tered from its current choice to any of the or sugars) may be used to distill ethanol.
a result, the most common fuel in use is other choices given on the vehicle card. This Material gathered for ethanol consists of the
alcohol. A few vehicles were originally task is Average: Mechanic and takes four edible food weight foraged from a field in
equipped with multifuel engines that could, in hours. summer or fall. (Thus the above figures on
a pinch, burn alcohol. Over the last several Vehicles which are listed as burning all material gathered apply only to methanol.)
years, virtually all remaining vehicles have types of fuels (gasoline, aviation gas, diesel, Alternatively, grain can be purchased or
been converted to alcohol burners. and alcohol) have multifuel engines and do bartered for.
The advantage of alcohol is that corn not need to be adjusted. While the above rules go into some detail,
husks and waste vegetable products can be Distilling Alcohol: Characters with stills considerably less detail is necessary in actu-
distilled into alcohol, and these resources can distill alcohol for fuel. The equipment list ally administering the process.
are both plentiful and renewable. In addi- contains a variety of stills and their prices. Since the material for methanol is plenti-
tion, most units have made stills they carry The list and the Alcohol Output Table on page ful everywhere and easy to gather, the ref-
on trailers or trucks which enable them to 273 give the two values controlling distilla- eree should normally allow players to run a
live off the land in respect to fuel as well as tion: kilograms of vegetable matter required methanol still full-time without bothering to
food. (input) and liters of fuel produced per day require an exact accounting of time and
The disadvantage of using alcohol for fuel (output). material.
is that alcohol has less than half the energy These figures are the same whether the Fuel—Boats: Motor-powered vessels
value per liter of gasoline (in most engines, still is to be used to produce ethanol or consume fuel just as do land vehicles. Each
anyway). Thus, alcohol burners tend to have methanol. vessel's entry on the vehicle card gives its
a much higher fuel consumption to get the Distilling alcohol takes three days from fuel consumption rate (liters consumed per
same performance. Also, since an engine start to finish. The first day is spent gathering period spent travelling or in combat) and fuel
has to be modified to burn alcohol, it would material for the still, pulverizing it, and com- capacity (in liters).
have to be modified back before it could again bining it with water to make a "mash." For the Some vessels are designed to burn solid
burn gasoline or diesel fuel. Finally, certain next 24 hours, the mash is cooked over a fuel, and in this case their capacity and
high-performance engines cannot be modi- constant low heat. It is during this time that consumption are given in kilograms of fuel.
fied to burn alcohol. Aircraft designed to fly on fermentation and other chemical processes Solid fuel consists of coal and wood. Solid
aviation gas cannot get off the ground on create alcohol. fuel vessels require no mechanical conver-
alcohol. Thus, air power is mostly a thing of On the third day, the mash is distilled to sion work to switch from one fuel to the
the past (to the secret relief of many infantry- separate the alcohol from the rest of the other.
men). mixture. Gathering Wood: Solid fuel vessels will
Consumption: Each vehicle card gives The still needs to be stationary for the almost invariably burn wood, due to its greater
the vehicle's fuel consumption rate (liters distillation step and while the group is gather- availability. One person can gather and cut to
consumed per period spent travelling or in ing material for the mash, but the group can size 50 kilograms of wood per work period, on
combat) and fuel capacity (in liters). These move while the mash is fermenting. Alcohol- the average. This is halved in winter and in
values are repeated on the Travel Movement making can be a continuous process, with all non-wooded hills. If both conditions are
Table on page 273. Additional fuel, of course, three steps going on at once. present, the amount gathered is quartered.
can be carried in supply vehicles or strapped Gathering Material: Material gathered
to the outside of the vehicle, but this can be anywhere can be used to distill methanol. VEHICLE MAINTENANCE
dangerous in combat. The card also states all One person can gather, pulverize, and turn A vehicle requires nearly constant mainte-
the types of fuel the vehicle can be modified into mash 100 kilograms of material per nance to keep it running, even in the best of
to burn. period, on the average. This is halved in times—and these are not the best of times.
All vehicles initially should be set up to winter and in non-wooded hills. If both con- People used to driving civilian cars on good
burn either ethanol (grain alcohol) or metha- ditions are present, the amount gathered is roads are seldom aware of how much more
nol (wood alcohol), whichever the players quartered. Only cultivated grain (or other punishment a military vehicle takes, even
prefer. The fuel consumption of a vehicle edible piantmattercontaining carbohydrates something as mundane as a cargo truck. In
assumes gasoline or diesel fuel. Fuels with the world of Twilight: 2000, a good mechanic
lower energy properties are consumed at a is worth his weight in gold, and is indispens-
higher rate. The Fuel Energy Table lists fuel able if the PCs have vehicles they want to
consumption multipliers for each type of fuel. keep running.
To determine a vehicle's actual fuel con- A good mechanic, for all his worth, will
sumption, multiply its listed fuel consumption sometimes be considered a pest by the rest
by the consumption multiplier of the fuel be- of the group. He will want to spend as much
ing used. For example, the M2A2 Bradley of his time as possible with the vehicles,
tank has a fuel consumption rate of 220. going over them and conducting minor re-
Thus, it would consume 220 liters of gasoline pairs and preventive maintenance.
per period, or 660 liters of ethanol (220x3), or He will be constantly searching for more
770 (550x3.5) liters of methanol. spare parts, whether they are needed now or
The fuel burned by a vehicle may be al- not. (Someday they'll be needed and might
not be available then, so "get them now" is his Once a potential breakdown has occurred, tools to do so. Given the correct tools, the
philosophy.) there will be an additional automatic potential repairs take the standard time and are Diffi-
Routine Maintenance: Very few vehicles breakdown every eight hours of use (travel or cult tasks. If a PC has the wrong type of tools,
are left in perfect condition. Most have been combat) thereafter until the vehicle receives the job will take twice as long and become a
repeatedly repaired and rebuilt, sometimes at least its recommended number of routine Formidable task. Damage to an engine or
with home-made parts, and all are generally preventative maintenance hours. Avoiding fuel system requires either tracked vehicle or
worn-out. Every vehicle has a base mainte- an actual breakdown is a task (Difficult: Me- wheeled vehicle tools. (Either type will suffice
nance number indicated on its vehicle card. chanic) performed by any character during for any vehicle.) Suspension damage re-
This is the number of hours per week that intermittent short halts. quires vehicle tools of the correct type. Dam-
should be spent in routine preventive mainte- Preventative Maintenance: Extra pre- age to radios, missile launchers and other
nance to keep it in good working shape, ventative maintenance can help prevent electronic devices requires electronic repair
assuming it is in mint condition. The actual breakdowns. Spending twice the recom- tools. Machinegun damage (the gunner's and
time spent in maintenance is up to the play- mended number of hours will reduce the commander's machinegun) requires small
ers, but should be influenced by the actual chance of a breakdown by two; spending arms tools. Main armament damage requires
condition of the vehicle. three times the amount reduces the chance heavy ordnance tools.
Vehicle Condition: Whenever charac- by three, etc. Breakdowns: The current wear value of
ters acquire a vehicle during the game, Spending eight hours per week maintain- the vehicle is the D10 roll for the chance of a
including during character generation, the ing a vehicle with a wear value of 6 will mean major breakdown. For example, a vehicle
referee should determine its wear value by that the roll for a potential breakdown is 4 or with a wear value of 8 must roll 8 or less for a
rolling 1D10. The higher the wear value, the less, not 6 or less. breakdown to be major. A breakdown can
more worn-out the vehicle. Whenever char- Increasing Wear: After a vehicle has suf- strike any system in the vehicle, and the
acters are in a position to buy or sell a fered 10 actual breakdowns, its wear value is affected system should be determined by the
vehicle, its true value is determined by di- increased by 1. A vehicle with a wear value of referee (it will usually be either engine or
viding its base price by its wear number. 10 which suffers its tenth breakdown at that suspension). It is possible that a breakdown
Thus, a vehicle which would normally cost value is no longer repairable, and is good only may not affect the mobility of a vehicle, but
$20,000 but has a wear value of 8 would for salvaging parts. may instead be a weapons or radio malfunc-
only be worth $2500. Once the players and the referee are very tion. If a breakdown is not a major break-
Potential Breakdowns: Each vehicle has familiar with the game mechanics, they may down, it is automatically a minor one.
the potential to break down every eight hours wish to keep separate track of the wear value Minor Breakdowns: A minor breakdown
(two four-hour periods) it spends in either of the components of a vehicle. That is, a results in minor damage to the component.
movement or combat. The D10 roll for a vehicle which suffers repeated engine break- The wear value of the vehicle is the D10 roll
potential breakdown is equal to the vehicle's downs would end up having a very worn-out for the chance that replacement parts are
wear value. engine but a sound suspension. In this case, needed to repair the component (roll less
Roll that number or less for a potential the tenth engine breakdown at wear value 10 than the wear value for parts to be required).
breakdown. would mean the characters need to find a Otherwise, repairs can be made without new
A potential breakdown does not mean the new engine, not a whole new vehicle. This parts.
vehicle has actually suffered a serious mal- rule is not suggested for beginning use; play- Major Breakdowns: A major breakdown
function. Avoiding an actual breakdown is a ers and the referee have enough to keep results in major damage to a randomly deter-
task (Difficult: Mechanic) performed by the track of as it is. mined system (referee's choice, usually en-
character who did the last maintenance on If this rule is used, however, the wear value gine or suspension), and will always require
the vehicle. 10 vehicle need not be scrapped upon its parts to repair.
If the vehicle has not been maintained for tenth breakdown, as it will undoubtedly fail Parts: Except where noted differently
the recommended number of routine preven- only in one or two key systems (engine or below, roll 1D10 for the number of parts
tative maintenance hours in the last week, suspension, perhaps). If a vehicle can be needed (where they are required), halving
the potential breakdown automatically re- found with a working engine, it could be the number (round up) for a minor break-
sults in an actual breakdown. transferred to the worn-out vehicle and given down. (This is in addition to those parts
If a potential breakdown does not result in a new lease on life. which the character is assumed to be able
an actual breakdown, the characters may to reassemble from the damaged compo-
continue moving without interruption. The REPAIRS nent.) While parts may occasionally be found
occurrence of a potential breakdown is obvi- In the course of the game, PCs will be for sale, the most common sources for parts
ous to the characters, and the referee should called upon to repair vehicles andotherequip- are cannibalization and fabrication. Parts
tell the players that they hear ominous grind- ment which either has broken down or has can usually be cannibalized from an identi-
ing noises in the engine, smell something suffered damage. The combat rules list the cal vehicle.
overheating, see smoke in the exhaust, etc. procedures used for determining battle dam- If the component to be cannibalized is
This is a warning to the characters, and age to vehicle components. Breakdowns are undamaged, the required parts may auto-
allows them to shut down and perform some discussed below. matically be taken from it. If the component
maintenance before something actually mal- Tools: If a character has the needed parts has sustained minor damage, roll 4 or more
functions. to make repairs, the PC must then have the on 1D10 for the part required to be salvage-
able. If several parts are required from a 1D10 parts are required for tracked suspen- mules also require grain if they do any work
damaged component, the die roll is made sions and 1D6+2 parts for wheeled suspen- that day (including being ridden). The amount
separately for each part. sions. of grain required is given on the Food Con-
Characters may only fabricate parts if Fire/Explosions: A vehicle that has ex- sumption Table on page 273. If they do no
they have access to a machine shop. Each ploded or caught fire is irreparable. Referees work, they need not be fed grain, but must
part requires 1D10 hours in the shop. Parts should allow very few salvageable parts from spend all day grazing to make up for it.
for electronic systems (including radios, such vehicles (tires, gaskets, seals, wiring, Each day in which an animal does not
missile launchers, and range finders) may and electronic components are completely receive enough to eat, it receives a hunger
not be fabricated; they can only be cannibal- destroyed, for example). level increase of one. If it is also forced to
ized. work, it receives a hunger level increase of
Fabrication is Difficult: Mechanic for non- MAINTENANCE AND REPAIRS- two. All animals start at a hunger level of 0. If
weapon parts and Difficult: Gunsmith for BOATS an animal's hunger level reaches 20, it dies.
weapons parts. The roll is made after the part Vessels are maintained, break down, are The animal's hunger level also increases its
has been fabricated, and failure means the repaired, and wear out in the same way as chance of going lame (see below). For every
part cannot be used. The referee may decide any other vehicle. The only difference is that day in which the animal gets all the food it
that fabrication of some parts is Formidable there are several types of damage unique to needs and is not required to do any work, it
or Impossible, if desired. For example, if a vessels which are explained below. receives a hunger level decrease of one.
component is so damaged as to require half Waterllne: Each separate waterline hit on Care: Animal "maintenance" is a task (Av-
a dozen (or so) parts, the referee may decide a vessel's hull which penetrates causes a erage: Riding) and takes 20 minutes per
that one of the parts is Formidable, and the hole. Waterline hull damage can be perma- animal after its work is completed each day.
rest Difficult to fabricate. nently repaired or given a temporary patch. A Failure to conduct animal maintenance (or a
Battle Damage: The vehicle combat sys- temporary patch is Average: Mechanic, takes failed roll) causes the animal to suffer a
tem (beginning on page 213) reads out in six combat turns (30 seconds) to complete for hunger level increase of one, butthis addition
certain specified systems and damage se- each level of damage, and will hold for four does not occur more than once per week.
verities. How these are repaired is discussed hours. A permanent repair is Difficult: Me- (The animal is not really hungry, but the
according to component. chanic, takes one hour for a minor damage effects and remedies of inadequate care are
Sight/Vision:The referee randomly deter- level repair and four hours for a major dam- the same as for hunger. For simplicity, they
mined which item(s) in this category have age level repair, and requires either construc- are treated the same.)
been damaged (gun sight, range finder, night tion tools or a welding torch (arc welder), Going Lame: Each day in which an animal
vision equipment), per the required damage depending on what the hull is made of. The travels, it may go lame. A 1D10 roll of 1
result. If a component is damaged twice, it is repair may also require additional wood or indicates a potential injury. For each poten-
irreparably destroyed. Repairing any of the sheet metal, at the referee's option and de- tially injured animal, roll another D10 for 1 or
three components in this category is a task pending on the size of the hole. less. Subtract one from the die roll for the
(Formidable: Electronics). Flooding: Waterline hull damage causes following: each hunger level, each forced
Traverse: Repairing a jammed turret flooding of the vessel, which can eventually march, each period burdened, and each pe-
traverse is a task (Difficult: Mechanic) requir- sink it. Repairing the waterline hull damage riod travelled that day in addition to the nor-
ing half an hour to accomplish. stops any further flooding, but does not re- mal allowed number. If the PC rolls less than
Secondary: If more than one secondary move any existing water. A person who spends -3 on the second die roll, the horse has either
weapon is on a vehicle, determine which is six consecutive turns bailing can bail 1 point broken a leg or collapsed from exhaustion
damaged randomly. Aweapon damaged more of water (i.e., negating 1 floatation hit—see and, in either case, must be put out of its
than once is irreparably destroyed. Repairing page 219). misery. Any other result on the second die roll
damaged weapons is a task (Difficult: Gun- Some vessels have automatic bilge indicates that the animal has gone lame, but
smith). pumps. These will automatically pump out can recover if treated properly An animal
Loader: Repairing damage to vehicular one or more flotation hits worth of water carrying no load at all has no chance of going
autoloaders is a task (Difficult: Mechanic). each combat turn. The pumping rate for the lame.
1D10 parts are required. bilge pump, if one is present, is listed on the Recovery: An animal can recover from
Radio: Radios taking damage are always vehicle card. going lame. In order to recover, it must not
destroyed and must be replaced. Rudder/Screw: The rudder and screws carry any load and may not be force-marched
Armament: Repairing damage to weap- are generally located together at the stern of (although it can move at the normal travel
ons 20mm or more in caliber is a task (Diffi- a vessel. Repairing the rudder or screw is speed). It must receive its full care and be well
cult: Mechanic). Other weapons are Difficult: Difficult vs. the average of Mechanic+Swim- fed. If so, it will recover in two weeks auto-
Gunsmith. Parts (1D10 as noted above) are ming and takes 1D6 hours. matically. There is a chance it will recover in
required for weapons 20mm or more in cali- one week if the character caring for the ani-
ber. No parts are needed for other weapons. MAINTENANCE—ANIMALS mal does his job well (Difficult: Riding). If any
Engine: Repairing damage to an engine is Animals, like vehicles, require "mainte- of the above requirements for recovery are
a task (Difficult: Mechanic). nance" if they are to perform properly. not met, the animal is permanently lame and
Suspension: Repairing damage to vehicu- Feeding: All draft animals need to graze is of no further use (except for food or sale to
lar suspension is a task (Difficult: Mechanic). for two four-hour periods per day. Horses and the gullible).
priate table. Note that some territories provide
a modification to the encounter roil which
changes the frequency and type of encoun-
ters (see page 152).
Group and item encounters each have a
ENCOUNTERS
Much of the excitement players experi- to) many others will be random encounters. A
separate table showing the various territories
across the top and specific encounters down
the side. Find the column corresponding to
the territory in which the players are travelling,
ence as they travel across the landscape of random encounter is one generated using die roll 1D10, and locate the row of the number
Twilight: 2000 is due to the thrill of the un- rolls and the encountertables presented with rolled. By tracing the row to the left side of the
known. That feeling of anticipation mixed the game. chart you can determine the exact encounter
with dread is heightened by a good mix of Frequency of Encounters: The referee type. Animal encounters have separate charts
encounters. The encounters in a game have should roll once on the Encounters Table ev- which have the terrain along the top and the
to be carefully balanced. If there are noth- ery four-hour period in which the characters result of a D6 roll on the left. Roll the die and
ing but random encounters generated from travel and once per day in which they do not. read the result from the tables. Separate ani-
tables, the countryside will eventually take If the group itself is not moving but breaks up mal encounters tables are given for broad
on a rather repetitive, mathematical feel. On into hunting parties, foraging parties, areas of the globe. These charts are given on
the other hand, requiring the referee to make scrounging parties, etc., the referee rolls once pages 162-163 along with the corresponding
up every encounter will soon overtax his per period per party for an encounter. In ad- Animal Data charts.
imagination. dition, he will roll once per day for an encoun- Range of Encounter: The range of the
What we have tried to do with this encounter ter at the party camp. encounter describes the distance between the
system is to chart a middle course. We provide a Territory: There are a variety of territo- players and what they have encountered
considerable number of tables that cover a wide ries in which encounters may take place. when they first become aware of it. The range
variety of environments and situations. They are These are discussed on pages 156-157. The depends on the type of terrain in which the
intended to be complete as presented, and thus referee may either roll for the territory type encounter takes place. The referee rolls 1D10
require no additional input on the part of the ref- or may have already determined it prior to and consults the Encounter Range Table (on
eree. However, the referee is strongly encouraged the adventure session. Some territories page 269). The die roll is multiplied by the
to use these tables as a starting point, not a fin- have a die roll modifier which is added to or value listed on the table to determine the
ished product. subtracted from the roll on the Encounters range, in meters, at which one or both groups
Table. may see each other. The die roll in general is
RANDOM ENCOUNTERS Types of Encounters: The Encounters an easy way of determining how open the
As the characters travel, they will encoun- Table lists a variety of environments (road, terrain is in that particular area. For example,
ter a variety of people, animals, settlements, wood, swamp, etc.), each of which has a va- if the referee rolled a 5 on an open terrain
and other features of the land. While many of riety of outcomes based on the D6 die roll. encounter, this is an encounter range of 1500
these encounters will be mandated by the These outcomes are groups, animals, items, meters and means that the local terrain was
referee (pursuers overtaking them, a partisan hazard, and no encounter (None). If None is such that the first opportunity for the two
band the referee wishes them to meet, a town rolled, there is no encounterthis period. If any groups to see each other occurs at a distance
or city printed on the map which they travel other result is rolled, roll again on the appro- of 1500 meters.
Spotting and Surprise: When a group of
characters encounters a group of NPCs, each
group has a chance of spotting the other (Dif-
ficult: Observation). Spotting a group moving
in vehicles is Average: Observation. Spotting
a stationary and camouflaged group is Diffi-
cult: Observation. The roll is made only once
per group, using the highest Observation in
the group. The asset level used is reduced by
one for each character in the group and by
five for each vehicle in the group. It is in-
creased by alike amount for numbers of char-
acters and vehicles in the group encountered.
However, the Observation asset used may
never be more than halved or doubled by
these modifications.
If neither group spots the other, the referee
notes which group came closest to doing so.
That group will spot the other, but not until
some additional time has passed. The referee
rolls 1D10, the result being the number of
combat turns that pass before the spot is
made. When the spot does take place the
range of the encounter has been reduced by
the distance travelled by the two groups since
the original spotting opportunity.
If the two groups close to the minimum
possible encounter range (the base range
multiplier shown on the chart: 10 meters in
woods, 30 meters in swamp, 100 meters in
hills, etc.) both groups automatically spot each
other.
If both groups spot each other at the same
time, both groups are surprised (and both roll
for panic). If one group spots the other with-
out being spotted in return, that group is not
surprised. Once a group has spotted another
group and has not been spotted in return, it
may either wait (allowing the other group to
approach closer), attempt to evade (move
away from the spotted group), or attack.
If the group attacks, the other group is
surprised. This counts as an ambush (seethe
Combat Rules chapter, page 195).
If the group waits, the other group contin-
ues to have one opportunity per combat turn
to spot it. If it succeeds before being attacked,
it is not surprised.
If the group attempts to evade, the other
group has one opportunity to spot each
combat turn until the referee decides the group
has moved far enough away from the other
group to be safe. This distance will vary, but
will usually involve moving beyond the origi-
nal encounter range rolled.
Thus, in the example given above where
the encounter range was 1500 meters, once
the group had moved to a safe distance of
greater than 1500 meters without having been
detected, it would have successfully evaded
contact.
Rather it was come to this: that a dead man dom cantonments and disputed territories and both trade and travel are regulated by the
was then of no more account than a dead goat while keeping organized and independent need for travel permits and various licenses,
would be today. territories in the game. but if you have these then the roads are
Boccaccio, The Decameron One thing to remember, however, is that reasonably safe. Life may or may not be good
there are no well marked boundaries around for the inhabitants, depending on the inten-
TERRITORY TYPES the various territories described here. tions and talents of the government. In most
The type of territory through which the When player characters move into a different cases it is tolerable, but only barely.
players are travelling shapes the nature of the territory, they should become aware of it gradu- The countryside in an organized territory
encounters they experience. The world has ally by the nature of the encounters they experi- looks normal, and the precise description will
been dramatically changed by the Twilight ence, not simply because the referee says, 'You depend upon the season of the year. Roads
War, and this is reflected by varied types of are now moving into devastated territory." will not be in perfect repair, but there will have
territories available. been obvious attempts to fix potholes, paint
A table is provided for the referee to use to road signs, shore up sagging bridges, etc.
randomly generate territories. However, he Fences along the roads will be in good repair,
should feel free to actually assign territories and the fields by the road will contain crops
in his game to shape the campaign along lines (probably with laborers) or grazing animals
of his own design. (under the watchful eye of a herdsman, whose
In particular, disputed territories and can- job is to give the alarm if his charges are at-
tonment territories should be assigned at the tacked). It will not be possible for potentially
beginning of the game based on the actual dangerous parties to travel very far without
position of military units and location of active attracting attention.
battle zones as described in the game back- Villages and towns will not be completely
ground. occupied, but they will have a systematic
Note that since the table is set up for a D6 settlement pattern, in addition to guards,
roll, disputed territories and cantonments patrols, and so on. There is little difference
cannot normally be generated randomly; they between these communities and those of the
will only occur where you mandate them. Organized: The region is nominally con- independent territory, described below; the
However, as your campaign progresses you trolled by the prewar government, a postwar main difference between the two regions is
may wish to begin adding one and later two replacement faction, or forces claiming to what happens between communities.
to the die roll, thus making the location of represent one or the other. There is a regular Independent: The settlements in the re-
conflicts and military cantonments increas- system of commerce, defense, public welfare, gion are not controlled by any one faction or
ingly frequent and random. (This will also and taxation of a sort, although only taxation group, but are independent and attempting to
gradually eliminate the Organized and Inde- seems to be up and running on a reliable recover. Trade and commerce are beginning
pendent territories as well, and so should be basis. Each settlement has one or more ap- again, and many settlements regularly co-
done sparingly.) pointed officials of the government and a operate in rebuilding by exchanging material
Alternatively, the referee may wish to ob- detachment of armed government troops and expertise. The welfare of the inhabitants
tain a D8 from the local hobby shop and use which it is responsible for feeding and sup- of the settlements is largely dependent on their
that to determine territory. That will add ran- porting. There are regular patrols on the roads, local government.
Roads are less well maintained in this area; Terrorized: The territory is overrun by gly and obviously feral (formerly domesti-
in fact, only near settlements or along heavily armed bands of deserters and marauders, cated, but now wild). Individuals or small
travelled routes will repairs be made on any who are wantonly attacking farmsteads and groups are the most common form of people
consistent basis. Farms and rural settlements villages, taking whatever they want, and of- encountered.
will be more distrustful of strangers, but armed ten putting the torch to the rest. Those settle- Disputed: This territory is an active battle
parties will not be attacked on sight. ments still intact are badly frightened, suspi- zone. Major military forces (by the reduced
Communities are the main unit of govern- cious of strangers, and defensive. standards of the day) are actively contesting
ment, and each town will have its own inde- The roads are in poor shape, and it is rare the ownership of the towns and villages in the
pendent defense force, mercantile establish- to see rural folk (since they usually hide upon area. The nationality of these forces r i p to
ment, etc. Contiguous communities will have the approach of strangers). Inhabited farms the referee, but there is very little chance that
begun cooperating to maintain roads and to and fields tend to be backf rom the main roads either side is particularly friendly to the play-
initiate commerce, but trade will be in its in- and hidden; those easily seen from the main ers. The sides could consist of a large coali-
fancy, and the armed patrols will be particu- roads are deserted. Most settlements in the tion of marauder bands fighting a Polish Army
larly interested in keeping the roads safe for territory have already been looted and ruined. unit, or a local warlord fighting a Soviet force
travellers. Very few people are left outside of the larger passing through.
Insular: The settlements in the region have fortified towns, and no form of organized rule The area is extremely dangerous for travel
been raided several times by various factions exists in the countryside. Marauder gangs and and is crowded with large, well armed bodies
and stripped of most things of value. The individual families are the most common so- of hostile troops. There is also considerable
survivors are extremely suspicious of strang- cial units. Trade within the territory does not destruction and disruption of the local popu-
ers. They are defensive, hostile, and disin- exist, and travel is very hazardous. lation, and the best chance for passage
clined to let travellers in. Some trade takes Government outside of occasional small through is to take advantage of the confusion,
place, but only by well armed merchant con- fortified communities is nonexistent, and in of which there is a great deal.
voys lead by men who are well-known in the those communities it tends to be repressive, Cantonment: A large military unit has its
region. Gaining the trust of a merchant is one reflecting the harsh life of these regions. cantonment in the area and has garrisons in
of the few ways to gain entry into many of the Anarchy: Most settlements in the territory most outlying towns and villages. The whole
settlements. have already been looted and ruined. Very few region is under martial law and all (even small)
Roads are not maintained at all, but are not people are left outside of the larger fortified settlements serve as quarters for bodies of
in bad shape since there is so little traffic on towns, and no form of organized rule exists in troops. As the troops requisition whatever they
them these days. There is little trade, but what the countryside. Marauder gangs and indi- need, most civilians are overworked and very
there is arms itself well. Farms and rural folk vidual families are the most common social poor. Those who have found employment
are distrustful of strangers, especially armed units. Trade does not exist within the territory, working for the troops, however, are often
ones, and must usually be convinced of a and travel is very hazardous. quite well off, and the army patrols the road
party's good faith. Devastated: The countryside is stripped. well enough that marauders are seldom a
Settlements are often fortified, and any No intact farms or settlements are left, and problem.
patrols are antimarauder strike forces seek- very few people or even animals remain. This area is very similar to the insular re-
ing a specific target, not making general Everywhere there is evidence of destruction gion, described above, except that military
sweeps. Bands of marauders present in this and unrepaired damage. Fences are broken patrols are more common and marauder
region are transitory, as conditions are too and scattered; fields are barren and obviously bands less so. Farms are relatively well
hostile for them to remain long, but more al- uncultivated. protected, and rural people will be suspicious
ways seem to be on the way. What animals there are tend to be scrag- of strangers, but not frightened of them.
GROUP ENCOUNTERS Weapons: These are listed merely as ent. If not, the group is on foot. This die roll is
A group encounter is a shorthand notation "military," "civilian," or "poor." made only once for the entire group, with the
for an encounterwith agroupof human NPCs. Military weapons include submachine- exception of large military units (in which case
They are called group encounters to differen- guns, assault rifles, and battle rifles. Every it is made separately for each subunit). The
tiate them from animal and item encounters, group or subunit will probably have an auto- types of transport listed are horses, motor
even though in some cases it is possible for matic rifle as well. The men are also likely to vehicles, wagons, armored vehicles, and
the "group" to be a single NPC. have one or two grenades each. artillery.
The Group Encounters Table on page 155 Civilian weapons include sporting rifles If horses are rolled, the entire group (or
specifies the exact type of group encountered. and shotguns (but not the HK CAW). There subunit, if part of a large military unit) is
The Encounter Statistics Table (page 159) may be a single submachinegun in the group mounted on horses, and one or two pack
then provides a more detailed look at the or the occasional military weapon, but these horses will probably be present as well.
makeup of the group. Afew additional die rolls would be rare. Ammunition will not be as If motor vehicles are rolled, roll again on the
on the table will flesh out the group's statistics. plentiful as in a military unit, and there will be Encounter Equipment Table and consult the
Number: This column indicates the few or no grenades with the unit. Motor Vehicles column. Make one roll for each
number of characters in the encounter. Poor weapons include few if any firearms subunit present, each roll producing one ve-
Usually the referee will have to roll a die and at all, and these would consist of perhaps a hicle of the type listed.
either multiply it by a number or add it to a sporting rifle or a pistol or two with only afew If armored vehicles are rolled, roll again on
number. If the die roll is multiplied by a cartridges. There might also be a few bows the Encounter Equipment Table and consult
number, the number listed is the number of and knives, with the rest of the group armed, the Armored Vehicles column. Make two rolls
men inasubunit, and the die roll is the num- if at all, with clubs. for each subunit so equipped, each roll pro-
ber of subunits present. Heavy Weapons: This column indicates ducing one vehicle of the type listed. If the
Observation: This column gives the Ob- the number or numbers that must be rolled number of men in the group or subunit is in
servation value for the group. Not every char- on a D6 for the groupto have a heavy weapon. excess of the vehicle crew, the excess are
acter in the group will be this good; instead, it If one is present, roll again and consult the infantry riding in the passenger compartment
represents the best Observation available or Heavy Weapons column of the Encounter or on the top of the vehicle.
the Observation asset of the point man. Equipment Table. This will indicate the gen- Tank: Any tank in the equipment lists.
Type: This indicates the NPC type of the eral type of weapon present (such as machine- Light AFV: Any light combat vehicle in the
unit, either V (Veteran), X (Experienced), or gun or antitank missile), and the referee equipment lists.
N (Novice). Usually two values are presented, should select one of these from the equipment APC: Any armored personnel carrier in
and the referee is free to choose between list. the equipment list except those listed under
them or roll a die. For ease of play it is recom- Some listings include the notation "each." IFV.
mended that most characters in a unit be of This means that the referee should roll IFV: Infantry fighting vehicle (infantry car-
the same type, although this is not strictly separately for each subunit. Large military riers equipped with autocannons and some-
necessary. It is a good idea, however, to have units have the notation "Yes, each," mean- times antitank missiles).
one character (usually the leader) in each ing that each subunit always has a heavy If artillery is rolled, roll again on the En-
group rated one experience level higher. If weapon. counter Equipment Table and consult the Ar-
more than one subgroup is present, each Transport: This column indicates the form tillery column. Make one roll for each subunit
should be made up of troops of the sametype. of transport, if any, that the group has. Roll present, each roll producing one artillery piece
But different subunits can be of different types 1D6 and compare the number rolled to the of the type listed.
and, again, each subunit may have a leader listing in this column. If it corresponds to a SPA: Any self-propelled howitzer or air
one level better. number shown, that type of transport is pres- defense gun.
Group Encounter Descriptions in which it is encountered. In a cantonment and guards. The referee should determine the
The various groups encountered by player area or a controlled area it will certain ly be from cargo by rolling on the Encounter Equipment
characters are described in more detail be- the controlling army or government. In a dis- Table, and may do so once per subunit or once
low. puted territory it will be from one of the two for the whole group, at his discretion.
combatants. In the other territories it could be Players who think of merchants as fat, soft,
from any number of organizations, and could easy targets for robbery or extortion should
even be there because it is lost. give the matter further thought. It takes avery
The patroi will probably be searching for special sort of man or woman to travel the
stragglers or marauders, be on a routine lawless roads between towns and villages
sweep of the area, or be under orders to march while braving marauder bands and hostile
to a particular location for one reason or an- military units. While merchants would rather
other. Under most circumstances it will be avoid af ight if at all possible, they are prepared
hostile to the characters and will attempt to to defend themselves.
attack or capture them.
Patrols are almost always made up of a dozen
men or less. They are well equipped with small
Marauders: Marauders are the scourge of arms, often have heavier weapons, and even
Europe. These are groups of bandits, desert- occasionally have a few armored vehicles.
ers, and criminals who live by plunder, and
for whom murder and pillage have become a
way of life. Often made up of psychologically
unstable men whom the war has pushed over
the brink, marauders will be almost universally
hostile to other bands, such as the player
characters.
Marauders regularly attack both military Refugees: Displaced persons, homeless
and merchant convoys, and any parties trav- wanderers, or victims of some man-made or
elling alone are fair game as well. Larger natural disaster, refugees will be hungry, tired,
bands of marauders have actually taken over and forlorn. They are poorly armed and un-
small villages, while others exact "tribute"from used to combat, so they pose no real threat
isolated farms and settlements in return for Military Convoy: Each subunit of a mili- to a band. They are a potential source of in-
not looting them right away. In some circum- tary convoy is a wagon or motor vehicle car- formation and possible adventure. They may
stances, a marauder band may be friendly rying cargo and half a dozen men consisting attempt to enlist the aid of the players in right-
(wanting to trade, acquire information, gain of guards and drivers. When the convoy is ing some wrong, avenging an outrage, or
recruits, or form a temporary alliance), but created, the referee should roll once per sub- regaining their homes and possessions. In
marauders are notorious for their betrayals. unit on the Military Cargo column of the En- any case, PCs will soon learn that refugees
Typical marauder bands average about a counter Equipment Table on page 159 to de- are a sure sign that danger is near.
dozen men, but can be several times that size. termine the wagon or vehicle's cargo.
Although most marauders are quite experi- If medical is rolled for cargo, the truck or
enced, their lack of discipline reduces their wagon has, in addition to medical supplies,
effectiveness as a military unit (which ac- one doctor with Medical (Surgery): 13, one
counts for their relatively low type rating). nurse with Medical (Diagnosis): 10, two med-
Marauders are well equipped with small arms, ics each with Medical (Trauma Aid): 8, and
but seldom have much in the way of heavier two soldiers. The medics and soldiers are
weapons as they prefer to travel light and armed with assault rifles, while the doctor
avoid fights with better equipped units. and nurse are armed with pistols.
this wound during step 6 or 5, he would lose characters firing from previously undetected po- Animal Movement
his second act immediately, and would not get sitions at an enemy force. The ambushers may Animals have three movement rates: walk,
his second act that turn. open fire when one or more of their troops trot, or run. These rates are listed for each
Resolving Ties: If two characters are con- reaches an Initiative point or, if they are using animal on the animal data charts, pages 162-
ducting actions at the same time which may aiming to conduct opportunity fire, when the 163. The rate a non-ridden animal uses is up
interfere with each other (such as firing at moving force enters their line of fire. to the referee.
each other), the character with the highest Riding Animals: Horses and mules (and,
Agility goesfirst. However, for purposes of this MOVEMENT less commonly, camels, and elephants) may
determination, subtract the bulk rating of the Movement during combat can be resolved be ridden using Riding skill. Anyone (regard-
character's weapon from his or her Agility. If in whatever detail the situation warrants. In less of skill) may ride a walking animal safely.
there is still a tie, roll a die with the high die roll many cases, no map is needed—long-range Riding a trotting animal is safe for anyone with
going first. sniping between parties on foot, for instance. any Riding skill and is Easy: Agility for other
Interrupting Initiative Sequence: There In others, the referee can do well enough by characters. A character with Riding skill has a
are two sorts of circumstances which allow just drawing a map and positions on a piece of maximum safe speed on an animal equal to
characters to act out of their Initiative se- paper. 20+(Riding), which may be achieved without
quence: If greater detail is needed, the referee can risk by anyone with Riding skill.
