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Erin Tabakovic (Order #36286371)

Erin Tabakovic (Order #36286371)


What is Version 2.2?

How is this book you are holding


different from the previous printings of
Twilight: 2000 2nd Edition? Do you
have to buy it if you already have 2nd Edition Twilight?
No, you don't have to buy it. Twilight: 2000 2nd Edition
works fine the way it is. However, Version 2.2 introduces a
number of changes to make Twilight: 2000 fully compatible with the new Traveller: The New Era, and
you may want to know what these changes are.
•First, 2.2 takes Twilight from the 01 0-based combat and task resolution system to the new 020
system. The 020 system allows greater detail in task resolution because the larger number of die roll
results allow the number of difficulty levels to be increased from three to five. This update is fully detailed
in the Twilight: 2000/Merc: 2000 Referee's Screen. If you already have the screen, you know how to
convert from the 010 system to the 020 system. In addition to incorporating these changes into the rules,
the combat rules have been reorganized for greater clarity (see the Combat rules, pages 194 to 223).
•Second, the Initiative and turn sequence system has been modified for simplicity and speed of play.
Rather than having six five-second phases within a 30-second turn, the five-second increments are now
called turns, with no intermediate 30-second step (again, see the Combat rules).
•Character generation has been modified to provide more-skilled characters, and some of the skill
names have been changed to make them correspond to Traveller (see Character Generation, pages 16
to 44).
•Numerous other evolutionary improvements have also been incorporated, including all errata. The
vehicle data cards are updated and more detailed to show current information and new vehicle variants,
and have additional data to make them more useful, including all-new amphibious ratings for all
amphibious vehicles, reactive armor, etc. The revised recoil ratings for automatic and semiautomatic
weapons from the Referee's Screen have also been incorporated into the weapons listings.
•Traveller players will find that the changes in this edition make all Twilight: 2000 vehicles fully
compatible with Traveller, providing a representative set of Tech Level 8 combat vehicles ready for use.
These changes include the new 020-system ratings for fire control systems and target size classifications.
With all of these improvements fully incorporated into the basic rules, Version 2.2 is up-to-the-minute,
state-of-the-art Twilight: 2000.

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Twilight: 2000, Version 2.2


New Design: David Nilsen , Loren Wiseman and Lester Smith.
Art Direction: Kirk Wescom.
Graphic Design and Production: Rob Lazzaretti.
Interior Illustrations: Kirk Wascom and Rob Lazzaretti.
Typesetting: Stephen Olle and Jonathan Budil.
Proofreading: Anne Bedard.

Twilight: 2000, Version 2.2


Copyright©1993 GDW, Inc.
Made in USA. Printed in USA. All rights reserved.
ISBN 1-55878-070-X.
Twilight: 2000 is GDW's trademark for its roleplaying game of World War Ill.

Previous Edition Credits


Design: Frank Chadwick.
Development: Loren K. Wiseman and Julia Martin.
Art Direction: Amy Doubet.
Cover Art: Dell Harris.
Pencil Illustrations: Tim Bradstreet.
Vehicle and Anima/Illustrations: Rick Harris.
Vehicle Illustrations: Michael Doyle.
Small Arms Illustrations: Kirk Wescom.
Heavy Weapons Illustrations: Shea Ryan.
Graphic Design and Production: Dan Griffin, Cain Budds, and LaMont Fullerton.
Typesetting: Michelle Sturgeon.
Text Processing: Eric W. Haddock, Elizabeth Meier, and Stephen Olle.

IC-D\fl P.0. Box 1646


Bloomington, IL 61702-1646
Erin Tabakovic (Order #36286371)
. .··:: .·.

"WHAT FOOLS WE WERE to allow ourselves to


be lulled into a warm sense of security by the events
of the late '80s and early '90s. How childlike we were
in our trumpeting of the new age of peace, prosperihJ, ..
and goodwill. Democracy had come to Europe, and :.:.·
that meant that peace had come to Europe, for democ- ·:
..
) •
racies never made war on other democracies. •·
"What utter rot!
,• "How could we have believed such naive rubbish
with the lesson of histon; so plainly before us? De-
mocracies have alwaus made war on other democrn-
0

cies; it has been a fact of life since the earliest democ-


racies flourished in Greece, and warred continuously ,_
upon each other.
"How could we have forgotten that in the War of
1812 the two great western democracies made enthu-
siastic, aggressive war on each other?
"How could we have forgotten that democracies
represent the will of the people, and that the will of the
people is often jQr war?
"How could we have forgotten that Hitler was
elected?"
Janosz Skrivkin
Chancellor of C roatia
1999

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Co untdown t o Annageddon ......••.... 6 Law School ............................... 31 Vehicle cards ................................. 64


1989 .......... ....... .. ............. ................... 7 Medical School ..... .................... 31 Weapon cards ................................ 93
1990 ................................ ... ... .... ........ . 7 Technical School ... ..... ..... ...... .... 31 The Referee .................................. 130
1991 ........ ................. ........... ............... 7 Civilian Occupations ..................... 3 1 Describing the World ...................... 130
1992 .................... ....... .............. ..........8 Military Occupations ... .............. ... . 35 Structuring the Game ..................... 13 1
1993 ...................... ............................. 8 United States Army ........ ........... 35 Some Advice For Novices ........ ...... 131
1994 .......... ......................................... 9 United States Marine Corps ......39 Rewards and Experience ............... 131
1995 .................... ............................... 9 United States Navy .................. .40 Skills and Task Resolution ......... .. .. 132
1996 ........................................ ......... 10 United States Air Force ............ .41 Overview ........ ........................ .... 132
1997 .............................. ............ .... ... 11 Other Armed Forces ..... ........ .... 42 Mechanics .................................. 132
1998 .................... .................... ......... 13 Equivalent Ground Forces Ranks ... .45 Character Attributes and Skills ... 132
1999 .......................... ....................... 14 Character Generation Tables ... ....... .46 Tasks ................... ............. .. ........ 133
2000 ............. .................... ....... ..... .... 15 Language List ..................................47 Task Difficulty Levels Table ........ .. . 134
Charact er Generation .................... 16 Skill List ............................................ 48 Skills and Associated Tasks ........... 136
Die-Rolling Conventions .................. 16 Personal Weapons ........................... 50 Skill Improvement .......................... 138
Overview .......................... ................ 16 Character Record Sheet .................. 51 Nonplayer Characters .................... 139
Background ......... ......... .... .... ............ 17 Equipment List ............................... 52 NPC Stats Table ............................. 139
Attributes .......................................... 18 Melee Weapons ............................... 52 Stock NPCs .................................... 140
Experience ....................................... 19 Firearms ...................................... ..... 52 Sample Contacts .... ...... .................. 142
Background Skill List ........................ 19 Autocannon .................................. 52 Detailed NPCs ........................ .... 143
Military Careers .... .......... .................. 19 Large-Caliber Guns ...................... 52 NPC Motivation .............................. 143
Rank ............. ....... ......................... 20 Howitzers ...................................... 52 NPC Motivation Table ..... ............... 143
NCO Skills ........................................ 20 Tripods .......................................... 52 Getting Started ............................. 145
A rm of Service ............................. . 20 Small Arms Ammunition ................... 53 Player Briefing ........................... ..... 145
Secondary Activities Table ............ ... 20 Small A rms & Machineguns ......... 53 Time and Travel ............................ 146
Reserves ......................... ............ ... .. 20 Types of Rounds .......................... 54 Game Day .... ........... .... ................... 147
Secondary Activities .... .... ................. 21 Hand Grenades .......................... .. 54 Encounters ..................................... 147
Obtaining Skills .............................. .. 21 Grenade Launcher Rounds .......... 55 Travel ............................................. 147
Languages ................................ ....... 21 Rockets ........................................ 55 Travel Movement Table ........ .. ........ 147
Additional Notes on Skills ........ .. ...... 2 1 Rifle Grenades ................... ...... .... 55 Terrain and Travel .......................... 148
Contacts ............. .. ............................ 22 Antitank Missiles ............. .............. 56 Upkeep ........ ..... ......... .............. ....... 148
Welcome to Hell ............................... 23 Autocannon Rounds ..................... 56 Food Requirements ... ................. 148
Initiative .. ............. ..... ........................ 23 Large-Caliber Rounds ............. ..... 56 Foraging ..................................... 148
Rads ............................ .... ... ....... ....... 23 Howitzer Rounds .......................... 57 Foraging Table ............................... 148
Age .... ......... ...................................... 24 Mortar Rounds .............................. 57 Fishing ....... ........ ......................... 149
Consolidated Effects of Age Table .... 25 Explosives ........................................ 58 Hunting .................................... ... 149
Skill- and Attribute-Derived Values ... 24 Stills ............ ........ ........................ ..... 59 Fatigue ....................................... 149
Equipment .... ................... ....... .......... 26 Generators ....................................... 59 Fatigue Effects on Fire Table ......... 150
Vehicles Table .................... .............. 26 Heaters and Coolers ........................ 59 Vehicles ..... ............... .. ................... . 150
Life in the Service ........ ... .... ... ...... .... 27 Hand Tools ....................................... 60 Travel .......................................... 150
Military Terms & Expressions ........... 28 Radios .............................................. 60 Special Note-Bicycles ........... 150
Equipment Diagrams ............. ..... ..... 28 Vision Devices .................................. 61 Vehicle Cards .......................... 150
Typical Experiences ......................... 29 Radars ............................................. 61 Fuel ........ .............. ................... ... 150
Careers .......................................... .. 30 Laser Designators .......... .. ............... . 6 1 Fuel Energy Table .......................... 151
Career List ................................ ....... 30 NBC Equipment ............. .................. 6 1 Vehicle Maintenance .................. 151
Education ............... ................... ... 34 Body Armor ................................. .... . 62 Repairs ........................... ..... ....... 152
Undergraduate University .. ....... 30 Medical Supplies ............. ................. 62 Maintenance and Repairs--Boats .. 153
National Military Academy ........ 31 Other Equipment .................... ........ .. 63 Maintenance-Animals .............. 153
Graduate University ........ .......... 31 Personal Gear ............. ..................... 63 Encounters ................................... 154

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

(j()IJN'I1M)l\TN 'I'() iUltlil(1J~)J)()N Daniel Ortega's bid for re-election in Nicara-


What follows is an outline chronology of
the events leading up to the current world gua.
1991
situation. Obviously, we cannot deal with Spring elections in the Soviet republics of In January, the Gulf Coalition began a
every event in every country in equal detail. Byelorussia, the Ukraine, and the RSFSSR stunning aerial offensive against Iraq and
Instead, we have presented a rough outline sweep local reform candidates into office. followed it up with a blitzkrieg ground war in
of major world events, and concentrated on Before, during, and after these elections, February which liberated Kuwait and crushed
the major campaigns of the war after 1995. ethnic unrest continues to simmer in the flower of the Iraqi Army. Although Saddam
Azerbaijan, and spreads to the minority re- remained in power, his authority was reduced
publics of Tajikstan, Georgia, Kazakhstan, to the central third of his nation and his
1989 mostly in the form of ethnic demonstrations military was no longer capable of aggression
The year the Cold War ended. All across and occasional riots. Low-level armed vio- against neighboring states.
Europe, communist governments topple in lence spreads throughout the Moslem parts In March, both Croatia and Slovenia se-
response to pro-democracy demonstrations of the Caucasus and Central Asia, although cede from Yugoslavia, and Bosnia-
or, in the case of Rumania, armed insurrec- most of it fails to come to the attention of the Hercegovenia follows in short order. Violenc;e
tion. Voting with their feet, East German citi- rest of the world, who are distracted by events soon broke out between the Serbian-domi-
zens flood into the west. In Poland, a number in Germany. nated federal government and militias of the
of German ethnic organizations form in re- Iraq stuns the west by Invading Kuwait in breakaway states.
sponse to West Germany's policy of accept- August. Wrth the Soviet Union in disarray, the Ethnic and religious violence in the Central
ing as a German citizen anyone who can world rallies behind US leadership in resist- Asian republics of the Soviet Union esca-
prove themselves of Germanic descent (it is ing Iraqi aggression, and troops from a dozen lates, and the Soviet Union increases its
rumored that membership in ethnic clubs will countries, a few of them still formally mem- troop withdrawal schedule in order to use the
be good enough). bers of the Warsaw Pact, pour into Saudi forces inside its own borders. Fighting is
The Soviet Union's new policy of encour- Arabia particularly heavy between Armenians and
aging political pluralism in Europe makes the The long awaited (and long-feared, in some Azeris in the enclave of Nagorno Karabak. As
end of Bureaucratic Communism a certainty. circles) reunification of Germany becomes the republics seize greater autonomy,
Mao Tse Tung's forgotten maxim, "Let 10,000 reality in October. The four power confer- Gorbachev continued to vacillate between an
flowers bloom,· becomes reality as dozens of ences (representing the United States, the all-out drive for reform and an all-out commit-
new parties spring into being. The only Euro- United Kingdom, the USSR, and France) that ment to a strong central government in the old
pean communist governments which survive recognize the inevitable, also guarantee style. The result is an accelerating slide to-
the Revolution of 1989 are those outside the Poland's territorial integrity. As a part of the ward chaos. On July 1 the old Warsaw Pact is
Warsaw Pact: Yugoslavia and Albania. The agreement, NATO troops will maintain a pres- formally abolished, the last straw for many
Berlin wall is torn down in spots, and German ence in the newly unified republic (the only Moscow hardliners. In August the hardliners
reunification is now spoken of openly: The way some European nations will agree to the seize power in a bloody coup.
question is no longer "If," but rather "When?" deed). The newly united Germany renounces On August 19th, elements of the Taman
Riots in in the Soviet republic of Azerbaijan any territorial claims outside of its post-WWII Guards and Kantemir Motor Rifle Divisions
(over alleged repression of Armenians) re- boundaries, but asserts continued interest in move into the center of Moscow and seize the
quire intervention by Soviet troops. As a re- the welfare of ethnic Germans living outside most important public buildings and radio
sult, the republic remains a powderkeg for of Germany. Membership in German ethnic stations. An eight-member Emergency Com-
months. organizations in western Poland grows, par- mittee deposes Gorbachev (for "reasons of
Elsewhere, the Chinese political reform ticularly in Silesia, where the floundering ef- health") and bans strikes, protests, or public
movement is brutally crushed by govern- forts of the new (non-Communist) Polish gov- assemblies. Defiant protesters gather at the
ment military forces. An attempted coup ernment to convert from a controlled to a free Soviet Parliament building, along with a few
against President Aquino of the Philippines economy result is only a partial success. dissident military units and a cadre of armed
is foiled (with the help of American air cover), Poland attempts to negotiate a border Afghan War veterans, to defend Yeltsin and
and the republic of Panama is invaded by treaty with Byelorussia, but is rebuffed and the Parliament. On August 20th, elements of
the U.S. to remove the government of Manuel the official Byelorussian statement describes the Kantemir Division, spearheaded by the
Noriega. the city of Bialystok as •occupied" by Poland. elite KGB "Alpha Team," storm the Parlia-
Later in the year, Romania refuses a summit ment building and scatter the protesters.
offer by Hungary to discuss the condition of Russian President Yeltsin, along with an es-
1990 ethnic Hungarians living in Romania. timated 800 others, die in the assault.
In a major upset for political pundits in the By the end of the year, Soviet troop with- With Yeltsin dead and Gorbachev impris-
United States, a coalition of opposition par- drawals are under way from Germany, Po- oned in the Crimea, acting Soviet President
ties headed by Violetta Chamorro defeats land, Hungary, and Czechoslovakia. Yanayev declares the establishment of a

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.

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
man armies and frequent exchanges of artil- and the elite Soviet paratroopers and ma-
1996 lery fire. On July 27th elements of the Ger- rines are isolated and destroyed.
Faced with stalemate in the Far East and man Ill Corps cross the frontier in retaliation At sea, the Soviet Red Banner Northern
revolt in the West, the Soviets need more for what they described as a "full-scale at- Fleet sorties and attempts to break through
troops. Most Soviet category B readiness tack" by the Polish 4th Mechanized Division. the Greenland-Iceland-United Kingdom Gap
divisions are mobilized and sent to the Far Within two days Poland and Germany are into the north Atlantic. For three weeks the
East by mid-year, and almost a quarter of the officially at war. opposing fleets hammer each other, but the
remaining category A divisions from the West- From the very beginning, this is a •come western fleet comes out on top, badly blood-
ern European frontier garrisons are commit- as you are" war; neither side is adequately ied but victorious. Eighty percent of the So-
ted. Many of the low readiness category C prepared. The German Army has just fin- viet northern fleet surface tonnage rests on
divisions are upgraded to category B or mo- ished a period of very rapid growth and re- the bottom of the Norwegian and North seas.
bilized, and for the first time in 50 years the building, many of its units being equipped Scattered commerce raiders break out, how-
mobilization-only divisions begin training. with tanks and vehicles which have sat idle in ever, and by year's end are wreaking havoc
Many of the best remaining divisions, how- warehouses for four or five years. The Poles on the NATO convoys bringing reinforce-
ever, are committed against the Ukraine and and Soviets are at the end of several years of ments, ammunition, and equipment across
Belarus. very limited military spending capped by a the Atlantic.
With an uncertain Germany to the west war in the east which has drawn off much of When Romanian police shoot and kill a
and an increasingly aggressive Belarus to their best equipment already. The Poles are man crossing the border between Hungary
the east, Poland opens secret talks with Mos- supported by the three Soviet divisions still and Romania, the Hungarian government
cow. Within months these result in the public stationed in Poland as part of the New War- suspends diplomatic relations. The Roma-
signing of a mutual defense agreement be- saw Pact joint command, but are still outnum- nians claim he was a smuggler, bringing arms
tween the Soviet Union, Poland, Bulgaria, bered by the Germans. What tips the balance to antigovernment forces. Three days later,
Hungary, and the Czech Republic. The treaty against the Germans is the entry of the Czech Hungarian army spies or Romanian govern-
is signed in Warsaw and is officially called the Army in the war on the side of the New ment provocateurs (depending on which side
Treaty on Collective Security. The world calls Warsaw Pact. you believe) blow up a Romanian railway
it the New Warsaw Pact. By the end of November, the Bundeswehr station in Cluj. The Romanians conduct mass
Surrounded by enemies, Belarus resis- is in serious trouble. Soviet Frontal Aviation arrests of Magyars throughout Romania.
tance quickly collapses and, to the shock of has left their most modern aircraft in the west; Police sweeps are met with armed resistance
the West, it is partitioned by Poland and the these are qualitatively and quantitatively a and within a week a secessionist Magyar
Soviets. As Poland prepares to move division match for the Luftwaffe. The Czech Army government declares its independence from
into the former territory of Belarus for occupa- finally cracks the line of German reservists Romania. As Romanian troops move north to
tion duty, seven ethnic German soldiers in the holding the southern flank and cuts north into crush the rebellion, the Hungarian govern·
division announce their intention to resist Germany itself, closing on Berlin. Heady with ment protests, is ignored, and then (with its
transfer out of the country. A wave of demon- victory, the Warsaw Pact leadership announce allies) declares war.
strations in western Poland by ethnic Ger- their intention to occupy and repartition Ger- As Hungarian, Bulgarian, and Soviet
mans supporting the seven soldiers is vio- many as a guarantee against future aggression. troops cross the border, Romania formally
lently suppressed by riot police, resulting in Claiming that their actions were justified declares war on the three invading nations,
several deaths and numerous injuries. Ger- by the military provocations of Poland and and appeals to NATO for assistance.
many protests and moves several divisions that they now face dismemberment as a The first nation to rally to Romania's aid is
closer to the border. state, Germany turns to its NATO partners for her neighbor, the Ukraine. Within 24 hours,
In June, a small group of senior officers of assistance. While the political leadership of three divisions and five brigades cross into
the German Army, as well as at least one the European members of NATO debate the Romania and two days later are at the front
German cabinet minister, open secret talks prudence of intervention, the US Army crosses under Romanian command, where they are
with the leadership of several German ethnic the frontier. Within a week, France, Belgium, joined by a Serbian expeditionary force. The
organizations in eastern Poland. Shortly there- Italy, and Greece first demand that U.S. troops Ukraine also recognizes the incorporation of
after, another round of demonstrations break withdraw to their start line and (when these Moldavia into Romania. NATO responds
out and are again violently suppressed. This demands have no effect) withdraw from NATO shortly thereafter with the offer of full member-
time, however, small groups of demonstra- in protest. British and Canadian forces cross ship in the alliance to both nations, which they
tors fight back with military small arms. Polish the border, however, while Danish and Dutch accept. More concrete assistance takes the
army units move in and soon Pomerania and troops remain in place, still partners in NATO form of the Turkish 1st Army, which launches
Silesia appear to be in the grips of a civil war. but not party to war. its offensive against a thin Bulgarian covering
Poland charges that many of the rebels are In the far north, Soviet troops make a bid force in Thrace on Christmas Eve.
German right-wing nationalists who have for quick victory in northern Norway. Most of In July, the Sendaro Luminoso (Shining
crossed the border with the collaboration of the best Arctic-equipped divisions have al- Path) guerillas take advantage of interna·
the German Army. Berlin denies any involve- ready been sent east, however, and the third- tional chaos to make a bid for control of Peru.
ment with rioters but admits that it is possible line troops available are unable to break They do not succeed in overthrowing the
that German nationals have crossed into through to the paratroopers and marines government, but they do succeed in wresting
Poland, and German military units move closer landed in NATO's rear areas. As crack British about half of the country from central control.
to the border to step up security. commandoes and U.S. Marines join the battle, Other South and Sentral American countries
In mid-July there are several border inci- the front line moves east again toward the experience varying degrees of political
dents between units of the Polish and Ger- Soviet naval facilities on the Kola Peninsula, instability.

