Professional Documents
Culture Documents
4
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
Random Encounters ...................... 154 Unarmed Melee Combat ......... 198 Encounter Ranges Table ............... 223
Encounters Table ........................... 155 Human/Animal Hit Location Table .. 198 Tactical Visibility ......................... 223
Group Encounters Table ................ 155 Armed Melee Combat ............. 199 The World In AD 2000 .................. 224
Item Encounters Table ................... 155 Animals in Combat .................. 199 General Conditions ........................ 224
Territory Types ................................ 156 Fire Combat ................................ 200 Trade and Commerce .................... 224
Territories Table .............................. 156 Weapon Parameters ............... 200 Equipment Availability Table ....... 224
Group Encounters .......................... 158 Direct Fire ............................... 201 Military/Civilian Relations ............... 225
Encounter Statistics Table .............. 159 Rring Range Difficulties Table ....... 202 Global Conditions ........................... 226
Encounter Equipment Table ........... 159 Automatic Fire ......................... 203 Europe ........................................ 226
Group Encounter Descriptions ... 160 Movement and Fire ................. 203 British Nuclear Targets ............ 226
Elite Groups ................................ 161 Ammunition ............................. 204 Western Europe Map ..................... 227
Animal Data Charts ........................ 162 Special Cases ......................... 204 The Balkans ............................... 227
Animal Encounters ......................... 164 Indirect Fire ............................. 205 Europe Map ................................... 228
Navigational Hazards ..................... 164 Scatter Diagram ............................. 205 The Military in Poland ................. 230
Navigation Hazards Table .............. 164 Thrown Weapons .................... 206 Poland Map .................................... 232
Item Encounters ............................. 164 Grenade Deviation Table ............... 206 North America ............................. 234
Item Encounter Descriptions ...... 164 Effects of Fire and Combat ............ 207 North America Map ........................ 234
Item Information Table ................... 165 Explosions .................................. 207 U.S. Nuclear Targets ............... 235
Settlement Size Table .................... 166 Concussion Example ..................... 207 Canadian Nuclear Targets ...... 236
Settlements .................................... 167 Fragmentation Attack Table ........... 207 Asia ............................................ 237
Settlement Attitudes Table ............. 167 Submunitions .......................... 207 U.S.S.R. Nuclear Targets Map ........... 238
Urban Government Table ............... 168 Submunitions (ICM) Attack Table .. 207 U.S.S.R. Nuclear Targets ........ 239
Settlement Crisis Table .................. 168 Wounds and Damage ................. 208 Middle East ................................. 240
Urban Encounters .......................... 168 Gunshot Wounds .................... 208 Africa .......................................... 240
Urban Encounters Table ................ 168 Burns ...................................... 210 Central and South America ........ 240
Expanded Encounters .................... 169 Body Armor Protection Table ......... 21 0 Australia ..................................... 241
Sample Encounters ........................ 170 Burn Damage Table ....................... 210 Pacific Islands ............................ 241
Downtown, Waiting for You ......... 170 Falls ........................................ 210 Environmental Hazards .................. 242
Stout Yeomanry .......................... 172 Wound Effects and Healing ........... 211 Radiation .................................... 242
Chaos Deathspike Megakillers ... 174 Wound Effects ............................ 211 Radiation Illness Table ................... 243
Home, Home, I'm Deranged ....... 176 Immediate Effects ................... 211 Disease ...................................... 244
Bar/Inn/Roadhouse Map ................ 178 Wound Severity ...................... 211 Disease Descriptions .................. 246
Subway Station M ap ...................... 180 Healing ....................................... 211 Description of Treatments .......... 247
Police/Fire Station Map .................. 182 Medical Care ........................... 212 Price List ....................................... 248
Suburban Townhouse Map ............ 184 Vehicle Combat .............................. 213 Charts ............................................ 252
Old City House Map ....................... 186 Vehicle Movement ...................... 213 Combat Charts ............................... 252
Bank/Office Building Map ............... 188 The Drive Action ......................... 214 Ammo Record Forms ..................... 253
Cheap Warehouse/Dock Map ........ 190 Sailboat Movement Diagram .......... 214 NPC Record Forms ........................ 253
Damaged Building Corrponents Map. 192 Navigation Hazards Table .............. 215 Small Arms Firing Charts ............... 254
Combat Rules .....•......................... 194 Boat Collisions Diagram ................. 215 Directional Mine Burst Templates .. 257
Basic Concepts .............................. 194 Vehicles and Fire ........................ 215 Heavy Weapons Firing Charts ....... 258
The Combat Tum ....................... 194 Fire From Moving Vehicles ..... 215 Sample Burst Diagrams ................. 259
ln~iative ...................................... 194 Firing at Vehicles .................... 215 Vehicle Combat Damage Tables .... 260
NPC Initiative Table ....................... 194 Target Movement DiffiCUlty Modifl8rs .. 215 Character Generation Tables ......... 261
Movement ................................... 195 Damage From Fire .................. 216 Character Generation Worksheet ... 267
Personnel Movement .............. 195 Vehicle Target Size Table .............. 216 Character Record Sheet ................ 268
Animal Movement ................... 195 Vehicle Hit Location Table ............. 217 Encounter Charts ........................... 269
Grid System ............................ 195 Vehicle Damage Tables ................. 2 16 New to Old, Old to New ................. 272
Football Field ................................. 196 Armor Equivalency Table ............... 219 Travel Charts .................................. 273
Two-Meter Grid .............................. 196 Collision Damage .................... 220 Referee Charts ............................... 274
Actions ........................................ 196 Other Combat-Related Issues ....... 221 Equipment Availability Table ....... 274
Combat Actions ...................... 196 Demolitions ................................. 221 Combat Task Summary .................. 275
Involuntary Actions ................. 197 Mines .......................................... 221 Designers' Notes .......................... 276
Combat Resolution ........................ 198 FASCAM Density Table ................. 222 lndex .............................................. 278
Melee Combat ............................ 198 Chemical Warfare ....................... 222 The TWilight GPS Survey ............. 280
5
Erin Tabakovic (Order #36286371)
Twilight: 2000 GDW
...
....... ,..""'-- ..
6
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
7
Erin Tabakovic (Order #36286371)
Twilight: 2000 GDW
"renewal government." The governments of The exposure of long-time links between nounces the arrest of five KGB operatives
Byelorussia, Ukraine, and the Baltic States the Mafia and key figures in the Italian who, they claim, have been encouraging
(latvia, L~huania, Estonia) denounce the new government causes a scandal which shakes unrest among Romania's Hungarian minor-
government as illegal and declare the Soviet the very foundations of post-war Italian poli- ity.
Union to be dissolved. tics as well as crippling its economy. As the In the United States, widespread percep-
Lira loses value against every other west- tions of a lack of effective Republican lead-
ern currency, there is open talk in industrial- ership on the drug and trade front, and foot-
1992 ized and wealthy northern Italy of secession dragging on military demobilization, lead to
In February and March, democratic gov- from Southern Italy. the election of John Tanner (a Democrat
ernments win elections in both Bulgaria and After early successes in holding down from California}. Tanner's vice president,
Albania. At the same time Bosnia demands the Central Asian unrest, the Soviets suffer Deanna Pemberton (former representative
that Yugoslavian federal troops withdraw several major setbacks. TASS accuses Iran from Ohio}, is the first woman to hold such
from the province, a request which the of supplying arms to rebels in Central Asia a high elective office.
Serbian-dominated central government re- and Caucasus. Bloody fighting continues,
fuses. Meanwhile, Greece and the new gov- with Islamic fundamentalist insurgents grow-
ernment of Albania sign a border treaty ing in strength. Late in the year, some West- 1993
providing at least one point of stability in the ern observers begin to use the term "civil In his inaugural address, President Tanner
region. war• in referring to the Central Asian unrest. sets the twin national priorities of rebuilding
By mid-year, Slovakian separatists have There are also continued riots in the Baltic America's deteriorating infrastructure and
gained enough seats in the Czech parlia- States but beefed up contingents of MVD "breaking the double grip of crank and crime
mentary elections to force the division of the (Internal Security) troops maintain a sem- that have made the nation's largest c~ies all
country into two sovereign states: Slovakia blance of order. but uninhabitable." Reductions in the de-
and the Czech Republic. The Soviet Republic of Moldavia, made fense budget made possible by the reduced
Catalan and Basque separatists in Spain up largely of ethnic Romanians, is torn by American military presence in Europe are to
accelerate their demands for independence. riots and strikes demanding political au- fund a national reconstruction program and
Turkish and Iraqi Kurds become increas- tonomy and an eventual union with Roma- support large increases in law enforcement
ingly active and Turkish military sweeps of nia. Riots are suppressed by Soviet MVD and anti-drug education. None of these mea-
Turkish Kurdistan are hampered by the abil- troops and Moscow accuses Romania of sures have any real effect. (By year's end, the
ity of guerrillas to seek sanctuary in the UN- having secretly encouraged the unrest. In DEA will announce a 250% increase in drug
protected northern third of Iraq. the fall, the Romanian government an- seizures, both from smuggling and domestic
8
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
crank factories. This will represent only 4% of more quickly. Some regional military com- When the main Chinese conventional
the total estimated illegal drug consumption manders, increasingly mistrustful of the abil- forces counterattack, to the amazement of
for the year.) ity of the local government to maintain order, the world's military experts, large pockets of
Tanner is not much more successful on begin taking matters into their own hands, Soviet troops are formed. Most of the Soviet
the international scene, but by year's end seizing direct control of local government and units, due to their superior mobility and tre-
he negotiates a withdrawal of Turkish troops imprisoning government officials. Within a mendous firepower, are able to fight their way
from Cyprus and a reunification of the island year, many regions are effectively ruled by outofthe pockets, but Soviet losses are great
republic. military commanders, modern versions of and the front is shattered.
After several years of intensive invest- China's traditional Warlords. The Soviet Union had already been mo-
ment in the eastern third of the country, Ger- Researchers in France and the United bilizing additional troops from the western
many shows little signs of economic progress. States begin testing a vaccine which shows military districts, and this is now placed on
Radical right wing political organizations swell every sign of being effective against the Hu- an emergency priority basis. But the Far
in membership while skinhead violence man Immunodeficiency Virus (the causative Eastern Front has become a meat grinder,
against foreign workers and handicapped agent in AIDS). Researchers soon yield to which devours divisions as quickly as they
Germans escalates. Germany's government demands for an accelerated testing program can be committed. Motor vehicles and rail-
responds to the threat weakly, seeming to and US FDA waives animal tests in favor of road rolling stock are increasingly drawn
compromise with the right, and passes a strict immediate large scale human experimenta- out of the civilian sector to support the war
series of immigration Jaws which are widely tion. Still, it will be several years before phar- effort. As the first snows of winter fall, mili-
compared to the Nazi "race Jaws• of the maceutical firms can gear up to produce the tary units in Byelorussia and the Ukraine
1930s. vaccine in sufficient quantities to deal with the declare their support for the separatists
Fighting in Central Asia continues for most massive outbreaks of the disease in third governments which had been suppressed
of the year, but the Soviet military gradually world countries (those hardest hit). Central two years earlier.
begins to gain the upper hand, and regains Africa in particular is facing complete col- In response to increasing regional insta-
control of most of the cities of the region. A lapse of its hea~h care system under an bility, Germany declares its agreement on
guerrilla war continues in the countryside, avalanche of AIDS victims, and many hea~h size and location of armed forces "obsolete
and many veterans of the fighting in Afghani- care professionals leave the region out of fear in relation to the current European situa-
stan a decade before find themselves fighting for their own lives. tion.· The six eastern territorial brigades are
a very similar campaign. immediately expanded to weak divisions
Sporadic antigovernment rioting in while the original nine divisions are ex-
Pyongyang and other large cities force the 1995 panded to 12, the additional troops being
North Korean government to make further In China, the central government is in- provided by mobilization of reserve units
concessions toward a free market economy. creasingly dominated by hard-line nation- from the western part of the country. Poland
Fighting continues in the former repub- alists, who are supported by north Chinese protests, begins bringing several divisions
lics of Yugoslavia and becomes increas- warlords. New demands for border adjust- in western Poland to higher readiness states,
ingly bitter. There is now no talk of reunifying ments are made against the Soviet Union, and opens secret talks with Byelorussia
the country; instead ethnic groups fight for and it is felt that given the Soviet internal (now renamed Belarus). These talks quickly
as large a slice of territory as possible, and problems, this might be the time to press break down over the status of the border city
deal ruthlessly with the people of other for them internationally. Talks produce no of Bialystok, however, and Belarus publicly
ethnic groups Jiving in their regions. The tangible results, however, and radical announces that Poland had attempted to
lucky ones become refugees. Chinese nationalist junior officers provoke involve it in a "military adventure• against
increasingly violent border incidents. After Germany.
a period of increasing tension and esca- In Romania, antigovernment demonstra-
1994 lating border incidents, full-scale war erupts tions by Magyars (ethnic Hungarians) in
As Europe shows signs of increasing in- between the Soviet Union and the People's several Transylvanian cities are suppressed
stability, Germany begins quietly increasing Republic of China. The Red Army enjoys by Romanian riot control police, with some
its force structure. In January of 1994, the rapid initial success, and tank columns Joss of life. The Hungarian government again
nine understrength divisions which had been roar deep into the northern Chinese indus- protests the mistreatment of these people at
maintained as a token army are brought up to trial heartland. the hands of what they claimed is an increas-
full strength and each is given a territorial However, the Chinese surpass the expec- ingly genocidal government.
(reserve) brigade. tations of most military analysts in their ability Several days of anti-Turkish rioting in Bul-
In China, underground pro-democracy or- to mobilize reserves from the interior and shift garia are touched off when a Bulgarian na-
ganizations, with encouragement and finan- them to the fighting front. While the Soviets tional, arrested for attempting to assassinate
cial aid from relatives in other countries, be- continue to make impressive gains, their the president of the Turkish republic, dies in
gin demonstrating in many of China's larger losses mount and the tempo of advance custody. Despite Turkish protestations that
cities. While these remain relatively peaceful slows. Soon, large bodies of citizens' militia his death was from natural causes, the inci-
for a while, they soon erupt into violence, are operating in the rear areas, attacking dent soon assumes crisis proportions, and
forcing military intervention. Better prepared installations and destroying supply convoys. Turkish citizens are advised to leave Bul-
than the students of 1989, the pro-democ- More and more front line troops have to be garia
racy factions of the northeast hold out for detailed to mopping up these patches of later in the year, United Nations peace-
months before the military manages to re- guerrilla resistance, and the advance grinds keeping forces are sent to Sri lanka to inter-
store order. Elsewhere, things settle down to aha~. vene in the civil war there.
10
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
11
12
after it. The Romanians and Serbians begin Galvanized into renewed action, NATO forces
1998 forming regular combat units again, although made a maximum effort to reform a coherent
The winter of 1997-98 is particularly cold. still structured to live off the land and subsist front, and the Pact offensive finally stalls
Civilian war casualties in the industrialized from captured enemy equipment. At first, along a line from Frankfurt to Fulda. In late
nations have reached almost 15 percent by there is a great deal of enemy equipment just August, NATO launches its own offensive
the turn of the year, but the worst is yet to lying around waiting to be picked up. from the area of Karl Marx Stadt, driving
come. Communication and transportation There are border changes as well. The south to penetrate the Pact rear areas in
systems are nonexistent, and food distribu- Italian Army delineates the borders of Croatia, Czechoslovakia. The thinly spread Czech
tion is impossible. In the wake of nuclear war Serbia, and Slovenia while the Greek Army border guard units are quickly overwhelmed
comes famine on a scale previously un- directly annexes Macedonia. The Albanians and Pact forc.es in central Germany begin a
dreamed of. Only the exceptionally cold win- claim Kosovo province, but both Greece and precipitous withdrawal to Czechoslovakia,
ter delays simultaneous epidemics. In the Italy support Serbia's claim to the area Alba- laying waste to southern Germany as they
nations of the Third World, destruction of their nia first protests, then withdraws from the retreat.
major industries together with cessation of temporary alliance, and finally begins spo- A simultaneous offensive by the remnants
western food aid causes severe dislocations, radic attacks on Greek military units. They of the Yugoslavian Army drives north in an
with famine and starvation in many areas. are joined by ethnic Albanian partisan units attempt to link up with NATO. The Yugoslavi-
With the spring thaw, the unburied dead from Macedonia and Kosovo. At the same ans are halted near Lake Balaton, however,
finally bring on the epidemics the few remain- time, many Italian and Hungarian units are and then thrown back.
ing medical professionals had dreaded but withdrawn from the Balkans and shifted to As more Pact units arrive in Czechoslova-
were powerless to prevent. Plague, typhoid, Czechoslovakia and southern Germany. kia, the NATO drive runs out of steam and
cholera, typhus, and many other diseases In North America, a flood of hungry refu- loses its sense of direction. Troops are shifted
sweep through the world's population. By the gees begins crossing the Rio Grande, and west to garrison the recaptured but devas-
time they have run their courses, the global most of the remaining military forces of the tated south of Germany, and many lives are
casualty rate will be 50%. United States are deployed to the southwest wasted in a futile attempt to force the Alpine
In Europe, France and Belgium had been to deal with the mounting crisis. They move at passes into Italy. As the autumnal rains begin,
hit the lightest and stand virtually alone in the orders of the Joint Chiefs of Staff, now the NATO and the Pact initiate a short and weak
maintaining a semblance of internal order de facto government of the United States. second nuclear exchange, directed primarily
throughout the cataclysm. As refugees begin Widespread food riots and violence in refu- at surviving industrial centers in the United
flooding across their borders, the French and gee areas are met with military force. The ·Kingdom and Italy.
Belgian governments close their frontiers, Mexican government protests, and within Fighting gradually runs down to the level
and military units begin turning back refugees months Mexican Army units cross the Rio of local skirmishing as both sides prepare for
with gunfire. The French government autho- Grande to protect Mexican lives. More U.S. another winter.
rizes the army to move west to the Rhine to units are shifted south.
secure a solid geographical barrier. As the Scattered fighting grows
refugees pile up on the French and Belgian into open warfare, and
frontiers, a large lawless zone springs into Mexican armored col-
existence. Open fighting for food is followed umns drive northeast
by mass starvation and disease, until the toward Arkansas and
lawless zone becomes barren and empty. northwest into southern
The average strength of NATO combat California. The front
divisions at the front has fallen to about 8,000, quickly stabilizes in
with U.S. divisions running at about half of northeast Texas and
that. Warsaw Pact divisions now varied widely central California. Else-
in strength, running from 500 to 10,000 where in the US civil dis-
effectives, but mostly in the 2000-4000 range. order and anarchy in-
Lack of fuel, spare parts, and ammunition crease with the with-
temporarily paralyze the armies. Peace might drawal of army units.
have come, but there are no surviving gov- In late June, the Pact
ernments to negotiate it. Only the military forces in southern Ger-
command structures remain intact, and they many renew their offen-
remain faithful to the final orders of their sive in an attempt to
governments. In a time of almost universal seize the scattered sur-
famine, only the military has the means of viving industrial sites in
securing and distributing rations. Military ca- central Germany. Actu-
sualties have been much lower than casual- ally, the most intact parts
ties among civilians. of Germany were those
In the Balkans, the partisan bands in the areas in the south which
mountains of Romania and former Yugosla- had been under Warsaw
via have escaped almost untouched, while Pact occupation, as nei-
many Pact regular units had been destroyed ther side was willing to
in the exchange or have just melted away strike the area heavily.
13
14
2000
By the spring of the year 2000, the
One day Griffith looked overatme andsaid, •Monk, you know the worst thing
armies of Europe have settled into about all this? No more television."
their new "cantonment" system. Civil I just looked at him for a second.
authority has virtually ceased to exist. "You miss Green Acres, do you?" I asked sarcastically.
Most military units are practicing ex-
"Hey, I'm not kidding. You know about Hitler and Mussollnl and all those
tensive local recruiting in an attempt
to keep up to strength, and stragglers guys, right? Well, we never hadanybody like that once we had television. And
are often incorporated into units re- you know why? 'Cause all those guys look like clowns on T\1. I mean, you're
gardless of nationality. Thus, U.S. sittin' in your living room in front of the tube, watching some little guy scream
units contain a wide variety of former and rant and foam at the mouth. Then they lnte"upt him for a commercial for
NATO and Warsaw Pact soldiers in
a blender that makes salads or some damn thing, and then some cereal that's
addition to Americans. Nominal t~les
of units (brigades, divisions, etc.) have gonna make you regular, I mean who can take him seriously? What planet Is
lmlebearingontheadualsizeoftheun~. this guy from? You wanna laugh, not get In line behind him.
In early summer, the German Third "So now we've been-what?-thr88 years without TV? And those people
Army, spearheaded by the U.S. Elev- out there just keep getting loonier and loonier. I tell you, unless someone gets
enth Corps, moves out of its canton-
ments on what is to become one of
a network up and running pretty soon, we're gonna be In a world of hurt."
the last strategic offensives of the "Griffith," I said, "I think that we are already In a world of hurt."
war.
CURFEW! . 5:00P.M.
CIVIUANS tAU~HT
AFf f R Gl!RFEW
WILL r>E DEALT
WITH AC.CORD1Nul'/
15
There really weren't many of us left after they are the alter-egos of the players, and all worksheet to a character record sheet. The
Kalisz. I remember that Carson, the major's activity centers on them. Each character is a record sheet is a permanent record; the
driver, found some paint and stenciled a sign person within the game, interacting with other worksheet may be discarded. (Important:
he stuck in the ground next to where we had player characters (those controlled by other Remember to save at least one blank copy of
the Hum-Vee parked. players) and nonplayercharacters (controlled each sheet to photocopy.)
by the referee).
Headquarters Characters are described in the game us- DIE-ROLLING CONVENTIONS
3rd Battalion, 143rd Infantry ing their physical and mental attributes, their This game uses a 20-sided die (020), a
2nd Brigade skills, and a number of other characteristics. 10-sided die (01 0) and one or more six-sided
5th Infantry Division (Mechanized) All these characteristics are derived by a com- dice (06). For a complete discussion of how
United States Army bination of die rolls and player choices. The dice are used in the game, see "Mechanics,•
following rules explain this process of char- on page 132.
When Gordon saw it, she borrowed the acter generation.
paint and stencils and painted the same thing To make the long process of character OVERVIEW
on a sign we put next to our other vehicle, the generation easier, a character generation The abilities and limitations of a character
old LAV-25, except instead of headquarters worksheet is included with this game on page are determined by three general areas of in-
she painted "Main Body. • The major laughed 267. The worksheet is largely sen-explana- formation-background, attributes, and expe-
when he saw it, but made us get rid of both of tory, but occasional references to the rules are rience--so the character generation proce-
them. Security. necessary, at least for the first few characters. dure follows these three general steps.
There was a time when none of us laughed A player should read the rules as he gener- Background : Each player decides on the
much at all, but now we laugh again. What the ates his character, filling in the appropriate nationality and gender of his character, then
hell. We're still alive. blanks of the worksheet as he goes. Once the names him or her.
character is completely generated, the player Attr ibutes : Each player determines the six
Characters are the focus of Twilight: 2000; should transfer the information from the basic attributes of his character, either by
16
rolling dice or by use of a point system de- We picked up Jones right before we jumped side, a U.S. unit could contain virtually any
scribed later. These six basic attributes are off on the Baltic push. There wasn't time to get nationality. However, it is recommended that
Strength, Agility, Constitution, Intelligence, him back to a British unit then, and I wouldn't at least half of the unit be American.
Education, and Charisma. know where to look for one now. I call him Europeans, although they are with the group,
Experience: Each character begins accu- British. but he says he's Welsh, and calls him- are not technically in the U.S. Army; the unit is
mulating experience at the age of 17, upon seff "Jones the Sniper.~ I guess haff the people technically under the oommand of the highest
completing secondary education. The player in Wales are named Jones, to hear him tell it, ranking American, despite the ranks of any Euro-
then makes career choices for the character. so everyone is Jones the Butcher. Jones the pean characters. As a matter of courtesy, Ameri-
Each career choice oovers four years of train- Baker. and so on. He told me ajokeonce about can officers often place themselves under the
ing and/or experience. Each time a player a KGB agent who was supposed to oontact command of the senior NATO officer present.
makes afour-yearcareerchoice, he may also and activate a mole, an agent who had spent An Eastern bloc officer present with the unit
select a secondary activity (hobby) for the years getting accepted by the locals. So the (for whatever reason) should not expect this
character. Careers and secondary activities KGB agent walks into the Welsh village where same oourtesy.
provide all-important skills for the character. the mole Jives and asks at the local pub where The character's army affects the nature of
At the end of each four-year career period he can find him. He doesn't know what name the equipment he starts with. A player must
(henceforth called a term), the player rolls to he:S going by so hedescrbes him to the bartender; join an army appropriate to his nationality (but
see if war breaks out. If so, the character who says, "Ah! Jt:S Jones the Spy you're after/" this need not dictate the nationality of the unit
conducts one wartime career and is then I think it was probably funnier if you were he plays Twilig ht: 2000 with, since techni-
complete; if not the player makes another Welsh. Fortunately, he knows German and a cally nobody is in the military anymore-
regular four-year career choice. Note that smattering of Polish, which has saved our "you're on your own").
while players have oonsiderable control over butts more than once. Native Language: A character's national-
most aspects of character generation, they ity determines his native language. All char-
have no control over when war breaks out. BACKGROUND acters receive a 10 skill level in their native
War: This is the final shaping influence over Each player should name his character and language automatically, without penalties or
all characters in Twilight: 2000. During the war decide on the character's sex and nationality. costs. Characters of certain nationalities also
they will gain further military experience, be Any nationality which the referee is willing to have a chance of having a second native lan-
exposed to radiation, and perhaps to the ef- allow in the game is permissible, although as guage. The second column of the Army/Na-
fects of aging. a practical matter characters should be drawn tionality/Native Language Chart (on pages 47
Derived Values: Now that all changes to from the list of belligerent nations with com- and 261) lists possible second languages and
skills and attributes are finalized , certain val- batants in the area where the campaign is set. the D1 0 chance that the character speaks
ues are calculated based on them. These are If the referee chooses to set his campaign in them. For example, a Hungarian character has
things like the amount of damage a character Poland, then characters should mostly be a chance of speaking German or Romany in
can take, how strong a punch he throws, and American or European. addition to Hungarian. Players make D1 0 rolls
so forth. Players may choose to be Americans or for each language, in order, stopping at the first
Equipment: Finally, a player finds out how other nationalities, at their option. Since all success or after failing to receive all of them.
much equipment his character has managed armies practice considerable local recruiting The character receives a Language: 10 skill
to hold onto through his adventures so far. and have picked up deserters from the other level in his second native language too.
17
18
shot, and Griffith, our master scrounger, could accumulated a few skills before the age of Bobbi Lee joined up with us back around
find roast chicken and mashedpotatoes in the 17 due to hobbies and education. Frankfurt-on-the-Oder and she's walkedpoint
Sahara. We're a team. We complement each Each player chooses four skills from the ever since. The major says he's never seen
other. I guess that's why we're still alive. following list and receives a level 2 skill in anyone with an eye for an ambush like she
each. has. Well, he's seen more than I have. All/
EXPERIENCE Players have a reasonably free hand in know is that we've never gotten cracked with
Player characters w ill have to carry out choosing a detailed career background for Bobbi Lee on point. She says it's because her
many difficult and dangerous tasks over the their character. This background consists of brothers used to take her coon hunting.
course of the game. Skills in various fields of formal education and/or one or more careers. Maybe. But I've got a feeling that Ranger scroll
knowledge w ill determine their success o r A character starts out at age 17 with cer- on her shoulder has something to do with it.
failure. To begin w ith, a character will have tain minimum skills (these are picked up in the
process of growing up, as noted above). The MILITARY CAREERS
character may then choose to further his edu- Military occupations are somewhat more
Background Skill List cation or enter an occupation (including the detailed than civilian occupations due to the
• Language• military). For ease of calculation, backgrounds military emphasis of the game. Players chose
• Swimming are lived through in four-year terms. A char- a service for their character (army, marines,
• Ground Vehicle (Wheeled) acter may do anything he or she pleases, but navy, air force) and, assuming they meet the
• Computer must do it in four-year increments for ease of entry requirements, they are enrolled.
• Unarmed Martial Arts record keeping. Each career entry described If they rome from a service academy or
• Riding on the Career List (pages 30-44) details the na- ROTC, they are rommissioned as officers;
• Survival ture of the career and describes what skills are otherwise, they are enlisted as privates. In
• Small Watercraft received for the first term (and skills which can either case, they immediately receive the
• Ground Vehicle (Motorcycle) be received in any subsequentterms). A char- basic training skills for that service.
• Tracking acter may enter any careerfor which he meets After basic training, they pick an occupa-
• Farming the prerequisites, but must spend at least one tion (in the case ofthe army and marines, they
*Language is in addition to any na- four-year term in that career before moving on. should also note the arm of the occupation
tive language(s) the character has as Nothing in these rules prevents a character from they chose-armor, infantry, artillery, etc.). In
a result of nationality choice. entering the game at age 17, a~hough we cannot the case of the army, they should also note the
imagine why any player would want to do so. arm of the occupation they chose. They then
19
receive the first term skills for that occupation. the prewar world. However, in the situation in
Note that basic training and the first career the year 2000, people are no longer quite
skills are both received in the first term spent
Secondary Activities sowilling to automatically defer to someone
in the service. who simply wears an insignia of high rank.
Ac ro batics (dance or gymnastics)
At the end of each career term, the character Characters will find that real leadership is the
rolls for promotion and for the outbreak of war. A rchery result of a person's internal qualities, and the
Climbing (rock climbing) insignia of rank is only a reflection of those
Back at Kalisz, when everything was fall- CON +1 (jogging) strengths.
ing apart and there were Soviet tanks all over Disguise (neighborhood theater)
the place, this crazy artillery captain comes Ea rly Firearms (historical re-En- Arm of SeiVIce
running up to the LAV-25 and tells us he's Acharactermaynormallychoseacareeronly
actment)
taking us under command and we're going to from the arm of service in which he is currently
ride shotgun for his ammo carriers. EDU +1 (Adult education/night enrolled. A character may switch arms of service
In a pig's eye we were/ school) (e.g., from infantry to armor) at the end of any or
Just when things looked like they might get Ground Vehicle (M otorcycle) every term. When he does so, he adds two to his
ugly the major got back from the OM depot Ground Vehicle (Wheeled) promotion die roll for the current term.
with our rations, and that was the end of that
Language
deal. That captain wanted our LAV big time, but RESERVES
the major had the rank-and that's all she wrote. Medical (Trauma Aid) (CPR and A character who completes one or more
first aid lesso ns) full terms of active duty with the armed forces
Rank Observation (bird watching) may leave the armed forces and enter the
Characters in military careers receive rank P arachute (skydiving) reserve component. While in the reserves, the
as part of the character generation process, character may be active or inactive, at the
Pilot (flying lessons)
recording their advancement by promotion player's option. This decision is made sepa-
Riding
during their careers. Rank is recorded either rately each career term.
as enlisted rank (specialist, private, corporal, Scuba (skindiving) An inactive reservist retains his previous
NCOs, etc.) or officer rank. Civilian careers Small Arms (target shooting) rank but does not roll for promotion and does
do not have ranks. Small Watercraft (boating) not receive any additional skills.
A character's rank is a good measure of his Snow Skiing A character who is an active reservist
or her success and level of responsibility in counts this as his seoond activity for his main
STR + 1 (weight lifting)
careerfor the term. He rolls for promotion nor-
Survival (camping) mally and receives one skill level from the list
NCO Skills Swimming of subsequent term skills for his military ca-
Leadership Tracking (hunting) reer. Active reservists may only choose ca-
Instruction Unarmed Martial Arts reers from branches in w hich they served
Persuasion during active duty.
20
OBTAINING SKILLS bar of allowed secondary activities per term while his skill level with rifles is 11/2, rounded
Players obtain skills initially in two ways: is the number of skill levels received. down to 1.
automatic skills and acquired skills. Automatic Sometimes it is possible to receive a skill
skills include knowledge of the character's LANGUAGES in a cascade other than the one the character
native language (or languages), certain com- Each skill level received counts double for has already chosen as his specialty. For ex-
bat skills all recruits are taught in basic any language in the same group as the ample, consider the character above with
training, and skills supplied by a character's character's native language. Small Arms: 3, specializing in Pistols. lf he then
educat ion or career. All European players receive double lev- goes through army basic training he will re-
Acquired skills are learned from instructors els in all Germanic, Romance, and Balto- ceive Rifle skill. The Rifle skill received adds to
as a part of the game (see the definition of Siavic languages. his Rifle skill only, not his overall Small Arms skill,
Instruction skill). All skills are listed on the skill For example, suppose that a European thus giving him Small Arms (Pistol): 3 and Small
list, together with standard abbreviations and player receives a language skill level. If he Arms (Rifle): 2 (1 ~1 - 2~. rounded down).
descriptions. takes it as Dutch (a Germanic language) he However, if this extra skill would cause his
Skills are received in levels (sometimes receives two skill levels in Dutch, while if he R~le skill to exceed his overall Small Arms skill,
skills are awarded as level Q-see "Unskilled takes it as Korean he receives only one. then his overall skill will go up, and Rifle will
Tasks," page 134). For example, a level of become his new specialty.
4 in Aircraft Mechanic skill would be written ADDITIONAL NOTES ON SKILLS In e~her case he will have to keep separate
on the character record sheet as Aircraft Me- Cascade Skills : A few skills are cascad e track of his Rifle and Pistol skills from then on.
chanic: 4. The Language skill is a special skills. A cascade skill is one which includes
case-each language is a separate skill. A several lesser skills under one broad heading. A while back, Sgt. Anderson, Alvarez and
level of 6 in Gaelic would be written as Lan- Examples of cascade skills are Pilot, which I were in some little town I can't pronounce
guage: 6 (Gaelic). includes both Fixed-Wing and Rotary-Wing (let alone spell), dickering with some yokels
(helicopter) Pilot skill, and Small Arms, which for fresh vegetables, when eight Ivan cavalry
SECONDARY ACTIVITIES includes both Pistol and Rifle skill. breezed into town. Things got a little tense
The career chosen by a player does not A character who receives a cascade skill when we saw each other. E vidently they
occupy 100% of the character's time. Often a must decide on an area of special interest from weren't expecting to see us either, because
person's hobbies and pastimes can provide among the subskills covered. From then on none of them had their guns out.
valuable additional skills. As a general rule, his skill level in the chosen specialty skill is the Well, we stood there looking at each other
each character is allowed one "secondary same as his level in the overall skill. His level for a second or two, when suddenly one of
activity" each term. This allows the player to in all of the other subskills is haH his level in the /vans lets out this laugh and says, "An-
take one level in any one skill from the Sec- the overall skill, with fractions rounded down. dar-soon?"
ondary Activities skills list at the left. For example, a character receives a Small Sarge looked at him, and recognition
Some careers allow two secondary activi- Arms skill level of 3 and decides he will spe- gleamed in his eyes.
ties a term, while others allow none. The num- cialize in pistols. His skill level with pistols is 3, "Femerovl" he cried, "I thought they hung
21
22
• A government agent character recog- If the roll is equal to or less than your current We've been in some tight spots now and
nizes a nemesis from the old days. Since the term number, war breaks out (i.e., war breaks then, but for some reason I've never lost my
present situation makes old animosities a little out at the end of the first term on a roll of 1, at head. I don't know why. Wood, who used to
silly, perhaps the contact is in a mood to be end of second term on roll of 1 or 2, etc.). be a pre-med student and is the closest thing
charitable. ("I never thought I'd see you again, Oncewarbreaksout, the character has one we have to a medic, says my glands produce
Carstairs. Before last year, I'd have shot you term underfire. All regulars get one automatic too much noradrenaline. He says that's why
on sight for what you did to me in Prague in promotion and roll again for another at the end I don't panic during the fireworks, but shake
the spring of '92. j of the term. Reservists and draftees just roll. like a leaf when it's all over. Well, I've seen
• "Well, they hauled me into KGB Head- All characters get their normal skills for a sub- people panic under fire. They don't shake
quarters, and who should be sitting behind the sequent term. afterwards; mostly they lie ve~y, very stilf. I
desk but my old pal, Captain Penkovski. Regulars and recalled reservists get twice think I'll keep my glands the way they are.