Opportunity Fire: Opportunity fire indicates make a map beforehand, and the positions of A character may ride at greater than the
that a character is aiming in a specified direc- characters and vehicles can be represented safe speed—up to 40 meters per round (full
tion or at a specific area, and that if an enemy by pins, drawing on plastic overlays, counters, gallop)—at the risk of falling off. Avoiding a fall
character passes through his or her line of or miniatures figures. Any scale may be used; is Difficult: Riding or Agility, rolled once per
sight, he or she may immediately fire on the movement rates and weapon ranges are g iven turn. A fall results in damage according to the
enemy. This is resolved as if it happened here in meters. "Falls from Moving Vehicles/Animals" rule on
simultaneously with the enemy movement. Combat movement rates are expressed in page 210.
Thus, a character may fire opportunity fire in meters moved per five-second combat turn. If a Catastrophic Failure occurs (see page
a turn during an Initiative step in which he or Vehicles and animals have unique combat 135), a mishap happens. Mishaps include
she would normally not be able to act. How- movement rates listed with the specific ve- breaking a animal's leg in achuckhole, tearing
ever, executing this opportunity fire does use hicle or animal description and on the Combat a muscle from leaping, or becoming bogged
up the character's action for the turn. High Movement chart (page 273). in mud so as to injure the animal. The referee
Initiative characters who have two actions should determine the exact nature of the
may use their second action only if the oppor- Personnel Movement mishap according to circumstances. A mis-
tunity fire was resolved before the step when People may move at four different rates: hap of this sort will probably result in a fall, as
the second action would normally be conducted. crawl (two meters), walk (10 meters), trot (20 noted above.
A player may only conduct opportunity fire meters), or run (30 meters). A character who
once during a turn. See "Special Cases," is burdened (see Load, page 25) travels half Grid System
e 204, for more on opportunity fire. this fast. Characters who are crawling are The maps and building f loorplans included
Ambush: An ambush consists of one or more prone. in Twilight: 2000 are all provided with a
square grid to control movement and mea- This grid can also be used for outdoor Combat Actions
surement of firing ranges. Twodifferent scales encounters which take place at close quar- Aim: Aiming allows the best possible chance
of grids are used, one for outdoor encounters, ters, such as in an alleyway or in a small to hit a target. The aim action can be used in two
and one for buildings and other interiors. The clearing in the woods. different ways. First, it can be done immedi-
outdoor grid uses squares representing 10 The same offensive line shown on the 10- ately before a fire action in order to aim at a
meters from side to side (sometimes referred metergrid is shown again on atwo-metergrid. specific announced target. This allows resolu-
to as tactical grid squares). The illustration Note that three large 10-meter grid squares tion of the subsequent shot against that target
below shows an American-style 100-yard foot- are reproduced and broken into their compo- (conducted in the following combat turn, or by
ball field with an outdoor grid system superim- nent two-meter squares. In this case, each a high-Initiative character, later in the same
posed on it. The offensive team is shown lined man occupies a single square. Although it is turn) as an aimed shot (aimed shots are
up for a play with the ball on its own 40-yard possible for more than one man to stand in a explained under "Direct Fire," page 202).
line. two-meter area, it is difficult for both to then Second, a character may aim at a certain
This should provide you with a good feeling conduct any sort of activity without interfering target or area in order to conduct opportunity fire,
for the actual area covered by one of these with each other. Aiming at a target or area also enables a
grid squares. Obviously, it is fairly easy for These grid sizes have been chosen to make character to fire at any target which later
people to conduct activity in such a square them as easy as possible to use with the move- moves through his or her line of sight. This is
without interfering with each other. ment rates and ranges in Twilight: 2000, particu- called opportunity fire. To continue waiting for
Interiors generally require more detailed cover- larly when used in conjunction with miniatures. a target to come into view, merely continue to
age, and in any event cover much smaller areas. • When using the interior two-meter grid, a conduct an aim action each turn.
As a result, we use a two-meter grid for these. character can crawl one grid square, walk Crawl: The character moves two meters in
five, trot 10, and run 15 a prone posture.
squares per turn. Drive: This is the action used by the driver of
•When using the out- a vehicle to move the vehicle during the turn. The
door grid, the same movement rate varies with vehicles and with the
character could walk risks that a driver is willing to take to drive faster.
one, trot two, and run These details are discussed on page 214.
three squares per turn. Fire: The character fires his or her weapon
It would take that char- at any target which is currently visible to the
acter five turns worth of character or which has been visible during the
crawling to move one current turn at some point. With some weap-
square. ons this may. be combined with a walk or trot.
• It is possible to If the fire action is conducted against a target
move and fire diagonally which the character is currently aiming at
through a square as well (having expended his or her previous action to
as orthogonally (straight do so), the fire is executed as an aimed shot.
up and down or side to If the fire is made at a target that the
side), but the diagonal character was not aiming at, it is executed as
distance is greater. a quick shot. Aimed and quick shots are
Count a square as be- explained on page 202 under "Direct Fire."
ing 50% longer diago- Go Prone/Stand Up: Acrawling character
nally than orthogonally. is prone. A prone character may stand up at
That is, it counts as three any time, either as an action by itself or as part
meters of range or of a walk, trot, or run action. Standing up cuts
movement to cross a the distance moved in an action in half.
two-meter square di- Melee: This constitutes either an armed
agonally, and 15 meters attack with a melee weapon (which may be
of movement or range combined with a walk or a trot) or an unarmed
to cross a 10-meter attack. There are several types, one of which
square diagonally. must be specified, any of which may be com-
bined with a walk or a trot. These are dis-
ACTIONS cussed in detail beginning on page 198.
A character may per- Mount/Dismount: Getting on or off of a
form one action in each vehicle or riding animal.
combat turn (except as Ready/Change Equipment: This can con-
specifically noted else- sist of putting down your rifle and taking out a
where). Actions are cho- knife, drawing a pistol, linking two ammo belts
sen when it is actually together, readying a radio to transmit, etc.
time for the character to Reload: It generally takes one combat turn
act. The possible com- to reload a weapon, although some take longer
bat actions are listed (and thus require several reload actions 1
below. finish).
Ride Animal: This is the equivalent of a ters to follow strict US military radio protocols. that player characters or detailed NPCs with
drive action, but for riding animals. For simplicity, referees should disregard these an Initiative of 6 or more never panic, while
Run:Thecharactermoves30 meters (three complexities, and simply require a deliberate even Elite stock NPCs may.
grid squares). and clear communications procedure. For example, a character with Initiative 3 is
Take Cover: The character dodges behind Trot: The character moves 20 meters (two knocked down in Initiative step 2 of the third
any close-by cover (see "Cover" on pages grid squares). combat turn. The PC rolls a 5, indicating that
209 and 217). Walk: The character moves 10 meters he has panicked. Because the roll exceeds
Talk: Players will want to discuss their (one grid square). his Initiative by 2 points, the character freezes
plans, but the referee should be careful to for two turns. Because the character had
keep these discussions within the bounds of Involuntary Actions already acted earlier in the third turn, the
reality. Since each action is only five seconds Certain conditions in combat require the fourth turn counts as his first turn frozen. The
long, the referee should not allow a player to character to conduct an involuntary, manda- PC is still frozen on turn 5, but may elect to
say more than one sentence or so during a tory action rather than one of the normal fall prone during that turn. Unless he has
combat turn. While talking can be combined actions listed above. been further injured while frozen, the char-
with most other actions, it cannot be com- Panic: Whenever a character is knocked acter may begin normal actions again on
bined with firing. down by wound damage (see "Wound Effects turn 6.
If trying to talkon a radio, a player must first and Healing," page 211) or surprised (at- Bail-Out: If a vehicle is penetrated by fire
spend a turn opening contact. Each radio has tacked from an unexpected direction, am- (final penetration is greater than armor) from
its listed short range, at which difficulty is bushed, or surprised by an encounter as anything other than small arms fire, there is a
Average. Ranges and difficulty levels increase defined in the encounter rules), there is a chance that each character inside will panic
the same as fire combat (i.e., Difficult at me- chance that he or she will panic. This is not and bail-out. The roll is the same as for panic,
dium [2xshort] range, etc.). The player must blind pan ic which sendsthe character scream- above. If a character fails the roll, he or she
also give his or her call sign and that of the ing away, but panic which causes him or her must immediately climb out of the vehicle,
character being called, as in "Red Dog, this is to momentarily freeze. seek the best available cover within two meters,
Can Can. Over." Unless the other character To determine if a PC panics, roll 1D6. If the and remain there for two turns (in addition to
has a communicator ready to transmit, it will result is greater than his or her Initiative rating, any time spent getting out of the vehicle). After
probably take an action to ready it and then he or she panics. The PC may not conduct any the two turns are over, the character may get
another to transmit a reply. The reply may be action for the number of turns by which the die back in. It takes one turn to get out of or into a
"Can Can, this is Red Dog. Go ahead. Over," roll exceeds his or her Initiative. However, if side or rear door, and two turns to get out of or
but is more likely to be simply, "Red Dog. Go." the character is forced to freeze for more than into a top or turret hatch.
The referee should be fairly strict in enforc- one combat turn, he or she may go prone on Charge: If a character on foot is being
ing the need for acknowledgements before the second turn and remain there until able to charged by a powered vehicle or running
new transmissions are sent. move again. If the character has already animal within 100 meters (that is, he or she is
Communication by radio is difficult, time- conducted his or her action for the turn, the about to be run over by something large and
consuming, and confusing if not done prop- following turn counts as the first turn frozen. If fast), he or she must check for panic. PCs that
erly. In the interests of payability we do not the character has not yet acted in the turn in panic do not freeze; instead, they run. Sub-
include rules for static, slipping off frequency, which he or she panicked, the current turn tract 1 from the panic roll if the character has
weak batteries, or any of a number of con- becomes the first turn frozen. a weapon with a good chance of stopping the
founding problems, nordo we require charac- NPCs use the same system as PCs. Note attacker and is prepared to fire it.
successful blocks equal to his or her allowed Success indicates that the character has hit
Combat Resolution actions for a turn, the character may attempt the enemy and also that the attacker has
The sections below describe how the vari- no more blocks during the turn. managed to land on his or her feet. Failure
ous combat actions listed above are played For example, MacGyver, with a current indicates that the attacker has misjudged his
out. They are divided into two broad areas: Initiative of 2, is hit in Initiative step 6 and or her leap. While the leap still hits the target,
Melee Combat and Fire Combat. blocks the unarmed melee strike. In Initiative the attacker is also knocked down and suffers
step 2, he could usually conduct his normal damage.
MELEE COMBAT action, but cannot this turn because he Avoidance: If a character is surprised (an
Melee combat covers close quarters com- blocked, using one turn's actions. Had he unexpected attack from behind), the attack
bat, either hand-to-hand or with melee weap- rolled an Outstanding Success on the block, always hits. If not surprised, the character
ons, such as knives, bayonets, and clubs. All he would still have his action for step 2. may attempt to avoid the attack (Difficult:
of the actions listed below under "Unarmed Aimed Strike Attacks: A character may Agility). If the kick is avoided, the attacker
Melee Combat" and "Armed Melee Combat" decide to concentrate a hand strike or kick lands on his or her feet or falls to the ground,
are included under the combat action "Me- againstone particular body part—Formidable: according to his or her original Agility roll, but
lee," page 196. Unarmed Martial Arts. If the attack succeeds, the target is missed by the attack.
the die roll for location (see below) is not Effects: A successful leaping kick knocks
Unarmed Melee Combat made; the attacker chooses the hit location. If its target to the ground and inflicts damage
Characters must be within two meters of the attack fails, it will miss entirely. points equal to twice the attacker's CON. An
each other to make unarmed combat actions. Hit Location: Hit location (if the attack unsuccessful leaping kick which is not avoided
There are eight types of unarmed combat succeeds and is not blocked) is rolled on the knocks both the target and the attacker down,
actions: hand strikes, kicks, leaping kicks, Human/Animal Hit Location Chart (biped or and inflicts damage points equal to the
throws, diving blows, grapples, escapes, and quadruped, as necessary, see below). A nor- attacker's CON on each of them. An unsuc-
strangling. Hand strikes, kicks, leaping kicks, mal (non-aimed) strike attack is rolled on cessful leaping attack which is avoided only
throws, and diving blows attempt to do dam- 1D6, and a non-aimed kick is rolled on 1D6+4, inflicts the listed unsuccessful effects on the
age to the target; grapples attempt to seize yielding results of 5-10. attacker.
and hold the target, while escapes seek to The die roll for hit location is not made for Grappling: Grappling is an Average: Agil-
escape from such holds; and strangling is a a surprise strike (an unexpected attack from ity task. It is somewhat simpler to resolve than
variation of grappling which attempts to do behind) or an aimed attack. The attacker is a strike. Blocking is not possible; there is no
damage to the target. allowed to pick his or her target in these two hit location; and armor has no effect. Grap-
A character may make only one unarmed cases. pling "damage" is calculated in the same way
combat attack per combat turn. Damage: Damage inflicted from a hand as for a strike, however, the results of the
Note that many of the actions listed below strike is equal to the attacker's unarmed attack are termed controlling hits. They are
are resolved as tasks using the Agility at- combat damage rating. Dam-
tribute. Characters engaging in melee com- age from a kick is equal to 1.5
bat who have any skill level in Acrobatics may times the unarmed combat
use their Acrobatics asset in place of their damage rating (round fractions
Agility attribute at the same difficulty level as to the nearest whole number).
listed for Agility alone. Armor:Armor absorbs dam-
Strike Attacks: There are two types of age points equal to twice its
strike attacks: hand strike and kick. Both are value from each strike attack
resolved in exactly the same way, with the and suffers no damage. (See
exception of damage and hit location. Either the Body Armor Protection
type of strike attack is a task—Difficult: Un- Chart on page 210.) One hit is
armed Martial Arts. Success means that the inflicted on the attacker on the
attack hits. In the case of a surprise attack body part (right arm, left arm,
(unexpected attack from behind), no roll is right leg, or left leg) used in the
made; the attack automatically hits. attack for every two hits ab-
Blocking Strike Attacks: If a character suc- sorbed by the armor (round off
cessfully hits an opponent, the opponent may to nearest whole number).
be able to block the blow. Blocking is also a Thus, if Monk punched Gerhard
task—Formidable: Unarmed Martial Arts. in the torso and caused 6 points
Success means that the attack has no effect. of damage, and Gerhard was
Surprise attacks cannot be blocked (if they wearing a flak jacket (armor
could, they wouldn't be a surprise). level 1), Gerhard would only
A character may attempt to block at any suffer four hits, while Monk's
time when a blow is directed at him or her, but right arm would suffer one hit.
a successful block counts as an action for the Leaping Kick: A leaping
combat turn. However, an Outstanding Suc- kick is an attempt to put more
cess on a block roll means that the block did force behind a kick by throwing
not count against the character's actions. oneself feet-first at the enemy.
Once a character has made a number of It is a Difficult test of Agility.
not damage, but rather are a measure of the changed), but that the character has used up Hit Procedure: An armed melee attack is
extent to which one character has physically an action. The action is used up even if the a task—Difficult: Armed Martial Arts. In the
controlled another (with a hammerlock, by block was unsuccessful. Note that the block case of a surprise attack (unexpected attack
pinning him or her to the ground, etc.). Once to set up for the throw is considered part of the from behind), no roll is made; the attack
a character has inflicted controlling hits on throw action, so does not count as a second automatically hits.
another character equal to or in excess of that action. Modifiers: Certain melee weapons add a
character's Strength, the target character is Effects: A successful throw inflicts dam- hit modifier to the character's Armed Martial
totally controlled and ceases struggling. The age points on the attacker equal to twice the Arts asset, also shown on the Melee Weap-
controlled character may not move; the con- attacker's own CON. Although victims of a ons Table, page 252. This modifier is added
trolling character may not move without re- successful throw may not avoid being thrown, to or subtracted from the character's asset;
leasing control (all controlling hits disappear). they may attempt a Difficult: Agility roll to limit however, it may never reduce the skill portion
Until that time, however, the character may damage by controlling their landing (if the of a character's asset to below 1.
attempt to escape or grapple with the original throw roll was an Outstanding Success, no Blocks: If a character successfully hits an
attacking character. roll may be made to limit the damage). If the opponent, the opponent may be able to block
If both characters grapple, the first one to Agility roll is successful, only half damage is the blow. A block is a task—Formidable:
achieve hits equal to his or her opponent's applied. Armed Martial Arts. If the task is successful,
Strength controls the other. Diving Blows: Adiving blow is an attempt the attack misses. The character blocking
Escape: An escape attempt is resolved in to throw oneself at the enemy and knock him must also be armed with a melee weapon (it
the same way as a grapple (i.e., an Average or her down. Blocking is not possible (al- doesn't make much sense to block a cutlass
test of Agility), except that if the attempt is though avoidance is), and armor has no ef- with one's hand). A character may attempt to
successful, controlling hits equal to the un- fect. Note that unlike other forms of unarmed block at any time when a blow is directed at
armed combat damage rating of the charac- melee combat, the attacker does not make a him or her, but a successful block counts as
ter making the successful attempt are re- roll to succeed: the diving blow always suc- an action for the combat turn. An Outstanding
moved from the accumulated total which the ceeds unless the target succeeds at an avoid- Success on a block roll means that the block
other character has already built up. ance roll. did not count against the character's actions.
Strangling: Strangling is handled like grap- Avoidance: If a character is surprised (an Once a character has made a number of
pling, with three main differences: (1) It may unexpected attack from behind), the attack successful blocks equal to his or her allowed
be blocked by an Average test of Agility; (2) always hits. If not surprised, the character actions for a turn, the character may attempt
armor does have effect; and (3) a character may attempt to avoid the attack (Average: no more blocks during the turn.
who becomes "totally controlled" becomes Agility). If the blow is avoided, the attacker falls to Hit Location: Hit bcation is rolled on the
unconscious and begins to suffer head the ground, having missed the target. If the attack Human/Animal Hit Location Chart on page
wounds equal to the attacker's unarmed com- is not avoided, it automatically hits. 198.
bat value each turn thereafter, for as long as Effects: If a diving blow hits, either the The die roll for hit location is not made for
the hold is maintained. If the hold is released attacker or defender is knocked down and a surprise attack; the attacker picks his or her
before death ensues, the victim rolls to regain suffers hits. If 1D6+(2xConstitution) of the target.
consciousness per the serious wound rules. attacker is greater than Strength+Constitution Aimed Attacks:The attacker may attempt
Note.Garottes double the attacker's unarmed of the defender, the defender is knocked to pick his or her target in any melee attack;
combat damage rating for strangling attacks. down and suffers hits equal to the difference this is a task—Formidable: Armed Martial
Throws: A throw is a defensive move, of the two totals. Otherwise, the attacker is Arts. If the attacker hits, he or she chooses
similar to an escape or a block. However, it knocked down and suffers hits equal to the where he or she hits. Additionally, the referee
allows the defender to turn the tables on the difference between the two values. Defend- may mandate certain hit locations if the situ-
attacker and not only avoid being damaged, ers who are surprised use only their Constitu- ation warrants it. If an injured player crawls up
but inflict damage on the attacker. tion for the comparison. to an enemy with a knife, he or she is unlikely
A character who is hit by a successful to hit the enemy anywhere but in the legs.
grapple, strangle, hand strike, or kick (not a Armed Melee Combat Likewise, a character mounted on horseback
leaping kick) may attempt a throw. The char- Armed melee combat is conducted with and swinging a club is not going to hit the leg
acter must first make a successful block roll melee weapons. of a man on foot.
(grapples may not be blocked; this roll is Range: The two general categories of Damage: Damage inflicted from a melee
merely to set up for the throw). If the block is melee weapons are short range and long attack varies with the weapon used. The
not successful, the attack does damage to range. Characters must be within two meters Melee Weapons Table gives the damage
the character normally, and thethrow may not of each other (the same as for unarmed value of each weapon.
be attempted. If the block roll succeeds, the combat attacks) for short-range attack and Armor: Armor absorbs hits equal to twice
character may attempt the throw. within three meters for long-range attacks. If its armor level from each armed combat at-
A throw is a Formidable test of Unarmed a character with a short-range weapon (in- tack, and suffers no damage.
Martial Arts, and cannot be avoided by the cluding an unarmed character) encounters a
object of thethrow. Success indicates that the character with a long-range weapon, the char- Animals In Combat
opponent is knocked down and suffers dam- acter with the short-range weapon may not Animals attack as if engaging in melee
age. Failure means that only the block was attack in the first turn of contact (although a combat. Most of these attacks involve animal
successful (except in the case of a "blocked" short-range melee weapon may block). weapons (horns, claws, teeth, and so on) and
grapple—because grapples cannot be The ranges of melee weapons are given in are resolved as armed melee combat. This
blocked, the grapple attack's effect is un- the Melee Weapons Table on page 252. meansthat an animal attack cannot be blocked
by an unarmed melee combat attack, but Animal Wounds: Like NPCs, animals have this information is explained in the subse-
may be blocked with a melee weapon. Some their capacity for damage abstracted into two quent rules.
animal attacks are treated in a special man- rows of hit points. The number under the There are two general varieties of fire
ner, these are discussed in their individual "Hits" column is the number of boxes in each combat: direct fire and indirect fire. Direct fire
entries below. Animal diving blow attacks can row. Use the NPC record forms provided, is conducted when the gunner can actually
be dodged using the normal unarmed melee blacking in or adding boxes as necessary. see his or her target and fires a round directly
combat rules. The animal data charts give the The first hit on the first row is a slight at it with the intention of obtaining a direct hit.
information needed for animal combats. wound. Once the first row is filled, The first hit Indirect fire is usually conducted when the
Animals do not use attributes (STR, AGL, on the second row is a serious wound. Ani- gunner cannot see the target and instead
CON) in the way that characters do. In order mals suffer -1 to initiative with slight wounds, fires at a high angle to lob his or her round
to hit a target, an animal rolls against a fixed and an additional -2 (for a cumulative total of over intervening terrain obstacles with the
To Hit number noted on the animal data chart. -3) for serious wounds. Once the second row intention of it coming down in the close vicin-
This number is used just like a normal char- is filled, the animal is critically wounded, loses ity of the target. Forthe most part, only certain
acter task: the D20 roll must be less than or consciousness, and will die, as discussed heavy weapons and artillery (grenade launch-
equal to the number in order for the attack to under "Wound Effects" on page 211. ers, mortars, and howitzers) are capable of
succeed, however, difficulty levels, etc., are Because they do not have CON attributes, indirect fire.
not dealt with. The use of STR and CON to seriously wounded animals do not roll against
generate damage values are also replaced their CON to remain conscious as characters Weapon Parameters
by tabular damage values. do. Rather, an animal rolls to see if it flees All weapons have restrictions based on
Some animals have special features, as once it is wounded to the serious level (see their use according to the way in which they
discussed below: "Animal Morale," immediately below). function and the way in which they are sup-
Bears: A bear makes two armed melee Animal Morale: Animal morale is a fancy plied with ammunition.
attacks per round, one with claws and one term for deciding if they attack or run away. Human Llmits:A single character can fire
with jaws. After the first successful claw at- The morale number is divided into an attack only one weapon at a time (including a ve-
tack, the claw attack becomes a grappling number and aflee number. Both numbers are hicle gunner, who usually has several weap-
attack (which cannot be blocked by either the number that must be rolled less than or ons in his or her turret).
Martial Arts skill). This grappling is special, equal to on a D20 to produce that behavior. Rats of Fire: Each shot in the game rep-
and each successful phase of grappling in- An animal has a chance of attacking resents a single bullet or projectile. It is pos-
flicts controlling hits upon a target and inflicts listed with its other statistics. This is the sible to fire more than a single shot from most
1D6 points of damage to the chest area. likelihood that a creature will attack when weapons in a five-second combat turn. All
Once a bear has inflicted enough controlling first encountered if the PCs stumble upon it weapons in the game have either a reloading
hits on a target to completely subdue (con- accidently. Of course, if the referee planted (Rid) rating or a rate of fire (ROF) rating.
trol) it, the jaw attacks automatically hit and the animal intentionally, whether it attacks Weapons with a reloading rating hold only
do double damage. Abear's Strength is equal or not is entirely up to the referee. That one round in the weapon at a time, may only
to its Constitution. chance of attacking serves also as the like- fire the one round which is loaded during afire
Dogs/Wolves: During the first round in lihood that the animal will continue to attack action, and must then be reloaded before
which a dog attacks, it is allowed two simulta- even if wounded. firing again. The reload rating is the number
neous attacks: a diving blow and a melee Whenever an animal first suffers damage of reloading actions necessary to reload the
attack. However, no more than two dogs can from a combat, there is a chance it will flee. By weapon. If the weapon has more than one
make diving attacks per character per com- the same token, whenever an animal is killed loader as part of its crew, each loader must
bat phase. Any remaining dogs will just make or rendered unconscious, there is an equal spend the indicated number of actions re-
a melee attack. Once a dog has made a chance that the rest of the animals in the loading. For each loader missing from the
diving blow or a regular melee attack, it may attacking group will flee. This die roll is made gun crew, add 1 to the reloading time for the
not try any further diving blows. This same each time an animal is killed or rendered others.
rule applies to wolves as well. unconscious Weapons with a rate of fire listing have
Large Cats: Large cats include lions, leop- Once an animal takes its first hit on the either a letter code or a number. The various
ards, and cougars (tigers are not large second, serious wound, line, it rolls again to letter codes are defined as follows:
cats...they are hugecals.) The first phase in see if it will flee. A - 5 DM is applied to this die SS (Single Shot): This weapon can only
which a large cat attacks, it is allowed two roll. If the animal flees, the other members of fire once per firing action and must then be
simultaneous attacks: a diving blow and a its group also roll for flight. reloaded.
melee attack. Once a large cat has made a BA (Bolt Action) .Each time the rifle is fired,
diving blow or a regular melee attack, it may FIRE COMBAT the bolt mechanism must be worked to eject
not try any further diving blows. Lions suffer Fire combat can be conducted at consid- the spent cartridge and move a fresh car-
the same numerical restrictions on diving erably greater distances than either unarmed tridge from the magazine to the chamber.
attacks as dogs. All large cats make one melee combat or armed melee combat. Fire Bolt-action rifles may be fired once per fire
melee attack per phase afterthediving attack combat weapons (and hand grenades) are action. The working of the bolt is assumed to
is done. listed in the combat charts beginning on page take place as part of the same action.
Rhinos, Elephants, and Wild Cattle: At- 254, which give a variety of information on LA (Lever Action): Each time the rifle is
tacks by these animals count as charges for each weapon. Weapons capable of firing fired, the lever must be worked to eject the
the purpose of panic. more than a single type of round have a spent cartridge and move a fresh cartridge
Tigers: Same as bear. separate listing per type of round. The use of from the magazine to the chamber. Lever-
action rifles may fire once per fire action, the action due to restrictions in changing targets. belt usually containing from 50 to 100 or more
same as bolt-action rifles. Each automatic weapon can fire up to rounds held together by metal links. As the
PA (Pump Action): Pump action weapons either five individual shots or five bursts per rounds are fired, the links come apart and are
are usually shotguns. Each time the shotgun action turn. ejected with the spent shell casings. Two
is fired, the slide must be worked to eject the Reloading: All small arms have a Mag reloading actions are necessary to replace a
spent shell and move a fresh shell from the listing (for magazine) which consists of a belt. However, if the machinegun has a two-
magazine to the chamber. Pump-action weap- number and, in some cases, a letter code. man crew (gunner and loader), this require-
ons may fire three rounds per fire action. This shows the type of feed device used for ment can be met by both expending one
DAR (Double-Action Revolver): A double- ammunition in the weapon and the number of action reloading in the same turn. Two belts
action revolver does not have to be cocked rounds in it. The most common form of maga- can be linked together forming one long belt,
between shots, as the first part of each trigger zine is a detachable box magazine which but if this is done, the weapon cannot be
pull cocks the hammer. This makes the trig- attaches through the stock or pistol grip. moved until the belt is expended or removed
ger pull somewhat harder than on a semiau- Weapons with no letter code after their Mag from the weapon (linking a belt and removing
tomatic pistol. A double-action revolver can value are fed by box magazines, each of one is one action).
fire three rounds per fire action. which contains the number of rounds shown. C (Cassette): A cassette is a large, self-
SA (Semiautomatic):Th\s weapon will fire One reloading action is sufficient to detach contained ammunition feed system which
one shot with each squeeze of the trigger, an empty box magazine and insert a full one. takes five actions to replace.
and the weapon reloads itself for the next Other forms of magazines are noted by
shot. There are several different types of letter code as explained below: Direct Fire
semiautomatic weapon. R (Revolver): A revolver's feed device is a Direct fire is the most common form of
Semiautomatic weapons use the force of nondetachable revolving cylinder which usu- combat in the game. In direct fire, the target
each firing round to recock the weapon and ally holds six bullets. If loaded individually, is visible to the firing character. Direct fire is
pull another round into the firing chamber. three bullets can be loaded into the cylinder conducted with both small arms and heavy
They may fire up to five shots per fire action, per reloading action. If a quick-loader (a cir- weapons.
and have the listing "SA" in the ROF column cular clip holding six cartridges which en- Small arms are rifles, pistols, machine-
of the weapon data. ables all six to be dropped into the open guns, and similar weapons. Their two princi-
SAR (Single-Action Revolver): A single- cylinder at once, also called a speed-loader) pal distinguishing characteristics are that they
action revolver needs to be cocked between is available, one reloading action is sufficient are generally man-portable and they fire ei-
shots. A single-action revolver can fire one to reload the weapon. ther a nonexploding round of less than 20
round per fire action. i (Individual): Weapons with nondetach- millimeters in diameter or a number of small
Automatic Fire Weapons: Weapons with a able magazines, particularly underbarrel tu- pellets (in the case of shotguns). Small arms
number instead of a letter code are capable of bular magazines, often have to be reloaded fire can be directed at any sort of target, but
fully automatic fire as well as semiautomatic one bullet at atime.Upto three bullets may be is usually directed against personnel.
fire. The number shown is the number of loaded into a individual feed device per re- Heavy weapons fire rounds which are 20
bullets in a typical burst from the weapon. loading action. millimeters in diameter or greater and which
As a practical matter, no character may fire at B (Belt): The weapon, a machinegun or are capable of containing a significant explo-
more than three different targets in the same automatic weapon of some type, is fed by a sive filler. Some heavy weapons (such as
grenade launchers, rocket launchers, and extreme range are conducted as if at long
some tac missiles) are man-portable, but range for purposes of hit difficulty. Note that
many must be mounted on vehicles or heavy scopes have no effect on quick shots.
field carriages (such as howitzers). Projec- For example, a rifle with a printed range of
tile-firing heavy weapons use high explosive 75 and a scope would be treated, for pur-
(HE) and other similar ammunition to attack poses of aimed fire, as having a short range
troops and soft vehicles, but many also have of 90 meters, a medium range of 180 meters,
an array of specialized rounds for attacking a long range of 360 meters, and an extreme
armored targets. range of 720 meters.
General Procedure: The chance of hit-
ting a target with individual shots depends
primarily on three things: marksmanship,
range, and recoil. The combination of these
factors will produce a D20 chance of hitting a
target, defined as a task, using the tasks and Aimed Shots: An aimed shot is one which
skills rules. The player or referee then rolls takes place after the character has spent one
1D20 for each shot fired. If the target number action aiming the weapon. A target must be
or less is rolled, the target is hit. Any other roll visible in both the aiming and firing turns for
is a miss. In fire combat, the task's target an aimed shot to take place, and the player Recoil: Recoil is a measure of how much
number is often referred to as the hit number. must tell the referee which target he or she is a weapon kicks when it is fired, which affects
Outstanding Success: Whenever an Out- aiming at when the PC conducts the aiming accuracy. Recoil affects only small arms in
standing Success is rolled when firing at a action. the game, not heavy weapons. Each small
target, double damage is applied tothe target. Quick Shots: If more than one shot is fired arms weapon has a recoil value for a single
Automatic Hit:An unmodified roll of 1 in a in a turn, only the first shot can count as shot. If it is capable of automatic fire, it also
direct fire task is an automatic hit, regardless aimed; a subsequent shot must be a quick has a recoil value for firing a burst. Whenever
of skill, asset, or the difficulty of the shot. shot. In addition, any shot fired which does a character fires a small arms weapon, total
Automatic Miss: An unmodified roll of 17- not follow an aim action, or which is fired at a the amount of recoil the weapon generates
20 in a direct fire task is an automatic miss, target other than the one aimed at, counts as that turn by multiplying the recoil of a single
regardless of skill, asset, or the difficulty of a quick shot. All quick shots are conducted at shot or a burst by the number of single shots
the shot. This is a modification of the auto- one difficulty level higher than aimed shots. or bursts fired.
matic failure rule under 'Tasks and Skills," Range: The four ranges for direct fire are Once you know how much recoil the
beginning on page 133 (where auto failure short, medium, long, and extreme. The value weapon generates in a turn, compare the
resulted only on a 20), and applies only to printed in the Range column of the combat total to the firing character's Strength. If the
direct fire tasks. tables (beginning on page 254) is the recoil is equal to or less than his or her
Marksmanship: All small arms use one of weapon's short range in meters. Medium Strength, fire is resolved normally. If it is
four skills as their marksmanship skill. (Note: range is twice short range; long range is twice greater than his or her Strength, reduce the
Although bows are not small arms in the medium; and extreme range is twice long. hit number by the difference.
conventional sense, nor does their use liter- For example, a weapon with a printed For example, a character with a Strength
ally constitute fire combat, they are handled range of 50 has a short range of 50 meters, a of 7 is firing two single shots from a pistol
under these rules in Twilight: 2000, and are medium range of 100 meters, a long range of which has a single shot recoil value of 5. The
therefore listed here.) 200 meters, and an extreme range of 400 meters. cumulative recoil is 10 (2x5), and the final hit
Hitting a target with an aimed shot at short number would be reduced by 3 (10-7). If the
range is an Average task. At medium range it character were firing an aimed shot with a
is a Difficult task. At long range it is a Formi- chance of hitting on a 7 or less and one
dable task. At extreme range it is an Impos- additional quick shot with a chance of hitting
sible task. For quick shots, raise the difficulty on a 3 or less, the hit chances would be
one level. reduced to 4 for the aimed shot and 1 for the
Note that a character firing a quick shot at quick shot (all other factors being equal). The
long range would have to succeed at an same character firing one shot from the pistol
Impossible task (Formidable for range, in- would have no reductions in hit chance. While
creased one difficulty level for firing a quick high-recoil weapons can physically be fired
shot) in order to hit the target. as quickly as low-recoil weapons, it is often
Rifle Scopes: Sniper rifles come with a counterproductive to do so. The effects of
scope fitted to them. Any other rifle may have recoil on automatic fire are different and are
one fitted at additional cost by a gunsmith treated under "Automatic Fire," page 203.
(they may not be initially acquired so Pistol Recoil: Pistols may be steadied by
equipped). The printed range on the combat using both hands and bracing oneself. This
tables (even for sniper rifles) is for the rifle may only be done while stationary, and re-
without a scope. If a scope is mounted, add duces the printed recoil by 1.