10
Erin Tabakovic (Order #36286371)
GDW Twilight: 2000

the Aegean is now considered a war zone. Soviet mobilization-onlydivisions,largely leg-


1997 In an attempt to restore the situation in mobile and stiffened with a sprinkling of obso-
On the first day of the new year, the NATO Germany, Soviet and Czech troops return to lete tanks and armored personnel carriers,
heads of state declare their support for a the offensive in southern Germany but do not enter the lines. Although the Romanians prove
Polish government in exile, headed by a have the strength to make any significant better soldiers than the over-aged and ill-
committee of Polish emigres. While the news gains. With the coming of spring, the NATO trained Soviet recruits, the manpower differ-
is greeted with scattered worker uprisings in offensive gains momentum and in April the ence begins to be felt.
Poland, the majority of the Polish Army re- first German troops cross the frontier into The best Soviet troops are shipped fur-
mains loyal to the central government, and Poland. By June 17th, Warsaw is surrounded, ther south to Bulgaria, and by May have
open resistance is soon crushed. An under- and Polish army units and the citizens of the managed to halt the Turkish drive. As Greek
ground movement begins forming, however, city prepare for a siege. pressure on the Turkish left flank in Thrace
and by spring small guerrilla bands, leavened By late spring, NATO's Atlantic fleet has builds, unit after Turkish unit is shifted to face
by Polish Army deserters, begin to harass hunted down the last of the Soviet commerce the Greeks. It becomes clear that, without
Warsaw Pact supply convoys and installa- raiders, and the surviving attack carriers and aid, the Turkish Army will have to fall back or
tions. missile cruisers move to northern waters. be defeated.
During January, continuing Turkish suc- The NATO drive in the north has bogged On June 27th, a NATO convoy of fast
cesses in Bulgaria spark a wave of patriotism down on the banks of the Litsa River, but the transports and cargo ships, accompanied by
in the Turks, particularly since Greece has Northern Front commander now contemplates a strong covering force, attempts the run to
remained neutral in the war. On Cyprus, a bold move to destroy the remnants of Soviet the Turkish port of lzmir with badly needed
unoccupied and supposedly reunited for three naval power there. While U.S. and British ammunition and equipment. Light fleet ele-
years, the Turkish Cypriots demonstrated in units attempt a rapid outflanking move through ments of the Greek Navy intercept the con-
favor of Turkey. The demonstrations turn into northern Finland, the NATO Atlantic Fleet will voy and, in a confused night action off lzmir,
anti-Greek riots, and the Cypriot Army moves close in on Murmansk and Severomorsk, inflict substantial losses and escape virtually
to restore order. In response, the Turkish subjecting the Soviet fleet anchorages and unharmed. Two days later, NATO retaliates
Army invades Cyprus and quickly occupies air bases to a massive bombardment. On with air strikes against Greek naval bases.
most of the island. Greece first sends military June 7th the ground offensive is launched On July 1st, Greece declares war against the
units to Cyprus to resist the Turks and then and the fleet closes in on the Kola Peninsula NATO nations, and Italy, in compliance with
declares war on Turkey and attacks the Turk- shortly thereafter. her treaty obligations, follows suit on the 2nd.
ish forces in Thrace. Finland had been expected to offer token In early July, Italian airmobile and alpine
In late February, the socialist governments resistance to the violation of its territory; in- units cross the passes into Tyrolia. Scattered
of Italy and Greece conclude a mutual de- stead the Finnish Army fights tenaciously, elements of the Austrian Army resist briefly
fense pact. While Italy is not obligated by the seriously delaying the flanking move. At sea but are overwhelmed. By mid-month, Italian
pact to enter the Greco-Turkish war, the Ital- the plan fares even worse, as coastal missile mechanized forces are debouching from the
ian government declares the war to be a boats and the remnants of Northern Fleet's Alpine passes into southern Germany, and
regional conflict unrelated to the more gen- shore-based naval aviation inflict crippling their advanced elements are in combat against
eral war raging elsewhere, promising to inter- losses on the NATO fleet. By mid-June the German territorial troops in the suburbs of
vene on Greece's side if NATO tries to tip the last major naval fleet-in-being in the world Munich.
balance in Turkey's favor. Within a week, has been shattered. The Italian Army enjoys tremendous suc-
Greece declares a naval blockade against In the south, the front in Romania stabi- cess in the first month of its involvement in the
Turkey and warns the world's shipping that lizes and enters a period of attritional warfare. war, primarily for logistical reasons. Most of

11

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
~s opponents have already been at war for six lation and industrial centers still in Chinese by month's and, Bulgarian tank brigades are
months or more. Their peacetime stocks of hands. The Chinese response is immediate, racing toward Istanbul. Simultaneously, Greek
mun~ions and replacement vehicles had bean but Soviet forward troop un~s are dispersed and Albanian troops launched a drive against
depleted, and their industries had not yet and wall prepared. Ballistic missile attacks on southern Serbia, and the Serbian Army be-
geared up to wartime production. The Italians Soviet population centers are frustrated by gins to break up. The Serbian expeditionary
have intact peacetime stockpiles to draw on. an active and efficient ABM system, and the force in Romania is recalled for home de-
As summer turns to fall, however, the Italians Soviet Air Defense Command massacres the fense, but before it can return, Beograd has
too began feeling the logistical pinch, aggra- handful of Chinese bombers that attempted fallen to Italian mechanized columns. At the
vated by the increasing flow of munitions and low-level penetration raids. Within a week, same time, the limited use of tactical nuclear
equipment from the factories of their oppo- the Chinese riposte is spent, but Soviet at- weapons, the increasing numbers of Soviet
nents. tacks continue. The Chinese communication reserves, and the withdrawal of the Yugosla-
In Asia, pro-Soviet, India and anti-Soviet and transportation system, already stretched vians causa the Romanian front to collapse.
Pakistan drift into war through an escalating to the breaking point, disintegrates. The roads As Warsaw Pact columns sweep through
spiral of border incidents, mobilization, and are choked with refugees fleeing from the both countries, isolated mil~ary un~s with-
major armed clashes. Outright war begins in remaining cities, all of them potential targets. draw into the mountains and begin to wage a
the spring, and by mid-year the Indian Army China begins the rapid slide into anarchy and guerrilla war.
is slowly advancing across the length of the civil disorder. In the west, NATO air units begin making
front, dasp~e fierce resistance. On the western front, the forward ele- deep nuclear strikes against communication
By early July, NATO advanced elements ments of both armies on the Soviet-Polish hubs in Czechoslovakia and Poland in an
are closing up on the Polish-Soviet frontier in frontier are hit hard by tactical nuclear strikes, attempt to slow the Warsaw Pact advance.
the central region, while continuing the siege as NATO matched the Warsaw Pact warhead The Pact responds with similar strikes against
of Pact-held Warsaw. The Polish government for warhead. By lata August, the first of the German industrial targets and major port c~­
in exile establishes ~s temporary cap~al in Soviet divisions released from the Far East ias. NATO's theater nuclear missiles are
the city of Poznan, and asserts its claim to the enter the lines. Although the front lines are launched against an array of industrial targets
pre-1939 Polish borders in the east. In the Far fluid everywhere, they begin moving gradu- and port cities in the western Soviet Union.
East, Pact forces begin major withdrawals all ally west. Throughout October the exchanges continue,
along the front, and the mobile elements of On September 15th, the siege of Warsaw escalating gradually. Fearful of a general stra-
the Chinese Army began a victorious pursu~. is lifted, and a weak later Czech and Italian tegic exchange, ne~her side targets the land-
On July 9th, with advanced elements of troops begin a renewed offensive in southern based ICBMs of the other, or launches so
the 1st Garman Army on Soviet soil, the Garmany. The southern offensive gains mo- many warheads at once as to risk convincing
Soviets begin using tactical nuclear weap- mentum, and NATO forces in Poland increase the other side that an all-out attack is in
ons. In the West, they are used sparingly at the rate of their w~hdrawal, practicing a progress. Neither side wishes to cross the
first, and for the first week are used only scorched earth policy as they fell back. At the threshold to nuclear oblivion in one bold step,
against troop concentrations no further than same time, advancing Warsaw Pact forces and so they inch across it, never quite know-
50 kilometers from the Soviet border. In the occupy Slovakia and force its reincorporation ing they have done so until after the fact.
Far East, however, they are used on a mas- with the Czech republic. First, military targets are hit (including the
siva scale. Chinese mechanized columns The Soviet and Bulgarian forces in Thrace first decapitating strikes at US targets). Then
are vaporized, caught in the open on the also begin a major offensive against the Turl<s industrial targets clearly vital to the war effort,
roads in imagined pursuit. Strike aircraft de- in September. The one-sided use of tactical followed by economic targets of military im-
liverwarheadsonthe northern Chinese popu- nuclear weapons breaks the stalemate, and portance (transportation and communication,
oil fields and refineries). Then major indus-
trial and oil centers in neutral nations are
targeted, to prevent their possible use by the
other side. Numerous warheads are aimed at
logistical stockpiles and command-control
centers of the armies in the field. The civilian
political command structure is first decimated,
then eliminated (almost by accident in soma
cases). The exchanges continua, fitfully and
irregularly, through Novemberand then gradu-
ally peter out.
Pakistan and India wagethairown nuclear
war. Facing defeat, Pakistan launches a pre-
emptive strike on India's economy and nuclear
strike force. Although industrial centers are
hit hard, enough of India's nuclear arsenal
survive to launch a devastating retaliatory
strike. The Indian-Pakistani war soon winds
down, as each country's economy no longer
can feed its civilians, let alone supply military
units.

12

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
sional seats and presidential electoral votes. replace the CIA "defectors. • Officially, forces
1999 President Broward responds with a demand of the two governments refrain from violent
Once spring planting is finished, the United for Cummings' resignation, which Cummings confrontation, but there are sporadic local
States Congress reconvenes for the first time declines to submit. While some military units clashes over key installations, occasional
since the exchange of nuclear missiles. Sena- side with the new civilian government, the bloody coups within military units, and nu-
tor John Broward (0, Ark), the former gover- majority continue to take orders from the Joint merous assassinations and "dirty tricks" by
nor of Arkansas who appointed himself to fill Chiefs, particularly those overseas, for two rival intelligence agencies.
one of the two vacant senatorial seats, is simple reasons. First, the habit of obedience In the autumn. the dispatch of troops to
elected President by the House of Represen- is deeply ingrained, and, in many cases, is all Europe resumes, although only as a trickle. A
tatives. General Jonathan Cummings, then- that has allowed units to survive thus far. few warships are available as escorts, and
chairman of the Joint Chiefs of Staff, refuses Second, the Joint Chiefs control virtually all various old merchant vessels are pressed
to recognize the constitutional validity of the surviving telecommunications networks. into service as transports. Initiated by the
election, citing the lack of a proper quorum In North America, the main effect of the civilian government, both governments briefly
and numerous irregularities in the credentials split is a further erosion of central authority. compete in a struggle to outdo the other,
of the attending congressmen. Forced to choose between two rival govern- viewing success as a litmus test of their ability
(Although Cummings' decision will later ments, both with considerable flaws in their to mobilize the nation. In fact, the call-ups
be widely criticized, there is much validity to claims to legitimacy, many localities simply affect only the Atlantic coast and lead to
his position. Many congressional seats are choose to ignore both. widespread resistance. The dispatch of
disputed; several of the congressmen in at- The surviving foreign and national organi- troops, supplies, and equipment to Europe
tendance are merely self-appointed local zations dealing or concerned with the United makes little sense to most, considering the
strongmen who have gained control of large States choose between the rival governments. appalling state of affairs in the United States.
parts of the old congressional districts, and The German military government and Polish The actual reinforcements sent include a
some have never seen the districts they pur- government in exile continue relations with small number of light vehicles and ammuni-
port to represent. There is at least one con- the Joint Chiefs, while the partisan com- tion but consist mostly of light infantry. Mor-
firmed gunfight between rival claimants to a mands of Yugoslavia and Romania recog- tars are becoming the most popular support
seat while Congress is in session.) nize the civilian government. The remnants weapon for troops, as they can be turned out
General Cummings declares a continua- of the Central Intelligence Agency obey the in quantity from small machine shops and
tion of martial law until such time as a new orders of the civilian government, while the garages.
census is practical, that being necessary for National Security Agency, loyal to the Joint In Europe, the fronts are static for most of
a meaningful reapportionment of congres- Chiefs, organize a field operations branch to the year. Low troop densities mean that infil-
tration raids become the most common form
of warfare. The "front" ceases to be a line and
becomes a deep occupied zone, as troops
settle into areas and begin farming and small-
scale manufacturing to meet their supply re-
quirements. Local civilians are hired to farm
and carry out many administrative functions in
return for security from the increasing num-
bers of marauders roaming the countryside.
In other areas, the security the military unit
provides to its civilians was from the unit itself,
a post-nuclear version of the ancient "protec-
tion" racket. Many units stationed in barren
areas drift apart or turn to marauding when
supplies do not arrive. Although most attacks
by large bodies of marauders are directed at
areas held by "the enemy,• they begin to be
directed at "allied" units as well, although at
first not against units of the same nationality.
The effects of the chaos ensuing from the
destruction of world trade and the death of a
sizable portion of the population are felt glo-
bally. Central Africa is hit particularly hard, as
the war cuts off production and shipment of
the HIV anti-virus just as the AIDS active
infection rate tops 50%. No territory though,
however remote, remains ·untouched by the
war. Even scientific stations in the antarctic,
and orbiting space laboratories, are aban-
doned as the war drags on.

14

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
Soviet languages: Former members of the 30 points may add attribute points (allocated as Education: A measure of the character's
Soviet Army are treated differently. The player he sees fit) to bring the total up to 30. This way the performance in a formal academic setting.This
chooses his nationality and receives a 10 skill character is always at least average. attribute determines how far a character can
level in that language. (Each of the listed na- Random Generation: In this method, each get in a university and serves as a prerequisite
tionalities is also a language except for Ukrai- attribute is determined by rolling 206-2 (re- for certain forms of higher education.
nian and Byelorussian, and in many cases the roll any roll that would resu" in a 0 attribute Charisma: The extent to which the charac-
nationality also corresponds to one of the major score). This gives a range of from 1 to 10 for ter is attractive to and trusted by strangers. This
political divisions of the Soviet Union.) If any each attribute. is a measure not only of physical appearance,
nationality other than Russian, Ukrainian, or Allocation: Players who choose the allo- but also of sensitivity and natural charm.
Byelorussian was chosen, the player also rolls cation method have a total of 32 points to be Abbreviations: The six attributes of
1010 (if an officer) or 101 0+2 (if enlisted), distributed among their attributes in any com- Strength, Agility, Constitution, Intelligence,
rounding fractions up. The resu" is his skill in bination they wish. No attribute may have a Education, and Charisma are used through-
Russian. value of 0 or more than 10. out these rules. For brevity, they will sometimes
In addition to native languages, players may Increasing Attributes: Attributes may be be abbreviated as STR. AGL, CON, INT, EOU,
acquire additional language skills as explained permanently changed as part of the character and CHR, respectively.
later in the rules. generation process, but do not change (ex-
cept temporarily) as a resu" of game play. No Me, I'm a grease monkey. That's why they
ATTRIBUTES attribute may be increased by more than 2 call me "Monk. • I keep the Hum-Vee purring
Each character is described, in the simplest points during character generation. Thus the and the LA V-25/imping along (so far). I guess
of terms, by six basic attributes: Strength, maximum attribute level is 12. I've always loved engines, which is why I'm
Agility, Constitution, Charisma, Intelligence, Meaning of Attrlbutes: Attributes have the so good with them.
and Education. These attributes are divided following definitions: Admittedly, with the LA V-25 it's definitely
between two broad groups: physical attributes Strength.· The numerical quantification of a a Jove-hate relationship. Gordon's an engi-
(Strength, Agility, and Constitution) and men- character's muscular power. neer, and even though there's not much to
tal attributes (Charisma, Intelligence, and Agility: A measure of the character's coor- work with in the way of construction mate-
Education). dination and nimbleness. rial, she's kept us from driving over a couple
Attributes may be determined in one of two Constitution:Hea"h and physical stamina. bad bridges I figured would've supported us.
ways-random generation or allocation. Ran- This affects the character's resistance to dis- And I'll never forget the time a year ago in
dom generation gives the player only minimal ease and also influences his hit capacity. Germany when she got us out of that
control over that character's attributes, but Intelligence: A measure of the ability of the FA SCAM minefield those yo-yos in the First
many players enjoy the challenge of playing a character to perform abstract reasoning. In- Cav dumped right on top of us.
randomly generated character. Allocation al- telligence primarily affects the ability of the I figure Wood has saved everybody's life at
lows the player greater input in shaping a character to learn; it is not the same thing as least once; last winter when I took one in the
character, but evens out the extremes of ran- common sense. (How much common sense left wing and it got infected, I'd have been gone
dom fluctuation. the character has is determined by the actions except for him. Carson, the major's driver, is a
A player who rolls attributes totaling less than of the player himself.) maniac behind the wheel and a deadly rifle

18

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
your commie rear last year. you old reprobate.· business community, meaning he could be an The contact may be involved in some form of
Then they both began chattering in Russian- executive in a corporation, or a mover and local government, in a mercantile operation,
which I do not speak. shaker in the banking or investment field. In etc. On the other hand, the contact may be
Turns out he and the sarge were both as- 2000, business contacts could be merchants, encountered as a penniless wanderer who
signed to the capital of Iceland (I can't spell military officers, or officials in a community happens to have some bit of vital information
that either) back in the stone age, and it's a government. for the adventuring group.
pretty boring duty, so they took to hoisting a Criminal: Before the war, the contact was Solid Contacts: Solid contacts are those
couple once in a whil9-hadn't seen each engaged in a form of criminal activity, and in which have been assigned a name, skills,
other in a coon's age. 2000 he has probably reverted to old habits. attributes, suitable background history, and so
Small world, I guess. Good thing too. We The contact could be a soldier, smuggler, on, and have been used in an adventure.
might've hurt those guys! marauder, or some kind of criminal leader Players may not convert a solid contact
inside a larger community organization. back into a generic one, but they can run into
CONTACTS Entertainment: The contact was once part the same fellow again in a different place if
As part of his educational or occupational of the entertainment industry, either as an ac- the referee is agreeable. Once a generic con-
background, a character can acquire con- tor, director, or technician. In 2000, entertain- tact is turned into a solid one, the referee must
tacts. These are friends, acquaintances, as- ment contacts can be almost anything, but will pay a little closer attention to how he might go
sociates, colleagues, and confederates (even tend to cluster around their areas of exper- about showing up in future adventures. A
rivals) that a character has some previous tise. Directors and technicians will have contact in a marauder band or a merchant
association or connection with. Basically a served in signal corps units during the war; convoy can be expected to wander, but a
contact is someone from the character's past, actors may have been with USO tours and contact in a community government or a lo-
encountered at an opportune moment in an become stranded. cal militia w ill tend to stay in the same geo-
adventure session ("You just happen to run Of course, any of them could have enlisted graphic area. Also, contacts can (and should)
into an old pal from your college days."). The or been drafted when the war started. change over time. Next time you run into
rules given below are a means of regulariz- Government: The contact was some form Femerov, maybe he'll be running a villag9-
ing these seemingly chance encounters. It is of government official before the war. He may or scrounging in the ruins.
intended that contacts be used (at the now be making use of those talents in run- Example: Let's take the situation from the
referee's discretion) to add interest and vari- ning (or helping to run) a small community, a narrative at the beginning of this section. Dur-
ety to an adventure by providing an additional unit of soldiers, or a mob of marauders. ing generation, the character of Anderson ac-
resource for characters to make use of in a Intelligence Community: The contact quired a number of contacts, including one
crisis or to spur the plot along. In the hostile worked in espionage, either as a field opera- foreign military type. When a small party of
environment of the year 2000, contacts can tive, controller, or intelligence analyst. The the characters are in a tight spot (surprised
be vital. contact might be a soldier, part of a commu- and outnumbered by a party of Soviet cav-
Contacts exist in one of two forms: generic nity government, or (rarely) still doing busi- alry), the player controlling Anderson asks the
and solid. A contact must be one or the other- ness at the old stand. referee if he can use up one of his contacts.
it cannot be both. Journalist: The contact may have worked The referee decides for himself how likely this
Generic Contacts: Generic contacts are with the character on a newspaper, magazine, might be, rolls a die, and then agrees. The
assigned during character generation. The or television newsgathering staff. Perhaps the player controlling Anderson had previously
player may work up attributes and skills for journalist was sentto cover the war and is now worked out that the foreign military type was
them at any time, if desired, or this can be stranded. The contact could turn up just about a Soviet soldier, and had roughed in the name,
left to the referee. In some cases, it may not anywhere. how and where they met, and other general
be necessary to develop a contact in great Law Enforcement: The contact was a po- details.
detail, unless the situation is such that the liceman or investigator of some sort, and is The referee determined how to work this
contact could turn into a recurring charac- probably doing the same sort of thing for a contact into the adventure session (by decid-
ter. small community government. ing that Femerov would be in command of the
Foreign contacts are contacts of another Medical: The contact was a medical doc- party of Soviet cavalry, and that he would be
nationality than the character's. All contacts tor or administrator, and more than likely is friendly towards Anderson's companions as
are in terms of what the contact did before the still in that business. well). In most cases the referee will decide to
war. Each entry below contains suggestions Military: The contact was a soldier before add contacts to the adventure without prompt-
on what that contact might be doing in 2000 the war, and could be just about anything in ing by the players. If the players specifically
(although the referee should supply the de- 2000, although soldier, mercenary, or ma- ask, there should be a slim chance (say on a
tails for individual situations). rauder are the most likely occupations. roll of 1 on the D 1O) that a contact will be
Academic: The contact is a member of the Specialist: Before the war, the contact was present.
intellectual community, meaning he could be a construction engineer, medical technician, There are so many possibilities for contacts
a professor, writer, or member of a social or one of the other specialities mentioned in that it is not possible to do more than suggest
sciences think tank. In 2000, an academic the Career List. In 2000, the contact will proba- a few here:
contact could be part of a community's gov- bly be making the best possible use of his spe- • An entertainer character was in a soap
erning body, or could be an official in a small ciality to survive. Specialists have skill levelS opera that was shown on European television.
town. On the other hand, nothing prevents a in their specialty. The character might encounter a fan of that
professor of social science from becoming a Wealthy: The contact is (or rather was) show ("'migosh-you're Lance Carter! I can't
soldier, marauder, and so on. wealthy, and may have converted some of that believe it-lance Carter from The Stomach
Business: The contact is a member of the prewar wea"h into postwar power or influence. Turns! I watched every episode!"

22

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

• 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

Erin Tabakovic (Order #36286371)


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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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

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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

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GDW Twilight: 2000
...... ,.. .,. ·~···


'

...

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

Erin Tabakovic (Order #36286371)


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specialties are called schools. One exists for each


major specialty and branch. A list of some of the
major schools (at least the more common player
Muzzle choices) and their locations are provided below,
/ for characters to use in adding detailto their back-
ground.
Annor: Ft. Knox, KY.
Infantry. Airborne, Engineers: Ft. Benning, GA
Ranger: Ft. Stewart, GA
Armor Skirts Road AirDefense Mi/191}': Ft. Bliss, TX.
Commander·s eo,:~~\~~6g2u~m Wheels , Medical: Ft. Sam Houston, TX.
Hatch
Primary Slghr ......____n;,,.,. Mi/191}': Ft. Sill, OK
Aviation: Ft. Rucker, AL

MILITARY TERMS & EXPRESSIONS


AAMG : A ring-mounted weapon, usually
Representative Tank Components fired by a vehicle commander, intended to be
(M1 Abrams Shown) fired at low-flying aircraft, but usually em-
ployed against ground targets.
ALICE: Acronym f or all-purpose, light-
weight, individual carrying equipment. This is
web gear, pack, and pouches designed to help
carry equipment.
Blooper: 40mm grenade launcher and
(less often) the soldier detailed to fire it.
Rear S i ght Coaxial: A secondary weapon set up to fire
C harging Hand le parallel to the main weapon. It is usually of
Buttstock smaller caliber and is most often a machin-
egun matched with a large-caliber gun.
Cupola: A raised housing for a hatch, usu-
ally incorporating view slits and a ring mount
for an AA weapon.
Glacis: The sloped forward armor of a
vehicle hull.
Klick: Kilometer.
Ma Deuce, Mother Deuce: Slang ex-
pression for the M2HB .50-caliber machin-
egun.
M16 Military Tlme: lime in the military is always
given according to a 24-hour clock to avoid
confusion. 9:00 a.m. is 0900; noon is 1200;
1:42 p.m. is 1342; and 12:23 a.m. is 0023.
Dates are written in day/month/year format:
23JUN 01.
MOPP Suit: The acronym for mission op-
erative protective posture, the U.S. military's
chemicallbacteriologicaVradiological protec-
tive suit.
MOS: Military occupational specialty. Ex-
plained on page 27.
MRE: Meal, ready-to-eat, individual, a
prepackaged field ration intended for con-
sumption by one person when normal food
service is not available. It requires only mini-
mal water (unlike the earlier f reeze-dried
rations) and weighs less than the earlier
canned rations. like all military f ood, it is
universally despised (it is widely rumored
that MRE really stands for "meals rejected
Typical ALICE Gear Setup by Ethiopians").
Phonetic Alphabet: It is often necessary

28

Erin Tabakovic (Order #36286371)


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to send information (map coordinates, authen-


tication codes, etc.) over equipment with poor
voice transmission qualities. To make sure
that people do not confuse letters that sound
alike (such as AIKJJ, MIN, etc.) soldiers are
trained to use a phonetic alphabet. In the U.S.
military, this is: A lta, Bravo, Charlie, Delta,
Echo, Foxtrot, Golf, Hotel, India, J uliet, Kilo,
Lima, Mike, November, Oscar, Papa, Quebec,
Romeo, Sierra, Tango, Uniform, Victor, Whis-
key, Xray, Yankee, and Zulu. Players and ref-
erees may make of this what they will. E. German Soviet
" Rock and Roll" : Full automatic fire, as
opposed to semiautomatic fire.
Zulu: Referring to a time, the word zulu
means Greenwich Mean lime, as opposed
to local time. It is indicated by appending a
"Z"to the end of the standard military time ex-
pression (1421 Z, pronounced "fourteen-
twenty-one-zulu").