'Penkovskil' I said, 'Get me out of this, can't the normal number of skills allowed by their
you?' He just looked me over and said, 'Doug- military career-these are chosen from the INITIATIVE
las, my old friend, I am not exactly in charge subsequent term skill list. They are not allowed Initiative is a characteristic of great impor-
of things here.•• a second activity during this final term. tance in the Twilight: 2000 combat rules, and
As a kid I saw John Wayne in The Sands American civilian characters are drafted its effects are explained starting on page 194.
of lwoJima and Dan Daley in What Price Glory unless their career notes specify otherwise. To determine Initiative, regulars roll 1D6,
on the/ate show. I guess that's how I always They receive basic training, then pick a military reservists roll1 D6+2 (round up), and draftees
pictured first sergeants-great big guys. But career and receive its skill points. Draftees are roll 1D6+2 (round down, but reroll resuhs of
our "top, • Anderson, is a quite little guy. It allowed a second activity during this term. 0). Add one to this roll for rangers, airborne,
seems like he's been In forever-if we had Civilian characters who receive direct com- special forces, force recon, snipers, and
dress uniforms, he'd have hash marks up his missions as medical officers or engineers are equivalents. Subtract one from this roll for sup-
sleeve and across his shoulder blades. treated as draftees. port, air force enlisted, aviation enlisted, and
One night he got talking about a place in European civilian characters are drafted military intelligence (but never reduce Initia-
Vietnam he calfed "Happy Valfey, • and it into the militia. This has the same resuh as tive below 1).
sounded even worse than all this. I said so, being drafted into the army except these char-
and he just shook his head. "Monk, • he said, acters do not receive basic training. Militia We accidentally moved through an old im-
"The A Shau was just one valley. This is ev- characters are allowed a second activity dur- pact crater once. Didn't bother most of us, but
erywhere. • ing this term. Anderson and the major both got sick for about
Government agents (who are exempt from the a day. Not super sick. but nausea and WQak-
WELCOME TO HELL draft) mayvolunteerfor service, in which case they ness. Wood says there's nothing to worry
This section describes the final polishing are treated as draftees, or they may remain as aboutbecausenoneofushaveanywhef9near
to be done to your character, and covers the government agents. If so, they conduct a normal a bad dose, but we've got to be careful. because
skills the character may pick up as a resuh of career term and then find themselves with the exposure is cumulative. The major andAnder-
having been in combat for a year or more. other players. Government agents are allowed a son have been here from the start and have
The War: At the end of each term, roll1 D1 0. second activity during this term. just picked up more than the rest of us.
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 numberof
06 equal to twice his Initiative.
To determine the exposure
23
level of a civilian char~er in rads, roll 1D6 and AGE age may start to take their toll on a character
1010 and mu~iply the~ 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. The major once said this adding 17 to the resu lt. 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 1 010 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 StatesAnny, Retired.· visualize their characters as actual people, terms, both Agility and Strength must be
He must be pushing 50. I 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
CONSOLIDATED EFFECTS OF AGE TABLE
in the amount of skills gained during careers
Start End Losses due to aging.)
Term Age Age ST" STR AGL CON /NT The character loses 1 point from the rel-
1 17 21 t evant attribute if the 1010 roll is less than the
2 21 25 5 current level of that attribute. If the roll equals
3 25 29 4 or exceeds the attribute, there is no loss. This
y check, also called an age saving throw, is
4 29 33 3
made at the end of each term.
5 33 37 2 y
Example: Alvarez ends her fourth term
6 37 41 1 y y and must roll for a reduction in her Agility,
7 41 45 1 y y which is presently 9. She rolls a 3 and since
8 45 49 1 y y y that is less than her current attribute level of
9 49 53 1 y y y 9, she loses 1 point of Agility. In another
y y y example, upon leaving his eighth term to
10 53 57 1 enter active play, Roosevelt Jefferson must
11 57 61 1 y y y roll three times, once for Strength (presently
12 61 65 1 y y y y 6), once for Agility (presently 9), and once for
Constitution (presently 5). The rolls are 7, 6
• ST = Number of Subsequent Term skills. and 5 respectively, so Jefferson does not lose
any Strength or Constitution points, but has
t This number will vary depending upon the first term skills of the first career his Agility reduced to 8.
the character enters. Aging In Play: Aging in play works the
24
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 thresh holds. Consult the "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), for me. I was working on the LA V-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 LA V-25 and sticking a Makarov in 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,/ was
Once the character has finished all steps kilograms is equal to 65 plus four times tired of working on the LA V-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 Capac ity: 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: A character can carry a considerable Bobbi Lee kicked him. She kicked him in the
injury. Hit points can be suffered in any of seven amount of equipment cross-country, butthere HEAD. She kicked him so hard she broke his
different parts of the body: left leg, right leg, is a limit. A character 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 Comb at 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
25
combat damage is determined by multiplying Each character begins the game with a basic
a character'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. Vehicles
down (unless this would result in 0, in which T he personal w eapon depends on the Die Vehicle
case it is 1). character's army, and should be selected from 1 3
/• -ton truck
The result is the number of hit points the the Personal Weapons List on pages 50 and 2 31• -ton truck
character will inflict per attack. 266. Thus, a Czech character could choose 3 HMMWV
Example: Bobbi Lee has a Strength of 8 any of the personal weapons listed under 4 HMMWV
and a Unarmed Martial Arts skill level of 8. Czech personal weapons. Each officer also 5 HMMWV
From this, calculate the unarmed combat receives a pistol in addition to his personal 6 2 112--ton truck
damage ((8x8)+10·6]. Bobbi Lee will inflict 6 weapon. Note that an American officer may 7 2'12-ton truck
hit points per unarmed combat attack. choose either an M9 or M1911 A1 pistol. 8 5-ton truck
Transportation: Next. characters should 9 5-ton tank truck
Right there at the end things got pretty hot roll for vehicles, using the Vehicles Table. Only 10 LAV-25
at Kalisz, and we ended up having to make a a party of three or more characters will have 11 M113A3
run for it across about 200 meters of fire-swept vehicles. Each group of characters receives 12 M977 HEMTT
open ground. Well, we made it, somehow. and one 06 die roll for vehicles for every three 13 M2A2 Bradley
even the Hum-Vee didn't take much damage. characters in the group (rounding fractions 14 M2A2 Bradley
But the alcohol still on the trailer behind the up). Players may combine their dice into 206 15 M1
LA V-25 got all shot up. That's bad news, be- or 306 rolls if desired (but not 40 6 or more); 16 MS AGS
cause we can't run these vehicles on bat many of the more desirable vehicles are only 17 M1A1
droppings, and gasoline's scarcer than politi- obtainable with rolls greater than 6. 18 M1A2
cians these days. Hplayers wish, they may use one or more
I got it mostly patched up, but the tubing vehicle dice as animal dice instead. The This table is for US personnel. The
had been shot away and fell off the trailer. I number rolled on animal dice is the number referee may substitute equivalent ve-
told the major we needed tubing for the still or of animals the party owns. T hese may be hicles for other nationalities as neces-
we'd have to start walking. He called Griffith divided among the various draft animals listed sary.
over and told him we needed some tubing for on page 88 as the players see fit, provided
the still. "What kind?" he said. "Copper would 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 06 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 1 0 6 or one ammunition chosen.) Vehicles and their char-
know how he does it. roll of 106 and one roll of 206. 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
th·e character was active in the reserves that
26
•
'
...
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 18weeks intheAmericanArmy;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 Nmen 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. [T]hey 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 later to purchase add~ional 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 A dvanced 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: T his 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 wh o show the
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 (ex may have been in ROTC ex a mili-
probably will not be able to carry all of the minimum standard of physical condition, ac- tary academy before enfisting). 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 character to purchase his full perform in the future, and instill a sense of (leadership, tactics, command, administration,
allotment of equipment, but join the group only camaraderie. The most important thing done etc. ).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
27
28
TYPICAL EXPERIENCES
This section is intended to help players
u.s. u.s.
flesh out their character backgrounds. Devis-
ing what past experiences a character has had
is an excellent way to make a character seem
more three-dimensional and well rounded,
and will increase player enjoyment. h will also
prove helpful to the referee in deciding what
kinds of contacts are possible for a particular
character. This kind of chrome can have a very
real effect on the course of the game.
A player has a free hand in devising his
character's background, provided he sticks to Romanian
the career path as laid out when the charac-
ter is generated. Birthplace and nationality are Helmets
largely up to the individual player, but this will
not have a great effect on the final statistics
(details like this can be filled in at a player's
discretion). The character's age determines
some of the background details: Military char-
acters of the proper age may have seen ac-
tion in Vietnam (1964--1975), Grenada (1983),
Panama (1989), Iraq/Kuwait (1991 ), and
Somalia (1991-1993). A character born in
1952 could have enlisted in 1970, served one
term, and returned to enter college in 1974.
Graduating in 1978, the character could have
pursued a civilian career until 1996.
A character born in 1970 could enter col-
lege in 1988, graduating and becoming a
police officer in 1992, and serving one term
before the war. He could have enlisted in the
army as an MP when the war breaks out.
The sequence of education dictates some
aspects of a character's background. A doc-
tor born in 1962 would have been in school/
interning until 1988, for example, and would
be 34 in 1996, at which time he was drafted
into an army medical unit (they need doctors
of any age).
29
30
31
32
33
34
35
36
37
38
39
40
Promotio n: 6+, OM + 1 if INT 7+, and/or if Promotion: 6+, OM + 1 if INT 7+. • Survival
graduate of Military Academy. Contacts: One per term, military or intel- • Swimming
Contacts: Three per term, military or spe- ligence community. Roll 101 0 for 8+ for the Promotion: 7+, OM +1 if INT 7+
cialist (Pilot). Roii1010for7+forthecontact contact to be foreign. Contacts: Two per term, military or intelli-
to be foreign. Special: None. gence community.
Special: None. Roll 1010 for 7+ for the contact to be
SEAL Officer foreign.
SEAL (Sea Air Land), Enlisted Entry: Strength+Agility+Constitution: 15+, Special: None.
Entry: Strength+Agility+Constitution: 15+. and OCS, military academy, or commission.
First Term Skills: First Term Skills: UNITED STATES AIR FORCE
• Combat Engineer: 1 • Combat Engineer: 1 Originally part of the United States Army,
• Parachute: 1 • Leadership: 1 the United States Air Force became a sepa-
• Scuba: 1 • Navigation: 1 rate branch of the service following World
• Small Arms: 1 • Scuba: 1 War II . ~s principal responsibility is for fixed-
• Small Watercraft: 1 • Small Arms: 1 wing combat and transport aircraft.
• Swimming: 1 • Small Watercraft: 1 Entry: No prerequisites.
• Unarmed Martial Arts: 2 • Swimming: 1 Basic Training: The character receives
Subsequent Term Skills: • Unarmed Martial Arts: 1 the following skills as a part of his basic
• Acrobatics Subsequent Term Skills: training:
• Autogun • Acrobatics •Autogun: 0
• Combat Engineer • Autogun • Ground Vehicle (Wheeled): 1
• Grenade Launcher • Combat Engineer • Small Arms: 1
• Navigation • Grenade Launcher • Swimming: 1
• Observation • Leadership • Unarmed Martial Arts: 1
• Parachute • Navigation Special: Characters with Intelligence and
• Scuba • Observation Education of 7+ may enter OCS. If they do so,
• Small Arms • ParachU1e they receive a level 1 Leadership skill, are
• Small Watercraft • Persuasion commissioned as 2nd lieutenants, and then
• Stea~h • Scuba conduct their first term normally.
• Survival • Small Arms
• Swimming • Small Watercraft
• Unarmed Martial Arts • Stealth
41
42
43
44
Erin Tabakovic (Order #36286371)
GDW Character Generation Twilight: 2000
45
46
Erin Tabakovic (Order #36286371)
GDW Character Generation Twilight: 2000
Language List
Slavic Serbo-Croat
Bulgarian•
Slovenian
Macedon ian
47
Skill List
Controlling
Skill Attribute Definition
Acrobatics AGL Ability to precisely control body motions and actions.
Aircraft Mechanic STR Ability to repair and maintain aircraft.
Archery STR Ability to use a bow.
Armed Martial Arts STR Ability to use various melee weapons In combat.
Autogun STR Ability to fire autocannons (automatic cannons), automatic
grenade launchers, and machineguns.
Biology EDU Knowledge of plant and animal biology.
Chemistry EDU Knowledge of chemical interactions and compounds. I
Climbing CON Ability to climb building walls, steep slopes, and sheer cliffs.
Combat Engineer CON Ability to perform tasks such as emplacing demolitions, building
fortifications, and camouflaging emplacements.
Computer EDU Ability to operate and program a computer.
Construction EDU Ability to plan/supervise construction of buildings, roads, and
bridges.
Disguise CHR Ability to alter appearance to avoid recognition.
Electronics ED U Ability to repair electronic devices.
Excavation EDU Ability to supervise the excavation of safe and stable large holes
in the ground, such as mines.
Farming INT General knowledge of growing food crops and raising livestock.
Forgery AGL Ability to forge a signature or document and have it accepted as
genuine.
Forward Observer INT Ability to communicate fire data for Indirect fire weapons.
Geology EDU Knowledge of rock formations and minerals.
-
Grenade Launcher STR Ability to fire non-automatic grenade launchers, mortars, and
unguided antitank rockets.
Ground Vehicle AGL Ability to operate a vehicle that moves by means of wheels or
tracks. Cascade skill : ( Wheeled, Tracked, Motorcycle).
Gunsmith AGL Ability to construct and repair weapons.
Heavy Artillery STR Ability to fire large-caliber Indirect-fire guns, Including mortars,
howitzers, and multiple-rocket launchers.
Heavy Gun STR Ability to fire large-caliber direct-fire guns, including AFV guns.
Hovercraft AGL Ability to operate a hovercraft.
Instruction CHR Ability to teach skills. I
Interrogation CHR Ability to persuade or force a prisoner to reveal information.
Intrusion AGL Ability to open a lock, including key locks, combination locks, and
electronic locks.
Language CHR Ability to speak and understand a given language. A specific
language must be chosen.
48
Skill List
Controlling
Skill Attribute Definition
Leadership CHR Ability to inspire followers.
Machinist AGL Ability to use machine tools (such as lathes, punch presses, etc.)
to fabricate other machinery.
Mechanic STR Ability to maintain and repair vehicles and machinery.
Medical EDU Ability to render first aid/medical care to injured or sick
characters. Cascade skill: (Diagnosis, Trauma Aid, Surgef}').
Metallurgy EDU Knowledge of smelting ore into metal, forming alloys, and
fundamental metal-working.
Meteorology EDU Understanding of weather and the forces governing it.
Navigation INT Ability to determine correct position and direction of travel using
maps, compass, landmarks, the stars, etc.
Observation INT Ability to spot concealed enemies and avoid ambushes.
Parachute CON Ability to use a parachute.
Persuasion CHR Ability to phrase arguments In ways best calculated to gain
acceptance.
Pilot AGL Ability to fly aircraft. Cascade skill: (Fixed-Wing, Rotary-Wing).
Riding CON Ability to ride a horse.
Scrounging INT Ability to find man-made items such as spare parts, domestic
food, ammunition, etc.
Scuba CON Ability to use an aqua-lung or rebreather. Skill level may not exceed
character's Swimming skill.
Small Arms STR Ability to use small arms (pistols, rifles, shotguns, etc.). Cascade
skill: (Pistol, Rifle).
Small Watercraft CON Ability to operate small boats, Including oar-driven, wind-driven,
and small (under 20 meters) motor boats.
Snow Skiing AGL Ability to travel using snow skis.
Stealth AGL Ability to move silently and without being spotted.
Survival INT Ability to find food in the wild, including knowledge of what
plants are edible and where to find them, and the ability to set
snares and traps, and the ability to catch or trap fish.
Swimming CON Ability to swim.
Tac Missile AGL Ability to fire a guided tactical missile launcher.
Thrown Weapon STR Ability to hit a target with a thrown weapon, such as a knife, rock,
or grenade.
Tracking INT Ability to follow vehicles, humans, or animals by the traces they
leave behind them.
Unarmed Martial Arts STR Ability to conduct ~and-to-hand combat.
Warhead AGL Ability to arm, disarm, and repair both conventional and nuclear
warheads.
49
Personal Weapons
Albania France Poland
PPSh submachinegun MAT-49 submachinegun AKA submachinegun
AKM assault rifle FA-MAS assault rifle AK-74 assault rifle
SVD sniper rifle FA-F1 sniper rifle SVD sniper rifle
APK automatic rifle AAT-52 machinegun RPK-74 automatic rifle
PK machinegun PA-15 pistol PK machinegun
Tokarev pistol P-64 pistol
Germany
Belgium G11 submachinegun Romania
FN-FNC assault rifle PSG1 sniper rifle AMD-65 submachinegun
MAG machinegun HK-CAW shotgun AKM assault rifle
HP-35 pistol MG3 machinegun SVD sniper rifle
P7 M13 pistol APK automatic rifle
Bulgaria PK machinegun
PPSh-41 submachinegun Greece PM Makarov pistol
AKM assault rifle FN-FAL battle rifle
SVD sniper rifle MAG machinegun Turkey
APK automatic rifle M1911A1 pistol M3A 1 submachinegun
PK machinegun G3 battle rifle
PM Makarov pistol Hungary M21 sniper rifle
AKA or AMD-65 submachinegun M60 machinegun
Canada AKMA assault rifle M1911A1 pistol
Sterling submachinegun SVD sniper rifle
M 16 assault rifle APK-74 automatic rifle UK
C3 Parker-Hale sniper rifle PK machinegun L2A3 Sterling submachinegun
M249 automatic rifle M1933 Tokarev pistol L85 (IWS) assault rifle
M60 machinegun L42 sniper rifle
M9 or M1911A1 pistol Italy L86A 1 (LSW) automatic rifle
M12 submachinegun L7A2 (MAG) machinegun
Czechoslovakia AA-70 assault rifle HP-35 pistol
Vz-24 submachinegun MAG machinegun
AK-74 assault rifle M92S (M9) pistol USA
Vz-54 sniper rifle M231 submachinegun
APK-74 automatic rifle Yugoslavia M1n carbine
Vz-59 machinegun PPSh-41 submachinegun M 16 assault rifle
Vz-52 pistol AKM assault rifle M21 sniper rifle
SVD sniper rifle HK-CAW shotgun
Denmark APK automatic rifle M249 automatic rifle
Uzi submachinegun PK machinegun M60 machinegun
G3 battle rifle M1933 Tokarev pistol M9 or M1911A1 pistol
MG3 machinegun
HP-35 pistol Netherlands USSR
Uzi submachinegun AKA submachinegun
Finland FN-FAL battle rifle AK-74 assault rifle
M71 assault rifle MAG machinegun SVD sniper rifle
PK machinegun HP-35 pistol APK-74 automatic rifle
PM Makarov pistol PK rnachinegun
Norway PM Makarov pistol
G3 battle rifle
M249 automatic rifle
MAG machinegun
HP-35 pistol
50
0
Chest
0000
I II II II ID
Derived Values Abdomen
Howitzers
122mm: The howitzer mounted on the
SAU-122 seH-propelled howitzer and D-30
towed howitzer.
l~fltJII,tii~N'I' J..IS'I'
It is manually loaded. The D-30 howitzer
has an armor value 2 gun shield which pro-
vides cover for the gunner (but not the loader)
if fired at from the front.
Every entry lists weight in kilograms, price belts. A two-barrel Gatling gun version of the 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 Wt (D--30): 3 tons.
in the East. East and West refer to respective per combat round. Thus, if the vehicle fires Price (D-30): $50,000 (SIC).
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 seH-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.·Verycommon C:Common S:Scarce R: 12mm D-30 Howitzer
Rare-: Unavailable except at referee's dis-
cretion.
Some entries contain add~ional information.
Some ~ems are covered in data cards. These are
intended to be photoropied and rearranged,
enabling each player and referee to assemble
weapon arrays to su~ individual s~uations. Play-
ers and referees have permission to photocoP'I
these data cards for personal use.
MELEE WEAPONS
Garotte: A length of rope or wire used for
strangulation.
125mm Gun (Rapira-3)
Wt:0.2 kg
Price: Usually improvised (VN). Large-Caliber Guns M1 09A2 seH-propelled howitzer. It is manu-
1 OOmm Gun :A manually 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.
seH-propelled gun. NLT (NATO Light Tripod): Accepts M60
Autocannon 120mm Gun:Aiarge-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 M 1A2 it is Price: $200 (CIS).
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 Challenge~" and other British tanks. Wt: 10 kg.
versions of the Marder. 125mm Gun (Raplra-3): A large-caliber gun Price: $200 (SIR).
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 1CO- the Rapira-3 towed ant~ank gun. All three tanks M214, M2HB, Mk-19.
round belts. It may be fired only from the ve- are equipped w~h autoloaders. Wt:22 kg.
hicle mount. On the Rapira-3, the gun is manually Price: $350 (CIS}.
25mm Autocannon: A belt-fed automatic loaded. On the T-72 and T-80, the gun auto- PLT (Pact L ight 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 (SIC).
taneously, and may fire from either belt. Nei- On the T-90 and the Rapira-3, the gunner 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: 12 kg.
reloaded. The weapon accepts 100-round which provides cover for the gunner and loader if Price: $300 (SIC).
belts. fired at from the front. The Rapira-3 takes four PHC (Pact Heavy Carriage): Accepts
30mm Autocannon:Abelt-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 1 00-round Price (Rapira-3): $50,000 (R!S). Price:$1000 (R!S).
52
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
SMALL ARMS AMMUNITION Price: $65 per case (CIS). .357 Magnum (9x33mmR):
Weights per magazine include weight of 7.62mm L (7.62x54mmR Long): Wt: 1a 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 (AI-).
and ammunition. round magazine, 3 kg per 100-round belt. 10mm {10x24mm):
Magazines are purchased separately and Price: $70 per case (SIC). Wt: 10 kg per case of 1000 rounds.
cost $1 per three rounds of capacity, except •30-06 (7.62x63mm): Price: $a5 (RI-) .
the 1000-round drum for 5.56mm N ammuni- Wt: 15 kg per case of 500, 351oose rounds .44 Magnum (11.2x32.8mmR):
tion, which costs $200. per kilogram. wt: 20 kg per case of 1000.
Price: $80 per case (SIR). Price: $550 per case (RI-).
Small Arms & Machlneguns •32 ACP (7.65x17mmSR): .45 ACP (11.43x23mm):
Longbow Arrow: Wt: 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 (SIR).
Crossbow Bolt: Price:$150 per case (SIS). 12.7mm B (12.7x83mmR Bloc):
Wt: 3 kg per 24. Smm M (7.92x57mm Mauser): Wt:25kgpercaseof2belts,11 kgper50-
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?- 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 (4.7x21mm Caseleas): Price: $125 per case (CIS). Price: $35 per case (CIS).
Wt: 10 kg per case of 1aoo, 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 a- Armor Piercing):
Price: $1300 per case (SIR). round magazine. wt: 15 kg per case of 1 belt, 13 kg per 105-
5.45mm B (5.45x39mm Bloc): Price: $200 per case (SIC). round belt.
Wt: 10 kg per case of 840, 0.5 kg per 30- 9mm P (9x19mm Parabellum): Price: $60 per case (SIR).
round magazine, 0.6 kg per 40-round maga- Wt: 15 kg per case of 1500, 0.1 kg per a- 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 1CO-
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 (VIC). 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 1oose rounds per kilogram).
Price:$1 00 per case, $200 per empty drum Price: $175 per case (SIR). Price: $100 per case (C/C).
(VIC) .
•22 LR (5.7x17mmR Long Rifle): .50 BMG
Wt: 20 kg per case of 5000, 0.1 kg per?-
round magazine.
Price: $225 per case (CIS).
7.5mm MAS (7.5x54mm MAS):
Wt: 15 kg per case of four belts, 2 kg per
50-round belt.
Price: $30 per case (RIA).
7.62mm T (7.62x25mm Tokarev):
Wt: 35 kg per case of 2500, 0.2 kg per a-
round magazine, 0.6 kg per 32-round maga-
zine.
Price: $250 per case (RIS).
7.62mm S (7.62x39mm Short):
Wt:10kgpercaseof600, 1 kgper30-round
magazine.
Price: $aO per case {S/C).
•30-30 (7.62x51mmR):
Wt:20 kg per case of 1000, 51oose rounds
per kilogram.
Price: $170 per case (CIS).
7.62mm N (7.62x51mm 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.
53
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 (CIC).
or more of these types. Certain rounds are oomrnon) indirect fire round used. Exploding. Chemical: Same as a chemical round for
here defined as P9flstrators 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.
APOU (Armor Piercing Depleted Ura· pound. An inverted cone in the nose of the Wt: 0.5 kg, 16 kg per case of 16.
nlum}: Essentially the same as an APFSDS shell directs the explosive force forward Price: $3 each, $40 per case for smoke,
round, but with apenetrator made of depleted into a high-energy jet of super-heated gas double prices for irritant (smoke, CIS; irritant,
uranium.lhedensity and hardness of the DU and molten metal, reducing the effective- SIR).
penetrator incfeases 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. PM6trator. pose}: A hollow 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 oonsists 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 (RIS).
of tungsten) surrounded by a full-bore alumi- ing capability. Exploding. Concussion: The grenade consists of
num sabot (pronounced SAY-bow) in several HVAP(High 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 faDs aJNay. The oombination of a large netic energy armor piercing round, fired al down, but causes no lethal fragmentation.
propellilg charge and a small diameterpene- high velocity to penetrate armored targets. Wt: 0.5 kg, 20 kg per case of 20.
trator results in very high muzzle velocity and Peootrator. Price: $4 each, $70 per case (CIS).
armor penetration. P91l9trator. HVHEand HVHEDP(HighVelocity High Thermlte: 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 Purpoae): These high-explosNe Wt: 1 kg, 20 kg per case of 16.
a substantial explosive charge. This is, in rounds are similar to HE and HEOP rounds, Price:$10 each, $140 per case (SIR).
effect, a dual purpose round which can but they have a greater muzzle velocily and, WP (White Phosphorus): The grenade
function as a p9()9tratorvs. armored ve- consequenlly, an increased range. Expbcklg. scatters incendiary fragments throughout its
hicles, or like an exploding artillery shell ICM (Improved Conventional Mun~ burst radius and burns with intense heat.
vs. personnel or area targets. P9flstrator. tiona}: 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 (SIS).
nearly solid round oontaining 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. P9fl8trator. It is very effective against infantry.
CHEM (Chemical}: A hollow shell ICM-DP(Improved Conventacx.IIA.Inl-
which, upon landing, burns and releases tlons, Dual Purpole}: Similar to ICM, the
a gas or smoke. The most oommon chemi- ICM-OP round contains shaped-<:harge gre-
cal is hexachloroethane (HC) smoke, and nades which have an improved effecWeness
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- oontaining a parachute flare which wil iUumi-
druple price). In all cases, the chemical nate the area defined by the round's burst
cloud will oover an area the width of the radius for two combat tums (one minute).
given burst area and four times as long as the Powder Charges: Most guns use a
burst area The cloud will originals al the im- round which oonsists of both the projectile
padpointoftheroundandstretchdownwind. and a brass casing with propellant. 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
(ROM}, this is a holow round oontaining anti- powder charge. One powder charge isoon-
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 radius from the burst point. round filled with white phosphorus. Upon
HE(High Exploalve}: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
54
Rockets
Folgore HEAT: Used in the Folgore
launcher.
W:5 kg.
Price: $120 (CIS).
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 (AIS).
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:3 kg.
Price: $120 (C/S).
40mm HEDP 89mm HEAT: Used in the LRAC F1.
Wt:2 kg.
Price: $175 (AI-).
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 (RIC).
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 (CIS).
40mm HEDP: Fired from the M203, HK-
69, or Mk-19.
140mm RAW
Wt: 0.3 kg, 25 kg per case of 72.
Price: $5 each, $250 per case (SIR).
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, (SIR). 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. Prica: $12, $100 per case (SIR).
Price: $6 each, $225 per case (SIR). WP: Fired from any battle rifle or assault
40mm Flechette:A40mm 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 (SIR).
Price: $5 each (AI-). 140mm RAW (Rifle A s sau lt Weapon)
40mm HVHE: Fired only from the Mk-19 gre- HE:A rocket-propelled grenade which can be
WP
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:3 kg.
per case of 50, belted. HEAT Price: $50 each (SIR).
Price: $6 each, $250 per case (SIR). 140mm RAW (Rifle Assau lt Weapon)
40mm HVHEDP: Fired only from the Mk- HEAT: As above, but with a HEAT warhead
19 grenade launcher, this is a standard HEDP Rifle Grenades Wt:3 kg.
round with a larger propelling charge. Price: $1 00 each (S/R).
55
Antitank Missiles AT-7 "Saxhorn": Fired from theAT-7 Sax- MILAN II-T: Fired from the MILAN II
These are fired using Heavy Weapons skill. horn launcher. Soviet name is Matis launcher. A wire-guided, top-attack missile
152mm HEAT (Tank Breaker): Fired from Wt:7 kg. like Tank Breaker.
a Tank Breaker launcher. A salf-9uiding mis- Price: $1200 (-IR). Wt:8 kg.
sile with an HEAT warhead. Not interchange- AT-8 "Songster": This is a 125mm gun- Price: $4500 (CIS).
able with TOW 2. launched operator-guidedATGM fired from 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: $1 000 each (SIR). 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 (SIR).
TOW launcher on the M2 Bradley or on a two parts (propellant and warhead) and must Swing fire: Fired from the British Swingfire
tripod. Not interchangeable with Tank Breaker. be hand loaded by the gunner. This takes six launcher. A wire-guided missile with an HEAT
Wt:28 kg. combat actions. EachAT-8 missile carried dis- warhead.
Price: $1500 (SIR). places one conventional cannon round. So- Wt:20 kg.
152mm HEAT (TOW 28): A wire-guided viet name is Kobra. Price: $3000 (SIR).
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 (SIC). the Dragon launcher.
The TOW 2B 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 (RI-).
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 w ith 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. 23mmAPI:
Price: $21 00 (RI-). Wt: 25 kg. Wt: 100 kg per case of 33, belted.
AT-3 "Sagger ": Fired from the AT-3 Price: $2000 (-IR) Price: $500 per case (SIC).
launcher. Reflecks ATGM: This is a 125mm gun- 23mm HE:
Wt: 11 kg. launched operatorijuided ATGM fired from Wt: 100 kg per case of 33, belted.
Price: $1200 (RIS). the T-90 tank, and is a follow-on to the AT-8 Price: $500 par case (SIC).
AT-4 "Spigot" : Fired from the AT-4 "Songster." Each Ref leeks, designated 9M119 25mmAPI:
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 nama is Fagot. and a reduced-charge propellant casing and Price: $650 par case (CIS).
Wt:7 kg. space plug. Designated "Sniper" by NATO. 25mm HE:
Price: $750 (RIS). Wt:40 kg. Wt: 100 kg per case of 33, belted.
AT-5 "Spandrel": Fired from the AT-5 Price: $2500 (RIS). Price: $650 per case (CIS).
launcher on the BMP-2. A wire-guided mis- MILAN II : Fired from the MILAN II launcher. 25mmAPDU:
sile with a HEAT warhead. Awira-9uided missile with an HEAT warhead. Wt: 100 kg per case of 33, belted.
Wt:8 kg. Wt: 7 kg. Price: $2500 per case (SIR).
Price: $1200 (RIS). Price: $3000 (CIS). 30mmAPI:
Wt: 25 kg per case of 33, belted.
Price: $750 per case (SIC).
30mm HE:
Wt: 25 kg per case of 33, belted.
Price: $750 per case (SIC).
40mm HE:
Wt: 50 kg per case of 64.
Price: $6000 per case (CIS).
Large-Caliber Rounds
1 OOmm APDS-T:
Wt:25 kg.
Price: $750 (-IR)
100mmAPHE:
Wt:21 kg.
TOW 2 launcher and Missile Price: $650 (-IS)
100mm HEAT:
Wt:22 kg.
Price: $650 (-IS)
100mmWP:
Wt: 18 kg.
Price: $700 (-IS)
56
57
E X PLOSIVES M16A1 AP 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 M1 9 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:$1 0 per quarter-kilogram stick, $750 Price: $100, $200 per case (SIS). 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, typ~ied by the American M1 8 and whatever fuse, 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, kn~e. 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 , Antiperson nel : 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 {2x 1OOm 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 (VN).
Wire, Trip {1x500m Spooi):A thin 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 eledri-
cally. The machine generates current by muscular
motion and never needs recharging or battery
changes. Wt: 0.5 kg PtX:e: $50 (C/C).
Fuse, Instant (2x 100m 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: $1 00/coil (C/C).
Fuse, Time (2x100m Coils): Burns 100
seconds par 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 (VN).
Igniter, Fuse, M60(50): A we atherproof 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, M2A 1 {5): This detonator has a
Engineer Demolitions Kit digital timer which can be set to any time from
30 seconds to 48 hours, in 30-second incre-
58
59
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 .5 kg.
soon. pose of the construction of weapons from Price: $20 (VN).
Wt:5 kg. scratch, however.
Price: $200 (V!V). Wt:5 kg. RADIOS
Power Hand Tools: A selection of power Price: $200 (SIS). O.Skm Hand:Asmall, readily man-portable
tools including a chainsaw, 9" rotary saw, Heavy Ordnance Tools:As above, but for radio similar to 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:25 kg. 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/Vehlcular: Small, port-
Wt:35 kg. work on electrical appliances, wiring, and non- able radio similar to the U.S. ANIPRC-77 or
Price: $500 (C/C). solid state equipment. Soviet R-1 07. Powered from internal batter-
Wheeled Vehicle Tools: Specialized tools Wt:3 kg. 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:5 kg.