15 to the printed range figure when conduct- Two Weapons: If a character is carrying two
ing aimed shots. In addition, aimed shots at weapons at once (one in each hand), he or she
may fire either one, but not both. For purposes For weapons with 10-round bursts, reduce current turn and all of the next until the firing
of controlling the recoil of either weapon, the the number of dice rolled per burst by twice character's Initiative. However, if the firing
character's Strength is reduced by 1. the difference. character does not act in the next turn due to
For example, Alvarez, with a Strength at- wounds, etc., then the fire lasts only until the
Automatic Fire tribute of 7, fires her Uzi submachinegun (see end of the current turn. Note that by careful
The hit procedure for automatic direct fire data on page 100) in an action turn. The Uzi use of this effect, automatic weapons fire can
differs from that for individual shots. When- fires five rounds per burst, and Alvarez de- be used to interdict movement or keep en-
ever a character fires a weapon on its auto- cides to fire a total of two bursts (10 rounds). emy troops under cover by simply firing
matic fire setting, he or she fires one or more The Uzi statistics in the weapon cards or through open doorways, over the tops of
bursts of rounds. combat tables show that the Uzi has a burst walls, etc.
The number of rounds in a burst is the recoil of 5. Minimum Dice: A three- or five-round
number listed in the weapon's ROF column. Since she is firing two bursts, the total burst will never be reduced to less than one
Each individual shot fired in a burst is re- recoil in the turn is 10, which is 3 higher than die per burst, regardless of the number of
solved separately as a marksmanship task at her Strength. reductions for range and/or recoil made. A
the Impossible difficulty level, regardless of As a result, she subtracts three dice from 10-round burst will never be reduced to less
range. each burst fired, leaving her with a total of than two dice per burst.
For example, a weapon with an ROF of 5 4D20 rolled for hits instead of 10D20 (short Long Bursts: Some weapons have a burst
fires five shots per burst, and any automatic range is assumed). size of 50. Treat these as 10-round bursts for
weapon may fire up to five bursts in a fire purposes of hit determination, but each hit
turn (as discussed under "Rate of Fire," achieved counts as three actual hits.
above). A character who fired all five al-
lowed bursts would have fired 25 rounds Movement and Fire
and rolls a total of 25D20 task rolls for hits. Movement by either the firing character or
If the character had, for example, a Strength the target reduces the chance of scoring a hit.
attribute of 2 and a marksmanship skill of 1, Advancing Fire: Characters may not fire
the combined total of 3 would be reduced to while crawling or running. No aimed fire is
0.75 for an Impossible task (3+4), which Danger Zone: The danger zone is the possible while walking or trotting, but charac-
rounds down to 0. Remember, however, area where persons not actually aimed at ters may fire quick shots or automatic bursts
that a roll of 1 always succeeds on a task roll may be hit by stray shots from a burst of normally. For purposes of controlling recoil,
(and the chances of getting a 1 on 25D20 automatic fire. however, a walking character's Strength is
rolls is pretty good). The danger zone is an area five meters to reduced by 1 and a trotting character's
The actual number of dice rolled per burst either side of a line drawn between the firing Strength is halved, rounding fractions down.
is reduced by either range and/or recoil. character and the target, and includes all Fire From Moving Vehicles: Characters
Range: Subtract one die from each three- potential targets which are within the same may not conduct aimed fire from a moving
round burst, two dice from each five-round range band as the target. However, the dan- vehicle. They may fire quick shots or bursts
burst, and three dice from each 10-round ger zone is never wider than the distance to normally.
burst for each range band beyond short. the target from the firing character. That is, if All such fire, however, is conducted at one
For example, a small arms weapon which firing at a target at short range, the danger higher difficulty level than the actual range for
fires 10-round bursts would roll 10D20 per zone is one meter wide one meter away from purposes of determining hits.
burst at short range, 7D20 at medium, 4D20 the firing character, two meters wide two Aimed shots may be made from a moving
at long, and 1D20 at extreme. meters away, and so on until it reaches its boat, but all shots are conducted at one
A weapon which fires five-round bursts maximum width (10 meters at a range of 10 difficulty level higher. Grounded boats are not
would fire 5D20 at short range, 3D20 at meters). considered to be moving; unpowered boats
medium, and 1D20 at long. Once a player has rolled all of his or her adrift in water are considered to be moving
automatic fire hit dice and noted how many unless in absolutely calm water.
rounds hit, the player takes half of the dice The firing of vehicle-mounted armament
which missed (rounding fractions down) and from moving vehicles is discussed under
rolls them again, using the same Impossible "Firing from Moving Vehicles," page 215.
skill roll rolled for the original hits. Each hit Fire From the Saddle: Characters firing
rolled on this second set of dice is inflicted on while mounted on an animal do so the same
another target in the danger zone. The ref- as dismounted characters, with two excep-
eree will assign these hits totheothertargets, tions:
Recoil: Recoil for automatic fire is calcu- beginning with those closest to the intended First, their movement category is based on
lated the same way as for individual shots. If target. the movement of the animal. Thus, charac-
the recoil number is greater than acharacter's Any dice which missed from this second ters on a running animal may not fire at all, on
Strength, the number of dice rolled per burst roll (or half of all dice which missed from the a trotting animal they may not aim, etc. Due to
is reduced according to the difference Re- first roll, if there were no other potential tar- their uneven gait, fire from walking camels
coil-Strength. gets) are set aside and will be used to attack and elephants is the same as fire from these
For three- and five-round bursts, reduce any character moving through the weapon's creatures when trotting.
the number of dice rolled per burst by the danger zone for one full turn. Af ull turn for the Second, the skill used to determine the
difference. purposes of this rule is the remainder of the chance of hitting with single shots is eitherthe
character's relevant marksmanship asset Special Cases hit is the same regardless of distance—it is
(Small Arms, Grenade Launcher, etc.) or his Special cases modify the basic firing rules. always an Average task. The character must aim
or her Riding asset, whichever is lower. Target Obscured: If the target is partially before firing and must continue to aim during the
Target Movement: If the target is moving obscured (in brush, fog, mist, light smoke, entire flight of the missile or it will miss the target
30 meters or more in the current turn, it is etc.), the difficulty level to hit is increased by All missiles travel 1000 meters per five-second
more difficult to hit. See the table on page 215 one level. See the 'Tactical Visibility" section turn, unless otherwise noted. If thecharacter is hit
for the increases in difficulty level due to beginning on page 233, for further discussion. by any sort of attack, he or she will stop aiming,
target speed. Note that if a character is using Firing at Riders: If the target is a rider on and the missile will miss.
automatic fire to fire at such a target, each an animal, motorcycle, bicycle, or similarly Homing:These are the true lire and forget"
increase in difficulty level is treated as an sized conveyance, the firing PC must declare missiles. The missile carries its own sensors
increase of one range band in orderto change whether he or she is firing at the rider or which allow it to follow the target once it has
the number of dice rolled for hits. mount. In either case, fire is resolved nor- had the target identified to it by its operator.
mally, but if a single shot misses its intended Proper operation of these missiles requires
Ammunition target, it has a 10% chance of hitting the other. the operator to give the missile's guidance
Every time a weapon fires it uses ammuni- For automatic fire, misses are rerolled for system a clear view of the target and proper
tion. These are all called shots, no matter additional hits on other targets in the danger firing parameters before firing. Once the mis-
their physical form (fixed cartridge, caseless zone, but half of all additional hits are taken on sile is away, it requires no further attention
cartridge, loose powder and ball, etc.). A the other target (rider or conveyance). from its firer. Hits with homing missiles are
weapon can only store so many shots before Opportunity Fire: Another use of the aim rolled against the Tac Missile asset of the
it must be reloaded. action is to sight along a certain line of sight to operator. The weapons listing shows the
Ammunition record forms have been pro- a target or area and wait to shoot at any missile's short range, at which the task roll has
vided on page 253, and permission is specifi- enemy that crosses that line. This is called a base difficulty level of Average, which in-
cally given to photocopy them. opportunity fire and allows the aiming charac- creases with range as normal direct fire.
Players should each have one or more ter to act out of turn, by shooting at the enemy The guidance system is listed on the rel-
copies of this form to keep track of the ammu- during the enemy's Initiative step, as that evant weapon data card.
nition they are carrying. enemy crosses the line. Multiple-Barrel Guns: The ZSO-30-4 has
Write down by each magazine the type of If the enemy character was already visible four barrels, and other weapons may have
ammunition loaded and mark off the excess to the opportunity-firing character at the be- more. Resolve all steps of the firing procedure
rounds so that the number of boxes is equal ginning of the action which triggered the op- as if they were single-barrel guns. When the
to the number of rounds loaded. When a portunity fire, the first shot fired counts as an total number of hits has been determined,
magazine is loaded into a weapon, the player aimed shot; otherwise, all individual shots are however, multiply by the number of barrels
simply circles it on his or her form, and marks quick shots. (Automatic fire is possible in- (four for the ZSO-30-4, for example).
off shots as they are fired. stead, but then no shots count as aimed fire. Shotguns and Flechettes: Some weap-
The boxes are laid out in rows of five each, See "Automatic Fire" on page 203.) ons, primarily shotguns and grenade launch-
so most weapons can record bursts fired by Guided Weapons: Tac missiles are guided ers, can fire rounds that consist of many
marking off one or two complete rows. It is weapons, and have several different types of smaller antipersonnel projectiles that spread
suggested that individual shots be marked off guidance systems that are handled slightly differ- out in flight to increase the chance of hitting.
from the top of the magazine form and bursts ently. For game purposes, there are two types: Such rounds fired by shotguns are called
marked off from the bottom. command- or operator-guided, and homing. buckshot. Those fired by grenade launchers
A 32-round box magazine for a subma- Operator-Guided: The missile must be and some heavy guns are called flechette (or
chinegun is shown below. aimed all the way to the target by its operator. sometimes "beehive," for their distinctive
This usually involves the act of keeping the sound), and consist of many small darts.
launcher's sight on the target, and the sight Shotguns may fire either slugs or buckshot
automatically transmits course corrections to rounds. Slugs arefired in the same way as any
the missile (via wires, laser comm-link, etc.). other small arms fire using the ratings pro-
This sometimes requires the operator to re- vided with the weapon. If the shotgun fires
main exposed to the target, although some buckshot, however, the rules below apply.
systems use periscopic sights for this reason. Buckshot and flechettes behave as follows.
A subset of operator-guided missiles is At short range, they are treated as normal
teleguided. This missile also requires the op- single-shot weapons with their listed short-
erator to guide it all the way in, but in this case range damage, as the pattern of buckshot or
the operator views the target from sensors on flechettes has not yet spread out.
the missile itself, and so does not need to At medium and long range, each shot is
remain in the line of sight of the target. Both treated as a 10-round burst using the auto-
these types of operator-guided missile are rolled matic fire rule, including the reduction of dice
against theTac Missile asset of the operator. If the rolled for hits for recoil and range (and so is
target moves from view of the operator before immediately reduced to seven dice rolled for
the missile impacts, the missile misses. hits for being at medium range). Each rolled
Unlike other direct fire weapons, the range hit does 1D6 damage.
given on the combat charts for a tac missile is its Some shotguns or flechette-firing weap-
maximum range. Within this range, the chance to ons are capable of automatic fire. The listed
burst size of the weapon is the number of 10- either they hit their target or they don't. Large- (either a rifle grenade or a hand-held grenade
round "bursts" of buckshot or flechettes that caliber flechettes do create a danger zone at launcher), the gunner's task difficulty level
are actually fired. At short range the player short range. becomes Impossible.
rolls a number of standard direct fire tasks (as The following skills are used by gunners
modified by recoil) equal to the burst size, with Maximum Danger Zone when firing weapons in indirect fire:
each hit doing the indicated short range dam-
age. At medium or long range, use the range
rule from automatic fire to calculate the num-
ber of dice rolled for hits based on the appro-
priate burst size (i.e., subtracting one die per
range band from athree-round burst, two dice
from a five-round burst, etc.). This shows the
number of 10-round bursts to be rolled for at As with the automatic fire danger zone,
that range. Each of these 10-round bursts dice that do not hit their targets are rolled
must also have its number of hit dice reduced against other targets in the danger zone and Note that mortars may be fired by players
for range and recoil. against other targets that move through the with either the Grenade Launcher or Heavy
For example, a CAW firing a five-round danger zone during the turn. Artillery skill. Characters with both skills may
burst of buckshot would roll five dice for hits at Multiple Modifiers: All modifiers to the choose which to use. Use the appropriate
short range. At medium range, there would be number of dice rolled or the range at which fire asset and difficulty level to compute the indi-
only three bursts to roll for (because a five- is delivered are cumulative. When a weapon is rect fire "to hit" number.
round burst loses two rounds per range band), firing bursts, the number of dice is never reduced Deviation: If the round misses, it devi-
and each of the 10-round buckshot "bursts" to 0 (see "Automatic Fire," page 203). ates—i.e., lands somewhere near (or not so
would be reduced to seven dice rolled for Direct Fire Deviation: Certain weapons near) its aim point. The referee determines
damage (because 10-round bursts are re- deviate if they miss when fired in direct fire— the distance and direction of the deviation
duced by three dice per range band). At long rifle grenades and grenade launchers, for from the target of the intended impact point.
range, there would only be one burst left (the example. The die is rolled for distance and First the referee rolls 1D10 for distance of
five-round burst has lost two more rounds for direction in the same way as for indirect fire, deviation. For grenade launchers and rifle
the next range band), and that burst would be as noted below; however, the distance die roll grenades, multiply the result by five meters.
further reduced to only four dice rolled for hits is multiplied by only one meter. For mortars, guns, and howitzers, multiply the
(the three dice per range band rule again). For result by 10 meters. For artillery rockets, mul-
simplicity, this example did not include the Indirect Fire tiply the result by 20 meters.
effects of recoil, which would further reduce Indirect fire is fire at atarget which the firing
the number of dice. character cannot see, following the directions
Each hit does 1D6 damage. given to the firer by a forward observer who
Buckshot and f lechette d iff er in that f lechette can see the target. Only weapons with an
rounds are more aerodynamically shaped, indirect fire range—IFR (listed on the weap-
and therefore have better penetration and ons charts)—may use indirect fire.
range performance. Buckshot has a penetra- Calling Fire: In order for indirect fire to be
tion of Nil, and can only fire out to medium possible, the firing characteror gun crew must If the indirect fire weapon is firing at greater
range, and not to long or extreme. Flechettes be in communication (usually by radio) with a than half its indirect fire range, double the
have a penetration of 1 at short and medium character (called a forward observer) who can result of the deviation roll. The referee then
range, and can fire out to long range, but only see the target. The target is a stationary rolls 1D10 and consults the Scatter Diagram
have a penetration of Nil at long range. position; it can be a building, but it can't be a to determine the direction of deviation.
Flechettes cannot fire to extreme range. moving vehicle (although it can be the place
Large-Caliber Flechettes: Large-caliber where the forward observer believes the ve-
guns may also fire flechette rounds. Where hicle will be when the fire hits). Before fire
available, large-caliber flechette ammunition begins, the forward observer must talk to the
is indicated as "Flech(LC)." These also may firer for six combat turns. After fire has begun,
be fired out to long range. Large-caliber the forward observer may want to call in
flechettes differ from small-caliber flechettes corrections to make the fire more accurate.
in two ways. First, at short range they are treated The same restrictions on both characters'
as 10-round autofire bursts, not single shots. actions apply as with other communication; in
Second, each rolled hit at any range represents particular, the firer may not fire his or her
three actual flechette hits on the target. personal weapon during the conversation.
Shotgun and Flechette Danger Zone: Hit Number: Hitting the target is a Formi-
Flechette rounds and shotguns firing buck- dable task using either the appropriate weap-
shot have danger zones like those described ons asset of the firing character or the For-
in the automatic fire rules above, except that ward Observer asset of the observing charac-
shotguns and small-caliber flechettes do not ter, whichever is less (in a crew-served
create a danger zone at short range, because weapon, the skill of the gunner in command is
they are treated as single shots at this range: used). If firing a hand-held grenade launcher
Corrections: If the shot doesn't hit, the the correction, this is reduced to a 4, or 20 the object. Thrown objects have an armor
forward observer may call in corrections. After meters from the target. The referee rolls a 3 for penetration of Nil.
each correction, subtract 1 from the to-hit die direction (long and to the right). Wood's next A throwing knife will always inflict 1D6 hits,
roll and subtract 1 from the die roll fordistance shot follows the above deviation procedure regardless of the range or Strength of the
of deviation if the round misses. Thus, four (no roll to hit). thrower. Its armor penetration is likewise Nil.
corrections would allow 4 to be subtracted During the next turn, Carson radios an- Hand Grenades: Hand grenades are a
from the to-hit die roll (thereby increasing the other correction, and when Wood fires again subset of thrown weapons, and also are thrown
chance of a hit by 4). A deviation roll of less he will hit on a 5 or less. This time he hits the at specific targets. Hand grenades may be
than 0 is changed to 0. target. Having hit the target, all further devia- thrown at either effective range or long range,
At least one additional shot must be made tion is around the target, subtracting 5 from as explained above.
after each correction before another correc- the distance roll. If the throw misses, roll for distance and
tion is possible. Self-Observed Fire:Thefiringcharactermay direction of deviation in the same way as for
Accuracy:There is a maximum limit to the act as his or her own observer if he or she can see indirect fire, but multiply the distance of devia-
accuracy of indirect fire. The maximum hit the target. (This is done if the target is out of the tion die roll by one meter if throwing within
number for most indirect fire is 14; for rifle weapon's direct fire range or if the weapon is a effective range and two meters if within long
grenades and hand-held grenade launchers, mortar with no direct fire capability.) In this case, range. Thetotal deviation may never be greater
the maximum hit numberis 10. In addition,the only the firer's asset (Grenade Launcher or than half the range of the throw. Thus, if a
deviation distance roll may never be reduced Heavy Artillery, as appropriate) is used. grenade is thrown at a target 20 meters away,
by more than 5 for most indirect fire weapons; for The rules above apply except that there is the grenade cannot deviate more than 10
rifle grenades and hand-held grenade launchers, no delay for corrections; fire is corrected auto- meters. Hand grenades have a time fuse that
the roll may never be reduced by more than 3. matically after every shot until a hit is scored. is activated by the action of throwing it, and
(for simplicity) are assumed to land and deto-
Max Dev. Thrown Weapons nate in the same turn in which they are thrown.
Weapon Max Hit No. Reduction Any hard object can be thrown at another
Mortar, howitzer, characteroranimal. Hitting the target is Difficult: Grenade Deviation
gun, rocket 14 5 Thrown Weapon at effective range and Range Deviation
Grenades 10 3 Formidable: Thrown Weapon at long range. Effective x1 meter
Effective range is equal to the character's Long x2 meters
Subsequent Shots: If a shot hits, subse- throw range if the object weighs one kilogram
quent shots will continue to deviate around or less. If the object weighs more than one A player may throw additional grenades at
the target because of the maximum limits of kilogram, effective range is equal to the the same target. If the target does not move,
accuracy. If a shot does not hit, subsequent character's throw range divided by the weight add 1 to the thrower's Thrown Weapon skill
shots will deviate around the initial impact of the object. Long range is twice effective for all grenades after the first.
point (not the target). In both cases, the devia- range. Thus, if a character had a throw range The referee can alter the chances of a hit
tion distance roll is reduced by 5 (for most of 20 meters, he or she would have an effective based upon the difficulty of the throw; he or
weapons) or 3 (for rifle grenades and hand- range of 10 meters with a two-kilogram object, she might reduce the difficulty level by one for
held grenade launchers). five meters with a four-kilogram object, etc. throwing a grenade at a large target like the
For example, Wood has a grenade If a thrown object hits its target, it causes cargo bay of a truck or increase it by one for
launcher and Grenade Launcher asset of 12. hits equal to the sum of the throwing player's trying to throw a grenade through the firing slit
Carson has Forward Observer asset of 14. Strength plus 1D6, regardless of the weight of of a bunker.
Carson is on a hillcrest observing enemy
soldiers coming up the hill. Wood is on the
other side of the hill. Carson radios Wood and
tells him to fire. Wood fires one grenade,
which hits on a 3 or less. He rolls a 6,
indicating a miss. For deviation distance the
referee rolls a 5—the grenade misses the
target by 25 meters. He then rolls a 2, indicat-
ing that the grenade goes long. Wood fires
another grenade; this time there is no roll to
hit, and the grenade deviates from the point
where the first grenade hit. The referee rolls
a 3 for distance, reduced by 5, which makes
the deviation distance 0; a direction roll is
unnecessary, and the grenade hits in the
same place.
Carson radios a correction, which takes
the next combatturn. This correction increases
the chance of a hit to 4. On the turn following,
Wood fires again, but rolls a 6, thus missing.
The referee rolls a 5 for distance. Because of
Effects of Fire and
Combat
Once a target is hit by a weapon, the
weapon's destructive effects upon the target
must be calculated.
sive ranges for an explosion with a concus- on a roll of 4-6, and no fragments on a roll of
EXPLOSIONS sion value of 30. 7-10. Characters in the secondary burst ra-
Many types of ammunition do damage dius are hit by multiple fragments on a roll of
solely by virtue of their kinetic energy. That is, Concussion Example 1 -2, a single fragment on a roll of 3-4, and no
they slam into the target and damage it by fragments on a roll of 5-10. If a character is hit
sheer brute force. All small arms fall into this by multiple fragments, roll 1D6 to determine
category, as do many antitank rounds. the number.
Other types of ammunition, however, ex- Damage and Penetration: Fragments do
plode when they hit, and this section de- damage as small arms fire. Fragments closer
scribes their effects. to the explosion are more dangerous than
Descriptive Terms: The power of an ex- those farther away. Fragments in the primary
plosion is described by two ratings: concus- burst area do 2D6 damage and expend one
sion and burst. Concussion is the effect of the damage die per level of armor value (AV)
massive overpressure wave generated by Cover:Characters completely behind solid struck. (Thus, they may penetrate armor of
the explosion, while the burst radius is the cover, such as behind a thick wall, completely AV1 and still do 1D6 damage). Fragments in
area filled with small, high-energy fragments inside a trench or foxhole, or inside an ar- the secondary burst area do 1D6 damage
(often called shrapnel). These jagged metal mored vehicle, do not suffer the effects of and will not penetrate armor.
fragments can cause severe injury. But they concussion. Characters under partial cover All hit, damage, and penetration informa-
lose energy quickly due to their eccentric (such as partially exposed behind a wall, in a tion is summarized on the Fragmentation
ballistic shape and thus do not carry any- foxhole, or in the hatch of an armored vehicle) Attack Table, above.
where near as far as a bullet. and prone characters halve the concussion Exploding Round Penetration: All ex-
Concussion: The listed concussion value value of any attack on them. (This does not ploding rounds have a listed penetration value
for an explosion is the number of damage apply to explosions which are in physical expressed as the minimum armor value of
dice rolled if in contact or in the same 10- contact with them, such as grenades dropped penetration. The actual penetration of the
meter grid square as the explosion. If a into their trench.) round is the listed penetration plus the roll of
character is in an adjacent 10-meter grid Characters in a small, tight enclosure, 2D6 (except for rounds with a listed penetra-
square, the explosion does half of this value, such as an armored vehicle or small concrete tion of Nil). Compare this to the armor value
rounding fractions down. If one square far- room, into which an explosive is delivered, of the target vehicle and consult the vehicle
ther away, it does half of this value, rounding suffer double concussion damage divided damage tables on page 218.
down, and so on until the concussion is evenly among their hit locations.
reduced to 0. Burst: The burst rating for an explosion is Submunitions
Concussion can affect part or all of the its primary burst radius—the area saturated Submunition ammunition (sometimes
body, so the number of concussion damage with a high density of fragments. The second- called ICM or Improved Conventional Muni-
dice called for are rolled and divided evenly ary burst radius, which has a lower concentra- tions) includes bombs and artillery rounds
among the various body parts. Simply divide tion of fragments, is twice this. The burst radii filled with grenades. The round bursts at a
the total damage suffered by 7 and add that are expressed in meters, but are stepped in high altitude and scatters grenades through-
many points to each body part. All points left increments usable with the tactical grid system. out its listed burst radius. In the case of HE
over which are not evenly divisible by 7 are (See the Sample Burst Diagrams on page 259.) (high-explosive) submunition rounds, these
added to body parts as instructed by the Hit Procedure: Roll 1D10 for each charac- are high-explosive/fragmentation grenades.
referee. At least 1 of the extra points should ter within either the primary or secondary In the case of DP (dual-purpose) submunition
be to the head, and the remainder should be burst radius of an explosion. Characters within rounds they are HEAP (high-explosive, ar-
distributed on the side facing the explosion or the primary burst radius are hit by multiple mor-piercing) grenades capable of penetrat-
to any previously injured part. fragments on a roll of 1 -3, a single fragment ing the roofs of armored vehicles.
If the target character is actually in physi-
cal contact with the explosive, the full concus-
sion value is taken first as damage to the
body location in contact with the explosion.
Then the character suffers the full concus-
sion value again, but divided among all of the
hit locations, the same as a character stand-
ing in the square but not in contact with the
explosion.
The following example table shows the
reduction of concussion damage at succes-
When a character or vehicle is in the burst All direct hits on vehicles are resolved as sisting of two separate listings: concussion
zone of an HE- or DP-carrying submunition overhead attacks. and burst. These effects are calculated with
round, consult the Submunitions Attack Table the explosion rules above.
on page 207. On the numbers listed underthe WOUNDS AND DAMAGE Target Protection: If the target is wearing
Close column on a D10, a grenade lands in A character can be injured as a result of body armor and the shot strikes a protected
the same grid square as a character or ve- combat in several ways. body part, the shot may not be able to pen-
hicle. (Roll once per grid square containing etrate the armor. Flak jackets and Kevlar
one or more characters or vehicles, not once Gunshot Wounds vests protect both the chest and abdomen.
percharacteror vehicle in the square.) On the Each time a character is hit by fire, he or Helmets partially protect the head. If a char-
numbers listed under the column labeled she is wounded. The extent of the injury is acter is hit in the head, roll 1D6. The shot
Adjacent, a grenade lands in the adjacent determined by three factors: hit location, strikes a steel helmet on a roll of 1 -3, a Kevlar
grid square. The Concussion, Burst, and weapon damage, and target protection. helmet on a roll of 1 -4. Any other roll hits the
Penetration columns list those values for the Hit Location: Whenever a character is hit, roll unprotected head.
individual grenades contained in a round. 1D10 and consult the Human/Animal Hit Loca- The Body Armor Protection chart on page
The chance of a direct hit on a character or tion Chart on page 198 and 252. This indicates 210 indicates the areas protected by a given
vehicle in the grid square is also noted on the the body part struck and injured by the shot. type of body armor.
Submunitions Attack Table. This is rolled for Weapon Damage: All weapons do the same Each weapon has a penetration rating that
only if it has already been determined that a damage at all ranges. The damage value of the reflects its ability to punch through armor.
grenade landed in the same grid square. weapon is listed on the relevant weapon card, This rating may consist of the simple notation
Roll once for each character and vehicle in and is the number of D6 rolled. Some weapons Nil, indicating that the shot will be stopped by
the square. If more than one hit is achieved, have a damage value o f - 1 . In this case, roll 1D6 any armor protection, or it may have up to
then the referee should randomly determine and subtract 1 from the result. three different numeric ratings. If so, the first
which of the characters or vehicles actually Some weapons fire exploding rounds. rating applies to both short and medium range,
suffered the hit. These weapons have a damage rating con- the second to long range, and the third to
extreme range. If a weapon's penetration Outstanding Success: Any time that an Cover Table on page 274 gives the armor
drops to Nil at any range band, It remains Outstanding Success is rolled when firing at values of common types of cover.
unable to penetrate armor at longer ranges, a character, double the damage caused by For example, a character is under cover
so no additional entries are made. the shot. behind a tree. The referee decides that,
The penetration value of a weapon is the Blunt Trauma: When a bullet from a small since the character is firing a weapon, his
number of damage dice it loses for each arm or a fragment from an explosion strikes a or her head and right arm are exposed. If
armor value It is required to penetrate. Multi- person, it packs considerable force and will the PC is hit in the chest, the shot strikes
ply the target's armor protection by the cause injury even if it does not penetrate the the tree instead and provides an armor
weapon's penetration value and subtract the target's body armor. This is called blunt value of 12.
result from the weapon's damage value. If the trauma. A target suffers 1 actual point of Similarly, a character sticking her head out
remainder is a positive number, the shot damage for each D6 worth of damage ab- of a foxhole is likewise protected. Any hits
penetrates, and the referee rolls that many sorbed by the armor. Note that bullets/frag- fired from ground level (overhead shots obvi-
dice for damage. If the remainder is 0 or a ments which penetrate and cause some nor- ously negate her protection) that are rolled to
negative number, the shot fails to penetrate. mal wound damage will also still cause blunt hit her legs, arms, abdomen, and torso are no
For example, a character fires an M16A2 trauma. effect, because the thickness of the dirt be-
rifle at short range and hits his or her target in In the example of the M16A2 rifle firing tween the firer and target is too great to be
the chest, which is protected by a flak jacket. above, the target would take 1 point of blunt reasonably penetrated. However, if the sur-
The M16A2 rifle has a damage value of 3 and trauma damage for the one damage die ab- face in front of the character were reasonably
a penetration of 1 at short range, and the flak sorbed by the flak jacket. hard, such as rocky surface or a metal vehicle
jacket has an armor value of 1. Multiplying the Cover: Characters and vehicles may hide hull if the character were instead sticking his
penetration (1) by the armor value (1) and behind obstacles as protection from fire. If the or her head out of a tank's hatch, there is a
subtracting the result (1) from the weapon's hit location rolled is covered by the obstacle, chance that some of the "hits" rolled against
damage value (3) shows that the M16 pen- the shot has no effect unless it is able to the character's protected body parts may
etrated the flak jacket and did 206 of damage. penetrate the obstacle. The Armor Values of ricochet or "skip" off the surface at a low angle
and hit the PC's head. This chance should not determined by the temperature of the flame head against an open flame. Fuel and incen-
exceed 1 in 10 (a 19-20 on a D20), and should and the length of exposure. diary fires will burn through the helmet, or
be related to the slope of the surface (but a lot Temperature: Incendiary chemicals (such their heat will be conducted through it after 30
of tank drivers have died this way). as white phosphorus or thermite) cause 2D6 seconds (six combat turns). The helmet may
Damage dice absorbed by an obstacle do damage per second in contact with a body be removed and discarded in one second
not cause blunt trauma injuries against the part. Burning fuel causes 1D6 points of dam- without need for an Agility roll. Most flexible
target character. age per second in contact with a body part. vests will protect characters against open
Quick Kill: Any shot which hits the chest Moving through a burning structure causes flames, but they will catch fire if contacted by
or head may constitute a killing shot. Roll a 1D6 damage per rum per body part in proxim- fuel or incendiaries.
D20. If the roll is less than or equal to the ity to the flame. This is summarized on the
damage value of the shot, the target is in- Burn Damage Table, below. Falls
stantly killed except on a roll of 20 exactly. Characters falling from a height take dam-
If the hit was scored on an area protected age upon hitting the ground. This damage is
by armor, roll versus the remaining damage equal to 2D6 per meter fallen. Damage is
value of the round after penetration, if any. distributed according to the Human/Animal
For automatic fire, roll only once per turn Hit Location Chart (pages 198 and 252) as
(regardless of the number of shots that hit). follows: Roll three locations. The first location
This rule should be applied only to NPCs. takes half the total damage points. The sec-
It is recommended that PCs who suffer a ond takes one-quarter the total, and the third
killing wound instead double the damage takes the remainder. If the same location is
inflicted by the round. {Note: We know this is rolled twice, it takes additional damage ac-
unrealistic, but this is, after all, a game. Ref- cordingly. It is possible for one location to
erees should consult their players before Exposure Time: In the case of open fires, receive the full damage.
disregarding this recommendation.) the exposure time is measured in terms of Damage from falls is reduced by Agility.
combat turns actually in close proximity to the Roll a number of D6 equal to the falling
Burns fire. In the case of fuel or incendiary frag- character's Agility and reduce the damage by
Many chemicals and incendiary weapons ments, exposure time begins at the start of that amount (removing hit points from loca-
burn at very high temperatures (2200° to the combat turn immediately after the charac- tions at the character's choice). Unconscious
2700° Celsius) and cause burn damage. Play- ter was hit. Characters hit by burning frag- characters may not use their Agility in this
ers may also suffer burn damage from ex- ments will instantly attempt to remove them. manner.
ploding vehicles and open flames. They will make one such attempt per second For example, a character with Agility 4
Characters come in contact with burning in the turn, by making an Average task roll falling from three meters would take 6D6
chemicals or other materials when they are against Agility. Each successful attempt re- damage, reduced by 4D6.
hit by fragments from the explosion of an moves or extinguishes the fragment or frag- Referees may adjust the total number of
incendiary bomb, shell, or grenade. Whether ments on one body part. The character still damage dice at their discretion to reflect
the character is hit and by how many frag- suffers burn damage for the second in which intangibles and variables such as type and
ments is determined exactly as for normal he or she succeeds in extinguishing a flame. hardness of surface landed on. For example,
fragments, as explained in the explosions For example, a character is hit by three most characters should be able to handle a
burst rule on page 207, but if a character is hit burning fragments of white phosphorus, two jump from a one- or two-meter high object
by a burning fragment, burn damage is suf- on his arm and one on his leg. In the first onto dry, level ground without damage (a two-
fered instead of a normal wound. second, he fails to extinguish any fires and meter fall is 4D6, which averages 14. A char-
Characters come in contact with burning takes 4D6 damage to his arm and 2D6 dam- acter with an average Agility, 6, would roll
fuel by being inside or near a vehicle when its age to his leg. In the next second, he brushes 6D6, averaging 21, hence no damage). But if
fuel tanks explode. The primary burst radius off the burning fragments from his arm, but the surface beneath had slick mud and sharp
of an exploding vehicle is 15 meters. All still takes 4D6 damage to his arm and 2D6 to rocks hidden beneath a layer of leaves, the
characters inside the vehicle when it ex- his leg. In the third second, he brushes the referee should increase the number of dam-
plodes are covered with burning gasoline. debris from his leg and suffers 2D6 damage. age dice. Also, characters who were pushed
Characters come in contact with open His total damage has been 8D6 to his arm or fell involuntarily from even a low object
flames when moving through a burning struc- and 6D6 to his leg. should have the number of damage dice
ture or a grass fire, usually to escape but If a character suffers sufficient damage to bse increased.
perhaps to rescue a wounded companion. consciousness part of the way through a turn Falls from Moving Vehicles/Animals:
The amount of burn damage caused is (say, after three or four seconds), he or she will Characters who fall out of a moving vehicle or
remain conscious until the off of a moving animal take damage as if they
end of the turn. Other char- had fallen one meter per 10 meters of combat
acters may help extinguish move (7 kph) of speed. For example, a char-
the burning character, mak- acter who leaped from a 2'/2-ton truck moving
ing one attempt per second at 40 meters per combat turn, and at an
of the turn in the same way altitude of one meter would roll 10D6 for
as described above. damage (one meter for altitude, plus the
Protection: Any sort equivalent of four meters for speed is five
of helmet will protect the meters, times 2D6).
from a hit to immediately take a part of his or her result, a simplified wound system is used.
Wound Effects and body from unwounded to slightly wounded, the All N PCs have the same hit capacity: 40. The
effects of a scratch wound are superseded by referee is provided with NPC record forms in the
Healing the effects of the slight wound. appendix at the end of the book (and you are
Scratch Wounds: Scratch wounds mainly given permission to photocopy them for your
WOUND EFFECTS represent the initial shock of suddenly being own game use). The form has two rows of 20
A variety of effects result from wounds, some hurt. The first time that characters take damage boxes each labeled "Wounds."
temporary and some more lasting. during combat, the characters lose their next As soon as an NPC takes any hits in the first
action. Characters never suffer more than one row, he or she is slightly wounded and suffers a
Immediate Effects lost action per day (24-hour period) for scratch -1 Initiative penalty.