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

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Careers ceived. Characters may only receive basic
NCO SKILLS
In the first term of a career, a character training once: during their first term in any
receives a fixed package of skills from a group branch of the military. Later transfers to other leadership
of skill areas which represent training in the branches do not confer additional basic train- Instruction
core knowledge necessary to function in the ing packages. Persuasion
career. Education Skills: Skills received in edu- Changing Branches: Characters who are
In every subsequent term of service in that cation terms do not follow the 5-4-3-2-1 pat- planning to change military branches on the
career, the character receives additional lev- tern described above, but are based on the following term must subtract 2 from their
els of skills from a group of skill areas. After character's EDU, as stipulated under the promotion die rolls.
the first term in a given career, the player career listing. Most education types cannot Civilian Promotions: Civilian careers have
selects skills from the Subsequent Terms be taken for more than one term; the one no ranks. Characters in these careers roll
heading, not the First Term heading. exception is graduate university, which can normally for promotions, and receive the ad-
Players receive five skill levels in their be taken as many times as desired. ditional skill when they roll a success, but
second term of service, four in their third term, Promotions: In each term of service, char- no rank or change in rank is recorded. Play-
three in their fourth, two in their fifth, and one acters roll to see if they are promoted. Al- ers should assume that some form of profes-
in their sixth and every subsequent term. though the promotion heading is included sional advancement or recognition was
under the Subsequent Terms heading of the achieved with the roll, but nothing so easily
Term Skill Levels career listings, the roll is made on the first recorded as a military rank.
Age term as well. Each career has a promotion
Term Start-End Term Skills number and OMs affecting that promotion CAREER LIST
1 17-21 rol l. Generally, if a promotion is achieved, the Careers are divided into three broad cat-
2 21-25 5 character advances to the next higher rank in egories: education, civilian, and military.
3 25-29 4 the service. A character is eligible for one
4 29-33 3 promotion per term of service.
5 33-37 2 A character who receives a promotion also Education
6+ 37+ 1 receives one additional skill drawn from the Higher education is a prerequisite for many
•oepends upon first-term package Subsequent Terms list (even if the promotion careers. Certain forms of higher education
is received during the first term), and ad- have Education requirements for admission,
Note that this reduction in number of skills vances one rank. and others do not. All schools are limited to
received is based on the total number of The chart on pages 46 and 263 lists the one term unless otherwise indicated.
terms served by the character, not just the two classes of rank in the US military (en-
terms served in a particular career. For ex- listed/NCO and Officer) in ascending order Underg raduate University
ample, a character begins a career on term 1 from the top (the lowest ranks are at the top Entr y : Education: 5+.
and continues it on term 2, but changes and the higher ones at th e bottom). Equiva- Skills: Total skill levels equal to character's
careers on term 3. On term 3, the player lent rank names are given on pages 45 and Education attribute from any combination of
receives the full firstterm skill package for the 262 for the military forces of other nationali- the following, but no more than level3 in any
new career, but then on term 4, the character ties. one skill:
would rece ive three subsequent term skills If an officer makes a promotion roll, he or • Biology
from the Subsequent Terms skill package, she is promoted to the next highest grade. • Chemistry
not five. The information on number of skills If an enlisted man makes promotion, he is • Construction
per term is also recorded on the Consolidated made an NCO or, if he is already an NCO, is • Computer
Effects of Aging table on page 24, and on the promoted to the next highest NCO grade. • Geology
character Generation Worksheet , page 267. Enlisted privates who fail their promotion • Instruction
Players may divide the levels among the roll are made specialists instead. Enlisted • Language
skills listed in the allowed skill group in any specialists who fail their promotion roll re- • Metallurgy
manner desired. If five skills are li~ted and a main specialists. • M eteorology
character is entitled to four skill levels, the When an enlisted man is made an NCO, • Excavation
player may take a level4 skill in one of them , he receives one skill level in each of the three • Persuasion
two level 2 skills in different areas, four level NCO skill areas listed on the NCO Skills List Co ntacts: One, either academic or jour-
1 skills, etc. If the character already has skill below. In each subsequent term he may take nalist.
in the area chosen, the additional levels are one of his skill points as an NCO skill instead Special: May elect to join ROTC (Re-
added to the levels already there. Thus, a of the normal term skills for that career. This serve Officer Training Corps), NROTC or
character w ho already has Navigation 1 who three-skill package is a one-time benefit, and AFROTR (the naval and air force equiva-
then selects two levels in Navigation now has is taken in lieu of the normal single skill lents). If so, add Leadership: 1 in place of
Navigation 3. earned with a promotion. any two skill levels above. The next career
Basic Training: Characters entering the All of these conditions apply to th e equiva- choice must include either entry into the
military receive a basic training skill package lent ranks in other services (a marine enlisted appropriate branch of the regular armed
during their first term. This package is in private who fails promotion is made [or re- forces or enrollment in the reserves in lieu of
addition to the first-term skills package re- mains] a lance corporal, and so on). a second activity.

30

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

National Military Academy Law School Promotion: 7+, OM +1 if EDU 7+.


Entry: Education: 6+. Entry: Undergraduate degree, Education: Contacts:Onepertarm,governmantorcrimi-
Skills: All basic training skills for the ap- 5+, Intelligence: 5+. nal. On a roll of 1010for8+thecontact is foreign.
propriate armed services branch (army, navy, Skills: The character automatically re- Special: Two secondary activities are al-
or airforce) plus skill levels equal to character's ceives the following: lowed par career period.
Education attribute from any combination of • Interrogation: 2
the following, but no more than level3 in any • Observation: 2 Civil Engineer
one skill: • Persuasion: 2 Entry: Master's degree, Construction: 3+.
• Construction Contacts: One academic or government. First Term Skills:
• Combat Engineer On a 1010 roll of 9+, the contact is foreign. • Computer: 1
• Horsemanship Special: None. • Construction: 2
• Leadership • Geology: 2
• Small Arms Medical School • Metallurgy: 1
• Persuasion Entry: Undergraduate degree, Biology: Subsequent Term Skills:
• Computer 3+, Chemistry: 2+. • Climbing
Contacts: Two military. On a 101 0 roll of Skills: As follows. • Combat Engineer
1o, this contact is foreign military. • Computer: 1 • Computer
Special: Enter the army at the rank of 2nd • Medical: 6 • Construction
Lieutenant (or appropriate branch at equiva- • Observation: 1 • Excavation
lent rank) and must serve at least one term. Contacts: One medical. On a 1010 roll of • Geology
Graduates of the US Naval Academy may 8+, the contact is foreign medical. • Ground Vehicle (Tracked)
become naval officers or marine officers Special: When war breaks out, the char- • Instruction
(player's choice). acter will receive a direct commission as a • Metallurgy
captain in the medical corps. • Navigation
Graduate University • Scuba
Entry: Undergraduate degree, Education: Technical School Promotion: 7+, OM +1 if EDU 6+.
7+, Intelligence: 7+. Entry: No prerequisites. Contacts: One par term, government. On
Skills: Four levels per term in any one Skills: A total of six levels from any one or a 01 0 roll of 10, the contact is foreign.
specialty, plus a total of two levels in any a combination of the following: Special: In the event of war, the character
electives. • Aircraft Mechanic will be directly commissioned as a 1st lieuten-
Specialties: • Computer ant in the engineers.
• Biology • Electronics
• Chemistry • Gunsmith Commercial Pilot
• Construction • Machinist Entry: Technical school, Pilot skill of 3+
• Geology • Mechanic (either fixed wing or rotary wing).
• Metallurgy • Medical First Term Skills:
• Meteorology • Metallurgy • Computer: 2
• Excavation • Pilot • Navigation: 2
Electives: Contacts: ·one specialist (skill level 8) in • Observation: 1
• Computer one area listed above. • Pilot: 1
• Instruction Special: None. Subsequent Term Skills:
• Leadership • Aircraft Mechanic
• Persuasion Civilian Occupations • Computer
Contacts: One per term, academic or • Electronics
The following occupations will serve for
government. • Navigation
characters from North American and Euro-
Special: One term provides a master's • Observation
pean backgrounds. Note that European also
degree; the second and each subsequent • Parachute
includes many of the Pacific Rim nations.
term provide a Ph.D. Degrees must betaken • Pilot
in one of the specialties noted above. Promotion: 6+, OM + 1 if AGL 6+
Attorney
Contacts: One per term, specialist (Pilot).
Entry: Law school.
On a 010 roll of 10, the contact is foreign.
First Term Skills:
Special: Upon the outbreak of war, the
• Persuasion 3
character will receive a direct commission as
• Interrogation 3
a 2nd lieutenant in the aviation arm of the
Subsequent Term Skills:
army and will be assigned to fly helicopters or
• Computer
transport aircraft.
• Intrusion
• Leadership
• Observation
• Persuasion

31

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
Computer Operator/Programmer • Thrown Weapon Fanner
Entry: Technical school or undergraduate • Unarmed Martial Arts Entry: No prerequisite.
degree, Computer: 2+. Promotion: 7+, OM +1 if INT7+. First Term Skills:
First Term Skills: Contacts: One per term. criminal or law • Computer: 1
• Computer: 4 enforcement. Contact is foreign on a 010 roll • Farming: 3
• Electronics: 2 of 10. • Mechanic: 1
Subsequent Term Skills: Special: Hmore than one term is served, • Observation: 1
• Computer: 1 add + 1 to Initiative. Subsequent Term Skills:
• Electronics: 1 Also, roll once per term versus Intelligence •Computer
• Instruction: 1 to avoid capture. •Farming
Promotion: 7+, OM +1 if INT7+. H unsuccessful. the next career choice • Ground Vehicle (Tracked)
Contacts: This represents a person met must be prison. • Ground Vehicle (Wheeled)
through an electronic BBS or network). The H war breaks out in the same term the • Horsemanship
character may know this person only through character is caught, he is drafted instead of •Mechanic
electronic communication, and it is highly going to prison. • Meteorology
likely they have never laid eyes on each • Observation
other. One per term, specialist (Computer) or Entertainer • Survival
specialist (Electronics). On a 010 roll of 9+, Entry: Charisma: 8+. •Tracking
the contact is foreign. First Term Skills: Promotion: 7+, OM+ 1 if CON 6+.
Special: None. • Disguise: 3 Contacts: One per term, specialist in one
• Observation: 1 of the above skills.
Construction Worker • Persuasion: 1 Roll 1D 10 for 10 for the contact to be
Entry: Strength: 4+. • Unarmed Martial Arts: 1 foreign.
First Term Skills: Subsequent Term Skills: Special: None.
• Climbing: 2 • Disguise
• Construction: 1 • Ground Vehicle (Motorcycle) Federal Law Enforcement
• Excavation: 1 • Horsemanship Entry: Law school or graduate university,
• Ground Vehicle (Tracked): 2 • Language no prison record.
Subsequent Term Skills: • Parachute First Term Skills:
• Climbing • Persuasion • Interrogation: 2
• Combat Engineer • Small Watercraft • Observation: 1
• Construction •Swimming • Small Arms (Pistol): 2
• Excavation • Unarmed Martial Arts • Unarmed Martial Arts: 1
• Ground Vehicle (Tracked) Promotion: 6+, OM+ 1 if INT 7+. Subsequent Term Skills:
• Mechanic Contacts: One per term. Roll1 D 10 for 8+ • Armed Martial Arts
Promotion: 7+, OM +1 if CON 7+. for the contact to be in government; other- • Autogun
Contacts: One per term. specialist (Con- wise it is in entertainment. • Computer
struction/Civil Engineer). On a 010 roll of 10, Hit is entertainment, roll1 010 for 8+ for it •Instruction
the contact is foreign. to be foreign. •Interrogation
Special: None. Special: At the referee's option. random • Language
NPCs may recognize the character as a • Observation
Criminal favorite TV or movie star. •Small Arms
Entry: Agility: 5+. • Stealth
First Term Skills: Factory Worker • Unarmed Martial Arts
• Ground Vehicle (Wheeled): 1 Entry: No prerequisite. Promotion: 7+, OM +1 if INT 7+
• Intrusion: 2 First Term Skills: Contacts: One per term, government or
• Small Arms (Pistol): 1 • Electronics: 1 criminal.
• Unarmed Martial Arts: 2 • Machinist: 2 On a 1010 roll of 8+ this contact is foreign
Subsequent Term Skills: • Mechanic: 1 government or criminal.
• Combat Engineer Subsequent Term Skills: Special: H more than one term is served,
• Disguise • Electronics add + 1 to Initiative.
• Forgery • Gunsmith
• Ground Vehicle (Wheeled) •Machinist
•Intrusion •Mechanic
• Language Promotion: 7+, OM+ 1 if CON 6+.
• Scrounging Contacts: One per term, business. On a
• Small Arms (Pistol) 010 roll of 10, the contact is foreign.
• Small Arms (Rifle) Special: Factory workers are allowed two
• Stealth secondary activities per career period.

32

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

Government Agent Idle Rich Journalist


Entry: Undergraduate degree, Intelli- Entry: Charisma: 8+. Entry: Undergraduate degree or Cha-
gence: 6+, Charisma: 6+. First Term Skills: risma: 7+.
First Term Skills: • Computer: 1 First Term Skills:
• Interrogation: 1 • Horsemanship: 1 • Computer: 1
• Language: 2 • Language: 1 •Interrogation: 2
• Observation: 2 • Small Watercraft: 1 • Observation: 2
• Small Arms: 1 • Snow Skiing: 1 • Persuasion: 1
Subsequent Term Skills: • Swimming: 1 Subsequent Term Skills:
•Autogun Subsequent Term Skills: • Disguise
•Computer • Computer • Ground Vehicle (Wheeled)
• Disguise • Ground Vehicle (Motorcycle) • Interrogation
• Forgery • Ground Vehicle (Wheeled) • Language
•Interrogation • Horsemanship • Observation
• Intrusion • Instruction • Persuasion
• Language • Language • Stea~h
•Small Arms • Persuasion Promotion: 6+, OM +1 if EDU 7+
• Unarmed Martial Arts • Small Arms (Rifle) Contacts: Two per term, government or
Promotion: 7+, OM +1 if INT 7+ • Small Watercraft law enforcement.
Contacts: One per term, government or • Snow Skiing Roll 1010 for 7+ for the contact to be
intelligence community. • Swimming foreign.
On a roll of 101 0 for 8+ the contact is Promotion: 7+, OM+ 1 if INT 7+ Special: None.
foreign. Contacts: One per term, wealthy or gov-
Special: The character will not be drafted ernment. Roll 1010 for 6+ for the contact to
in the event of war; but continues as an be a foreign contact.
intelligence agent. Special: Double the money available to
the character unless he or she enters the
military in their final term (the only way to
avoid this is by certain careers).

33

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
Manager Medical Doctor Promotion: 6+, DM +1 if EDU 7+
Entry: Undergraduate degree. Entry: Medical school. Contacts: Two per t91TT1, Business or Medi-
First Term Skills: Firat Term Skills: cal. Roll1 D10for9+ forthecontadtobeforeign.
• Computer: 2 • Computer: 1 Special: The first term is a combination of
• Leadership: 2 • Medical: 1 medical training and university classes. No
• Persuasion: 2 • Observation: 1 secondary activity is allowed during this time.
Subsequent Term Skills: • Persuasion: 1 For each additional career period, however,
• Computer Subsequent Term Skills: nurses are allowed two secondary activities.
• Instruction • Computer When war breaks out, character will receive
• Leadership • Leadership a direct commission as a lieutenant in the
• Observation •Medical medical corps.
• Persuasion • Persuasion
• Scrounging Promotion: 6+, DM +1 if EDU 7+ Paramedic
Promotion: 7+, DM +1 if EDU 6+ Contacts: One per term, medical. Entry: Technical school, Medical: 2+.
Contacts: One per term, business or gov- On a D1 0 roll of 10, the contact is foreign. First Term Skills:
ernment. Special: The first term is internship and • Biology: 1
Roll 1D1 0 for 8+ for the contact to be residency. • Computer: 1
foreign. No secondary activity is allowed during • Ground Vehicle (Wheeled): 1
Special: None. this time. • Medical {Trauma Aid): 1
For each additional career period, how- Subsequent Term Skills:
Mechanic ever, doctors are allowed two secondary ac- • Biology
Entry: No prerequisite. tivities. • Computer
First Term Skills: At the time when war finally breaks out, • Ground Vehicle (Wheeled)
• Electronics: 1 any characters who are or previously have • Language
• Mechanic: 3 been medical doctors will receive a direct • Medical {Trauma Aid)
• Metallurgy: 1 commission as a captain in the medical corps. • Unarmed Martial Arts
Subsequent Term Skills: Promotion: 6+, DM +1 if EDU 7+
• Aircraft Mechanic Registered Nurse Contacts: One per term, medical.
• Electronics Entry: Education 5+ On a 1D1 0 roll of 10, the contact is foreign.
• Ground Vehicle (Motorcycle) First Term Skills: Special: None.
• Ground Vehicle (Tracked) • Biology: 1
• Ground Vehicle (Wheeled) • Chemistry: 1 Politician
•Intrusion • Medical (Diagnosis): 3 Entry: Charisma: 8+.
• Mechanic Subsequent Term Skills: First Term Skills:
• Metallurgy • Biology • Leadership: 2
Promotion: 7+, DM + 1 if CHR 6+ • Chemistry • Persuasion: 2
Contacts: One per term, specialist in one • Instruction Subsequent Term Skills:
of the above term skills. Roll 1D1 0 for 10 for • Medical • Instruction
the contact to be foreign. • Persuasion • Interrogation
Special: None. • Scrounging • Lanauaae

34

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

• Leadership Subsequent Term Skills:


• Observation • Instruction Military Occupations
• Persuasion • Language Military careers are as follows.
Promotion: 6+, DM + 1 if CHR 7+ • Leadership
Contacts: Three par term -journalism, • Observation UNITED STATES ARMY
government or military. • Persuasion Entry: No prerequisites.
Roll1 D1 0 for 7+ for contacts to be foreign. • Specialty Skill (a level in the character's Basic Train ing: The character receives
Spacial: When war breaks out, the character specialty skill) the following skills as a part of his basic
will not be ·drafted while he is in this career. Promotion: 7+, DM +1 if EDU 7+ training (these are in addition to the first term
Former politicians may be drafted. Contacts: Two per term, academic or skills listed with an individual arm of service):
government. • Armed Martial Arts: 0
Prison Roll 1D1 0 for 7+ for the contact to be • Autogun: 0
Entry: Forced due to capture while en- foreign. • Grenade Launcher: 0
gaged in criminal activity. Special: Professors may have two sec- • Ground Vehicle (Wheeled): 1
Skills: ondary activities per term. • Small Arms (Rifle): 2
• Armed Martial Arts • Swimming: 1
• Disguise State/Local Law Enforcement • Tac Missile: 0
• Forgery Entr y: No prison record. • Thrown Weapon: 1
• Intrusion Fir st Term Skills: • Unarmed Martial Arts: 1
• Scrounging • Armed Martial Arts: 1 Special : Characters with Intelligence and
• Unarmed Martial Arts •Interrogation: 1 Education of 7 + may enter OCS. If so, they
Pro motion: Nona. • Observation: 1 receive a level 1 Leadership skill, are com-
Contacts: Two per term, criminal. • Small Arms (Pistol): 2 missioned as 2nd lieutenants, and then con-
Spec ial : Released after one term. Subsequent Term Skills: duct their first term normally.
• Armed Martial Arts
Private Investigator • Computer Armor Arm
Entry: Intelligence: 5+, Charisma: 5+. • Instruction The armor combat arm includes both tank
First Term Skills: • Interrogation units and armored cavalry units used for
• Disguise: 1 • Language recon and screening missions.
• Interrogation: 1 • Observation
• Observation: 2 • Small Arms (Pistol or Rifle) Enlisted
• Persuasion: 1 • Stealth Entry: No prerequisites.
• Small Arms (Pistol): 1 • Tracking First Term Skills:
Subsequent Term Skills: • Unarmed Martial Arts • Autogun: 1
• Armed Martial Arts Promotion : 6+, DM + 1 if CON 7+ • Ground Vehicle (Tracked): 2
• Disguise Contacts: One criminal contact par term. • Heavy Gun: 2
• Forgery On a 1D1 0 roll of 10, this contact is foreign Subsequent Term Skills:
• Interrogation criminal. • Autogun
• Intrusion Special: If more than one term is served, • Ground Vehicle (Tracked)
• Observation add + 1 to Initiative. • Heavy Gun
• Persuasion • Hovercraft
• Small Arms (Pistol) Truck Driver • Mechanic
• Stealth Entr y: Agility: 4+. • Navigation
• Unarmed Martial Arts First Term Skills: • Observation
Promotion: 6+, DM +1 if CON 7+ • Ground Vehicle (Wheeled): 2 • Small Arms
Contacts: Two par term-criminal, law • Mechanic: 2 • Stealth
enforcement, or government. • Navigation: 1 • Unarmed Martial Arts
Roll 1D1 0 for 9+ for the contact to be Subsequent Term Skills: Promotion: 6+, DM +1 if INT 7+.
foreign. • Armed Martial Arts Contacts: One per term, military. Roll
Special: Nona. • Ground Vehicle (Wheeled) 1D1 0 for 8+ for the contact to be foreign.
• Mechanic Special: None.
Professor • Navigation
Entry: Ph.D. (see Graduate University) • Unarmed Martial Arts
First Term Skills: Promotion: 6+, DM +1 if CON 7+
• Instruction: 2 Co ntacts: One per term, specialist (Me-
• Language: 1 chanic) or law enforcement.
• Persuasion: 1 Special: Truck drivers are allowed two
• Specialty: 1 (a level in the character's secondary activities per career period.
specialty skill, sea Graduate University)

35

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Officer Officer Officer (Aircraft Pilot)


Entry: OCS, military academy, or com- Entr y: Intelligence: 5+, and OCS, military Entry: Agility: 6+ and OCS, military acad-
mission. academy, or commission. emy, or commission.
First Term Skills: First Term Skills: First Term Skills:
• Autogun: 1 • Autogun: 1 • Navigation: 2
• Ground Vehicle (Tracked): 1 • Forward Observer: 1 • Parachute: 1
• Heavy Gun: 1 • Heavy Artillery: 2 • Pilot (Rotary Wing): 3
• Leadership: 1 • Navigation: 2 • Survival: 1
• Navigation: 1 Subsequent Term Skills: Subsequent Term Skills:
• Persuasion: 1 • Autogun • Aircraft Mechanic
Subsequent Term Skills: • Computer • G round Vehicle (Wheeled)
• Autogun • Electronics • Leadership
• Ground Vehicle (Tracked) • Forward Observer • Meteorology
• Ground Vehicle (Wheeled) • Ground Vehicle (Tracked) • Navigation
• Heavy Gun • Ground Vehicle (Wheeled) • Observation
• Hovercraft • Heavy Artillery • Parachute
• Leadership • Leadership • Persuasion
• Mechanic • Persuasion • Pilot
• Navigation • Warhead • Small Arms (Pistol)
• Observation Promotio n: 6+, OM + 1 if INT 7+, and/or if • Survival
• Persuasion graduate of Military Academy. Promotion: 6+, OM + 1 if INT 7+, and/or if
• Small Arms (Pistol) Contacts: Two per term, military. Roll1 010 graduate of Military Academy.
• Small Arms (Rifle) for 7+ for the contact to be foreign. Contacts: Two per term, military. Roll1 010
• Stealth Special: None. for 7+ for the contact to be foreign.
• Unarmed Martial Arts Spec ial: None.
Promotion: 6+, OM + 1 if INT 7+, and/or if Aviation Arm
graduate of Military Academy. Aviation is responsible for flying and main- Engineer Arm
Contacts: Two per term, military. Roll1 01 0 taining the helicopters and light, fixed-wing Engineers are responsible for a variety of
for 7+ for the contact to be foreign. liaison aircraft operated in support of ground construction tasks in support of combat units,
Special: None. troops. as well as river crossings, obstacle creation,
obstacle clearance, and front-line combat
Artillery Arm Enlisted (Aircraft Mechanic) missions.
Artillery provides indirect howitzer and Entry: No prerequisites.
rocket fire in support of ground forces, and First Term Skills: Enlisted
mans air defense and long-range missile • Aircraft Mechanic: 2 Entry: No prerequisites.
units. • Electronics: 2 First Term Skills:
• Mechanic: 1 • Combat Engineer: 2
Enlisted Subsequent Term Skills: • Construction: 1
Entry: Strength: 5+. • Aircraft Mechanic • Excavation: 1
First Term Skills: • Electronics Subsequent Term Skills:
• Autogun: 1 • Ground Vehicle (Wheeled) • Autogun
• Ground Vehicle (Tracked): 1 • Machinist • Combat Engineer
• Heavy Artillery: 2 • Mechanic • Construction
Subsequent Term Skills: • Pilot • Excavation
• Autogun • Scrounging • Grenade Launcher
• Computer • Small Arms • Ground Vehicle (Tracked)
• Electronics • Warhead • Ground Vehicle (Wheeled)
• Forward Observer Promotion: 6+, OM + 1 if INT 7+. • Observation
• Ground Vehicle (Tracked) Co ntacts: One per term, military. Roll • Scuba
• Ground Vehicle (Wheeled) 1010 for 9+ for the contact to be foreign. • Small Arms
• Heavy Artillery Special: None. • Small Watercraft
• Warhead • Swimming
Promotio n: 6+, OM + 1 if INT 7+. Promotion: 6+, OM +1 if INT 7+.
Contact s: One per term, military. Roll Co ntacts: One per term, military or spe-
1010 for 8+ for the contact to be foreign. cialist (Combat Engineer). Roll 1010 for 8+
Spec ial: None. for the contact to be foreign.
Special: The character receives a demo-
litions kit as part of basic equipment.