These vehicle tools include spark plug on solid state electrical devices such as ra- Price: $500 (SIS).
wrenches, torque wrenches, a grease gun, dios, radar sets, etc. 1/6km Secure Manpack!Vehlcular: A
and so on. Wt:3 kg. small, portable radio similar to the AN!PRC-
Wt: 10 kg. Price: $1 000 (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: 15 kg. Fuel Consumption: 40 liters per period. only be understood by another unit with a
Price: $1 000 (S/S). Wt:75 kg. scrambler/descrambler).
A ircraft Tools: As above, but for aircraft. Price: $500 (SIS). Wt: 10 kg.
Wt:22 kg. Portable Machine Shop: A trailer con- Price: $2000 (SIS).
Price: $2000 (RIA). taining powered machine tools, including a 13km Vehicle: Vehicular radio similar to
Excavating Tools: Picks, shovels, mat- bench grinder, horizontal and vertical boring U.S. ANNRC-12 or Soviet R-«l9. Powered
tocks, and so on. machines, a milling machine, metalworking by a vehicle.
Wt:20 kg. and woodworking lathes, and numerous other Wt: 15 kg.
Price: $300 (VN). machine tools. Exact components and uses Pries: $1500 (SIS).
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 '!.--ton. pable of scrambled broadcasts. Powered by a
working tools. Power Consumption: 60 kw. vehicle, with integral scrambler/descrambler.
Wt:30 kg. Wt: 1. 75 tons. Wt: 15 kg.
Price: $500 (C/C). Price: $75,000 (RIA). Pries: $6000 (RIA).
60
Ground
Survellance
Radar
Binoculars
61
62
63
lTJ~III(~J_.I~ (~illll) S
mounts. A weapons mount will accept any
machinegun or the AGS-17 or Mk-19grenade
launcher; most mounts have a weapon in
them already, but this may be removed at will.
Pri::'e: Includes all weapons listed under Arma- pacity, in l~ers. Fuel Cons: Fuel consumption rate, The entry for each vehicle explains the loca-
ment, all ammun~ion listed under Ammo, and one in liters of gasoline per 4-hour period. Fuel Type: tion of its weapons mounts (if any) and who
full load of fuel. FC: Fire control bonus. Stabiliza- Types of fuel the vehicle can use (G: Gasoline fires weapons in them (C: Commander, L:
tion:Any special weapon stabilization machinery. AvG: Aviation gasoline 0: Diesel A: Alcohol- Loader, P: Passenger).
Annament:The weapon or weapons w~h which methanol and ethanol C: Coal w.- Wood). Load: Firing Ports: Firing ports are small doors in
the vehicle is normally equipped and which are Interior cargo capacity, given in kilograms (1 the sides of some vehicles which are used to
induded in the vehicle price (MG: Machinegun tonne-1000kg). Veh Wt:Gross weight in metric permit passengers to fire certain small arms
GL:Grenade launcher). Ammo: The amount of tons (tonnes), including ammo and fuel but not while inside. The following limitations apply:
ammun~ion carried in ammun~ion stores (addi- cargo. Crew:Number of crew+number ofpassen- Only assault rifles, battle rifles, submachine-
tional ammo may be purchased and carried, but gers. Mnt: Maintenance number. guns, and sporting rifles may be used in firing
counts as cargo). Tr Mov: Travel movement (km Radiological: Vehicle resistance to radiation ports. Drivers and gunners may not use firing
per 4 hours). Com Mov: Combat movement (Open, Enclosed, or Radiologically Shiekied). ports, but all other crewmembers may (one
(meters per 5-second turn). Fuel Cap: Fuel ca- Weapons Mounts: Most weapons are fired each). Range is limited to short.
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 (VIV)
Night Vision: Headlights Fuel Cons: a
Fue/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.
64
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
Fue1Cap:90
Fuel Cons: 30
Combat Statistics
Price: $20,000 (CIS) 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
Mnt:2
Night Vision: Headlights
Radiological: Open
UAZ-469
The Eastern bloc equivalent of the jeep or 1/•-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
Fue1Cap:60
Fuel Cons: 20
Combat Statistics
Unarmored Vehicle
Config: Veh HF: 1
Susp: W(2) HS: 1
Price: $8000 (SIC) 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
65
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 (SIS)
Fuel Type: D, A
Load: 5 tonnes
Veh Wt: 10 tonnes
Crew:2
Mnt:4
Night Vision: Headlights
Radiological: Open
66
3
/4-Ton Truck
A civilian type 4x4 pickup truck used for military service.
It can carry three-quarters of a ton of cargo o r an equivalent
load of passengers.
Tr Mov: 195/35
Com Mov: 45/8
Fue1Cap:90
Fuel Cons: 30
Combat Statistics
Unarmored Vehicle
Config:Veh HF : 1
Susp: W(2) HS : 1
Price: $10,000 (SIS) HR : 1
FueiType:G,A,AvG
Load:750 kg
Veh Wt: 4 tonnes
Crew:2
Mnt:2
Night Vision: Headlights
Radiological: Open
67
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.)
TrMov:2015
Com Mov: 10/2
Price:$1000 (VN)
Load:1 tonne
Veh Wt: 0.5 tonnes
Crew: 1
Mnt: 1
Cart
A two-wheeled cart drawn by one animal. If it is used in
hills o r 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
Price:$500 (VN)
Load: 0.5 tonnes
Veh Wt: 0.25 tonnes
Crew: 1
Mnt: 1
68
5000-Liter (Five-Ton)
Tank Truck
A five-ton truck w ith the cargo bed replaced w ith a 5000-
liter sealed tank for transportation of bulk liquids.
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
Fue1Cons: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
69
Civilian Car
One of a variety of makes and models of light passenger
cars.
Tr Mov: 215/35
Com Mov: 5018
Price:$6000 (VN) Fue/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: I
1000-Liter (One-Ton)
Tank Trailer
Identical to the one-ton cargo trailer, the tank trailer has
had the cargo bed replaced with a 1 000-liter sealed tank for
transportation of bulk liquid.
70
M2A2 Bradley
A tracked, amphibious {with preparation: 15 minutes),
infantry fighting vehicle. This is an upgraded version of the
original Bradley infantry fighting vehicle, t he principal
changes being the addition of 30 millimeters of applique
armor to the front and sides of the vehicle, and adoption of
a more powerful engine to deal with the increased vehicle
weight. Main entrance to the passenger compartment is by
two large, hinged doors in the rear of the vehicle. There is
a driver's hatch on the left front hull deck and hatches for
Price: $200,000 (S/R) the commander and gunner on top of the turret. There are
Fire Control: +1 two firing ports on the hull rear. These firing ports will accept
Stabilization: Good only the M231 submachinegun, and the M231 can fire to
Armament: 25mm autocannon, twin TOW launcher, MAG extreme range.
MG, 2xM231 There are attachment lugs for reactive armor on the hull
Ammo: 900x25mm, 7xTOW 2, 2200x7.62mm, and turret front and sides (HF, HS, TF, TS)
5040x5.56mm
Fuel Type: D, A Tr Mov: 130/11 0 Combat Statistics
Load: 1.5 tonnes Conflg: Veh TF: 12 HF: 14
Veh Wt: 33 tonnes Com Mov: 30/25/4 Susp: T: 4 TS: 6-Sp HS: 12-Sp
Crew:3+6 Fuel Cap: 660 TR: 4-Sp HR:6
Mnt:8
Night Vision: Passive IR!thermal imaging
Fuel Cons: 220
Radiological: Shielded
BMP-2
The BMP-2 (Bronevaya Maschina Piekhota or armored
vehicle, infantry) is one of the standard Eastem 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. or the PK machine-
gun.
71
BMP-3
Another tracked, amphibious armored personnel carrier,
the BMP-3 is a completely new design. Its 100mm rifled
gun can fire standard rounds or AT-10 ATGMs. It has a
coaxial30mm autocannon and 7.62mm MG. Two additional
MGs are mounted, fixed forward, on either side of the hull
front.
Tr Mov: 130/85
Com Mov: 30/20/6
Price: $175,000 (R/S) Fuel Cap: 460
Fire Control:+ 1
Armament: 1OOmm rifled gun, 30mm autocannon coaxial,
Fuel Cons: 100
PK MG coaxial, 2xPK MG fixed forward
Stabilization: Good Combat Statistics
Ammo:40x100mm, 6xAT-10, 500x30mm, 6000x7.62mm Config: Veh TF: 8 HF:6
FueiType:D,G,A,AvG Susp:~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
mountforthe squad's MILAN II ATGM. The Marder has two
firing ports on each side.
Tr Mov: 150/11 0
Com Mov: 35/25
Price: $200,000 (SIR) Fuel Cap: 650
Rre Control:+1
Stabilization: Basic
Fuel Cons: 185
Armament: 25mm AC, MG3 coaxial
Ammo: 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
72
Warrior
This is the standard IFV ofthe British Army. It has a driver'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: 150/11 0
Com Mov: 35/25
Fuel Cap: 770
Fuel Cons: 175
Price: $250,000 (SI R)
Fire Control: + 1 Co mbat Statistics
Stabilization: Good Config: Veh TF: 6 HF:6
Susp:~4 TS: 4 HS:4
Armament: 30mm Rarden AC, MAG coaxial
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 lighVIR spotlight, active/passive IR
Radiological: Shielded
AMX-10P
An amphibious French armored personnel carrier of 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 (SI 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: SOD kg
Veh Wt: 14 tonnes
Crew: 3+8
Mnt:12
Night Vision: Passive IR
Radiological: Shielded
73
M113A3
A tracked, 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. T here 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: 3012014
Price: $75,000 (SIR) Fuel Cap: 360
Armament: M2HB MG (C)
Ammo: 2000x.50 BMG
Fuel Cons: 90
Fuel Type: D, A
Load:2tonnes 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 M 11 3 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: 3012014
Fuel Cap: 400
Fuel Cons: 100
74
BTR-80
(Bronetransportror Annored Carrier)
An eight-wheeled, amphibious, armored personnel car-
rier. The BTR-80 has a side door and root hatch for both the
driver and commander, and a hatch in the deck of the turret
tor the gunner. There are large overhead hatches for the
passengers on the vehicle deck and a hatch on each side
in the middle of the vehicle. Three firing ports are located
on each side of the vehicle.
Tr Mov: 150/65
Com Mov: 35/15/6
Fue1Cap:290
Price: $75,000 (SIC) Fuel Cons: 80
Armament: KPV MG, PK MG coaxial
Ammo: 500x14.5mm, 2000x7.62mm
Combat Statistics
Fuel Type: D, A
Config: Veh TF: 2 HF: 3
Load: 2.5 tonnes
Susp: W(4) TS: 2 HS: 1
Veh Wt: 13.6 tonnes
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 (SIC)
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
75
Erin Tabakovic (Order #36286371)
Twilight: 2000 APCs/Light Combat Vehicles GDW
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 (SIR) 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
MSAGS
The MS 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. Level1 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 MK 19 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 gJn, 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: 30x1 05mm, 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 IA/thermal
Fuel Cons: 170
Radiological: Shielded
76
Erin Tabakovic (Order #36286371)
GDW Light Combat Vehicles Twilight: 2000
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
Fue/Cap:290
Fue/Cons:80
Price: $50,000 (SIC)
Combat Statistics
Armament: 30mm autocannon, PK MG
Config: Veh TF: 2 HF: 2
Stabilization: Basic
Susp: W(2) TS: 2 HS: 1
Ammo: 100x30mm, 2000x7.62mm
TR : 2 HR: 1
FueiType: 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
Fue/Cap:200
Fue/Cons:60
Price: $45,000 (SIC)
Combat Statistics
Armament: PK MG
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 lA for driver
Radiological: Enclosed
77
Erin Tabakovic (Order #36286371)
Twilight: 2000 Main Battle Tanks GDW
M1
A1l'adled m11n bal1le IIWI wilh a large limit. Thet8 i5 a dnwfs hall:fl n hJ
cenlllr of hJ front dodl, and a oommandar's Md loader's ha!dl on fle uret
deck. The tank's gunnor usos hJ oommandar's hall:fl. A weapons mount IS
locatad by each of fle commandat's and loader's halehes. SupplanWid nregu-
lar I«VVI8 by fle M lA I and M I A2. the Ml remails Ill service wit! nabonal
guard Iris.
Due~ the nave of tho Ml turrot. a l\.rret (but not h~ hit which results ln
an atl'lrB.IniiiOn explosion (see pego 219) does notautomalically kl fle aew
anddesroy flewhde lnSIOGd, consder a! srmament. sensors,Md aec.on-
ics ~ be damaged and lnOpGI'IIW& Then apply 50 poilts of concussion
diYnage ~ fle ocrMlCindor, gumef, and loader.
Price: $600,000 (RIA) NOTE.TheW oonsumpCion Is Wid bebN is dJe ~the lact ilal theM l 'sgas
Rre Control: +2 klrbne engne consunos vast amoonts of fuel ewn when 11 il only ding 1'1
Armament: 105mm gun, MAG MG coaxial, M2HB MG (C). Ofdaf to pro\llde basic elodnc:al powor lor night vision syslams, etc.
Players may allach a gonorotor of60+ kiowatts (01' a saJvagod engine) ~
MAG MG (L) the M I ~ provide this pow«, allowing the IUrtine ~ be &N.lt down. TN& Is an
Stabilization: Good Avorage lest of Modlanlc and Eloctronlcs, taking 206 hours. Once lnstallad,
Ammo:55x105mm, 1000x.50 BMG, 11,400x7.62mm the generator alows the Ml ~ consume fuel at only 01'18 half 1he rrua lisWid
FueiType: D,G,AvG,A bebN The generatlr consumes fuel at its llOITT\8IIisted ra1e (see page 59).
Load: 700 kg
Veh Wl: 54 tonnes Tr Mov: 150/130 Combat Statistics
Crew: 4 Config: Veh TF: 80-Cp HF: 160-Cp
Mnt: 14
Com Mov: 35/30 Susp:T6 TS: 40 HS: 16-Sp
Night Vision: Passive IRithermal (shared by Fuel Cap: 1900 TA : 16 HA: 16
commander and gunner) Fuel Cons: 11 00
Radiological: Shielded
M1A1
An extensively wnproved Yer$101'1 of the baSIC MI . The most signeflcant
changes ate the substitutiOn of a 120mm smoothbore gun fOI' the nfled
I 05mm gun of the M I , and the use of depleted uranium 8ll1lOI' inserts to
lnaease 1he annor protection on the huU and turret front
Due to 1he nature of tho M I turret, a turret (but not hull) hit which results
In en ammunition explosion (seo pogo 219) doos not automatically kill the
crew and destroy the vehicle. Instead, consider all armament, sensOI's,
end electronics to be damaged and Inoperative. Then apply 50 points of
concussion damage to the commander, gunner, and loader.
NOTE· The fuel consumption hstod below is d.Je to the fact that the
Ml'a gasturbtne engine consume• vast amounts of fuel even when 1tis
Price: $650,000 (RIA) only idl~ng .,.. order 10 proVIde basiC electncal power lor night visiOn sys-
Rre Control: +2 tems, etc
Armament: 120mm gun. MAG MG coaxial, M2HB MG (C). Player. may attach a gefl8f8.101' of60+ kilowaiiS (01' a salvaged engne)
to the M I to proVIde this power, allowtng the turbine to be shut down This
MAG MG (L) IS an AYerage test of MechaniC and ElectroniC$, taking 206 hours Once
Stabilization: Good installed, the generator allowa the Ml ~consume fuel at only one halfthe
Ammo: 40x120mm. 1000x.50 BMG, 11 ,400x7.62mm rate hsted below The generator consumes fuel at its normal listed rete
FueiType:D, G,AvG,A (see page 59)
Load: 700 kg
Veh Wl: 63 tonnes Tr Mov: 130/11 0 Combat Statistics
Crew: 4 Ccnfig: Veh TF. 120-Cp HF: 200-Cp
Mnt: 14 Com Mov: 30/25 Susp:~ 6 TS· 40 HS: 16-Sp
Night Vision: Passive I A/thermal (shared by Fuel Cap: 1900 TA : 16 HA: 16
commander and gunner)
Radiological: Shielded
Fuel Cons: 1200
78
Erin Tabakovic (Order #36286371)
GDW Main Battle Tanks Twilight: 2000
M1A2
An improved M 1A1 with more advanced eledronics and
communications.
C::o:~~~;;!~~~:~~~~~~~~~j diesel
One important feature of the M1A2 is the addition of a
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 protedion. 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 (SI R)
Rre Control: +1
Com Mov: 30/20
Armament: 105mm gun, MG3 MG coaxial, MG3 (C) Fuel Cap: 955
Stabilization: Basic
Fuel Cons: 200
Ammo: 60x105, 5500x7.62mm
Fuel Type: 0, G, A
Load: 700 kg Combat Statistics
Veh Wt: 40 tonnes Config: Veh TF: 50-Sp HF: 26
Crew: 4 Susp: T: 6 TS: 12-Sp HS: 7
Mnt:B TR : 12-Sp HR : 5
Night Vision: White light or lA searchlight, active/passive lA
Radiological: Shielded
79
Erin Tabakovic (Order #36286371)
Twilight: 2000 Main Battle Tanks GDW
Leopard 2(1)
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.
Challenger2
~~~~~~~~~~~~~~~
jllc:;;ij;:~-m~·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.
80
Erin Tabakovic (Order #36286371)
GDW Main Battle Tanks Twilight: 2000
M60A3
This version of the U.S. M60 tank incorporates improved
fire control and a thermal imaging sight. There is a driver's
~;n::::~;;;;a;J~;;;;:;;::;::JI);I 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.
Attachment points for reactive armor are fitted to the turret
front and sides and hull front (TF, TS, and HF}.
Tr Mov: 11 0/65
Com Mov: 25/15
Price: $350,000 (SIR) Fuel Cap: 1400
Fire Control: + 1 Fue1Cons: 280
Armament: 105mm gun, MAG coaxial, M2HB MG (C)
Stabilization: Basic
Ammo: 63x1 OSmm, 900x.50 BMG, 5950x7.62mm Combat Statistics
Config:Veh TF: 50 HF:SO
Fuel Type: D, A
Susp:T: 6 TS: 15 HS: 24
Load:600 kg
TR: 15 HR: 24
Veh Wt: 52.6 tonnes
Crew:4
Mnt: 10
Night Vision: Passive/thermal lA, 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 1 05mm 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.
81
EPC "Leclerc"
The EPC ( Engin Principal de COmbat, or main battle tank)
began entering service in the early 1990s with French units
deployed along the Rhine River. It replaced the earlier AMX-
3082. It is a fairly advanced design and was the first Western
tank to include an autoloader for its 120mm smoothbore
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.
The gun is automatically reloaded. A weapons mount is
located by the commander's hatch, and is operated by re-
mote control.
Price: $700,000 (SIR) Commander has a stabilized independent sight.
Fire Control: +2
Armament: 120mm smoothbore gun, M2HB coaxial, MAG Tr Mov: 150/130
MG (C)
Stabilization: Good Com Mov: 35/30
Ammo: 40x120mm Fuel Cap: 1300
Fuel Type: D, A
Load:700 kg
Fuel Cons: 350
Veh Wt: 53 tonnes
Crew:3 Combat Statistics
Mnt: 14 Config:Veh TF: 100-Cp HF: 140-Cp
Night Vision: White light searchlight, image intensifier Susp:T:6 TS:20 HS:20
Radiological: Shielded TR: 10 HR: 10
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. marufacture. There is a driver's hatch on the middle
front deck, and a bader's hatch and corrmander's hatch on the
turret deck. A weapons mount is bcated by the commander's
hatch. Commander has a stabilized independer1 sigt-..
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 (SI 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: 130/11 0
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: ~6 TS : 20 HS:20
Radiological: Shielded TR: 10 HR: 10
82
Erin Tabakovic (Order #36286371)
GDW Main Battle Tanks Twilight: 2000
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 (A/A) Fuel Cap: 1000+400 In jettlsonable rear drums.
Fire Control:+ 1 Fuel Cons: 350
Armament: 125mm gun, PK MG, DShK MG (C)
Stabilization: Basic
Ammo:45x125mm, 300x12.7mm, 2000x7.62mm Combat Statistics
Load:500 kg Config: Veh TF: 70 HF: 100-Cp
Susp:~6 TS:24 HS: 16
Veh Wt: 44.5 tonnes
Fuel Type: D, A TA:20 HA: 10
Crew:3
Mnt: 16
Night Vision: White light!IR spotlight, active/passive IR
Radiological: Shielded
83
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 usongster" (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
c:~ a: IC -]1::~~~~~~~~~!~~=~ 90
following the gas turbine T-80. As an improved T-80, the T-
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 (RIR)
Com Mov: 35/25
Fire Control: +2 Fuel Cap: 1000+400 In jettlsonable rear drums
Armament: 125mm gun, PK MG coaxial, DShK MG (C)
Stabilization: Good
Fue1Cons:350
Ammo: 36x125mm, 6xReflecks ATGM, 300x12.7mm,
1250x7.62mm Combat Statistics
FueiType:D,G,AvG,A Config:Veh TF: 90 HF: 140-Cp
Load:500 kg Susp:~6 TS:24 HS: 25-Sp
Veh Wt: 45 tonnes TR: 20 HR: 10
Crew:3
Mnt: 18
Night Vision: White lighUIR spotlight, active/passive IR
Radiological: Shielded
84
Erin Tabakovic (Order #36286371)
GDW Self-Propelled Artillery Twilight: 2000
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 M 109 can be made amphibious by use of a special
kit not normally carried (AI-) . 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) Fuel Cons: 165
Ammo: 36x155, 500x.50 BMG
Fuel Type: D, A
Combat Statistics
Load: 1 tonne
Config: Veh TF : 4 HF: 10
Veh Wt: 25 tonnes
Susp: T: 4 TS : 4 HS: 3
Crew: 6
TR : 4 HR: 3
Mnt: 10
Night Vision: Headlights
Radiological: Shielded
S0-122 Akatsiya
An amphibious, tracked, self-propelled howitzer. The S0-
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 (RIA) Config: Veh TF: 5 HF: 6
Susp: ~4 TS : 5 HS: 4
Armament: 122mm howitzer
Ammo: 40x122 TR : 3 HR: 3
Fuel Type: D, A
Load: 600 kg
Veh Wt: 16 tonnes
Crew: 4
Mnt: 10
Night Vision: Headlights
Radiological: Shielded
85
S0-152 Gvozdika
A tracked, self-propelled howitzer. The S0-152 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
Fuel Cons: 21 0
Price: $250,000 (R/R)
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
ZS0-30-4
A self-propelled air defense gun. The ZS0-30-4 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 Contig: Veh TF: 4 HF:6
Stabilization: Basic Susp:~4 TS:3 HS: 4
Ammo: 1904x30mm, SxSA-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
86
~1o 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 fo r passengers.
Tr Mov: 240/195
Price: $300,000 (-IR) Com Mov: 55/45
Armament: 30mm autocannon Fuel Cap: 420
Ammo: 200x30mm
Fuel Type: D, A
Fuel Cons: 60
Load:1 tonne
Veh Wt: 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
Price:$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
Night Vision: Image intensifier HR: 1
87
Horse
(Broken) 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 (SIS)
Price: $2000 (SIS) being put to any work. Hits:40
Hits: 60 Price: $1000 (SIS) Meat:70 kg
Meat:90 kg Hits: 60
Meat:90 kg Tr Mov: 20/20
Tr Mov: 20/20
Tr Mov: 20/20 Com Mov: 10/20/40
Com Mov: 10/30/60
Com Mov: 10/30/60 Feed: 10 kg +graze
Feed: 12 kg+graze Load:BO kg
Load: 120 kg Feed: 12 kg+graze Wt:300 kg
Wt:350 kg Load: 120 kg
Wt:350 kg
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 (RIS)
Price:$1 200 (S/C) Hits: 120
Tr Mov: 5/5 Hits: 65 Meat: BOO 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
Wt: 1200 kg
88
. - -~ - .=....
· , ... ~ :.:'t·V'tw 'I "'•~' ,l ~:.~"..!::'"l~... l ... ~.~~ ;.;--~;-;!J'
4
;~~===:=~=;;;;~~nance
~
Turn:2 and no fuel, although they can
Acceleration:O.S meters per turn be hard to maneuver in cramped
Pumps: None estuaries and the like.
Night Vision: None
Load:1 tonne TrMove:818
Minimum/Optimum Crew: 214
Mnt:2 Config: Vessel
Tonnage: 10
Hull Armor: 0
Full Speed OCIJCD 00000 Waterline Armor: 0
Dead In Water 00000 OOOCIJ Propulsion: Sails
s unk ooooo ornoo Size: 1
89
Small Motorboat
A wooden-hulled, open, "runabout" pleasure boat or small
private fishing boat.
These boats are mostly gasoline-fueled craft, and the few
Price:$10,000 (C/C)
still in operation now use alcohol. They are seldom used for
Armament: None, although one machinegun or grenade
anything resembling "pleasure" any more.
launcher can be fitted.
Length: 1
Draft: 1 m Tr Move: 16/16
Speed: 10-meter grid squares Fuel Cap: 220
Turn:4
Acceleration: 4 meters per turn Fuel Cons: 20
Pumps: 1
Night Vision: None Fuel Type: D, A
Load:1 tonne Config: Vessel
Minimum/Optimum Crew: 1/2 Tonnage: 10
Mnt:4 Hull Armor: 0
Waterline Armor: 0
Full Speed 00000 000 00 Superstructure Armor: 0
Dead In Water 00000 000 00 Propulsion: Motor
Sunk 00000 00000 Size: 1
Medium Motorboat
A medium-sized, wooden-hulled pleasure boat with a
small cabin (a cabin cruiser) or small commercial fishing
Price: $20,000 (C/C)
vessel. This is the most popular type of craft with small
Armament: None, although one or more machineguns can
merchants, but fishing boats of this size are usually oper-
easily be fitted.
ated by several families in a communal consortium.
Length: 2
Draft: 1 m
Speed: 10-meter grid squares Tr Move: 12/12
Turn: 2
Fuel Cap: 400
Acceleration: 1 meter per turn
Pumps: 1 Fuel Cons: 40
Night Vision: 1 white light spotlight
Load: 2 tonnes Fuel Type: D, A
Minimum/Optimum Crew: 218 Config: Vessel
Mnt:6 Tonnage:20
Hull Armor: 0
Full Speed 00000 0 0 000 0 0000 00000 Waterline Armor: 0
Dead In Water 00000 00000 00000 ooooo Propulsion: Motor
Sunk ITJOOO 0 0 000 00000 00000 Size: 2
90
Torpedo Boat
Price: $100,000 (RIA) 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 to rpedo tubes (no longer ope rational, 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
Full Speed 00000 00000 DODD Waterline Armor: 2
Dead In Water 00000 00000 DODO Superstructure Armor: 2
Sunk 00000 00000 DODD Propulsion: Motor
(Each box equals five flotation hits.) Size:2
91
92
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
l\T)~ili1 C) N C~illli)S
FIREARMS SUBMACHINEGUNS MACHINEGUNS
Magazines and ammunition (and tripods Submachineguns are light-weight auto- Machineguns are belt-fed automatic weap-
for machineguns and grenade launchers) matic weapons. Almost all such weapons fire ons which fire rifle cartridges. They are generally
must be purchased separately. They are not pistol ammunition to reduce recoil, although a fired from bpods, tripods, or vehicle mounts. Very
counted into weight or price. few submachineguns are simply cut-down strong (or very foolish) characters can fire them
Ammo: Type of ammunition used. assault rifles. They arefired using the Rifle cas- from the hip without benefit of a mount.
Mag:The number of rounds per magazine. cade of the Small Arms skill. They are fired using the Autogun skill.
(A weapon's magazine is a detachable box
unless indicated otherwise. If the Mag rating ASSAULT RIFLES GRENADE LAUNCHERS
is missing. then that weapon has no maga- Assault rifles are capable of firing either Grenade launchers use a low or hi-low
zine). single shots or bursts of automatic fire. To pressure system to propel30 to 40 millimeter
Remember that for belt-fed weapons. two make controlled firing easier, they generally grenades In excess of 100 meters. Most break
or three belts may be linked together if the fire less powerful cartridges than those fired open like a shotgun, but the American M203 has
weapon is not moved (that is, if the weapon is by traditional rifles. a unique slide open system. Grenade launchers
vehicle mounted or firing from a dug-in posi- This may be achieved either by firing a are fired using Grenade Launcher skill.
tion). standard rifle bullet with a weaker powder
Linking belts counts as an action, but can charge (as with the 7.62 Short fired by the ROCKET LAUNCHERS
be done by the weapon's loader while the AKM) or a smaller rifle bullet with a full powder The rocket launcher is one of the most im-
weapon is firing. charge (as with the 5.56 NATO fired by the portant developments of the modern battle-
M16 and most other Western assault rifles). field, giving a readily portable and quite lethal
REVOLVERS, Assault rifles are fired using the Rifle cascade antitank punch to infantry. These weapons.
SINGLE-SHOT PISTOLS of the Small Arms skill. in company with the antitank missile, set the
Revolvers carry their rounds (usually six) tone of modern ground combat. They are fired
in a revolving cylinder. SPORTING RIFLES using Grenade launcher skill.
Recocking the pistol advances the cylin- These include a variety of civilian rifles used
der and brings a fresh cartridge in line with for hunting or target practice. They are fired ANTITANK MISSILE LAUNCHERS
the firing pin. using the Rifle cascade of the Small Arms skill. The development of a weapon that could
Single-shot pistols have no feed mecha- punch through a tank's armor without requiring a
nism and require reloading after every shot. SNIPER RIFLES giant gun to shoot it is probably the salientfeature
Both types are fired using the Pistol cascade Sniper rifles are standard semiautomatic or of modern ground combat--i"elatively small ve-
of the Small Arms skill. bolt-action target rifles fitted with telescopic hicles can now overpower tanks that would have
sights. They are fired using the Rifle cascade required gigantic AT guns not all that long ago.
AUTOMATIC PISTOLS of the Small Arms skill. They are fired using Tac Missile skill.
Automatics are fed from a magazine held
in the pistol grip. SHOTGUNS LARGE-CALIBER GUNS,
Each time the pistol fires, the recoil energy Shotguns are usually civilian hunting weap- HOWITZERS
is used to eject the spent cartridge, recockthe ons. Their standard ammunition in a combat Most of the heavy artillery in the game is
pistol, and move a new cartridge into the setting is 00 Buckshot. At longer ranges this mounted on tanks, AFVs, or some form of self-
chamber. ammo produces a fair approximation of the propelled vehicular platform. Indirect Fire
They are fired using the Pistol cascade of area fire effects of a burst of submachinegun weapons use Heavy Artillery skill. Direct Fire
the Small Arms skill. fire, while at closer ranges it produces devas- weapons use Heavy Gun skill. Autocannons
tating wounds. Shotguns are fired using the use either Autogun or Heavy Gun skill.
BATTLE RIFLES Rifle cascade of the Small Arms skill.
Battle rifles are very similar to assault rifles HEAVY MACHINEGUNS
in design, but fire full-power rifle cartridges. AUTOMATIC RIFLES These are identical in function to other
This gives them greater range and penetra- Automatic rifles are either heavy versions machineguns except that they fire very pow-
tion, but makes it more difficult to control them of battle rifles (fitted with bipeds and heavy erful bullets. They are fired using Autogun skill.
when attempting to fire multiple single shots barrels to reduce overheating) or very light
or when using automatic fire. machineguns firing assault rifle cartridges. MORTARS
They are fired using the Rifle cascade of They are fired using the Rifle cascade of the Mortars are fired using Heavy Gun or
the Small Arms skill. Small Arms skill. Grenade launcher skill.
93
94
-R9COii- -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
.38 Special DAR 1 Nil 1 6R 3 10 .38 Snub DAR 1 Nil 1 6R 4 4
95
M1911A1 M9 (M92S)
The standard military sidearm of the United States until the The standard sidearm for U.S. military forces, the M9 is es-
late 1980s, the M1911 A 1 has been supplanted in general issue sentially identical to the M92S.
by the 9mm M9. However, M9 procurement has never been Ammo:9mm P
sufficient to completely replace the M 1911A1 in military use, Wt: 1 kg
and thus it is still encountered, especially in national guard units. Mag: 15 box
Ammo: .45 ACP Price:$150 (V/ S)
Wt: 1 kg
Mag:? box -Recoii-
Price: $1 00 (CIS) Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
-Recoil- M9 (M92S) SA 1 Nil 1 15 3 12
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M1911A1 SA 2 Nil 1 7 3 12
10mm SA 2 1-Nil 6 3 15
HP-35 P7 M13
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 (VI S)
Mag: 13 box
Price: $150 (SIR) -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
-Recoil- P7 M1 3 SA 1 Nil 13 3 12
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
HP-35 SA 1 Nil 13 2 12
96
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 (RIS) Mag:8 box
Price: $150 (SN)
-Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng -Recoil-
P-64 SA 1 Nil 1 6 2 10 Weapon ROF Dam Pen 8/k Mag SS Brst Rng
PM Makarov SA 1 Nil 8 3 1o
PA-15
The French standard military sidearm.
Ammo:9mm P
Wt: 1 kg
Mag: 15 box
Price: $150 (SIR)
-Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
PA-15 SA 1 Nil 1 15 2 12
97
-Recoil- -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8 fk Mag SS 8rst Rng
.380Auto SA 1 Nil 1 7 3 10 .22 Auto SA -1 Nil 0 6 2 10
98
Erin Tabakovic (Order #36286371)
GDW Battle Rifles Twilight: 2000
FN-FAL -R9COii-
Weapon ROF Dam Pen 8/k Mag SS Brst Rng
A Belgian battle rifle manufactured for local service and for l1A1 (FN-l.AA) 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 L 1A 1 in British service, and
some examples may still be found. The FAL and LAR magazines
are not interchangeable.
Ammo: 7.62mm N
Wf: 5 kg
Mag: 20 box
Price: $600 (SIR)
G3 -R9COii-
Weapon ROF Dam Pen Blk Mag SS Brst Rng
The standard German assault rifle until replaced by the G11 , G3 5 4 2-3-Nil 5 2o 4 7 65
the G3 was still widely used by territorial and internal security troops
and is now back in service with German troops.