These temporary effects applyto a character wounds, regardless of how many they suffer in As soon as the first row of boxes is full and the
who has just been wounded. These are in addi- a combat. character takes one or more hits in the second
tion to the lasting effects of the wound itself, Slight Wounds: A slight wound immedi- row, the NPC is seriously wounded. The charac-
which are discussed below, under "Wound Se- ately reduces the character's Initiative rating ter suffers an additional -2 Initiative penalty (for
verity." by 1 point. However, characters never suffer a total of -3), and his or her Strength is reduced
Knockdown: If a character suffers more more than one Initiative reduction for slight by half (round final Strength down).
points of damage in a combat turn than his or her wounds, regardless of how many they suffer. As soon as the second row of boxes is filled
current Agility, he or she is knocked down and Slight wounds have no other effect on combat, and the character takes one or more additional
may not conduct any other action for the rest of although the referee may decide to penalize hits, the NPC is either dead or unconscious (but
the current turn. Concussion damage counts actions making use of slightly injured arms or in either case is no longer a threat.)
the same as gunshot and fragmentation wounds legs. Whenever an NPC is hit by fire, roll for hit
for determining knockdown, but burn damage Serious Wounds: A serious wound reduces location normally. If a head hit is scored, all
does not. a character's effective Strength by half (round- damage is doubled. If either a head or chest hit
Stun: Any damage to the head, including ing the final Strength rating down) and causes is scored, there is a chance of a "quick kill" (see
burn damage, has a chance of stunning the an additional immediate 2-point reduction of the "Gunshot Wounds," page 210). Otherwise, hit
character. To avoid stun, roll 1D6 and add the character's Initiative rating (for a total of 3, location is used only to determine if the bullet hit
damage suffered from the wound. If the result is including the slight wound reduction). Charac- a body part protected by cover or armor.
equal to or less than the character's Constitu- ters whose Initiative ratings are reduced to 0 or
tion, he is unaffected. If the result is greater than less may not take any further actions during this HEALING
his Constitution, he is stunned. Stunned charac- combat. Each of the body's seven hit locations may
ters must make a roll against their Constitution Characters who suffer a serious injury must be wounded to one of four levels: scratch, slight,
each turn in order to regain consciousness. The also make a special roll to avoid bsing con- serious, or critical (as explained under "Wound
task is Difficult if the result was equal to or less sciousness. This is a Difficult roll versus the Severity," above). In general, as wounded body
than twice the character's Constitution, and is character's Constitution attribute. The roll must parts heal, their wound level decreases through
Formidable if the result was greater than twice be repeated every combat turn in which the those levels in reverse order until they are no
the character's Constitution. This roll is made character attempts to conduct any activity. A longer wounded—critical heals to serious, seri-
during the character's normal Initiative step of serious injury to the head automatically causes ous heals to slight, and slight heals to un-
the turn. If successful, the character is con- loss of consciousness. Unconscious characters wounded (healed). (Note that scratch wounds
scious, but may not act in the current turn. The make a Formidable roll against their Constitu- are a special case covered below.)
character may act normally in the following tion each turn to attempt to regain conscious- When a wound level decreases from critical
turn. ness. to serious, the damage points are reduced to the
For example, a character suffers a wound to Finally, a serious wound to the leg or arm midpoint of the serious level. When a wound
the head with a damage of 6 and rolls a 5, for a causes the character to lose the use of that limb level decreases from serious to slight, the dam-
total of 11. His Constitution is 9. He must make until it is healed. age points are reduced to the midpoint between
a Difficult roll against his CON (rolling a 9 or less) Critical Wounds: Acritical head injury causes slight and zero (which is technically the high
at his Initiative step each turn until he regains immediate death. Critical injuries to other body mark for the scratch wound level—but the scratch
consciousness. parts cause immediate loss of consciousness wound level is ignored once a wound reaches
Stunned characters are automatically also and require medical attention within 10 minutes, slight, so this status is still considered slightly
knocked down. or the character will die from loss of blood. wounded). When a wound level decreases from
Characters who lose consciousness due to a slight, it reduces to unwounded.
Wound Severity critical wound make a D100 (percentile) roll For example, a character's arm has a hit
There are four levels of wound severity: against (less than or equal to) their Constitution capacity of 28 points and has taken 32 points
scratch, slight, serious, and critical. If one of a at the start of every combat turn to attempt to of damage. It is seriously wounded. When it
character's body parts has taken damage less regain consciousness. Once such characters heals to slightly wounded, the damage points
than or equal to half its hit capacity (round regain consciousness, their Strength is halved are reduced to 14, which is halfway between
down), it is "scratched." If one of a character's (round down) and they also receive an addi- the top end of the limb's slightly wounded
body parts has taken damage more than half of tional immediate 2-point reduction to their Initia- status and 0.
Its hit capacity up to equal to its hit capacity, it is tive rating (for a total of -5 to Initiative). Charac- Note that penalties caused by a wound level
slightly wounded. If it has taken more damage ters whose Initiative ratings are reduced to 0 or (such as Initiative reductions) remain in effect
than Its hit capacity, but less than or equal to less may not take any further actions during this until that wound level is reduced to the next level
twice its capacity, it is seriously wounded. If it combat. (at which point penalties for the next level re-
has taken damage in excess of twice its hit Wounded NPCs: It is neither necessary nor main in effect).
capacity, it is critically wounded. desirable to keep rigorous records on the num- First Aid: It is best to treat wounds as soon
Note: If a character takes enough damage ber and location of all hits on every NPC. As a as possible after they are incurred. In order for
first aid to be effective, then, it must be applied wounds require 24 hours to heal to an un- gery, the severity of the Catastrophic Failure,
within 36 turns (three minutes) of the time the wounded state. If a scratch wound is taken to a and the referee's judgment of the situation as a
wound was received. Effective first aid will re- body part, and then further wounds to that body whole.
duce a critical wound to a serious one, or reduce part during the day push that body part's wound Adequate Food and Shelter: If the referee
the healing time of a serious wound by two days. level to slight, the rates and rules for healing decides that a wounded character has inad-
First aid has no effect on slight or scratch wounds, from a slight wound are used. Slight wounds do equate food or shelter, each wound level will '
except to prevent infection. not heal to a scratched state; they heal to require an extra day to reduce to the next level, j
First aid is a Difficult task versus Medical unwounded without passing through the scratch These penalties are additive, meaning that a
(Trauma Aid), assuming a doctor's medical kit is wound level status. character with both inadequate food and inad-
on hand. If such a kit is not available, the task equate shelter will take two extra days to reduce
becomes Formidable. Use of a personal medi- Medical Care each wound level. For instance, imagine that
cal kit allows a character with neither Medical Medical care and supervision will increase Pavel, in the example above, was abandoned
skill nor a doctor's medical kit to avoid the an injured character's basic healing rate. If a for some reason after having been stabilized.
unskilled penalty when attempting a first aid character is under successful medical care while Without adequate food he'll suffer an addi-
task (thus it is a Formidable roll against the healing, two days are trimmed from each stage tional day to heal each wound level. If Pavel
character's EDU attribute). The personal kit is of healing. In other words, critical wounds heal cannot drag hi mself to a cave or other shelter, he
used up after one attempt, regardless of the in five days, serious wounds in two days, and will require two extra days to heal each level due
success or failure of the task. The first aid task slight wounds in oneday. (In the example above, to lack of both food and shelter. Now, instead of
may only be attempted once per body part per had Wood stayed around to nurse him back to healing his slight head wound on Thursday, it
injury. Conscious characters can attempt first health, Pavel would have healed completely in will take until Saturday, the serious chest wound
aid on themselves. eight days, rather than two weeks.) will take until Sunday to become slight, and the
Stabilizing Critical Wounds: Critical wounds Successful medical care requires two things. two critical leg wounds will take until the next
must be stabilized within 10 minutes or the First, the caregiver must spend half an hour per Wednesday to reduce to serious.
injured character dies. (Remember, though, that wound level, per body area damaged, per day, Infection: Every time a character suffers
death is automatic with a critical wound to the tending to the wounds. (For instance, when damage from melee combat, fire combat, or
head.) Stabilizing a critical wound is a Difficult Pavel was first injured, he would require four and burns, there is a chance of infection. After every
task versus Medical (Trauma Aid), but certain a half hours of care per day. When he reached firefight (or accident), each injured body part
types of equipment add points to the effective only three slight wounds, only an hour and a half has a chance of becoming infected on a roll of 2
skill level of the character performing the treat- of care was required per day.) Second, once per or less on 1D20. If a person with at least M edical
ment. Blood plasma, strong sedatives, or a day the caregiver must pass an Average check (Trauma Aid): 1 treats the wounded body area
medical kit of some sort each add +1 to the skill of his or her Medical asset. If no medical equip- with antibiotic within eight hours, the chance of
level, and these things can be used in conjunc- ment is available (a doctor's kit is minimum), infection is reduced to 1 or less on 1D20.
tion with one another for a collective bonus. In a then the task check becomes Difficult. If anyone uses a personal medical kit in an
hospital or clinic setting, whole blood may be Failure means that one of the two days'worth attempt to prevent infection, no infection results
used instead of blood plasma, for a bonus of +2 of time to be saved was lost. In other words, if the (but the kit is, of course, used up). This use of a
instead of +1. task is failed one day during the treatment personal medical kit may be combined with its
Basic Healing Rate: A character without period, only one day is saved from the normal use in a first aid attempt, above.
medical attention may heal from a slight wound healing time. If the task is failed twice, no days Infection is a major danger. Any time a
level to unwounded in three days. To go from are saved. Note that failing the task a third time character's wound is infected, healing (in all
serious to slight takes four days, and from (or more) does not add time to the basic healing body parts, not just the infected one) stops until
critical to serious takes one week. Note that rate unless a Catastrophic Failure is rolled on the infection is dealt with. In addition, for each
healing of various body parts goes on simulta- this third check (or beyond). week an infection lasts, the character takes an
neously. Surgery: Surgery can reduce a critical wound additional 1D6 damage points to the infected
For example, on Monday, Pavel is shot up drastically. Like any other medical care, it is best injured body part.
pretty badly in an ambush and receives a slight performed at a hospital, where all necessary A character with a critical wound caused by
wound to his head, a serious wound to his chest, equipment is available and quality post-opera- an infection loses consciousness and remains
and a critical wound to each leg. Wood, the tive care is available. In Twilight: 2000, this is that way until all wounds (even those not caused
medic, stabilizes his critical wounds, and Pavel seldom possible. by the infection) are recovered to slight or he or
is taken to a friendly farmhouse nearby to re- Surgery requires the use of surgical instru- she dies.
cover. Three days later, on Thursday, his head ments. It is a Formidable: Medical (Surgery) If, for example, a character takes a slight
wound has healed. By Friday, his chest wound task to reduce a critical wound to serious, but wound and that wound becomes infected, no
has reduced to slight. On the next Monday, both if the task roll is successful, the reduction healing takes place. After one week, the charac-
critical wounds reduce to serious, and his slight occurs immediately after surgery is completed. ter takes an additional 1D6 hits in that arm
chest wound reduces to unwounded (it has The use of blood plasma and local anesthetic (which may increase its wound level); after two
been three days since Friday). Four days later, each add +1 to the surgeon's asset, and are weeks, another 1D6 is taken, and so on.
on Friday, both legs reduce to slight, but Pavel cumulative. If whole blood is used instead of Treatment of Infection: Treating an infection
gets out of bed and is involved in an altercation plasma, it adds +2 to the effective asset level. is a Difficult: Medical (Diagnosis) task. If any
with a recalcitrant mule, taking another slight General anesthetic adds +3 if it is used in- antibiotics are used in the treatment, the task
wound to the head (accidents will happen). By stead of local anesthetic. becomes Average. One attempt may be made
the next Monday, all three slight wounds have Only one surgery attempt can be performed per week.
healed completely. Despite recent setbacks, per critical wound. Failure means that the wound A successful treatment means that the
Pavel is ready to go out and look for more remains critical. Catastrophic Failure can result treated body part is no longer infected, and
trouble. in extra healing time, loss of limb, or loss of life, healing may take place if no other body areas
Recovery From Scratch Wounds: Scratch depending upon the hit location receiving sur- are infected.
page 64. Note that the listed speeds are the go anywhere, including water, but cannot
Vehicle Combat safe combat movement speeds on- and off- traverse ravines, steep slopes, dense woods,
These rules cover the use of land vehicles, road. A vehicle may travel faster than this or linear obstacles, such as walls, more than
boats, and hovercraft in combat. Incorporat- safe speed at the risk of a mishap (see one meter in height. Like other ground ve-
ing vehicles into the combat sequence in- below). hicles, hovercraft are able to travelfasterover
volves adding a few adaptations to the basic Amphibious Vehicles: Some vehicles are roads. Hovercraft speeds are also given as
combat rules. capable of amphibious movement across rela- safe speeds.
tively calm water. Any vehicles capable of Water Vessels: Water vessels in Twilight:
VEHICLE MOVEMENT amphibious vehicles have a third combat 2000 are limited to small craft suitable for use
Any scale may be used; movement rates and movement speed noted on their vehicle card, on inland waterways such as rivers, lakes,
weapon ranges are given here in meters. There to the right of the Road Speed/Cross-Country canals, and protected areas such as bays or
are several different mobility classes of vehicles, speed (X/Y/Z instead of X/Y). This is their safe inlets. Hovercraft may also move on the water,
each with particular rules for movement. combat movement speed. Some vehicles (as and are described above. Such vessels are
Ground Vehicles: Ground vehicles are noted on their cards) require preparation be- handled using Small Watercraft skill. Move-
those which maintain contact with theground. fore amphibious movement can be under- ment rates for water vessels are also given in
In general, these vehicles' propulsive power taken. This means that the vehicle must stop 10-meter increments moved per combat turn.
is provided by frictional contact with the at the water's edge, and the crew must leave When using a two-meter grid, multiply this
ground. Wheeled vehicles, tracked vehicles, the vehicle and erect a flotation screen. If a number by five; when using individual meter
and leg-powered vehicles (for example, horse- vehicle requires special preparation, this fact measurement, multiply it by ten. Note that
drawn wagons) are examples of this. Some and the time taken is also noted on the vehicle many water vessels have a movement allow-
unusual ground vehicles maintain contact card. Vehicles not so noted need only turn on ance of 0.5,1.5,2.5, etc. When moving on the
with the ground via skis, runners, or wheels, their bilge pumps and erect a trim vane, which 10-meter grid, these vessels move an extra
but derive their propulsion from jets, propel- is not considered to require any additional time. square every other turn. Watercraft speeds
lers, or sails. Ground vehicles of all types are Hovercraft: Hovercraft are a special sub- are given as safe speeds.
able to make better speed on roads than on set of ground vehicles, because they treat Bicycles: The listed speeds are the safe
unimproved terrain. How much better de- terrain differently. Rather than being in con- speeds on- and off-road. A character can
pends on the vehicle. tact with the ground, they ride atop a trapped attempt to go up to twice the safe speed
Movement rates for ground vehicles, in bubble of high-pressure gas. Because of (Average: Agility). Failure results in falling off
meters per combat turn, are given in the their extremely low ground pressure, (no damage results). If the character is en-
Combat Movement chart on page 252 and on hovercraft can go where people on foot would cumbered, he or she travels at half speed and
the individual vehicle cards beginning on sink. For combat movement, hovercraft can may not go faster than that.
THE DRIVE ACTION injuries), for example, or simply that it has Boats may not be rowed more than twice their
When vehicles are involved in combat, become too mired down to become unstuck listed speed.
drive is the action used to move them. Drive without the aid of a towing vehicle. Sailboats: Sailboats may move in any di-
includes the operation of all types of vehicles, A mishap on a motorcycle means that the rection within the allowed arc, illustrated be-
from bicycles to tugboats. In some cases, rider has fallen off. The rider suffers 1D6-3 low. The referee will need to randomly deter-
performing this action will require askill check. damage to a random location unless he or she mine wind direction before the combat be-
In others, the action is considered to be auto- makes a Difficult: Agility roll. gins. The safe speed can only be doubled,
matically successful. For instance, a charac- Amphibious Vehicles and Swamping:VJhen with a mishap avoided on a successful roll
ter who was using the drive action to pilot a travelling in water, a normal mishap means Difficult: Small Watercraft skill.
helicopter beneath a bridge might have to that the driver loses control of the vehicle, and Powerboats: Powerboats are propelled and
make a Difficult: Pilot (Rotary Wing) check, it is hung upon an underwater obstruction, or steered by an engine. Small configuration
while another character who was driving a swept from its desired course by current, powerboats (size 1) can be rowed as wel
civilian car along a clear road in good weather wind, or other conditions. The driver must the engine is damaged).The safe speed can
would be required to make no check at all. attempt a Difficult task each turn in order to only be doubled, with a mishap avoided on a
A few other actions can be combined with regain control of the vehicle. Catastrophic successful roll of Average: Small Watercraft.
the drive action. Talking and driving can be failure indicates that the vehicle has been Acceleration and Deceleration: Accel-
done togetherfreely. The ready/change equip- swamped and is beginning to sink. Characters eration and deceleration are the amount by
ment, reload, and fire actions can each be should be warned that water is breaking overthe which a vehicle can change its speed each
done while driving, but any necessary driving hull and/or pouring through the hatches, and combat turn. Ground vehicles can accelerate
checks are at one level more difficult (some- each crewmember can escape drowning only by by 10% of their maximum speed (rounding
times requiring a check that might not other- succeeding at Formidable: Swimming. fractional values down) plus the driver's ap-
wise be required). Hovercraft: A mishap indicates that the propriate vehicle skill. Water vessels have
Mishaps: Characters may drive a vehicle vehicle has struck an obstruction or has lost their acceleration listed on their data cards.
at up to 3 times the safe speed (unless other- lift due to violent maneuvers. The vehicle's For example, a vehicle with a maximum
wise indicated, below), but they run the risk of speed is immediately reduced to its safe speed speed of 30 meters per combat turn could accel-
a mishap. Driving at up to twice the safe speed (even if this results in greater than normally erate three meters per turn plus the driver's skill.
is a Difficult test; the asset used is the appro- allowed deceleration). Damage is at referee's A driver with no skill could only accelerate three
priate vehicle skill. Driving at up to 3 times the discretion. meters per turn, while a driver with a skill of 6
safe speed is a Formidable test. Driving at Vessels: Water vessel mishaps usually could accelerate nine meters per turn.
twice or 3 times the safe speed is sometimes mean the vessel suffers a "stall" of some sort. All vehicles and vessels may decelerate at
referred to as overdriving. A vehicle may not be Engines die, sails break bose, oars are twice their acceleration rate. Thus the vehicle
driven at more than 3x safe speed. dropped, and the like. To get the vessel under listed above would decelerate six meters per
If a Catastrophic Failure is rolled, a serious way again, the character in charge can at- turn with an unskilled driver and 24 meters per
mishap occurs. Serious mishaps include tempt an Average roll versus Small Watercraft turn with a skill 9 driver.
breaking an axle, throwing a track, rolling the skill once per minute, as the sole activity for Water Vessels: Water vessels have the
vehicle, or in some other way putting it out of that minute. Success means the problem has following additional considerations with re-
commission until major repairs are under- been resolved. If the mishap was the result of spect to movement:
taken. a Catastrophic Failure,
The referee should determine the exact however, the vessel
nature of the mishap according to circum- has suffered some sort
stances. On a crowded road, there may be a of permanent damage,
collision. A light vehicle is easy to overturn; a as determined by the
tank is almost impossible to overturn. Pas- referee, based upon
senger injuries are also up to the referee. the situation at the time.
Ground Vehicles .The roll is made once per In addition, there are
turn. If a mishap occurs to a ground-contact effects unique to cer-
vehicle (wheeled or tracked), the vehicle has tain types of vessels:
become stuck in a pothole or ditch, or bot- Rowed Boats: For
tomed out in rough ground; the vehicle is muscle-powered craft,
stuck in place. Once per minute, the driver the "safe" speed is the
may attempt to get it moving again (Difficult: boat's listed speed.
appropriate Vehicle skill); this occupies his or Rowing characters
her time for the entire minute. must roll 1D20 every
If the mishap was the result of a Cata- minute against their
strophic Failure, however, the vehicle suffers Constitution to avoid
some sort of severe damage. The referee will accumulating a level of
determine the exact effects, based upon the f atig ue (see pages 149-
situation at the time and the amount by which 150). Each successive
the die roll exceeded the minimum for cata- minute spent rowing at
strophic failure. It may be that the vehicle twice the listed speed
suffers a collision (perhaps with passenger adds 2 to the die roll.
Current: Rivers, streams, and oceans will
have currents, which will affect the speed of
a boat by impeding or adding to it, and which
can cause unpowered boats to run aground
or collide with obstacles. Canals and small
bodies of water will usually not have signifi-
cant currents. Currents will usually flow at a
constant velocity and in a constant direction,
and thus will need to be established by the
referee before combat begins.
Current velocity is expressed in number of
10-meter squares per combat turn. Most large
rivers have a current of one-half square per
combat turn, which will move the vessel one
meter down river every other combat turn.
Near rapids or in narrow, swift-flowing parts of
the river, this will increase to one square per
turn, and near waterfalls it can increase to
two, three, or four squares per turn.
Turning: Each vessel has a turning value
which is the number of 45° Kirns it can make
each combat turn. Vessels with a fractional
turn value (1/2, V3, V4 etc.) may make only one
45° turn every two, three, or four combat
turns, as indicated. more than three meters. This can be accom- ing at their safe speed. Vehicles with good
Towing: Boats may tow other boats. Speed plished by contour lines, shading, color, or any stabilization may fire aimed shots while mov-
and acceleration are each reduced by 0.5 for other convenient means. Deeper draft ves- ing at twice their safe speed.
every fivefold increase in tonnage. If speed is sels may require additional depth gradations.
reduced below 0.5, the boat may not conduct Collisions: Likewise, boats may collide with Firing at Vehicles
the tow. If acceleration is reduced below 0.5 each other, or with floating objects such as Firing at vehicles is similar in general prin-
due to towing, the acceleration remains 0.5. logs, and suffer potential damage. Damage ciples to firing at individuals, but there are a
For example, a 200-ton vessel with a speed depends on the tonnage of the boat and the few differences. Some additional die rolls
of 1.5 and an acceleration of 1 is towing a net speed at the time of grounding, as ex- must be made when dealing with vehicular
1400-ton vessel. This is a sevenfold increase plained under the "Collision Damage" entry weapons and vehicular damage.
intonnage, which counts asonefivefold increase on page 220. Firing at Vehicles and Vessels: All ve-
(but not a second). Speed and acceleration are hicles and vessels have a size rating that
each reduced by 0.5 to 1 and 0.5 respectively. VEHICLES AND FIRE indicates their size and ease to hit. Size is
Running Aground: Each boat has a listed Fire From Moving Vehicles determined by the vehicle's length in 10-meter
draft and will run aground whenever it enters Characters may not conduct aimed fire grid squares. Basically, a target is one difficulty
water shallower than this. Unless this is a from a moving vehicle. They may fire quick level easier to hit for each size class above Size
deliberate grounding (as on a beach) and shots or bursts normally. 1. This informatbn is summarized on the Vehicle
conducted at very low speed, the vessel All such fire, however, is conducted at one Target Size table, on the folbwing page.
suffers damage to its hull or running gear. Roll higher difficulty level than normal for pur- All vehicles have their size listed on their
1D6 and consult the Navigat ion Hazardstable poses of determining hits. vehicle cards. If there is no size listing, the
below to determine the result. Weapon Stabilization: Some vehicles vehicle is Size 1.
The referee should indicate water depths have stabilized main armaments classified No fire task may be adjusted to lower than
on the playing surface in three increments: as either basic or good. Vehicles with basic Easy as a result of difficulty modifiers due to
less than one meter, one to three meters, and stabilization may fire aimed shots while mov- target size.
Target Movement: If the target is moving
30 meters or more in the current turn, it is
more difficult to hit. Consult the table for the
number of difficulty levels increased by the
target's current speed.
Target Movement
Difficulty Modifiers
Speed in
meters/tum Kph Diff. Increase
30 22 +1 level
60 43 +2 levels
120 86+ -1-3 levels
Fire Control: Some weapons, almost al- weapon's final penetration value vs. vehicles. ing shell or high energy weapon, the final
ways vehicle-mounted weapons, have fire Exploding Rounds;Rounds which explode penetration is half of the listed penetration
control systems which assist the gunner's always have only one penetration listed, which (round fractions down) plus 1D6.
marksmanship. These are listed on the ve- is either a number followed by the letter C Spaced Vehicle Armor: Vehicles which
hicle cards as "Fire Control" as "+N" where N (indicating that it is "constant" throughout its have spaced armor are marked on their ve-
is the number of non-range difficulty modifi- range) or the notation Nil. If the value is a hicle sheets with the notation "Sp" after the
ers that the weapon can ignore. This allows number, and the round is being fired at a armor value. When spaced armor is hit by an
the weapon to disregard increases to diffi- vehicle, roll 2D6 and add the total to the listed exploding shell (HE, SM, and HEAP), the
culty levels due to target speed or obscuration. value, the result being the final penetration final penetration of the round is its listed
This does not allow the weapon to decrease value. These rounds do damage to personnel penetration plus 1D6, not 2D6.
the base difficulty level due to range; only to via concussion, burst, and fragmentation as Reactive Armor Blocks: Reactive armor
disregard additional difficulty increases above discussed under "Explosions" on page 207. blocks are special explosive charges fitted to
that level. For examples of these weapons, see the the outside of an AFV for additional armor
Multiple Modifiers: All difficulty modifiers LAW, Armbrust antitank rockets and TOWS protection. These blocks detonate when hit
due to target size, target speed, and firing missiles on pages 118-125. by a round larger than 35mm in diameter, and
from a moving vehicle are cumulative. Note that some HE exploding rounds have the explosion is directed outwards, interfer-
Overhead Attacks: Some tactical mis- negative penetrations which are used if the ing with HEAT type warheads on rockets,
siles (such as Tank Breaker) are programmed round (nor its explosive blast effect) hits a shells, missiles and grenades. Reactive ar-
to fly over the target and attack it from above, vehicle. This means that the final penetration mor has no effect on kinetic energy penetrators
and all submunition (SM) direct hits are over- value after adding 2D6 might be less than (those rounds with AP).
head attacks. For overhead hit locations, zero. Reactive armor blocks may be applied to
never add 1 to the die roll for a side shot, and Penetrators: The penetrators class con- the turret front and sides, and the hull front of
treat all suspension hits as hull hits instead. sists of kinetic energy armor piercing rounds any AFV which has the appropriate attach-
All attacks are resolved using the vehicle's and includes every round on the page 258- ment lugs installed. Installing these lugs takes
turret-side armor value (unless the vehicle 259 firing charts that includes the abbrevia- welding equipment and 1 man/hour per unit
has no turret, in which case use the hull side tion "AP," for "armor piercing" (i.e., APFSDS, of armor. Reactive armor adds 80 to the AVof
armor value). API, and HVAP, see also page 54). When the protected face. Some vehicles come with
resolving hits against vehicles, the penetra- attachment lugs already installed (the vehicle
tion value is used to resolve the damage card will say if this is the case).
Damage From Fire
done. These weapons each have either three Each unit covers one-tenth of an armor
Once a hit is scored, vehicle damage is or four different penetration values. If there face, and is destroyed when activated. The
determined by following the steps listed be- are three values, the first is for both short and number of units destroyed on any given face
low. medium range, the second for long, and the is the D10 roll to hit an unprotected part of the
Penetration: First, determine the pen- third for extreme. If there are four values, they armor face.
etration of the weapon. This is done differ- are for short, medium, long, and extreme, Hit Location: Roll once per individual shot
ently for different classes of weapons. Twi- respectively. Roll 2D6 and add the total to the or burst and consult the Vehicle Hit Location
light: 2000 has three different classes of weapon's penetration rating. The result is the Chart. Add one to the die roll if the shot was
weapons: small arms, exploding rounds, and final penetration value. As with HE rounds, from the side of the vehicle. The four possible
penetrators. some small penetrator rounds have negative results for vehicles are small turret, turret,
All these classes have a damage value penetration values, and thus can yield final hull, and suspension. Vessels may be hit in
and a penetration rating. The damage value penetration values of less than zero. the hull or superstructure.
quantifies how much damage a hit will do to
The constant damage value listed for a Some vehicles are configured differently
personnel or animal targets, not vehicles.
penetrator is used when it hits personnel or than others, and so treat different hit location
The penetration rating shows how effectively
creature targets only. rolls as different results. Vehicles with small or
that damage is translated into armor penetra-
Special Types of Armor: Some special remote turrets treat "small turret" hits as turret
tion or vehicle damage. If the weapon's pen-
types of armor provide better resistance vs. hits and "turret" hits as hull hits. Vehicles with
etration rating is "Nil," the round has no pen-
penetration. regular turrets treat "small turret" and "turret"
etration effect, regardless of its class.
Composite Vehicle Armor:Veh\c\es which hits as turret hits. Vehicles without turrets treat all
Note that vehicles are not damaged by a "small turret" and "turret" hits as hull hits.
have composite armor are marked on their
weapons damage rating, but by its penetra-
vehicle sheets with
tion rating, as explained below.
the notation "Cp"
Small Arms: Small arms are intended to
after the armor
damage personnel, not vehicles, and have a
value. Composite
penetration rating which indicates the number
armor is treated as
of damage dice expended per armor level
normal armor for
penetrated. Small arms damage remains con-
all purposes except
stant, but the penetration declines over range
hits by exploding
for penetration values of better than Nil. For
shells (HE, SM,
attacks on vehicles, simply divide the number
and HEAP). When
of damage dice by the correct penetration
composite armor is
value for range and round down. The result is the
hit by an explod-
A vehicle with both a regular turret and a part. Hulls and turrets each have af rant, side, fect. If it is a positive number, read the result
small turret is a special case. If the vehicle is and rear armor value. Tracked and grav from the chart. The result will read out as
hidden with only the small turret raised, "small vehicle suspensions have one armor value from one to three damage results and will
turret" hits always hit the elevated small turret, which is used when the suspension is hit indicate whether these damage results are
while other hit results are read normally. If the from all angles. Wheeled and hovercraft sus- minor or major.
main turret is exposed as well, roll again on pensions do not have an armor value, but do For example, an M1A1 tank's 120mm
"small turret" results, with even rolls treated as have a critical damage value, which is listed APFSDS round has a damage value of 25
small turret hits and odd rolls as main turret in parentheses to differentiate it from armor and a penetration rating of 110 at short
hits. values. range. The player rolls 7 on 2D6 giving the
Cover: Often vehicles park with part or all If covering terrain is hit, the referee should round af inal penetration value of 117 (110+7).
of the vehicle concealed behind terrain fea- determine the armor value of the terrain as The round hits a vehicle armor face with a
tures, such as walls, road embankments, or well. In many cases this will be enough to stop protection of 85, leaving 32 points of pen-
low hills. The referee must determine which the round. If not, however, the armor value of etration left (117-85-32). Looking up 32 in
vehicle locations are covered by the terrain the terrain is first subtracted from the final the Pen-AV column of the Vehicle Damage
and any hit location result in those areas hits penetration of the round before applying it to Resolution chart, we seethe result is 1 major
the terrain instead. the vehicle's armor. The armor value of ter- damage.
Armor: Once the location is known, con- rain is calculated by multiplying the thickness (Note that the damage value of 25 was not
sult the vehicle's combat statistics on its of the terrain feature (in centimeters) by the used. Had the same round hit a person, that
vehicle card and note the armor value of that armor toughness shown on the Armor Equiva- damage value would have been applied as
lency table, page 219. 25D6 of damage to the person without worry-
For example, a vehicle is ing about armor.)
parked behind a low stone wall Damage Implementation: See the dam-
which the referee decides cov- age tables on the facing page. Find the cor-
ers the vehicles's suspension. rect section (minor or major damage, hull, or
The stone wall is 30 centime- turret damage) and roll 1D6 once for each
ters thick. Stone has a tough- required damage result. For suspension hits,
ness of 0.2, and so the wall has see Suspension Hits below.
an armor value of 6. Note also that some rolled results convert
Extent of Damage: Sub- the damage into a different type. For ex-
tract the correct armor value of ample, if a minor turret hit is achieved against
the target from the final pen- a turreted vehicle, but a 6 is rolled on the
etration value of the gun and Turreted Minor Damage Table, the hit is con-
consult the Vehicle Damage verted into a major turret hit. In this case roll
Resolution Chart on page 218. again on the Major Result subtable of the
If the result is 0 or a negative Turret Table. If a 6 is rolled on this table, the
number, the shot had no ef- damage is converted to a minor hull hit. If a 6
is then rolled on that table, it is converted to a or large-caliber
major hull hit. There is no possibility of any gun rounds, this
alteration to a major hull hit. The following number is also
results are possible: the percentage
1 Crewmember: This must be a crew- chance that the
member stationed in the part of the vehicle or ammunition will
vessel which was hit. Which crewmember is explode. If the
hit is determined randomly. The crewmember ammunition ex-
suffers 1D6 hits, each of which does 1D6 plodes, the ve-
damage. Determine a hit location separately hicle isdesttoyed,
for each hit. and the crew is
2 Crewmembers: Exactly as above, but killed. ever a fire result appears on the damage
two Crewmembers are hit, and they are se- In the case of a vessel, explosion of the table, the boat has caught fire. The final pen-
lected randomly from the entire vehicle crew, ammunition will sink the vessel and each etration of the gun which caused the damage
not just those individuals in the area hit. crewmember will escape death by rolling is the initial level of the fire. The fire will
N Passengers: The indicated number of Formidable: Swimming, (if below decks when increase in level by 1 every combat turn.
passengers are selected at random and are the explosion takes place, this becomes Im- Characters may attempt to put out the fire
hit exactly as noted above under 1 Crew- possible: Swimming.) by spending a turn fighting it. Extinguishing
member above. If this is not a passenger- Engine: The engine is hit and rendered afire is Difficult task versus Constitution. For
carrying vehicle, then this is treated as an N inoperable. The vehicle may not move. Ves- every successful task roll made by a char-
crewmember hit. If this is a passenger-carry- sels begin to decelerate at the maximum rate, acter, the fire is reduced in level by 1. Out-
ing vehicle but none are present, this be- until the vessel reaches a speed of 0. It will standing Success reduces the fire by 2 lev-
comes a no effect. (The referee may substi- then begin to drift with the current, if any, or in els. Catastrophic Failure results in a burn
tute a cargo destroyed result for this result at a random direction, if there is no current. injury.
his or her discretion if cargo is present.) Fuel: The fuel tank of the vehicle has been If the level of the fire exceeds the vessel's
SigbtA/ision: Either the gun sight, range hit. The amount by which the final penetration tonnage divided by 10, the fire will begin
finder, night vision equipment, or some other exceeded the vehicle's armor is the percent- burning out of control and cannot be extin-
vision or sighting equipment is damaged. age of fuel capacity lost (and fuel, if the tank guished. Roll 1D6 at the start of each turn
(The referee will determine which, depending was fuller than the new capacity). This num- thereafter. The fuel and ammunition on board
on the amount of equipment installed.) ber is also the percentage chance that the will detonate on a roll of 6, destroying the vessel.
Traverse: The turret traverse is jammed, fuel will ignite. If the fuel ignites, the vehicle Waterline Hull: Vessels which suffer wa-
and the turret will no longer turn. This makes catches fire, and the crew must immediately ter line hull damage will begin to flood. Each
it impossible to fire any fixed weapon (such as bail out. vessel has three rows of flotation hit boxes,
the main gun or coaxial gun) in the turret until Suspension Hits: No damage tables are with boxes in each row equal to the vessel's
it is unjammed. Repairing the traverse is a provided for suspension hits. One minor dam- tonnage (unless noted otherwise on the card).