36

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

Officer Airborne Officer • Grenade Launcher


Entr y: Construction: 2+, and OCS, mili- Entry: Constitution+Strength+Agility: 14+, • Ground Vehicle (Tracked)
tary academy, or commission. and OCS, military academy, or commission. • Ground Vehicle (Wheeled)
First Term Sk i lls: First Term Skills: • Leadership
• Combat Engineer: 2 • Leadership: 1 • Navigation
• Leadership: 1 • Navigation: 1 • Persuasion
• Persuasion: 1 • Parachute: 2 • Small Arms
• Navigation: 1 • Small Arms: 2 • Tac Missile
Subsequent Term Skills : Subsequent Term Skills: • Unarmed Martial Arts
• Autogun • Autogun Promotion: 6+, OM + 1 if INT 7+.and/or if
• Combat Engineer • Forward Observer graduate of Military Academy.
• Construction • Grenade Launcher Contacts: Two per term, military. Roll1 01 0
• Ground Vehicle (Tracked) • Leadership for 7+ for the contact to be foreign.
• Ground Vehicle (Wheeled) • Navigation Special: None.
• Metallurgy • Parachute
• Navigation • Persuasion
• Observation • Small Arms
• Scuba • Stealth
• Small Arms • Survival
• Small Watercraft • Tac Missile
• Swimming • Unarmed Martial Arts
Pro motion : 6+, OM + 1 if INT 7+, and/or if Promotion: 6+, OM +1 if INT 7+, and/or if
graduate of Military Academy. graduate of Military Academy.
Contact s: Two per term---9overnment, Contacts: Two perterm, military. Roll 10 10
military, specialist (Combat Engineer or Con- for 7+ for the contact to be foreign.
struction). Roll1 010 for 7+ for the contact to Spec ial: None.
be foreign.
Special: The character receives a demo- Enlisted Infantry
litions kit as part of basic equipment. Entry: No prerequisites.
First Term Skills:
Infantry Arm • Small Arms: 2
Infantry is the largest of the combat arms. In • Grenade Launcher: 1
add~ion to both light and mechanized infantry, it • Unarmed Martial Arts: 1
also includes such specialized troops as air- Subsequent Term Skills:
borne, rangers, and mountain troops. • Autogun
• Forward Observer
Enlisted Airborne • Grenade Launcher
Entry: Constitution+Strength+Agility: 15+. • Ground Vehicle (Tracked)
First Term Skills: • Ground Vehicle (Wheeled)
• Navigation: 1 • Small Arms
• Parachute: 2 • Survival
• Small Arms: 2 • Tac Missile
• Unarmed Martial Arts: 1 • Unarmed Martial Arts
Subsequent Term Ski lls : Promotion: 6+, OM + 1 if INT 7+.
• Autogun Contacts: One per term, military. Roll
• Forward Observer 10 10 for 8+ for the contact to be foreign.
• Grenade Launcher Special: None.
• Ground Vehicle (Wheeled)
• Navigation Infantry Officer
• Parachute Entry: OCS, military academy, or com-
• Small Arms mission.
• Stealth First Term Skills:
• Survival • Leadership: 1
• Tac Missile • Navigation: 1
• Unarmed Martial Arts • Persuasion: 1
Promotion: 6+, OM +1 if INT 7+. • Small Arms: 1
Contacts : One per term, military. Roll Subsequent Term Skills:
1010 for 8+ for the contact to be foreign. • Autogun
Special: None. • Forward Observer

37

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
Enlisted Mountain Infantry • Navigation Enlisted (Medic)
Entry: Strength+Agility: 10+. • Observation Entry: Education: 6+.
First Term Skills: • Parachute First Term Skills:
• Climbing: 2 • Small Arms • Medical (Trauma Aid): 3
• Small Arms: 2 • Snow Skiing • Ground Vehicle (Wheeled): 2
• Snow Skiing: 1 • Stealth Subsequent Term Skills:
Subsequent Term Skills: • Survival •Biology
• Autogun • Swimming • Chemistry
• Climbing • Thrown Weapon • Ground Vehicle (Wheeled)
• Forward Observer •Tracking •Medical
• Grenade Launcher • Unarmed Martial Arts • Scrounging
• Small Arms Promotion: 6+, OM +1 if INT 7+. • Small Arms
• Snow Skiing Contacts: One per term, military. Roll • Unarmed Martial Arts
• Survival 101 0 for 8+ for the contact to be foreign. Promotion: 6+, OM + 1 if INT 7+.
• Unarmed Martial Arts Special: None. Contacts: One per term, military.
Promotion: 6+, OM +1 if INT 7+. Roll 1010 for 8+ for the contact to be
Contacts: One per term, military or spe- Ranger Officer foreign.
cialist (Climbing). Roll 1010 for 8+ for the Entry: Constitution+Strength+Agility: 16+, Special: None.
contact to be foreign. and OCS, military academy, or commission.
Special: None. First Term Skills: Officer (Nurse)
• Leadership: 2 Entry: Undergraduate degree, Medical:
Mountain Infantry Officer • Navigation: 2 3+, and OCS, military academy, or commis-
Entry: OCS, military academy, or com- • Parachute: 1 sion (often direct commission).
mission. • Small Arms: 2 First Term Skills:
First Term Skills: • Stealth: 1 • Medical (Trauma Aid): 2
• Climbing: 2 Subsequent Term Skills: • Biology: 1
• Leadership: 1 • Armed Martial Arts • Chemistry: 1
• Navigation: 1 •Autogun Subsequent Term Skills:
• Snow Skiing: 1 • Climbing • Ground Vehicle (Wheeled)
Subsequent Term Skills: • Forward Observer •Medical
•Autogun • Grenade launcher • Biology
• Climbing • Leadership • Chemistry
• Forward Observer • Navigation • Scrounging
• Grenade Launcher • Observation • Instruction
• Leadership • Parachute • Persuasion
• Navigation • Persuasion Promotion: 6+, OM +1 if INT 7+.
• Persuasion • Small Arms Contacts: Two per term, military or medi-
• Small Arms • Snow Skiing cal. Roll 1010 for 7+ for the contact to be
• Snow Skiing • Stealth foreign.
• Unarmed Martial Arts •Survival Special: None.
Promotion: 6+, OM+ 1 if INT 7+, and/or if • Swimming
graduate of Military Academy. •Tracking Officer (Doctor)
Contacts: Two per term, military or spe- • Unarmed Martial Arts Entry: Medical school, and OCS, military
cialist (Climbing). Roll 1010 for 7+ for the Promotion: 6+, OM+ 1 if INT 7+, and/or if academy, or commission (often direct com-
contact to be foreign. graduate of Military Academy. mission).
Special: None. Contacts: Two per term, military. Roll1 01 0 First Term Skills:
for 7+ for the contact to be foreign. • Medical (Surgery): 3
Enlisted Ranger Special: None. •Leadership: 1
Entry: Constitution+Strength+Agility: 17+. Subsequent Term Skills:
First Term Skills: Medical Corps •Medical
• Parachute: 2 The medical corps is responsible for the •Biology
• Small Arms: 2 maintenance of troop health at all times, as • Chemistry
• Stealth: 2 well as treating combat wounds when a unit • Persuasion
• Unarmed Martial Arts: 1 is actively engaged with the enemy. • leadership
Subsequent Term Skills: Promotion: 6+, OM+ 1 if INT 7+.
• Armed Martial Arts Contacts: Two per term, military or medi-
• Autogun cal. Roll 1010 for 7+ for the contact to be
• Climbing foreign.
• Grenade Launcher Special: None.

38

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

Military Intelligence Arm • Language Officer


Officers in mil~ary intelligence are usually • Leadership Entry : OCS, mil~ary academy, or com-
trained as interrogators and/or intelligence •Medical mission.
analysts. • Navigation First Term Skills:
• Observation • Computer: 1
Enlisted • Parachute • Persuasion: 2
(See Enlisted, support arm.) • Persuasion SUbsequent Term Skills:
• Small Arms • Computer
Officer • Stealth • Electronics
Entry : Intelligence: 7+, and OCS, mil~ary • Survival • Ground Vehicle (Wheeled)
academy, o r commission. • Sw imming • Instruction
First Term Sk ills: • Tac Missile • Hovercraft
• Language: 2 • Thrown Weapon • Language
• Interrogation: 2 •Tracking • Leadership
• Persuasion: 1 • Unarmed Martial Arts • Persuasion
Subsequent Term Sk ills: Promotion: 6+ (7+for Officers), DM + 1 if • Scrounging
• Disguise INT 7+ •Warhead
• Forgery Contacts: Two per term, military or intelli- Pro motio n: 6+, DM + 1 if INT 7+,and/or if
• Interrogation gence community. Roll 1010 for 6+ for the graduate of Military Academy.
• Language contact to be foreign. Contacts: Two per term, military.
• Intrusion Special : The character has a green beret Roll 1010 for 7+ for the contact to be
• Unarmed Martial Arts as part of his basic equipment. foreign.
• Observation Special: None.
• Persuasion SupponArm
• Small Arms This category is a combination of a num- UNITED STATES MARINE CORPS
• Stealth ber of noncombat arms (ordnance, quarter- The United States Marine Corps (USMC)
• Thrown Weapon master, etc.) is a separate branch of service from the US
Promotion: 6+, DM +1 if INT7+, and/or if Army. It has trad~ionally been expected to
graduate of Mil~a ry Academy. Enlisted perform amphibious missions, but in recent
Contacts: Two per term, military or intelli- Entry: No prerequisites. decades it has become a high-readiness
gence community. First Term Skills: force capable of carrying out most conven-
Roll 1 01 0 for 6+ for the contact to be • Ground Vehicle (Wheeled): 2 tional combat missions.
foreign. • Mechanic: 2 Entry: Strength+Agility+Constitution: 15+,
Special: None. Subsequent Term Skills: no prison record.
• Computer Basic Training : The character receives
Special Forces Arm • Electronics the following skills as a part of his basic
Special forces members, best known for • Ground Vehicle (Wheeled) training:
their distinctive green berets, are trained to • Gunsmith • Armed Martial Arts: 0
operate deep in the enemy rear in support of • Hovercraft •Autogun: 0
local resistance groups. • Instruction • Grenade Launcher: 0
• Language • Ground Vehicle (Wheeled): 1
Special Forces, Enlisted and Officer • Machinist • Small Arms: 3
Entry: Strength+Constitution+Agility: 18+, • Mechanic • Swimming: 1
Language: 2+, and (for officer only) OCS, • Metallurgy • Tac Missile: 0
military academy, or commission. • Scrounging • Thrown Weapon: 1
Firs t Term Skills: • Small Watercraft • Unarmed Martial Arts: 1
• Autogun: 1 • Warhead Careers: Available careers and arms are
• Parachute: 2 Promotion: 6+, DM +1 if INT 7+. the same as the army, except no ranger,
• Small Arms: 2 Contacts: One per t erm, military. Roll airborne, or special forces careers exist.
• Survival: 1 1010 for 8+ for the contact to be foreign. Special: Characters w ith Intelligence and
• Unarmed Martial Arts: 2 Special: None. Education of 7+may enter OCS. Hthey do so,
Subsequent Term Skills : they receive a level 1 Leadership skill, are
• Acrobatics commissioned as 2nd lieutenants, and then
• Armed Martial Arts conduct their first term normally.
• Autogun Add the following careers to the infantry
• Forward Observer arm:
• Grenade Launcher
• Instruction
• Interrogation

39

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
Force Recon, Enlisted Promotion: 6+, DM+1 if INT 7+, and/or if • Language
Entry: Strength+Agility+Constitution: 17+. graduate of Military Academy. • Machinist
First Term Ski lls: Contacts: Two perterm, military. Roll1 D1 0 • Mechanic
• Observation: 1 for 7+ for the contact to be foreign. •Medical
• Parachute: 1 Special: None. • Scrounging
• Small Watercraft: 1 • Small Arms
• Stealth: 2 Sniper, Enlisted • Small Watercraft
• Unarmed Martial Arts: 1 Entry: Strength+Agility+Constitution: 19+. • Swimming
Subsequent Term Skills: First Term Skills: •Warhead
• Autogun • Observation: 1 Promotion: 6+, DM +1 if INT 7+.
• Climbing • Small Arms: 3 Contacts: One per term, military. Roll
• Grenade Launcher • Stealth: 2 1D1 0 for 8+ for the contact to be foreign.
• Navigation • Survival: 1 Special : None.
• Observation Subsequent Term Skills:
• Parachute •Autogun Naval Officer
• Scuba • Climbing Entry: OCS, military academy, or com-
• Small Arms • Navigation mission.
• Small Watercraft • Observation First Term Skills:
• Stealth • Small Arms • Autogun: 1
• Survival • Stealth • Leadership: 1
• Swimming • Thrown Weapon • Navigation: 2
• Thrown Weapon • Tracking Subsequent Term Skills:
• Tracking • Unarmed Martial Arts • Autogun
• Unarmed Martial Arts Pro motion: 6+, DM + 1 if INT 7+. • Hovercraft
Promotion: 6+, DM +1 if INT 7+. Contacts: One per term, military. Roll • Instruction
Contacts: One per term, military. Roll 1D1 0 for 8+ for the contact to be foreign. • Leadership
1010 for 8+ for the contact to be fore ign. Special: None. • Mechanic
Special: None. • Metallurgy
UNITED STATES NAVY • Navigation
Force Recon Officer Naval personnel man both combat and sup- • Persuasion
Entry: Strength+Agility+Constitution: 17+, port vessels as well as a substantial air arm. • Scuba
and OCS, military academy, or commission. Ent ry: No prerequisites. • Small Arms
First Term Skills: Basic Training: The character receives • Small Watercraft
• Leadership: 1 the following skills as a part of his basic • Swimming
• Navigation: 1 training: Promotion : 6+, DM +1 if INT 7+, and/or if
• Observation: 1 • Autogun: 0 graduate of Military Academy.
• Parachute: 1 • Small Arms: 1 Contacts: Two per term, military. Roll 1D1 0
• Stealth: 2 • Small Watercraft: 1 for 7+ for the contact to be foreign.
• Unarmed Martial Arts: 1 • Swimming: 1 Special: None.
Subsequent Term Skills: • Unarmed Martial Arts: 1
• Autogun Special: Characters with Intelligence and Naval A vlator (Officer)
• Climbing Education of 7+may enterOCS. If they do so, Entry: Agility: 8+, and OCS, military acad-
• Forward Observer they receive a level 1 Leadership skill, are emy, or commission.
• Grenade Launcher commissioned as ensigns, and then conduct First Term Skills:
• Leadership their first term normally. • Navigation: 1
• Navigation • Parachute: 1
• Observation Enlisted Seaman • Pilot: 6
• Parachute Entry: No prerequisites. • Survival: 1
• Persuasion First Term Skills: Subsequent Term Skills:
• Scuba •Autogun: 2 • Aircraft Mechanic
• Small Arms • Electronics: 1 • Instruction
• Small Watercraft • Mechanic: 2 • Leadership
• Stealth Subsequent Term Skills: • Meteorology
• Survival • Autogun • Navigation
• Swimming • Computer • Observation
•Tracking • Electronics • Parachute
• Unarmed Martial Arts • Grenade Launcher • Persuasion
• Heavy Artillery • Pilot
• Hovercraft • Small Arms

40

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Airman, Enlisted (Aircraft Mechanic) BULGARIA


Same as enlisted (aircraft mechanic) in Other Armed Forces Basic Training : Same as Soviet.
the army aviation arm. T he basic listing above covers the United careers: All careers are the same with the
States. Other armed forces use the same following exception:
Pilot (Offic er) charts but with the modifications listed below. • There are no equivalents to rangers,
Entry: Agility: 6+, and OCS, military acad- special forces, marines, or naval aviators.
emy, or commission. ALBANIA • Add Heavy Gun skill to the subsequent
First Term Skills: Basic Training: Same as Soviet. terms skill listings of the Infantry and Artillery
• Navigation: 2 Careers:AII careers are the same with the Arms.
• Parachute: 1 following exceptions:
• Pilot: 4 • There are no equivalents to mountain CANADA
Subsequent Term Skills: infantry, but Climbing should be added to the Basic Training: Same as US
• Aircraft Mechanic subsequent term skill list for infantry. Careers:AII careers are the same with the
• Instruction • There are no equivalents to airborne, following exceptions:
• Leadership ranger, special forces, naval aviator, navy • Navy and air force pilots each receive
• Meteorology SEAL, or any marine career. Pilot: 5 (instead of Pilot: 4 or Pilot: 6) for a first
• Navigation • Add Heavy Gun skill to the subsequent term skill.
• Observation terms skill listings of the Infantry and Artillery • Airborne Commandos are the equiva-
• Parachute Arms. lent of rangers.
• Persuasion • There are no equivalents to mountain
• Pilot BELGIUM infantry, special forces, navy SEALs, or any
• Small Arms Basic Training: Same as US marine career.
• Survival Careers: All careers are the same with the
Promotion : 6+, OM +1 if INT 7+, and/or if following exceptions: CZECHOSLOVAKIA
graduate of Military Academy. • Navy pilots use the same career descrip- Basic Train ing: Same as Soviet.
Contacts: Two per term, specialist (Pilot). tion as air force pilots. Careers: All careers are the same with the
Roll1 01 Ofor 7+ for the contact to be foreign. • Commandoes are equivalentto rangers. following exceptions:
Special: None. • Special recceteams (Equipes Speciales • Infantrymen are called motor rifles.
de Reconnaissance, or ESRs) are equivalent • All airborne troops are from the 22nd
to special forces. Airborne Regiment.
• There are no equivalents to mountain • One special operations battalion of the
Infantry, navy SEALs, or any marine career 22nd Airborne Regiment is the equivalent of
types. special forces.
• Add Heavy Gun skill to the subsequent • There are no equivalents to mountain
terms skill listings of the Infantry and Artillery infantry, rangers, or any marine career.
Arms.