Ammo: 7.62mm N
Wf: 5 kg
Mag: 20 box
Price: $500 (C/R)
99
Erin Tabakovic (Order #36286371)
Twilight: 2000 Sub mach ineguns GDW
-Recoil- -Recoi/-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Sterling 5 2 Nil 213 34 2 5 30 Uzi 5 2 Nil 213 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 submac:hinegun. 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 (SIR)
Wt: 3 kg
Mag: 20 box or 30 box -Recoil-
Price: $300 (V/C) Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M177 Carbine 5 3 1-Nil 3/4 20/30 3 7 40
-Recoii-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M231 5 2 1-Nil 3/4 20/30 1 4 25
100
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
~:3kg ~:3.5 kg
Mag: 15 box or 30 box Mag: 35 box or 71 drum
Pries: $400 (CIS) Pries: $300 (-IS)
-R8COii- -R8COii-
Wsapon ROF Dam Psn Bik Mag SS Brst Rng Weapon ROF Dam Psn Bik Mag SS Brst Rng
MP-5 5 2 Nil 4 15/30 2 5 20 PPSh-41 5 2 1-Nil 4 35171 4 30
AKR
The standard Eastern Bloc military submachinegun (with few
exceptions), the AKA 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
~: 4kg
Mag:30 box
Prie9: $300 (SIC)
- Rscoii-
Wsapon ROF Dam Psn Blk Mag SS Brst Rng
AKA 5 2 1-Nil 2/3 30 1 4 30
101
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 (RIS)
Mag:30 box
Price: $300 (SIR) -Recoi/-
Weapon ROF Dam Pen 8/k Mag SS Brst Rng
-Recoil- Vz-24 5 2 1-Nil 3 32 3 30
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M3A1 5 2 Nil 3/4 30 2 4 30
-Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Vz-61/62 5 1 Nil 1 10120 3 6 4
w/stock 5 1 Nil 3 10120 1 4 12
102
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:32box Mag: 32 box or 40 box
Price: $300 (SIR) Price: $400 (RI-)
-Recoii- -Recoil-
Weapon ROF Dam Pen Bik Mag SS Brst Rng Weapon ROF Dam Pen Blk Mag SS Brst Rng
MAT-49 5 2 Nil 3/4 32 4 30 M12 5 1 N1l 213 20140 1 2 4o
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 case less ammunition is extremely compact, allowing a large
magazine capac~y. 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 (SIR)
-Recoii-
Weapon ROF Dam Pen Bik Mag SS Brst Rng
G11 3 3 1-Nil 4 50 2 3 55
103
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 (VIC) Wt:4 kg
Mag:30 box
-Recoil- Price: $300 (CN)
Weapon ROF Dam Pen 8/k Mag SS 8rst 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
104
AKM FN-FNC
The modern version of the ubiquitous AK-47, the AKM is This is the 5.56mm N assault rifle version of the famed FN-
perhaps the most widely used military small arm in the world, FAL battle rifle.
and is a very popular one despite its underpowered and un- Ammo: 5.56mm N
stable cartridge. Replaced in frontline service by the AK-74, Wt:4 kg
many AKMs were rechambered to fire 5.45 Bloc ammunition Mag:30 box
(designated AKMR, for AKM Rechambered). Thus true AKMs Price: $500 (CIS)
are mostly found in use by militia units.
Ammo:7.62 S -Recoil-
Wt:4 kg Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Mag:30 box FN-FNC 3 3 1-Nil 5 30 3 6 50
Price: $300 (CN)
-Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
AKM 5 3 2-Nil 5 30 3 7 50
105
AR-70 M71
This weapon is the standard assault rifle of the Italian mili- This is a Finnish version of the AK series of assault rifles,
tary forces. notable for its bullpup configuration.
Ammo: 5.56mm N Ammo: 5.45mm B
Wt:3.5 kg Wt:3.5 kg
Mag:30 box Mag: 15 box or 30 box
Price: $500 (AI-) Price: $450 (AI-)
-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 15130 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 (CIS)
Price: $250 (CIS)
-Recoil-
-Recoil- Weapon ROF Dam Pen Blk Mag SS Brst Rng
Weapon ROF Dam Pen Blk Mag SS Brst Rng .30-06 BA 4 2-3-Nil 5 Si 3 75
.30-30 LA 3 2-Nil 5 6i 3 50
106
107
M40 SVD
The standard U.S. Marine sniper rifle, a bolt-action, maga- The standard Eastern Bloc sniper rifle (except in Czech
zine-fed rifle with a telescopic sight. service), a semiautomatic, clip-fed rifle with a telescopic sight.
Ammo: 7.62mm N Ammo: 7.62mm L
Wt:3 kg Wt:4 kg
Mag: 5 individual Mag: 10 box
Price: $700 (AIR) Price: $500 (AIS)
-Recoii- -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8/k Mag SS 8rst 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 (A/ A)
Price: $400 (S/A)
-Recoil-
-Recoil- Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Weapon ROF Dam Pen 8/k Mag SS 8rst 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.
108
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 Enfield 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 (RIA)
Price: $400 (RIA)
-Recoii-
-Recoil- Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Weapon ROF Dam Pen 8/k Mag SS 8rst 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 (AI-)
Price: $400 (RIA)
-Recoi/-
-Recoil- Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Weapon ROF Dam Pen 8/k Mag SS 8rst 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 lost (or for quick shots) this modifier is not added.
109
Double-Barreled Shotgun Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
-Recoil-
The double-barreled shotgun (in either the side-by-side or over- Double SA 4 3-4-Nil 5 2i 5 40
under configuration) is the most widely used hunting weapon in Short SA 9 Nil
eastern Europe and is also used extensively in the West. The wlbuckshot•
weapon breaks open at the action, and the two rounds are reloaded Medium 5x10 Nil
individually. wlbuckshot•
Ammo: 12 gauge •see Shotguns and Flechettes on page 204.
Wt:3 kg
Mag: 2 individual
Price: $200 (VN)
-Recoil-
Pump-Action Shotgun We~n ROF Dam Pen 8/k Mag_ SS Brst Rng_
Pump-action shotguns are widely used in western Europe Pump PA 4 3-4-Nil 4 8i 4 40
and have been widely taken into military use. The magazine Short PA 9 Nil
given is for a common, extended-capacity, police-issue weapon. wlbuckshot•
Ammo: 12 gauge Medium 5x10 Nil
Wt: 4 kg wlbuckshot•
Mag: 7 individual •see Shotguns and Flechettes on page 204.
Price: $300 (VIC)
110
111
M249 -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
The M249 Squad Automatic Weapon (SAW) is the standard U.S. M249SAW 10 2 1-Nil 5 30/2008 1 3 60
light automatic support weapon. It can accept either the standard bipod 10 2 1-Nil 5 30/2008 1 3 75
30-round magazine of the M16A2 or a200-round belt. It is equipped
with a bipod.
Ammo:5.56 N
Wt: 7 kg
Mag:30 box or 200 belt
Price: $1500 (SIR)
112
RPK-74 -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
The standard Eastbloc light automatic support weapon, the R PK-74 10 2 1-Nil 5 30/40 1 5 50
RPK-74 can accept either the same magazine as the AK-74 or an bipod 10 2 1-Nil 5 30/40 1 3 75
oversized magazine.
Ammo: 5.45mm 8
Wt: 4.5 kg
Mag: 30 box or 40 box
Price: $1000 (S/C)
RPK - Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst 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 f ired by the AKM assauh rifle. In addition to the bipod 10 3 2-Nil 5 30/40/75 1 3 75
standard magazines fired from the assauh 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)
113
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 (SIR) Price: $1500 (SIR)
-Recoil- -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M60 5 4 2-3-Nil 6 1008 1 4 65 MG3 5 4 2-3-Nil 6 100B 1 4 65
bipod 5 4 2-3-Nil 6 1008 1 2 90 bipod 5 4 2-3-Nil 6 100B 1 2 90
tripod 5 4 2-3-Nil 6 1008 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
the standard 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-ro!.!nd belts. Wt: 10 kg
Ammo: 7.62mm N Mag: 50 belt
Wt: 12 kg Price: $2000 (RIS)
Mag: 50 belt
Price: $1500 (SIR) -Recoil-
Weae2n ROF Dam Pen 8/k Mag_ SS 8rst Rng_
-Recoil- PK 5 4 2-3-Nil 6 SOB 2 5 65
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng bipod 5 4 2-3-Nil 6 SOB 1 3 90
L7A2 (MAG) 10 4 2-3-Nil 6 100B 1 6 65 tripod 5 4 2-3-Nil 6 SOB 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
114
115
M203
The standard infantry grenade launcher of the U.S and Ca-
nadian armies, the M203 is a single-shot launcher which is at-
tached to the bottom of an M16 rifle. A product-improved model
can be detached and fired from a removable shoulder stock,
but by 1995 this model had not completely replaced older ver-
sions in military inventories. The PI version is available for$700
(SIR) and weighs two kilograms with shoulder stock.
Ammo: 40mm grenades
Wt: 1.4 kg
Mag: 1 individual
Price: $500 (CIS)
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: 1i
Price: $500 (SIR)
116
Erin Tabakovic (Order #36286371)
GDW Grenade Launchers Twilight: 2000
BG-15 Mk-19
AK-47 grenade launcher, developed for Afghanistan. It can The standard infantry support grenade launcher in the
be fitted to any AK series rifle. United States Army, the Mk-19 is a tripod-mounted (NHT), belt-
Ammo: 40mm grenades fed automatic weapon. It may also fire unbelted individual
Wt: 1 kg grenades (ROF 1). The 40mm Flechette grenade may not be
Mag: 1 individual fired from this weapon, because the round is too short. It may
Price: $700 (-IS) be fired only from a tripod or vehicle mount.
Ammo:40mm grenades and 40mm high-velocity grenades
Tt:ee ROF Rng_ IFR Rnd Dam Pen Wt: 40 kg
8G-15 1 100 300 HE C:3, 8:15 Nil Mag: 50 belt or 1 individual
HEDP C:3, 8:15 4C Price: $5000 (SIR)
CHEM C:1, 8:5 Nil
ILLUM 8:125 Nil Type ROF Rng IFR Rnd Dam Pen
Mk-19 5 200 3 km HVHE C:3, 8:15 Nil
HVHEDP C:3, 8:15 4C
AGS-17
The standard Eastbloc infantry support grenade launcher,
the AGS-17 is a tripod-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)
117
RPG-16
The standard Eastbloc antitank rocket launcher.
Ammo: 58.3mm HEAT rockets
Wt: 10 kg
Price: $1000 (S/C}
Armbrust
A single-shot, disposable antitank rocket launcher.
Wt: 6 kg
Price: $200 (SIR}
118
RPG-18 RPG-75
An Eastbloc disposable antitank rocket launcher, normally A Czech disposable antitank rocket launcher.
issued only to heliborne and airborne troops. Wt:4 kg
Wt: 10 kg Price: $300 (-lA)
Price: $1000 (S/C)
Tyf?8 ROF Rid Rng Round Damage Pen
Type ROF Rid Rnq Round Damage Pen RPG-7S 1 100 HEAT C:4, 8 :S sse
RPG-18 1 7S HEAT C:4, 8:S SOC •single-shot disposable. Cannot be reloaded.
·single-shot disposable. Cannot be reloaded.
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: 8 kg
Price: $4500 (AI-)
119
Type ROF Rid Rng Round Damage Pen Type ROF Rid Rng Round Damage Pen
M72A1 LAW 1 ' so HEAT C:3, B:s sse LAW 80 1 125 HEAT C:6, B:s 11 oc
*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
Wt: 18 kg
Price: $800 (CIS)
120
Erin Tabakovic (Order #36286371)
GDW Rocket Launchers Twilight: 2000
M136 Folgore
The U.S.Army'sdesignationfol'thisW8SJX>O is M136, but it was This is a shoulder-fired antitank rocket launcher of out-
originally the SwedishAT-4W (with the Wstanding for'Westem," standing performance. It is the standard medium antitank
and was added to distinguish it from the SovietAT-4). The designa- weapon of the Italian Army.
tion AT-4 was not part cA atrf real numbering system and is said to Ammo: Folgore HEAT
be a play on words on the weapon's caliber (84mm). This dispos- Wt: 17 kg
able system was used in some numbers by the United States Army Price: $1200 (CIS)
to supplement the M72 LAW and Armbrust.
Ammo: 84mm HEAT rocket Type ROF Rid Rng Round Damage Pen
Wt:6 kg Folgore 2 16o HEAT 0:4, 8:5 760
Price: $200 (CIS)
r ~ _ __
..
Jii.....__ " .a•T· __ ~
.......
.~.,..._... l!"""-~
M12SMAW
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.S kg
Price: $3000 (RIR)
121
Tank Breaker
A man-portable launcher fired from an integral rest, Tank
Breaker fires a homing fire-and-forget missile which can be set
either to hit the target directly, or fly over it and attack from above
where the armor is generally thinner. Guidance is homing.
Ammo: Tank Breaker
Wt: 10 kg
Price: $5000 (SIR)
TOW2
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 2Aor 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:TOW2
Wt:30 kg (18 kg)
Mag:2i (1i)
Price: $1 0,000 (SIR)
122
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)
123
Type Rid Rng Damage Pen Type Rid Rng Damage Pen
AT-7 "Saxhorn" 2 1000 c:12. 8:15 1ooc Dragon PIP 2 1000 C:12, 8:15 135C
MILAN II
This missile launcherfires the MILAN II and MILAN li-T anti-
tank missiles. The MILAN 11-T is an overhead attack weapon
like Tank Breaker. Guidance is operator-guided.
Ammo: MILAN II or MILAN 11-T
Wt: 17 kg
Price: $6000 (RIS)
124
HOT
A multinational antitank missile produced by a Franco-Ger-
man consortium (Euromissile). Guidance is operator-guided.
Ammo: HOT
Wt:30 kg
Price: $4500 (SIR)
Swingfire
A British antitank missile with a HEAT warhead which is fired
from ground launchers or from vehicles. Guidance is opera-
tor-guided.
Ammo: Swingfire
Wt:20 kg
Price: $3000 (S/R)
125
122mm
The howitzer mounted on the SAU-12.2 self-propelled howitzer
and the D-30 towed howitzer. It is manually loaded. The D-30 has
an armor value 2 gunshield which provides cover for the gunner
(but not the loader) if fired at from the front. The D-30 takes six
minutes to set up.
Wt (0-30): 3 tons
Price (0-30): $50,000 (S/C)
126
M2HB KPV
The M2 Heavy Barrel is the standard heavy machinegun The KPV is the largest-<:aliber conventional machinegun in
of every western European army. It accepts 105-round belts service and is virtually a small cannon. It fires a round origi-
and may be fired only from a tripod (NHT) or from a vehicle nally developed for the Soviet RTRS-41 antitank rifle in WWII
mount. and is found mounted only on vehicles. It accepts 17-shot belts.
Ammo: .50 BMG or SLAP Ammo: 14.5mm B
Wt:42 kg Wt:SO kg
Mag: 105 belt Mag: 100 belt
Price:$1600 (VIC) Price: $3000 (SIC)
-Recoil- -Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8/k Mag SS 8rst 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 1OSB 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.
DShK
The standard heavy machinegun in use by Eastern Euro-
pean nations. It is usually used on a vehicle mount, but can
also be used on a wheeled carriage (PHC) which is treated as
a tripod mount. It accepts 50-round belts.
Ammo: 12.7 B
Wt:40 kg
Mag: SO belt
Price: $2000 (CIV)
-Recoil-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
OShK 5 9 2-2-3 8 SOB 7 15 65
tripod 5 9 2-2-3 8 508 3 7 150
127
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 fort he 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 (RIS)
128
81mm 120mm
Standard medium mortar for most Western armies. It can Standard heavy mortarfortheEastern 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
Wt: 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: $1 0,000 (CIS) loader. Requires six minutes to set up.
Wt: 280 kg (bipod, 70 kg; baseplate, 90 kg; tube, 120 kg;
Tvpe Round Damage Pen wheeled carriage, 240 kg)
81mm HE C:8, 8:35 -4C Mag: 1 individual
IFR:4.5 km WP C:2, 8:25 Nil Price: $15,000 (C/C)
ILLUM 8:1255 Nil
Type Round Damage Pen
120mm HE C:16, 8:55 oc
IFR:6 km WP C:3, 8:45 Nil
ILLUM 8:1875 Nil
CHEM C:3, 8:15 Nil
129
,.,,,.~ lll~l~l~lll~l~
with graffiti; don't describe the graffiti unless
they ask.
• Use all the senses. Movies and television
have sight and sound. Reality has sight,
The referee is the kay to a good game. but what elsa? Is it a little warm, or is it maybe sound, smell, taste, and touch. Don't just tall
Referees must play avery 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 fall 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 will
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
t he 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
c haracters, 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 usa 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
or give you cont radictory 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-<:ontradictory
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,
130
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 girt/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 fort he 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 refereed, 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 firelight 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 firelight
minds. Perpetual firefights appall some and sion. much better than just read ing the rules. If you
thrill others. Political intrigues w ill be very Preparing for the Gam ing 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 fig ure out which them a little less anxious to get in a fight the
OVerall Goals: One very important thing one they will take. W hile 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-<:auntry 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 w ill 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 nexttime? Better have them ready. W ill 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 to a group of American soldiers stranded Managemen t of t he 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. h may Players with high Steahh may want to •sneak eree. Paper money is almost worthless, so
mean a journey through the M iddle 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.
a way back. or two players aren't monopolizing the deci- Bear in mind that what is treasure to one
131
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 01 0 can be used to generate 020 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 020 results from a 010, roll detail in the "Character Generation* chap-
a game is to overreward players for minor the 010 along with a 06. If the 06 reads 1-3, ter.
accomplishments. Sessions that end with the read the 010 normally as 1-10. If the 06 roll Attribute: This is the numerical quantifi-
characters in possession of a tank farm of is 4-6, add 10 to the 010 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 020 to give 010 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 (EOU), and Cha-
cussed on page 138. Other gains in experi- and 11 are 1, 02 and 12 are 2, and so on, up risma (CHR). 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 D 100 or percentile), roll a 010 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 01 Os 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
206 or 201 0), 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 206 or 11 for 201 0) are much Controlling Attribute: Each skill has a
In the course of playing Twilight: 2000, more likely than results atthevery high or low controlling attribute, which is the attribute that
the players decide how their characters act, end of the range. However, 0100 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 0100 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 06 that Observation is based most directly on
action, the referee must have a method to can be used as a 03, 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 (03 is is the same as 106+2 when rounding Chemistry and Geology skills is EDU, mean-
on how difficult the referee decides the action fractions up; but when rounding down, 106+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 010 can be used as a 05. character has gained over a lifetime of learn-
action. Obviously, characters usually only Any die can be used for 02 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
Ole Ro ll Modifiers: Sometimes die roll re- attribute. For example, a character has INT 9
Mechanics sults must be modified. For example, 206-2 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, 306+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 306-1 roll that resu~ed in rolls When recording skill levels on the Twl-
successful or unsuccessful, and if an extraor- of 3, 5, and 2 would total3+5+2-1 • 9. llg ht: 2000 character sheet (located on page
dinary success or failure occurred. The abbreviation "OM* 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 (01 0) or 20-sided die ing whether the OM is added to or subtracted player should write 2111 next to Observa-
(020) and several six-sided dice {06). A 010 from the die roll. Thus DM+2 means that 2 is tion, 311 0 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 OM-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 OM will be given. 2000 task resolution is the asset, and not the
used. A 1 before the die notation (1 06, 1 020) For example, the phrase, "OM- {number of skill alone. Unless specifically noted other-
means to roll one die of that type, a 2 {206, characters in the group)* would mean the wise, any reference to a skill name (for ex-
201 0) 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 "OM+ (wind the asset, not the skill alone. Similarly, when
Dice Equivalencies: The dice used in velocity in kilometers per hour+ 10, round up)" the ruies 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).
132
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, rather than 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: T he 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 w ith 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 level1 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 w hat
133
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 the 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. H 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
12x8, 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 {enough to
Difficulty Asset He would have to roll18 or less to succeed at avoid an unskilled test), but not enough to
an Average task {9><2·18) and a 2 or less to have any facility with the skill. An example is
Easy x4
succeed at an Impossible task (9 x 1/4 ..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 Hthe 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 x 1/4 would be rolling against a target number of 5 task. This can be done in several ways. The
{his Strength attribute alone x 1) for a Difficult four most common are referred to as com-
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/• • 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
134
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 "Vary Formidable" task might noise and force that the occupants of the
Thus, she would usa 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 mat 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 itseH, 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 '1eed 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. Ha task seems to require more than are racing to solve a oomplex 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 on a 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-
character wanted 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 saoond 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 lass than required for success, Catastrophic Failure, and the second roll need
to a heavily-fortified building, Combat Engi- while the second character rolled 2 lass, the not be mad&-a geologist who fails to find an
neer would be the prime skill, of oourse, but saoond 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 seams appropriate
Construction would give the character a pic- time on a of the characters must succeed. An given the currant 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 dater 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 taka. 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 on a level, but under certain circum- by 10 or mora has achieved an Outstanding but the amount of time saved must be basad
stances the referee might rule that difficulty is Success. H, for example, a character had a on common sensa.
reduced by mora than one difficulty level. target number of 12, and rolled a2 (12-2-1 0), For example, a task that the referee de-
The referee might allow an enabling skill that would be an Outstanding Success. cided would taka eight hours might be re-
roll to ba 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, soma tasks can
Additional Difficulty Levels: It is also Generally, the task is done much mora 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-
mora or lass difficult than the five categories soma extra bonus is awarded. The charac- standing Success for a character driving a
used hare, 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 parson holding it shut uncon- duce the time required for the trip; the vehicle
135
is already going as fast as it can. Similarly, if though the player may still not believe it, SKILLS AND ASSOCIATED TASKS
a character 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 thatthe 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 from that of the player's, detail.
does what they ask without double-crossing or even make a fake roll, knowing that the Aircraft Mechan ic: 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 Martia l 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 hisattemptwas ("Oops ... that Difficult. Detect disease in people or animals:
is some truth. Some valid information is given, 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: 2000's 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 whether the 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).
136
(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: Difficuh. 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 (Difficuh 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 Difficuh
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: Difficuh. Climb Forgery: Forge signature if an example is Language: Communicating in a given lan-
sheer, mos!ly smooth rock face or building available: Average. Aher a document (Diffi- guage is Difficult: (average of the speaker's
wall: Formidable. These tasks assume no cult), or create 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 (Moto rcycle): 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 ficuh. Cross soft ground 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 w ill 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: Difficuh. Build small shed: Average. cludes sighting-in): Difficuh. 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.): Difficuh. 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.): Difficuh. Assess condition of struc- ers and powder: Difficult. one difficulty level to all tasks.
ture: Difficuh. Interrogation: Interrogation involves two Metallurgy: Smeh 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. hs 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 smeher, 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 cuh), 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 weatherforthe 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: Difficuh. Open combination and Parachute: Land safety in most terrain is
tance of this. key locks on padlocks, safes, and strong- Average. Land safety in woods, cities, swamp,
Electronics: Make a radio receiver (Diffi- boxes: Formidable. Difficuhy levels assume or water: Difficult. Land in a particular spot (a
cuh) or transmitter (Formidable) if spare parts lockpick tools are available. They become specific 10-meter square): Formidable with a
are available. one level more difficuh 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-
137
138
already). A character must already have people along. If the group is successful in and combat assets. T he NPC Slats 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 NPC's primary combat
Hthe 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
overfor 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 H the number of students is less than haH 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. H 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 a group
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 firelight, 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 Init iative 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
Ad vance by Observation: H 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 NPCAssets: 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. A character may into fou r experience levels: Novice, Experi- NPC. The NPC's appearance will in many
gain experience points from observation only enced, Veteran, and Elite. These experience cases be a refl ection 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 for tasks which do not NPC Stats
take specific time periods and which cannot
be explained or taught except by direct ex-
Level Initiative Attributes Asset Damage
ample. (Observation is a good example of Elite 5 8 15 5
this.) Characters may gain experience points
through observation of these tasks. For ex-
Veteran 4 7 13 4
ample, if a group of characters encounters a Experienced 3 6 11 3
group of NPCs, the characters' Observation
skill is that of the character with the highest
Novice 1 6 9 1
skill, modified downward for having extra
139
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 MartiaiMs: 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. o ne 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 Martial Arts: Assets:Unarmed MartialMs: 11,
6, Survival: 6, Metallurgy: 12 Survival: 6, Computer: 6
Initiative: 1 Initiative: 3
140
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
Ski/Is: Unarmed Martial Arts: 6, Skills: Armed M artial Arts: 11,
Survival: 6, Mechanic: 10 Survival: 6, Farming: 14
Initiative: 1 Initiative: 3
~··--------------------~
141
142
John's rock climbing hobby, and parted com- as they are needed, and then they vanish for- NPC MOTIVATION
pany after a couple of years when either John ever. They are generally slow of wit, weak of In many cases, the motivations of NPCs
or Colin was transferred to another station. limb, and quick to perish. Well, not everyone are either obvious or unimportant. An enemy
Colin will be roughly John's age, or slightly can be the hero of this story, and if the NPCs soldier, a merchant in a bazaar, a common
older, making him 33-37 when 2000 rolls were as capable as your players, life would field hand-the general range of background
around, and we may assume him to have be much more difficult for them and, more characters do not require the referee to de-
been a tanker NCO during an earlier part of importantly, impossible for you, the referee. termine motivation. Usually motivation is only
his career. He is probably still serving with an Imagine every person your players run into determined for the leader of a group of NPCs
armored unit when the war comes, perhaps with detailed skills and attributes, and three or a solitary NPC with which the players will
as a platoon sergeant. or four cunning plans up their sleeve. The have important or extended dealings.
Maybe Sgt. FitzHugh was with one of the paperwori< alone would choke your game. So, To determine the motivation of an NPC,
British units that were involved in the last for a variety of excellent reasons, most NPCs draw two cards from a standard deck of play-
offensive in 2000. are just the bare bones of a character, a card- ing cards. The highest value card is the NPC's
board cutout to which you give the illusion of primary motivation; the other is his secondary
Gary McGuire, Academic reality with elaborate descriptions and a motivation. The particular motive is determined
During a character's matriculation at her couple of motivations, randomly chosen from by the suit of the card and its face value, as
undergraduate college, she acquired an aca- the deck. indicated on the NPC Motivation Table below.
demic contact. To convert this into a solid Most NPCs. But not all of them. VIolence: The NPC has a greater likeli-
contact, we toss a die to choose the sex of the Because of the lengthy procedures in- hood of reacting with violence than most
contact randomly, and we get male. Again volved in generating a character, referees people.A "somewhat violent" NPC is not fright-
picking a random name out of the air, we should use detailed NPCs sparingly, and only ened or intimidated by threats of violence and
choose Gary McGuire. The character was where they will advance the plot of the adven- will not hesitate to use violence if the situa-
involved in theater at the time, but we decide ture. tion seems to warrant it. A "moderately vio-
that she met Gary in one of her classes, Detailed NPC motivations are not ran- lent" NPC is aggressive and inclined to view
where they shared a study group. We pick a dom-they are determined with care and violence as the preferred means of resolving
chemistry major for Gary, and send him into thought. Because of this, detailed NPCs disputes. A •very violent" NPC loves a good
chemical engineering (he ends up in the should return again and again to dog the char- fight and either is or wants to be a warrior.
manager career after completing a master's acters' footsteps, like a villain in an old-time Even a high violence rating does not, how-
degree). He's drafted when the war comes melodrama. ever, necessarily indicate that the nonplayer
and is put into a support arm unit. Not every character the players run into character is brutal or a bully. For example, a
Gary could be slightly younger or older should be a detailed NPC. But a few well "very violent" NPC who was also "very so-
than our character (who is 33 in 2000), mak- placed ones can add much to a campaign. ciable" could be described as friendly, good-
ing him 29-37. He is an American soldier, The most useful tool the referee has in run- natured, and loyal, but also a good man to
probably commissioned, and is most likely a ning detailed NPCs is the motivation system. have with you in a fight.
captain. At the referee's option, he may even
have been assigned to the same division as
our character during the war. (Divisions are NPC Motivation
big places; they could serve for years without
ever hearing of each other.) Clubs Diamond
Card MQtf.vatiQn Q.ard Motivation
Yagoda-what can I tellyou about Yagoda. Ace War leader Ace Generous
That's not his real name. We just hung that
King Brutal King Selfish
one on him because that was the village where
we first ran into him and his band ofcutthroats. Queen Stubborn Queen Lustfu l
He and a couple of similar scum were in the Jack Murderous Jack Coward
process ofrelieving the villagers ofsome food- 8-10 Very violent 8-10 Very greedy
stuffs when we affived and put a stop to it. 5-7 Moderately violent 5-7 Moderately greedy
He's despised us ever since, and whatever 2-4 Somewhat violent 2-4 Somewhat greedy
we try to accomplish around here, whatever
good we try to do, Yagoda turns up like a bad
penny. He's a short, baffel of a cossack, per- Hearts Spades
petually bow-legged from riding a horse, and Card Motivation Card Motivation
ugly as sin. Somebody broke his nose once, Ace Just Ace Charismatic
and it looks like he's got a small, flesh-colored King Honorable King Deceitful
potato glued to his face.
Queen Loving Queen Ruthless
Detailed NPCs Jack Wise Jack Pompous
On rare occasions, a nonplayer character 8-10 Very sociable 8-10 Very ambitious
should be created as if he were a player char- 5-7 Moderately sociable 5-7 Moderately ambitious
acter. Most NPCs are "spear-carriers: They 2-4 Somewhat sociable 2-4 Somewhat ambitious
hang around and provide local color as long
143
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 vary 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. H e will display great justice in his deal- son, a selfish NPC will never help without de-
brbes, deal only in gold, and perhaps attempt ings with others, w ill have no respect for manding payment and will never give away
treachery if 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 friend ly, est in his dealings with everyone, and his word Lustful: The NPC is driven by lust for the
Joyal, 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- therbecause 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: T he 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: The 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 appear to 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 w ill 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 superior to everyone
cally the primary motivation or most prominent For example, a generous farmer would give around him.
characteristic of the NPC.Iftwo 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-
144
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 guidanca, 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, remember that 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 06 or 08. a previously unfamiliar area. h 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 re ason for characters of their nationality to a hostile military unit, but it could also be a
same accass 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 w ritten 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. Wh at 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
Gennan 3rd Army launched its final of- started to come apart. offurtive 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 Anny counterattacked, and bat- through a countryside seemingly
were delayed in getting their fields tered themselves to pieces against the swanning 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 11th 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 annies 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 Gennan 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 adcfltlonal Soviet annies, the days whhout 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. Wdh a pear to be any friendly groups any-
(Mechanized), one ot the OOrJl)Onent combined strength of 21,000 men and where near you, though, and you have
unils of the 11th Cofps. almost 100 modem 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. dvislons breaking loose Polish city of Kalisz, 200 kilometers made camp in a small clearing in a
and oonciJding 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 gonen your first
headed for the port of Kallnlngrad and you was, "You're on your own. Good luck.· good night's sleep In several days. As
a linkup with the Free Latvian Army, the Sman, 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.
145
146
A typical firefight 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' h. 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).
four-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 Travel Movement
convenience of the referee and players to the world around them is purely mechanical (Abbreviated)
make scheduling of daily activities easy. It is or a function of reading numbers off a chart. Unit Move Fuel Maint.
not meant to unduly restrict players' activi- Complications to this are explained below. Human 20120 - -
ties. Thus, for example, if a group of players Terrain is covered in the next section. Horse 20120 - -
wants to move a certain distance that is half People: People march half the listed hu- Mule 20120 - - I
the distance its vehicles can move in a four- man distance if burdened. They are also Camel 15/15 - -
hour period, the referee should feel free to let subject to fatigue (see below). Elephant 1015 - - J
the group do so and only charge them half the Boats: As the traditional arteries of travel Wagon/Horse 2015 - 1
normal fuel cost for a one-period move. deteriorate, rivers become increasingly im· Wagon/Ox 1015 - 1 J
portant avenues of travel and commerce. Cart/Horse 2015 - 1
ENCOUNTERS Travel on water is by way of boat. Boats follow Cart/Ox 1015 - 1 l
The referee will usually roll for an en- many of the same rules as land vehicles. Bicycle 65/15 - 1
These rules cover only inland vessels de- Civilian Car 215135 80120 2
counter once every four-hour period (or
HMMWV 215/85 90130 2
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-
UAZ-469
Motorcycle
215/45
195/85
60120
16/8
2
2
J
(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. Move: On-road/off-road (cross-country)
encounters result. Travel movement by boat is accomplished Fu91: Capacity/consumption per period
147
148
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 four general types cf 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 to try 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 rolls2D6x1 0.
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 owner or owners bring (1 D6-1 )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- actercan keep throw-
rate the edible parts of the crop from the chaff. 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 of fish 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
a swamp, 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.
cated from 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 fact this 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 enough for game pur-
ocean). poses).
149
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 1Oo/o 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 fo raging. 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 Not~Bi cycles
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 firelight 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 orfight-
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-
Fatigue Effects on Fire tigue. FUEL
Addition to Die Roll As should be clear from this example, it is After years of war and a breakdown in the
Range per Fatigue Level difficult for two people to make good time world transportation system, Europe is starved
Short 3 cross-country, keep constant guard, and not for petrochemicals, and most machinery is
Medium 2 grinding to a halt. Isolated wells and small oil
rapidly wear themselves out.
Long 1 fields are still pumping, but the need for
The game referee should not bother about
Extreme 1 lubricants is so great that virtually no one can
minor sleep period deficiencies except In
150
afford the luxury of actually burning the oil. As tared 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 aloohol 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-Boat s: 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 oonsumption 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. fue l 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 aloohol 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 oourse, 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 w inter and in non-wooded hills. If both con- People used to driving civilian cars on good
burn either ethanol (grain aloohol) 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 plant matter containing carbohydrates something as mundane as a cargo truck. In
assumes gasoline or diesel fuel. Fuels with the world of Twilig ht: 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 Fuel Energy Table able if the PCs have vehicles they want to
consumption multipliers for each type of fuel. Fuel Consumption keep running.
To determine a vehicle's actual fuel oon- Type Multiplier A good mechanic, for all his worth, will
sumption, multiply its listed fuel consumption Gas 1 sometimes be considered a pest by the rest
by the consumption multiplier of the fuel be- Avgas 1 of the group. He will want to spend as much
ing used. For example, the M2A2 Bradley Diesel 1 of his time as possible with the vehicles,
tank has a fuel consumption rate of 220. Ethanol 3 going over them and conducting minor re-
Thus, it would consume 220 liters of gasoline Methanol 3.5 pairs and preventive maintenance.
per period, or 660 liters of ethanol (220x3), or Wood 5 He will be constantly searching for more
770 (550x3.5) liters of methanol. Coal 2 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
151
152
able. If several parts are required from a 1D 10 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 1D1 0 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 Waterline: 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, but this 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
SighVVision: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. A weapon 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.
1D1 0 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).lt 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 (1 D10 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).
153
154
155
156
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 is up 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 back from 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 fortifi ed towns, and no form of organized ru le 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 fami lies 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 w ho 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 ru le 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 fami lies 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.