Difficult task using Mechanic skill. It takes half age result to a vehicle's suspension halves its Subtract the vessel's armor from the final
an hour and cannot be done from inside the movement. A second minor damage result, or penetration value, and divide the result by 6.
vehicle. (See "Maintenance.'pages 152-153.) any major damage, immobilizes the vehicle. This is the number of flotation boxes marked
If the vessel or vehicle has several turrets, Tracked vehicle suspensions are treated off each turn. All flooding hits are marked in
roll to determine randomly which was hit. like any armored part of the vehicle using the the top row of flotation boxes until the row is
Secondary: One machinegun, grenade armor rating listed. Wheeled and hovercraft full, then in the second row, then in the third.
launcher, or similar light secondary weapon is suspensions do not have an armor value, but When the first row of boxes is full, the
destroyed. instead have a critical damage level (shown vessel's speed is halved. When the second
Loader: Either the human loader is hit, as in parentheses). Each time a weapon hits the row is full, the vessel is "dead in the water" and
for a crewmember hit above, or the vehicle's suspension, it inflicts damage equal to its final may not move under its own power. (It will drift
autoloader is put out of action. This becomes penetration. Once the cumulative damage with the current.) When the third row of boxes
a driver hit if neither are present in a vehicle reaches the critical damage level, the sus- is full, the vessel will sink.
and main armament hit if neither are present pension suffers minor damage. Once it If a vessel has pumps, each point of pump
in a vessel. reaches twice the level it suffers major dam- rating will reverse 2 points of flooding per
Commo: One of the vehicle's radios is age. (In most cases, any hit on a wheeled minute. A person who spends six consecutive
destroyed. suspension will immobilize the vehicle. Only turns bailing can bail 1 point of water.
MainArmamenkTbe vehicle's main arma- in the case of small arms fire is the cumulative Rudder/Screw:When a boat suffers a rud-
ment is damaged and can no longer fire. If damage on a wheeled vehicle likely to be - der/screw result, it must travel at half speed
several such results are possible, roll to deter- important.) untilthe damage is repaired. On boats without
mine randomly which weapon is hit. Cargo: So many variations in cargo exist a screw, this indicates that the rudder is
Ammo: The ammunition storage of the that it is not possible to give any concise rules jammed, and the boat cannot alter course
vehicle has been hit. The amount by which for damage. The referee must use his or her until the damage is repaired.
the final penetration exceeded the vehicle's own judgment in such situations. Auxiliary Machinery:Auxillary machinery is
armor value is the percentage of stored am- Fire: Water vessels are usually quite rendered inoperable until repaired. The choice
munition lost (rounding fractions up). If the succeptible to fire, as even steel-hulled boats of precisely which piece of equipment is dam-
vehicle is armed with any exploding rounds tend to be full of combustible material. When- aged is up to the referee.
Unarmored Vehicles: Unarmored ve- ered waterline hull, the collision value is di- Damage Results Table for a result of "one
hicles have a slight armor protection pro- vided by the armorvalueof the given location, minor result." The referee must now roll the
vided by their metal bodies, but it is an and the resultant number is then applied as actual minor results and apply them.
incomplete cover. Whenever a shot hits an waterline hull damage, causing flooding. In another example, a 20-ton PBR collides
Unarmored vehicle, there is a 50% chance of Vehicle Collisions With Creatures: When with a 200-ton tugboat, with a net collision
the shot hitting metal and a 50% chance of it a vehicle collides with a human or other speed of 5 (remember, boats are rated in ten-
going through the windows or canvas cargo figure, including those riding bicycles or mo- meter increments instead of meters). The tug
covers. If it hits metal, the shot is resolved torcycles, severe injury can result. In orderto suffers a waterline hull hit which is worth 10
normally, and the vehicle receives the ben- calculate the effects of this injury, first multiply [(20x5)/10=10] damage points, which will
efit of its armor. If it goes through the window the collision speed times the vehicle tonnage. cause 10 flotation hits worth of flooding per
or cargo area, the shot is always resolved as If the target character is riding a bike or combat turn until repaired. The PBR suffers a
minor damage and any damage result is motorcycle, this number is the percentage waterline hit worth 100 [(200x5)/10] damage
ignored except for crew or passenger (cargo) chance that the bike or motorcycle is dam- points, enough to immediately sink it.
hits. aged enough to become inoperable. Next, Finally, two characters on a tandem bi-
Motorcycles: All small arms hits on a the number is divided by two and becomes cycle are being run down by a truck moving at
motorcycle or bicycle result in damage. All damage applied to a randomly rolled hit loca- 45. The vehicle's speed is 45, times four tons
hits by larger weapons result in destruction. A tion on the target. Target figures have a weight equals a 180% chance that the bicycle
damaged cycle can no longer be ridden, and chance to leap out of the way of an oncoming is ruined (a dead certainty). If the characters
must stop immediately. Characters riding a vehicle, by succeeding at an Average check fail their Agility check, they will each take 90
cycle when it is hit must make a Formidable: versus Agility. If they succeed, they take no (180+2=90) damage points to a random loca-
Agility roll. Failure indicates they loose con- damage; otherwise they are struck by the tion.
trol and are thrown from the cycle, suffering vehicle. Loss of Control: After all damage effects
damage according to the "Falls from Moving Examples: For instance, imagine that a are calculated, operators of vehicles involved
Vehicles/Animals" rule on page 210 if riding a 272-ton truck going 45 and a civilian car going in collisions must immediately make a Diffi-
motorcycle. If riding a bicycle, they suffer no 35 were to collide head on. The collision cult test of the appropriate vehicle skill in
damage but are knocked down. speed in this case is 80. The truck weighs four order to remain in control of their vehicle,
Amphibious Vehicles: When in the wa- tons, which means the car is hit with a value Failure at this check means the vehicle goes
ter, any hull penetration causes the vehicle to of (80x4)/10, or 32. Regardless of the hit out of control. Ground vehicles will skid to an
begin sinking (see swamping effects on page location rolled, the car's armor is 1, which uncontrolled stop, possibly colliding with
214, above). A hull hit on a vehicle noted as means that the 31 (32-1 =31) is referenced something else and requiring a second dam-
requiring preparation for amphibious move- on the Vehicle Damage Resolution Table, for age check (at the referee's option).
ment is considered to have hit its flotation "1 major damage result." Water vessels will drift with the current,
screen. Treat a flotation screen as having an The truck takes less damage from the spinning slowly until control is regained. The
armor value of 1. Any minor or greater hit on lighter car. The collision speed of 80, times roll to regain control is made once per turn in
the flotation screen will cause the vehicle to the car's weight of 1, yields 80, which when which the driver is allowed an action. A
sink (thus one of these vehicles can be sunk divided by 10 results in 8. Again, regardless of Catastrophic Failure at the original test means
by small arms fire). hit location, the armor value is 1. As a result, the vehicle is damaged so severely that
the 7 points (8-1 =7) are taken to the Vehicle control cannot be regained.
Collision Damage
It is entirely possible for vehicles to collide
with one another in combat. The following
general rules apply in those situations.
Damage done depends upon the size of
the vehicle and the net combat speed. Net
speed depends upon the relative direction
and speed of the two colliding vehicles. Ve-
hicles headed in opposite directions add their
speeds together. Those travelling in the same
direction subtract the slower's speed from the
f aster's. All others use the speed of the faster
for determining collision damage.
Ground and Water Craft: For ground
vehicles (including hovercraft) and water ves-
sels, the damage value caused by a collision
is equal to the tonnage of the object collided
with, times the net speed of the collision,
divided by 10. For ground vehicles, this num-
ber is used as a penetration value against a
randomly rolled hit location. For water ves-
sels, the hit location is automatically consid-
crease in concussion. To determine the concus- material of the barrier. This toughness is listed
Other Combat-Related sion of a charge, consult the Demolitions Table on the Armor Equivalency Table on page 219.
on page 274. This lists demolition points and The result is the number of centimeters pen-
Issues their corresponding concussions. In reading the etrated by the charge.
chart, you will notice that there are several gaps For example, a charge with a penetration of
DEMOLITIONS in the listing of demolition points. The DP value 12 would penetrate 6 centimeters (12+2) of
Explosives, in addition to providing the bang listed for a given concussion is the minimum armor plate, 40 centimeters (12+0.3) of brick or
for high-explosive rounds, are used to demolish number of DPs required to achieve that value. concrete, and 60 centimeters (12+0.2) of stone,
structures and breach barriers. For more precise results, the following formu- packed dirt, or wood.
Types of Explosives: For simplicity, the game lae can be used to calculate the concussion Now determine the actual diameter of the
deals only with the two most common types of value of a given demolition charge and the size breach made. The diameter of the breach, in
explosives: dynamite and plastic explosive.The of charge needed to achieve a given concus- centimeters, is the penetration (in centimeters)
units used in the game are the quarter-kilogram sion. of the charge minus the thickness (in centime-
stick of dynamite and the one-kilogram block of To determine the concussion of a charge, ters) of the barrier.
plastic explosive. All demolition effects are re- divide the DP value of the charge by 2, extract For example, a character wishes to breach a
solved in terms of the number of demolition the square root of the result, and multiply by 5. To 50-centi meter-thick (about a half yard) reinforced
points (DP) used. A stick of dynamite has 1 DP; determine the number of demolition points concrete wall. The character is using nine one-
a block of plastic explosive has 6 DPs. Plastic needed to achieve a given concussion, divide kilogram blocks of plastic explosive (total of 54
explosive is flexible and may be molded to any the concussion by 5, square the result, and DP). Consulting the Demolition Table on page
shape desired or broken into smaller charges of multiply it by 2. 274 he or she uses the 50 row for DPs and notes
1 or more demolition points. Several sticks of that this has a penetration of 25. The character
dynamite and/or blocks of plastic explosive may spends an extra five minutes carefully placing
be joined to form larger charges. and tamping the charge for maximum effect,
Setting Charges: Each demolitions charge thus doubling the penetration to 50.
takes 15 minutes to emplace. Ademolition charge The PC divides the penetration value of 50 by
is defined as one or more sticks of dynamite and/ the reinforced concrete's toughness of 0.4, ob-
or blocks of plastic explosive connected to each taining a total penetration of 125 centimeters.
other (up to a maximum weight of 10 kilograms). Subtracting the thickness of the wall from this
Additional explosives may be attached as extra Burst: Once the concussion of the explosion leaves a hole 75 centimeters (0.75 meter, or over
charges, but require additional time to emplace. has been calculated, determine the maximum two feet) across.
If several larger charges are emplaced, several concussion radius of the explosion the same Characters should take cover from the blast
characters may work on emplacing them at way as for a high-explosive round, as described as an explosion with a concussion valuj A 25
once. on page 207. This maximum radius of concus- will injure characters within four 10-meter grid
Setting a charge requires a detonator and sion is also the primary burst radius of the squares (40 meters) of the explosion, and it will
may require fuses or electrical wire. A character explosion. The secondary burst radius is twice throw concrete shards to twice this distance.
must have a demolitions kit (see page 58) or this.
must have improvised the required parts (see Unlike a high-explosive artillery round, a MINES
Combat Engineer skill, page 137). Improvised demolition charge does not contain the material Mines are placed in the ground and are
fuses/detonators will have a mishap on a D10 necessary to produce a large quantity of frag- detonated when a human, animal, or vehicle
roll of 8+. Such a mishap is a hangfire (5-10 ments. However, these are usually produced by passes over them. Antitank mines are detonated
1D10) or a complete dud (1-4 on 1D10). A the destruction of the object being demolished. by vehicles.
hangfire will detonate 1D10 turns later than If the demolitions charge is simply lying on the Detonation: Minefields are always described
expected; a dud will not detonate at all. The ground or is used to demolish an earthen or in terms of their width and depth in 10-meter
referee should make these rolls in secret. timber and earth fieldwork, it does not produce tactical grid squares, and their density of mines
Setting a charge is an Easy task using Com- fragments. per grid square. Once this has been calculated,
bat Engineer skill, with failure indicating that the Penetration:Jbe base penetration of ademo- the chance of detonating a mine per grid square
charge does not go off when triggered and with lition charge is the same as its concussion value, entered is determined. For personnel, multiply
Catastrophic Failure indicating that the charge but is modified by its means of emplacement. If the density by 0.1; for vehicles, multiply the
goes off while being set. the charge is tamped, its penetration is doubled. density by 0.5. The result is the percent chance
Tamping: Tamping consists of covering a If the charge is simply laying on top of or leaning per square that a vehicle or character will trigger
charge so that the force of the explosion is against a structure (as in the case of a thrown a mine.
contained and directed in toward a structure. satchel charge or stick of dynamite), its penetra- It is too time-consuming to roll for every
Tamping must be done with dense or heavy tion is halved. Unlike other explosions, the listed square entered, so the referee should instead
material, such as rocks, sandbags, steel plates, penetration value of a demolition charge is its note how many squares of the minefield a char-
etc. Tamping adds five minutes to the time re- actual penetration; players do not add the roll of acter of vehicle moved through, multiply this by
quired to set the charge. The referee may in- 2D6 to it. the detonation chance, and use the result as the
crease this time requirement for difficult tamping Breaching Barriers: Breaching a barrier chance that a mine was triggered at some point
jobs. (It is very difficult, for example, to tamp a basically means blowing a hole in it. Demolitions during the move. Since a good many variables
charge taped to the side of afreestanding girder.) charges can be used to breach walls, armor are actually at work here other than simple
Effects: Like anything which blows up, ex- plate, embankments, etc. density of the field and distance travelled, the
plosives have a concussion, burst, and penetra- To determine the size of the breach made by referee is strongly encouraged to make a quick
tion value. a demolition charge, first determine its maxi- approximation of the chances, round to the
Concussion: It requires progressively larger mum penetration. To do so, divide the penetra- nearest 10% (but never down to 0 or up to 100),
quantities of explosives to produce a linear in- tion value of the charge by the toughness of the and roll a few percentile dice. This is not an
absolutely precise system to begin with, so removal which will take extra time. Spend an- across (roughly 50 grid squares). Each round
speed of resolution is more important than pre- other 10 minutes and roll the task again. Cata- covers an area 25 squares wide and 25 deep,
cision. strophic Failure indicates accidental detonation The players tell the referee that they will fire six
For example, the referee determines that of the mine. rounds into the middle of the left half of the area
three characters are walking through an anti- Directional Mines: Directional antiperson- and six rounds to the right. This will give them a
personnel minefield with a density of .08 mines nel mines are not buried. They instead are minefield 50 grid squares wide and 25 grid
per square. One character walks through six generally emplaced at or near ground level and squares deep, with a mine density of 0.06 per
squares of the field; one walks through five; detonated either by remote control or a 30- square.
and one walks through two. For personnel, the meter tripwire. Standard Minefields: A standard antitank I
chance of detonation is 0.008 per square Personnel passing over the tripwire will deto- and standard antipersonnel minefields already I
moved through. The referee decides that they nate the mine on a D10 roll of 6 or less. in place (i.e., laid previously by NPCs) are
have walked through an averag e of about four Anyone can detonate a directional mine by assumed to have a density of 0.1. The referee
squares each, for a detonation chance of remote control at anytime, provided he or she is can increase or decrease this, and determine
roughly 0.04 (4%) each. The referee makes a in possession of the control (is connected to the widths and depths to fit the situation. The 0.11
D100 (percentile) throw for each character, mine by a wire). Concussion is resolved nor- density is an easy rule of thumb, however.
with a 4 or less indicating a mine was deto- mally. Fragmentation, however, is suffered only
nated. For more detail (and time), the referee in the direction of theblast (predetermined when CHEMICAL WARFARE
could have rolled a D100 for each character the mine is emplaced). The burst area is a 30- Chemical bombs, missiles, artillery rounds,
for 5 or less, 4 or less, or 2 or less, respec- degree cone, so at any given distance from the and grenades are filled with a chemical agent
tively. mine, the cone is half that distance wide. For and are intended to do damage by dispersion of
Damage: Detonation of a mine has the same example, at a distance of 50 meters, the cone is their contents rather than by their explosive
effect as any other explosion, causing concus- 25 meters wide; at 100 meters, it is 50 meters power.
sion and fragmentation. However, if a character wide. Two burst templates are provided on page The listed burst radius of the round or gre-1
triggers an antipersonnel mine, the full concus- 257 for use with the tactical grid. The primary nade is the width of the chemical cloud it re-
sion value of the mine is only suffered by one leg burst zone of the directional mine extends to 60 leases. The length of the chemical cloud is 4
(determine which one randomly), with the rest of meters, and the secondary burst zone to 120 times its width. The actual cloud starts at the
the body parts suffering half concussion. Dam- meters. point of impact of the round or grenade and
age to a vehicle is resolved against the vehicle's FASCAM: FASCAM (also known as RDM extends downwind.
suspension. If the mine has a penetration value, [remote-delivered mines]) may be fired by artil- For example, a chemical grenade with a I
then an additional attack is made against the lery. The two types of RDM rounds are antiarmor burst radius of 5 would have a chemical cloud
hull of the vehicle using the vehicle's hull rear mines (RDAAM) and area denial mines five meters wide and 20 meters long.
armor value. (RDADM).The firsttype delivers antitank mines, Characters may suffer fragmentation dam-1
Detection: Detection of a minefield is an while the second delivers antipersonnel mines. age if they are within the burst radius of the j
Average task using either Combat Engineer or Because the antipersonnel mines are smaller, round or grenade, but since such weapons have
Observation skill. It may only be attempted while RDADM rounds provide for a higher minefield only enough explosive force to scatter their
crawling or walking, not while trotting, running, density than do RDAAM. The densities of the contents, this is restricted to 1D6+2 damage
or mounted. Detection of a camouflaged two types of fields are provided on the FASCAM with Nil penetration to a random location if hit by
minefield is a Difficult task, subject to the same Density Table. On the table, the unit of deliver- afragment. Roll on the Human/Animal Hit Loca-
restrictions. Conditions of reduced visibility (fog, able mines is equivalent to a medium-caliber tion Chart (pages 198,252) for location.
night, smoke, etc.) raise the difficulty of the task artillery round. Larger artillery rounds will deliver A chemical round can contain one of five
by one level. more than one of these units. different chemical agents: smoke, irritant gas
Marking and Removal: Once a minefield is For example, a round that was described as (such as tear gas or vomit gas), blood agent
discovered (either by detection or by setting off holding four RDAAM mine units would cover the (such as phosgene), blister agent (such as
a mine), characters may either probe for the area listed at a density of .04. lewisite or mustard gas), or nerve gas.
mines and mark their location or may attempt to The cloud of gas from a smoke round does
remove them. not form immediately. When the round hits, the
Probing and marking mines is an Average referee should secretly roll 1D6 to see how
task using Combat Engineer skill and a Difficult many combat turns it will take the cloud to form.
task using Observation. Failure indicates that a Once the cloud has formed, the effects below
mine present in the grid square has been missed, are instituted.
while Catastrophic Failure indicates the acci- Due to the low density of mines delivered by Smoke: Smoke causes no damage and Is
dental detonation of a mine. It takes five minutes a single mine-unit round, it is common practice used to the obscure vision. The first 30 seconds
(60 combat turns) to probe and mark a five- to fire more than one round to make a field. of effect is thin smoke, followed by two minutes
meter wide path through one tactical grid square When emplacing a minefield using RDM, play- of dense smoke, then anotherturn of thin smoke,
(10 meters). ers should tell the referee how many mine-units and then no smoke.
If PCs wish to remove the mines from a field, they are firing into each 2510-meter grid square Irritant Gas: This category covers a variety
they must first probe and mark the field as by 25 10-meter grid square area (the area of compounds usually known as tear gas or riot
explained above. The referee will determine covered by the mines from one round). The gas. The gas cloud lasts for four turns. Irritant
where the actual mines are in the marked part of density of the minefield is the density of one gas causes no permanent damage, but can
the field, and each one must be removed. Re- round times the number of mine units fired. cause choking and temporary blindness.
moving a mine takes 10 minutes (120 combat For example, each RDAAM round provides a When an unprotected character (one with-
turns) and is a Difficult task using Combat Engi- density of 0.01 mines per grid square. A group out a gas mask) first comes into contact with
neering skill or a Formidable task using Obser- of players has 12 one-unit RDAAM rounds and an irritant gas cloud, he or she must make a
vation. Failure indicates a complication in the wants to mine an area roughly 500 meters panic roll. Panic indicates that a character will
flee the cloud and spend one turn recovering. to the chest requires one atropine injection to
In addition, for each minute that a character is arrest the effects of the nerve gas. A character
in contact with an irritant gas cloud, the char- who has suffered a critical injury to the chest
acter must succeed at an Average check of requires two atropine injections to arrest the
Constitution to avoid being overcome by the effects. Once injected with atropine, the charac-
gas. ter is incapacitated (disoriented, confused, and
If the character passes both the above rolls, incapable of any movement other than crawl-
he or she may function normally. If the PC fails ing) for four hours. Visibility-Enhancement Devices: A num-
the Constitution roll, he or she is temporarily Residual Contamination: The ground cov- ber of vision-enhancement devices are avail-
blinded and incapacitated (disoriented, con- ered by a cloud of blister, blood, or nerve gas will able. They have the following effects.
fused, and incapable of any movement other remain contaminated for several hours after the Binoculars: Binoculars are useful only during
than crawling) by coughing. cloud disperses, and vehicles exposed to the periods of good visibility (daylight and good
A character who is incapacitated continues cloud will remain contaminated for several days. weather). Characters who are equipped with
to suffer the effect for 10 minutes, during which Natural weathering will reduce this, and a rain- binoculars and are in a good observation posi-
time he or she need make no further rolls for storm or thorough washing of the vehicle will tion (building roof, treetop, hill) have Observa-
panic or against Constitution. remove the contamination. While an area or tion skill increased by 1. If they spot a group
Characters in gas masks or chemical de- vehicle is contaminated, unmasked characters before it spots them, double the range of the
fense suits are not affected by irritant gas. who walk through that area or stand near that encounter.
Blood Agent: This category covers a variety vehicle suffer 1D6 hits to the chest every 12 Image Intensifier: An image intensifier has
of inhaled poisonous gases. The cloud lasts for turns (one minute). the same effect as binoculars, except that char-
20 turns. acters add 2 to their Observation skill. The
Each combat turn that a character is in the TACTICAL VISIBILITY device Incorporates both telescopic and low-
gas cloud of a blood agent, he or she receives Normal daylight visibility is effectively unlim- light intensification, and has a maximum range
2D6 hits to the chest. A character in a blood ited, restricted only by intervening terrain. Smoke, of 900 meters. The light-intensification features
agent cloud can hold his or her breath for six adverse weather, and night reduce visibility double characters' maximum visibility ranges at
combat turns and only suffers 1D6 hits per severely. Dense smoke blocks visibility com- night. Image intensifies have no effect in woods,
combat turn while doing so. (The agent can pletely. Light smoke obscures characters and smoke, or poor or very poor weather.
enter the bloodstream through the eyes as well vehicles in and beyond it. In poor weather (light IR Goggles: Infrared goggles allow charac-
as through inhalation, but in less damaging fog, drizzle, and light snowfall), maximum vis- ters to see moving or stationary personnel or
concentrations.) Characters wearing gas masks ibility distance is 2000 meters for moving ve- other heat sources at a distance of 300 meters at
are not affected by blood agents. hicles, and very large objects and structures night. In addition, characters wearing infrared
Blister Agent: The gas cloud of a blister (such as villages, woods, etc.). For stationary goggles can see the beam of an IR spotlight (see
agent is the same as for a blood agent. A blister vehicles, small structures (such as bunkers), immediately below). IR goggles have no effect in
agent has the same effect on masked charac- and moving people, the maximum spotting dis- woods, smoke or poor or very poor weather.
ters as irritant gas does on unmasked charac- tance is 1000 meters. For stationary people, it is IR Spotlight: An infrared spotlight can illumi-
ters. If a character is not wearing a gas mask, 500 meters. In very poor weather (dense fog, nate an area 20 meters across at a range of up
blister agent has the same effects as both irritant rain, and heavy snowfall), these distances are to 1000 meters. Only characters wearing IR
gas and blood agent. Characters chemical de- quartered. goggles can see the light.
fense suits and gas masks are unaffected by Visibility at night varies considerably, de- However, any character wearing IR goggles
blister agents (a gas mask alone is not protec- pending on the amount of background light. The will see the searchlight if he or she is within 3000
tion). referee should assign a background light level meters of it. IR spotlights have no effect in
Nerve Gas: Nerve gas attacks the central of from 1 to 5, with 1 representing a cloud- woods, smoke, or poor or very poor weather.
nervous system of the victim, eventually caus- covered, moonless night (in other words, pitch- White Light Spotlight: A while light spotlight
ing convulsions and respiratory failure. It can be black) and 5 a clear night with a full moon high will illuminate an area 20 meters across at ranges
inhaled or absorbed through the skin. The gas in the sky. Visibility for large structures and up to 2000 meters. The light itself can be seen by
cloud of a nerve gas round is the same as for a moving vehicles is 200 meters times the back- any character at any distance who has a clear
blood agent round. Each three turns (15 sec- ground light level. Visibility for small structures, line of sight to it. White light spotlights have no
onds) that a character is in a nerve gas cloud, he stationary vehicles, and moving people is 100 effect in woods, smoke, or poor or very poor
or she receives 1D6 points of damage to the meters times the background light level. Visibil- weather.
head and 1D6 to the chest (referees should pro- ity for stationary people is 50 meters times the Thermal Viewer: A thermal viewer is an
rate lower exposure times). background light level. Halve the distance for advanced form of infrared imaging, some-
Characters wearing a gas mask suffer dam- poor weather at night; quarter the distance for times called forward-looking infrared (FUR),
age only to the chest. Those wearing a chemical very poor weather at night. although this is a misnomer when the device
defense suit but no gas mask suffer full damage. Encounter Ranges: In poor weather, halve allows all-around visibility. It allows characters
If wearing both a chemical defense suit and a all encounter ranges (except in woods). In to see vehicles out to 3000 meters and people
gas mask, he or she is not affected. very poor weather, quarter all encounter ranges out to 1500 meters through darkness, smoke,
Once a character's damage level reaches (except in woods). At night, multiply all en- and fog. This range is halved in drizzle and
serious injury (equal to a serious wound) to counter ranges (except in woods) by the back- rain, and the device has no effect in snowfall
either the head or chest, he or she continues to ground light level and divide by 10, then modify and woods.
suffer damage from the gas, even if the charac- for poor or very poor weather. (Woods are Illumination Rounds: An ILLUM round will
ter is no longer in the gas cloud. This damage unaffected by reduced visibility, as visibility is illuminate the area within its burst radius as if
will continue until the character either dies or already so limited that encounter range de- it were full daylight. ILLUM rounds have no
receives an injection of atropine. pends as much on hearing the encounter as effect in woods, smoke, or poor or very poor
A character who has suffered serious injury seeing it anyway.) weather.
THE WORLD IN AD 2000
This chapter details conditions in the year 2000. Electricity is a memory in most areas of the TRADE AND COMMERCE
The discussion of nuclear strikes is limited to sites globe. The coal and oil to generate it are no While organized trading and commercial
receiving over 0.5 megaton. Smaller strategic and longer available more than a few miles from activities go on in the world of Twilight: 2000,
tactical strikes are not discussed because of their the production fields. Control circuitry and they are not extensive or economically so-
tremendous numbers. electronic components of all types (in every phisticated. Communities forthe most part are
type of industrial facility) were fried by the EMP self-sufficient, since the flow of trade is too
GENERAL CONDITIONS (electromagnetic pulses) of nuclear detona- uncertain to rely on. Surviving cities do trade
Physically, there is little difference between tions thousands of miles away (prewar pre- for food, and merchant convoys from these
the world of Twilight: 2000 and today's world. dictions of EMP proved to be underestimates, cities are sometimes encountered. At first,
The rivers, mountains, shorelines, and loca- and even supposedly shielded equipment was cities often forcibly confiscated food from the
tion of cities are the same. The difference lies damaged to some extent). Power transmis- countryside. However, this resulted in farm-
not in the features of the land, but rather in the sion lines went down due to surge effects. ers moving away from the areas around cit-
condition of those features. This is particularly Nuclear power plants were either shut down ies, so instead in most areas a primitive
true in Europe and other countries subjected for safety when the nukes began to fall, or economy has developed in which cities trade
to both conventional fighting and nuclear at- were abandoned by their operators in the what goods they can produce for food.
tacks. Here, many cities have been devastated ensuing civil disorder. Hydroelectric and Outside of the cities, the standard means
and are abandoned ruins. Others are still in- geothermal power plants fell victim to one or of exchange is barter. Characters bargain and
habited, but with greatly reduced populations. more of the above. Electricity is simply not exchange items until both sides are satisfied
Small towns and villages are beginning to re- available in most areas, and not on any large with the trade. In barters between player
semble fortified towns of the middle ages, scale anywhere. characters and NPCs, the referee should be
surrounded by low earthen ramparts with Public health and sanitation measures are guided by the dollar prices of the items (as
occasional bunkers and firing positions. Trade almost completely nonexistent. Fallout and given on the Price List on page 248) in the
and commerce are greatly reduced since famine have reduced the general level of barter, as these prices reflect the general
governments can no longer police the high- health in the world's population, and modern perceived value of the items. However, the
ways and countryside. Most manufacturing medicines are increasingly scarce. In some referee must also determine the items' actual
has ceased except for small cottage industries: areas, disease has killed more than nuclear perceived values for the NPCs involved in the
weaving, carpentry, canning, etc. or conventional warfare. Disease is an in- barter. For example, a motorcycle broken
In regions where there was no actual fight- creasing problem worldwide, and some dis- beyond the local NPCs'abilities to repair isn't
ing, local conditions can run the gamut from eases that had almost been eliminated have worth that much to them, while a farmer's only
good to abysmal. Throughout the world, cit- returned. rifle will be of great value to him. Also, if the
ies are severely depopulated, factories are The nuclear devastation was targeted pri- characters obviously need an item desper-
deserted, and the countryside is flooded with marily upon the substance that was the life- ately, greedy NPCs will attempt to get many
refugees, marauders, and displaced persons blood of modern industry: oil. All of modern times their perceived value of the item,
of all types. Countries that were totally un- society depends on a free flow of oil for en- However, a friendly NPC is likely to offer a
touched by the war fell victim to the global ergy, lubrication, and petrochemical raw better deal than normal, or offer advice as to
depression (of unprecedented proportions) materials. Modern farming techniques de- the going price for items locally and where the
that resulted. Some places weren't nuked, but pended on oil, not only to fuel and lubricate PCs might find a particular item they are
no place was immune to the chaos that was the machinery, but to provide the feedstock looking for.
the war's major aftershock. for most fertilizers and many herbicides. Gold: In cities, the basic medium of ex-
change is usually gold. Prices are determined
in much the same way as before, but gold is
paid and received for transactions. In a city,
perceived values will tend to be closer to the
listed prices than in the countryside, either
because the items may be more plentiful or
due to competition between merchants sell-
ing the items. Of course, there may be mo-
nopolies on certain items. Or perhaps the sale
of all manufactured items (and/or food) is a
city-controlled monopoly, in which case the
prices of items may be artificially higher than
their perceived value.
Gold generally is not used as a medium of
exchange outside cities, as the inhabitants of Scrounging skill, provided the character's skill ing marauder bands (and sometimes from
the countryside have little use for gold while level is higher than the value on the chart. rival communities) in return for food and shel-
a plow, a gun, or whatever, can be of imme- Industry: Industrial production is very ter. Whether the inhabitants welcome the
diate use. Gold may be accepted as partial limited and is mostly confined to cities. The soldiers' presence or not depends on local
payment in some places, usually in relatively biggest business going is the distillation of conditions and how the soldiers behave.
secure areas having a nearby city that trades alcohol. Most villages and every town, city, Sometimes the cantonment arrangement is
extensively. Also, merchant convoys in the and major city have large alcohol stills that turn beneficial for both sides; sometimes it is ex-
countryside will often accept gold. out methanol and ethanol for local use and tremely one-sided. It is not at all uncommon
Barter is possible in the city, particularly trade. Another thriving local industry is am- for units of one nationality to contain soldiers
when both sides of the barter want the items munition reloading. Gunpowder and primers from other nationalities (even those that were
being offered for exchange. However, gold is can be manufactured fairly easily, and bullets once the enemy) as well as increasing num-
preferred, especially by merchants. If a can be cast. Brass cartridges are more diffi- bers of civilians (locals or refugees). A Soviet
merchant accepts items in barter that he is cult to manufacture, however, so ammunition unit might contain Americans, Germans,
not very interested in, he will usually strike a reloaders are almost always willing to give a Czechs, Poles, and even more exotic nation-
harder bargain than he would if he were paid 10% discount on ammunition if the buyer has alities (depending on circumstances), all
in gold. a cartridge to trade, or to trade one round for equipped with a mix of weapons from a vari-
Availability: All items on the Price List on 10 brass cartridges. Other light industry may ety of sources. Every possible "arsenal" has
page 248 have an availability rating. The four be present, such as bicycle manufacturing, but been exploited, from reserve armories and
availability ratings are very common, com- will be very small scale (handcrafted rather firearms factories to museums and sporting
mon, scarce, and rare. The Equipment Avail- than mass produced). goods stores.
ability Table indicates the likelihood that the Periodically, army units are forced to move
item sought can be found in each of the four MILITARY/CIVILIAN RELATIONS a considerable distance cross-country. When
sizes of settlements. The encounter line gives In some regions, the armed forces are the they move they live off the land, seizing the
the likelihood that an encountered party will closest thing to a government that remains. food and fuel they need from local inhabitants.
have information about where a desired item Most military units have either broken down Thus, the arrival of a military unit in an area,
is. In all cases, the likelihood is expressed as completely, disintegrating into smaller bands regardless of which side the unit is on, is
anumberto roll underon 1D10. Considerable (some of which have turned to wholesale dreaded by civilians. The soldiers descend like
referee discretion is allowed for availability of brigandage, others becoming local security a swarm of locusts, consuming all the care-
items, as the table is meant as an aid to the forces) or have become effectively indepen- fully hoarded supplies of a settlement, and
referee, not as a rigid rule to limit his options. dent (few units would obey an instruction from then pass on, leaving starvation, disease, and
In settlements, Scrounging skill can influ- higher echelons to resume hostilities, even if misery in their wake.
ence the chance of finding that an item is they could receive one). As time passes, this sort of thing becomes
available. Most military units have settled into a less common. Major military forces are be-
The referee should treat the actual chance "cantonment" system, where they take shel- coming increasingly scarce, and those that
of an item being present as the average of the ter in a community (or a small number of are left are no longer in a mood for large-scale
value on the chart and the character's communities), providing protection from rov- moves.
navian countries was subjected to nuck
Global Conditions attacks, the peninsula saw considerable fight-
The following section provides a brief British ing during 1997-98 between NATO and So- i
overview of most of the regions of the world. viet forces. Cut off from world trade, life is be-
In all cases, some suggestions have been Nuclear Targets coming increasingly difficult for most Scandi-
made as to the types of encounter regions and The following British cities navians. Most of the cities of Scandinavia are
where they are located. Referees should re- independent or insular, although broad regions
member, however, that these are by no means
were subjected to nuclear at- in the south are organized. Areas in the north
exhaustive lists, only general guidelines. For tacks of greater than 0.5 Mt. subjected to fighting during the war are either
example, a nation may not have any listing of These regions are in anar- cantonments, devastated, or in anarchy.
terrorized regions, but the referee should feel Iberian Peninsula: Although neutral,
free to place these anywhere that marauders chy: Aberdeen, Aldershot, Spain and Portugal suffered the fate handed
are thick or where foreign military troops have Bantry Bay, Barnsley, Bedford, out to France because of their ports and oil
recently moved in. Birmingham, Blackburn, Bol- handling facilities. The central governments
are both a shambles, now represents
ton, Bradford, Bristol, Bury, mostly by roving bands of Guardia Civil an
Europe Cardiff, Coventry, Derby, Dover, army units which lead a semimarauder/ex-
Europe was particularly hard hit by the war, Dundee, Edinburgh, Folke- tortionist existence. Gibraltar and the area
in that much of the conventional fighting oc- within 20 kilometers of it are in anarchy; the
stone, Glasgow, Gloucester,
curred there. rest of the peninsula is insular, terrorized,
United Kingdom: As one of the major Grangemouth, Grimsby, Here- devastated, or independent.