42

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

• The navy is a small riverine patrol force GERMANY ITALY


on the Danube River. There are no naval Basic Training: Same as US except for Basic Training: Same as US
aviators or SEAL equivalents. army basic training, which provides: Careers: All careers are the same with the
• Add Heavy Gun skill to the subsequent • Small Arms: 2 following exceptions:
terms skill listings of the Infantry and Artillery • Unarmed Martial Arts: 1 • Naval aviators use the same career de-
Arms. • Swimming: 1 scription as air force pilots.
• Ground Vehicle (Wheeled): 1 • Mountain infantry are called Alpin/.
DENMARK • Thrown Weapon: 1 • Airborne troops are called Paracadutisti.
Basic Training: Same as US •Autogun: 0 • Rangers are called Paracadutisti
Careers: All careers are the same with the • Grenade Launcher: 0 lncursof8 (parachute raiders).
following exceptions: Careers: All careers are the same with the • Marine infantry are called Lagunari.
• The Jaegerkorpset (jaeger corps) are following exceptions: • The equivalent of the SEALs are the San
the equivalent of special forces. • Air force pilots and naval aviators each Marcos Subacque/ncursori(underwater raid-
• The Froemandskorpset(frogman corps) receive Pilot: 5 (instead of Pilot: 4 or Pilot: 6) ers).
are the equivalent of navy SEALS. for a first term skill. • There are no equivalents to special
• There are no equivalents to mountain •Infantry are called Panzergf8nadier(if in forces, marine force recon, or marine sniper
infantry, airborne, ranger, or any marine ?a- a mechanized unit) or Jager (if in a light careers.
rears. infantry unit). • Add Heavy Gun skill to the subsequent
• Mountain troops are called Gebirgsjiiger. terms skill listings of the Infantry and Artillery
FINLAND • Airborne solders are called Falschirmjiiger. Arms.
Basic Training: Same as Soviet, but add • Rangers are called Fernspahtruppen.
Snow Skiing: 1 to the army basic skill list. • There is no equivalent to special forces, EX-YUGOSLAVIAN
Careers:AII careers are the same with the navy Seals, or any marine career. This entry includes the Italian satellite
following exceptions: armies of Serbia, Croatia, and Slovenia, as
• The equivalent of rangers are the Sissi, GREECE well as nationalist armies in Dalmatia,
but add Snow Skiing: 2 to theirfirstterm skills. Basic Training: Same as US Montenegro, and Macedonia.
• The equivalent of marine force recon are Careers:AII careers are the same with the Basic Training: Same as Soviet.
the marine commandos. following exceptions: Careers:Ail careers are the same with the
• There are no equivalents to mountain • Naval aviators use the same career de- following exceptions:
infantry, airborne, special forces, naval avia- scription as air force pilots. • Airborne troops are called paratroopers.
tors, navy SEALs, marine infantry, or marine • Airborne troops are called paratroopers. • Marine infantry are called naval infantry.
sniper careers. • Rangers are called commandos. • There are no equivalents to rangers,
• Special forces are called special raider special forces, naval aviators, navy SEALs,
FRANCE forces. marine force recon or marine sniper careers.
Basic Training: Same as US • There are no equivalents to mountain • Add Heavy Gun skill to the subsequent
Careers: All careers are the same with the infantry, but Climbing should be added to the terms skill listings of the Infantry and Artillery
following exceptions: subsequent term skill list for infantry. Arms.
• Navy and air force pilots each receive • There are no equivalents to navy SEALs,
Pilot: 5 (instead of Pilot: 4 or Pilot: 6) for a first marine force recon, or marine sniper careers. LITHUANIA
term skill. • Add Heavy Gun skill to the subsequent Basic Training: Same as Soviet.
• Mountain infantry are called Chasseurs terms skill listings of the Infantry and Artillery Careers: All careers are the same with the
A/pins. Arms. following exceptions:
• Airborne troops are called Parachutists. • Marine infantry are called naval infantry.
• The naval rifle commandos (Fusiliers- HUNGARY • There are no equivalents to rangers,
Marins Commandos) are the equivalent of Basic Training: Same as Soviet. airborne, mountain infantry, special forces,
marine force recon. Careers: All careers are the same with the naval aviators, navy SEALs, marine force
• The French Foreign Legion paratroop- following exceptions: recon or marine sniper careers.
ers (etranger Parachutists) are the equiva- • The navy is a small riverine patrol force • Add Heavy Gun skill to the subsequent
lent of rangers. Note that characters of any on the Danube River. terms skill listings of the Infantry and Artillery
nationality may be in the foreign legion, which • There are no naval aviators or SEAL Arms.
has infantry, light armor, artillery, and air- equivalents.
borne units. • There are no equivalents to mountain
• There are no equivalents to special infantry, rangers, special forces, or any ma-
forces, navy SEALs, or marine snipers. rine career.
• Add Heavy Gun skill to the subsequent • Add Heavy Gun skill to the subsequent
terms skill listings of the Infantry and Artillery terms skill listings of the Infantry and Artillery
Arms. Arms.

43

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
THE NETHERLANDS ROMANIA TURKEY
Baste Training: Same as US Basic Training: Same as Soviet. Basic Training: Same as US except that
Careers: All careers are the same with the Careers: All careers are the same w ith the army basic training covers the following:
following exceptions: following exceptions: • Small Arms: 2
• The equivalent of specialforces are com- • All airborne troops are from the 161 st • Unarmed Martial Arts: 2
mandos. Parachute Regiment. • Survival: 1
• The equivalent of navy SEALs are spe- • Marines are called naval infantry, of which •Autogun: 0
cial boat sections {SBS). there is a single battalion. • Thrown Weapon: 1
• There are no equivalents to mountain • There are no equivalents to rangers, Careers: All careers are the same with the
infantry, airborne, rangers, marine force re- special forces, marines snipers or force re- following exceptions:
con, or marine snipers. con, or naval aviators. • Naval aviators use the same career de-
• Add Heavy Gun skill to the subsequent scription as air force pilots.
NORWAY terms skill listings of the Infantry and Artillery • Airborne troops are called ParacOtcil.
Baste Training: Same as US, but add Arms. • Rangers are called ParaciltcO Komando.
Snow Skiing: 1 to the army basic training skill • Marine infantry are called Amfibi Deniz
list. SOVIET UNION (amphibious rnles).
Careers: All careers are the same with the Basic Training: Same as US except that • There are no equivalents to mountain
following exceptions: army basic training covers only the following: infantry, special forces, navy SEALs, marine
• Air force pilots each receive Pilot: 5 {in- • Small Arms: 2 force recon, or marine sniper careers.
stead of Pilot: 4) for a first term skill. • Unarmed Martial Arts: 1 • Add Heavy Gun skill to the subsequent
• The Jaegers are the equivalent of rang- • Swimming: 1 terms skill listings of the Infantry and Artillery
ers. • Thrown Weapon: 1 Arms.
• The Jaegers are the equivalent of navy •Autogun: 0
SEALs. • Grenade Launcher: 0 THE UNITED KINGDOM (GREAT
• There are no equivalents to airborne, Careers: All careers are the same with the BRITAIN)
special forces, naval aviators, o~ any marine following exceptions: Basic Training: Same as US except for
careers. •Infantrymen are called motor rnles. army basic training, which provides:
• Add Heavy Gun skill to the subsequent • Rangers are called Reydoviki. • Small Arms: 2
terms skill listings of the Infantry and Artillery • Special forces are called Spetsnaz. • Unarmed Martial Arts: 2
Arms. • Airborne are called Vozdushno- • Swimming: 1
Dssantnaya Voyska {VDV) or desantniki for • Ground Vehicle (Wheeled): 1
POLAND short. • Thrown Weapon: 1
Basic Training: Same as Soviet. • Army aviation is called Frontovaya •Autogun: 0
Careers: All careers are the same with the Aviatsiya {frontal aviation). • Grenade Launcher: 0
following exceptions: • Marines are called Morskaya Pyekhota Careers: All careers are the same with the
• All airborne troops are from the 6th Po- (naval infantry). following exceptions:
meranian Air Assault Division. • Navy SEALs are called naval Spetsnaz. • Naval aviators and air force pilots each
• Marine infantry is a combat arm of the • Naval aviators use the same career de- receive Pilot: 5 (instead of Pilot: 4 or Pilot: 6)
army, and all marines are from the 7th Luzycka scription as air force pilots. for a first term skill.
Naval Assault Division. • There is no equivalent to marine snipers • The equivalent of navy SEALs is the
• There is no equivalent to marine force or force recon. special boat service (SBS).
recon or snipers, or navy SEALs. • Add Heavy Gun skill to the subsequent • The equivalent of special forces is the
• Navy pilots use the same career descrip- terms skill listings of the Infantry and Artillery special air service (SAS).
tion as air force pilots. Arms. • The equivalent to marine infantry is the
• There is one brigade of mountain troops, • Add Hovercraft to Naval Infantry subse- Royal Marine Commandoes.
called the Brigada Podhalanska {Highland quent terms skill listings. • There is no equivalent to the mountain
Brigade). infantry career, but Climbing and Snow Ski-
• One special operations battalion of the ing should be included in the subsequent
6th Air Assault Division is the equivalent of term skill list for marine infantry.
special forces. They can be distinguished by • There are no equivalents to rangers,
their black berets instead of the red beret marine force recon, or marine snipers.
worn by regular Polish paratroopers.
• There are no equivalents to rangers or
Seals in the Polish Army.
• Add Heavy Gun skill to the subsequent
terms skill listings of the Infantry and Artillery
Arms.

44
Erin Tabakovic (Order #36286371)
GDW Character Generation Twilight: 2000

Equivalent Ground Forces Ranks In Selected Armies


U.S. Arm~ British Arm~ German Arm~ Czech Arm~
Private Private Soldat Vojin
Spec4 Lance corporal Gefreiter Svobodnik
Sergeant Corporal Unteroffizier Desatnik
Staff sergeant Sergeant Feldwebel Cetar
Platoon sergeant Staff sergeant Oberfeldwebel Rotny
Master sergeant Sergeant major Stabsfeldwebel Rotmistr
Sergeant major Regt. sergeant major Hauptfeldwebel Nadrotmistr
2nd lieutenant 2nd lieutenant Leutnant Porucik
1st lieutenant 1st lieutenant Oberleutnant Nadporucik
Captain Captain Hauptmann Kapitan
Major Major Major Major
Lieutenant colonel Lieutenant colonel Oberstleutnant Podplukovnik
Colonel Brigadier Oberst Plukovnik

U.S. Arm~ Bulgarian Arm~ Hungarian Arm~ Polish Arm~


Private Rednik Honved Szeregowiec
Spec4 Efreytor OrvezetO Starszy szeregowiec
Sergeant Mladshi serzhant Tizedes Plutunowy
Staff sergeant Serzhant SzakaszvezetO Sierzant
Platoon sergeant Starshi serzhant Ormester Starszy sierzant
Master sergeant Starshina TOrzsOrmester Sierzant sztabowy
Sergeant major Fotorzsormester Starszy sierzant sztabowy
2nd lieutenant Leytenant Hadnagy Podporucznik
1st lieutenant Starshi leytenant Fohadnagy Porucznik
Captain Kapitan Szazados Kapitan
Major Mayor Ornagy Major
Lieutenant colonel Podpolkovnik Alezredes Podpulkownik
Colonel Polkovnik Ezredes Pulkownik

U.S. Armr Romanian Armr FrenchArmr SovietArmr


Private Soldat Soldat Armeyets
Spec4 Soldat-fruntas CaporaJ Yefreytor
Sergeant Sergeant Sergent Serzhant
Staff sergeant Sergeant major Sergent Serzhant
Platoon sergeant Plutonier Sergent Starshiy serzhant
Master sergeant Plutonier major Sergent Starshina
Sergeant major Plutonier adjutant Sargent-chef Starshina
2nd lieutenant Locotenent Sous-lieutenant Mladshiy leytenant
1st lieutenant Locotenent major Lieutenant Starshiy leytenant
Captain Captain Captaine Kapitan
Major Major Major Major
Lieutenant colonel Locotenent colonel Lieutenant colonel Podpolkovnik
Colonel Colonel Colonel Polkovnik

45

Erin Tabakovic (Order #36286371)


Twilight: 2000 Character Generation GDW

U.S. Enlisted and NCO Ranks


Army Marines Navy Air Force
Private Private Seaman Airman
Spec4 Lance corpo ral Petty officer 3rd class Senior airman
Sergeant Sergeant Petty officer 2nd class Sergeant
Staff sergeant Staff sergeant Petty officer 1st class Staff sergeant
Platoon sergeant Gunnery sergeant Chief petty officer Technical sergeant
Master sergeant Master sergeant Senior CPO Master sergeant
Sergeant major Sergeant major Master CPO First sergeant

Army/Nationality/Native Language Vehicles


Die Vehicle
u.s. Language Gennan Language
1 3/•·ton truck _j
American English German German 3
2 /•-ton t ruck
(2 Spanish) Danish
3 HMMWV
(1 German) Danish Danish
4 HMMWV
(1 Italian) Polish ( Eastbloc armvl
5 HMMWV
(1 Polish) Polish Polish
6 2'12-ton truck
(1 Yiddish) Hungarian (Eastbloc armv)
7 2 1/2-ton truck
British Hungarian Hungarian
8 5-ton truck
English English (1 German)
9 5-ton tank truck
Welsh English (1 Romany)
10 LAV-25
(2 Welsh) Czech (Eastbloc army)
11 M1 13A3
Scottish English Czech Czech
12 M9nHEMTT
(3 Scots Gaelic) (2 Slovak)
13 M2A2 Bradley
Irish English (1 Hungarian)
14 M2A2 Bradley
(2 Gaelic) (1 Romany)
15 M1
Canadian Slovak Czech
16 MS AGS
Anglo-Canadian English (8 Slovak)
17 M1A1
(3 French) (1 Hungarian)
18 M1 A2
French-Canadian French (1 Romany)
(3 English) Soviet (Eastbloc army) This table is for US personnel. The ref-
See Soviet Nationallies List. eree may substitute equivalent vehicles for
other nationa6ties as necessary.

Soviet U.S. Commissioned Secondary Activities


Acrobatics (dance or gymnastics)
Nationalities Officer Ranks Archery
Climbing (rock climbing)
Russian Kazakh Navy Others CON +1 (jogging)
Disguise (nelghbomood theater)
Azerbaijani Chuvash Ensign 2nd lieutenant Early Firearms (historical r&-enactment)
EDU +1 (adult education/night school)
Ukrainian* Armenian Lt. junior grade 1st lieutenant Ground Vehicle (Motorcycle)
Ground Vehicle (Wheeled)
Lieutenant Captain
Byelorussian* Estonian Language
Lt. commander Major Medical (Trauma Aid) (CPR and first aid lessons)
Georgian Kirgiz Commander Lt. colonel
Observation (bird watching)
Parachute (skydiving)
Uzbek Tartar Colonel
Pilot (flying lessons)
Captain Riding
Lithuanian Mordvinian Scuba (skindiving)
Small Arms (target shooting)
Romanian Taijik NCO Skills Small Watercraft (boating)
Snow Skiing
Latvian Turkoman STR +1 (weight lifting)
Leadership Survival (camping)
Swimming
*Ukrainians and Byelorussians Instruction Tracking (hunting)
also speak Russian. Persuasion Unarmed Martial Arts

46
Erin Tabakovic (Order #36286371)
GDW Character Generation Twilight: 2000

Language List

Slavic Serbo-Croat
Bulgarian•
Slovenian
Macedon ian

*Eastern Bloc language.


tThese two languages (Mandarin and
Cantonese) are mutually unintelligible in
Parsi their spoken form, but they are 100% intel-
(Persian) ligible in their written form.

47

Erin Tabakovic (Order #36286371)


Twilight: 2000 Character Generation GDW

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

Erin Tabakovic (Order #36286371)


GDW Character Generation Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Character Generation GDW

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

Erin Tabakovic (Order #36286371)


Character Record Sheet
Player-- - - - -- -- - - - - Age - - - - - - - - - - - - Initiative - - - - - - - - --
Service Branch _ _ __ _ _ __ Rank _ _ _ _ _ __ _ _ ___
Character - -- -- - - - -
Nationality _ _ _ _ _ __ __ Weight - - - - - - - - -- - - Rads, _ _ _ _ __ _ _ __
Gender ______ _________ Throw Range _ _ _ _ _ _ _ __ Load ___________

Attributes and Skills


Strength---------- Constitution - - - -- - -- - Agility
Acrobat-:-ics
_ _ _ _ _ _ _ __
Aircraft Mechanic _ _ _ __ _ Climbing _ _ _ _ _ _ _ __ _ __
Archery-- - - - - -- - - - Combat Engineer _ _ _ _ _ _ _ __ Forgery .-:--:--:-:--:-:-~----,----­
Armed Martial Arts _ __ _ __ Parachute - - - - - - - - - - Ground Vehicle (Motorcycle) _ _
Riding _ _ _ _ _ _ _ __ _ __ Ground Vehicle (Tracked) ___ __
Autogun - -- -- - -- -
Grenade Launcher _ _ _ __ _ Scu~------------ Ground Vehicle (Wheeled) _ __
Heavy Artillery _ __ _ _ __ Small Watercraft ___ _ _ _ _ __ Gunsmith - - - -- - - - -
Heavy Gun - -- - - - - - Swimming ____ _ _ _ _ _ __ Hovercraft
Intrusion - - -- - - - - -
Mechanic --,---- - - - -
Small Arms (Pistol) ____ _ _ _ Machinist-:-:-:-::---:----- - - -
Small Arms (Rifle) - - - - - - - Charisma - - - - - - - - - - - Pilot (Fixed-Wing) : - - - - - - -
Thrown Weapon _ _ _ _ __ Disguise ____ _ _ _ _ _ _ __ Pilot (Rotary-Wing) ______ _
Unarmed Martial Arts _ _ _ __ Instruction _ _ _ _ _ _ _ _ __ Snow Skiing - - - - - - --
Interrogation _ _ _ _ _ _ __ __ Stealth- - : : - - - - - - -- - - -
Education - - - - - - - - Language ( _ __ _ _ __ ) _ _ Tac Missile _ _ __ _ _ __
Biology - - -- -- - - - Language ( ) __ Warhead - - - - - -- - -
Chemistry --- - - -- - - Language ( ) __
Civil Engineer - - - - - - -- Language ( ) __
Computer - - - - - - - - Language ( ) _ _ Intelligence - - - - - - - -
Electronics _ __ _ _ _ __ Language ( ) __ Farming
Excavation _ _ __ _ __ _ Forward-::0:-:-b-se_rv
_e_r_ _ _ __ _
Language ( ) __
Geology - - - - - , - - - - - -- - Language ( ) __ Navigation ________ __
Medical (Diagnosis) _ _ _ __ Language ( ) __ Observation - - - -- -- -
Medical (Trauma Aid) _ _ __ _ Language ( ) __ Scrounging - - - - - -- --
Medical (Surgery) _______ Leadership ___ _ _ _ _ _ _ __ Survival _ _ _ _ _ __ __
Metallurgy--- - - - - - Persuasion _ _ _ _ _ _ _ _ _ __ Tracking - - -- - - - --
Meteorology _ __ _ _ _ __

Contacts Hit Capacity Equipment


(Base)
Current Scratch Slight Serious Critical
Head

0
Chest
0000
I II II II ID
Derived Values Abdomen

Throwl l Unarmed 00000


L___j Combat ~
Range l I Damage L___jl 1000
Weight l oadl I I I L::JI 1 0 0 0
'l,l\7 II~If.ll'l,: Uooo'---------=1.1
2()()() 01 1001..-..ill.I
Erin Tabakovic (Order #36286371)
Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

Wt:0.4 kg, 20 kg per 50-round case, 25 kg


per case of 50 belted.
Price: $10 each, $400 per case (S/R).

Rockets
Folgore HEAT: Used in the Folgore
launcher.
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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

105mmHEAT: 155mm ICMOP:


Wt:25 kg. Wt: 50 kg Pries: $3000 (RIA).
Pric9: $600 (CIS). 155mmWP:
105mm APFSDS: Wt: 50 kg Pric9: $1 ooo (SIR).
Wt:25 kg. 155mm CHEM:
Pric9: $600 (SIR). Wt: 50 kg Pric9: $500 (SIR).
105mmAPDU: 155mm ILLUM:
Wt:25 kg. Wt: 50 kg Pries: $500 (S/R).
Pric9: $1000 (RIA). 155mm FASCAM:
105mm WP: Wt: 50 kg Pric9: $5000 (RIA).
Wt:25 kg. 155mm Powder Charge:
Pric9: $1000 (RIA). Wt: 25 kg Pries: $60 (VIC).
105mm Flech(LC):
Wt: 25 kg 60mm Mortar Rounds
Pric9: $700 (SI-) Mortar Round 60mm HE :
120mm HEAT: Wt: 25 kg per case of 12.
Wt:50 kg. Pric9: $300 per case (CIS).
Pric9: $800 (CIS). 125mmAPDU: 60mm WP:
120mm APFSDS: Wt:40 kg. Wt: 25 kg per case of 12.
Wt:SO kg. Pric9: $1500 (RIA). Price: $600 per case (SIR).
Price: $800 (SIR). 125mm Powder Charge: 60mm ILLUM:
120mmAPDU: Wt:25 kg. Wt: 25 kg per case of 12.
Wt: 50 kg. Price: $80 (SIC). Price: $300 per case (SIR).
Price: $1500 (RIA). 81mm HE:
120mmWP: Howitzer Rounds Wt: 25 kg case of 3.
Wt:50 kg. 122mm HE: Price:$150 per case (CIS).
Pric9: $1000 (RIA). Wt: 25 kg Pric9: $350 (SIC). 81mm WP:
125mm HE: 122mm HEAT: Wt: 25 kg case of 3.
Wt:40 kg. Wt: 25 kg PricQ: $500 (RIS). Price: $300 per case (SIR).
Pric9: $800 (SIC). 122mm ICM: 81mm ILLUM:
125mm HEAT Wt: 25 kg Price: $2000 (RIA). Wt: 25 kg per case of 3.
Wt: 40 kg. 122mm WP: Pric9: $150 per case (SIR).
Pric9: $800 (RIS). Wt: 25 kg Pric9: $700 (RIS). 82mm HE:
125mm APFSDS 122mm CHEM: Wt: 50 kg per 5-round clip.
Wt: 40 kg. Wt: 25 kg Pric9: $350 (RIS). Price: $300 per clip (SIC).
Pric9: $800 (SIR). 122mm ILLUM: 82mm HEDP:
Wt: 25 kg Pric9: $350 (AIR). Wt: 50 kg per 5-round clip.
122mm Powder Charge: Price: $600 per clip (RIS).
Assorted Tank Gun Rounds Wt: 10 kg Pric9: $40 (CN). 82mmWP:
152mm HE: Wt: 25 kg per case of 3.
Wt: 50 kg Price: $500 (SIC). Price: $300 per case (RIS).
152mm HEAT: 82mm ILLUM:
Wt: 50 kg Pric9: $750 (RIS). Wt: 25 kg per case of 3.
152mm ICM: Price:$150 per case (RIS).
Wt: 50 kg Pric9: $3000 (RIA). 120mm HE:
152mm WP: Wt: 50 kg per case of 2.
Wt: 50 kg Pric9: $1000 (RIS). Price: $200 per case (VIV).
152mm CHEM: 120mm WP:
Wt: 50 kg Pric9: $500 (RIS). Wt: 50 kg per case of 2.
152mm ILLUM: Price: $400 per case (SIS).
Wt: 50 kg Pric9: $500 (AIR). 120mm CHEM:
152mm Powder Charge: Wt: 50 kg per case of 2.
Wt: 25 kg Price: $60 (CN). Price: $250 per case (SIS).
155mm HE: 120mm ILLUM:
Wt: 50 kg Pric9: $500 (CIS). Wt: 50 kg per case of 2.
155mm HEAT: Price: $200 per case (SIR).
Wt: 50 kg Pric9: $750 (CIS).