157
GROUP ENCOUNTERS Weapons: These are listed merely as ent. II 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 encounter with agroupof human NPCs. Military we apons 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
Num ber: 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 a few 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 in a subunit, 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. II 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 06 for the group to have a heavy weapon. excess of the vehicle crew, the excess are
acter in the group will be this good; instead, it II 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.
Ty pe: 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. II 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 upoftroopsofthesametype. of transport, if any, that the group has. Roll present, each roll producing one artillery piece
But different subunits can be of different types 1 06 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.
158
Encounter Statistics
Group Observation
Number Type Weapons Heavy Weapons Transport
Marauders 106x1 06 80 X/N Military 1-3 1-2: H, 3-4: V
Patrol 106+6 80 V/X Military 1-4 1-2: H, 3: V, 4:A
Military convoy 106x6 60 X/N Military 1-2 each 1-2: W, 3-6: V
Merchants 106x4 80 V/X Civilian 1 each 1-4: W, 5-6: V
Refugees 106x5 40 N Poor None None
Slavers 106+4 80 V/X Military 1-2 1-4: H
Hunters 106 60 X/N Civilian None 1-2: H
Primitives 206 60 X/N Poor None None
Smugglers 206 60 X/N Civilian None 1-2: H, 3-4: W, 5-6: V
Large unit 101 Ox1 0 80 V/X Military Yes, each 1:A, 2: H, 3: V, 4:Arty
Stragglers 106 60 X/N Military None 1: H
Transport Abbreviations: H: Horse V: Motor vehicle W: Wagon A: Armored vehicles Arty: Artillery.
Encounter Equipment
Heavy Motor Armored Military Merchant
Die Weapons Artillery Vehicles Vehicles Carg_o Carg_o
1 AT missile Rapira-3 5-ton Tank Ammo Scrap metal
2 AT rocket Mortar 5-ton Light AFV Parts Machinery
3 Grenade launcher Mortar 2112-ton Light AFV Medical Food
4 Machinegun Howitzer 2112-ton still APC Food Wool
/ ..-ton Clothing
3
5 Machinegun Howitzer APC Fuel
6 Machinegun SPA UAZ-469 IFV Weapons Furnishings
159
Erin Tabakovic (Order #36286371)
Twilight: 2000 GDW
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 certainly 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 matterfurtherthought.lt takes a very
The patrol 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 a fight if at all possible, they are prepared
hostile to the characters and will attempt to to defend themselves.
attack or capture them.
Patrolsarealmostalwaysmadeupofadozen
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 Conv oy : 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.
Mhough 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.
160
attack farmsteads and carry off entire fami- are poorly armed, and their principal defense may buy their freedom by assisting the unit in
lies or even small hunting parties. is stealth combined with the fact that they some way, either with intelligence about their
When slavers are found, they will have generally have nothing worth stealing. enemy or the benefit of the PCs' knowledge
up to 40 slaves with them (at the referee's They are not a significant threat. But they oflocalgeography andconditions.lnthiscase
discretion). Slavers will usually give a well often attempt to steal supplies or equipment much will depend on the NPC motivation of
armed party a wide berth, but might consider from encampments at night, and they may the unit commander.
trying to capture the adventurers if the op- attack if they have the advantage of numbers
portunity presented itself. They are well and surprise.
armed and tend to be disciplined and ex-
perienced, which makes them a dangerous
enemy.
161
Animal Data Charts North America: The southern third of Canada the animal's record form, or half the number of hits
Charts are presented by region, which corre- and everything north of Columbia. needed to kill the animal.
sponds roughly to continent. South America: The continent south of Panama. All<: The melee attack type used by the animal,
Europe: The area north of the Mediterranean Africa: All of Africa. either A: armed melee attack, or DB: civing blow.
Sea and west of the Ural Mountains, except Where more than one is listed (A+A, etc.}, it is ex-
Scandinavia. Animal Data Chart Explanation plained under "Animals in Combat," pages 199-200.
Boreal: Siberia, Alaska, the northern two-thirds II App: The number of animals encountered. lnlt: The animal's Initiative attribute.
of Canada, and Scandinavia. Sometimes a die roll is called for. Arm: The armor value of the animal's hide.
Asia: The continent of Asia except for Siberia, Size: The animal's weight in kilograms. Behavior: The animal's reaction upon being
including most of Indonesia excluding the islands To Hit: The D20 roll or less lor the animal's encountered, noted as a D20 roll to attack (A) or
north and west of Australia. attack to be successful. flee (F). Other codes represent spec.ial actions:
Polynesia: PacifiC islands except Melanesia Dam: The damage done by a successful hit Am: Attack if animal outnumbers party. As: Attack
and Australia (including Tasmania and New Pen: The pene1ration value of the animal's attac:k. if animal achieves surprise. Fs: Flee if animal is
Zealand). Rng : The range of the animal's attack, similar to surprised.
Australia: Australia, Tasmania, New Guinea, a melee weapon's range. Speed: This is the animal's speed, listed as
the Solomons, and New Zealand. Hits: The number of hit boxes in the top row of Walk/TroVRun.
Asian
Animal Encounters (1 06) Asian Animal Data
T9ffai Animsl #App Sizs To Hit Dam Pen Rng Hits Aile /nit Arm Behallior Speed
Die Wood Swame. Hill Clear Grazer 206 100 2 2 Nil s
20 A 6 F15/A7 10/20/60
1
2
Boar
Fowl
Fowl
Fowl
Boar
Fowl
Game
Fowl
Tiger 1 200 5 5
12
Nil
Nil
s 30 A
s 70 DB
6
4 -
- As/Fa
F11 /A7
1(){2()140
10120/30
Elephant 1D6 3200 8
3 Game Game Fowl Game Boar 1 100 2 2 Nil s 20 A 6 - F121A7 6110130
4 Grazer Grazer Grazer Wild Callie Dog 3D6 25 10 4 Nil s 6 DB+A 6 - Am/F7 15130/60
5 Tiger Dogs Tiger Dogs Game 206 50 2 2 Nil s 6 A 6 - F181A2 1()(20140
6 Elephant Game Game Dogs Fowl 2010 1 8 1f2 Nil s 1 A 7 - F16/A2 6/20/80.
•The speeds listed here ate Waii</Trot!Ay rather than Walk/Trot/Run.
Polynesian
Animal Encounters (1 06)
Teffain Polynesian Animal Data
Die Wood Swame. Hill Clear Animal #App Size To Hit Dam Pen Rng Hits Aile /nit Arm Behavior Speed
1 Boar Fowl Boar Fowl BOar 1 100 2 2 Nil s 2o A 6 F12/A7 6/10730
2 Fowl Fowl Fowl Fowl Dog 306 25 10 4 Nil s 6 OB+A 6 - Am/F7 15130(60
3 Fowl Fowl Fowl Fowl Game 2D6 50 2 2 Nil 6 s A 6 - F18/A2 10/20/40
4 Fowl Fowl Fowl Fowl Fowl 2010 1 8 1
/z Nil 1 s A
"The speeds listed here are Walk/TroVFiy rather than Waii</Trot!Run.
7 - F161A2 6/2018(1'
162
North American
North American Animal Data Animal Encounters (1 06)
Teffain
Animal #App SizeTo Hit Dam Pen Rng Hits Atk lnit Arm 89hallior Speed Die Wood Swame. Hill Clear
Grazer 206 100 2 2 Nil s 20 A 6 F151A7 10/20/60 1 Bo ar Fo w l B oar Fow l
Bear 1 400 12 5 Nil L 40 A+A 5 - A71F7 10120140 2 Fowl Fowl Fowl Fowl
Boar 1 100 2 2 Nil s 20 A 6 - F12/A7 6/ 10/30 3 Game G am e Game Game
Dog 306 25 4 4 Nil s 6 OB+A 6 - Amlf7 15130/60 4 Grazer Grazer Grazer Bison
Large Cat 10 6+3 100 5 3 Nil s 20 (OB)+A 6 - As!Fs 15130/60 5 D ogs • Do g s D ogs D ogs
Wolf 206 50 4 4 Nil s 10 A 6 - Amlf7 15130/60
6 Bear-• Game Dogs Dogs
Game 206 50 2 2 Nil s 6 A 6 - F18/A2 10/20/40
"Dogs In this terrain type can be wolves
Fowl 2010 1 8 1
/z Nil s 1 A 7 - F161A2 612018()"
at the referee's option.
Bison 1010 800 12 4 Nil s 50 DB 5 - F11/ A7 10/20/40
••Bears in this terrain type can be large
Wid Calle 1D10 800 2 4 Nil s 50 DB 5 - F11/A7 10120140
cats at the referee's option.
•The speeds listed here are Walk/Trot/Fly rether than Walk/Trot/Run.
SOUth American
South American Animal Data Animal Encounters (1 06)
Animal #App Size To Hit Dam Pen Rng Hits Atk lnit Arm 89hallior Speed Teffain
Grazer 2D6 100 2 2 Nil s 20 A 6 F151A7 10/20/60 Qis WQQ2 ~wame. Hill Q./91!!.
Large Cat 106+3 100 5 3 Nil s 20 (DB)+A6 - As/Fs 15130/60 1 Boar B oar B oar G am e
Boar 1 100 2 2 Nil s 20 A 6 - F12/A7 6/ 10/30 2 Fowl Fowl Fowl Fowl
Dog 306 25 4 4 Nil s 6 DB+A 6 - Amlf7 15130/60 3 Gam e G ame G ame Game
Game 2D6 50 2 2 Nil s 6 A 6 - F18/A2 10/20/40 4 Grazer Grazer Grazer WtldCaale
Fowl 2010 1 8 1
/z Nil s 1 A 7 - F161A2 612018()" 5 Dogs D ogs D o gs Dogs
Wild Caltle 1D 10 800 2 4 Nil s 50 DB 5 - F11/ A7 10/20/40 6 Lg. cat Game lg. cat Dogs
•The speeds listed here are Walk/Trot/Fly rather than Walk/Trot/Run.
Australian
Animal Encounters (1 06)
Australian Animal Data Tsffain
Animal #App SizeTo Hit Dam Pen Rng Hits Atk lnit Arm Behallior Speed DiB wm Swamp Hill Clear
Grazer 206 100 2 2 Nil s 20 A 6 F151A7 10/20/60 1 Fowl F owl Fo wl Fowl
Dog 3D6 25 4 4 Nil s 6 OB+A 6 Amlf7 15130/60 2 Fowl Fowl Grazer Grazer
Game 206 50 2 2 Nil s 6 A 6 F1 8/A2 10/20/40 3 Fowl Fo wl Graze r Grazer
Fowl 2D10 1 8 'h Nil s 1 A 7 F161A2 6121J/80" 4 Grazer Grazer Grazer Grazer
•The speeds listed here are Walk/Trot/Fly rather than Walk/Trot/Run. 5 Grazer G razer Grazer D ogs
6 Dogs Grazer Grazer Dogs
163
ANIMAL ENCOUNTERS nothing, the animals will move away at a rolled for in the same manner as are group
If the group encounters animals, the ref- walk. If the group attacks, the animals will encounters. The Item Information Table pro-
eree only rolls once (Difficult: Observation) to take whatever action is listed first (Attack of vides additional data in four areas: people,
see if the group spots the animals before the Flee) in the Behavior column (this means that type, weapons, and goods.
animals spot the group. This task becomes a group surprising a tiger and not attacking People : This column indicates the num-
one level more difficult for groups containing will result in t he tiger fleeing, but a group ber of people present. In the case of a road-
more than five people, and two levels more surprising a tiger and attacking it will guaran- block or camp, it refers the referee to the ap-
difficult for groups containing more than 10 tee an attack in return). propriate group manning the roadblock or
people. The asset of the character with the If the animals flee, the characters may camp.
highest Observation skill level makes the roll. pursue. If the animals attack, proceed to the Type: Type indicates the NPC quality type
If spotting is successful, the group surprises combat section. present. Again, two values are generally
the animals; if it is unsuccessful, the animals Example: A group of three characters in a given, and the referee should choose between
surprise the group. If the characters are in European woods has an animal encounter, them for the specific encounter generated.
camp or near vehicles, they will never sur- and achieves surprise at 30 meters. The Weapo ns: This column shows the sort of
prise animals, and all animal encounters be- referee rolls a 3 on the European Animal arms used by the people present. They are
come no encounter. (The referee may occa- Encounters table, indicating Game. The #App either civilian or military, and they have the
sionally throw in a comment such as, "While column for Game says 2D6 animals will be same meaning as in the Group Encounters
your vehicles were moving through the woods, encountered, and the referee rolls a 7. The section (see page 158).
you flushed a flock of birds, but they were too group, having a full larder, decides to allow Goods: This column indicates the type of
far away to get a shot at."). the animals to go on their way. specific material the players may find pres-
Encounter range is determined according The group's next encounter is with a bear, ent. If there are numbers preceding the ma-
to the standard Encounter Range table on which surprises them. The Behavior column terial, one of these numbers must be rolled
page 269. says A71F7, and the referee rolls a D20 to see on 1 0 6 for the material to be present.
The number of animals encountered is if the bear attacks. A 9 is rolled, so the referee
then determined by consulting the "#App" rolls to see if the bear flees. A 14 is rolled, and Item Encounter Descriptions
column, which will either give a number or a the bear stays put. The group elects to fall The specific items on the encounter chart
die roll. back, and the bear also moves away at a are described in detail below.
If the group achieves surprise, they may walk. Had the group elected to open fire, the Village: T his is a fortified village of from 50
take whatever action they wish-attacking, bear would have attacked in turn, as A pre- to 500 inhabitants. Its inhabitants are armed,
moving on, etc. cedes F in its Behavior entry. although usually not very well. If actually at-
If the animals achieve surprise, the Behav- tacked, the citizens would be able to defend
ior column of the animal data table deter- NAVIGATIONAL HAZARDS themselves only with some difficulty. Villages
mines what happens next. This column gives If a navigational hazard is rolled, the char- are described in greater detail in the separate
the animal's reaction to the group, noted as a acter steering the vessel attempts to avoid settlements section on pages 166-167.
D20 roll to attack (A) or flee (F). F11, for the hazard by making a Difficult: Small Water- Ruined Village: Although Europe is stud-
example, means that the animal will flee if an craft task roll. If he fails the roll, the referee ded with ruins of one sort or another, this vil-
11 or less is rolled. Other codes represent rolls again on the Navigational Hazards Table lage was destroyed fairly recently. Some of
special actions: Am: Attack if animal outnum- and implements the indicated result. the timber may still be smoldering. Although
bers party. As: Attack if animal achieves For group encounters, the group may be in the village has been thoroughly looted, there
surprise. Fs: Flee if animal achieves sur- a vessel of its own or on the riverbank, at the will still be caches of food or merchant goods
prise. The rolls are made in the order they are referee's option. Items encountered are al- which the looters either did not discover or
listed, and the second roll is made only if the ways on the riverbank. couldn't carry off.
first roll fails. If both rolls fail (the animal There are no permanent inhabitants of a
neither attacks nor flees), the animal's reac- ITEM ENCOUNTERS ruined village, but the referee is encouraged
tion will be to stand and await action by the The term item covers a variety of fixed or to add a group encounter to at least some of
group. If the group moves away or does semifixed features of the landscape. Items are his ruined villages. This could be a group of
refugees seeking shelter (perhaps the origi-
nal inhabitants), a band of primitives scaveng-
Navigation Hazards ing in the ruins, a patrol making camp, a group
of slavers with prisoners, or even the maraud-
ers responsible for the destruction (putting
D6 Result some finishing touches on the job).
1 Boat aground. 1 0 miles travel lost pulling ~ off. Farm: This is a small fortified farmstead
2 Boat aground. One full travel period lost pulling it off. inhabited by one or two families and perhaps
3 Screw or rudder damaged. Speed halved until repaired. a few hired men. The inhabitants are armed
4 Hull damaged. 1D6+3 flotation hits. with an assortment of civilian weapons and
5 Hull damaged. 1D6+2 flotation hits. are prepared to defend themselves against
attack, although they are mostly not experi-
6 Hull crushed. Vessel is grounded to avoid sinking. Cannot be
enced fighters. The farm is well stocked with
refloated unless a large work crew and vessel are brought to the site. food, and if the characters can gain the farm-
ers' trust, the farmers will trade with the PCs
164
and serve as a good source of information. large supply of spare parts, and 1 06 disabled
the vehicle. It is unoccupied. When charac-
Ruined Farm: Similar to the above, but vehicles currently under repair. About half of
ters encounter a vehicle, the referee must
recently attacked and burned out. The PCs decide what type of vehicle it is. He decides
the unit is composed of qualified mechanics.
may find some small stores of food in the if~ is an armored vehicle or motor vehicle, then
All of the men are armed, but the mechanics
ruins. generally do not have their weapons with them
rolls on the appropriate column of the Encoun-
Roadblock/Camp : In organized, disputed, while working. ter Equipment Table on page 159 to determine
and cantonment territory, this is a military road- the general type. He then picks a vehicle from
Aband oned Repair Yard: This is a re-
block and traffic control point. h is manned by cently abandoned version of the above facil-
the Equipment List which fits this type.
a regular army patrol generated from the En- ity. h has at least one derelict vehicle remain-
The referee then determines the condition
counter Statistics and Encounter Equipment ing, and on a 1-4 on 106, a small number of
of the vehicle. The referee must decide (or
tables on page 159 but is never equipped with usable parts are left behind. randomly determine) whether the vehicle was
armored vehicles.ln independent or terrorized Field Hospital : This is an active field hos-
damaged in battle or simply abandoned be-
territory, this is a marauder encampment in- cause it had broken down. Derelict vehicles
pital treating a large number of wounded sol-
habited by two marauder bands, both gener- diers. The personnel present include two doc-
are not intended to represent those that have
ated from the group encounter tables. In nei- tors (Medical asset 1~Medical ski118+1NT
been completely destroyed; there are plenty
ther case will anything valuable be in the road- of burnt-out wrecks in Europe, and finding one
5), four nurses (Medical asset 1o-Medical
block or camp aside from the weapons and skill S+INT 5), with the rest of the personnel
of them does not constitute a meaningful en-
ammunition of the group manning it. divided between medics (Medical asset
counter. a-
Supply Dump: This is a small military in- Medical skill 3+1NT 5) and nonmedical per-
First, roll1 06 for the number of damaged
stallation with 50 to 100 tons of military cargo sonnel. Several light vehicles will be present,
components. The referee then decides which
stored and guarded by the soldiers manning either horse-drawn wagons or ambulance ver-
specific components are damaged. He can
the installation. Roll on the Military Cargo col- sions of the 3/.-ton truck, as well as medical
decide this himself or roll on the major or mi-
umn of the Encounter Equipment Table on supplies. The nonmedical personnel are
nor vehicle damage tables on pages 260-261
page 159 to determine the nature of the cargo, armed with assault rifles, but the medical per-
the appropriate number of times.
but reroll any Medical or Parts resuhs. The sonnel do not generally carry weapons while
Next determine the wear value of the ve-
troops guarding the dump are not front-line working. hicle by rolling 1010. This will be important
combat troops and are not as form idable op- should the players decide to repair the vehicle
Abandoned Field Hospital: This is are-
ponents as a regular unit. However, if a sup- themselves.
cently abandoned facility as described above.
ply dump is present, other regular units are Finally, the vehicle w ill have already been
On a 1-3 on 106, a small quantity of medical
certainly nearby in a position to come to the supplies is left behind. stripped of its most important nondamaged
dump's assistance. components. Specifically, any machineguns,
Crater: The group will automatically spot
Abandoned Supply Dump : This is a re- a crater at the encounter range; no die roll is
radios, range finders, missile launchers,
cently abandoned supply facility as described necessary. The encounter range is the dis-
cargo, fuel, and surviving ammunition will
above. On a 1-2 on 1 06, a few supplies have tance from the edge of the apparent crater to
probably have been taken from the vehicle.
been left behind. If so, roll on the Encounter the group. For an explanation of the effects of
In very rare casas, the vehicle will not have
Equipment Table on page 159 to determine nuclear craters, see the section on radiation
been stripped. This will never be the case on
their nature. on pages 242-243. a road or in open terrain, but on a 1 on 1010
Repair Yard: This is the encampment of Derelict Vehic le: If a derelict vehicle is
in hill terrain and 1-2 on 1010 in woods and
an ordnance repair unit, complete with sev- encountered, the encounter range is the dis-
swamp the vehicle has been abandoned and
eral large trucks, a mobile machine shop, a never stripped.
tance at which the group automatically spots
Derelict Con-
voy: T his consists
Item Information of 1 0 6 derelict mo-
tor vehicles, all
Item PBODie TYDB Weae2ns Goods damaged and
Village See pages 167-168. stripped , appar-
Ruined village None 1-2 : Food, 3-4: Mrcht ently the victims of
Farm 2D6 X/N Civilian Food an ambush. On a 1-
Ruined farm None 1-2: Food 2 on 1 06 military
Roadblock/camp PatroVmarauder band {see Encounter Statistics Table on page 159). goods are present;
Supply dump 306 XJN M ilitary Military mercantile goods
will be there on a 3-
Abandoned supply dump None 1-2 : Military
4, and no goods will
Repair yard 306 XJN M ilitary Pa rts, ve h icles
remain on a 5·6. If
Abandoned repair yard None Derelict, 1-4: Parts
military or mer-
Field hospital 306 XJN M ilitary Medical chant cargoes are
Abandoned field hospital None 1-3: Medical present, roll on the
Crater None appropriate column
Derelict vehicle None of the Encounter
Derelict convoy None 1-2: Mil, 3-4: Mrchf Equipment Table
165
Settlement Size (1 01 0)
Die Villag_e Town City Major City
1 50 1000 10,000 30,000
2 100 1500 12,000 40,000
3 150 2000 14,000 50,000
4 200 2500 16,000 60,000
5 250 3000 18,000 70,000
6 300 3500 20,000 80,000
7 350 4000 22,000 90,000
8 400 4500 24,000 100,000
9 450 5000 26,000 110,000
10 500 5500 28,000 120,000
Armed 20% 10% 5% 5%
166
SETTLEMENTS In cities and major cities, the armed con- some w ill fight them out of duty and patrio-
The four sizes of settlements in the game tingent is usually organized along military lines tism.
are villages, towns, cities, and major cities. with a mix of military and civilian arms and a To determine the reception the group re-
Of these, only towns, cities, and major cit- smattering of heavy weapons. It is usually built ceives, roll 1D6 and consult the Settlement
ies are shown on the map of Poland on pages around the core of prewar police force, local Attitudes Table.
232-233. militias, or military units which have settled in Note that the territory type provides a
Villages are found due to a village result the area. modification to the die roll.
on the Item Encounters Table located on page Both towns and villages are not nearly as The seven possible results on the Settle-
159. well equipped as the larger urban militias, and ment Attitudes Table are described in detail
Players and referees should make a note their weapons are almost exclusively sport· below.
of the locations of villages encountered for ing rifles, shotguns, and even bows and pis- Friendly and Curious:T he inhabitants will
future reference. tols. Heavy weapons are virtually unknown, welcome the group and assist them if they
Settlements usually have three to four and ammunition shortages usually limit the are in t rouble. T hey w ill actively hide the
times the number of buildings as are re- utility of whatever heavy weapons may be group from the group's enemies, provide the
quired to house the inhabitants, and the present. group with food, information, and medical
excess vacant buildings are in very poor All settlement militias are a mix of Experi- care, and will be happy to trade goods with
repair. M any have fallen down, especially enced and Novice troops, with only the occa- it.
any of wood construction, and most of the sional Veteran or Elite member. Open to Contact: The people are not
rest are infested w ith rats or other small Usually no more than 10% of the armed fearful of the group, and they are w illing to
animals. The inhabitants w ill usually live in strength of the settlement is under arms and allow the group to enter the settlement to
one part of the settlement, although cities ready to repel an attack at any given time, and trade, obtain information, or even stay for
and major cities w ill have subdivided into this would drop to 5% at night. The rest can awhile.
several smaller communities separated by be called to arms given advanced warning, Neutral: While the people may allow the
belts of rubble and abandoned buildings. but assembling them would take from an hour group into the settlement, they may require
These smaller communities may or may not in a village to as much as several days in a some convincing.
share a common municipal government. major city. The people are not overly friendly and will
In the cities and major cities, urban life At titude: The reception that U.S. soldiers not be inclined to take any risks on behalf of
tends to be brutal and unpleasant. While can expect to receive is varied. Some set- the players.
some merchants and small factory owners tlements will welcome them as liberators. Suspicious: The people are not willing to
are very wealthy-living in comparative Some will consider them fello w victims of the let the group into the settlement and do not
luxury surrounded by hired guards and ser· war and will help them. Some will hate them want to have anything to do with them. Only
vants-starvation, crime, and disease are for what the "enemy" has done to them. by making friends with someone the settle-
often rampant, particularly in cities without Some will fear that cooperation with them will ment trusts or doing the citizens some great
cohesive municipal governments. Only the bring reprisals from the Warsaw Pact armies. service will the player characters be able to
very brave and well armed venture out on Some w ill view them as just another group bring down the barrier of suspicion the villag-
the streets at night. of soldiers, the color of the unifo rm and the ers have erected.
While most cities will pay lip service to loy- spoken accent having lost all meaning. And Frightened: T he inhabitants are terrified of
alty to the central government, the fact is that the many armed bands that roam the coun-
for the most part there is no central govern- tryside.
ment. Settlement They are likely to open f ire our of fear, and
When army units pass through, the cities will insist that the group go away and leave
usually cooperate grudgingly, although com- Attitudes (1 06) them alone. It will be nearly impossible to gain
munities are increasingly fighting back against their trust, but if the group should somehow
forced requisition of supplies by setting up
Die Attitude help the settlement through a crisis, the in-
autonomous areas and looking to their own 1 Friendly and curious habitants will be very grateful.
protection. 2 Friendly and curious Defensive: The settlement has been at-
Charts and tables are provided which al· 3 Open to contact tacked more than once and is in no mood to
low the referee to generate a variety of infor- risk a repetition. The guards are vigilant and
mation about settlements. This information
4 Neutral are unwilling to let any group of armed men
includes population, defenses, attitude, gov- 5 Neutral enter their defenses.
ernment, and crisis. 6 Suspicious Although the people could use the help
Po pulation and Defenses: The Settle- 7 Frightened of a party of trained and well armed soldiers,
ment Size Table on the previous page is used 8 Defensive their experiences have been bad enough in
to determine the population and defenses of the past that they are unwilling to take an-
a settlement.
9 Hostile other chance on a group of strangers.
Cross-index the roll of 1 D1 0 with the ap- Hostile: The people will be actively hostile
propriate settlement type to determine the
Territory Ole Roll Modifiers: + 1, to the group. They will open fire on it and, if
total population. organized, devastated; +2, anarchy, the opportunity presents itself, will inform lo-
disputed, cantonment; +3, insular, ter- cal military units of its presence.
The armed population of the settlement is
a percentage of the total, as listed at the bot· rorized. The group cannot expect any help from this
tom of the table. settlement.
167
168
be alert to the opportunity to attack and over- EXPANDED ENCOUNTERS This type of encounter can occur as a de-
power their guards and perhaps start a riot. If How does the referee expand upon these liberate plot device by you or, more com-
this happens in the presence of the player encounter tables? He can do so in three main monly, in response to the actions of your
characters, then they may wish to help the ways-through the use of altered encounters, characters.
guards or the prisoners, depending on both mandated encounters, and unusual encoun- Plot devices should be used sparingly, but
the current political situation in the settlement ters. they should definitely be used. Always re-
and the player characters' personal inclina- Altered Encounters: Altered encounters member that your players want to experience
tions. are modifications of those shown on the the excitement of danger and adventure, so
Refugee: This is identical to the normal tables. Perhaps the characters let slip that giving them some is certainly acceptable. Just
refugee encounter detailed on pages 159 and they were carrying a large and valuable cargo remember that they also want to chart their
160. of antibiotics at the last village, so when they own course.
Scavenger: One or more people (1 06) encounter a band of marauders, the ma- If you want them to check out the beautiful
searching unoccupied buildings for salvage- rauders are actively looking for them and ruined village you've spent all week prepar-
able material, which will be exchanged for perhaps have laid an ambush. ing, provide them with a rumor of a convoy of
food. Or perhaps the local warlord is out on a machinery or gold left there and never recov-
Scavengers will be armed only with knives hunting expedition. You might roll encounters ered, or of friendly POWs held there. That's
and clubs. They may attack, flee, or stop to normally, but if the player characters encoun- your job.
chat with the players, depending on the ter hunters, the NPCs would include the But if they decide to go marauder bashing
general attitude toward the player characters warlord, would be better armed than most instead, do not have them jumped in an alley,
in the town. hunting parties, and might have a few soldiers tied up, thrown in the back of a truck, and then
Primitives: This is identical to the primi- along as guards. dumped in the village, so there!
tives encounter described on pages 159 and There are also situations in which the fre- The actions of your players should often
161. quency of encounters needs to be altered. cause you to mandate encounters. Did they
Mob: A large mob composed of as many Suppose the player characters are fleeing shoot their mouths off in Krakow about hav-
as 100 slaves, scavengers, and refugees through the woods and pursued by dozens of ing pulled a pile of codebooks off of a Rus-
pours through the street, attacking the citizens search parties. One roll every four minutes sian general? lime for the Spetsnaz to show
and looting the area. The mob will attack the might be more appropriate than every four up. If the player characters are going out on
PCs as w ell, trying to kill them or beat them hours. a river to look for pirates, don't stall the ad-
senseless and steal their possessions. Altered encounters have several very venture for an hour just because you don't
Gang: Certain areas of settlem&nts ar& genuin& advantag&s. First, they are extremely s&em to be able to roll a 6 (or what&v&r) on
informally ruled by gangs. Some of these were easy to come up with, and that's a virtue that the correct table.
originally criminal bands existing before th& cannot be overemphasized. This flexibility is the very heart of role-
war, while others are bands of refugees which If you are like most referees in science- playing. It teaches the players that wisdom
laid claim to a particular area as a "turf" to be fiction roleplaying games, then you have a is rewarded with success and foolishness
scavenged. Many later moved into the •pro- limited amount of time and energy to spend with setback.
tection· racket, extorting money from both getting ready for a gaming session. That Most importantly, it teaches them that
businesses and residents, or running small means every easy encounter you come up their actions in the game world produce ap-
vice operations. w~h will give you that much more time to spend propriate reactions, and that above all else
Gangs come out mostly at night; only in an on making the rest of the adventure even more will make the world real for them.
extremely chaotic situation will gang violence interesting. Unusual Encounters: Unusual en-
be a significant daylight probl&m. A second advantage of altered encounters counters will happen every adventure ses-
Gangs, when confronted, will have 306 is that they can take the routin e out of routine sion, in all likelihood , and you won't have to
gang members, half Experienced and half encounters. spend much time figuring them out.
Novice, armed with clubs, knives, and a few Here's a Polish Army patrol, just like every Are they looking for the lost C IA station
pistols. other patrol of the Polish Army you've run chief for Lublin? That's odd-no •wandering
Thugs: 1 06 brigands who are intent on into. CIA spook" on the encounter table. Are they
waylaying and robbing the player characters Or are they actually down to just one searching for the sunken hulk of a river barge
of their possessions. magazine per man? carrying a load of ICM shells to Soviet troops
Thugs usually ambush their victims, but Or is it actually a German commando un~ in western Poland? Hmm. No sunken boat
they often first create a diversion in order to in Polish uniforms? with artillery shells, either.
separate their intended victims from their ve- Or are they an Elite Polish unit armed to These are usually obvious sorts of things,
hicles. the teeth? and all you will have to do is determine
Thugs w ill run away if they are outnum- Ideally, your players should never be ab- whether you will mandate the encounter or
bered. solutely certain. make it semirandom.
Thugs are Experienced NPCs armed with Mandated Enc ounters: Mandated en- Looking for the station chief, for example,
knives and clubs. There are perhaps one or counters are taken right off of the encounter would probably be treated as a task using
two firearms (pistols or shotguns) in the group tables, although sometimes you may want to Observation asset, while you might specifi-
of thugs. alter them a bit as well. cally place the sunken barge on a map, and
Dogs : A pack of dogs, the same as en- However, instead of rolling (or, better yet, the player characters would have to enter
countered in the wild detailed on pages 200 after rolling but regardless of what you roll) the locale by river and somehow search the
and 162-163. you announce the encounter. river bottom in order to find it.
169
170
171
172
f-
~l Hedgerow ~
~
~!.!~;;-, Fruit Tree
~)
h '
~~
.....
s l' 1U1 Ye< ~rna
...
nry
't,
..,
·v ~~ 'V .,..
1 'rlglnal armho1!se
- _. -
5 __!
I<
173
which represents the area where the encoun- one with six. The first group consists of two
Chaos Deathspike terfirst occurs. It shows the road which passes Experienced NPCs and two Novices with
Megakillers a wooded hill and then crosses a stream over AK-74s and an AK-GL grenade launcher
which the bridge is out. (BG-15). The second group consists of three
This encounter represents a few of the Novice and three Experienced NPCs armed
bewildering variety of interactions possible REFEREEING THE ATTACK with AK-47s and a PK light machinegun. The
between the characters and a typical ma- The marauders plan is to attack from am- marauders have ample ammunition for their
rauder band. bush. Asmall group(wlth a grenade launcher) small arms, but only four HE rounds for the
is to conceal itseH in the rubble of the bridge BG-15.
BACKGROUND (on the far side of the stream) and open fire,
Marauders are one of the most common driving its prey off the road. A larger second ALTERNATIVES AND VARIANTS
encounters in Twilight: 2000 and will proba- group is concealed in the woods and is to wait • If the characters are particularly well
bly account for most combats since they are until the defenders deploy to attack the first equipped (and if they have a tank or APC),
among the groups most likely to attack. Ma- party, then fall on them from behind. allow the marauders one RPG-7 or more
rauders are not normally as well armed or as The party with the BG-15 will not open fire grenades for the GL.
experienced as the characters' group and will until the players are actually in the stream and • Perhaps the marauders have mined the
tend strike from ambush. Only when they can most exposed. The referee should determine stream and are depending on the explosion(s)
muster a vast superiority in numbers or surprise based on the marauders' Observa- to confuse things enough to allow their am-
equipment will they take offensive action of tion asset of 13 and the characters' best Ob- bush to succeed.
their own. servation asset rating. If the characters are • Another possibility is for the characters
surprised, they are caught in the middle of the to come across a group of marauders in the
APPROACH stream; if the marauders are surprised, the process of springing this ambush on a third
The characters are travelling down a rural characters see the ambush in the woods. If party (chosen from the appropriate encoun-
road when they come to a stream. The bridge neither or both characters and marauders ter table).
is out, and the group will have to divert to a are surprised, the characters spot the am- • A particularly devious band of maraud-
shallow section downstream a few meters and bush as they reach the edge of the stream ers might use a fake ambush site as bait to
ford the stream. (but are not actually in it). lure the characters into a very real ambush.