NATO allies, the UK was particularly hard hit. ford, Hull, Leeds, Liverpool, Italy: Italy's oil refineries and industrial
His Majesty's government has managed to facilities were the subject of nuclear and
London, Luton, Manchester,
retain control of an area in southeast Great conventional air attacks. Fighting in the Alps
Britain south of the Thames River and east of Milford Haven, Newport, Not- devastated that region, but other parts of the
Southampton. This region counts as orga- tingham, PortTalbot, Rochdale, country are not as bad off. Although the central
nized for the purposes of encounters, with the government continues to exist formally, in
Rotherham, Sheffield, South-
outer fringes being cantonments. Outside this effect the army rules large sections of th
region, the remainder of the communities not ampton, Stockport, Swansea, country (under the authority of a martial I
destroyed (per the list to the right) are inde- Warrington, Wigan, Wolver- proclamation of 1998). There are several
pendent of HM government control, under a active insurgencies, including a royalist res-
hampton, Yeovil, York.
variety of local governments ranging from toration movement.
remnants of local community councils (the In the north, the industrial cities are dev
prewar local government) to military and ing black market is dominated by the Union astated or in anarchy. The more remote cities
paramilitary dictators. The area around Corse (the Corsican criminal underworld). and towns are insular. Central and southern
Folkestone and Hastings is disputed between The central government has been forced to Italy consists of cantonments and indepen-
HM government and the respective indepen- become increasingly repressive as condi- dent cities.
dent cities. HM government has managed to tions worsen, but life in most areas is Western Mediterranean Islands: Corsica
retain control of a small number of off-shore onerous but tolerable. is still nominally under the control of France,
oil platforms in the North Sea, and thus has Some areas (the mountains, especially) although the Union Corse (the Corsican
access to a trickle of petroleum products. are in open rebellion against the central gov- criminal organization) is in complete de facto
France: Although ostensibly neutral in the ernment, and martial law is in effect almost control of local affairs. Corsica is organized.
war, France was still subjected to nuclear at- everywhere. The government of the southern Sardinia and Sicily are nominally governed by
tacks to deny its port and oil refining facilities departments is incredibly corrupt, largely be- the central government in Rome (although in
to NATO. Damage was largely confined to the cause it is totally dominated by the Union practice they are on their own). The commu-
coasts, but the resulting casualties were se- Corse. Marseilles is the largest undamaged nities of Sicily and Sardinia are insular or in
vere. The riots and civil confusion caused by city, although it is in bad shape compared to dependent.
the war and by the hordes of refugees pour- its prewar condition. It represents the link Smaller islands have been thrown upon
ing across the borders forced the central gov- between what remains of trade in Europe and their own resources (and are independent).
ernment to close the borders, then occupy all the seaborne merchants of the eastern Medi- A small seagoing trade between islands and
territories west of the Rhine in order to pre- terranean, and is totally under the control of with the European coast is threatened by the
vent the country from being overwhelmed. The the Corsicans. pirates operating out of the near-total anarchy
military, to enforce the restrictions, has estab- Most of France is classified as organized that is the coast of North Africa.
lished a free-fire zone within 50 kilometers east (mostly by the French government/military, in Austria: The central government has
of the Rhine, commonly called LaZoneMorte some areas in the south by the Union Corse), vanished. Some portions of the country are
(the Dead Zone). The border is officially closed with a few areas in the mountains disputed or occupied by foreign troops, mostly German
to non-French citizens (informally, bribes will independent. The area west of the Rhine River and American, in cantonments. Other portion
get you in no matter what your origin if you have and east of the old border is a combination of are under local strongmen (insular) or in an-
visible means of support). terrorized, insular and cantonments. LaZone archy.
The border with Spain is also closed, but Morte is devastated. Switzerland: Switzerland has proclaimed
is permeable to smugglers. Part of a thriv- Scandinavia: While nothing in the Scandi- a state of national emergency, and has closed
its borders to refugees (although a thriving the suburbs are shifting to insular. Krakow is world, and are occupied by the last major tank
black market in manufactured goods for food independent, as are certain cities in Silesia force extant: the Soviet 3rd Guards Tank Army.
is unofficially tolerated). Life for those fortu- and Pomerania. The area in Silesia around The region counts as organized in the oil
nate enough to be Swiss citizens is hard, but Raciborz is organized. Pomerania is underthe fields, cantonments around it, and disputed
not unbearable. Industry is still functioning on control of Polish military units, now largely surrounding that.
a very low level (mostly due to lack of raw independent of central command, and has The remainder of the country is underthe
materials). EMP damaged the country's hy- settled into cantonments in the less damaged control of local strongmen, resistance units,
droelectric generating capacity, and electric- communities. Military presence in Poland is or marauder bands (independent, insular,
ity is severely rationed but is still available discussed in its own section, below. terrorized, or devastated).
(unlike in most of the rest of the world). The Czechoslovakia: The central government Bulgaria: Central government in Bulgaria
entire country is organized. has declared martial law and now rules through retains control only by oppressive measures
Germany: The central government has local military commanders, who have often and military force (cantonments, organized).
ceased to exist. Large areas are disorganized; ceased to obey orders from central authority Wide bands of the country are in anarchy,
others are controlled by foreign soldiers or (cantonments, with a few independent com- nevertheless.
local strongmen. Nevertheless, numerous munities). Czech industry was hard-hit by the Hungary: The central government has
German cantonments are scattered across war, and portions of the border regions are declared martial law and now rules through
the countryside as well, particularly along the occupied by foreign troops of several nation- local military commanders. The nation's bor-
Polish-German border. alities (disputed). Prague, Ostrava, and the ders have been formally closed to all outsid-
British cantonments are concentrated industrial regions are devastated. ers, but a small black market trade is still
around Hannover and Braunschweig, while carried out with the active cooperation of some
American ones predominate in the south. The military commanders. The country consists of
industrial regions around Augsburg and The Balkans cantonments and organized communities
Nuremberg are devastated. The area for 50 The Former Yugoslavia: The Balkan separated by devastated and terrorized re-
kilometers east of the Rhine is either devas- countries are in almost total anarchy. The gions.
tated or in anarchy. Many communities are mixed bag of cultures, languages, religions, Eastern Mediterranean Islands: Crete
independent or insular, especially those in the and other divisions has yet to sort itself out and Cyprus are under military occupation by
less devastated areas of the Schwarzwald, and shows no sign of doing so for years. the Greek and Turkish armies, respectively,
the Hartz and Jura mountains, and Rhein- Yugoslavia in particular has ceased to exist although there are very strong anti-Turkish
pfalz. The border areas with Poland and as a nation. Serbia, Croatia, Bosnia- factions on Cyprus.
Czechoslovakia are disputed. Hercegovenia (called Hercegoveniafor short) The communities of Cyprus are in can-
Poland: The central government has vir- and Slovenia are independent states and tonments of one side or the other, or are dev-
tually vanished, and now controls only thecity consist largely of independent, insularorcan- astated, terrorized, or disputed. Crete has a
of Lublin and the surrounding area. Portions tonment regions. subsistence economy; smaller islands are
of the country are underthe control of foreign Littoral communities not devastated by largely on their own.
military cantonments; other parts are in an- military action are insular, and areas around Turkey: Central government has com-
archy; and others have declared themselves the various military cantonments are dis- pletely broken down in Turkey, and the primary
to be independent. Regions between these puted. Macedonia is entirely devastated, in- form of government now is by local military
islands of relative stability are terrorized or sular, or disputed (mostly by the Greeks, units. Cantonments, insular, and independent
devastated. The industrial region in the Bulgarians, and Albanians). regions predominate, with anarchy and dev-
Gliwice/Katowice/Bytom corridor is devas- Romania: The oil fields near Ploesti con- astated conditions prevailing in regions dam-
tated. Warsaw is devastated in its core, but tain one of the few remaining refineries in the aged during the war.
CENTRAL POLAND age one or two howitzers per 1000 men, al-
The Military in Poland Reserve Front HQ: Lublin. though this will vary widely. Infantry will be
There are still substantial, organized bod- 4th Soviet Guards Tank Army, HQ: Piotrkow. mounted in a variety of vehicles (see the
ies of troops in Poland under varying degrees Sov 20th TD (1000 men): Szadel, Uniejow Encounters chapter).
of central control. The following is a listing of (Lodz).
major Eastbloc units in the area, along with Sov 21 st MRD (3000 men, 8 tanks): Kalisz, OTHER ARMED
theirstrength in combat troops and operational Ostrow (Wielun). COMBATANT FORCES
tanks and their approximate location. This Sov 124th MRD (3000 men, 6 tanks): Polish 14th Motorized Rifle Division:
information is provided as a general guide, and Sieradz, Zloczew (Piotrkow). 1500 former soldiers augmented by about
the referee should feel free to vary it as he sees Sov 12th GTD (500 men): South of Kalisz. 5000 local militia. The militia are purely local
fit. If more than one location is listed, the troops Pol 10thTD (2000 men, 5 tanks): Pleszew, defense in towns and villages. Commander
are spread between the two towns but are Kalisz. of the division, Colonel Julian Filipowicz, has
mostly concentrated in the first town men- Pol 6th BGB (400 men): Lodz, Zgierz. set up an autonomous state in southern Po-
tioned. If an additional location is given in Pol 11th BGB(C) (400 men): Lask. land which includes the territory south and
parentheses, that is the location of the unit's 3rd Soviet Shock Army, HQ: Legnica. west of the deserted and devastated Katowice
rear echelon (supply, medical, and mainte- Sov 127th CD (2000 men): Glogow, Nowa area. There has been some skirmishing with
nance services). Usually the rear echelon will Sol (Lubin). Soviet troops and loyalist militia in Opole, but
have fewer than 10% of the unit's manpower. Sov 129th MRD (3000 men, 5 tanks): most of the 14th Division's efforts have been
The following abbreviations are used Opole, Olesnica (Wroclaw). concentrated on increasing agricultural out-
throughout this list: BGB: Border guard brigade put.
CD: Cavalry division (C): Cavalry GCD: Guards WEST CENTRAL POLAND The region was subjugated by force of
cavalry division GMRD: Guards motorized rifle 1st Western Front HQ: Poznan. arms, but there has been little internal resis-
division GTD;Guards tank division MarO.Marine 1st Soviet Guards Tank Army, HQ: Skwi- tance as Filipowicz has at least exterminated
division MRD: Motorized rifle division Pol: Polish erzyna. the marauders and kept other armed bodies
Sov: Soviet TO: Tank division. Sov 9th GTD (4000 men, 24 tanks): from intruding. Filipowicz is brilliant but mad,
Mysliborz. a ruthless paranoid who has killed all emis-
NORTHERN POLAND Sov 11th GTD (500 men, 3 tanks): Gorzow saries from both sides who have attempted
Baltic Front HQ: Malbork. Wielkop. to open negotiations.
1st Polish Army, HQ: Gdynia. Sov 25th TD (1000 men, 4 tanks): He has now styled himself the markgraf of
Pol 2nd CD (200 men): Gdynia. Mieszkowice. Silesia and plans to increase the territory he
Pol 3rd CD (1000 men): Slupsk, Ustka Sov 1st TD (3000 men, 9 tanks): Witnica. holds north toward Czestochowa. For the
(Lebork). 8th Soviet Guards Army, HQ: Swiebodzin. moment, he will not push much to the east as
Pol 9th MRD (2500 men, 10 tanks): Pala- Sov 39th GMRD (3000 men, 27 tanks): he recognizes that he is not strong enough to
now, Miastko (Bytow). Kostrzyn. attack Krakow, and the appearance of Soviet
Pol 12th CD (1500 men): Koscierzyna, Sov 20th GCD (1000 men): Rzepin. regulars to the west has stalled him in that
Gniew (Tczew). Sov 131st MRD (2000 men, 16 tanks): direction. He knows that sooner or later the
Pol 19th CD (600 men): Malbork. Swiecko. Soviets will go away, however, and is willing
Pol 3 BGB (300 men): Gdynia. to wait.
Pol 12th BGB (400 men): Dabrowka. SOUTHWEST POLAND Polish 1st Free Legion (Formerly 1st
2nd Polish Army, HQ: Czarnkow. 2nd Western Front HQ: Legnica. Border Guard Brigade): A large guerrilla
Pol 1st MRD (2500 men, 7 tanks): Czap- 2nd Soviet Guards Army, HQ: Gorlitz, Ger- force of 450 men commanded by a former
linek, Miroslawiec (Rusinowo). many. sergeant in the Polish Army, S. I. Mastelarz.
Pol 7th MarDiv (600 men): Walcz. Sov 21st GMRD (1000 men, 5 tanks): Mastelarz's base of operations is the town of
Pol 17th CD (2000 men): Dobiegniew, Bautzen, Germany (Lobau, Germany). Leszno, which is well fortified and has with-
Strzelce (Wronki). Sov 103rd MRD (4000 men, 28 tanks): stood several small assaults by Soviet regu-
Pol 4th BGB(C) (400 men): Walcz. Cottbus, Germany. lars.
Pol 5th BGB (400 men): Czlopa. Sov 117th MRD(C) (100 men): Niesky, It is well protected by woods on three sides,
1st Polish Tank Army, HQ: Pila. Germany. and the approaches from the west are heavily
Pol 5th TD (3500 men, 16 tanks): Podgaje, Sov 157th MRD (1000 men, 7 tanks): mined. Mastelarz's guerrillas control the roads
Jastrowie (Pila). Hoverswerda, Germany. between Poznan and Glogow. He is an ardent
Pol 13th CD (1000 men): Chojnice, Czlu- 20th Soviet Guards Army, HO.Zielona Gora. supporter of the Polish government in exile
chow (Sepolno). Sov 132nd CD (3000 men): Gubin, Krosno and is intensely anticommunist. He has ac-
Pol 7th BGB (100 men): Chodziez. Orczanskie. tively cooperated with the U.S. military gov-
22nd Soviet Cavalry Army, HQ: Torun. Sov 12th GMRD (4000 men, 32 tanks): ernment and its intelligence arm, the Defense
Sov 43rd CD (2000 men): Grudziadz, Nowogrod. Intelligence Agency.
Tuchola (Chelmza). Sov 94th CD (1000 men): Peitz, Germany. The DIA has partially supplied his unit,
Sov 96th CD (1400 men): Torun, Kros- Notes: The above listing gives rough when practical, but the grounding of the last
niewice, (Wloclawek). strength in terms of numbers of men and cargo aircraft ended airdrops to him. Having
Sov 89th CD (300 men): Konin, Kolo, operational tanks. recently lost his last long-range radio he is out
(Sompolno). Tanks are included to roughly indicate how of contact but will try to resume contact as
Pol 8th BGB (200 men): Sroda, Wrzesnia. well equipped the unit is. A unit will also aver- soon as possible.
Polish 2nd Free Legion (Formerly 10th men defected to the civilian government of the rauders in Opoczno, Szczercow, and Wielun,
Border Guard Brigade): The commander, United States, and are now accompanied by but those towns are now weakly defended by
Major M. K. Sikorski, is a conservative demo- Captain B. A. Johnstone of the Central Intel- the local militia and are ripe for raiding by
crat who supports the Polish government in ligence Agency. Johnstone has convinced bands from further south. There are a total of
exile. He is professional and conscientious, Koronev and his men to attempt the march about 1000 marauders in the area, but they
but is rather stiff and formal and not a great south to link up with pro-U.S. (civilian govern- are broken up in groups of less than 100, with
inspirer of men. His nominal second in com- ment) forces in the Balkans. usually no more than approximately 10 or 20
mand is Major W. Anders, a former air force Soviet 6th Guards Motorized Rifle Di- appearing.
officer. Anders is a young firebrand, a charis- vision: Commanded by Colonel Ya. N. Soviet 38th Tank Division: Mostly a
matic leader who is actually Sikorski's rival for Chekanov, the 6th GMRD's current strength Ukrainian division with a strong anti-Russian
leadership in the unit. Anders is personally is 1700 men and three operational tanks. An feeling, the 38th Tank Division was the fourth
ambitious but lacks Sikorski's professional outstanding combat unit, three months ago it division of the 4th Soviet Guards Tank Army
competence in military matters. He is repeat- withdrew from the lines in the area between to cross the frontier from the Lvov area to
edly agitating for bigger actions, while Frankfurt and Gorlitz, apparently without or- crush the 5th U.S. Division. Along the march
Sikorski's concerns center around limiting ders, and has not answered numerous radio it mutinied and murdered its senior officers.
casualties and conserving the group's re- communications from Eastbloc command. The leaders of the mutiny intended for the
sources. The men are more and more in Colonel Chekanov, a competent combat offi- division to march back to the Ukraine and join
sympathy with Anders. Anders is secretly very cer dedicated to his troops, became sickened the Ukrainian separatist armies there. How-
ambitious and hopes to carve out a feudal by the apparently endless and pointless ever, once the bonds of authority were broken,
kingdom in west central Poland. He has no slaughter, and has decided that his only re- the murders went on, and soon the original
loyalties other than to himself. The group has sponsibility is to save as many of his men as ringleaders were dead as well. The division
200 regulars but has been joined by another he can. The division is now at Walbrzych and broke up into bands of marauders and for the
100 civilian guerrillas, who are almost all loyal controls the city and the surrounding forest. last month has been looting, pillaging, and
to Anders. The group briefly linked up with the Chekanov passed his unit off as a regular unit terrorizing the triangle formed by Przemysl,
5th Division, and several of the best men in of the Red Army for several weeks after arriv- Krakow, and Lublin. The Krakow defense
the unit (all Sikorski loyalists) went with 5th ing in the city, and by the time the local militia forces have had several bloody encounters
Division as guides. When the 22nd Soviet realized the truth, it was too late to resist. The with them. Their strength at the time of the
Cavalry Army counterattacked, the group was Walbrzych militia probably could have done mutiny was 3000 men and 27 operational
pushed back and is now hiding in the large little in any event. Chekanov is now orga- tanks. There are still probably 2500 men and
forest between the towns of Czerk and Nowe, nizing the local inhabitants and preparing for a dozen tanks, although they have mostly
midway between Chojnice and Malbork. the coming winter. He believes that there is broken up into small bands of 100 or less. One
Polish 8th Motorized Division: This unit little point in attempting to march east this group of 300 men with eight tanks seized the
no longer exists, having formed the core of year while there are so many troop move- city of Stalowa Wola and now holds it under
the defense force of the free city of Krakow. ments going on, but hopes things will be a reign of terror. Many of the leading citizens
The former division commander, Major Gen- easier in the spring. His troops are mostly and officials have been executed, and both
eral Zygmunt Bohusz-Szyszko, is now the Ukrainian, and his ultimate goal is to return rape and murder are commonplace.
city's police prefect, which gives him total to the Ukraine. Soviet 207th Motorized Rifle Division:
responsibility for the city's impressive de- Soviet 9th Tank Division: In September There are about 300 survivors of the division
fenses. The 2000 regulars of the division have of 1999, this division mutinied and killed its in the area between Pila and Bydgoszcz. A
been broken up to form the cadres of a militia senior officers. The entire area between Lodz few have turned to marauding, but most have
force which has a mobilized strength of 8000 and Czestochowa is now saturated with small taken refuge in the towns and villages in the
men. Only about 500 men are usually active bands of marauders, former soldiers of the area. These towns now have somewhat
at any one time, but the rest can be called up division, who spend most of their time fighting stronger defensive forces and are very well
on short notice. Krakow has about a dozen each other. Most of the towns and settlements equipped.
old tanks dug in around the city and has ex- are controlled by
tensive minefields, barbed wire barriers, and small bands of de-
sensing devices. It would cost the Poles and serters who have set
Soviets several divisions to take the city, and themselves up as
so far it just hasn't been worth the price. feudal overlords. The
Soviet 10th Guards Tank Division: Piotrkow militia has
Commanded by Major General M. Koronev, fought off several at-
the 10th defected en masse to the western tacks by well armed
alliance three months ago. At the time, it was bands, and there is
in a reserve position and has since been little or no civilian
unable to effect a linkup with NATO forces. travel through the
When the German 3rd Army broke through area. The recent pas-
on the Baltic front, the division began moving sage of the 4th Soviet
west, but it was hit from behind by elements Guards Tank Army
of the 22nd Soviet Cavalry Army. The group through the northern
is now down to 300 men on foot in the forest part of the region
just northwest of Warsaw. Koronev and his cleaned out the ma-
in addition to deaths from disease, starvation, puted regions. All nuclear target sites are
North America and civil unrest up to July 2000. ringed by devastated regions.
This land called Texas is not to my liking. The main effect of the attack was the de- Civgov controls organized enclaves in
The summers are too dry, the insects carry struction of over 60% of the country's oil re- Southern Georgia, the Carolinas, Iowa, the
pistols, and the inhabitants (human and ani- fining capacity. This, in combination with the Dakotas, and northern Virginia, with its tem-
mal alike) are uniformly hostile. I have found other ensuing destruction, effectively elimi- porary capital at Omaha, Nebraska.
the purgatory Babushka used to threaten me nated electrical power generation and indus- Numerous minor separatist movements have
with when I was naughty." trial facilities. Food shortages, disease, and sprung up, particularly in the west. Vast regions
Diary entry of Colonel Vasily I. Sergov, civil unrest following the strikes destroyed of the country areunder no effective central control
Soviet Division Cuba, San Antonio, Texas American society as it existed before the war. at all, being independent, insular, organized, or
The federal government has split into a even in anarchy. Soviet forces are in cantonment
USA: The United States of America was military and a civilian faction (called Milgov and in parts of Alaska (south of Anchorage and in the
heavily damaged by nuclear and conventional Civgov). Milgov controls organized enclaves islands southeast of Juneau) and in San Antonio,
attack and was subjected to invasion by two in the pacific Northwest, central and south- Texas. Mexican troops are in cantonments in
foreign powers. central California, Colorado, Oklahoma, the areas of California and Texas, mixed in with
Total casualties in the nuclear attack were lower Mississippi River, Eastern Virginia, New American and former American military forces j
135.2 million, or 52% of the population of the Jersey, and western Massachusetts, with its cantonments. The areas between these foreign,
United States in 1997. This includes initial capital at Colorado Springs, Colorado. These military cantonments and U.S. cantonments are
fatalities and subsequent deaths from injuries, areas are fringed by cantonments and dis- disputed.
U.S. Nuclear Targets
Geographic locations are given in terms of the nearest large Fort Meade, MD: Presidential Emergency Facility (.5 Mt, ground
city or the place most commonly associated with a particular tar- burst).
get. Ground zero can be quite some distance from the center of Camp David, MD: Presidential Emergency Facility (.5 Mt,
the community listed. State abbreviations are conventional; AFB ground burst).
stands for air force base. Sawyer AFB, MI: 40th Air Division Headquarters (.5 Mt).
Pascagoula, MS: Oil refining and storage facilities (1.25 Mt).
Elmensdorf AFB, AK: Alaskan Air Command Headquarters (1 Sugar Creek, MO; Oil refining and storage facilities (.5 Mt).
Mt). Malmstrom AFB, MT: 341st Strategic Missile Wing (1.25 Mt).
Blytheville AFB, AR: 42nd Air Division Headquarters, 97th Offut AFB, NB: Strategic Air Command (SAC) Headquarters,
Strategic Bombing Wing (1 Mt). 95th Strategic Recon Wing (SR71), 544th Aerospace Recon
El Segundo, CA:Oil refining and storage facilities (1.75 Mt). Technical Wing (1.5 Mt).
Richmond, CA: Oil refining and storage facilities (1.5 Mt). Linden, NJ: Oil refining and storage facilities (1.25 Mt).
Carson, CA: Oil refining and storage facilities (.75 Kt). PerthAmboy, WJ.Oil refining and storage facilities (1 Mt).
Avon, CA: Oil refining and storage facilities (.5 Mt). Paulsboro, NJ: Oil refining and storage facilities (.5 Mt).
Torrance, CA: Oil refining and storage facilities (.5 Mt). Westville, NJ: Oil refining and storage facilities (.5 Mt).
Wilmington, CA'Oil refining and storage facilities (1.25 Mt). Grand Forks AFB, ND: 321st Strategic Missile Wing, 319th
Benicia, CAOil refining and storage facilities (.5 Mt). Strategic Bombing Wing (1.25 Mt).
Martinez, CA: Oil refining and storage facilities (.5 Mt). MinotAFB, ND:57th Air Division Headquarters, 91st Strategic
Vandenborg AFB, CA: Recon satellite launch facilities (1 Mt, Missile Wing, 5th Strategic Bombing Wing (1.5 Mt, some ground
ground burst). bursts).
March AFB, CA: 15th Air Force Headquarters (1 Mt). Lima, OH: Oil refining and storage facilities (.75 Mt).
Cheyenne Mountain, CO: North American Air Defense Com- Toledo, OH: Oil refining and storage facilities (1.75 Mt).
mand (NORAD) Headquarters (3 Mt, ground burst). Ponca City, OK: Oil refining and storage facilities (.5 Mt).
Delaware City, DE: Oil refining and storage facilities (.75 Mt). Tulsa, OK: Oil refining and storage facilities (.5 Mt).
Dobbins AFB, GA Air Force Reserve Headquarters (.5 Mt). Philadelphia, PA'Oil refining and storage facilities (1.75 Mt).
McDill AFB, FL:Central Command Headquarters (1 Mt). Marcus Hook, PA: Oil refining and storage facilities (1.5 Mt).
Eglin AFB, FL: 1st Special Operations Wing (1 Mt). Charleston, SC: SSBN support base and port facilities (.5 Mt).
Kennedy Space!Tight Center, Capo Canaveral, FL: Recon sat- Baytown, TX:Oil refining and storage facilities (2 Mt).
ellite launch facilities (1 Mt, ground burst). Port Arthur, TX: Oil refining and storage facilities (3 Mt).
Maryport, FL: Port facilities severely damaged by near miss (.5 Texas City, TX:Oil refining and storage facilities (1.5 Mt).
Mt, offshore). Beaumont, TX.Oil refining and storage facilities (1.5 Mt).
Honolulu, HI: Pacific Command Headquarters (1 Mt). Houston, TX: Oil refining and storage facilities (1.5 Mt).
Scott AFB, IL: Military Airlift Command (MAC) Headquarters (.5 Deer Park, TX:Oil refining and storage facilities (1.25 Mt).
Mt). Robinson, TX: Oil refining and storage facilities (.75 Mt).
Wood River, IL: Oil refining and storage facilities (1.5 Mt). Corpus Christi, TX:Oil refining and storage facilities (1 Mt).
Joliet, /L: Oil refining and storage facilities (1 Mt). The army mu- Lemont, TX.'Oil refining and storage facilities (.75 Mt).
nitions plant near ground zero also took severe damage. Nederland, TX:Oil refining and storage facilities (.5 Mt).
Lawrenceville, /L: Oil refining and storage facilities (.5 Mt). Sweeney, TX: Oil refining and storage facilities (.5 Mt).
Whiting, IN: Oil refining and storage facilities (1.75 Mt). Borger, TX: Oil refining and storage facilities (.5 Mt).
Catlettsburg, KY;Oil refining and storage facilities (.75 Mt). El Paso, TX: Oil refining and storage facilities (.25 Mt).
Eldorado, KS: Oil refining and storage facilities (.5 Mt). Carswell AFB, TX;7th Strategic Bombing Wing (.5 Mt).
Kansas City, KS: Oil refining and storage facilities (.5 Mt). Dyess AFB, TX: 12th Air Division Headquarters (.5 Mt).
Baton Rouge, LA'Oil refining and storage facilities (1.5 Mt). Randolf AFB, TX:Air Training Command Headquarters (.25 Mt).
Garyville, LA: Oil refining and storage facilities (.75 Mt). Arlington, VA'The Pentagon (.5 Mt, ground burst).
Norco, LA: Oil refining and storage facilities (1 Mt). Quantico, VA: Presidential Emergency Facility (.5 Mt, ground
Belle Chase, LA: Oil refining and storage facilities (.75 Mt). burst).
Convent, LA Oil refining and storage facilities (.75 Mt). Fort A. P. Hill, VA: Presidential Emergency Facility (.5 Mt, ground
West Lake, LA Oil refining and storage facilities (.5 Mt). burst).
Meraux, LA: Oil refining and storage facilities (.25 Mt). Norfolk/Portsmouth, VA: Atlantic Command Headquarters, port
Shreveport, LA: Industrial facilities (250 Kt). and facilities (1 Mt).
Washington, DC: Presidential shelter at the White House (.25 Ferndale, W:AOil refining and storage facilities (.5 Mt).
Mt, ground burst). Anacortes, WA: Oil refining and storage facilities (.5 Mt).
Andrews AFB, MD: Presidential Emergency Facility (.5 Mt, Fairchild AFB, WA: 47th Air Division Headquarters (.5 Mt).
ground burst). Warren AFB, WY: 4th Air Division Headquarters (1 Mt).
Canada: Canada suffered 13.1 million fa- and civil dislocation, effectively destroyed ment after the nuclear strikes and established
talities (or 45% of Canada's population in electrical power generation, the electrical a provisional capital at Sherbrook. The capi-
1997) due to the nuclear attack. This total in- distribution net, and food production and tal was relocated to Quebec City shortly
cludes both initial fatalities and those caused distribution. Food shortages, disease, and thereafter.
by injuries received in the attack, received as the anarchy created by the attack destroyed Much of southern Quebec is now in can-
a result of various disease epidemics which Canadian society and tore the country apart. tonment or is insular, with a small areas
started shortly after the attack, and those Martial law is in effect nationwide, although around Quebec City being organized. North-
incurred in the widespread anarchy in Canada it is far from being in force. Various warlords em Quebec is not under any government
up to November 2000. and self-appointed "governments" reign in control, and local villages have been thrown
A major part of Canada's petroleum re- many areas. back on their own devices (independent, in-
fining capability was destroyed in the attack. The province of Quebec formally declared sular). Areas along the border between
This, in addition to attack-related damage its independence from the Ottawa govern- Quebec and Ontario are in dispute.
USSR: The war completed a process of to nuclear attacks in excess of 0.5 Mt. in Siberia such as Novosibirsk remain orga-
disintegration which had begun almost a de- The whole of the Caucasus is effectively nized; the rest of Siberia is wide open. In the
cade before. The vast distances involved independent of Moscow, as are the Central Ukraine, the city of Kiev is still loyal to Moscow,
made it almost impossible for a central gov- Asian republics and the Baltic states. No as are numerous smaller cantonment com-
ernment to remain in control afterthe nuclear government above the local community level munities, but they are submerged in a sea of
strikes of late 1997. exists more than a couple of hundred kilome- antigovernment activity (most of the rest of the
The areas in the list above were subjected ters east of the Urals. Local industrial centers Ukraine is disputed or terrorized).
Middle East Africa Central And South America
Iran: The Kurds, Baluchis, and Armenians Except for petroleum-producing areas, the The oil-producing areas of the Caribbean
are effectively independent. The remainderof bulk of the continent escaped the war, but were severely damaged by nuclear and/or
the country is in anarchy because of military prewar events combined with global chaos conventional attacks, largely in an effort to
activity involving the U.S. and the Soviets (who have taken their toll. The artificial borders deny them to the enemy. The war and the
retain cantonments and small organized re- imposed on tribal and cultural groups by co- global depression have removed all outside
gions in the south and north respectively). lonial powers over a century before have influences in the region, and civil wars have
Israel: A central government remains in largely vanished, and subsaharan Africa has been the result in practically every country.
control (organized, cantonments), but the split into myriad small feuding tribal and quasi- Guerrilla organizations such as the Shining
shaky peace between various factions (both tribal groups. These areas are a mixture of Path in Peru have taken advantage of the
religious and political) is beginning to fall apart organized, independent, insular and anarchy, chaos to attempt coups in their respective
under the strain of the postwar chaos. with areas between them disputed, terrorized, countries—some with success.
Arabia: Although many of the oil refiner- or devastated. Cuba: Upon the retirement from office of
ies of the Arabian Peninsula are destroyed, a The nations of the Mediterranean coast Fidel Castro in the mid-1990s, the more
few remain operational (although at less than have submerged into almost complete dev- moderate Miguel Hernandez took his place,
10% of their prewar capacity). The coastal astation and anarchy. The closest things to When the Sino-Soviet War began, Hernan-
cities are organized; the inland deserts are in govern me nt in this area are the small city-state dez gave his verbal support to the U.S.S.R.
anarchy. groups clustered around harbors, which serve When German troops entered Poland, the
The governments of other nations in the as cantonments/bases for the merchants- Cubans became increasingly nervous and
region have been placed under severe strain, cum-pirates who have begun to infest the began to fear that Soviet troops remaining on
and several have lost effective control. In all western Mediterranean. Af ew oil wells in north the island might make them a target for the
cases, governments have been forced to take Africa are still producing a trickle of oil, but no United States' wrath. In 1998, with the elec-
extreme measures to remain in power, and it one is really in a position to exploit them, and tion of a partly Marxist PRI/PPS coalition in
is an open question how long this situation can no sizable refinery exists closer than Roma- Mexico, the opportunity for the Cubans to get
continue before something cracks. nia. rid of their guests and the opportunity for the
Soviet "Division Cuba" (as it had come to be after 1996, and the British were unable to outback. Large parts of the countryside are
called) arrived. The PPS offered Division spare more than a token force for the islands' now in anarchy, terrorized, or insular, but the
Cuba passage back home in return for a short defense. Argentina itself withdrew when war major cities are organized and controlled by
detour, and the Cubans happily consented. broke out with Brazil in 1998, and a small- the central government. A short war was fought
Cuba's ports and oil processing centers scale exchange of low-yield nuclear weapons with Indonesia after it invaded Australia's ally,
were the subject of military action in 1998- between the two countries completed their Papua New Guinea. The Indonesian offensive
1999, but the worst internal problems came slide into chaos. Central government in both quickly halted, mostly due to logistical collapse,
with the desertion of the cities by the panick- countries has broken down, and both are now but not before a majority of Australia's and
ing urban populace in 1998. After a period of divided into semifeudal territories ruled by Indonesia's modern aircraft and naval vessels
chaos, Cuba reorganized itself into a repres- military juntas or local community govern- had been damaged or destroyed in a series of
sive, but functional, regime bent upon national ments. running aeronaval actions.
survival. The country is organized, except for Other Nations: The interior of the Amazon
the cities, which are devastated or in anarchy. is total anarchy, the coastal communities are
As a point of minor interest, Guantanamo was largely insular, and the industrial cities are Pacific Islands
evacuated by U.S. troops in 1999, and re- devastated. Peru is under martial law (can- Aside from the strike on the Hawaiian Islands
claimed by the Cuban military within days. It tonments/insular/terrorized) or the control of and one or two targets of strategic importance,
remains a major military cantonment. the Shining Path (cantonments/disputed, the Pacific islands were not directly damaged by
Nicaragua: Nicaragua escaped the war terrorized). Columbia, Equador, Chile, and the the war. Conditions on most islands arent bad,
undamaged, but the economic chaos has other nations are a mixture of organized, in- but several are severely overpopulated for their
taken its toll. Although the central government sular, terrorized, disputed, and anarchy. food production capacity, and a demographic
is a westward-leaning democracy, it has been shakeout of massive proportions is in the offing
forced into increasingly repressive measures (although the actual numbers are small on a global
to keep order (organized, with small areas in Australia scale). Most islands are organized (Carolines,
anarchy or disputed in the mountains). Australia was largely untouched by the Marshalls), terrorized (Hawaii, Tahiti), or in anarchy
Argentina/Brazil: The Argentineans at- nuclear exchange, but the global panic which (Oahu, where Honolulu was near a nuclear strike)
tempted to reoccupy the Falklands/Malvinas followed left its mark on both the cities and depending on the prewar demographics.
small strategic nuclear weapons, although an tamination quickly falls off overtime, and the
Environmental occasional crater, usually in a major city, is main danger from the impact crater will be
due to a larger strategic nuclear weapon.