57

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

GENERATORS HEATERS AND COOLERS


1.5 Kilowatt: Freezer, Small: A one-cubic-foot freezer
Fuel Consumption: 2 liters per period. suitable for preserving food or medical sup-
Wt:50 kg. plies. It can be powered either by a vehicle
Price: $200 {C/C). battery or a generator.
5 Kilowatt: Power Consumption: 0.12 kw.
Fuel Consumption: 5 liters per period. Wt:20 kg.
Wt: 150 kg. Price: $100 {SIS).
Price: $700 {C/C). Freezer, Large: A 14-cubic-foot freezer. It
1o Kilowatt: can only be powered by a generator.
Fuel Consumption: 7 liters per period. Power Consumption: 1.4 kw.
Wt:250 kg. Wt: 175 kg.
Price: $1200 {SIS). Price: $1000 {SIS).
60 Kilowatt: Portable Heater: Suitable for one aver-
Fuel Consumption: 40 liters per period. age-sized room.
Wt: 600 kg. Power Consumption: 4. 75 kw.
Price: $8000 {SIS). Wt:3 kg.
100 Kilowatt: Price: $200 (C/C).
Fuel Consumption: 55 liters per period. 150-Liter Water Heater:
Wt: 1000 kg. Power Consumption: 175 kw.
Price: $15,000 (RIA). Wt: 180 kg.
500 Kilowatt: Price: $1500 {C/C).
Fuel Consumption: 170 liters per period. Refrigerator, Small: Suitable for pre-
Wt:2500 kg. serving small quantities of food or medical
Price: $50,000 {RIA). supplies. It can be powered by a vehicle or a
Note s on Generators and Electrical generator.
Equipment: A variety of electrical devices are Power Consumption: 0.1 kw.
available, but they require electricity in order Wt:20 kg.
to function. Price: $1 00 {C/C).
The Equipment List included in Twilight: Refrigerator, Large : 14 cubic feet.
Still 2000 2nd edition gives the power consump- Power Consumption: 1.3 kw.
tion, in kilowatts, of each electrical equipment Wt: 150 kg.
ments. It will fire up to 10 electrical caps. Once item. Price:$1000 {SIS).
set and sealed, it is waterproof, but it cannot be Those pieces of equipment which are listed Field Cooker, Military:
set underwater. Wt:0.25 kg Price:$20 {S/S). as vehicle powered may only function when Fuel Consumption: 8 liters/period.
Igniter, M4A 1 (5): A puiVrelease detona- they are in the vehicle or when they are Wt:250 kg.
tor, used for sophisticated booby traps. It will hooked to a generator. Other types of electri- Price: $1000 {C/C).
detonate either when pressure is placed on a cal equipment which only have a power con-
tripwire or released from the tripwire {if a wire sumption listed may only function when they
is cut, for example). Up to three tripwires may are hooked to a generator.
be attached. Wt: Negligible Price: $10 {RIA). A generator can power equipment as long
Full Kit: All of the above, packed in a as the total power consumption of equipment
wooden chest for transport. Wt: 30 kg Price: which is connected to the generator is less
$750 {C/C). than or equal to the generator's output. (A SO-
kilowatt generator has an output of 60 kilo-
STILLS watts.)
Small: Uses 30 kilograms of organic ma- A generator consumes fuel at the rate not-
terial per day and produces five liters of alco- ed above.
hol per day. Some equipment listed is powered by in-
Wt:700 kg. ternal batteries. Internal batteries will work for
Price: $500 (VIV). one day before they require recharging. For
Medium: Uses 80 kilograms of organic ma- a battery to be recharged, it must be hooked
terial per day and produces 35 liters of fuel per to a generator for one period before it can
day. again be used.
Wt: 2000 kg. The generator must be operating when
Price: $2500 {VIV). used to recharge, but no power consumption
Large: Uses three tons of organic materi- is charged against its capacity due to re-
al per day and produces 2400 liters of alcohol charging (as the power consumption of bat-
per day. tery-operated items in the game is insignifi-
Wt:83 tons. cant when compared to even the smallest Fierd Cooker
Price: $200,000 {C/C). generator's output).

59

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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).

13km Vehicle Radio

60

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

Ground
Survellance
Radar

Binoculars

VISION DEVICES NBC EQUIPMENT


4x Binoculars: Allows the user to see Chemical Sniffer: Detects and identifies
longer distances than normal. the varieties of chemical agents in common
Wt: 0.5 kg. use. It is reusable and is constantly in opera-
Price: $1 00 (VN). tion if power is supplied. Powered by internal
25x Image Intensifier: Allows the user to batteries.
see in very little light. Powered from internal Wt:2 kg.
batteries. These act as binoculars also. Price: $500 (CIC).
Wt: 1 kg. M256 Chemical Detector Kit: Detects and
Price: $2500 (SIS). identifies the varieties of chemical agents in
Telescopic Rifle Sight: May be attached common use. The kit is usable only once and
to any rifle (Average: Gunsmith). If a scope is must then be disposed of.
mounted, add 15 to the printed range figure Wt: Negligible.
for the rifle when conducting aimed shots. In Price: $20 (SIR).
addition, aimed shots at extreme range are Optical Chemical Sensor: Detects and
conducted as if at long range for purposes of identifies the varieties of chemical agents in
hit determination. Scopes have no effect on MOPP Suit (Armor Crew) common use. It is reusable and is constantly
quick shots. in operation if power is supplied. Powered by
Wt:0.5 kg. RADARS internal batteries.
Price: $500 (VN). Ground Surveillance: Vehicle powered Wt:2 kg.
Starlight Scope: Powered from internal through a 100-meter cable to permit limited Price: $2000 (SIR).
batteries. May be attached to a rifle if desired tactical mobility. Geiger Counter: Detects nuclear radia-
(Easy: Gunsmith), making direct fire possible Wt:7 kg. tion. Powered by internal batteries.
at night, but it is not telescopic and does not Price: $40,000 (SIR). Wt:0.5 kg.
improve the chance to hit. Mortar Counterbattery: Vehicle powered Price: $500 (CIC).
Wt:2 kg. through a 100-meter cable to permit limited Gas Mask: The U.S. M17, M 17A1 and
Price: $1000 (RJR). tactical mobility. similar models issued by other nations.
IR Goggles: Powered from internal bat- Wt:7 kg. Wt: 1 kg.
teries. Allows the user to see at night. Price: $100,000 (SIR). Price: $150 (VN).
Wt:O.S kg. Artillery Counterbattery: Vehicle pow- Steam Decontamination Trailer: Oper-
Price: $250 (C/C). ered through a 1 CO-meter cable to permit lim- ates from integral 50-kilowatt generator (re-
IR Spotlight: Pow ered by a vehicle. IR ited tactical mobility. quires fuel as on page 59). Removes radio-
goggles must be used to see by this light. Wt:7 kg. active particles and traces of chemical agents
Wt:3 kg. Price: $200,000 (RJR). from the outside of vehicles. It will not make
Price: $150 (C/C). a radioactive object safe-it just rinses off
White Light Spotlig ht: Powered by ave- LASER DESIGNATORS fallout and the like.
hicle. Man Portable : Powered from internal Wt: 1 ton.
Wt:5 kg. batteries. Price: $5000 (SIC).
Price: $1 00 (VN). Wt:3 kg. Chemical Defense Su it: This is the U.S.
Thermal Sight: Powered from internal Price: $1000 (SIR). Army MOPP suit or similar items issued by
batteries. Vehicle Mounted :Vehicle powered. other armies.
Wt: 1 kg. Wt:S kg. Wt: 8 kg.
Price: $5000 (AIR). Price: $2000 (SIR). Price: $1 000 (SIC).

61

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

BODY ARMOR Price: $400 (C/C). MEDICAL SUPPLIES


Kevlar (Ballistic Nylon) Vest: This type Kevlar (Ballistic Nylon) Helmet: This is Anesthetic, Total (1 00 lktlts):Available intv.o
of body armor is intended to provide protec- intended to provide protection from fragments, forms: liquid (for injection) and gaseous.
tion from fragments, not to protect against not direct hits from small arms. Wt:0.1 kg.
direct hits from small arms. Wt:0.5 kg. Price: $ 1000 (RIA).
Wt:4 kg. Price: $1 00 (CIS). Anesthetic, Local (100 Units): Available
Price: $800 (C/S). Steel Helmet: This is intended to provide only in liquid form (for injection)
Flak Jacket: This type of body armor is protection from fragments, not direct hits from Wt:0.5 kg.
intended to provide protection from fragments, small arms. Price: $1000 (RIA).
not direct hits from small arms. Wt: 1 kg. Antibiotic (100 Units) +, -, and ± Vari-
Wt:8 kg. Price: $50 (C/C). eties: Available in two forms: liquid (which
requires refrigeration) and oral (which does
not). Oral costs $250 more per 100 units.
Wt:0.2 kg.
Price: $500 (RIA).
Antlfever (100 Units):
Wt:0.5 kg.
Price: $500 (RIA).
Atropine (100 Units): Liquid form.
Wt:0.2 kg.
Price: $500 (RIA).
Atropine (Autolnjector): Premeasured,
automatic injectors, which can be operated by
nonmedical personnel. One dose, disposable.
Wt: 0.5 kg per kit of 10.
Price: $75 (RIA).
Pain-Reliever, Mild (1 00 Unlts): Oral (pill)
form only.
Wt:O.S kg.
Price: $500 (RIA).
Sedative, Mild (100 Units): Oralform only.
Wt:O.S kg.
Price: $500 (RIA).
Sedative, Strong (100 Units): liquid (lor
injection) form only.
Wt:O.S kg.
Price: $500 (RIA).
Blood, Whole (1 Unit):
Wt:O.S kg.
Price: $25 (SIS).
Plasma (1 Unit):
Wt:O.S kg.
Price: $10 (SIS).
Surgical Instruments: Scalpels, forceps,
hemostats, clamps, and other tools for major
surgery.
Wt:5 kg.
Price: $2500 (RIA).
Personal Medical Kit : An individual
soldier's first aid kit. Includes bandages, one
unit of± antibiotic, and other first aid materi-
als. This kit is used up in one first aid opera-
tion.
Wt:0.2 kg.
Price: $100 (C/C).
Doctor 's Medical Kit: Medical equip-
ment and drugs. Includes 10 units of each
drug type, plus bandages and tools for minor
surgery.
Wt:S kg.
Price: $1000 (SIS).

62

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

OTHER EQUIPMENT PERSONAL GEAR Pack: A pack is capable of carrying up to 30


20-Liter Jerrycan: For fuel and other liquids. Basic Load: Each soldier receives one of kilograms of equipment. Weight given is empty.
Wt: 1 kg (empty). these as a basic equipment issue. It consists Wt:2 kg.
Price: $25 (VN). of a set of fatigues, a steel helmet, a pack, a Price: $20 (VN).
Four-Man Tent : shelter half. a gas mask, and one set of com- Flashlig ht: Powered by internal batteries.
Wt: 12 kg. bat webbing. Wt:0.2 kg.
Price: $100 (C/C). Weapons include one bayonet, one per- Price: $20 (C/C).
1 O-Man Tent : sonal weapon and six magazines, six trag gre- Combat Webbing: This is a load-bearing
Wt:35 kg. nades, two smoke grenades, and 180 addi- harness with various pouches, packets, and
Price: $250 (S/S). tional rounds of ammunition for the personal attachment points to allow efficient transport
Horse Tack: Saddle, bridle, straps, stir- weapon. Officers and vehicle crewmen also of weapons, equipment and supplies. In the
rups, saddle blanket, and so on. receive a sidearm and three full magazines for U.S., it is also called ALICE gear.
Wt: 10 kg. it. Additional items must be purchased. Per- Wt:2 kg.
Price: $50 (C/C). sonal weapons are as indicated on the Personal Price: $10 (VN).
Pack Sad dle: A saddle especially de- Weapons Table under the particular army. Shelter Half: A rubberized canvas sheet
signed for cargo. American quartermasters are somewhat which can be combined with another to form
Wt: 5 kg (empty). more generous compared to those of other a two-person tent or used by itself as a one-
Price: $40 (C/C). armies. In addition to the above, the basic load person tarp. Tent pegs, cord, and everything
Aqualung: Two compressed air tanks, includes a sleeping bag, flashlight, personal else needed to erect it are included.
fins, mask and regulator. One tank contains medical kit, thermal fatigues, and a kevlar Wt: 1 kg.
enough air for 30 minutes underwater. Up to vest. In addition, the helmet is kevlar instead Price: $25 (C/C).
two may be connected to a single regulator of steel. Sleeping Bag:
for use. Wt: 12 kg (15 kg for U.S.). Wt:4 kg.
Wt: 12 kg. Fatigues: These include boots, socks, Price: $50 (C/C).
Price: $300 (C/C). undergarments, gloves, poncho, and so on. Thermal Fatigues: Includes boots, socks, etc.
A ir Tank, Aqualung: For use with above. These are in a camouflage pattern and con- Wt:6 kg.
Can be refilled when empty in five minutes w~h tain numerous pockets for storage of inciden- Price: $100 (SIS).
a compressor. tal gear. Parka : Includes overboots, socks, etc.
Wt: 5 kg. Wt: 4 kg. Wt: 3 kg.
Price: $1 00 (C/C). Price: $50 (VN). Price: $150 (C/C).
Rebreather: A device which absorbs car-
bon dioxide from exhaled air and bleeds pure
oxygen into it. One oxygen tank is used at a
time with it, and it contains enough for 30
minutes underwater. Fins and a mask are in-
cluded.
Wt: 10 kg.
Price: $400 (AIR).
Rebreather Rec harge Kit: For use with
the rebreather. This k~ includes a can of car-
bon dioxide absorbent and a small tank of pure
oxygen (enough to recharge a rebreatherfor
30 minutes underwater).
Wt: 5 kg.; Price: $100 (AIR).
Air Compressor: For filling aqualung
tanks, tires, rafts, and other items needing
compressed air.
Fuel Consumption: 2 liters per period.
Wt: 45 kg.; Price: $200 (AIR).
Skis, Cross-Country: Includes poles,
skis, boots, and binders.
Wt: 8 kg.; Price: $250 (C/C).
Raft, Inflatable : Inflates using an air com-
pressor in two minutes, or using hand-pump
in 10 minutes. Capacity is 1000 kilograms.
Wt: 30 kg.; Price: $500 (C/C).
Reactive Armo r Blocks: Reactive armor
blocks are special explosive charges fitted to
the outside of an AFV for additional armor
protection. Poncho, Boots, and Sleeping Bag
Price: $5000 (AIR); Wt: 10 kg

63

Erin Tabakovic (Order #36286371)


Twilight: 2000 Unarmored Cargo Vehicles GDW
by the vehicle's gunner. Weapons fired by
other crewmembers are mounted in weapons

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.

Price: $100 (VIV)


Veh Wt: 15 kg
Crew: 1+1
Mnt: 1

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

Erin Tabakovic (Order #36286371)


GDW Unarmored Cargo Vehicles Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Unarmored Cargo Vehicles GDW

A standard 6x6 cargo truck with moderate cross-country


performance, capable of carrying 2112 tons of cargo or an
equivalent load of passengers.

Tr Mov: 175/35
Com Mov:40/8
Fuel Cap: 195
Fuel Cons: 65
Combat Statistics
Unarmored Vehicle
Config:Veh HF: 1
Susp: W(3) HS: 1
HR: 1
Price:$15,000 (C/C)
Fuel Type: D, A
Load: 2.5 tonnes
Veh Wt: 6 tonnes
Crew:2
Mnt:4
Night Vision: Headlights
Radiological: Open

5-Ton Truck
A standard 4x6 cargo truck with limited off-road perfor-
mance, capable of carrying five tons of cargo or an equiva-
lent load of passengers.

Tr Mov: 175/35
Com Mov:40/8
Fuel Cap: 280
Fuel Cons: 70
Combat Statistics
Unarmored Vehicle
Config: Veh HF: 1
Susp: W(3) HS: 1
HR: 1
Price: $20,000 (SIS)
Fuel Type: D, A
Load: 5 tonnes
Veh Wt: 10 tonnes
Crew:2
Mnt:4
Night Vision: Headlights
Radiological: Open

66

Erin Tabakovic (Order #36286371)


GDW Unarmored Cargo Vehicles Twilight: 2000

M977 HEMTT 10-Ton Truck


The HEMTT (Heavy Expanded Mobility Tactical Truck,
pronounced "Hemmit") is an 8x8 cargo truck with excellent
off road performance. It can carry 10 tons of cargo or an
Price: $25,000 (SIS) equivalent load of passengers.
Fuel Type: D, A
Load: 10 tonnes Tr Mov: 175/65 Combat Statistics
Veh Wt: 17 tonnes Unarmored Vehicle
Crew:2 Com Mov: 40/15 Config:Veh HF: 1
Mnt:4 Fuel Cap: 600 Susp: W(4) HS: 1
Night Vision: Headlights HR: 1
Radiological: Open
Fue1Cons:200

3
/4-Ton Truck
A civilian type 4x4 pickup truck used for military service.
It can carry three-quarters of a ton of cargo 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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Unarmored Cargo Vehicles GDW

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

Erin Tabakovic (Order #36286371)


GDW Unarmored Cargo Vehicles Twilight: 2000

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

M978 10,000-Liter (1 0-Ton)


Tank Truck
A H EMTT w ith the cargo bed replaced with a 10 ,000-liter
sealed tank.

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Unarmored Cargo Vehicles GDW

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

One-Ton Cargo Trailer


A small two-wheeled cargo trailer which can be towed
behind any motor vehicle (except a motorcycle).

Price: $1000 (V/V)


Load: 1 tonne
Veh Wt: 0.5 tonnes
Mnt: 1

1000-Liter (One-Ton)
Tank Trailer
Identical to the one-ton cargo trailer, the tank trailer has
had the cargo bed replaced with a 1 000-liter sealed tank for
transportation of bulk liquid.

Price: $1000 (V/V)


Load: 1 000 liters
Veh Wt: 0.5 tonnes
Mnt: 1

70

Erin Tabakovic (Order #36286371)


GDW Infantry Fighting Vehicles Twilight: 2000

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.

Price: $150,000 (RIS) Tr Mov: 130/85


Armament: 30mm autocannon, AT-5 launcher, PK MG
Stabilization: Basic Com Mov: 30/20/4
Ammo: 500x30mm, 4xAT-5, 2000x7.62mm Fuel Cap: 460
Load: 1.5 tonnes
Veh Wt: 14.3 tonnes
Fuel Cons: 100
FueiType:D, G,AvG,A
Crew:3+8 Combat Statistics
Mnt: 12 Config: Veh TF: 5 HF:4
Night Vision: Passive IR, image intensification Susp:T:2 TS: 3 HS:3
Radiological: Shielded TR:2 HR:3

71

Erin Tabakovic (Order #36286371)


Twilight: 2000 Infantry Fighting Vehicles GDW

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

Erin Tabakovic (Order #36286371)


GDW Infantry Fighting Vehicles Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Infantry Fighting Vehicles GDW

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

Price: $80,000 (R/-)


Combat Statistics
Config:Veh TF: 4 HF:8
Stabilization: Basic
Susp:~2 TS:2 HS:6
Armament: 25mm AC, MAG MG coaxial
TR: 2 HR:4
Ammo: 324x25mm, 1840x7.62mm
Fuel Type: D, A
Load: BOO kg
Veh Wt: 13.6 tonnes
Crew:3+7
Mnt: 10
Night Vision: White lighUIR spotlight, active/passive IR
Radiological: Shielded

74

Erin Tabakovic (Order #36286371)


GDW Armored Personnel Carriers Twilight: 2000

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.

Price: $700,000 (AIR) Tr Mov: 130/11 0


Rre Control: +2
Armament: 120mm gun, MAG MG coaxial, M2HB MG (C), Com Mov: 30/25
MAG MG (L) Fuel Cap: 1900
Stabilization: Good
Fuel Cons: 600
Ammo: 40x120mm, 1000x.50 BMG, 11400x7 .62mm
FueiType: D,G,AvG,A
Load: 700 kg Combat Statistics
Veh Wt: 63 tonnes Config: Veh TF : 120-Cp HF: 200-Cp
Crew: 4 Susp: T: 6 TS : 40 HS: 16-Sp
Mnt: 16 TR : 20 HR: 16
Night Vision: Passive I A/thermal (for each commander,
driver, and gunner)
Radiological: Shielded

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.

Price: $650,000 (SIR) Tr Mov: 140/110


Fire Control: +2
Armament:120mm smoothbore gun, MG3 coaxial, MG3 (C) Com Mov: 35/25
Stabilization: Good Fuel Cap: 1200
Ammo: 42x120mm, 4750x7.62mm
Fuel Type: G, D. A
Fuel Cons: 315
Load:700 kg
Veh Wt: 62.5 tonnes COmbat Statistics:
Config:Veh TF: 100-Cp HF: 160-Cp
Crew:4
Mnt: 14 Susp:T:6 TS:24 HS:24
Night Vision: White light or IR searchlight. active/passive IR TR :20 HR: 10
Radiological: Shielded

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.

Price: $850,000 (R/-)


Fire Control: +2 Tr Mov: 130/11 0
Armament: 120mm rifled gun (L30), MAG MG coaxial, MAG
MG (C) Com Mov: 30/25
Stabilization: Good Fuel Cap: 1800
Ammo: 52x120mm, 4000x7.62mm
Fuel Type: D, G, AvG, A
Fuel Cons: 500
Load:500 kg
Veh Wt: 62.5 tonnes Combat Statistics
Crew:4 Config:Veh TF: 120-Cp HF: 200-Cp
Mnt: 16 Susp:T:6 TS: 40 HS:24
Night Vision:White light!IR searchlight, active/passive/ther- TR : 16 HR:20
mal imaging (shared by commander and gunner)
Radiological: Shielded

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.

Price: $350,000 (SIR) Tr Mov: 110/65


Fire Control:+ 1
Armament: 105mm gun, MAG coaxial, MAG MG (C)
Com Mov: 25/15
Stabilization: Basic Fuel Cap: 1400
Ammo: 54x1 05mm, 10,000x7.62mm Fue1Cons: 280
Fuel Type: D, A
Load:SOO kg
Veh Wt: 49 tonnes Combat Statistics
Crew:4 Config: Veh TF: 44 HF:48
Susp:~6 TS: 15 HS: 22
Mnt: 10
Night Vision: Passive lA, white light searchlight TR: 15 HR: 22
Radiological: Enclosed

81

Erin Tabakovic (Order #36286371)


Twilight: 2000 Main Battle Tanks GDW

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.

Price: $300,000 (RIS) Tr Mov: 11 0/65


Armament: 1OOmm gun, PK MG coaxial, DShK (C) Com Mov: 25/15
Ammo: 43x100mm, 3000x7.62mm, 500x12.7mm
Fuel Type: D, A Fuel Cap: 950+380 In jettlsonable rear drums
Load:400 kg Fuel Cons: 190
Veh Wt: 36 tonnes
Crew:4 Combat Statistics
Mnt:B Config:Veh TF: 41 HF: 40
Night Vision: Active/passive lA, white light or lA searchlight Susp:T: 6 TS: 26 HS: 16
Radiological: Shielded TR: 12 HA: 12

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Main Battle Tanks GDW

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).

Price: $500,000 (AIR) Tr Mov: 150/11 0


Fire Control: +2
Armament: 125mm gun, PK MG, DShK MG (C) Com Mov: 35/25
Stabilization: Basic Fuel Cap: 1000+400 In jettlsonable rear drums
Ammo: 36x125mm, 5xAT-8 ATGM, 300x12. 7mm,
1250x7.62mm
Fuel Cons: 350
Fuel Type: D, G, AvG, A
Load: 500 kg Combat Statistics
Veh Wt: 43 tonnes Config: Veh TF: 90 HF: 120-Cp
Crew:3 Susp:T:6 TS:24 HS: 16
Mnt: 16 TR: 20 HR: 10
Night Vision: White lighUIR spotlight, active/passive IR
Radiological: Shielded

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Self-Propelled Artillery GDW

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

Erin Tabakovic (Order #36286371)


GDW Hovercraft Twilight: 2000

~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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Animals GDW

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

Erin Tabakovic (Order #36286371)


GDW Boats Twilight: 2000

. - -~ - .=....
· , ... ~ :.:'t·V'tw 'I "'•~' ,l ~:.~"..!::'"l~... l ... ~.~~ ;.;--~;-;!J'
4

Price: $100 (C/C)


Armament: None
Very Small Open Boat
Length: 1 Rowboats, canoes, assault boats, and other open craft
Draft:O.S m four meters long or less. These can often be carried by one
Speed: 10-meter grid squares or two people, and can usually be stored on top of a vehicle
Tum:4 as cargo. Inflatable versions are even more portable.
Acceleration.· 1 meter per turn
Pumps: None Tr Move:4!4
Night Vision: None
Load: 100 kg Config:Vessel
Minimum/Optimum Crew: 214 Tonnage: 1
Mnt: 1 Hull Armor: 0
Waterline Armor: 0
Full Sp eed 0 Superstructure Armor: 0
Dead In Water 0 Propulsion: Muscle power
Sunk 0 Size: 1

Price: $5000 (C/C)


Armament: None, although one machine-
gun can be fitted.
Small Sailing Boat
Length: 1 A sail-powered, wooden-hulled pleasure
Draft: 2m craft with a small cabin below deck.
Speed: 1 06+2 downwind, 1 06+4 These boats are still fairly common in
upwind ,.~\~~~~~~ 2000 since they require little mainte-

;~~===:=~=;;;;~~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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Boats GDW

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

Erin Tabakovic (Order #36286371)


GDW Boats Twilight: 2000

PBR (Patrol Boat, River)


A small, armed, fiberglass or wooden-hulled river patrol
boat or its equivalent. Many of these are former government
Price: $40,000 (RIA) revenue boats or customs patrol boats which are now in
Armament: Pintle-mounted AGS-17 forward, two DShK private hands.
(port/starboard pintle mounts)
Length: 2
Draft: 1 m Tr Move: 24/24
Speed: 10-meter grid squares Fue1Cap:500
Turn:4
Acceleration: 4 meters per turn Fuel Cons: 50
Pumps: 1
Night Vision: White light spotlight Fuel Type: D, A
Load:1 tonne Config: Vessel
Minimum/Optimum Crew: 218 Tonnage:20
Mnt:6 Hull Armor: 0
Waterline Armor: 0
Full Speed COITJD DilDO ooooo ooorn Superstructure Armor: 0
Dead In Water ODCOO OITJOO 00000 00000 Propulsion: Motor
sunk oorno ooooo ooooo ooooo Size:2

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Boats GDW

Price: $200,000 (SIS)


Armament: Various, but usually has at least four PK or DShK
machineguns on the superstructure and one larger gun-====~IICQ~
on either the forward or aft deck. 'f
Length:4
Draft:2 m
Speed: 10-meter grid squares
Turn: 1
Acceleration: 0.5 meters per turn
Pumps:5
Night Vision: 2 white light spotlights River Tug
Load: 20 tonnes A river tug is a medium-sized, wooden-hulled tugboat
Minimum/Optimum Crew: 4/1 0 which Is frequently used for moving barges up and down
Mnt: 15 the river.