Part of the marauder band might pose as
MAP DESCRIPTION NPCS wounded refugees to distract the PCs' at-
The map shows a road passing through a This particular marauder band consists of tentions until too late. Such tricks must be
typical section of relatively close countryside two subunits, one with four members and used sparingly, however.
174
•
~
(.11
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0
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176
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e
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/crawl Space
..__......__.-- ..._ _.___ _. , (.5-meter depth)
177
Bar/Inn/Roadhouse
Basement
(1.75 meters below ground level )
First Floor
0 I 2
- -:tM
178
This place caters to merchants and travellers, providing meals, refreshment, and a reasonable place to
sleep. The name will vary with the country, but places like this are found throughout the world and serve
a second and vital function in the game-that of hiring hall.
lft
........ 1- "' .,
L ~d~lerr
W8U I' Tank
Roof
Second Floor
179
Subway Station
tj ~~~ ~ [~ ~~~ ~~ ~ tI 6
Wor 1en M n
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r---..1
l\ ~
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M~chlnea
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1.-1 f.'t 11.-lNio:.t IN l.-1
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l'J l:'ll N~t;lN I.:IE!NU NhH'IN \:.U'!Nid I I'd t'l N l'lfi H ·l Nl-1N L-lNkl N~1N L'll'llkl IN t'IP.'tt<. t'l ~ t;:H~ INk:Jl':fp;,
t ·1 N ..:1 1·:. N r..11.:1 IN 1·1 Nl.:l 1'11\: t •1 ~
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ili l;;ll'LNfl l'iKlftfil ~NNk1 ?:ti'HJN t.HUHl PiNIZIN HlNt:.:l
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1:-11':4 ~ t:-BHH I£1NI'H INlJt'l.fi lk'l N liJ E' IPH.H'I t..; I L:'H'.f~
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(3·4 m eters I >wer tt an upJ ~er lev fl)
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180
Dank, dark, and slimy, abandoned subway stations are a popular locale for demented, loony groups,
marauders, gang headquarters, and secret storehouses. They are also used for clandestine meetings,
"underground" business deals, and anything that should not see the light of day.
~ andln ~
t-ro~ ~~wer
I I I I
I I I I I
1d ng
' ·· ~ -.. --
Tu r nst i le ~ r--
1---:ale-~~J IL l }' , I I T
KG 1\ p ocp Tok4 n Boo ih
l.j ll
To Street Level I I I I I iTo Street Level
I I I I T
I I l I I I
To Street Level ~~~~~=~~=~~~~~=
l ~I~~~~=T~=l~~~~~~-To Street Level
\ I I ~ 1- I I' I II I
t--J r urnst es
(. ~ ~ Ve tl dlng
~~~~)++~~
~--~--~~--~--~~
~~~~
- Ma~~hlnes~--+---+--rl+lt1_11_ty_R4p-o_m~
I . -.- I
Upper Level u
(3-5 meters below
street level)
IFrnm nwa.r I Frnrn nwa.r
Le\ lei Le' lei
l 'a ndlnt
181
Police/Fire Station
Fi r e St ation
Basem ent
(2 meters below ground level)
182
These buildings are substantially built, usually have their own generators (although without fuel these
are useless), and are probably still occupied by someone. The occupiers may be a gang of thugs, a militia
unit, or a military patrol, but whoever they are, they will not want to give the place up.
Police Station
Basement
(2 meters below ground level)
183
Suburban Townhouse
Second Floor
Basement
(1 .5 meters below ground l evel)
Split Level
First Floor
0 1 2
- -:.n
184
This setting represents a typical suburban dwelling of a pattern familiar to many people of many nations
in AD 2000.
Furn• • Room
First Floor
0 ' 2
- -::t.~
185
ey
Basement
(2 meter s b elow groun d level )
First Floor
186
Older buildings have advantages and disadvantages. They are often more solidly built than their modern
counterparts, but they may have foundation problems.
Chi mney
I
I I~~~
Attic
187
188
This represents a typical modern business building. Doubtless it is serving in some other capacity at the
present.
Basement
(2 meters below ground level)
189
Cheap Warehouse/Dock
r1
~c;
IT• ilet 0
Off pe
~ [
0
~
r-
~
~
/
m:
\tare 1ous ~
Crates
__, ~-...,-o---r-o.
Crane
D
(2parts)
190
This is a modern, prefabricated storage building without a great deal of sophistication or creature com-
forts. It may or may not be occupied and is probably in bad shape if abandoned (they don't build 'em to
last, these days).
LJ
11 Wll
I nl rJ
II
ll I I
~
r--
r-
r--
r--
~
~
8ld ~
1-- Piers and Quays
t---
191
r~e ~
... Q4"~i:l
192
These pages contain a number of rubble piles and other junk designed to be photocopied, cut out, and
placed over the other floor plans in this chapter in order to convert an intact building into a partially or totally
destroyed one.
Assorted Furnishings
III+E II
EJ Q
!}{]DO
Sample Arrangement
I """'~
~
0 1 2
=I t I I [,-------.,
I
I
I
I
I
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EEB [---
1 ""-"'P
I__,.____ _ ________II
~.
0 1 2
193
194
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 Tles: 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 co'nduct opportunity fire, when the 163. The rate a non-ridden animal uses is up
interfere with each other (such as firing at moving fbrce enters their line of fire. to the referee.
each other), the character with the highest Riding An imals: Horses and mules (and,
Agility goes first. 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 w hatever detail the situation warrants. In less of skill) may ride a w alking 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
In terrupting Initiative Sequence: There In others, the referee can do w ell enough by characters. A character w ith Aiding 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+(Aiding), w hich may be achieved w ithout
quence: If greater detail is needed, the refere~ 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 given 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 w ith the specific ve- breaking a animal's leg in a chuckhole, 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 w as resolved before the step when People may move at four different rates: hap of this sort w ill probably result in a fall, as
the second action would normally be conducted. crawl (two meters), walk (1 0 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
page 204, for more on opportunity tire. this fast. Characters w ho are crawling are The maps and building floorplans included
Ambush: An ambush consists of one or more prone. in Twilight: 2000 are all provided w ith a
195
square grid to control movement and mea- This grid can also be used for outdoor Combat Actions
surement of firing ranges. Two different scales encounters which take place at close quar- A im : Aiming allows the best possble 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 1o- ately before a fire action in order to aim at a
meters from side to side (sometimes referred metergrid is shown again on a two-meter grid. specific announced target. This allows resolu-
to as tactical grid squares). The illustration Note that three large 10-metergrid 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 Rre," 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 dlosen 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 1\vlllght: 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 resutt, 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
Two-Meter Grid • When using the out- a vehicle to move the vehicle during the tum. 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.
• • •••
acter five turns worth of character or which has been visible during the
crawling to move one current turn at some point. Wrth some weap-
square. ons this may be combined with a walk or trot.
• •• • It is possible to
move and fire diagonally
through a square as well
If the fire action is conducted against a target
which the character is currently aiming at
(having expended his or her previous action to
• as orthogonally (straight
up and down or side to
do so), the fire is executed as an aimed shot.
If the fire is made at a target that the
• Two-Meter
side), but the diagonal
distance is greater.
character w as not aiming at, it is executed as
a quick shot. Aimed and quick shots are
Grid Count a square as be- explained on page 202 under "Direct Fire."
ing 50% longer diago- Go Prone/Stand Up: A crawling 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
Football Field 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 1 0-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 comba1turn
act. The possible com- to reload a weapon, although some take longer
bat actions are listed (and thus require several reload actions to
below. finish).
196
Ride Anim al: This is the equivalent of a tars 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: The character moves30 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 characterfreezes
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 fail 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 talk on 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 roil is the same as for panic,
dium [2xshort) range, etc.). The player must blind panic which sends the character scream- above. If a character fails the roil, 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, roll1 D6. 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 playability 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 roil 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, nor do we require charac- NPCs use the same system as PCs. Note attacker and is prepared to fire it.
197
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 fort he throw is considered part of the from behind), no roll is made; the attack
a character has inflicted oontrolling hits on throw action, so does not oount 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. Anhough 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: Agili1y 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). H the opponent, the opponent may be able to block
If both characters grapple, the first one to Agili1y roll is successful, only haH 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: A diving 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 buin up. ance roll. did not count against the character's actions.
St rang ling: Strangling is handled like grap- Avoidance: H 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 Agili1y; (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 oontrolled• beoomes Agility).lftheblowisavoided,theattacker fallsto Hit Location: Hit location is rolled on the
unconscious and begins to suffer head the ground, having missedthetarget.lftheattack 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 tum thereafter, for as long as Effects: H 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. H 1D6+(2xConstitution) of the target.
consciousness per the serious wound rules. attacker is greater than Strength+Constitution Aimed Attac:Ks: 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. Han injured player crawls up
but inflict damage on the attacker. tion for the oomparison. 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 oonducted 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 the throw may not of each other (the same as for unarmed value of each weapon.
be attempted. H 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
objectofthethrow. 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. means that an animal attack cannot be blocked
199
200
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): This 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 a time. Up to 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 8 (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
201
grenade launchers, rocket launchers, and Skill Weapons extreme range are conducted as if at long
some lac missiles) are man-portable, but AUtOgun Automatic cannon or range for purposes of hit difficulty. Note that
many must be mounted on vehicles or heavy grenade launch- scopes have no effect on quick shots.
field carriages (such as howitzers). Projec- ers and machine- For example, a rifle with a printed range of
tile-firing heavy weapons use high explosive guns 75 and a scope would be treated, for pur-
(HE) and other similar ammunition to attack Heavy Gun Large-caliber direct poses of aimed fire, as having a short range
troops and soft vehicles, but many also have fire guns of 90 meters, a medium range of 180 meters,
an array of specialized rounds for attacking Grenade Launcher Non-automatic gre- a long range of 360 meters, and an extreme
armored targets. nade launchers range of 720 meters.
General Procedure: The chance of hit- and unguided anti-
ting a target with individual shots depends armor rockets Firing Range Difficulties
primarily on three things: marksmanship, Tac Missile Guided tactical mis- Difficulty
range, and recoil. The combination of these sile launcher Range Aimed Shot Quick Shot
factors will produce a 020 chance of hitting a Short Average Difficult
target, defined as a task, using the tasks and Aimed Shots: An aimed shot is one which Medium Difficult Formidable
skills rules. The player or referee then rolls takes place after the character has spent one Long Formidable Impossible
1 020 for each shot fired. If the target number action aiming the weapon. A target must be Extreme Impossible Not Allowed
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 oft en 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 to the target. Quick Shots: If more than one shot is fired arms we apon 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
Marksmanshlp:AII 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 we apon 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 f inal hit
Hitting a target with an aimed shot at short number would be reduced by 3 (1 0-7). If the
Skill Weapons range is an Average task. At medium range it character were firing an aimed shot with a
Small Aims (Pistol) RevolVers, automatic is a Difficult task. At long range it is a Formi- chance of hitting on a 7 or less and one
pistols dable task. At extreme range it is an Impos- additional quick shot with a chance of hitting
Small Arms (Rifle) Carbines, rifles, au- sible task. For quick shots, raise the difficulty on a 3 or less, the hit chances would be
tomatic rifles, as- one level. reduced to 4 for the aimed shot and 1 for the
sault rifles, battle Note that a character firing a quick shot at quick shot (all other factors being equal). The
rifles, sniper rifles, long range would have to succeed at an same character firing one shot from the pistol
sporting rifles, Impossible task (Formidable for range, in- would have no reductions in hit chance. While
submachineguns, creased one difficulty level for firing a quick high-recoil weapons can physically be fired
shotguns shot) in order to hit the target. as quickly as low-recoil weapons, it is often
Early Firearms Crossbows, mus- Rifle Scopes: Sniper rifles come with a counterproductive to do so. The effects of
kets, arquebus, all scope fitted to them. Any other rifle may have recoil on automatic fire are different and are
black-powderfire- one fitted at additional cost by a gunsmith treated under "Automatic Fire; page 203.
arms (they may not be initially acquired so Pistol Recoil: Pistols may be steadied by
Archery Short, long, and com- equipped). The printed range on the combat using both hands and bracing oneself. This
posite bows 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.
Four other skills are used as marksman- 15 to the printed range figure when conduct- Two Weapons: If a character is carrying two
ship for the various heavy weapons: ing aimed shots. In addition, aimed shots at weapons at once (one in each hand), he or she
202
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 (1 0 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 4020 rolled for hits instead of 10020 (short l ong 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,• Dice lost achieved counts as three actual hits.
above). A character who fired all five al- Burst Size per point of
lowed bursts would have fired 25 rounds (rounds) extra recoil Movement and Fire
and rolls a total of 25020 task rolls for hits. 3 1 Movement by either the firing character or
If the character had, for example, a Strength 5 1 the target reduces the chance of scoring a hit.
attribute of 2 and a marksmanship skill of 1, 10 2 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 25020 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 10020 per zone is one meter wide one meter away from purposes of determining hits.
burst at short range, 7020 at medium, 4020 the firing character, two meters wide two Aimed shots may be made from a moving
at long, and 1 020 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 (1 0 meters at a range of 10 difficulty level higher. Grounded boats are not
would fire 5020 at short range, 3020 at meters). considered to be moving; unpowered boats
medium, and 1020 at long. Once a player has rolled all of his or her adrift in water are considered to be moving
automatic fi re hit dice and noted how many unless in absolutely calm water.
Dice lost rounds hit, the player takes half of the dice The firing of vehicle-mounted armament
Burst Size per range band which missed (rounding fractions down) and from moving vehicles is discussed under
(rounds) beyond short rolls them again, using the same Impossible "Firing from Moving Vehicles," page 215.
L 3 1 skill roll rolled for the original hits. Each hit Fire From the Saddle: Characters firing
5 2 rolled on this second set of dice is inflicted on while mounted on an animal do so the same
10 3 another target in the danger zone. The ref- as dismounted characters, with two excep-
eree will assign these hits to the other targets, 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 a character'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. A full 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 either the
203
character's relevant marksmanship asset Special Cases h~ 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 M ovement: If the target is moving obscured (in brush, fog, mist, light smoke, entire flight of the missile or~ 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. Hthecharacterish~
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 '1ire 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 order to 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 1O%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 Opport unity 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 w~h 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 ZS0-30-4 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, muhiply 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 ZS0-30-4, 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 are fired in the same way as any
the missile (via wires, laser comm-link, etc.). other small arms fire using the ratings pro-
Magazine This sometimes requires the operator to re- vided with the we apon. If the shotgun fires
main exposed to the target, ahhough some buckshot, however, the rules below apply.
oo• systems use periscopic sights for this reason. Buckshot and flachettes behave as follows.
OOOOLJ A subset of operator-guided missiles is At short range, they are treated as normal
teleguided. Thi s missile also requires the op- single-shot weapons with their listed short-
00000 erator to guide it all the way in, but in this case range damage, as the pattern of buckshot or
00000 the operator views the target from sensors on flechettes has not yet spread out.
00000 the missile itself, and so does not need to At medium and long range, each shot is
00000 remain in the line of sight of the target. Both treated as a 1 0-round burst using the auto-
these types of operator-guided missile are rolled matic fire rule, including the reduction of dice
0 0 000 againsttheTac Missileassetoftheoperator. lfthe rolled for hits for recoil and range (and so is
Caliber9mm? 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 1 06 damage.
given on the combat charts for a tac missile is ~s Some shotguns or flechette-firing weap-
maximum range. Within this range, the chance to ons are capable of automatic fire. The listed
204
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- Type of Round Range Begins
age. At medium or long range, use the range shOtgun Skill Weapon
rule from automatic fire to calculate the num- Buckshot Medium Medium Grenade Launctier All grenad81aui'IC£
ber of dice rolled for hits based on the appro- Flechette Long Medium ers and mortars
priate burst size (i.e., subtracting one die per Large-Caliber Heavy Artillery All indirect fire field
range band from a three-round burst, two dice Flechette Long Short guns, howitzers,
from a five-round burst, etc.). This shows the mortars, and
number of 10-round bursts to be rolled for at As with the automatic fire danger zone, rocket launchers
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 f ired 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 1 010 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 indude the Indirect Fire tiply the result by 20 meters.
effects of recoil, which would further reduce Indirect fire is fire at a target which the firing
the number of dice. character cannot see, following the directions Deviation multiplier
Each hit does 1 06 damage. given to the firer by a forward observer who Type of Weapon (meters)
Buckshot and flechette differ in that flechette can see the target. Only weapons with an Giinide liunctier, rffJe grenade 5
rounds are more aerodynamically shaped, indirect fire range-lFR (listed on the weap- Mortars, guns, howitzers 10
and therefore have better penetration and ons charts}-may use indirect fire. Artillery rockets 20
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 character or 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 1010 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 Scatter Diagram
available, large-caliber flechette ammunition begins, the forward observer must talk to the
Long
is indicated as "Fiech(LC). • These also may firer for six combat turns. After fire has begun,
(1,2)
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 1o-round autofire bursts, not single shots. actions apply as with other communication; in
Second, each rolled h~ 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. 4)
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 (8,7)
create a danger zone at short range, because weapon, the skill of the gunner in command is Sllott
they are treated as single shots at this range: used). If fi~ing a hand-held grenade launcher
205
206
207
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 OP-carrying submunition overhead attacks. and burst. These effects are calculated with
round, consult the SubmunitionsAttack Table the explosion rules above.
on page 207. On the numbers listed under the WOUNDS AND DAMAGE Target Protection: If the target is wearing
Close column on a 010, 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.
percharacterorvehicle 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 106. 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 l ocation : Whenever a character is hit, roll unprotected head.
individual grenades contained in a round. 1010 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 06 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 of -1.1n this case, roll1 06 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
208
extreme range. If a weapon's penetration Outstanding Success: Any time that an Cover Tabla 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. Mufti- 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 06 worth of damage ab- of a foxhole is likewise protected. Any hits
penetrates, and the referee rolls that many sorbed by the armor. Nota 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 lags, 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 M1 6A2 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 taka 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 soma 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
209
210
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 NPCs 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 effect.s 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 fi rst 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 apply to 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. Thes e 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 tum. Concussion damage counts actions making use of slightly injured arms or In either cas e 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-polnt redUction of the "Gunshot Wounds," page 21 0). 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 losing 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 w as 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-<:fitical 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. Th e 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 agalnsthls CON (rollinga9orless) 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 blo<xl. 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 0100 (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 w ounded, th e damage points
than or equal to half Its hit capacity (round regain consciousness, their Strength Is halved are reduced to 14, wh ich is halfway between
down), it is · scratched." If one of a character's (round down) and they also receive an add- the top end of the limb's slightly wounded
body parts has taken damage more than half of tiona! 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 Wo unded NPCs: It is neither necessary nor main In effect).
capacity, it is critically wounded. desirable to keep rigorous records on the num- First A id: 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
211
212
WV (Hum-Vee)
HMM .
h-mobility, multipurpose
The abOve letters stand~~~~s a tour-wheel-drive, ofl·
heeled vehicle . The HM rght scout, utility, and cargo
w vehicle designed as a.' in US. service. It has a
roa~ It has replaced the leep ~er's seat; hOwever,
veh1cle. nt 'C) abOve the comma
eaponsmou '
w pon is provided .
00 wea
Tr Mov: 215/85
com Mov: 50/20
ap. 90 This group of vehicles is moving cross-
Fue I C • country, so the HMMWV card (slowest
Fuel cons: 30 cross-country travet movement> is on top.
213
1 Wind
turn. If a mishap occurs to a ground-contact effects unique to cer-
vehicle (wheeled or tracked), the vehicle has tain types of vessels: Direction
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 fatigue(seepages 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 failu re. It may be that the vehicle twice the listed speed
suffers a collision (perhaps with passenger adds 2 to the die roll.
214
215
Fire Control: Some weapons, almost al- weapon's final penetration value vs. vehides. 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 106.
marksmanship. These are listed on the ve- is either a number followed by th e 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, roll206 and add the total to the listed exploding shell (HE, SM, and HEAP), the
culty levelsduetotarget 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 106, not 206.
the base difficulty level due to range; only to via concussion, burst, and fragmentation as Reactive A rmor 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 TOW 2 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-
Overh ead 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 (not 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 206 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 fi ring 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., APFSOS, of armor. Reactive armor adds 80 to the AV of
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
Damage From Fire tion value is used to resolve the damage card will say if this is the case).
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 01 0 roll to hit an unprotected part ofthe
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. Roll206 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 o f 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: Vehicles which Ms as turret hits. Vehicles without turrets treat all
Note that vehicles are not damaged by a
have composite armor are marked on their "small turret" and '1urret" hits as hull hits.
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 Vehicle Target S ize Table
after the armor
damage personnel, not vehicles, and have a
value. Composite Length
penetration rating which indicates the number
armor is treated as Size Grid Squares Meters Difficulty Mod
of damage dice expended per armor level
penetrated. Small arms damage remains con-
normal armor for 1 1 19 or less
all purposes except 2 2-3 20-39 -1
stant, but the penetration declines over range
hits by exploding 3 4-8 40-89 -2
for penetration values of better than Nil. For
shells (H E, SM, 9-18 90-189 -3
attacks on vehicles, simply divide the number 4
and HEAP). When
of damage dice by the correct penetration 5 19+ 190+ -4
composite armor is
value for range and round down. The resuM is the
hit by an explod- L----------------- -- - ----J
216
A vehicle with both a regular turret and apart. Hulls and turrets each have a front, side, feet. If it is a positive number, read the result
and rear armor value. Tracked and grav
small turret is a special case. If the vehicle is from the chart. The result will read out as
vehicle suspensions have one armor value
hidden with only the small turret raised, "small from one to three damage results and will
which is used when the suspension is hit
turret" hits always hit the elevated small turret, indicate whether these damage results are
from all angles. Wheeled and hovercraft sus-
while other hit results are read normally. If the 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
have a critical damage value, which is listed
"small turret" results, with even rolls treated as APFSDS round has a damage value of 25
in parentheses to differentiate it from armor
small t urret hits and odd rolls as main turret and a penetration rating of 11 0 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 a final penetration value of 117 (11 0+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
penetration of the round before applying it to
and any hit location result in those areas hits Resolution chart, we see the 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 armortoughness 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.)
Vehicle Hit Location parked behind a low stone wall Damage Imp lement ation: See the dam-
Die Vehicle Vessel which the referee decides cov- age tables on the facing page. Find the cor-
1 Hull Hull ers the vehicles's suspension. rect section (minor or major damage, hull, or
2 Hull Hull The stone wall is 30 centime- turret damage) and roll 1D6 once for each
3 Hull Hull ters thick. Stone has a tough- required damage result. For suspension hits,
4 Small Turret Superstructure ness of 0.2, and so the wall has see Suspension Hits below.
5 Turret Superstructure an armor value of 6. Note also that some rolled results convert
6 Suspension Waterline Extent of Damage: Sub- the damage into a different type. For ex-
7 Suspension Waterline 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
+1 to die roll for side shots. etration value of the gun and Turreted Minor Damage Table, the hit is con-
Suspension Damage: Minor damage cuts speed in consult the Vehicle Damage verted into a major turret hit. In this case roll
half; major damage immobilizes. Two minor damage Resolution Chart on page 218. again on the Major Result subtable of the
results equal major damage. 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
217
Vessel Damage
Waterline Hull SUperstructure
Minor Minor Minor
Die Result Di6 Result Die Result
1 Waterline hull 1 1 crewmember 1 1 crewmember
2 Waterline hull 2 1 crewmember 2 Radio/radar
3 Waterline hull 3 Auxiliary mach. 3 SighVvision
4 Waterline hull 4 Auxiliary mach. 4 Secondary
5 Cargo 5 Secondary 5 Secondary
6 Major waterline 6 Major hull 6 Major s'structure
Vehicle Damage
Turret Hull
Minor Minor
Die Result Die Result
1 1 crewmemberlfoader*t 1 1 c rewmember
2 1 crewmember/sensort 2 Loader*
3 SighVVision 3 2 passengers••
4 Traverse 4 2 passengers**
5 Secondary 5 Radio
6 Major turret 6 Major hull
Major Major
Die Result Die Result
1 2 crewmember/main arm.t 1 Engine
2 2 crewmember/maln arm.' 2 Engine
3 Main armament 3 Fuel
4 Main armament 4 Fuel
5 Ammo 5 Ammo
6 Minor hull 6 Ammo
*Loader is either a hit on the auto-loader mechanism or the actual crewmember loading the gun. This becomes a driver hit if neither
are present.
**2 passengers becomes a 1 crew member hit if this is not a passenger-carrying vehicle. Hit is a passenger-carrying vehicle but
no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.
tlf turret is an unmanned remote turret, use the result after the slash.
218
219
220
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 rou nds, 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-centimeter-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 C=5(~. spends an extra five minutes carefully placing
be joined to form larger charges. C: Concussion DP: Damage points. 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 DP=2[(C+5)2]. The PC divides the penetration value of 50 by
Is defined as one or more sticks of dynamite and/ C:Concussion OP:Numberofdamage points the reinforced concrete's toughness of 0.4, ob-
or blocks of plastic explosive connected to each needed to arrive at a certain concussion. 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 value of 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 (5-1 0 ments. However, these are usually produced by passesoverthem.Antitank mines are detonated
1D1 0) or a complete dud (1-4 on 101 0). A the destruction of the object being demolished. by vehicles.
hangfire will detonate 1D 10 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 Psnstration:The base penetration of a demo- 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 amine.
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 a freestanding girder.) charges can be used to breach walls, armor are actually at work here other than simple
Effects: Uke 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
221
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 fi re 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
chance of detonation is 0.008 per square Personnel passing over the tripwire will deto- and standard antipersonnel minefields already
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 average 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 any time, 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 0.1
D1 00 (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 ofthe blast (predetermined when CHEMICAL WARFARE
could have rolled a D 100 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-
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 ROM 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
then an additional attack is made against the lery. The two types of R0 M 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 first type delivers antitank mines, Characters may suffer fragmentation dam-
Detection: Detection of a minefield is an while the second delivers antipersonnel mines. age if they are within the burst radius of the
Average task using either Combat Engineer or Because the antipersonnel mines are smaller, round or grenade, but since such weapons have
Observation skill.lt 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 106+2 damage
or mounted. Detection of a camou fl aged 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- a fragment. 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. FASCAM Density Table not form immediately. When the round hits, the
Probing and marking mines is an Average Type Density Dimensions of Mined Area referee should secretly roll 106 to see how
task using Combat Engineer skill and a Difficult RDAAM .01 250m (25 squares) by 250m many combat turns it will take the cloud to form.
task using Observation. Failure indicates that a RDAOM .04 250m (25 squares) by 250m 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 first30 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 ROM, play- of dense smoke, then another turn ofthin smoke,
(1 0 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 251 0-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
nearing 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
222
flee the cloud and spend one turn recovering. to the chest requires one atropine injection to Encounter Ranges
In addition, for each minute that a character is arrest the effects of the nerve gas. A character Te"ain Range
in contact with an irritant gas cloud, the char- who has suffered a critical injury to the chest Open 101~m
acter must succeed at an Average check of requires two atropine injections to arrest the Hill 1 01 Ox1 OOm
Constitution to avoid being overcome by the effects. Once injected with atropine, the charac- Swamp 101 Ox30m
gas. ter is incapacitated (disoriented, confused, and Woods 1 01 Ox1 Om
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 106 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-
20tums. 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
206 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 106 hits per severely. Dense smoke blocks visibility com- night. Image Intensifiers 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 seethe beam of an lA spotlight (see
agent is the same as for a blood agent. A blister vehicles, small structures (such as bunkers), immediately below). lA 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 lA
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 lA 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. lA 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 On other words, pitch- White Light Spotlight: A white light spotlight
Ing convulsions and respiratory failure. It can be black) and 5 a dear 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 106 points of damage to the meters times the background light level. Visibil- weather.
head and 1 06 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 (FLIR),
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 ot 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.
223
224
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 forfood 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 thatturn 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
a number to roll under on 1010. 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.
225
226
its borders to refugees (ahhough 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 under the fields, cantonments around it, and disputed
not unbearable.lndustry 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 under the
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 8evastated 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 cuhures, 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 ahhough 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 Hercegovenia for 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 nowcontrolsonlythecity consist largely of independent, insular or can- 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 under the 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.
Kilometers
227
Brussels
•
R.
Paris• ~
--·""~ ~)
FRANCE ~ ;
5
Q~
If
u
Sardinia
Q •
- Balearic Islands
~Malta
MOROCCO
ALGERIA
228
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
SWEDEN •Moscow
•Minsk
•
Volgograd
• Kiev
THE UKRAINE
Rostov-na-Donu
Key
• Cities
·~ Rough and/or
ocrete Mountainous Terrain
.___ River
229
Erin Tabakovic (Order #36286371)
Twilight: 2000 GDW
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 (1 000 men): Szadel, Uniejow Encounters chapter).
of central control. The following is a listing of (lodz).
major Eastbloc units in the area, along with Sov 21st MRD (3000 men, 8 tanks): Kalisz, OTHER ARMED
their strength 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 Pol1 Oth TD (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, HO: 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: 8GB: Border guard brigade put.
CD: Cavalry division (C): Cavalry GCD:Guards WEST CENTRAL POLAND T he 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 G7D:Guards tank division MarD:Marine 1st Soviet Guards Tank Army, HQ: Skwi- tance as Rlipowicz has at least exterminated
division MRD: Motorized rifle division Po/: Polish erzyna. the marauders and kept other armed bodies
Sov: Soviet 7D: 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 (1 000 men): Slupsk, Ustka Sov 1st TD (3000 men, 9 tanks): Witnica. holds north toward Czestochowa. For the
(l ebork). Bth 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 131 st MRD (2000 men, 16 tanks): direction. He knows that sooner or later the
Pol 19th CD (600 men): Malbork. Swiecko. Soviets w ill 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, HO: 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 (1 000 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 1 03rd 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) (1 00 men): Niesky, It is well protected by woods on three sides,
1st Polish Tank Army, HQ: Pi Ia. 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, HQ: 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 8GB (1 00 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 (1 000 men): Peit.z , Germany. T he 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, (Wioclawek). 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.
230
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 Dl· 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, w hile 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 t riangle 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 Malborl<. 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 RHie 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 some what
at any one time, but the rest can be called up division, who spend mostoftheirtimefighting 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 1Oth 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 mer. or. ~oot ir. the forest part of the region
just northwest of Warsaw. Koronev and his cleaned out the ma-
231
. liN
• Golven
Key
Swamp
..__--.,. River
... Road
·:~.::~: Rubble
• @
Major City
City
• Town
• Rough
Woods
~
y•ll• -
~ I>
e Forl St John ~
• Punc:t Otorge
Edmonton •
• Bowden
4'-
e lloydmln•t•r
<'~ "
Vancouvet
,Chilliwack
•C•ro••Y l<•m:•::o:n~~~
Moou Jaw • '\
Winne peg •
e Fanchlld AFB
. -o:~n~ ;-0:·k;A·Fo; -··-. - ··-·
MtlmSitOm AFB M inot AFB •
Ollul AFB •
Warren AFB •
KanUI' Clly e
Eldorado •
Wood Rlv: r
Scoll AFB'
Sugar cr .. k
• ltwrtnetvlllt
CaUtttst>urg
.
Ponca Clly e
• Tulaa • Blytheville AFB
234
235
Erin Tabakovic (Order #36286371)
Twilight: 2000 GDW
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 ern 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.
236
The Canadian military controls most of Asia Local despots rule the remaining areas of
Ontario and various cantonments scattered agricultural potential, and life is nasty, brutish
throughout the rest of the country under au- China: China was subjected to nuclear and and short in the less damaged regions-it is
thority of a proclamation of martial law. conventional attacks by the Soviet Union, and nonexistent in the war zones.
Alberta is effectively independent, and central government has ceased to exist. Lo- Korea: The newly reunified Republic of
Saskatchewan is in disorder, being infested cal government is now largely in the hands of Korea came to the assistance of the Chinese
with marauders and split into insular com- warlords, some of them former military com- early in the war and was subjected to limited
munities. manders (and most of them Chinese). Soviet nuclear attacks by the Soviets. Although the
Soviet troops control Princess Charlotte troops have established numerous quasi-in- capital at Seoul was destroyed and several
Island, to the dismay of the local inhabitants dependent cantonments in the area from ports were severely damaged (they are now
(the islands count as terrorized). Manchuria west to the Gobi Desert. Tibet is devastated), most of the rest of the country is
Mexico: Pemex refineries were among the effectively independent and is largely orga- organized under martial law, and is an island
first to be hit by nukes (as part of the destruc- nized under local warlords. The industrial cit- of stability in a sea of disorganization. Re-
tion of neutral nations' refining capacities, to ies of the east and the coastal ports were also suming its reputation as the "Hermit Kingdom,"
deny their use to the enemy). In an attempt to heavily damaged, and are destroyed or in Korea is now extremely xenophobic and dis-
distract domestic critics from internal prob- anarchy. The fertile river valleys are organized; trustful of strangers.
lems, the ruling PAl (el Partido Revolicion- the mountain and nomadic communities of the Indochina: Indochina was invaded by the
ario lnstituciona/, the Institutional Revolution west are independent or insular. Chinese as it became apparent that the Soviets
Party) and PPS (e/ Partido Popular Social- J apan: The war with the Soviets over planned to use Cam Ranh Bay as abase against
ista, Popular Socialist Party) coalition in Sakhalin Island and the Kuriles brought Ja- them, but they were rapidly thrown back by the
Mexico took advantage of the alleged pan under nuclear attack in late 1997. Japa- Vtetnamese Army (which took considerable ca-
American mistreatment of Mexican refugees nese industry was heavily damaged, and To- sualties). Cam Ranh Bay and Haiphong were the
as an excuse to start a war with the gringos. kyo was all but destroyed. Martial law was targets of nuclear attacks and were devastated.
The intended distraction did not work, and as never formally proclaimed, but most areas are Most of the coastal communities are independent
the war ground to a standstill, the army and governed by military officers who hold both or insular underlocal warbrds.A resurgent Khmer
internal opposition revolted against the coali- civil and military positions. Each community Rouge is activein Cambodia against the remnants
tion in Mexico City. counts as insular or independent, although of the Vietnamese Army (the country is mostly
Mexico is now divided into various regions, they all are nominally under central control. cantonments and disputed, with areas recently
each loyal to one of four different contenders The large cities are devastated, mostly from under Khmer Rouge in a terrorized state). Thai-
in the Mexican Civil War of 1999. The large the civil unrest that followed the breakdown land was largely untouched by the war and re-
cities, the mountain regions, and the jungles of the world economy and the cessation of mains militarily strong, but incredibly corrupt (or-
are in a state of anarchy. Army units of mixed foreign imports. ganized).
(or no) political loyalty occupy cantonments India/Pakistan : The war between India Afg han istan : Afghanistan is in civil disor-
in Mexico and in the United States, sur- and Pakistan resulted in an exchange of der, and any central government has ceased
rounded by disputed regions. Insular com- nuclear devices which effectively destroyed to exist. Local strongmen rule the country from
munities are strung out along the Pacific and central government in both nations. Massive local cantonments, enforcing their will with
Caribbean coasts, eking out a sparse exist- civilian casualties and the total breakdown of brute force. The countryside is made up of a
ence by subsistence agriculture and deep-sea government and society have resulted in what scattering of insular communities in a sea of
fishing. is perhaps the most devastated area on earth. devastation and chaos.