Hazards For tactical and small strategic weapons
from heavily irradiated metal remaining in the
crater area. A character in a crater area suf-
Given the fact that the world has gone with yields ranging from 100 to 750 kilotons, fers 1D6 rads per minute. If he is riding in an
through a major nuclear exchange and a to- the apparent impact crater is about 100 to 400 open vehicle, this is reduced by half, and if
tal breakdown of sanitation and public health, meters in diameter and is 20 to 70 meters he is riding in an enclosed armored vehicle,
just walking around can be dangerous, even deep. For larger strategic devices with yields it is reduced by a factor of 10. If he is travel-
when nobody is shooting at you. ranging from one to 10 megatons, the appar- ling in a radiologically shielded vehicle, it is
ent crater is from 200 to 800 meters in diam- reduced by a factor of 100. The type of NBC
RADIATION eter and from 50 to 150 meters in depth. The protection a vehicle provides (Open, En-
Nature has a way of repairing itself, and term "apparent" is used deliberately; it refers closed or Radiologically Shielded) is noted on
two years after a major nuclear exchange to the diameter of the apparent (visible) cra- that vehicle's data card. The referee may
most of the severe radiation hazards will be ter. An area of about twice the visible diam- choose to ignore the accumulation of frac-
gone. The most dangerous areas are the eter has been completely shifted and dis- tional rads.
actual blast craters of warheads that, by ac- rupted and is as radioactively dangerous as Effects of Exposure: Exposure to lower
cident or design, detonated folbwing aground the visible crater itself. levels of radiation will produce temporary ill-
strike. Since most weapons achieve their best In the two years following the strikes, ero- ness, while higher levels can kill. All exposure
destructive effects from air bursts, ground sion has reduced the apparent diameter to is cumulative. When a character's accumu-
strikes would be rare if not for the sheer vol- some extent and has reduced the depth con- lated rads reach or surpass 50, he must be
ume of warheads exchanged. siderably. Many smaller craters are shallow checked for radiation illness. Thereafter, each
On a D10 roll of 5 or less, a major city will depressions in the ground, but the lack of time the character accumulates one or more
contain 1D6 impact craters. On a D10 roll of vegetation should alert characters to the po- rads he must be checked for radiation illness.
two or less, a city will contain one impact cra- tential danger if they do not have Geiger However, the character is checked for radia-
ter. Occasionally, craters are found in the counters or other radiation-monitoring equip- tion illness only once perday on eachday that
countryside, the site of a tactical strike against ment. he accumulates additional rads.
an army unit, and the crater may have der- Every impact crater had an initial radiation The Radiation Illness Chart on page 243
elict (and radioactive) vehicles and equipment level of about 6000 rads, an immediately fa- gives the multipliers used to determine the
nearby. Most craters are due to tactical and tal dosage. However, most radioactive con- chances of illness and death from exposure
to radiation. The character uses the rad level ber rolled is equal to or less than the chance, one day at lower exposure levels, two days if
on the chart that is closest to (without exceed- the character avoids the effect. Otherwise, he exposure is 600 rads or higher.
ing) his accumulated rad level. For example, is affected. Serious Illness: The character first suf-
characters with rad levels of 75 and 99 use For example, a character (Constitution of fers slight radiation illness, as described
the 50 line, while a character at 802 uses the 6) has a rad level of 75 and must check for above. Then he suffers serious radiation ill-
800 line. Possible effects are checked for in radiation illness. The 50 rads line is used, and ness and is incapacitated, with severe vom-
the following order: death, serious illness, there is no chance for death or serious illness iting and diarrhea, spotting on the body
slight illness. There is no need to roll for a at this level. caused by bleeding under the skin, and blood
lesser effect if a more serious effect is However, slight illness is possible, and the in the stool and vomit. Onset of serious illness
achieved. A dash (—) on the chart means the character must roll 6 (1x6) or less to avoid it. is 2D6 days after exposure at levels of 300
effect does not apply at that rad level. On another day, however, the same charac- rads or less, 1D6 days at levels above that.
"Auto" means that this effect automatically ter receives an additional 400 rads and must (Note that the character usually will recover
applies if the character manages to avoid a roll again. His total rads now equals 475, and from slight radiation illness before suffering
higher effect. he uses the 400 line. Checking first for death, from serious radiatbn illness.)
he must roll 3 (0.5x6) or less. He rolls a 2, and Incapacitation lasts 1D6 days, plus one day
escapes the effect. To avoid a serious illness, for every two days spent without bed rest and
Radiation Illness he must roll 2 or less (0.2x6=1.2, rounds up medical care. The amount of medical care
to 2). He rolls a 7, and fails. Note that he could required is the same as for a character with a
not have avoided slight illness. serious wound to two body parts—or two ad-
The referee checks for radiation illness for ditional body parts if the character is already
the character but does not inform the player wounded (see page 211). General illness, ap-
of the result. Instead, the referee informs the proximating the effects of slight illness listed
player of his character's symptoms as they above, will persist for 1D6 weeks.
occur. Death: The character first suffers from
Slight Illness: The character suffers nau- slight radiation illness and then from serious
sea, vomiting, and headaches. Onset is 1D6 radiation illness (both as described above).
Multiply the character's Constitution by the hours after exposure. The character has During the incapacitation period (and usually
multiplier to determine his target number Strength, Agility, and Intelligence halved for within 30 days of exposure) the character
(round fractions up). Roll 1D10. If the num- the duration of illness. Symptoms will last for dies.
DISEASE individual communities of people may de- of supplies. The referee rolls 2D6 to deter-
One of the most important scenario gen- velop partial or total immunities to one or more mine if disease is present (getting a 12, indi-
erators in Twilight: 2000 is the prospect of diseases which do not then affect them, but cating that it is). The referee rolls a D10 to
serious disease. Villagers seeking a doctor for which have devastating effects on strangers see what disease is present, and gets a 6,
some epidemic ravaging them, a character who have not built up such immunities. indicating cholera.
with bubonic plague looking for antibiotics, a For the purposes of disease, there are two Animals: Contact with diseased animate
child cured of disease by a character, thus types of people: those who live in settlements can come from acquiring draft animals or
gaining that character respect and trust and those who do not. People in settlements through hunting. If the presence of disease is
among the locals—all of these can provide a usually use preventative sanitation, while noted in time, contact and thus disease may
starting point for an adventure or serve as a people living in encampments are less likely be avoided—Average: Medical (Diagnosis)or
subplot to an existing one. For this reason, we to have good sanitation procedures. The ref- Biology. When hunting this task is Average:
present diseases in a fair amount of detail. eree determines which type of people are met Tracking. Consult the Animal Diseases Table
The three ways to contract diseases in for each encounter, according to his judgment. on page 274.
Twilight are as a result of an encounter with Refugees and stragglers usually use the Water: This encounter includes only wa-
people, as a result of an animal encounter, Encampment Diseases Table on page 274, ter consumed away from a settlement. It
and as a result of drinking contaminated while merchants and army groups usually use encompasses water from rivers, streams,
water. the Settlement Diseases Table on page 274. lakes, springs, abandoned wells, and so on.
Each time one of the above is encoun- Marauders and hunters have good chances If contamination is noticed, the characters
tered, roll 2D6. The disease tables define of being from either. Also, people receiving may choose not to drink the water (or may
the required die roll, or higher, which indi- good medical or biological advice tend to take boil it before doing so) and thus avoid disease.
cates the presence of a disease in the care of health and sanitation matters. If such This task is Average: Survival or Medical (Di-
various encounter situations. The referee advice is judged present, an encampment agnosis) or Biology.
may dispense with checking for disease as may be treated as a settlement and a settle- If the characters do not avoid contact with
circumstances dictate. A brief encounter ment may be treated as disease-free. the disease, the referee uses the Contami-
with a pair of hunters is usually too short to If the characters notice the presence of nated Water Table on page 274 to determine
allow disease to spread. disease in people in time, they can avoid which disease it is.
People: Most diseases occurring through contact and thus chance of catching the dis- Infection: Once the disease has been
contact with people are spread through con- ease. Noticing is Average: Medical (Diagno- determined, the referee must decide who
taminated food and water or by close contact sis) or Biology. among the PCs' group is vulnerable to the dis-
with a carrier (who may not necessarily show Example: The characters spend eight ease and whether any character contracts the
symptoms of the disease). In some cases, hours in a village, dickering over the purchase disease. The referee should consult the de-
scription of the disease to determine how it is Diagnosis: Diagnosis is a task, using administered at all, the character only rolls for
spread and compare this with the group's par- Medical (Diagnosis) skill. The difficulty de- recovery at the end of Phase II.
ticular vulnerabilities. A disease spread by pends on the disease. This difficulty given is Treatment which begins during Phase II of
tainted food is not spread to those who don't for Phase lof thedisease; Phase II is one level the disease has its overall effectiveness
eat the food, and one spread by contact easier (since the symptoms are more ad- halved (total all performed treatment modifi-
doesn't affect those who do not make con- vanced). Failure to diagnose a disease prop- ers, then halve the sum). If a character fails
tact with the victim. Adisease spread through erly results in a misdiagnosis. The referee his recovery roll, he has a chance of dying (a
the air places all characters within range at does not tell the players the difficulty or suc- D10 roll for the indicated number or less). If
risk. In the example indicated on page 244, if cess/failure of the task, only the disease di- he avoids dying, he then suffers the post-
none of the characters eat or drink while in agnosed or misdiagnosed. recovery disability associated with nontreat-
the village, they will not be exposed. Example: Monk complains to Wood of ment (whether he was treated or not). If a
The characters must roll Average: Con- abdominal pain and diarrhea. The referee character recovers as a result of treatment,
stitution to avoid contracting the disease. The rolls for Wood's diagnosis of Monk's disease. he suffers the treated postrecovery disability.
success roll is modified as follows: One is The result of 20 indicates an automatic fail- A character may have his fatigue base level
subtracted for each fatigue point at the time ure, and a misdiagnosis of cholera. Wood increased while recovering from disease. In
of exposure, and the disease's infection initiates the appropriate treatment for cholera such cases, his fatigue level may not be
number is also subtracted. (see the cholera entry). decreased below his base level, regardless
If a character contracts a disease, the Recovery: To recover from a disease, a of the amount of rest or sleep he gets.
referee then informs the character (after the character must make a D10 roll greater than Example: At the end of three days (the
correct incubation period has passed) of the the disease's base recovery number. This roll length of dysentery's Phase I) the referee rolls
symptoms of the disease. The character (or is modified by the treatment received (+), the a D10 for Monk's recovery. The roll to recover
another character) may then attempt to diag- Medical (Diagnosis) skill of the person admin- from dysentery is 19. The treatment adminis-
nose and treat the disease. istering that treatment (+), and the Constitu- tered to Monk for cholera also has an effect on
Example: Monk, during one of his scouting tion of the diseased character (+). Negative dysentery, adding three for intravenous fluids
missions, comes across a spring which the modifiers should be assigned for inadequate and one for pain relief (with no deductions for
referee has previously determined is con- diet as described under Food Requirements inadequate diet or shelter). Wood's Medical
taminated by dysentery. Monk fails his roll to on page 148 (-1) and inadequate shelter (-1). (Diagnosis) skill of 8 is used. Monk's roll of 8
notice the presence of the disease and fills his The description of each disease indicates what is modified by + 3, +1, and +8, for a total of 20,
canteen. During the next few days, he shares the preferred treatment is and the modifier such which is over 19, and thus Monk recovers.
his water with no one else, and thus does not treatment gives to the D10 recovery roll. His base fatigue level is 1 for seven days
infect anyone but himself. Monk's Constitution If treatment is begun during Phase I of the (dysentery's postrecovery debility). Monk
is 6, his fatigue level at the time is 2 (-2), and disease, the character rolls for recovery at the receives no other ill effects, and the rest of
the infection number is 3, making the chance end of Phase I, using a D10. If he fails the D10 the group members, aware of his disease,
to avoid infection 1 (6-2-3). He rolls 4 and is roll, he rolls again for recovery at the end of take steps to guard themselves against in-
infected. The incubation period is two days, Phase II. If treatment is not begun until after fection (especially since they believe he has
and symptoms appear then. the end of Phase I or if no treatment is cholera, which is much more dangerous).
DISEASE DESCRIPTIONS Base Recovery Number: 21. Phase II: 7 days.
Understanding diseases is very important. Failed Recovery Death Probability: 2 Base Recovery Number: 24.
The following section details diseases, in- Postrecovery Debility: 4 weeks. With Failed Recovery Death Probability: 5
cluding their transmission, symptoms, diag- treatment, fatigue at level 2; without, fatigue Postrecovery Debility: 2 weeks. With
nosis, misdiagnosis, treatment, course, failed at level 3. treatment, fatigue at level 1; without, level 2.
recovery death probability, and postrecovery
debility. Hepatitis-A Pneumonia
Transmission: Contact, contaminated Transmission: Contact, airborne (par-
Dysentery food and/or water. Infection Number 4. ticles coughed or sneezed into the air). Infec-
Transmission: Contaminated food and/or Symptoms: General body pain, fever, tion Number 5.
water. Infection Number 3. malaise. Symptoms: Cough, fluid-filled lungs, fe-
Symptoms: Abdominal pain, diarrhea. Diagnosis: Formidable. ver, chest pain, general discomfort.
Diagnosis: Difficult. Misdiagnosed As: Minor disease. Diagnosis: Difficult.
Misdiagnosed As: Cholera, or minor dis- Treatment: Relieve pain and fever (+2). Misdiagnosed As: Minordisease, plague.
ease. Course of the Disease: Treatment: There are many different sorts
Treatment: Replace fluids (+3), relieve Incubation: 1D6 weeks. of pneumonia, and treatments vary. Pain and
pain (+1). Phase 1:3 days. fever relief (+2). To determine further treat-
Course of the Disease: Phase II: 5 days. ment, roll 1D10:1-2-antibiotic+; 3-5-antibi-
Incubation: 1 -3 days (1D6/2). Base Recovery Number: 18. otic- (both at +3); 6-10=no other measures
Phase 1:3 days. Failed Recovery Death Probability: 1 have any effect (but symptom relief has -1-3),
Phase II: 7 days. Postrecovery Debility: 2 weeks. With If antibiotics have effect, antibiotic +/- is +2.
Base Recovery Number: 19. treatment, fatigue at level 1; without, at level Course of the Disease:
Failed Recovery Death Probability: 1 2. Incubatbn: 1D6 days.
Postrecovery Debility: 7 days. With Phase 1:5 days.
treatment, fatigue at level 1 base; without, Food Poisoning Phase II: 9 days.
level 2. Transmission: Contaminated food. In- Base Recovery Number: 21.
fection Number 4. Failed Recovery Death Probability: 1
Cholera Symptoms: Severe abdominal pain, ab- Postrecovery Debility: With treatment,
Transmission: Contaminated food and/or dominal cramps, slight fever. none; without, level 1 fatigue for 1 week.
water. Infection Number 5. Diagnosis: Difficult.
Symptoms: Abdominal pain, fever, diar- Misdiagnosed As: Cholera. Typhoid Fever
rhea. Treatment: Relieve symptoms (+2). To Transmission: Contact, contaminated
Diagnosis: Difficult. determine further treatment, roll 1D10: 1-2= food and/or water. Infection Number 4.
Misdiagnosed As: Dysentery. specific antitoxin (+6); 3-5=antibiotic+; 6-8= Symptoms: Severe fever, pain, cough,
Treatment: Intravenous fluids (+3); anti- antibiotic- (both at +3); 9-10-no other mea- apathy.
biotic- (+2); relieve pain and fever (+2); anti- sures have any effect (but symptom relief has Diagnosis: Formidable.
biotic+ (no effect); antibiotic+/- (+1). +4). If antibiotics have effect, antibiotic± has Misdiagnosed As: Pneumonia, plague.
Course of the Disease: effect at +2. Treatment: Antibiotic- (+4); antibiotict
Incubation: 1 day. Course of the Disease: (+2); antibiotic* (no effect).
Phase 1:3 days. Incubation: 1 day. Course of the Disease:
Phase II:3days. Phase 1:2 days. Incubation: 1D6+2 days.
Phase 1:1 week. Phase II: 1 week. at the referee's discretion. Infection Number
Phase II: 1D6+3 weeks. Base Recovery Number: 26. 1 -4 (referee's choice).
Base Recovery Number: 20. Failed Recovery Death Probability: 10 Symptoms: Fever, general body pain,
Failed Recovery Death Penalty: 1 Postrecovery Debility: Fatigue at level 2 vomiting, discoloration.
Postrecovery Debility: 6 weeks. With for 20 weeks. Diagnosis: Average, Difficult, or Formi-
treatment, fatigue at level 2; without, fatigue dable at referee's discretion.
at level 3. Plague (Bubonic And Pneumonic) Misdiagnosed As: Any other disease, but
Transmission: The bubonic form is usually a minor one.
Typhus spread by ratborne fleas. The pneumonic Treatment: Referee's choice, usually in-
Transmission: Carried by body lice. In- form is spread by contact or by airborne cluding relief of symptoms (+2), antibiotic +,
fection Number 4. particles. Infection Number 4, bubonic; 6, -, or ± (+0-4, referee's discretion), or specific
Symptoms: Fever, headache, rash. pneumonic. antitoxin (+6). The availability of the specific
Diagnosis: Average. Symptoms: Bubonic: fever, swollen lymph antitoxin is up to the referee.
Misdiagnosed As: Minor disease. nodes, severe abdominal pain. Pneumonic: Course of the Disease:
Treatment: All antibiotics (+3). same, with severe cough and chills. Incubation: 1D6+2 days.
Course of the Disease: Diagnosis: Difficult. Phase 1:1D6 days.
Incubation: 1 day. Misdiagnosed As: Pneumonia, minor Phase //.-2D10 days.
Phase 1:5 days. disease. Base Recovery Number: 18 to 22.
Phase II: 10 days. Treatment: Bubonic: Antibiotic-(+4 phase Failed Recovery Death Probability:
Base Recovery Number: 20. I, +2 phase II); relieve pain and fever (+1). None.
Failed Recovery Death Probability: 2 Pneumonic: Antibiotic- (+3 phase I, +10% Postrecovery Debility: With treatment,
Postrecovery Debility: With treatment, phase II); relieve pain and fever (+1); antibi- none; without, fatigue at level 1 for 1D6 days.
none; without, fatigue at level 2 for 2 weeks. otic+/- (same as - ) ; antibiotic+ (no effect).
Course of the Disease: DESCRIPTION OF TREATMENTS
Rabies Incubation: 1D6 days. In all cases, a unit of a drug is enough to
Transmission: Contact with infected Phase I: Bubonic, 5 days; pneumonic, 3 treat one person for one day.
blood or saliva, normally through an animal days. Relief of Pain: This is done by admini-
bite. Infection Number 3. Phase ///Bubonic, 10 days; pneumonic, 7 stering pain-relief drugs. The mild forms are
Symptoms: Phase I: fever, malaise, sore days. used for normal conditions and strong forms
throat. Phase II: severe pain, excessive sali- Base Recovery Number: Bubonic, 2 1 ; (sedatives) for conditions described as severe.
vation, sweating and other fluid loss. Pneumonic, 23. Relief of Fever: This is done by admini-
Diagnosis: Difficult. Failed Recovery Death Probability: 10 stering antifever drugs.
Misdiagnosed as: Minor disease. Postrecovery Debility: Fatigue at level 2 Antibiotic+: Administration of a gram
Treatment: The 14-day DE Vaccine Se- for 15 weeks. positive antibiotic.
ries (+8 in phase I, +1 in phase II). (Preex- A n t i b i o t i c - : Administration of a gram
posure vaccination will prevent infection but Minor Disease negative antibiotic.
must be repeated at two-year intervals.) Transmission:This represents a number Antlblotlc±: Administration of a broad spec-
Course of the Disease: of minor (but debilitating) diseases too nu- trum (both gram positive and gram negative)
Incubation: 1D6 weeks. merous to detail specifically. antibiotic. These do not always work as well as a
Phase 1:2 weeks. Symptoms and treatment may be adapted positive or negative antibiotic abne.
MACHINEGUNS
AAT-52: Price; $400 (R/R).
MAG(M240,L7A2GPMG): Wce:$1500(S/R).
M60: Price: $1500 (S/R).
PRICE LIST
This listing is for the referee and players when M3A1:Wce;$300(S/R).
M214: Price; $10,000 (R/R).
MG3: Wce;$1500 (S/R).
PK: Price; $2000 (R/S).
Vz-59: Price: $1500 (R/R).
purchasing equipment It shows only the price and M12: Price: $400 (R/—). HEAVY MACHINEGUNS
availability codes. Items are grouped by broad M177:Wce;$750(S/R). DShK: Price: $2000 (C/V).
categories (melee weapons, pistols, etc), and are M231: Price; $300 (V/C). KPV: Price: $3000 (S/C).
arranged alphabetically within category. MAT-49: Price: $300 (S/R). M2HB: Price: $1600 (V/C).
MP-5:Wce:$400(C/S).
MELEE WEAPONS PPSh-41: Price: $300 (—/S). GRENADE LAUNCHERS
Axe: Price; $50 (V/V). Uzi: Price; $500 (V/C). AGS-17: Price: $3000 (R/S).
Bayonet: Price: $20 (C/C). Vz-24: Price: $300 (R/S). BG-15:Wce:$700(—/S).
Club: Price: Usually free for the taking (V/V). Vz-61/62 Skorpion: Price: $250 (R/S). HK-69: Price; $500 (S/R).
Hatchet: Price: $20 (V/V). M203: Price: $500 (C/S).
Knife: Price: $5 (V/V). ASSAULT RIFLES Mk-19: Price: $5000 (S/R).
Machete: Price: $50 (C/C). AK-74: Price: $300 (C/C).
Spear: Price: $10 (V/V). AKM:Wce;$300(C/V). ROCKETLAUNCHERS
Garotte: Price: Usually improvised (V/V). AKMR: Price; $300 (C/V). Armbrust: Price: $200 (S/R).
AR-70: Price: $500 (R/—). Carl Gustav: Price; $800 (C/S).
BOWS FA-MAS: Price: $500 (R/—). Folgore: Price; $1200 (C/S).
Crossbow: Price: $350 (C/C). FN-FNC: Price: $500 (C/S). LAW 80: Price: $300 (R/—).
Hunting bow: Price: $300 (C/C). L85 (IW): Price: $1500 (R/R). LRAC F1: Price; $4500 (FV—).
M16A2:Wce;$400(V/C). M12 SMAW: Price: $3000 (R/R).
REVOLVERS A N D M71: Price: $450 (R/—). M72A1 LAW: Price: $180 (S/R).
S I N G L E - S H O T PISTOLS M136: Price: $200 (C/S).
.38 Special (Revolver): Price: $450 (C/S). SPORTING RIFLES RPG-16: Price: $1000 (S/C).
.38 Special Snubnose (Revolver): Price:$375 .22 Bolt Action: Price: $150 (C/C). RPG-18:Wce:$1000 (S/C).
(C/C). .22 Semiauto: Price:$100 (C/C). RPG-75: Price: $300 (—/R).
.44 Magnum (Revolver): Price: $1250 (R/—). .30-06: Price: $300 (C/S).
.357 Magnum (Revolver): Price:$450 (C/R). .30-30: Price: $250 (C/S). ANTITANK MISSILE L A U N C H E R S
Black Powder Pistol: Price: $125 (S/S). Mauser Bolt Action: Price: $150 (C/C). AT-3 "Sagger": Price: $6000 (R/S).
Zip Gun: Price: $75 (V/V). AT-4 "Spigot": Price: $3000 (S/C).
SNIPER RIFLES AT-5 "Spandrel": Price: $6000 (R/S).
AUTOMATIC PISTOLS C3 (Parker-Hale): Price: $400 (R/R). AT-7 "Saxhorn": Price: $1200 (—/R).
.22 (Automatic): Price: $50 (C/C). FR-F1: Price: $900 (FV—). Dragon PIP: Price: $1200 (R/—).
.380 (Automatic): Price: $100 (C/S). L42: Price: $400 (R/R). HOT: Price; $4500 (S/R).
HP-35:Wce:$150(S/R). M21: Price; $400 (S/R). MILAN II: Price:$6000 (R/S).
M9 (M92S): Price; $150 (V/S). M40: Price; $700 (R/R). Swingfire: Price; $3000 (S/R).
M1911A1: Price: $100 (C/S). PSG1: Price: $600 (R/R). Tank Breaker: Price: $5000 (S/R).
M1933 Tokarev: Price:$100 (R/C). SVD: Price: $500 (R/S). TOW 2: Price: $10,000 (S/R).
P-64: Price: $170 (R/S). Vz-54: Price: $300 (R/R).
P7M13: Price; $150 (V/S). LARGE-CALIBER GUNS
PA-15:Wce;$150(S/R). SHOTGUNS AND HOWITZERS
PM Makarov: Price: $150 (S/V). Double: Price; $200 (V/V). 122mm D-30 Howitzer: Price: $50,000 (S/C).
Vz-52:Wce:$100(R/S). H&K Combat Assault Weapon: flr*»:$800 (C/R). 125mm Gun (Rapira-3): Price: $50,000 (R/S).
Pump: Price; $300 (V/C).
BATTLE RIFLES Semiautomatic: Price: $300 (V/C). MORTARS
FN-FAL: Price: $600 (S/R). 60mm: Price: $5000 (C/S).
G3: Price: $500 (C/R). AUTOMATIC RIFLES 81mm: Price: $10,000 (C/S).
L1A1 (FN-LAR): Price: $600 (S/R). L86A1 LSW: Price: $1500 (R/R). 82mm Vasilek: Price: $20,000 (R/S).
M249: Price: $1500 (S/R). 60/81/82mm Wojo Combo: Price: $8000
SUBMACHINEGUNS RPK-74: Price: $1000 (S/C). (C/C).
AKR: Price; $300 (S/C). RPK: Price; $1000 (S/C). M120120mm: Price: $12,000 (C/S).
AMD-65: Price: $300 (R/S). 120mm: Price: $15,000 (C/C).
G11: Price; $400 (S/R).
L2A3 Sterling: Price: $600 (C/S).
TRIPODS 12.7mm B (12.7x83mmR Bloc): Price:$35 per ANTITANK MISSILES
NHT (NATO Heavy Tripod): Price: $350 (C/S). case (S/C). 152mm HEAT (Tank Breaker): Price: $1000
NLT (NATO Light Tripod): Price: $200 (C/S). .50 BMG (12.7x99mm Browning Machine- each (S/R).
NMT (NATO Medium Tripod): Price: $200 gun): Price: $35 per case (C/S). 152mm HEAT (TOW 2A): Price: $1500 (S/R).
(SIR). .50 SLAP (12.7x99mm Saboted Light Armor 152mm HEAT (TOW 2B): Price:$2100 (R/—).
PHC (Pact Heavy Carriage): Price: $1000 Piercing): Price: $60 per case (S/R). AM "Sagger": Price: $1200 (R/S).
(R/S). 14.5mm B (14.5x114mm Bloc): Price:$30 per AT-4 "Spigot": Price: $750 (R/S).
PLT (Pact Light Tripod): Price: $250 (S/C). case (S/C). AT-5 "Spandrel": Price: $1200 (R/S).
PMT (Pact Medium Tripod): Price:$300 (S/C). 12 Gauge (12-Gauge All-Brass): Price: $100 AT-7 "Saxhorn": Price: $1200 (—/R).
per case (C/C). AT-3 "Songster": Price: $2000 (S/C).
AMMUNITION AT-10 ATGM: Price: $2000 (—/R).
Magazines are purchased separately and cost HAND GRENADES Reflecks ATGM: Price:$2500 (R/S).
$1 per three rounds of capacity, except the 1000- Fragmentation: Price:$4 each, $100 per case MILAN II: Price:$3000 (C/S).
round drum for 5.56mm N, which costs $200. (C/C). MILAN Il-T: Price: $4500 (C/S).
Chemical: Price: $3 each, $40 per case for HOT: Price: $5500 (S/R).
SMALL ARMS AND MACHINEGUNS smoke, doublepricesforirritant(smoke,C/S;irritant, Swingfire: Price: $3000 (S/R).
Longbow Arrow: Price: $50 per 24 (C/C). S/R). 127mm HEAT (Dragon PIP): Price: $1200
Crossbow Bolt: Price: $30 per 24 (C/C). Antitank: Price:$10 each, $120 per case (R/S). (R/-).
Loose Black Powder and Ball: Price:$25 per Concussion: Price: $4 each, $70 per case
40 (C/C). (C/S). AUTOCANNON ROUNDS
4.7mm CIs (4.7x21 mm Caseless): Price: $300 Thermite: Price:$1 Oeach, $140 per case (S/R). 23mm API: Price: $500 per case (S/C).
per case (S/R). WP (White Phosphorus): Price:$20 each, $280 23mm HE: Price: $500 per case (S/C).
5.45mm B (5.45x39mm Bloc): Price: $100 per per case (S/S). 25mm API: Price: $650 per case (C/S).
case(C/V). 25mm HE: Price: $650 per case (C/S).
5.56mm N (5.56x45mm NATO): Price:$100 per GRENADE LAUNCHER ROUNDS 25mm APDU: Price: $2500 per case (S/R).
case, $200 per empty drum (V/C). 30mm HE: Price:$3 each, $75 per drum (R/C). 30mm API: Price: $750 per case (S/C).
.22 LR (5.7x17mmR Long Rifle): Price: $225 40mm HE: Price:$4 each, $200 per case (C/S). 30mm HE: Price: $750 per case (S/C).
per case (C/S). 40mm HEDP: Price:$5 each, $250 per case 40mm HE: Price: $6000 per case (C/S).
7.5mm MAS (7.5x54mm MAS): Price: $30 per (S/R).
case (R/R). 40mm CHEM: Price: $4 each, $150 per case, LARGE-CALIBER ROUNDS
7.62mm T (7.62x25mm Tokarev): Price: $250 (S/R). 100mm APDS-T: Price: $750 (—/R)
per case (R/S). 40mm ILLUM: Price:$6 each, $225 per case 100mm APHE: Price: $650 (—/S)
7.62mm S (7.62x39mm Short): Price: $80 per (S/R). 100mm HEAT: Price:$650 (—IS)
case (S/C). 40mm HVHE: Price:$6 each, $250 per case 100mm WP: Price: $700 (—/S)
.30-30 (7.62x51mmR): Price:$170 per case (S/R). 105mm HEAT: Price: $600 (C/S).
(C/S). 40mm HVHEDP: Price: $10 each, $400 pa- 105mm APFSDS: Price: $600 (S/R).
7.62mm N (7.62x51 mm NATO): Price:$65 per case (S/R). 105mm APDU: Price:$1000 (FUR).
case (C/S). 40mm Flechette: Price:$5 each, $720 per case 105mm WP: Price: $1000 (R/R).
7.62mm L(7.62x54mmR Long): Price:$70per (FV-). 105mm Flech(LC): Price:$700 (SI—)
case (S/C). 120mm HEAT: Price: $800 (C/S).
.3046 (7.62x63mm): Price: $80 per case (S/R). ROCKETS 120mm APFSDS: Price: $800 (S/R).
.32 ACP (7.65x17mmSR): Price:$150 per case Folgore HEAT: Price: $120 (C/S). 120mm APDU: Price:$1500 (R/R).
(S/S). 58.3mm HEAT: Price: $50 each, $125 per case 120mm WP: Price: $1000 (R/R).
8mm M (7.92x57mm Mauser): Price: $30 per (R/S). 125mm HE: Price: $800 (S/C).
case (S/S). 82mm SMAW HE: Price: $75 each, $350 per 125mm HEAT: Price: $800 (R/S).
.380 ACP (9x17mm): Price: $125 per case case (S/—). 125mm APFSDS: Price: $800 (S/R).
(C/S). 82mm SMAW HEAT: Price:$75 each, $350 per 125mm APDU: Price:$1500 (R/R).
9mm M (9x18mm Makarov): Price: $200 per case (S/—). 125mm Powder Charge: Price: $80 (S/C).
case (S/C). 84mm HEAT: Price: $120 (C/S).
9mm P (9x19mm Parabellum): Price:$225 per 89mm HEAT: Price: $175 (R/—). HOWITZER ROUNDS
case (V/C). 122mm HE: Price: $350 (S/C).
.38 Special (9x29mmR): Price: $175 per case RIFLE GRENADES 122mm HEAT: Price: $500 (R/S).
(S/R). HEAT: Price: $12 each, $100 per case (S/R). 122mm ICM: Price.$2000 (FIR).
.357 Magnum (9x33mmR): Price: $500 per WP: Price: $25 each, $200 per case (SIR). 122mm WP: Price:$700 (R/S).
case (R/—). 140mm RAW (Rifle Assault Weapon) HE: 122mm CHEM: Price: $350 (R/S).
10mm (10x24mm): Price: $85 per case (R/—). Price: $50 each (S/R). 122mm ILLUM: Price: $350 (R/R).
.44 Magnum (11.2x32.8mmR): Price: $550 per 140mm RAW (Rifle Assault Weapon) HEAT: 122mm Powder Charge: Price: $40 (C/V).
case (R/—). Price: $100 each (S/R). 152mm HE: Price: $500 (S/C).
.45 ACP (11.43x23mm):Price: $63 per case 152mm HEAT: Price:$750 (R/S).
(S/R). 152mm ICM: Price: $3000 (R/R).
152mm WP: Price: $1000 (R/S).
152mm CHEM: Price: $500 (R/S). Freezer, Small: Price: $100 (S/S). Telescopic Rifle Sight: Price: $500 (V/V).
152mm ILLUM: Price: $500 (R/R). Portable Heater: Price: $200 (C/C). Thermal Sight: Price: $5000 (R/R).
152mm Powder Charge: Price: $60 (CA/). Refrigerator, large: Price: $1000 (S/S). White Light Spotlight: Price: $100 (V/V).
155mm HE: Price:$500 (C/S). Refrigerator, small: Price:$100 (C/C).
155mm HEAT: Price: $750 (C/S). RADARS
155mm ICM-DP: Rice: $3000 (R/R). HAND TOOLS Artillery Counterbattery: Price: $200,000
155mm WP: Price: $1000 (S/R). Aircraft Tools: Price: $2000 (FUR). (R/R).
155mm CHEM: Price: $500 (S/R). Arc Welder: Price: $500 (S/S). Ground Surveillance: Price: $40,000 (S/R).
155mm ILLUM: Price: $500 (S/R). Basic Tool Kit: Price: $200 (V/V). Mortar Counterbattery: Priced 00,000 (S/R).
155mm FASCAM: Price: $5000 (R/R). Construction Tools: Price: $500 (C/C).
155mm Powder Charge: Price: $60 (V/C). Electrical Repair: Price: $500 (C/C). LASER DESIGNATORS
Electronic Repair: Price: $1000 (S/S). Man Portable: Price: $1000 (S/R).
MORTAR ROUNDS Excavating Tools: Price: $300 (V/V). Vehicle Mounted: Price: $2000 (S/R).
60mm HE: Price: $300 per case (C/S). Heavy Ordnance Tools: Price: $750 (S/S).
60mm WP: Price: $600 per case (S/R). Lockpick Tools: Price: $20 (V/V). NBC EQUIPMENT
60mm ILLUM: Price:$300 per case (S/R). Portable Machine Shop: Price:$75,000 (R/R). Chemical Defense Suit: Price: $1000 (S/C).
81mm HE: Price: $150 per case (C/S). Power Hand Tools: Price: $500 (C/C). Chemical Sniffer: Price:$500 (C/C).
81mm WP: Price: $300 per case (S/R). Small Arms Tools: Price: $200 (S/S). Gas Mask: Price: $150 (V/V).
81mm ILLUM: Price:$150 (S/R). Tracked Vehicle Tools: Price: $1000 (S/S). Geiger Counter: Price: $500 (C/C).
82mm HE: Price: $300 per clip (S/C). Wheeled Vehicle Tools: Price: $500 (C/C). M256 Chemical Detector Kit: Price:$20 (S/R).
82mm HEDP: Price: $600 per dip (R/S). Optical Chemical Sensor: Price: $2000 (S/R).
82mm WP: Price: $300 per case (R/S). RADIOS Steam Decontamination Trailer: Price: $5000
82mm ILLUM: Price: $150 per case (R/S). 0.5km Hand: Price: $250 (C/C). (S/C).
120mm ICMDP: Price: $2000 per case (R/—). 1/6km Manpack/Vehicular: Price: $500
120mm HE: Price: $200 per case (V/V). (S/S). MEDICAL SUPPLIES
120mm WP: Price: $400 per case (S/S). i/6km Secure Manpack/Vehicular:Price: Anesthetic, Local (100 Units):Price:$1000
120mm CHEM: Price: $250 per case (S/S). $1500 (S/S). (R/R).
120mm ILLUM: Price: $200 per case (S/R). 13km Vehicle: Price: $1500 (S?S). Anesthetic, Total (100 Units): Priced 000
13km Secure Vehicle: Price: $6000 (R/R). (R/R).