Full Speed ooooo ooooo ooooo ooooo TrMove:B/8 Fuel Type: C, W


Config: Vessel
000000000000000 0 0000 Fuel Cap: 1000 kg Tonnage: 200
Dead In Water 00000 00000 00000 00000
000000000000 000 0 0000
Fuel Cons: 1oo kg Hull Armor: 2
Waterline Armor: 2
Sunk 00000 00000 00000 00000 Superstructure Armor: 1
00000000000000000000 Propulsion: Motor
(Each box equals five flotation hits.) Size:3

Price: $50,000 (C/C)


Armament: None fitted
Length:6
Beam: am
Draft:2 m
Speed: As tug
Barge
Turn: As tug A 60-meter-long, 10-meter-wide steel shell divided into
Acceleration: As tug four compartments by wooden bulkheads.
Pumps: None A barge has a small deck at each end for the crew mem-
Night Vision: None bers to stand on during operations. It also includes a nar-
Load: 1400tonnes row walkway down each side to allow communication from
Minimum/Optimum Crew: 1/2 bow to stern.
Mnt:2
Tr Move: Towed
Full Speed 00000 00000 00000 00000
000 0 000 000 00000 Config: Vessel
Dead In Water 00000 00000 00000 00000 Tonnage: 1400 (loaded)
000000000000000 Hull Armor: 1
Sunk ooooo ooooo ooooo ooooo Waterline Armor: 1
000000000000000 Propulsion: None fitted
(Each box equals 40 flotation hits.) Size:3

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Melee Weapons, Bows, Single-Shot Pistols GDW

Melee Weapons Bows


Melee weapons indude a variety of lethal objects.
Knife: About the size of a kitchen butcher knife. Of limited use
because of its short reach, but deadly in the right hands.
Wt:0.25 kg Price:$5 (VN)
Bayonet: A military knife which can be held in the hand or attached
to the end of an assault or battle rille.
Wt:0.25 kg Price:$20 (C/C)

Spear: A short, broad blade mounted on a long wooden shaft. It is -Recoil-


a thrusting weapon-awkward, but useful because of its reach. Civil- Weapon ROF Dam Pen Rid 81k SS 8rst Rng
ians use spears as defense against animals. SS -1 N1l
Hunting Bow 1 5 10 - 15
Wt:2 kg Price:$10 (VN)
Club: Blunt, a half-meter long, used as a bashing instrument.
Crossbow: lndudes prewar manufactures and recent weapons
Wt: 2 kg Price: Free for the taking in most places (VN)
produced from old rille stocks and truck springs. Pulls vary from 100
to 200 pounds.
Ammo: Bolts
Wt:4 kg
Price: $350 (C/C)

Hatchet: Short-handled chopping tool used to trim firewood.


Wt: 1 kg Price: $20 (VN)
Axe: A long, shafted, heavy chopping instrument.
Wt:2 kg Price:$50 (VN)
Machete: A long-bladed slashing tool to clear away underbrush. -Recoil-
Wt: 1.5 kg Price: $50 (C/C) Rid 81k SS 8rst Rng
Weapon ROF Dam Pen
Garotte: A length of rope or piano wire used to strangle a victim.
Wt: 0.2 kg Price: Usually improvised (VN) Crossbow SS 1 Nil 4 6 4 20

Zip Gun Black Powder Pistol


This is a primitive, one-shot firearm jerry-built out of pipe, Either a museum piece or a modern sporting reproduction.
wood, and other nonstandard materials. It is designed to fire Ammo: Loose black powder and ball
standard ammunition-usually small-caliber pistol ammo. The Wt:0.5 kg
end result is much the same, regardless of ammunition. Mag: 1 individual
Ammo: .22 or .380 ACP Price: $125 (S/S)
Wt: 0.5 kg
Mag: 1 individual -Recoil-
Price: $75 (VN) Weapon ROF Dam Pen Rid 81k Mag SS 8rst Rng
BP Pistol ss 1 Nil 2 2 1i 3 8
-Reco/1-
Weapon ROF Dam Pen Rid 81k Mag SS 8rst Rng
Zip Gun ss -1 N1l 1 1 1i 2 6

94

Erin Tabakovic (Order #36286371)


GDW Revolvers Twilight: 2000

.38 Special .38 Special Snubnose


The standard sidearm for U.S. aircrews, including helicop- The •snubbie" is a weapon preferred by some civilian plain-
ter crews. The pistol is also in use by many civilian police forces clothes policemen because its short barrel makes it more con-
worldwide. cealable and easier to draw.
Ammo: .38 Special Ammo: .38 Special
Wt: 0.5 kg Wt:0.5 kg
Mag: 6 revolver Mag: 6 revolver
Price: $450 (CIS) Price: $375 (C/C)

-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

.357 Magnum .44 Magnum


A more powerful revolver preferred by some civilian police This weapon is one of the more powerful handguns made,
officers and private security guards. h is rarely found in mili- and is considered too powerful for police use in most depart-
tary service. ments. h Is not standard in the military and is relatively expen-
Ammo: .357 Magnum sive in 2000.
Wt: 0.5 kg Ammo: .44 Magnum
Mag: 6 revolver Wt: 1 kg
Price: $450 (C/R) Mag: 6 revolver
Price: $1250 (RI-)
-Recoii-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng -Recoii-
.357 Mag DAR 2 1-Nil 1 6R 3 10 Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
44 Mag DAR 3 2-Nil 2 6R 4 16

95

Erin Tabakovic (Order #36286371)


Twilight: 2000 Automatic Pistols GDW

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

Erin Tabakovic (Order #36286371)


GDW Automatic Pistols Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Automatic Pistols GDW

M1933 Tokarev Vz-52


Formerly in widespread use by eastern European military Standard sidearm of Czech military forces.
and police, but now widely supplanted by the Makarov. Due to Ammo: 7.62mm T
the large numbers produced, it is still found in use by some Wt: O.S kg
police and is widely used by militias. Mag: 8 box
Ammo: 7.62mm T Price: $100 (RIS)
Wt: O.S kg
Mag: 8 box - Recoil-
Pries: $1 00 (RIC) Weapon ROF Dam Pen 8/k Mag SS 8 rst Rng
Vz-52 SA 1 Nil 8 4 12
- Recoil-
Weapon ROF Dam Pen 8 /k Mag SS 8 rst Rng
M1933 Tokarev SA Nil 8 4 12

.380 (Automatic) .22 (Automatic)


This heading represents a variety of small pistols widely used A widely used civilian "plinking• pistol, found in most indus-
by western European police forces. trialized countries.
Ammo: .380 ACP Ammo:.22 LA
Wt: O.S kg Wt: O.S kg
Mag: 7 box Mag: 7 box
Price: $1 00 (CIS) Price: $50 (C/C)

-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

L2A3 Sterling Uzi


The standard military submachinegun of the British Army, Once the standard military submachinegun of the German
the Sterling has also found its way into general use by other Army, the Uzi is now returning to service as ammunition for
armies and some police and government agencies. the G11 becomes increasingly hard to find.
Ammo:9mm P Ammo:9mm P
Wt:3 kg Wt:4 kg
Mag:34 box Mag: 25 box or 32 box
Price: $600 (CIS) Price: $500 (V/C)

-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

Erin Tabakovic (Order #36286371)


GDW Submachineguns Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Su bmachinegu ns GDW

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

AMD-65 Vz-61 /62 Skorpion


A Hungarian submachinegun, basically a shortened version Commonly referred to as a machine pistol, the Skorpion is
of the AK-47. small enough to carry in a shoulder holster. Its short range and
Ammo: 7.62mm S underpowered ammunition make it of limited combat value,
Wt: 4 kg but its ease of concealment has made it very popular with
Mag:30 box Eastbloc covert agents. It is also frequently carried by Czech
Price: $300 (RIS) airborne forces, particularly by officers.
Ammo: .32 ACP
-Recoii- Wt: 2 kg
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Mag: 10 box or 20 box
AMD-65 5 2 1-Nil 3/4 30 4 40 Price: $250 (RIS)

-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

Erin Tabakovic (Order #36286371)


GDW Submachineguns Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Assault Rifles GDW

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

AK-74 L85 (IW)


The standard combat rifle of the Eastern Bloc forces. The standard British combat rifle, replacing the FAL. Like
Ammo: 5.45mm B the G11, the L85 is a bullpup configuration rifle. It is rare outside
Wt:4 kg of British service.
Mag:30box Ammo: 5.56mm N
Price: $300 (C/C) Wt:5.5 kg
Mag: 20 box or 30 box
-Recoil- Price: $1500 (RIA)
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
AK-74 5 3 1-Nil 5 30 3 6 50 -Recoi/-
Weapon ROF Dam Pen 8/k Mag SS Brst Rng
L85 (IW) 5 3 1-Nil 4 20 3 6 50

104

Erin Tabakovic (Order #36286371)


GDW Assault Rifles Twilight: 2000

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

FA-MAS Weapon ROF Dam Pen 8/k Mag


-Recoil-
SS 8rst Rng
The standard French military rifle, the FA-MAS is a bullpup FA-MAS 5 3 1-Nil 4 25 3 7 50
oonfiguration weapon and is rare outside of French service.
Ammo: 5.56mm N
Wt:4 kg
Mag:25 box
Price: $500 (RI-)

105

Erin Tabakovic (Order #36286371)


Twilight: 2000 Assault Rifles, Sporting Rifles GDW

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

Erin Tabakovic (Order #36286371)


GDW Sporting Rifles Twilight: 2000

.22 Bolt-Action Rifle .22 Semiautomatic


A widely available light hunting rifle, the .22 is excellent for Another widely available light hunting rifle, this version of th
squirrels and other small game, but it does not have sufficient .22 is semiautomatic.
stopping power to be reliable against larger targets. It is a bolt- Ammo: .22 LR
action rifle. Wt:2 kg
Ammo:.22 LR Mag: 10 individual
Wt:2 kg Price: $1 00 (C/C)
Mag: 5 individual
Price: $150 (C/C) -Recoil-
Weapon ROF Dam Pen 8/k Ma,g SS 8rst Rng
- Recoil- .22 SA SA -1 Nil 4 10i 2 50
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
.22 BA BA -1 Nil 4 5i 2 - 50

Mauser Bolt-Action Rifle -Recoil-


Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
A bolt-action civilian version of the German WWII rifle, this Mauser BA BA 4 2-3-Nrl 5 5i 4 65
weapon is in very widespread use due to the tremendous
numbers manufactured.
Ammo:Bmm M
Wt: 4 kg
Mag: 5 individual
Price: $150 (C/C)

107

Erin Tabakovic (Order #36286371)


Twilight: 2000 Sniper Rifles GDW

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

Erin Tabakovic (Order #36286371)


GDW Sniper Rifles Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Shotguns GDW

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

Erin Tabakovic (Order #36286371)


GDW Shotguns Twilight: 2000

Semiautomatic Shotgun -Recoil-


Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Semiautomatic shotguns are more complicated than their Semrauto sA 4 3-4-Nrl 5 5i 3 4o
pump-action cousins. Nevertheless, they are increasingly Short SA 9 Nil
popular with sportsmen and police agencies as they become wlbuckshot*
more reliable. The Mag rating is for a common, extended- Medium 5x10 Nil
capacity, police-issue weapon. wlbuckshot*
Ammo: 12 gauge *See Shotguns and Flechettes on page 204.
Wt: 4 kg
Mag: 7 individual
Price: $300 (V/C)

H&K Combat Assault Weapon -Recoil-


Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
The standard combat shotgun of the German and U.S. H&KCAW 5t 4 3-4-Nil 4 10 3 7 40
armies (the U.S. weapon being a slightly modified version Short 5 9 Nil
produced under license by Olin), the Heckler & Koch CAW is wlbuckshot*
a bullpup configuration weapon, like the G11. Medium 5x1 0 Nil
Ammo: 12 gauge wlbuckshot•
Wt:4 kg *See Shotguns and Flechettes on page 204.
Mag: 10 box tSee special H&K CAW rule under Shotguns and Flechettes
Price: $800 (CIA) on page 205.

111

Erin Tabakovic (Order #36286371)


Twilight: 2000 Automatic Rifles GDW

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)

L86A1 LSW -Recoil-


Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
The heavy-barreled support version of the L85, the L86A1 Light L86A1 LSW 10 3 1-Nil 5 30/1008 2 10 50
Support Weapon uses the same magazines as the L85 and is bipod 10 3 1-Nil 5 3011 OOB 1 5 65
equipped with a bipod.
Ammo: 5.56mm N
Wt:4.5 kg
Mag: 30 box or 200 belt
Price: $1500 (RIA)

112

Erin Tabakovic (Order #36286371)


GDW Automatic Rifles Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Machineguns GDW

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

Erin Tabakovic (Order #36286371)


GDW Machineguns Twilight: 2000

Vz-59 M214 6-Pac


The standard medium machinegun of the Czech Army, the The M214 is a six-barreled Gatling gun, fed by a 1000-round
Vz-59 is a local design which is equipped with a bipod and can drum. tt may be fired only from a tripod (NHT) or vehicle mount.
also be fired from a tripod (PLT). It accepts 50-round belts. Ammo:5.56 N
Ammo:7.62mm L IM:20 kg
wr: 9 kg Mag: 1ooo drum
Mag:SObett Price: $10,000 (RIA)
Price: $1SOO (RIR)
-Recoil-
-Recoil- Weapon ROF Dam Pen 8/k Ma2 SS 8rst Rn2
We~n ROF Dam Pen 8/k Ma2 SS 8rst Rn2 M214 6-Pac 5 3 1-Nil 4 1000 5 60
Vz-S9 10 4 2-3-Nil 6 SOB 2 8 65 tripod 50 3 1-Nil 4 1000 s 90
bipod 10 4 2-3-Nil 6 SOB 1 5 90
tripod 10 4 2-3-Nil 6 SOB 1 4 12S

AAT-52 Weapon ROF Dam Pen


-Recoil-
8/k Mag SS 8rst Rng
The standard machinegun of the Frendl military, the AAT-S2 is AAT-52 10 4 2-3-Nil 5 50B 7 65
equipped with a bipod and can be fired from a tripod (NLT). bipod 10 4 2-3-Nil 5 SOB 4 90
The weapon's blowback extraction system tends to rip car- tripod 10 4 2-3-Nil 5 50B 2 12S
tridge cases in half when extracting them, leaving a ring of brass
stuck in the barrel. French troops have learned to overcome
this deficiency by greasing the cartridge cases. Troops unfa-
miliar with the AAT-S2, however, will be unaware of this pre-
caution, and once the weapon's ready supply of ammo has
been used up, there is a chance the weapon will jam (roll1 020
every third turn the weapon is fired). A jam requires one full
combat turn to clear.
Ammo: 7.Smm MAS
wr: 11 kg
Mag: SO belt
Price: $400 (AIR)

115

Erin Tabakovic (Order #36286371)


Twilight: 2000 Grenade Launchers GDW

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)

Tr_e.e ROF Rn9. IFR Rnd Dam Pan


M203 1 100 400 HE C:3, 8:15 Nil
100 400 HEDP C:3, 8:15 4C
30 Flechette 12* 1-Nil
100 400 CHEM C:1, 8:5 Nil
100 400 ILLUM 8:125 Nil
• At short range only. See Shotguns
and Flechettes, page 204.

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)

T~a ROF Rn9. IFR Rnd Dama9.a Pan


HK-69 1 100 400 HE C:3, 8:15 Nil
100 400 HEDP C:3, 8:15 4C
30 Flechette 12* 1-Nil
100 400 CHEM C:1, 8:5 Nil
100 400 ILLUM 8:125 Nil
• At short range only. See Shotguns
and Flechettes, page 204.

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)

Type ROF Rng IFR Rnd Dam


AGS-17 5 150 1700 HE C:2, 8 :15

117

Erin Tabakovic (Order #36286371)


Twilight: 2000 Rocket Launchers GDW

RPG-16
The standard Eastbloc antitank rocket launcher.
Ammo: 58.3mm HEAT rockets
Wt: 10 kg
Price: $1000 (S/C}

Type ROF Rid Rng Round Damage Pen


RPG-16 1 2 100 HEAT C:6, B:5 65C

Armbrust
A single-shot, disposable antitank rocket launcher.
Wt: 6 kg
Price: $200 (SIR}

Type ROF Rid Rng Round Damage Pen


Armbrust 1 75 HEAT C:4, B:5 55C
·single-shot disposable. Cannot be reloaded.

118

Erin Tabakovic (Order #36286371)


GDW Rocket Launchers Twilight: 2000

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-)

Tvpe ROF Rid Rng Round Damage Pen


LRAC F1 1 2 12S HEAT C:4, 8:S 70C

119

Erin Tabakovic (Order #36286371)


Twilight: 2000 Rocket Launchers GDW

M72 LAW LAW SO


The M72 Light Antitank Weapon (LAW) is a 66mm dispos- The replacement forthe M72 LAW in British service, this is
able antitank rocket launcher. It is the standard light antitank a 94mm disposable antitank rocket launcher. While it is quite
weapon with the United States, Germany, Canada, the Neth- a bit heavier than the M72, it has considerably improved
erlands, Denmark, Greece, and Turkey. performance.
Wt:2 kg Wt:9.5 kg
Price: $180 (SIR) Price: $300 (AI-)

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)

Type ROF Rid Rng Round Damage Pen


Carl Gustav 1 2 150 HEAT C:4, 8 :5 70C

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)

Type ROF Rid Rng Round Damage Pen


M136 1 2 75 HEAT C:4, 8:S 70C

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)

Type ROF Rid Rng Round Damage Pen


M12 SMAW 1 2 100 HEAT C:4, 8:s sse
125 HE C:12, 8:1S SC

121

Erin Tabakovic (Order #36286371)


Twilight: 2000 Antitank Missiles/Launchers GDW

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)

Type Rid Rng Damage Pen


Tank Breaker 2 2000 C:6, B:5 90C

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)

Type Rid Rng Damage Pen


TOW2A 2 3500 C:12, 8:15 22oc·
TOW28 2 3500 C:12, 8:15 120Cx2

• Versus reactive armor equipped targets only. If missile hits a


target without reactive armor, use 180C.

122

Erin Tabakovic (Order #36286371)


GDW Antitank Missiles/Launchers Twilight: 2000

AT-3 "Sagger" AT-5 "Spandrel"


Long since displaced in Soviet service by more modern The missile launcher on the BMP-2 armored personnel
weapons, the AT-3 "Sagger" continues in service in several carrier. The launcher may be fired only from the vehicle mount;
east European armies. The missile/launcher is connected to the missile is wire guided, andthegunnermust aim atthetarget
the guidance/control system by a 30-meter cable. Guidance for the entire flight of the missile. The gunner must open the
is operator-guided. turret hatch and expose his head, arms, and chest to reload.
Ammo: AT-3 "Sagger" Guidance is operator-guided.
Wt: 15 kg Ammo: AT-5 "Spandrel"
Price: $6000 (RIS) Wt: 15 kg
Price: $6000 (RIS)
Type Rid Rng Damage Pen
AT-3 "Saggei"* 2 3ooo C:6, 8:5 7oc Type Rid Rng Damage Pen
AT-5 "Spandrel" 2 3500 C :12. 8:15 140C

AT-4 "Spigot"
The Eastbloc man-portable missile launcher, the AT-4 is fired
from an integral tripod. The missile is wire guided and the
gunner must continue to aim at the target for the entire flight
of the missile. Guidance is operator-guided.
Ammo: AT-4 "Spigot"
Wt:5 kg
Price: $3000 (S/C)

Type Rid Rng Damage Pen


AT-4 "Spigot• 3 2000 C:6, 8:5 9oC

123

Erin Tabakovic (Order #36286371)


Twilight: 2000 Antitank Missiles/Launchers GDW

AT-7 "Saxhorn" Dragon PIP


The AT-7 "Saxhorn" is a man-portable antitank missile de- The Dragon PIP (Product Improved) is a man-portable
signed to give the rifle squad some means of dealing with ar- antitank missile designed to give the rifle squad some means
mored vehicles at medium to long range. Guidance is opera- of dealing with armored vehicles at medium to long range.
tor-guided. Guidance is operator-guided.
Ammo: AT-7 "Saxhorn" Ammo: Dragon PIP
Wt: 8 kg Wt:8 kg
Price:$1200(~) Price:$1200 (RI-)

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)

Type Rid Rng Damage Pen


MILAN II 3 2000 C:12, 8 :15 145C
MILAN 11-T 3 2000 C:12, 8:15 110C

124

Erin Tabakovic (Order #36286371)


GDW Antitank Missiles/Launchers Twilight: 2000

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)

Type Rid Rng Damage Pen


HOT 2 4000 C:12, 8:15 155C

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)

Type Rid Rng Damage Pen


Swing!ire 2 4000 C:12, 8:15 140C

125

Erin Tabakovic (Order #36286371)


Twilight: 2000 Howitzers, Large-Caliber Guns GDW

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)

T~e Round Rng_ Damag_e Pen


122mm HE 300 C:16, 8:35 1C
IFR: 15 km HEAT 300 C:10, 8:25 100C
Rid: 1 WP 300 C:3, 8:45 Nil
Chern 300 C:3, 8:15 Nil
ICM 8:45 Grenade•
ILLUM 8:1875 Nil
•see Submunitions (ICM) rule on page 207.