237
Erin Tabakovic (Order #36286371)
3:
c
<!'
U.S.S.R. Nuclear Targets
c::r
• Piesetsk
• Minsk \1 Kostroma co
Moscow • l leykovo M
• Lvov
K. Ramenskoye• .Yoshska~-OI!Nizhniy Tagil
~Perm
N
1ev• Komsomol,s k • U • Sverdlovsk
• Pervomaysk Syzran• • Kuybyshev Omsk
/1 • • • eUzhur Jlchita
lrkutsk~fovyan~ey~
Votgograd • Kartaly Petropavlovsk Novosibirsk
Rost. .f:O
ov-ev•Kapustin Yar • Dombarovskiy eAieysk
na-Donu
0 Sary-Shagan~
0 1000
Kilometers
j}
Alma-Ata
Tashkent • •
Leninsk-Tyuratam•
0
0
0
-..
N
.s=
·-
0)
~
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
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 after the 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 kilo me· 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).
239
Erin Tabakovic (Order #36286371)
Twilight: 2000 GDW
240
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. Ashortwarwas 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 P~ffic islands were not directly damaged by
Nicaragua: Nicaragua escaped the war terrorized~. Columbia, Equador, Chile, and the the war. Conditions on most islands aren't 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 (althoughthe~ualnumbersaresmaDonaglobaJ
to keep order (organized, with small areas in
Australia scale). Most islands are organized (Carolinas,
anarchy or disputed in the mountains). Australia was largely untouched by the Marshalls), terrorized (Hawai, Tahiti), or in ana!d1y
Argentina/Brazil: The Argentineans at- nuclear exchange, but the global panic which (Oahu, where Honolulu was nearanuclearstrike)
tempted to reoccupy the Falklands!Malvinas followed left its mark on both the cities and depending on the prewar demographics.
241
242
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
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 se rio us effect is However, slight illness is possible, and the in the stool and vomit. O nset of serious illness
achieved. A dash(-) on the chart means the character must roll 6 (1x6) or less to avoid it. is 206 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, 1 06 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 radiation illness.)
he must roll 3 (0.5x6) or less. He rolls a 2, and Incapacitation lasts 106 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
Slight Serious to 2). He rolls a 7, and fails. Note that he could required is the same as for acharacter with a
Rads Illness Illness Death not have avoided slight illness. serious wound to two body parts-or two ad-
50 1.0 The referee checks for radiation illness for ditional body parts if the character is already
100 0.5 1.0 the character but does not inform the player wounded (see page 211 ). General illness, ap-
300 0.2 0.5 1.0 of the result. Instead, the referee informs the proximating the effects of slight illness listed
400 Auto 0.2 0.5 player of his character's symptoms as they above, will persist for 1 06 weeks.
600 Auto Auto 0.2 occur. Death: The character f irst suffers from
800 Auto A uto Auto Slight Illness: The character suffers nau- slight radiation illness and t hen from serious
sea. vomiting, and headach es. Onset is 106 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 d etermine his target number Strength, Agility, and Intelligence halved for within 30 days of exposure) t he character
(round fractions up). Roll 1 0 10. If the num- the duration of illness. Symptoms will last for dies.
243
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 1\vlllght: 2000 is the prospect of diseases which do not then affect them, but cating that it is). The referee rolls a 010 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 Forthe purposes of disease, there are two Animals: Contact with diseased animals
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, dick.ering over the purchase disease. The referee should consult the de-
244
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
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 I ofthedisease; 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. A disease spread through erly resu~s 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 difficu~y or suc- D1 0 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 cha~acters must roll Average: Con- abdominal pain and diarrhea. The referee character recovers as a resu~ 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 D 10 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 D1 0 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 affect on
Exampfs: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 she~er). Wood's Medical
taminated by dysentery. Monk fails his roll to on page 148 (-1) and inadequate she~er (-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 atthe receives no other ill effects, and the rest of
the infection number is 3, making the chance end of Phase I, using aD10.1fhefailsthe 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 mora dangerous).
245
246
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000
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 level2 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 level3. Plague (Bubonic And Pneumonic) Misdiagnosed As:Anyotherdisease, but
Transmission : The bubonic fo rm 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 specffic
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 A s: Minor disease. nodes, severe abdominal pain. Pneumonic: Course of t he 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 11:2D10 days.
Phase 1: 5 days. disease. Base Recovery Number: 18 to 22.
Phase II: 10 days. Treatment: Bubonic: Antibiotio-(+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 Debi lity: With treatment, phase II); relieve pain and fever(+ 1); antibi- none; without, fatigue at level1 for 1D6 days.
none; without, fatigue at level 2 for 2 weeks. otict (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 1: 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 1: fever, malaise, sore days. used for normal conditions and strong forms
throat. Phase II: severe pain, excessive sali- Base Recovery Number: Bubonic, 21; (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. Postreoovery Debility: Fatigue at level2 Antibiotic+: Administration of a gram
Treatment: The 14-<lay DE Vaccine Se- for 15 weeks. positive antibiotic.
ries (+8 in phase I, + 1 in phase II). (Preex- Antibiotic-: 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 Antibiotic±: Administration of a broad spec-
Course of the Disease: of minor (but debilitating) diseases too nu- trum (both gram positive and gram negative)
Incubation: 106 weeks. merous to detail specifically. antibiotic. These do not always WOf'k as well as a
Phase 1: 2 weeks. Symptoms and treatment may be adapted positive or negative antibiotic alone.
247
MACHINEGUNS
AAT-52: A708: $400 (AIR).
MAG(M240, L7A2GPMG): Price:$1500 (SIR).
M60: Price: $1500 (SIR).
11 lll(~l~ J..IS'r
This listing is for lhe referee and players when M3A1 : Price: $300 (SIR).
M214: Price: $10,000 (AIR).
MG3: Price:$1500 (SIR).
PK: Price: $2000 (RIS).
Vz-59: Price:$1500 (AIR).
purdlasing ~ipment It shows only lhe price and M12: Price:$400 (RI-). HEAVY MACHINEGUNS
availability codes. Items are grouped by broad M1n: Prios:$750 (SIR). DShK: Price: $2000 (CN).
categories (melee weapons, pistols, etc), and are M231: Price: $300 (V/C). KPV: Price: $3000 (SIC).
arranged alphabetically within category. MAT-49: Price: $300 (SIR). M2HB: Price:$1600 (VIC).
MP-5: Prios: $400 (CIS).
MELEE WEAPONS PPSh-41 : Price: $300 (-.'S). GRENADE LAUNCHERS
Axe: Prios: $50 (VN). Uzl: Price:$500 (VIC). AGS-17: Price:$3000 (RIS).
Bayonet: Price: $20 (CIC). Vz-24: Price: $300 (RIS). BG-15: Price:$700 (-IS).
Club: Prios: Usually free for lhe taking (VN). Vz-01 /62 Skorplon: Price: $250 (RIS). HK-69: Price:$500 (SIR).
Hatchet: Prios: $20 (VN). M203: Price: $500 (CIS).
Knife: Prios:$5 (VN). ASSAULT RIFLES Mk-1g: Price: $5000 (SIR).
Machete: Price: $50 (CIC). AK-74: Price:$300 (CIC).
Spear: Prios: $10 (VN). AKM: Prios:$300 (CIV). ROCKET LAUNCHERS
Garotte: Price: Usually improvised (VN). AKMR: Price: $300 (CN). Armbrust Price: $200 (SIR).
AR-70: Prios:$500 (RI-). cart Gustav: Prios:$800 (CIS).
BOWS FA-MAS: Price: $500 (AI-). Folgore: Price: $1200 (CIS).
Crossbow: Prios: $350 (CIC). FN-FNC: Price: $500 (CIS). LAW 80: Price: $300 (AI-).
Hunting bow: Price: $300 (C/C). L85 (IW): Prios:$1500 (AIR). LRAC F1 : A708: $4500 (RI-).
M16A2: Price:$400 (V/C). M12 SMAW: Prios:$3000 (AIR).
REVOLVERS AND M71 : Prios: $450 (AI-). M72A1 LAW: Price:$180 (SIR).
SINGLE-SHOT PISTOLS M136: Prios:$200 (CIS).
.38 Special (Revolver): Price:$450 (CIS). SPORTING RIFLES RPG-16: A708:$1000 (SIC) .
.38 Special Snubnose (Revolver): Prios:$375 .22 Bolt Action: Price:$150 (C/C). RPG-18:Prios:$1000 (SIC) .
(CIC). .22 Semiauto: Price:$100 (CIC). RPG-75: Price:$300 (-IR).
•44 Magnum (Revolver): Prios: $1250 (RI-). •~: Price: $300 (CIS) .
.357 Magnum (Revolver): Price:$450 (CIA). .~: Price: $250 (CIS). ANTITANK MISSILE LAUNCHERS
Black Powder Pistol: Prios:$125 (SIS). Mauser Bolt Action: Price: $150 (CIC). AT-3 " Sagger": A708: $6000 (RIS).
Zip Gun: Prios:$75 (VN). AT-4 "Spigot": A708:$3000 (SIC).
SNIPER RIFLES AT-5 "Spandrel": Price: $6000 (RIS).
AUTOMATIC PISTOLS C3 (Par1<er-Hale): A708: $400 (AIR). AT-7 "Saxhorn": A708:$1200 (-IR).
•22 (Automatic): Prios:$50 (CIC). FR-F1: Price: $900 (AI-). Dragon PIP: A708: $1200 (RI-).
.380 (Automatic): Price:$100 (C/S). L42: Price: $400 (AIR). HOT: Price: $4500 (SIR).
HP-35: Price: $150 (SIR). M21 : Prios:$400 (SIR). MILAN II: Price:$6000 (RIS).
M9 (M92S): Prios:$150 (V/S). M40: A708: $700 (RIA). SWingfire: Prios:$3000 (SIR).
M1911A1: Price:$100 (CIS). PSG1 : Prios:$600 (RIA). Tank Breaker: Prlos:$5000 (SIR).
M1933 Tokarev: Price: $100 (RIC). SVD: A708: $500 (RIS). TOW 2: Prlos: $10,000 (SIR).
P-04: Price: $170 (RIS). Vz-54: Price: $300 (AIR).
P7 M13: Price: $150 (V/S). LARGE.CALIBER GUNS
PA-15: Price:$150 (SIR). SHOTGUNS AND HOWITZERS
PM Makarov: Price:$150 (SIV). Double: A708: $200 (VN). 122mm D-30 Howitzer: Price :$50,000 (SIC).
Vz-52: Price: $100 (RIS). H&K CombetAssaultWeepon: Aice:$000 (C/R). 125mm Gun (Rapira-3): Prios:$50,000 (RIS).
Pump: Prios:$300 (VIC).
BATTLE RIFLES Semiautomatic: A708:$300 (VIC). MORTARS
FN-FAL: Prios: $600 (SIR). 60nvn: Price:$5000 (CIS).
G3: Price:$500 (CIA). AUTOMATIC RIFLES 81mm: Price:$10,000 (CIS).
L1A1 (FN-LAR): Price:$600 (SIR). L86A1 LSW: A708:$1500 (RIA). 82nvn Vasilek: Price: $20,000 (RIS).
M249: Prios:$1500 (SIR). 60/81/82mm Wo)o Combo : Price: $8000
SUBMACHINEGUNS RPK-74: Prios:$1000 (SIC). (C/C).
AKR: Price:$300 (SIC). RPK: Price:$1000 (SIC). M120 120mm: Price:$12,000 (C/S).
AMD-65: Price:$300 (RIS). 120mm: Price:$15,000 (C/C).
G11 : Price:$400 (SIR).
1.2A3 Sterling: Price:$600 (CIS).
248
249
152mm CHEM: Price:$500 (FVS). Freezer, Small: Price: $100 (SIS). Telescopic Rifle Sight: Price:$500 0/IV).
152mm IUUM: Price: $500 (FVR). Portable Heater: Price: $200 (C/C). Thennal Sight: Price: $5000 (AIR).
152mm Powder Charge: Price:$60 (CN). Refrigerator, large: Price: $1000 (SIS). White Ught SpoUight: Price: $100 0JN).
155mm HE: Price:$500 (CIS). Refrigerator, small: Price:$100 (C/C).
155mm HEAT: Price:$750 (CIS). RADARS
155mm ICM-DP: Price:$3000 (FVR). HAND TOOLS Artillery Counterbattery: Price: $200,000
155mm WP: Price: $1000 (SIR). Aircraft Tools: Price: $2000 (FVR). (FVR).
155mm CHEM: Price:$500 (SIR). Arc Welder: Price: $500 (SIS). Ground Surveillance: Price: $40,000 (SIR).
155mm IUUM: Price: $500 (SIR). Basic Tool Kit: Price:$200 0/N). Mortar Counterbattery: Price: $1 00,000 (SIR).
155mm FASCAM: Price:$5000 (FVR). Construction Tools: Price: $500 (C/C).
155mm Powder Charge: Price:$60 0/IC). 8ectrical Repair: Price: $500 (C/C). LASER DESIGNATORS
8ectronic Repair: Price: $1000 (SIS). Man Portable: Price: $1000 (SIR).
MORTAR ROUNDS Excavating Tools: Price: $300 0/N). Vehicle Mounted: Price: $2000 (SIR).
60mm HE: Price:$300 per case (CIS). Heavy Ordnance Tools: Price: $750 (SIS).
60mm WP: Price: $600 per case (SIR). Lockpick Tools: Price:$20 0/N). NBC EQUIPMENT
60mm ILLUM: Price: $300 per case (SIR). Portable Machine Shop: Price:$75,000 (FVR). Chemical Defense Suit: Price: $1 000 (SIC).
81mm HE: Price:$150 per case (CIS). Power Hand Tools: Price: $500 (C/C). Chemical Sniffer: Price: $500 (C/C).
81mm WP: Price:$300 per case (SIR). Small Arms Tools: Price: $200 (SIS). Gas Mask: Price: $150 (VIV).
81 mm ILLUM: Price: $150 (SIR). Tracked Vehicle Tools: Price: $1000 (SIS). Geiger Counter: Price: $500 (C/C).
82mm HE: Price:$300 per dip (SIC). Wheeled Vehicle Tools: Price: $500 (C/C). M256 Chemical Detector Klt: Price:$20 (SIR).
82mm HEDP: Price: $600 per d ip (FVS). Optical Chemical Sensor: Price:$2000 (SIR).
82mm WP: Price:$300 per case (FVS). RADIOS Steam Decontamination Trailer: Price:$5000
82mm ILLUM: Price:$150 per case (FVS). O.Skm Hand: Price: $250 (CIC). (SIC).
120mm ICMDP: Price:$2000 per case (AI-). 1/6km Manpack/Vehicular: Price: $500
120mm HE: Price:$200 per case 0/N). (S/S). MEDICAL SUPPLIES
120mm WP: Price:$400 per case (SIS). 1/6km Secure Manpack/Vehicular:Price: Anesthetic, Local (100 Units):Price: $1 000
120mm CHEM: Price: $250 per case (SIS). $1500 (SIS). (FVR).
120mm IUUM: Price: $200 per case (SIR). 13km Vehicle: Price:$1500 (S?S). Anesthetic, Total (1 00 Units): Price:$1 000
13km Secure Vehicle: Price:$6000 (FVR). (FVR).
Antibiotic (100 Units); +, -, & ± Varieties:
Miscellaneous VISION DEVICES Price: Uquid, $500; oral, $750 (FVR).
EXPLOSIVES 4K Binoculars: Price: $100 0/N). Antifever (1 00 Units): Price: $500 (RIA).
Dynamite Stick: Price:$1 0 per quarter-kilogram 25x Image Intensifier: Price: $2500 (SIS). Atropine (100 Units): Price:$500 (FVR).
stick, $750 per case of 100 sticks (CIC). IR Goggles: Price: $250 (C/C). Atropine (Autoin)ector): Price:$75 per kit of 10
Engineer Demoli tions Kit: Price: $750 (C/C). IR SpoUight: Price: $150 (C/C). (RIA).
Mine,Antipersonnel: Price:$50, $200 per case Starlight Scope: Price: $1000 (FVR). Blood, Whole (1 Unit):Price: $25 (SIS).
(C/C). Pain-Reliever, Mild (1 00 Units): Price:$500
Mine, Antitank: Price: $1 00, $200 per case (FVR).
(SIS). Personal Medical Kit: Price: $1000 (SIS).
Mine, Directional: Pries: $250, $800 per case Plasma (1 Unit): Price: $10 (SIS).
(SIR). Sedative, Mild (100 Units): Price: $500 (RIA).
Plastic Explosive: Price: $30 per one kilogram Sedative, Strong (1 00 Units): Price: $500
block, $650 per case of 20 blocks (SIR). (FVR).
Surgical Instruments: Price: $2500 (RIA).
GENERATORS
1.5 kilowatt: Price:$200 (C/C). BODY ARMOR
5 kilowatt: Price: $700 (C/C). Kevtar (BaUistic Nylon) Helmet: Ate:$100 (CJS).
10 kilowatt: Price: $1200 (SIS). Kevlar (Ballistic Nylon) Vest: Ate: $800 (CJS).
60 kilowatt: Price: $8000 (SIS). Rak Jacket: Price: $400 (C/C).
100 kilowatt: Price: $15,000 (FVR). Steel Helmet: Price: $50 (C/C).
500 kilowatt: Price: $50,000 (FVR).
PERSONAL GEAR
STILLS Basic Load: Free upon creation of character.
Small: Price: $500 0/N). Combat Webbing: Price: $10 0JN).
Medium: Price: $2500 0JN). Fatigues: Price: $50 0/N).
Large: Price: $200,000 (C/C). Rashlight: Price: $20 (C/C).
Pack: Price:$20 0/N).
HEATERS AND COOLERS Parka: Price: $1 50 (C/C).
150-Uter Water Heater: Price: $1500 (C/C). Shelter Half: Price: $25 (CIC).
Field Cooker, Military: Price: $1000 (CIC). Sleeping Bag: Price: $50 (CIC).
Freezer, Large: Price: $1 000 (SIS). Thennal Fatigues: Price: $100 (SIS).
250
OTHER EQUIPMENT 5000-liter (~ton) Tank Truck: Price:$15,000 Laopard 2 (1): Price:$650,000 (SIR).
20-Ut« Jerrycan: Prlce: $25 C//V). (CIC). M1 : Price: $600,000 (RIR).
Air Compressor: Pric6: $200 (RIR). 10,000-Uter (10-Ton) Tank Truck: Price: M1A1 : Prlce:$650,000 (RIR).
Air Tank, Aqualung: Prlce: $100 (CIC). $25,000 (SIS). M1 A2: Price: $700,000 (AIR).
Aqualung: Pric6: $300 (CIC). Bicycle : Price: $100 fYIV). M48A5: Price: $350,000(SIR).
Food, Domostlc: Abl:$4 per kg C>JN). Cart: Price: $500 C/N). M60A3: Prlc9: $350,000(SIR).
Food, MRE or Equivalent: Prlce:$8 per kg Civilian car: Price:$6000 fYN). T-72: Price: $400,000 (AIR).
(SIS). HMMWV (Hum-Vee}: Price: $20,000 (CIS). T-80: Price: $500,000 (AIR).
Food, Wild: Prlce:$2 per kg fYN). Motorcycle: Price: $5000 C//V). T..QO: Price: $600,000 (AIR).
Horse Tack: Pric6: $50 (CIC). UAZ-469: Price: $8000 (SIC). T.SS: Price: $300,000 (RIS).
Pack Saddle: Prlce: $40 (CIC). Wagon: Prlce:$1000 fYN).
Raft, Inflatable: Prlce: $500 (CIC). SELF-PROPELLED ARTILLERY
Rebreather Recharge Kit: Prlce: $100 (RIR). INFANTRY FIGHTING VEHICLES M1 09A21A3: Price: $300,000 (AIR).
Rebreather: Pric6: $400 (RIA). AIFV: Price: $80,000 (RI-). S0-122: Price: $200,000 (AIR).
Skis, Cross-Country: Prlce: $250 (CIC). AMX-10P: Prlce:$100,000 (SIR). S0-152: Prlce:$250,000 (AIR).
Tent, 4-man: Prlce: $100 (CIC). BMP-2: Price: $150,000 (RIS). ZS0-30-4: Price: $1 00,000 (AIR).
Tent, 1!knan: Prlce:$250 (SIS). BMP-3: Price: $175,000 (RIS).
Reactive Armor Block: Price: $5000 each (R.fl). Warrior (MCV-80): Price: $250,000 (SIR). ANIMALS
M2A2 Bradley: Price: $200,000 (SIR). Camel: Price: $1200 (SIC).
FUEL M113A3: Prlce:$75,000 (SIR). Elephant: Price: $20,000 (RIS).
Avgas: Pric6: $60 per liter (RIR). Marder: Price: $200,000 (SIR). Horse (Broken): Price: $2000 (SIS).
Gasoline: Pric6: $48 per liter (RIR). Horse: Price: $1 000 (SIS).
Diesel: Price: $40 per liter (RIR). ARMORED PERSONNEL CARRIERS Mule: Price:$600 (SIS).
Ethanol: Prlce:$8 per liter fYN). BTR-80: Price: $75,000 (SIC). Ox: Price:$600 (CIC).
Methanol: Price: $4 per liter C//V). OT-64: Price: $80,000 (SIC).
Coal: Prlce:$18 per kg (SIS). BOATS
Wood: Prlce:$4 per kg fYN), or free if in woods. LIGHT COMBAT VEHICLES Barge: Price: $50,000 (CIC).
BRDM-4: Price: $50,000 (SIC). Medium MoiDI'boat: Price: $20,000 (CIC).
UNARMORED CARGO VEHICLES LAV-25: Price: $100,000 (SIR). PBR: Price: $40,000 (RIA).
1-ton cargo Tnuler: f'rice:$1000 fYN). M8 AGS: Prlce:$250,000 (RIR). River TUg: Prlce: $200,000 (SIS).
:21/~Ton
Truck: Pric6: $15,000 (CIC). OT~ FUG: Prlce:$45,000 (SIC). Small Motorboal: Prlce: $10,000 (CIC).
'I~TonTruck: Pric6: $10,000 (SIS). Small Sailing Boat Prlce: $5000 (CIC).
~Ton Truck: f'rice:$20,000 (SIS). MAIN BATTLE TANKS Torpedo Boat: Price:$100,000 (AIR).
M9n HEMTT: Prlce:$25,000 (SIS). C-1 "Ariete": Price:$700,000 (SIR). Very SmaD Open Boat: Prlce: $1 00 (CIC).
1 000-Uter (1-Ton)TankTraller: Prlce:$1 000 EPC " LeClerc": Price: $700,000 (SIR).
(VN). Challenger 2 : Price: $850,000 (AI-).
Leopard 1: Price: $420,000 (SIR).
251
Human/Animal
Melee Weapons
Hit Location Weapon Range Hit Mod. Damage Value
Die Bie_ed Quadrue_ed Bottle S 106+2
1 Head Head Knife* S +2 106
2 Right arm Forequarter Hatchet S 1D6+(Strength+2)
Club S -1 1D6+(Strength+2)
3 Left arm Forequarter
Bayonett L +1 1D6+(Strength+2)
4 Chest Forequarter 106+(Strength+2)
Spear L
5 Abdomen Chest Au L ~ 1 D6+Strength
6 Abdomen Chest Machete L +1 106
7 Right leg Abdomen Garotte S +1 Special··
8 Right leg Hindquarter *Including bayonet, when not on rifle.
9 Left leg Hindquarter tWhen on rifle. ··unarmed Combat Damage x2.
10 Left leg Hindquarter
Biped: Table assumes fronVrear shot Combat Movement
Side Shot: Far side hit equals near side hit.
Prone Biped: Table assumes top shot. Animals Walk!TroVRun Vehicles On/Off Road/Water
Side Shot: Far side hit equals near side hit.
Front Shot: Leg or abdomen hit equals miss.
Bear, Bison, & Camel 10/20/40 Challenger 2 30/25
Rear Shot:Head, arm, or chest shot equals miss. Boar 6/1 0/30 Civilian car 50/8
Quadruped: Table assumes side shot. Dog, other canines 15/30/60 EPC "Leclerc" 35/30
Front Shot: Hindquarters or abdomen hit equals
miss. Elephant 10/20/30 HMMWV 50/20
Rear Shot: Head or forequarters hit equals miss. Fowl 6/20/80* KvP-92 55/45
Game, Wild Cattle 10/20/40 LAV-25 45/20/6
Grazer 10/20/60 Leopard I 30/20
Body Armor Horse 10/30/60 Leopard II 35/25
Protection Large Cat 15/30/60 M1 35130
Typ9 AV H9ad Ch9st!Abd. Mule 10/20/40 M1A1 30/25
Flak jacket 1 No Yes Ox 10/20/30 M1A2 30/25
Kevlar vest No Yes Rhino 6115/30 M8AGS 35/30
Steel helmet 1 1-3 No liger 10/20/40 M 109A2/A3 25115
Kevlar helmet 1 1-4 No *Walk/Trot/Fly M113A3 30/20/4
M2A2 Bradley 30/25/4
Humans Crawi/Walk!TroVRun M48A5 25/15
Human 2/10120130 M60A3 25/15
Scatter Diagram M977 HEMTT 40/15
Vehicles On/Off Road/Water Marder 35/25
Long
(1,2) 21/2-tOn truck 40/8 Motorcycle 45/20
3
/4-ton truck 45/8 OT-64 45/20/6
5-ton tank truck 40/8 OT-65 FUG 40/15/6
5-ton truck 40/8 SK-25 55/45
10-ton tank truck 40/15 S0-1 22 Akatsiya 30/20/2
AIFV 30/20/4 S0-152 Gvozdika 25/15
AMX-1 OP 30/20/4 T-55 25/15
BRDM-4 45/20/6 T-72 35/25
Bicycle 15/4 T-80 35/25
BMP-3 30/20/6 T-90 35/25
(&,7)
Short BMP-2 30/20/4 UAZ-469 50/10
BTR-80 35/15/6 Warrior 35/25
C-1 •Aneta• 30125 ZS0-30-4 25/1 5
252
so-Round Belt so-Round Belt so-Round Belt 100-Round B!i!ltl 100-Round Belt/
253
Erin Tabakovic (Order #36286371)
Twilight: 2000 Small Arms Firing Charts GDW
Automatic Pistols
-Recoil-
Weapon ROF Dam Pen 8/k Mag_ ss 8rst Rng_
M1911A1 SA 2 Nil 1 7 3 12
10mm SA 2 1-Nil 1 6 3 15
M9 (M92S) SA 1 Nil 1 15 3 12
HP-35 SA 1 Nil 1 13 2 12
P7M1 3 SA 1 Nil 1 13 3 12
P-64 SA 1 Nil 1 6 2 10
PM Makarov SA 1 Nil 1 8 3 10
PA-15 SA 1 Nil 1 15 2 12
M1933 Tokarev SA 1 Nil 1 8 4 12
Vz-52 SA 1 Nil 1 8 4 12
.380 Auto SA 1 Nil 1 7 3 10
.22Auto SA -1 Nil 0 6 2 10
Revolvers
-Recoil-
Weapon ROF Dam Pen 8/k Mag_ ss 8rst Rng_
.38 Special DAR 1 Nil 1 6R 3 10
.38 Snub DAR 1 Nil 1 6R 4 4
.357 Mag DAR 2 1-Nil 1 6R 3 10
.44 Mag DAR 3 2-Nil 2 6R 4 16
Assault Rifles
-Recoil-
Weapon ROF Dam Pen 8/k Mag_ ss 8rst Rng_
M16A2 3 3 1-Nil 5 20/30 3 5 55
AKMR 5 3 1-Nil 5 30 3 6 45
AK-74 5 3 1-Nil 5 30 3 6 50
L85 (IW) 5 3 1-Nil 4 20 3 6 50
AKM 5 3 2-Nil 5 30 3 7 50
FN-FNC 3 3 1-Nil 5 30 3 6 50
FA-MAS 5 3 1-Nil 4 25 3 7 50
AR-70 5 3 1-Nil 5 30 3 7 55
M71 SA 3 1-Nil 4 15/30 3 50
Battle Rifles
-Recoil-
Weapon ROF Dam Pen 8/k Mag_ ss 8rst Rng
L 1A 1 (FN-LAR) SA 4 2-3-Nil 5 20 4 65
FN-FAL 5 4 2-3-Nil 5 20 4 8 65
G3 5 4 2-3-Nil 5 20 4 7 65
254
Single-Shot Pistols
-Recoil-
Weapon ROFIR/d Dam Pen Rid Blk Mag_ ss Brst Rng_
Zip Gun SS/ 1 -1 Nil 1 1 1i 2 6
Black Powder Pistol SS/2 1 Nil 2 2 1i 3 8
Bows
-Recoil-
Weaaaa
I ROE Dam Pea Rid Blk. ss Best Rag
Crossbow ss 1 Nil 4 6 4 20
Hunting bow ss -1 Nil 1 5 10 15
Submachineguns
-Recoil-
WRRpaa Rr>E nam e.ea Blk. Mag. ss Rn:t Rng.
L2A3 Sterling 5 2 Nil 2/3 34 2 5 30
Uzi 5 2 Nil 2/3 25132 2 5 30
M231 5 2 1-Nil 3/4 20/30 1 4 25
M1nCarbine 5 3 1-Nil 3/4 20130 3 7 40
MP-5 5 2 Nil 4 15/30 2 5 20
PPSh-41 5 2 1-Nil 4 35n1 1 4 30
AKR 5 2 1-Nil 2/3 30 1 4 30
M3A1 5 2 Nil 3/4 30 2 4 30
Vz-24 5 2 1-Nil 3 32 1 3 30
AMD-65 5 2 1-Nil 3/4 30 1 4 40
Vz-61 /62 5 1 Nil 1 10/20 3 6 4
w/stock 5 1 Nil 3 10120 1 4 12
MAT-49 5 2 Nil 3/4 32 1 4 30
M12 5 1 Nil 2/3 20/40 1 2 40
G11 3 3 1-Nil 4 50 2 3 55
Sniper Rifles
-Recoil-
WQRntlQ
• ROE Dam Pea Blk. Mag. ss Best Rag
M40 BA 4 2-3-Nil 5 5i 6 75
SVD SA 4 2-3-Nil 6 10 4 75
M21 SA 4 2-3-Nil 6 20 4 65
bipod SA 4 2-3-Nil 6 20 2 75
PSG1 SA 4 2-3-Nil 6 20 5 75
L42 BA 4 2-3-Nil 5 5 4 75
Vz-54 BA 4 2-3-Nil 5 5i 5 65
C3 BA 4 2-3-Nil 5 3i 5 75
FR-F1 SA 4 2-Nil 6 10 3 75
All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. H the scope Is
later damaged or lost (or for quick shots), this modifier is not added.
255
Sporting Rifles
-Recoil-
Weaeon ROF Dam Pen 81k Mag_ ss Brst Rng_
.30-30 LA 3 2-Nil 5 6i 3 50
.30-06 8A 4 2-3-Nil 5 5i 3 75
.22 8A 8A -1 Nil 4 5i 2 50
.22SA SA -1 Nil 4 10i 2 50
Mauser 8A 8A 4 2-3-Nil 5 5i 4 65
If a scope is fitted, add 15 meters to the basic range for aimed shots.
Automatic Rifles
-Recoil-
Weaeon ROF Dam Pen 81k Mag_ ss Brst Rng_
M249 SAW 10 2 1-Nil 5 30/2008 1 3 60
bipod 10 2 1-Nil 5 30/2008 1 3 75
L86A1 LSW 10 3 1-Nil 5 30/1008 2 10 50
bipod 10 3 1-Nil 5 3011008 1 5 65
RPK-74 10 2 1-Nil 5 30/40 1 5 50
bipod 10 2 1-Nil 5 30/40 1 3 75
RPK 10 3 2-Nil 5 30/40/75 1 5 60
bipod 10 3 2-Nil 5 30/40/75 1 3 75
If a scope is fitted, add 15 meters to the basic range for aimed shots (scopes have no effect on automatic fire).
Heavy Machlneguns
- -Recoil -
Weaeon ROF Dam Pen 81k Mag_ ss Brst Rng_
M2HB 5 8 2-2-3* 8 1058 3 13 65
tripod 5 8 2-2-3* 8 1058 2 6 150
DShK 5 9 2-2-3 8 508 7 15 65
tripod 5 9 2-2-3 8 508 3 7 150
KPV 5 12 2-2-3 10 1008 •• •• 150
*.50 SLAP ammunition has a penetration of 1-1-2.
""The KPV is always mounted on a vehicle or field carriage, and has negligible recoil.
256
Machlneguns
-Recoil-
Weapon ROF Dam Pen Blk Mag ss Brst Rng_
M60 5 4 2-3-Nil 6 1008 1 4 65
bipod 5 4 2-3-Nil 6 1008 1 2 90
tripod 5 4 2-3-Nil 6 1008 1 1 125
MG3 5 4 2-3-Nil 6 1008 1 4 65
bipod 5 4 2-3-Nil 6 1008 1 2 90
tripod 5 4 2-3-Nil 6 1008 1 1 125
L7A2 (MAG) 10 4 2-3-Nil 6 1008 1 6 65
bipod 10 4 2-3-Nil 6 1008 1 4 90
tripod 10 4 2-3-Nil 6 1008 1 2 125
PK 5 4 2-3-Nil 6 508 2 5 65
bipod 5 4 2-3-Nil 6 508 1 3 90
tripod 5 4 2-3-NII 6 508 1 2 125
Vz-59 10 4 2-3-Nil 6 508 2 8 65
bipod 10 4 2-3-Nil 6 508 1 5 90
tripod 10 4 2-3-Nil 6 508 1 4 125
M214 6-Pac 5 3 1-Nil 4 1000 1 5 60
tripod 50 3 1-Nil 4 1000 1 5 90
AAT-52 10 4 2-3-Nil 5 508 1 7 65
bipod 10 4 2-3-Nil 5 508 1 4 90
tripod 10 4 2-3-Nil 5 508 1 2 125
Shotguns
-Recoil-
Weapon ROF Dam Pen Blk Mag_ ss Brst Rng
Double SA 4* 3-4-Nil 5 2i 5 40
Pump PA 4* 3-4-Nil 4 8i 4 40
Semiauto SA 4* 3-4-Nil 5 5i 3 40
H&KCAW 5** 4* 3-4-Nil 4 10 3 7 40
*Buckshot damage is 906 at short range. At medium range, eadl shot Is treated as a 10-round burst of auto-
matic fire (reduced Immediately to 706 for being at medium range). Buckshot has Nil penetration at all ranges.