Miscellaneous VISION DEVICES
Antibiotic (100 Units); +, - & ± Varieties:
Price: Liquid, $500; oral, $750 (R/R).
EXPLOSIVES 4x Binoculars: Price: $100 (V/V). Antifever (100 Units): Price: $500 (R/R).
Dynamite Stick: FWce.$10per quarter-kilogram 25* Image Intensifier: Price: $2500 (S/S). Atropine (100 Units): Price: $500 (R/R).
stick, $750 per case of 100 sticks (C/C). IR Goggles: Price: $250 (C/C). Atropine (Autoinjector): Price:$75 per kit of 10
Engineer Demolitions Kit: Price: $750 (C/C). IR Spotlight: Price: $150 (C/C). (R/R).
Mine, Antipersonnel: Price:$50, $200 per case Starlight Scope: Price: $1000 (R/R). Blood, Whole (1 Unit):Price: $25 (S/S).
(C/C). Pain-Reliever, Mild (100 Units): Price:$500
Mine, Antitank: Price: $100, $200 per case (R/R).
(S/S). Personal Medical Kit: Price: $1000 (S/S).
Mine, Directional: Price: $250, $800 per case Plasma (1 Unit): Price: $10 (S/S).
(S/R). Sedative, Mild (100 Units): Price: $500 (R/R).
Plastic Explosive: Price: $30 per one kilogram Sedative, Strong (100 Units): Price: $500
block, $650 per case of 20 blocks (S/R). (R/R).
Surgical Instruments: Price: $2500 (R/R).
GENERATORS
1.5 kilowatt: Price: $200 (C/C). BODY ARMOR
5 kilowatt: Price: $700 (C/C). Kevlar (Ballistic Nylon) Helmet: Pnce:$100 (C/S).
10 kilowatt: Price: $1200 (S/S). Kevlar (Ballistic Nylon) Vest: Price: $800 (C/S).
60 kilowatt: Price: $8000 (S/S). Flak Jacket: Price: $400 (C/C).
100 kilowatt: Price: $15,000 (R/R). Steel Helmet: Price: $50 (C/C).
500 kilowatt: Price: $50,000 (R/R).
PERSONAL GEAR
STILLS Basic Load: Free upon creation of character.
Small: Price: $500 (V/V). Combat Webbing: Price: $10 (V/V).
Medium: Price: $2500 (V/V). Fatigues: Price: $50 (V/V).
Large: Price: $200,000 (C/C). Flashlight: Price: $20 (C/C).
Pack: Price: $20 (V/V).
HEATERS AND COOLERS Parka: Price: $150 (C/C).
150-Liter Water Heater: Price: $1500 (C/C). Shelter Half: Price: $25 (C/C).
Field Cooker, Military: Price: $1000 (C/C). Sleeping Bag: Price: $50 (C/C).
Freezer, Large: Price: $1000 (S/S). Thermal Fatigues: Price: $100 (S/S).
OTHER EQUIPMENT 5000-liter(5-ton)TankTruck: Price: $5,000 Leopard 2 (I): Pnce: $650,000 (S/R).
20-Liter Jerrycan: Price: $25 (V/V). (C/C). M l : Pnce:$600,000 (R/R).
Air Compressor: Price: $200 (R/R). 10,000-Liter (10-Ton) Tank Truck: Price: M1A1: Price: $650,000 (R/R).
Air Tank, Aqualung: Price: $100 (C/C). $25,000 (S/S). M1A2: Price: $700,000 (R/R).
Aqualung: Rice; $300 (C/C). Bicycle: Pnce: $100 (V/V). M48A5: Price: $350,000(S/R).
Food, Domestic: Price: $4 per kg (V/V). Cart: Pnce: $500 (V/V). M60A3: Price: $350,000(S/R).
Food, MRE or Equivalent: Price:$8 per kg Civilian Car: Pnce: $6000 (V/V). T-72: Pnce: $400,000 (R/R).
(S/S). HMMWV (Hum-Vee): Price: $20,000 (C/S). T-80: Pnce: $500,000 (R/R).
Food, Wild: Price:$2 per kg (V/V). Motorcycle: Price: $5000 (V/V). T-90: Pnce: $600,000 (R/R).
Horse Tack: Price:$50 (C/C). UAZ-469: Pnce: $8000 (S/C). T-55: Pnce: $300,000 (R/S).
Pack Saddle: Price: $40 (C/C). Wagon: Pnce:$1000 (V/V).
Raft, Inflatable: Price: $5O0 (C/C). SELF-PROPELLED ARTILLERY
Rebreather Recharge Kit: Price: $100 (R/R). INFANTRY FIGHTING VEHICLES M109A2/A3: Pnce: $300,000 (R/R).
Rebreather: Price: $400 (R/R). AIFV: Price: $80,000 (R/—). SO-122: Price: $200,000 (R/R).
Skis, Cross-Country: Price: $250 (C/C). AMX-10P: Price: $100,000 (S/R). SO-152: Price: $250,000 (R/R).
Tent, 4-man: Price: $100 (C/C). BMP-2: Pnce: $150,000 (R/S). ZSO-3O4: Price: $100,000 (R/R).
Tent, 10-man: Price: $250 (S/S). BMP-3: Pnce: $175,000 (R/S).
Reactive Armor Block: Price: $5000 each (R/R). Warrior (MCV-80): Price: $250,000 (S/R). ANIMALS
M2A2 Bradley: Pnce: $200,000 (S/R). Camel: Price: $1200 (S/C).
FUEL M113A3: Pnce: $75,000 (S/R). Elephant: Price: $20,000 (R/S).
Avgas: Price: $60 per liter (R/R). Marder: Pnce: $200,000 (S/R). Horse (Broken): Price: $2000 (S/S).
Gasoline: Pnce; $48 per liter (R/R). Horse: Price: $1000 (S/S).
Diesel: Price: $40 per liter (R/R). ARMORED PERSONNEL CARRIERS Mule: Price:$600 (S/S).
Ethanol: Price: $8 per liter (V/V). BTR-80: Pnce: $75,000 (S/C). Ox: Pnce: $600 (C/C).
Methanol: Price: $4 per liter (V/V). OT-64: Pnce: $80,000 (S/C).
Coal: Price: $18 per kg (S/S). BOATS
Wood: Price: $4 per kg (V/V), or free if in woods. LIGHT COMBAT VEHICLES Barge: Price: $50,000 (C/C).
BRDM-4: Price: $50,000 (S/C). Medium Motorboat: Pnce: $20,000 (C/C).
UNARMORED CARGO VEHICLES LAV-25: Pnce: $100,000 (S/R). PBR: Pnce: $40,000 (R/R).
1-ton Cargo Trailer: Price: $1000 (V/V). M8 AGS: Price: $250,000 (R/R). River Tug: Pnce: $200,000 (S/S).
21/2-Ton Truck: Price: $15,000 (C/C). OT-65 FUG: Pnce: $45,000 (S/C). Small Motorboat: Price: $10,000 (C/C).
VTon Truck: Price: $10,000 (S/S). Small Sailing Boat: Price:$5000 (C/C).
5-Ton Truck: Price: $20,000 (S/S). MAIN BATTLE TANKS Torpedo Boat: Pnce: $100,000 (R/R).
M977 HEMTT: Price: $25,000 (S/S). C-1 "Ariete": Price: $700,000 (S/R). Very Small Open Boat: Pnce: $100 (C/C).
1000-Liter (1 -Ton)TankTrailer: Pr/ce:$1000 EPC "LeClerc": Price: $700,000 (S/R).
(V/V). Challenger 2: Price: $850,000 (R/—)•
Leopard I: Pnce: $420,000 (S/R).
New To Old, Old to New NEW SKILLS
In the transit ion from Twilight: 2000 2nd edition to Twilight: All the new skills are also in Traveller, and are compatible.
2000 2.2, we made quite a number of changes in skills, Acrobatics (AGL): Acrobatics is totally new, but plays a
primarily to bring them into synch with Traveller: The New Era, vital roll in unarmed melee combat. Fighters who wish to make
but partly to make the system a little more rational. optimum use of their Unarmed Martial Arts skill will need
Acrobatics as well.
CHANGES TO OLD SKILLS Autogun: Autogun skill is one of the replacements for the
Civil Engineer: Civil Engineer becomes Construction, with- old Heavy Weapons skill, enabling the use of rapid-fire weap-
out any other changes. ons such as machineguns, autocannon, and full auto grenade
Fishing & Forage: Both of these skills are combined into launchers.
the new Survival skill, of which more below. Early Firearms (STR): Early Firearms is totally new, and
Heavy Weapons: We deleted Heavy Weapons skill and enables the use of archaic firearms such as the black powder
replaced it with several more specific skills: Autogun, Grenade pistol and the crossbow (the use of which has more in common
Launcher, Heavy Artillery, Heavy Gun, and Tac Missile. More with firearms than with archery).
on these below. This will enable players to fine-tune their Grenade Launcher (STR): Grenade Launcher skill is one
characters a little more, and make them unique. of the replacements for the old Heavy Weapons skill, enabling
Horsemanship: Horsemanship becomes Riding, without the use of grenade launchers and mortars (which can be
changing definition. understood better if you remember that one of the older names
Hunting Bow: Hunting Bow becomes Archery, with the for mortar is "Grenade Discharger")-
change that it no longer covers crossbows. Heavy Artillery (STR): Heavy Artillery skill is one of the
Lockpick: Lockpick becomes Intrusion, without changing replacements for the old Heavy Weapons skill, and covers the
definition. This makes it clearer that it covers all means of operation of indirect fire weapons.
breaking into locked places, not just picking locks. Heavy Gun (STR): Heavy Gun skill is one of the replace-
Medical: The old Medical skill has become a cascade: ments for the old Heavy Weapons skill, covering the use of
Medical (Diagnosis), Medical (Trauma Aid), and Medical (Sur- direct fire large-caliber weapons such as the main gun on a
gery). We feel this more accurately reflects the specialized tank. It also covers recoil less rifles and direct fire antitank guns.
nature of medical practice in the game. Hovercraft (STR): Hovercraft is new, and covers the opera-
Melee Combat (Armed): Melee Combat (Armed) becomes tion of hovercraft. Hovercraft work differently from other ve-
Armed Martial Arts, without changing definition. hicles, and we felt that they deserved their own skill.
Melee Combat (Unarmed): Melee Combat (Unarmed) Survival (INT): This is a skill from Traveller, and covers all
becomes Unarmed Martial Arts, without changing definition. aspects of staying alive and relatively healthy without the
Mining Engineer: Mining Engineer becomes Excavation, normal support apparatus civilization provides. Frankly, hav-
without changing definition. ing Fishing as a separate skill was a little too specialized, and
Motorcycle: Motorcycle becomes a cascade of Ground we felt that it was best combined into Survival, along with
Vehicle skill, or Ground Vehicle (Motorcycle), andthus shifts its Foraging.
controlling attribute from Constitution to Agility. We felt this was Tac Missile (AGL): Tac Missile skill is one of the replace-
more rational than having it and tracked and wheeled as ments for the old Heavy Weapons skill, covering guided
completely separate skills. tactical missiles such as TOW or MILAN.
Mountaineering: Mountaineering becomes Climbing, with-
out changing definition. SIZE RATINGS
Small Boat: Small Boat becomes Small Watercraft, chang- Traveller: The New Era players should note that the target
ing its controlling attribute from Agility to Constitution, without size ratings have been made compatible with Traveller: The
changing definition. New Era, but have been given different names.
Tracked Vehicle: Tracked Vehicle becomes a cascade of
Ground Vehicle skill, or Ground Vehicle (Tracked), without
otherwise changing.
Wheeled Vehicle: Wheeled Vehicle becomes a cascade of
Ground Vehicle skill, or Ground Vehicle (Wheeled), without
otherwise changing.
DESIGNERS' NOTES
The first, and most important, question that designers' notes entertainment programming on TV or at the movies. Twilight:
should answer is "why?" Why produce this game, in particular a 2000 is not meant to be a serious projection of future trends; it is
"version 2.2" edition of this game? There are two answers. escapist entertainment. But for the entertainment to be complete,
First, the newspaper headlines and every night's newscast. players (or viewers of movies and TV) have to be able to engage
The world we live in is changing, quickly and dramatically. A in "willing suspension of disbelief."
number of our players have wondered if this has made Twilight: That means that you don't have to believe that this might
2000 obsolete. You hold the answer in your hands. This is a actually have happened to enjoy it, you just have to be able to
tremendously exciting time we live in, but the end of the Cold War temporarily suspend judgment. If the scenario is so stupid that you
has increased the potential for instability, not decreased it. can't do that (and all of us have seen motion pictures like that),
Second, the publication of Traveller: The New Era moved the then it's nowhere near as enjoyable. That's why we spend as
GDW house system forward in some very useful ways, and we much time on the background to the war as we do.
wanted to retro-fit those improvements to Twilight: 2000 as well.
Most of the designers' notes below will deal with those changes. CHARACTER GENERATION
Very little is changed from version 2.1 (as we labeled the
BACKGROUND second edition revision), although the changes will be welcomed
When we first published Twilight: 2000 in 1984, we suggested by most players. Aconsistent criticism of the 2nd edition character
that a general European war might come not from a Soviet generation rules was that characters, particularly military charac-
invasion of Europe, but rather from Soviet preoccupation else- ters, and most particularly military characters from elite organiza-
where coupled with sudden German reunification. While the tions, did not receive sufficient skills. That has been remedied in
prospect of German reunification appeared to be a fantasy at the the current version, and players will find their Rangers, SEALs,
time (and many critics singled it out as a particularly unrealistic and Snake-Eaters much more competent and deadly these
aspect of the game), by the time the original second edition was days.
published German Unification was imminent, and it has since The main system change in character generation is incorpora-
become a reality. The secession of the Baltic States and Ukraine tion of the decreasing skills-per-term rules from Traveller. This
from the Soviet Union, the disintegration of Yugoslavia into its enables players to have very capable young characters without
component republics, and other seemingly impossible events making older characters absolutely invincible. The actual skill list
have also come to pass. itself has been expanded, including a number of new skills taken
Nevertheless, as time passes, the chronology is overtaken by from Traveller. Several skills were renamed to match the Travel-
events and becomes anachronistic, no matter how often we ler skill list. These changes are discussed in detail in the sidebar
revise it. Therefore, we have opted for a different approach in the on page 272.
current version of the game. The chronology is now accurate up Also in response to consumer suggestions, we added a civilian
through the defeat of the Soviet coup in August of 1991. In the nurse career.
game's chronology, however, the coup is successful, and sets the
world on a path toward Armageddon. Even in the current version, TASK RESOLUTION
however, the path is not as direct or obvious as you might think. The single greatest change in the system is the new D20-based
But it serves two purposes. First, having settled on a definite point task resolution routine. We think you'll really find it to be a major
of divergence from our own history, there will never be need to improvement over the old system at no increase in difficulty. Its
revise the history again. Second, this background provides a main features are agreater range of results, easy incorporation of
plausible means that, had the world been less fortunate, might five distinct difficulty levels, a very nice unskilled default rule, and
have led to the events in the game. (It is worth remembering that a much stronger role for player character attributes on a continu-
the KGB's Alpha Team was ordered to spearhead the assault on ing basis during play.
the Parliament building and kill Boris Yeltsin. When every officer
in the unit, one after another in descending order of seniority, COMBAT
categorically refused to carry out the order, the assault was Finally, we come to the combat system. There are a great many
aborted and the coup collapsed. By this slender a thread does our detail changes in the revised combat system and acouple of really
current world situation hang.) major ones. We'll start with the major ones.
Is that important? We think so. Much of the enjoyment that The Initiative system in Twilight: 2000, in both editions, went
comes from a roleplaying game is similar to what you derive from into more detail than just about any other roleplaying system.
Maybe too much detail. Perhaps it was a good simulation, but modern vehicles—one of their customers was extremely irritated
players and referees consistently complained hat it was cumber- that they didn't have a LAV-75 when it clearly existed. "It's gotta be
some and penalized unskilled characters too much. The 2nd real" the customer said, "there's a picture of it in Twilight: 2000!").
edition version was less cumbersome but was even more deci- The M8 is another "first" for this edition, as it has not appeared in
sively weighted in favor of high-Initiative characters. Recognizing any other game.
that all that really counts in a game is whether the players like it, M1A2: When the first edition of Twilight was designed, there
we've conducted dramatic surgery on the Initiative rules. These was a lot of interest in crew-in-hull tanks, which led to our pick of
are the rules which appear in Traveller: The New Era and which that configuration for the M1A2 "Giraffe," Leopard 3, T-90, and
have now been retro-fitted to Twilight: 2000. Speak, and we LAV-75. None of these predictions came true, and it looks like the
listen. whole crew-in-hull concept may have been a design dead end. A
A second system change, also prompted by player feedback, turret just has too much handy storage room in it to make it easy
was tying autofire to marksmanship skill. It's still mostly a crap to get rid of.
shoot, but highly skilled players now get more of a break. The M1A2 in the current version of the game is the actual
You will also notice that NPCs (and animals, which follow the current production variant, and is undoubtedly the most capable
same rules) now take about twice as much damage before biting tank in the world, particularly if it is operating with its supporting
the dust. We still believe that player characters should get most of data networks and GPS satellites in place. In a post-holocaust
the breaks, but NPC damage was way too low in earlier editions. world, of course, those capabilities are considerably degraded,
Along the same line, the quick-kill rule is no longer optional, so but it's still a very tough tank.
even a single bullet can now drop a player character, without T-90: What a disappointment! This is it? This is the T-90?
increasing the damage value of every round that hits. That, Unfortunately, yes. Our original version of the T-90 was a combi-
combined with double damage for Outstanding Success, makes nation of the crew-in-hull tank that appeared on the cover of
combat decidedly more hazardous. Richard Simpkin's book Red Armour along with the capabilities of
Minor rules additions and changes include adoption of the fire the "FST-1" (Future Soviet Tank-1), a vehicle which existed mostly
control and target size rules from Traveller, as well as inclusion of in the fevered imaginations of professional threat inflators. Still, it
rules on reactive armor, tandem ATGM warheads, amphibious was a good game item and we will probably resurrect some
vehicle water movement, blow-off ammo panels, and flechettes in version of it in a future vehicle supplement, even if the Russians
the basic game rules. While we were at it, we added the correc- never do build the thing.
tions to recoil from the Twilight/ Merc Referee Screen and As to the T-90, what's there to say? Same old 125mm gun. It still
updated the data on vehicles where better data has come to light. fires a missile, so we know that its long-range gun accuracy still
You'll also find the vehicle cards to be more useful and detailed, sucks. Same old suspension, same old engine, same old tired
with things like small arms ammo carried on board, attachment vehicle (yawn). The T-90 is a hooker 20 years past her prime trying
points for reactive armor, radiological protection, and amphibious to hide it with thicker layers of makeup.
speed ratings. Challenger 2: Every time I say something bad about the
Challenger I get hate mail from British tankers. When I said that
NEW VEHICLES there were problems with the installed fire control system and that
Finally, we decided to upgrade the actual mix of vehicles in the the L-11 120mm rifled gun wasn't up to the performance of the
game, and you have here the first game ratings ever published for German/American 120mm smoothbore, blistering letters poured
a number of vehicles. These six new vehicles are: in. (Well, three blistering letters poured in.) When I said the
Leopard 2(I): This is the up-armored version of the Leopard. protection wasn't as good as the M1A1 heavy armor variant,
There was a lot of disagreement about just how good the Leopard people reacted as if I'd run over their dog. Now the Challenger 2
2's armor really was. Many sources listed it as having Chobham is entering service. Better fire control system (one that the gunner
armor and protection as good or better than the M1 family. A few actually can use while the tank is moving), better performance
sources said it had only conventional spaced armor and was not from the new L-30 rifled gun, better armor protection.
nearly as well protected as the M1 series. The fact that the I rest my case.
Germans felt the need to field an up-armored version probably BMP-3: Now here is an interesting vehicle. The Soviets started
says it all as to who was correct. To our shame, we based the the whole IFV thing with the original BMP, and have been slowly
Leopard 2's protection ratings on the more inflated claims. The upgrading it ever since. We knew they were ready for a new
new Leopard 2(l) in the game has values almost identical to what version, but thought that it might be a slight improvement to the
we used to give for the Leo 2. What's different? The drawing. existing BMP-2. (We made it a BMP-2 with a coaxial 30mm
We're almost certain that this is the first time the Leopard 2(l) has automatic grenade launcher for engaging area targets. An inter-
been shown in a game. esting guess, but wrong.) The actual BMP-3 is a whole new
M8 Armored Gun System (AGS): The AGS is the light tank vehicle with a rifled gun capable of taking on light tanks and area
being built for the Army to replace the M551 Sheridan in the 82nd targets and a coaxial autocannon for killing APCs and IFVs. The
Airborne Division and to beef up the light divisions. As such, it armor looks heavier as well. Very interesting, and it is fascinating
replaces the old LAV-75 of previous game editions. Too bad, we to wonder where this line of development might have led had the
always liked the LAV-75. Unfortunately, nobody ever built it (we Soviet Union not collapsed.
were once taken to task by a miniatures firm that specializes in — Frank Chadwick, David Nilsen, and Loren Wiseman
British Nuclear Targets 226 Driving Mishaps 214
INDEX
Burn Damage Table 210, 258 Enabling skills 135
Burns 210 Encampment Diseases Table 274
Bursts (Explosions) 207 Encounter Charts 269-271
Burst Diagrams 259 Encounter Equipment Table 159, 270
Canadian Nuclear Targets 236 Encounter Range Table 223, 269
Careers 30 Encounter Statistics Table 159, 270
Abbreviations 28, 54 Civilian 31 Encounters 147, 154
Actions Education 30 and territory type 154
Combat Actions 196 Military 35 animal 164
Drive Action 214 Other Armed Forces 42 boat 147
Involuntary Actions 197 Promotion 30 expanded 169
Advancing Fire 203 US Air Force 41 frequency of 154
Africa 240 US Army 35 group 156
Aging 24 US Marine Corps 39 items 164
Aimed Shots 202 US Navy 40 mandated 169
Alcohol, distillation of 151 Skills 21 range of 154
Alcohol Output Table 273 Catastrophic Failure 135 Sample 170-177
Ammo Record Forms 253 Central and South America 240 Table 155, 269
Ammunition 53, 204 Character Generation 16 types of 154
Amphibious Vehicles 213, 214, 220 Character Generation Tables 45-50, 261-267 Environmental Hazards 242
Animal Data Charts 162-163 Character Generation Worksheet 267 Equipment 26,52-63
Animal Diseases Table 274 Character Record Sheet 51, 268 Equipment Availability Table 224, 274
Animal Encounter Charts 162-163 Chemical Warfare 222 Equipment Lists 52-63
Animals Civilian Occupations 31 Ethanol 151, 273
care and feeding of 153 Coal 151, 273 Europe 226
encounters 164 Collisions 215,220 Europe Map 228
in Combat 199, 203 Combat 194 Experience Points 138
Movement 195, 203 Actions 196 Explosions 207
Antitank Missiles 204 Armed Melee 199 Burst Diagrams 259
Antitank Missiles Table 259 Combat Turn 194 Explosives 58
Armed Melee Combat 199 Fire 200 Failure, Catastrophic 135
Armor Thrown Weapons 206 Falls 210
Composite 216 Unarmed Melee 198 FASCAM (Remote-delivered mines) 222
Personnel 198, 208, 210 with Animals 199 FASCAM Mine Density Table 222, 258
Reactive 216 Combat Charts Fatigue 149-150, 214
Spaced 216 Body Armor Protection Table 210, 252 Fatigue Effects on Fire table 150
Vehicle 217 Combat Movement Table 252 Fire
Armor Equivalency Table 219, 274 Human/Animal Hit Location Table.. 198, 252 at moving targets 204, 215
Armor Values of Cover Table 274 Scatter Diagram 205, 252 Automatic 203
Asia 237 Combat Task Summary Table 275 Correction of 206
Assault Rifles Table 254 Combined Skills 134 Deviation of 205
Asset, definition of 132 Concussion (Explosions) 207 Direct 201
Attributes 16, 18, 132 Consolidated Effects of Age Table 24, 267 from moving vehicles 203, 215
and skills 132 Contacts 22 Indirect 205
controlling 132 aquired as part of adventuring 133 Opportunity 204
definition of 18, 132 sample 142 Weapons parameters 200
Australia 241 Contaminated Water Table 274 Fire Combat 200
Autocannon Rounds 56, 249 Controlling attributes 132 Fire Control 216
Autocannon Table 258 Correction of Fire 206 Fires and extinguishing fires 219
Automatic Failure 134 Cover 209,217 Firing Range Difficulties Table 202
Automatic Fire 203 Damage First Aid 211,212
Automatic Hits, Misses 202 Personnel (Wounds) 198, 199, 208 Fishing (see also Survival Skill) 149
Automatic Pistols Table 254 Unarmed Melee Combat 25, 198 Flooding and bailing 153, 219
Automatic Rifles Table 256 Vehicle 216-220 Floorplans, Sample Building 178-192
Automatic Success 134 Danger Zone 203, 205 Food Consumption Table 273
"Automatic" Task 133 Day, as unit of game time 147 Food requirements 148
Averaged Skills in task attempt 135 Demolitions 221 Foraging (see also Survival Skill) 148
Avgas (Aviation gasoline) 151, 273 Demolitions Table 274 Foraging Table 148, 271
Background Skills 19 Designers' Notes 276 Fragmentation Attack Table 207, 258
Background Skill Ust 19, 267 Detailed NPCs 143 Fuel 150
Balkans, The 227 Deviation of Fire 205 Fuel Consumption 151
Battle Rifles Table 254 Die-Rolling Mechanics 132 Fuel Energy Table 151, 273
Bicycles 150, 213 Diesel Fuel 151, 273 Generators 59
Blunt Trauma 209 Difficulty Levels, and tasks 134 Global Conditions 224
Boat Collisions Diagram 215 Direct Fire 201 Grenade Launcher Rounds 55, 249
Body Armor Protection Table 210, 252 Directional Mine Burst Template 257 Grid System 195
Bows Table 255 Disease 244-247 Group Encounters Table 155, 269
Breakdowns 152 Disease Tables 274 Guided Weapons 204
Gunshot Wounds 208 NPCs (see Non-Player Characters) Surprise 155
Hand Grenades 54, 206, 249 Opportunity Fire 204 Tactical Visibility 223
Hand Grenades Table 258 Opposed Tasks 135 Target Movement Difficulty Modifiers Table .215
Hand Tools 60 Outstanding Sucess 135 Targets
Healing 211 Overhead Attacks 216 Moving 204, 215
Heavy Machineguns Table 256 Pacific Islands 241 Size 216
Heavy Weapons Firing Charts 258-259 Panic 197 Tasks
Hit Capacity 25 Parts, and repairs 152 and multiple assets 134
Hovercraft 213,214 Period, 4-hour, unit of game time 147 and time required 135
Howitzer Rounds 57, 249 Personal Weapons Chart 50, 266 "Automatic" 133
Howitzers 52, 248 Player Briefing 145 Automatic Failure 134
Howitzers Table 258 Poland Map 232 Automatic Success 134
Human/Animal Hit Location Chart 198, 252 Potential Breakdowns 152 Combat Task Summary Table 275
Hunting 149 Preventative Maintenance 152 definition of 133
Indirect Fire 205 Price List 248-251 descriptions 134
Infection 212 Quick Kill 210 determining sucess 134
Initiative 23, 194 Quick Shots 202 Difficulty levels 133
improvement of 139 Radiation 242 opposed 135
Wound Effects on 194, 211 Radiation Illness Table 243, 274 Task Difficulty Levels Table 134, 275
Item Encounters Table 155, 269 Radios 60,197, 250 uncertain 136
Item Information Table 165, 270 Rads 23,242 unskilled 134
Knockdown 211 Random Encounters 154 Terrain effects on travel 148
Language List Table 47, 261 Ranks 19, 45, 46, 262, 263 Terrain Effects on Movement Table 271
Languages 21 Recoil: 202,203 Territories Table 155, 269
Large-Caliber Guns 52, 248 Repairs 152 Territory Types 155
Large-Caliber Guns Table 259 Revolvers Table 254 Thrown Weapons 206
Large-Caliber Rounds 56, 249 Rewards and Experience 132 Time, in game terms 147
Machineguns Table 257 Rifle Grenades 55, 205-206, 249 Trade and Commerce 224
Maintenance 151 Rifle Grenades Table 258 Travel 147
Animals 153 Rifle Scopes 202 and terrain 148
routine 152 Rocket Launchers Table 259 and Vehicles 150
Vehicle 151 Rockets and Rocket Launchers 55, 248, 249 Travel Charts 271,273
Medical Care 212 Sailboat Movement Diagram 214 Travel Movement 147
Medical Supplies 62, 250 Scatter Diagram 205, 252 Travel Movement Table 147, 273
Melee Weapons Table 252 Secondary Activities 21, 263 Tripods 52,249
Methanol 151, 273 Settlement Attitude Table 167, 271 Types of Rounds 54
Middle East 240 Settlements 167-168 Unarmed Combat 25,198
Military Careers 35 Shotguns and Flechettes 204 Unarmored Vehicles 220
Arm of Service 20 Shotguns Table 257 Uncertain tasks 136
Rank 19, 45, 46, 262, 263 Single-Shot Pistols Table 255 Unskilled tasks 134
Reserves 20 Skill and Attribute Derived Values 25 Upkeep 148
Mines 221 Skill List 48-49, 264-265 Urban Encounters 168
Mortar Rounds 57, 250 Skills Urban Encounters Table 168, 271
Mortars Table 258 alternative 134 Urban Government Table 168, 271
Motorcycles 220 and associated tasks 136-138 US Nuclear Targets 235
Movement 195 and attributes 132 USSR Nuclear Targets 239
Acceleration 214 and task resolution 132 USSR Nuclear Targets Map 238
Amphibious 213 averaged 135 Vehicle and Vessel Damage Tables ....218, 260
and Fire 203,204,215 combined 134 Vehicle Cards 64-92
Animal 195, 203 definition of 132 explanation of 150
Driving Mishaps 214 enabling 135 Vehicle Combat 213
Vehicle 213 improvement of 138 Vehicle Damage Resolution Table 218, 260
Water Vessels 214 learning new 139 Vehicle Hit Location Table 217, 260
Navigational Hazards Table 164, 273 level 0, and Unskilled task penalty 134 Vehicle Target Size Table 216
NBC Equipment 61,250 Small Arms and Machinegun Ammunition53, 249 Vehicles
NCO Skills List 20, 263 Small Arms Firing Charts 254-257 and travel 150
Non-Player Characters (NPCs) 139 Sniper Rifles Table 255 Condition 152
Appearance of (physical) 139, 142 Soviet Nationalities Table 46, 263 Damage Tables 217-218, 260
Assets 139 Sporting Rifles Table 256 Maintenance 151
Attributes 139 Spotting 155 Unarmored 220
Combat Assets 139 Spotting Modifiers Table 269 Vehicles Table 46, 263
Detailed 143 Stabilization 215 Vision Devices 62, 223, 250
Initiative 139 Stills 59,151 War 11-12,23
Motivation of 143 Stock NPCs 140-141 Weapons Cards 93-129
NPC Motivation Table 143, 274 Stun 211 Wear, vehicles and 152
Stock NPCs 140-141 Submachine Guns Table 255 Western Europe Map 227
Wounding of 211 Submunitions 207 Wood 151,273
North America 234 Submunitions (ICM) Attack Table 207, 259 Wounds 194, 211
NPC Record Forms 253 Sucess, Outstanding 135 Recovery 211-212
THK TWILIGHT GPS SURVEY
Why is this called a GPS survey? A GPS global order would be dramatically changed Twilight: Contingency Force
(Global Positioning System) is designed to and survival would be difficult. Another structured adventure
tell you where you are and where you're The setting would be soon after the strike, game, this one is set in the very near
going, and that's just what this survey is while the world was still trying to adapt to future (say 2000 AD), but there has
intended to do as well. altered conditions but while those conditions been no global war and no major economic
Twilight: 2000 has been out for almost 10 (such as rising ocean levels) were still making collapse (as in Merc: 2000). Instead, the
years as this is written, and a lot has hap- themselves felt. Referees would have more game covers a variety of likely trouble spots
pened in that time. While there is still a lot of control over the campaign situation than in the for the US and casts players as members of
interest in the original East-versus-West current versions of Twilight. the regular armed forces deployed to deal
apocalyptic war, a lot of other possibilities with the problem. Emphasis again is on com-
present themselves as well. The essence of Twilight: Biohazard mando and patrol operation, but also some
Twilight: 2000, after all, is military roleplay- A bio-engineered DNA-altering strain of civil affairs and local training missions.
ing in the modern era. The post-nuclear world bacteria escapes from laboratory iso-
is an interesting adventure environment, but lation and initiates a global plague. Twilight: Armor 21
it's not the only interesting adventure envi- Much of the population dies almost Europe is unified and locked in a
ronment. immediately. A significant majority of the global trade war with the US and
As we kick around ideas, we often feel the survivors become homicidal throwbacks, Japan. Africa is heavily depopulated
need for gamer feedback, and we get less and a very small minority remains uninfected. by AIDS. Parts of the Middle East are still
mail in proportion to sales of Twilight than That minority fights to maintain a handful of radioactive from Iraq's abortive attempts at
any other game we produce. This may mean safe enclaves and contact other bands of nuclear blackmail. The world is short of raw
that you are happy with what we do for the survivors. materials, particularly oil, and the Nigerian
game, but it doesn't give us much direction as wells and oil reserves may mean the differ-
to what to do next. Twilight: Mean Streets ence between economic survival and col-
The following paragraphs are brief de- In the near future, gangs have virtually lapse.
scriptions of some of the directions we are taken over the cities and are in- This game covers conventional and un-
considering for future Twilight products. creasingly invading the countryside. conventional warfare between the US and
Please do us (and yourself) a favor and read Players have a variety of options, the EEC in central Africa over Nigerian and
through them. Photocopy the page (don't tear from law enforcement personnel to social Angolan oil. The scenario is an excuse to
it out of your book!), fill out the survey, and workers (although with a wider range of explore the nature of warfare two to three
mail it to us. To fill out the survey, just rate options than current social workers). Teams decades down the road. The obsolete tanks
every idea from 1 (terrible) to 10 (great). of players have to conduct campaigns of are M1A3s with 140mm electrochemical guns.
We've given you little ballot boxes by the titles successive operations against gangs to re- Newer vehicles mount hyper-velocity railguns
to put the numbers in. They can all be 1 s, all duce and eventually break their control. and active electromagnetic armor, but the
10s, or a mixture of any values that you think These operations have to have economic, real killers are helicopters and commando
fit. Please feel free to write down any other social, and psychological components, not teams with laser designators.
suggestions or criticisms you have as well. just lots of firepower. (Not that lots of fire- Even if it all sounds like science fiction,
Remember, we aren't psionic. (At least not power isn't required—this is still Twilight, everything in the game will be weapons sys-
in this version of the house rules.) We want to after all.) tems currently being devebped or researched.
produce the games you want, but to do that
you've got to tell us. Twilight: The Iron Dream Twilight: Stay the Course
The Twilight: 2000 system used to allow You know this one—it's the book
Twilight: Planet Strike detailed roleplaying in World War II. you're holding, a game of military
Recently the Earth narrowly Players can pick from a variety of adventure following a nuclear war.
missed colliding with a planetoid, and nations and a variety of career types We plan to continue to support this direction
was not aware of the event until after- (just as in the current modern rules). Em- (after all, it's where Twilight began), but want
wards. The possibility of a sudden unex- phasis will be on commando and patrol-type to know what you think. Do you want us to
pected meteor or planetary strike is con- actions, but participation as part of larger concentrate on this angle, or devote more
stantly with us. Such a strike could cause set-piece battle is also possible. This would, attention in other directions?
considerable immediate damage, butthe long- by the nature of the situation, be a more
term climatic effects could be more severe. structured adventure game than any of the Please Mail To:
Either a hothouse atmosphere, with melted post-holocaust games. GDW
icecaps and elevated ocean levels, or a new PO Box 1646
ice age are possibilities. In either case, the Bloomington, IL 61702-1646