**See page 205 for special CAW rule.
-
--
I
1 J
I I I
D Primary
0 Secondary I
L ......
Directional Mine Burst Templates
257
Autocannon
Rng, Ammo Damage Pen
Type
Hand Grenades
Damage Pen
WeaeQn
20mm
ROF
10 rcdi 250
250
API
HE
10
C:1, 8 :3
31-21-5
-8C
Frag C:3, 8:15 Nil 23mm 10 1008 250 API 10 -21-41-f>
Antitank C:3, 8:5 18C 250 HE C:1, 8:3 -8C
25mm 5 1008 250 APFSOSOU 14 131913
Concussion C:5 Nil 14 410/..!l
250 API
Thermite C:1, 8:5 Nil 250 HE C:1, 8 :3 -ac
Chemical C:1, 8:15 Nil 30mm 5 1008 250 API 16 5/1/-2
WP C:1, 8 :1 5 Nil 250 HE C:1, 8:3 -f>C
30mmRarden 5 1008 250 APOS 16 8131-2
250 HE C:1, 8 :3 -6C
Rifle Grenades 82mm Vasilek" 5 5 200 HE C:S, 8:35 -4C
T,re! Rns. IFR Damas.e Pen IFR: 3km 200 HEOP C:7, 8:25 15C
RAW HE 100 2000 C:10, B:30 1C 200 WP C:2, 8:25 Nil
RAW HEAT 100 2000 C:8, B:25 75C ILLUM 8:1255 Nil
HEAT 15 200 C:7, B:15 30C 'The Vasilek is normally labeled a mortar.
WP 25 200 C:1, 8 :15 Nil
Mortars
Dsmag_e
f!e
031
ROF
, Rn§
10
Grenade Launchers
IFR
400
Rnd
HE
HEOP
Dam
c:3. s:1s
C:3, 8: 15
Pen
Nil
4C
r.re! Round Pen HK-69 1 100 400
60mm HE C:S, B:25 Nil 30 Flechette 12' 1-Nil
IFR: 4 km WP C:2, 8:15 Nil 100 400 CHEM C:1, 8:5 Nil
100 400 ILLUM 8:125 Nil
Mag:1i ILLUM B:505 Nil
BG-15 1 100 300 HE C:3, 8:1 5 Nil
81mm HE C:8, 8:30 -4C 100 300 HEDP C:3, 8:15 4C
IFR:4.5kmWP C:2, B:25 Nil 100 300 CHEM C:1, 8:5 Nil
Msg: 1i ILLUM 8:1255 Nil 100 300 ILLUM 8:125 Nil
120mm US HE C:16, B:SS -2C Mk-19 5 200 3km HVHE C:3, 8:15 Nil
200 3km HVHEOP C:3, 8:15 4C
IFR:7km WP C:3, 8:45 Nil AGS-17 5 150 1700 HE C:2, 8:15 Nil
Mag: 1i ILLUM B:1875 Nil • At short range. See Shotguns and Flechettes, page 204.
ICMDP B:45
CHEM C:3, B:15 Nil Howitzers
120mm HE C:16, 8:55 oc Tk:ee Round Rng_ Damag_e Pen
IFR:6 km WP C:3, B:45 Nil 122mm HE 300 C:16, 8:35 1C
IFR: 15 km HEAT 300 C:10, 8:25 100C
Mag: 1i ILLUM 8: 1875 Nil Rid: 1 WP 300 C:3, 8:45 Nil
CHEM C:3, B:15 Nil Cham 300 C:3, 8:15 Nil
•see Submunitions (ICM), page 207. ICM 8:45 Grenade'
ILLUM 8:1875 Nil
152mm HE 300 C:24, 8 :45 3C
IFR: 19 km APHE 350 C:S, 8 :15 soc
FASCAM Density Table Rld:2 WP 300 C:3, 8:55 Nil
Type Density t:Jitn6nsions of Mined Ataa Cham 300 C:3, 8:35 Nil
RDAAM .01 250m (25 squares) 1:ft 250m ICM 8:75 Grenade'
ILLUM 8:2505 Nil
ROADM .o4 250m (25 squares) l:ft 2SOm 155mm HE 350 C:30, 8:45 3C
Density is in mines per 1o-meter grid 1FR: 24km HEAT 350 C:20, 8:35 110C
square. Rld:2 WP 350 C:3, 8:55 Nil
Cham 350 C:3, 8:35 Nil
ICMOP 8:75 Grenade'
Bum Damage
ILLUM 8:2505 Nil
Sou~ Damage FASCAM 8:155 Mine
WP 206 · see Submunitions (ICM), page 207.
Thermite 206
Fragmentation Attack
Fuel 106 Frag_mentation Radius Rang_e Mult. Frag_. One Frag_ment Miss Dam Pen
Structure/ PrlmaJY burst radius 1x8urst 1-3 4-6 7-10 206 1
grass fire 106 Secondary burst radius 2x8 urst 1 2 3-10 106 Nil
All damage dice are per second, ex-
cept for structure/grass fire, which is per
tum.
258
Antitank Missiles
T~
Ti Bie8kii
Rid
2
Max.
2
fa c:e. a
PM
ooc
Sample Burst Diagrams
TOW2A 2 3500 C:12, 8 :15 220CI1eoc· (1 0-Meter Grid)
TOW28 2 3500 C:12, 8 :15 120C~
AT-3 ·sagger" 2 3000 e:6, 8:5 70C
AT-5 "Spandrel" 2 3500 e:12, 8:15 140e
AT-4 "Spigot" 3 2000 e:6, 8:5 90C
D Primary Five-Meter
AT-7 "Saxhorn" 2 1000 C:12, 8 :15 100C
6 5000 Burst
AT-8 "Songster"
AT-10 6 3000
C:12, 8:15
C:6, 8:5
130C
80C D Secondary
EH3
Reftecks (AT-11 "Snipe() 6 5000 e:12, 8 :15 170C/130C*
Dragon PIP
MILAN II
2
3
1000
2000
e:12, 8:15 135e 15-Meter
e:12, 8:15 145e
MILAN 11-T 3 2000 C:12, 8 :15 110C Burst
HOT 2 4000 C:12, 8:15 155C
Swlngflre 2 4000 C:12, 8:15 140C
*vs. reactive armor/vs. other armor
Large-Caliber Guns
Type Round Rng Damage
100mm APOS-T 350 26 70160r'50130
Rld: 1 APHE 300 C:6, 8 :15 55145135125
HEAT 250 C:4, 8: 5 60C
WP 250 C:3, 8:25 Nl
105mm APFSDS 500 26 80170/60/40
Rid: 1 APFSDSDU 500 26 100/90/80/60
HEAT 400 e:6, 8:15 soc
WP 400 e:3, 8:25 Nil 25-Meter Burst
Flech (Le) 500 * 1-NII
12<mm Smth APFSOS 500 28 11 011 ocwono
Rid: 1 APFSOSOU 500 28 150f1.co/1301110
HEAT 400 C:10, 8:25 110C
WP 400 C:3, 8:45 Nl
120 Rfld L30 APFSDS 600 28 11 0/1 00190/70
Rid: 1 APFSDSOU 600 28 150/140/130/110
HESH 450 e:14, 8:25 100e
125mm APFSOS 450 28 1OOJiiKti80I60
Rld:2 APFSOSOU 450 28 11 011 ocwono
HEAT 400 C:10, 8:25 110C
HE 400 C:14, 8:35 1C
*See Shotguns and Flechettes, page 204.
Rocket Launchers
Rid Rng Round Dami!J
2
. 100 HEAT c:e.a iSC 35-Meter Burst
75
HEAT C:4, 8:5 56C
75
HEAT C:4, 8:5 60C
100
HEAT e:4, 8:5 sse
2
. 125
HEAT
HEAT
50
e:4, 8 :5
e:3, 8:5
70C
sse
125
HEAT c:e, 8:5 100C
2 150 HEAT C:4, 8:5 70C
2 75 HEAT C:4, 8:5 70C
2 100 HEAT e:4, 8:5 70C
2 100 HEAT e:4, 8:5 sse
125 HE e:12, 8:15 se
*Single-shot disposable; cannot be reloaded.
259
Vessel Damage
Waterline Hull Superatructure
Minor Minor Minor
Die Result Dis Result Dis Result
1 Waterline hull 1 1 crewmember 1 1 crewmember
2 Waterline hull 2 1 crewmember 2 Radio/radar
3 Waterline hull 3 Auxiliary mach. 3 SighVvision
4 Waterline hull 4 Auxiliary mach. 4 Secondary
5 Cargo 5 Secondary 5 Secondary
6 Major waterline 6 Major hull 6 Major s'strudure
Vehicle Damage
Turret Hull
Minor Minor
Dis Result Dis Result
1 1 crewmemberlloader•t 1 1 crewmember
2 1 crewmember/sensort 2 loader*
3 SighVVision 3 2 passengers••
4 Traverse 4 2 passengers••
5 Secondary 5 Radio
6 Major turret 6 Major hull
Major Major
Die Result Dis Result
1 2 crewmember/main arm.' 1 Engine
2 2 crewmember/main arm.' 2 Engine
3 Main armament 3 Fuel
4 Main armament 4 Fuel
5 Ammo 5 Ammo
6 Minor hull 6 Ammo
*loader is either a hit on the auto-loader mechanism or the actual crewmember loading the gun. This becomes a driver hit if neither
are present.
••2 passengers becomes a 1 crewmember hit if this is not a passenger-carrying vehicle. If it Is a passenger-carrying vehicle but
no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.
tlf turret is an unmanned remote turret, use the result after the slash.
260
Language List
Slavic Serbo-Croat
Bulgarian*
Slovenian
Macedonian
261
262
263
Skill List
Controlling
Skill Attribute Definition
Acrobatics AGL Ability to precisely control body motions and actions.
Aircraft Mechanic STR Ability to repair and maintain aircraft.
Archery STR Ability to use a bow.
Armed Martial Arts STR Ability to use various melee weapons In combat
Autogun STR Ability to fire autocannons (automatic cannons), automatic
grenade launchers, and machineguns.
Biology EDU Knowledge of plant and animal biology.
Chemistry EDU Knowledge of chemical interactions and compounds. I
Climbing CON Ability to climb building walls, steep slopes, and sheer cliffs.
Combat Engineer CON Ability to perform tasks such as emplacing demolitions, building
fortifications, and camouflaging emplacements.
Computer EDU Ability to operate and program a computer.
Construction EDU Ability to plan/supervise construction of buildings, roads, and
bridges.
Disguise CHR Ability to alter appearance to avoid recognition.
Electronics EDU Ability to repair electronic devices.
Excavation EDU Ability to supervise the excavation of safe and stable large holes
in the ground, such as mines.
Farming INT General knowledge of growing food crops and raising livestock.
Forgery AGL Ability to forge a signature or document and have it accepted as
genuine.
Forward Observer INT Ability to communicate fire data for Indirect fire weapons.
Geology EDU Knowledge of rock formations and minerals.
Grenade Launcher STR Ability to fire non-automatic grenade lau nchers, mortars, and
unguided antitank rockets.
Ground Vehicle AG L Ability to operate a vehicle that moves by means of wheels or
tracks. Cascade skill: ( Wheeled, Tracked, Motorcycle).
Gunsmith AG L Ability to construct and repair weapons.
Heavy Artillery STR Ability to fire large-caliber Indirect-fire guns, Including mortars,
howitzers, and multiple-rocket launchers.
Heavy Gun STR Ability to fire large-caliber direct-fire guns, Including AFV guns.
Hovercraft AGL Ability to operate a hovercraft.
Instruction CHR Ability to teach skills. I
Interrogation CHR Ability to persuade or force a prisoner to reveal information.
Intrusion AGL Ability to open a lock, including key locks, combination locks, and
electronic locks.
Language CHR Ability to speak and understand a given language. A specific
language must be chosen.
264
Skill List
Controlling
Skill Attribute Definition
Leadership CHR Ability to inspire followers.
Machinist AGL Ability to use machine tools (such as lathes, punch presses, etc.)
to fabricate other machinery.
Mechanic STR Ability to maintain and repair vehicles and machinery.
Medical EDU Ability to render first aid/medical care to Injured or sick
characters. Cascade skill: (Diagnosis, Trauma Aid, Surgery).
Metallurgy EDU Knowledge of smelting ore Into metal, forming alloys, and
fundamental metal-working.
Meteorology EDU Understanding of weather and the forces governing it.
Navigation INT Ability to determine correct position and direction of travel using
maps, compass, landmarks, the stars, etc.
Observation INT Ability to spot concealed enemies and avoid ambushes.
Parachute CON Ability to use a parachute.
Persuasion CHR Ability to phrase arguments in ways best calculated to gain
acceptance.
Pilot AGL Ability to fly aircraft. Cascade skill: (Fixed-Wing, Rotary-Wing).
Riding CON Ability to ride a horse.
Scrounging INT Ability to find man-made items such as spare parts, domestic
food, ammunition, etc.
Scuba CON Ability to use an aqua-lung or rebreather. Skill level may not exceed
character's Swimming skill.
Small Arms STR Ability to use small arms (pistols, rifles, shotguns, etc.). Cascade
skill: (Pistol, Rifle).
Small Watercraft CON Ability to operate small boats, Including oar-driven, wind-driven,
and small (under 20 meters) motor boats.
Snow Skiing AGL Ability to travel using snow skis.
Stealth AGL Ability to move silently and without being spotted.
Survival INT Ability to find food in the wild, including knowledge of what
plants are edible and where to find them, and the ability to set
snares and traps, and the ability to catch or trap fish.
Swimming CON Ability to swim.
Tac Missile AGL Ability to fire a guided tactical missile launcher.
Thrown Weapon STR Ability to hit a target with a thrown weapon, such as a knife, rock,
or grenade.
Tracking INT Ability to follow vehicles, humans, or animals by the traces they
leave behind them.
Unarmed Martial Arts STR Ability to conduct hand-to-hand combat.
Warhead AGL Ability to arm, disarm, and repair both conventional and nuclear
warheads.
265
Personal Weapons
Albania France Poland
PPSh submachinegun MAT-49 submachinegun AKA submachinegun
AKM assault rifle FA-MAS assault rifle AK-74 assault rifle
SVD sniper rifle FA-F1 sn~r rifle SVD sniper rifle
APK automatic rifle AAT-52 machlnegun APK-74 automatic rifle
PK machinegun PA-15 pistol PK machinegun
Tokarev pistol P-64 pistol
Gennany
Belgium G11 submachlnegun Romania
FN-FNC assault rifle PSG1 sniper rifle AMD-65 submachinegun
MAG machinegun HK-CAW shotgun AKM assault rifle
HP-35 pistol MG3 machlnegun SVD sniper rifle
P7 M13 pistol APK automatic rifle
Bulgaria PK machinegun
PPSh-41 submachinegun Greece PM Makarov pistol
AKM assault rifle FN-FAL battle rifle
SVD sniper rifle MAG machlnegun Turkey
APK automatic rifle M1911A1 pistol M3A1 submachinegun
PK machinegun G3 battle rifle
PM Makarov pistol Hungary M21 sniper rifle
AKA or AMD-65 submachlnegun M60 machinegun
canada AKMA assault rifle M1911A1 pistol
Sterling submachinegun SVD sniper rifle
M16 assault rifle APK-74 automatic rile UK
C3 Parker-Hale sniper rifle PK machlnegun l2A3 Sterling submachinegun
M249 automatic rifle M 1933 Tokarev pistol L85 (IWS) assault rifle
M60 machinegun L42 sniper rifle
M9 or M1911A1 pistol Italy l86A1 (LSW) automatic rifle
M12 submachlnegun L7A2 (MAG) machinegun
Czechoslovakia AA-70 assaull rifle HP-35 pistol
Vz-24 submachinegun MAG machinegun
AK-74 assault rifle M92S (M9) pistol USA
Vz-54 sniper rifle M231 submachinegun
APK-74 automatic rifle Yugoelavlll M 177 carbine
Vz-59 machinegun PPSh-41 submachinegun M 16 assault rifle
Vz-52 pistol AKM assault rifle M21 sniper (lfle
SVD sniper rifle HK-CAW shotgun
Denmark APK automatic rifle M249 automatic rifle
Uzi submachinegun PK machinegun M60 machinegun
G3 battle rifle M 1933 Tokarev pistol M9 or M1911A1 pistol
MG3 machinegun
HP-35 pistol Netherlands USSR
Uzi submachlnegun AKA submachinegun
Finland FN-FAL battle rifle AK-74 assault rifle
M71 assault rifle MAG machlnegun SVD sniper rifle
PK machlnegun HP-35 pistol APK-74 automatic rifle
PM Makarov pistol PK machlnegun
Norway PM Makarov pistol
G3 battle rifle
M249 automatic rifle
MAG machinegun
HP-35 pistol
266
4. Army/Nationalty/Native
(See
Native Languages
l...a'lguage Table.)
Contact
3rd Term - - - - - - - - - - -
Scndry Act _ _ _ _ Promo?
Contact End Term - -Losses- - -
4th Term - - - - - - -- - - Age Skills STR AGL CON /NT
Scndry Act _ _ _ _ Promo?
17 a·
Contact N•• '
5th Term - - - - - - - - - - 1 21
5. Basic Attributes (206-2. Roll Scndry Act _ _ _ _ Promo?
Contact
2
3
25
29
5
4
0 over. If t otal is less than 30, may add 6th Term - - - - - - - - - -
points as desired to bring total up to 30. 4 33 3 y
Alternatively, allocate a total of 32 Scndry Act _ _ _ _ Promo? y
5 37 2
p oi nts; no attribute less than 1 or
greater than 1 0. Aging and/or activities
Contact - - - - - - - - - - -
j 6
7
41
45
y
y
y
y
may raise or lower certain attributes.)
Intelligence (INT)
(Base)
Current Scratch Slight Serious Critical
Head
DDI IDD
Chest
Derived Values
DDDDD
Abdomen
Throw! J Unarmed CJ 1
r---.1 CJ I II .J
Range l 1
Combat JRightArmJCJCJCJC]
=~· Damage
I L:JJ
:=·
Territories
Die Territory DM
Encounters 1 Organized -1
------------------T~n----------------- 2 Independent 0
Die Road Wood Swsmp Hill Clear River 3 Insular 0
0 Group Group Group Group Group Group 4 Terrorized 0
1 Group Group Group Group Group Group 5 Anarchy +1
2 Group Animal Item Animal Item Item 6 Devastated +2
3 Group Group Group Item Animal Hazard 7 Disputed -1
4 Item Animal Animal Group Group Hazard 8 Cantonment -1
5 Item Item None Animal Item None
6+ None None None None None None Encounter Range
Terrain Rang e
Group Encounters Open 1D1 0x300m
Hill 1D10x100m
Group Org. Ind. Ins. Ter. An. Dev. Dsp. Cnt. Swamp 1D1 0x30m
Marauders 1 1 1,2 1,2 1,2 1,2 1
Woods 1D10x10m
Patrol 2,3 2 3 3 2,3 1,2
Mil. convoy 4,5 4,5 4,5 3,4
Merchants 6 3,4 3 5 Spotting Modifiers
Refugees 3,4 4,5 6,7
Condition Own Enemy
Slavers 5 4 5 6 6
Per character -1
Hunters 7 6,7 5 ,6 6 7 7 6
Primitives 7 7 8 8,9 Per vehicle -5
Smugglers 8 8 8 8 9 7
Large unit 9 9 9 9 8,9 8,9
Stragglers 10 10 10 10 10 10 10 10
Item Encounters
Item OtQ. Ind. Ins. Tfl: An. Dev. Dso. Cnt.
Village 1,2 1,2 1,2 1,2 1 1 1
Ruined village 3 2 1,2 2
Farm 3,4 3 ,4 3 4 3 3 2
Ruined farm 5 4 5,6 4 3,4 4 3
Roadblock/
camp 5,6 6,7 7 5 4
Supply dump 7 6 5
Abandoned
supply dump 5 5 5 6
Repair yard 8 7 7
Abandoned
repair yard 6 6 6 8
Field hospital 9 8 8 9
Abandoned
field hospital 7 7 7 10
Crater 10 9 8 8 8 8
Derelict vehicle 10 9 9 9 9 9
Derelict convoy 10 10 10 10 10
269
Erin Tabakovic (Order #36286371)
Twilight: 2000 Encounter Charts GDW
Item Information
Item People Type Weapons Goods
Village See pages 167-168.
Ruined village None 1-2: Food, 3-4: Mrcht
Farm 2D6 X/N Civilian Food
Ruined farm None 1-2:Food
Roadblock/camp Patrol/marauder band (see Encounter Statistics Table below).
Supply dump 306 X/N Military Military
Abandoned supply dump None 1-2: Military
Repair yard 306 X/N Military Parts, vehicles
Abandoned repair yard None Derelict, 1-4: Parts
Field hospital 306 X/N Military Medical
Abandoned field hospital None 1-3: Medical
Crater None
Derelict vehicle None
Derelict convoy None 1-2: Mil, 3-4: Mrcht
Encounter Statistics
Group Number Obselvation Type Weapons Heaw ~ Transport
Marauders 1D6x1 06 80 X/N Military 1-3 1-2: H, 3-4: V
Patrol 106+6 80 V/X Military 1-4 1-2: H, 3: V, 4: A
Military convoy 1D6x6 60 X/N Military 1-2 each 1-2: W, 3-6: V
Merchants 1D6x4 80 V/X Civilian 1 each 1-4: W, 5-6: V
Refugees 106x5 40 N Poor None None
Slavers 106+4 80 V/X Military 1-2 1-4: H
Hunters 1D6 60 X/N Civilian None 1-2: H
Primitives 206 60 XIN Poor None None
Smugglers 2D6 60 X/N Civilian None 1-2: H, 3-4: W, 5-6: V
Largeunit 1D10x10 80 V/X Military Yes,each 1:A,2:H,3:V,4:Arty
Stragglers 106 60 X/N Military None 1: H
Transpon Abbreviations: H: Horse V: Motor vehicle W: Wagon A: Annored vehicle Arty: Artillery.
Encounter Equipment
Heavy Motor Armored Military Merchant
Die Weaoons Artillery Vehicles Vehicles Cargo Cargo
1 AT missile Rapira-3 5-ton Tank Ammo Scrap metal
2 AT rocket Mortar 5-ton UghtAFV Parts Machinery
3 Grenade launcher Mortar 2112-ton Light AFV Medical Food
4 Machinegun Howitzer 2112-ton w/still APC Food Wool
5 Machinegun Howitzer 3/4-ton
APC Fuel Clothing
6 Machlnegun SPA UAZ-469 IFV Weapons Furnishings
SPA: Any self-propelled howitzer or air defense gun.
Tank: Any tank In the Equipment Ust.
Light AFV: Any light combat vehicle In the Equipment List.
APC: Any armored persoooel carrier In the Equipment List except those listed below under IFV.
IFV: Infantry fighting vehlcle-M-2 or any BMP variant.
270
SeHiement Size (1 01 0)
Die Villa e Town c· Ma rc ·
1 50 1000 10,000 30,000
2 100 1500 12,000 40,000
3 150 2000 14,000 50,000
4 200 2500 16,000 60,000
5 250 3000 18,000 70,000
6 300 3500 20,000 80,000
7 350 4000 22,000 90,000
8 400 4500 24,000 100,000
9 450 5000 26,000 110,000
10 500 5500 28,000 120,000
Armed 20% 10% 5% 5%
271
272
Alcohol Output
Travel Movement Still Size Jne.ut Oute.ut
U.nl Movt Ewl. Msinll small 30 5
Human 20/20 Medium
Horse 20/20
80 35
Mule 20120 Large 3000 2400
Camel 15/15 Input is in kilograms, and output is in l~ers.
Elephant 1015
2015 1
Wagon/horse
WWJOniOX 1~ 1 Fuel Energy
CartlhorM 20J5 1
Cartlox 1015 1 Fuel CM
B~cle 85.115 1 Gas 1
Civ ian car 216136 80120 2 Avgas 1
HMMWV 216J85 80.130 2
UAZ-469 215/45 60120 2 Diesel 1
Motorcycle 195/85 16/8 2 Ethanol 3
2 1/2-ton truck 175135 195/65 4 Methanol 3.5
5-ton truck 175/35 280/70 4
HEMTT 10-ton truck 175/65 6001200 4 Wood 5
3/4·ton truck 195/35 90/30 2 Coal 2
5-ton tank truck 1751J5 280170 4 CM: Consumption multiplier.
10-ton tank truck 175185 6001200 4
M2A2 Bradley 1301110 8601220 8
M113A3
BMP-2
130185
130185
360190
4601100
6
12
Food Consumption
BMP-3 130185 4601100 12 Human 1.5 kg MAE or
BTR-80 150/65 290/80 6
OT-64 195/85 320/80 6 2 kg domestic or
Marder 150/110 650/185 10 3 kg wild
Warrior 150/110 770/175 12
AMX-10P 130/85 530/115 12 Horse 15 kg grain and
AIFV 130/85 400l100 10
6
graze 8 hrs
LAV-25 195185 300190
M8 Armored Gun Sys&em 1501130 5701170 10 Mule 10 kg grain and
BRDM-4 195185 290180 4
OT-65 FUG 175185 200180 4 graze 8 hrs
M1 1501130 190011100 14
M1A1 130/110 190011200 14 Ox Graze 8 hrs
M1A2 130/110 1900/600 16
leopard I 130/85 9551200 8 Camel Graze 8 hrs
leopard 2 (I) 140/110 1200/315 14
Challenger 2 130/110 1800/500 16 Elephant Graze 8 hrs
M60A3 110/65 1400/280 10
M48A5 110/65 1400/280 10
EPC "l..eccerc" 1501130 13001350 14 Navigation Hazards
C-1 •ArJete• 1301110 14001350 12
T-65 100185 850+38011 eo 8 Die Result
T-72 1501110 1000+400J350 18 1 Boat aground. 10 miles travel
T-80 1501110 1000+400J350 18
T-90 1501110 1000+400J350 18 lost pulling It off.
M109A21A3 110/70 495/165 10 2 Boat aground. One full travel
S0-122 130/80 540/135 10 period lost pulling it off.
S0-152 100/60 840/110 10
ZS0-30-4 100/60 880/220 12 3 Screw or rudder damaged.
KvP-92 2401195 420/60 24 SP-_eed halved until re~red.
SK-25 240/195 250150 24 4 Hull damaged. 106+3 flota-
Smal aalll=-
Very small open bam
Smal motoc
Medium motoltxNII
414
818
16116
12112
220120
400140
1
2
4
6
5
tion hits.
Hull damaged. 106+2 flota-
PBR 2.W4 500150 6 tlon hits.
Torpedo bam 12112 18001110 10 6 Hull crushed. Vessel is
River tugboat 8/8 1000/100 15 grounded to avoid sinking.
Barge Towed 2
Alotow: On-raecroftof08d (aoaHIOW!tly) Fus/: Cepacitylconaumption per period.
Cannot be refloated unless a
large work crew and vessel
are brought to the site.
273
Demolition
DP Concussion/Penetration •
Equipment Availability
NPC
(1 010)
2 4 Initiative Very
3 6
4 7 NPCT~e Initiative Location Common Common Scaro6 Rare
5 8 Elite 5 Major city 10- 10- 8- .....
7 9 City 10- 8- 6- 2-
8 10 Veteran 4
9 11 Town 10- 7- 4- 1-
Experienced 3
11 12 Village 6- 3- 2-
13 13 Novice 1 Encounter 4- 2- 1-
15 14
18 15
32 20
50
72
25
30
NPC Motivation
96 35 Clubs Diamonds
128 40 Card Motivation Card Motivation
16.2 45 Ace War leader Ace Generous
200 50
*Penetration is modfied by emplacement Tamped:
King Brutal King Selfish
Penx2. Laying on or Leaning Against: Pen+2. Queen Stubborn Queen Lustful
Jack Murderous Jack Coward
Armor Values of Cover 8-10 Very violent 8-10 Very greedy
Cover AV 5-7 Moderately violent 5-7 Moderately greedy
Sandbag (250mm) 5* 2-4 Somewhat violent 2-4 Somewhat greedy
2• wooden plank (50mm) 1
limber house wall (200mm) 4
Cinder block wall (300mm) 9 Hearts Spades
Stone wall (300mm) 6 Card Motivation Card Motivation
Thick stone wall (600mm) 12 Ace Just Ace Charismatic
Reinforced concrete 1o•• King Honorable King Deceitful
Tree trunk (600mm) 12 Queen Loving Queen Ruthless
Brick wall (100mm) 3 Jack Wise Jack Pompous
Thick brick wall (300mm) 9 8-10 Very sociable 8-10 Very ambitious
*Per sandbag.
**Per 250mm. 5-7 Moderately sociable 5-7 Moderately ambitious
2-4 Somewhat sociable 2-4 Somewhat ambitious
Armor Equivalent
Millimeters per Armor Value
Material Armor Value 1 Constant Contaminated Water Settlement Diseases
Armor Plate 5 02 Present: 12+ (2D6) Present: 11 + (206)
Sheet steel 6 .16 1D10 Disease
Reinforced concrete 25 .04
1D 10 Disease
Concrete and bricks 35 .03 1-3 Dysentery 1 Dysentery
Stone, packed dirt, wood 50 .02 4-7 Typhoid 2-3 Food poisoning
Loose dirt 250 .004 8-10 Minor disease 4-5 Minor disease
6 Cholera
Explosive Penetration Encampment Diseases 7 Hepatitis-A
Formulas 8 Pneumonia
C..S(~). C: Concussion DP: Damage points. Present: 10+ (206)
OP .. 2[(C+5)~. C: Concussion DP: Number of 1010 Disease 9 Typhus
damage points needed to arrive at a certain ooncus- 1 Dysentery 10 Bubonic plague
sion. 2 Food poisoning
Radiation lllness 3 Minor disease Animal Diseases
Slight Serious 4 Cholera Present: 12+ (206)
Rads /1/ness /1/ness Death 5 Hepatitis-A 1D10 Disease
50 1.0 1-4 Food poisoning
100
6 Pneumonia
0.5 1.0
7 Typhoid 5-7 Minor disease
300 0.2 0.5 1.0
400 Auto 0.2 0.5 8 Typhus 8 Typhus
600 Auto Auto 0 9 Bubonic Q!lgue 9 Rabies
800 Auto Auto Auto 10 Pneumonic plague 10 Bubonic plague
274
Armed Melee
Attack Type Difficulty Asset Effect
Attack Difficuh Armed Martial Arts" Damage by Weapon
Block Formidable Armed Martial Arts** Avoid Strike/Lose Action
Aimed Attack Formidable Armed Martial Arts" Damage Chosen Location
*Some weapons have die modifiers.
**Must have object to block with.
Thrown Weapon
Attack Type Difficulty Asset Effect
Throw DiffiCult Thrown Weapon Damage STR+ 1D6*
Throw, Long Range Formidable Thrown Weapon Damage STR+ 1D6*
*For most objects. Throwing knife is always 1D6; grenades do explosive damage.
275
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 020-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 a greater 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 a couple 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.
276
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 M1 A2 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, wi"thout 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 RedArmour 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! Mere Referee Screen and As to the T-90, what's there to say? Same old 125mm gun.lt 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(1): This Is the up-armored version of the Leopard. protection wasn't as good as the M1A 1 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(1) 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(1) 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
277
INI)I~X
Bum Damage Table ............................. 210, 258 Enabling skills .............................................. 135
Bums ............................................................ 210 Encampment Diseases Table ...................... 274
Bursts (Explosions) ......................... ............. 207 Encounter Charts .................................. 269-271
Burst Diagrams ...................................... 259 Encounter Equipment Table ................. 159, 270
Canadian Nudear 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 Usts ......................................... 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 Tum .......................................... 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 Fi re
Armor Equivalency Table ..................... 219, 27 4 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 squired 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 Fire s 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 Buildlng ................. 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
Bicydes ................................................ 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
278
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 req_~ired ................................... 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 SUICcess ................................ 134
Human/Animal Hit Location Chart ........ 198, 252 Potential Breakdowns .................................. 152 Combat Task Summary Table ............... 275
Hunting ......................................................... 149 Pre ventative Maintenance ..................... ....... 152 definition of ............................................. 133
Indirect Fire .................................................. 205 Price Ust ............................................... 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 EfiCOunters .................................... 154 Terrain effects on travel ................................ 148
Langua ge U st 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 Laur~ehers Table .............................. 259 and Vehicles .......................................... 150
Vehicle ................................................... 151 Rockets and Rocket Laur~ehers ..... 55, 248, 249 Travel Charts ........................................ 271 , 273
Medical Care ................................................ 212 Sailboat Movement Diag ram ........................ 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
Me thanol .............................................. 151 , 273 Settlement Attitude Table ..................... 167, 271 Types of Rounds ............................................ 54
Middle Ea st .................................................. 240 Settlements ........................................... 167- 168 Unarmed Combat ................................... 25, 198
Military Careers .............................................. 35 Shotguns and Flechettes .............................. 204 Unarmored Vehides ..................................... 220
Arm of Service ......................................... 20 Shotguns Table ............................................ 257 Uncertain tasks ............................................. 136
Rank ............................. 19, 45, 46, 262, 263 Si ngle-Shot Pistols Table ............................. 255 Unskilled tasks ............................................. 134
Reserves .................................................. 20 Skill and Attribute Derived Values .................. 25 Upkeep ......................................................... 148
Mines ............................................................ 221 Skill Ust ...................................... 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
Motorcycle s .................................................. 220 and associated tasks ...................... 136-138 US Nudear Targets ...................................... 235
Movemen t .................................................... 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 Skill s Ust ....................................... 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, vehides 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 Form s ...................................... 253 Sucess, Outstanding .................................... 135 Recovery ......................................... 211-212
279
Why is this called a GPS survey? A GPS global order would be dramatically changed Twilight: Contingency Force
(Global Positioning System) is designed to
D
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 Mere: 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
it's not the only interesting adventure envi- D lation and initiates a global plague.
Much of the population dies almost
Twilight : Armor 21
Europe is unified and locked in a
ronment.
As we kick around ideas, we often feel the
need for gamer feedback, and we get less
immediately. A significant majority of the
survivors become homicidal throwbacks,
and a very small minority remains uninfected.
D global trade war with the US and
Japan. Africa is heavily depopulated
by A IDS. 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 o il 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.
Please do us (and yourself) a favor and read
through them. Photocopy the page (don't tear
D creasingly invading the countrysid e.
Players have a variety of options,
from law enforcement personnel to social
conventional warfare between the US and
the EEC in central Africa over Nigerian and
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 1s, all duce and eventually break their control. and active electromagnetic armor, but the
1Os, 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 w rite 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 th e game will be weapons sys-
in this version of the house rules.) We want to after all.) tems currently being developed 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 Twilig ht: 2000 system used to allow You know this one--it's the book
TWilight : Planet Strike
Recently the Eart h narrowly
D
detailed roleplaying in World War II.
Players can pick from a variety of D you're holding, a game of military
advent ure following a nuclear war.
280