125mm Gun (Rapira-3)


A large-caliber gun mounted on the T-72, T-80, and T-90 tanks
and the Rapira-3 towed antitank gun. All three tanks are equipped
with autoloaders. On the Rapira-3, the gun is manually loaded. On
the T-72 and T-80, the gun automatically goes to maximum elevation
while the autoloader is working, so the gunner may not aim during
loading. On the T-90 and the Rapira-3, the gunner may aim during
loading. The Rapira-3 has an armor value 2 gunshield which pro-
vides coverforthe gunner and loader if fired at from the front. The
Rapira-3 takes four minutes to set up.
Wt (Rapira-3): 3.5 tons
Price (Rapira-3): $50,000 (R/S)

Type Round Rng Damage Pen


125mm APFSDS 450 28 100/90/80/60
Rld:2 APFSDSDU 450 28 110/1 00/90/70
HEAT 400 C:10, 8:25 110C
HE 400 C:14, 8:35 1C

126

Erin Tabakovic (Order #36286371)


GDW Heavy Machineguns Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Mortars GDW

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)

Weapon ROF Rng Ammo Damage Pen


82mm 5 200 HE C:8, 8:35 -4C
IFR:3 km 200 HEDP C:7, 8:25 15C
200 WP C:2, 8:25 Nil
ILLUM 8:1255 Nil

60/81 /82mm Wojo Combo


Produced by the Wojchiechowiecz armaments factory in
Krakow, the Wojo combination mortar will fire either 81 or 82mm
rounds and comes with a number of wooden sabots to enable
it to use 60mm rounds. It is typical of a number of mortars built
by small, hand-work factories in the year 2000. It requires three
minutes to set up.
Wt:40 kg
Mag: 1 individual
Price: $8000 (C/C)

Type Round Damage Pen


60mm HE C:S, 8:25 Nrl
/FR:4 km WP C:2, 8:15 Nil
ILLUM 8:505 Nil
81mm HE C:8, 8:35 -4C
IFR:4.5 km WP C:2, 8:25 Nil
ILLUM 8:1255 Nil
82mm HE C:8, 8:35 -4C
IFR:3 km WP C:2, 8:25 Nil
ILLUM 8 :1255 Nil

128

Erin Tabakovic (Order #36286371)


GDW Mortars Twilight: 2000

60mm M120 120mm


Standard light mortar for the U.S. Army. It can be disas- Developed in Israel as the Soltam K6, this is the standard
sembled into three loads (bipod, baseplate, tube) for easier heavy mortar for the U.S. Army, replacing the venerable M30
transportation. Individual rounds are dropped down the tube "Four-deuce.~ Normally carried on a single-axle trailer (with
by the loader. Requires one minute to set up. six ready rounds), it can be disassembled into three loads
Wt: 20 kg (bipod, 8 kg; baseplate, 4 kg; tube, 8 kg) (bipod, baseplate, tube) for easier transportation. Individual
Mag: 1 individual rounds are dropped down the tube by the loader. Requires six
Price: $5000 (CIS) minutes to set up.
Wt: 145 kg (bipod, 37 kg; baseplate, 62 kg; tube, 46 kg)
Type Round Damage Pen Mag: 1 individual
60mm HE C:5, 8:25 Nil Price: $12,000 (CIS)
IFR:4 km WP C:2, 8:15 Nil
ILLUM 8:505 Nil T,ree Round Dama9.e Pen
120mm HE C:16, 8:55 oc
IFR:7 km WP C:3, 8:45 Nil
ILLUM 8:1875 Nil
ICMDP 8:45 Grenade•
CHEM C:3, 8:15 Nil

•see Submunitions rule on page 207.

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

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Twilight: 2000 GDW
interesting scene to your players.
• Never make it overdetailad. Stick to im-
pressions, and let the players ask for details
if they want them. Tell them the wall is covered

,.,,,.~ 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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

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Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

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Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

(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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

bad weather, on Warhead : Arm/disarm weapons from the


steep slope or when character's own army: Average. Arm/disarm
burdened: Formi- foreign weapons is one level more difficult.
dable. Repair a faulty nuclear weapon from the
Stealth: Ap- character's own army: Formidable. Cata-
proach to within one strophic Failure results in accidental detona-
meter of a sentry in tion.
daylight: Formidable.
Same thing, at night: SKILL IMPROVEMENT
Difficult. Approach to As a person grows older and more experi-
within 10 meters of enced, it is natural that he will polish his exist-
animal: Formidable. ing skills and learn new ones. In a sense,
Conceal trail (so as Twilight: 2000 picks upthethreadsofthe lives
to make tracking one of the characters in midcourse. Thus, they
level more difficult): already have considerable knowledge of the
Difficult. world, but as time passes they will learn more.
Survival: Catch Experience: As players find themselves in
fish without adequate situations which require the use of skills, they
equipment: Difficult. will gradually learn to use them better. In the
Catch fish with ad- game, this is represented by experience
equate equipment: points.
Difficult. Fabricate Award one experience point per session
equipment: Difficult. unless the player really screwed up, plus a
chute: Average. Making a parachute or Swimming: Floating is Difficult when wear- bonus point for any particularly dangerous, or
paraglider: Formidable. ing clothes and Average without clothes. A particularly intensive, skill used. Referees can
Riding: Saddle-break unbroken horse: loaded character (one with other than light award an additional bonus point for a player
Formidable. Failure results in slight injury to personal equipment) cannotfloat (or swim). ff who is particularly good at staying in charac-
the rider. Assess condition of horse before the task is failed, the character sinks (and will ter during the session or who performs a
purchase: Difficult. Conceal condition of horse drown if he remains in the water). ff success- notably heroic deed. Referees should not
before sale: Formidable. ful, the character floats and may swim. Each award points for easy or mundane tasks, even
Scrounging: When a character attempts character has a swimming endurance equal nthey are especially successful. The option
to scrounge for a specific object, he looks in to five times his Constitution attribute. Float- in all cases is the referee's, but he should be
a particular place. The referee determines ing without clothes uses zero endurance guided by two simple principles. First, the
difficulty based on his opinion of the likeli- points; floating while wearing clothes uses reward should fit the task. Random and
hood of the object being in such a place. The one endurance point per minute. Maximum meaningless use of skills should not be re-
higher a character's Scrounging skill, the swimming speed is meters equal to Swim- warded by experience points. Rather, experi-
more likely he is to find useful things in ming skill per combat round. Acharacter uses ence should be gained only when the task at
unlikely places. five endurance points per minute when swim- hand needs doing. Second, skills are acquired
Scuba: Avoid a mishap while using an ming at full speed and one endurance point gradually, and experience should reflect this.
aqua-lung or rebreather is Average. Navi- per minute at haft speed. ff the character is ff players begin zooming up in skill levels, the
gate underwater is Average. Avoiding de- wearing clothes while swimming, double the game will soon lose its challenge.
tection from watchers on the surface is endurance cost and halve the speed. Swim At the same time, each player should note
Difficult with an aqua-lung or Average with a while towing another person: Difficult. Dive (perhaps with a pencil checkmark, so it can
rebreather. without aqua-lung to depths of one to five be erased before the next session) the skills
Small Arms: A Catastrophic Failure at meters: Difficult. Ditto to six to 10 meters: used during the session. The experience
firing any small arms indicates the weapon Formidable. Avoid a mishap while using an points awarded can then be converted to lev-
jammed (at the referee's option). Clearing a aqua-lung or rebreather is Difficult. els in any one or more of the skills used.
jam is Average. Thrown Weapon: Pin target's sleeve to Conversion: Experience points are con-
Small Watercraft: Rolls to avoid mishaps wall with thrown knne while barely nicking verted to increases in skill levels during a lull
are necessary only in combat (Average) or skin: Formidable. in the characters' activities, perhaps during a
during unusual situations like overloaded Tracking: Follow in snow, loose soil, or day spent in rest and maintenance (the pe-
boats, bad weather, or white water (Difficult). sand: Average. Follow across rock: Formi- riods between active adventuring, in other
Sailboats are one level more difficult than dable. Detect disease in animal from car- words). When the referee thinks the time is
powerboats. Operating a small boat at all cass: Difficult. Determine time since quarry right, the characters' accumulated experience
requires some skill but does not require a roll passed through: Formidable. Determine num- points may be converted to increased skill lev-
under good conditions. Navigate to within 10 ber of animals or people in party: Formidable. els.
kilometers of landfall (per 100 kilometers Night increases all tasks by two levels of To do this, the character spends experience
sailed): Difficult. Ditto in bad weather or at difficulty. points to buy levels in a skill. To buy a level
night: Formidable. Unarmed Martial Arts: Disarm opponent costs points equal to its numerical value: to
Snow Skiing: Avoid mishap under normal with strike/kick is an opposed Formidable vs buy Mechanic: 5 costs five experience points
conditions: Average. Avoid mishap at night, in Unarmed Martial arts task. (assuming the character has Mechanic: 4

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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

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STOCKNPCS their job title at the same level as their default reoccur in old war movies, WWII dramas and
In a number of instances in your campaign, skills. sitcoms, or even the recent droves of V~etnam
a stock character might come in very handy, Referees should use these as examples movies. Think about the characters you r•
usually when the player characters encoun- for putting together their own libraries of stock member from The Ditty Dozen, Rat Patrol,
ter large numbers of nonplayer characters. NPCs. Hogan's HBrOes, M•A •s•H, Apoca/yfJM Now,
The referee can work these stock characters The basic information can be jotted on a Platoon, K•lly's HlHOfiS, Bridg•Owlrth•River
up In advance of the game, then use them like 3•x5• index card and filed away fot future use. Kwai, Th8 Big RBd One, Sands of lwo .nm.,
extras from central casting-introducing them Another suggestion is to scan through old Full M8tal Jack«, China Bsach, and Tour of
wherever and whenever they're needed. magazines for suitable pictures, cut them out, Duty. What makes them memorable? Whal
Stock characters should have a job title, a and paste them to the back of the card as a tag characteristics do they possess? Combir~e
short description, an experience level, and visual reference. one or two, or slightly rework the character to
skills. NPCs have the default skills given to Frequently, good stock NPCs can be fit into the lWIIIght milieu. VoRa!Anotherstock
all characters, plus one skill most relevant to gleaned from stereotypical characters which NPC.

Unenthused Marauder
Militiaman Chieftain
The unenthused militia· The marauder chieftain
man is a youth, a mere strip- turned to a life of brigandage
ling, who prefers service in after things fell apart for rea·
the town militia over any sons he keeps to himself.
other means of earning his Whatever the reasons, he
meals. is now totally heartless.
The unenthused militia- The world belongs to the
man is not very good at strong, the marauder chief-
fighting, and he is well aware tain believes, and therefore
of it, which makes him "rather the weak deserve to lose
windy," as the British would what they have if they can't
say. hold onto it.
Level: Novice Level: Veteran
Assets: Unarmed Martial Arts: 9, Assets:Unarmed 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

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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

Tired Soldier Thieving Marauder


The tired soldier is not The thieving marauder
.··' physically tired, but he is
mentally exhausted from the
was once a petty knee-
buster and extortionist for a
, violent life which he has been shakedown gang on the
forced to lead in order to waterfront, and the only thing
survive. the war has changed is the
Formerly a highly trained locale where he practices his
member of an elite fighting chosen craft.
force, the tired soldier be- He is basically a coward
came disgusted with killing and prefers to strike from
and ran away. ambush, which is why he will
Now, tormented by night- seldom be found in a stand-
mares of his past deeds, his up fight (at least not volun-
mind is right on the edge of tarily).
cracking, and it probably Given achance, he'll take
wouldn't take much to send anything he can pry loose
him over the edge into a and will crush your skull with
dangerous psychosis-or his rifle butt if you turn your
total catatonia. back.
Level: Elite Level: Experienced
Skills: Unarmed Martial Arts: 15, Ski/Is: Unarmed Martial Arts: 11,
• Survival: 12, Small Arms (R~Ie): 15 Survival: 6, Small Arms (Rifle): 11
-~. • Initiative: 5 Initiative: 3
~.

~··--------------------~

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Likewise, appearances will shape the opin- sweat. He shows no sign of interest or wel- how a referee can develop a generic contact
ions of your player characters; often they will come as you approach. As you get closer, you into a solid one. They do not (and cannot)
be all a player has to go on when making a see the left side ofhis face is puckered by a long, demonstrate the full variety of such charac-
decision. Appearance includes physical de- jagged scar. You recognize it from experience to ters.
scription and clothing, speech, posture, and be a recently healed bullet graze.·
so forth. As with a scenic description, empha- Colin FitzHugh, Foreign Military
size the things that deviate from the norm and This second description is much more use- A player's character spent a term in the US
will catch the player's eye. Also, make an at- ful to the players and will inspire a number of Army's Armor arm, during which time he
temptto use colorful adjectives when describ- questions. acquired a foreign contact. Since he probably
ing NPCs. If you were a player, which of the Is he not reacting to our approach because spent the four years of the term in the armor
following NPCdescriptions would you prefer? he's too tired to care, because he's sick, or arm at the US Army Armor Center at Ft. Knox,
because he's hostile? Who shot him, and and the contact is military, the character was
•As you ride down the road you see a why? Where does he live, and what does he either attending one of the courses offered at
farmer standing in his field. • know about the surrounding territory? the armor center, teaching one of the courses
or Usually you will want to make up the ap- there, or associated with one of the military
"As you ride down the road, you come to a pearance of NPCs yourself with some spe- liaison offices.
grizzled, old farmer in dusty work clothes lean- cific image or mood in mind. Also, the appear- The character was a Spec 4 at the time,
ing a,gainst the sagging rail fence that sur- ance of some NPCs will be dictated by their and not so gifted a soldier as to attract the
rounds his field. • occupation. attention of an officer instructor, he probably
Refugees will look ragged, starvation-thin, made the acquaintance of an NCO associ-
The second NPC description gives a much and dirty. Merchants will be well fed and ated with one of the liaison offices. For no
more vivid picture of the farmer. Now apply cleaner. Experienced soldiers may be grimy, particular reason, we have chosen to make
some of the other advice concerning scenic but their weapons will be clean, while rusty or John's contact a British NCO who was sta-
description. Provide other sensory informa- poorly cared-for weapons may be the sign of tioned at Knox at the time.
tion, throw in a hint of danger, and save the an inexperienced group. Put some thought We pick a typical British name such as
best for last. You may end up with a descrip- and "character• into your NPC descriptions, Colin FitzHugh (pulled out of the air-it could
tion like this: and your gaming sessions will be richer for it. just as easily have been MargaretArmstrong).
The character's gender can either be chosen,
"As you ride down the road, you come to a SAMPLE CONTACTS as in this case, or diced for, as in the next
grizzled, old farmer in dusty work clothes lean- Contacts are kind of halfway between stock example.
ing against the sagging rail fence that sur- NPCs and the detailed NPCs discussed be- There are a variety of ways John and Colin
rounds his field. He must be resting after hard low. could have met, but we will decide (again, for
work, because he gives off the strong smell of These two solid contact examples show no particular reason) that they met because of

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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

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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-

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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

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Twilight: 2000 GDW

146

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

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Twilight: 2000 GDW
TERRAIN AND TRAVEL phibious vehicles can become mired in areas grains and vegetables, canned or packaged
Travel on a good road is largely unaf- where there is not enough water for them to food, etc.~ounts as 1.5 times its weight.
fected by the terrain through which the road float, and require a task roll for them in some Thus, a man could survive on two kilograms
passes, but good roads are becoming scarce. situations. of such food a day.
Furthermore, the roads are still fairly well Hovercrafttreat swamps as woods or open Specially fortified and prepackaged mili-
settled, and are often infested with military depending on the type of vegetation in the tary rations count double, and a character
patrols and convoys. Most characters will swamp. could survive on 1.5 kilograms of these a day.
spend much of their time on back roads and Extracting a mired vehicle takes one addi- The US Army version of such rations is the
travelling cross-country. When travel on a tional period and requires the use of one or MRE (meal, ready to eat), although other
good road is practical, it is done at the road more vehicles whose combined weight equals armies have their own variants. Over the
movement rate. A poor road (breaking up, or exceeds that of the mired vehicle. years, prepackaged rations of this type have
partially washed out, or just hasn't seen a Hills: Hills are relatively steep, but regular, become rare and are highly prized for their
road crew in three or four years) allows travel rolling ground. All movement is reduced by light weight, ease of preparation (they are
at the full cross-country rate for vehicles half in hills. Hills may be wooded. If so, precooked), and long storage life. Food con-
regardless of terrain. Likewise, travel down a determine the movement rate for woods first sumption requirements for humans and some
river (in a boat or amphibious vehicle) is and then apply the hill terrain reductions to animals are summarized on the Food Con-
largely independent of the surrounding ter- the result. sumption Table on page 273.
rain. Open: Open terrain is generally flat or Effect s of Starvat ion : If a character
Aside from roads and rivers, the main gently rolling grasslands and for the most part eats less than his daily requirement, but at
terrain types encountered in the countryside consists of former cultivated lands which have least half the requirement, he suffers one
are woods, swamp, hills, and open terrain. reverted to the wild but are not yet wooded. level of fatigue (see below). This fatigue
Woods: Woods are forested areas of Open terrain also includes cultivated ground remains (but gets no worse) until he eats his
considerable extent. Most wooded areas in in the area of settlements. All movement full requirement for as many days as he was
Europe have frequent clearings and open through open terrain is at the full off-road underfed (or 1 0 days at most). A character
areas, and are crossed by numerous dirt movement rate. gains one level of fatigue for each day in
roads, paths, and firebreaks. While a man Water : Except for bridges, ferries, or fords, which he eats less than half the require-
can walk through virgin forest, it is an im- linear water barriers (rivers, streams, canals, ment, until his Strength, Agility, Constitu-
practical means of travel for vehicles or for etc.) can only be crossed by swimming or by tion, and Intelligence are all reduced to 1;
a party of men for any distance. Thus, all amphibious vehicles. Depending upon the they do not fall below 1.
travel through wooded areas is assumed to steepness of the banks, hovercraft may or One level of fatigue is recovered for each
be along paths and roads and through clear- may not be able to cross. Open water (ponds, consecutive day of full rations.
ings whenever possible. Movement on foot lakes, etc.) can only be traversed by amphibi- Eventually, a character on less than half
or by animals through woods is at the full off- ous vehicles, boats, and swimmers. Hover- rations will starve. This takes about a month
road movement rate. Vehicles travel through craft may cross open water, but the steep- of no food or several months of half rations.
woods at half their off-road movement rate ness of the banks or shoreline may present
unless following a particularly well travelled obstacles to entering or leaving. Foraging
old dirt road, in which case they move at Characters may find food in the wild by
their full off-road movement rate. Bicycles UPKEEP foraging. It takes one four-hour period to
may not be ridden through woods except This section is concerned with the day-to- forage a one-kilometer-square area. An area
along such roads. day realities of the characters' lives. Even may be foraged only once per month. For
Swamp: Swamps are difficult to traverse. while they are having adventures, they must simplicity's sake, it is best to consider an area
A person on foot can move at his or her full still eat, find fuel for their vehicles, and take foraged out after one forage attempt.
movement rate. Animals and all vehicles move care of their vehicles and animals. Only one foraging party may forage an
at half their off-road movement rate. Bicycles area. The number of people in the foraging
may not be ridden in a swamp. In addition, Food Requirem ents party reduces the time it takes to forage an
non-amphibious vehicles must check each Each character must eat at least three area but does not affect the quantity of food
four-hour period to avoid becoming mired, kilograms of food every day to remain healthy. found. If two people forage an area, for ex-
using the relevant Ground Vehicle cascade. Most of this must be found in the wild. "Civi- ample, they can search it in half a period. (A
Referees should bear in mind that even am- lized"food-domesticated animals, cultivated party can break up into several smaller forag-
ing parties, provided they spread out and
forage different areas.)
Foraging Table Foraging is a task (Difficult: Survival) per-
Are a Winter Spring Summer Fall formed by the character in the party with the
Wood/Scrub 1 3 6 6 highest Survival skill. Failure means that no
Meadow/Swamp 0 1 2 2 food is found.
Field 0 0 25 50 The Foraging Table at left lists the amount
Fishing (1 D6x) 1
/2 2 1 1 of food, in kilograms, found by a successful
forage attempt in each of the four seasons

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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).

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Twilight: 2000 GDW

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

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GDW Twilight: 2000

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

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not be available then, so "get them now• is his Once a potential breakdown has occurred, tools to do so. Given the correct tools, the
philosophy.) there will be an additional automatic potential repairs take the standard time and are Diffi-
Routine Maintenance: Very few vehicles breakdown every eight hours of use (travel or cult tasks. If a PC has the wrong type of tools,
are left in perfect condition. Most have been combat) thereafter until the vehicle receives the job will take twice as long and become a
repeatedly repaired and rebuilt, sometimes at least its recommended number of routine Formidable task. Damage to an engine or
with home-made parts, and all are generally preventative maintenance hours. Avoiding fuel system requires either tracked vehicle or
worn-out. Every vehicle has a base mainte- an actual breakdown is a task (Difficult: Me- wheeled vehicle tools. (Either type will suffice
nance number indicated on its vehicle card. chanic) performed by any character during for any vehicle.) Suspension damage re-
This is the number of hours per week that intermittent short halts. quires vehicle tools of the correct type. Dam-
should be spent in routine preventive mainte- Preventative Maintenance: Extra pre- age to radios, missile launchers and other
nance to keep it in good working shape, ventative maintenance can help prevent electronic devices requires electronic repair
assuming it is in mint condition. The actual breakdowns. Spending twice the recom- tools. Machinegun damage (the gunner's and
time spent in maintenance is up to the play- mended number of hours will reduce the commander's machinegun) requires small
ers, but should be influenced by the actual chance of a breakdown by two; spending arms tools. Main armament damage requires
condition of the vehicle. three times the amount reduces the chance heavy ordnance tools.
Vehicle Condition: Whenever charac- by three, etc. Breakdowns: The current wear value of
ters acquire a vehicle during the game, Spending eight hours per week maintain- the vehicle is the D 10 roll for the chance of a
including during character generat!on, the ing a vehicle with a wear value of 6 will mean major breakdown. For example, a vehicle
referee should determine its wear value by that the roll for a potential breakdown is 4 or with a wear value of 8 must rollS or less for a
rolling 1 D1 0. The higher the wear value, the less, not 6 or less. breakdown to be major. A breakdown can
more worn-out the vehicle. Whenever char- Inc rea sing Wear: After a vehicle has suf- strike any system in the vehicle, and the
acters are in a position to buy or sell a fered 10 actual breakdowns, its wear value is affected system should be determined by the
vehicle, its true value is determined by di- increased by 1. A vehicle with a wear value of referee (it will usually be either engine or
viding its base price by its wear number. 10 which suffers its tenth breakdown at that suspension). It is possible that a breakdown
Thus, a vehicle which would normally cost value is no longer repairable, and is good only may not affect the mobility of a vehicle, but
$20,000 but has a wear value of 8 would for salvaging parts. may instead be a weapons or radio malfunc-
only be worth $2500. Once the players and the referee are very tion. If a breakdown is not a major break-
Potential Breakdowns: Each vehicle has familiar with the game mechanics, they may down, it is automatically a minor one.
the potential to break down every eight hours wish to keep separate track of the wear value Minor Breakdowns: A minor breakdown
(two four-hour periods) it spends in either of the components of a vehicle. That is, a results in minor damage to the component.
movement or combat. The D1 0 roll for a vehicle which suffers repeated engine break- The wear value of the vehicle is the D1 0 roll
potential breakdown is equal to the vehicle's downs would end up having a very worn-out for the chance that replacement parts are
wear value. engine but a sound suspension. In this case, needed to repair the component (roll less
Roll that number or less for a potential the tenth engine breakdown at wear value 10 than the wear value for parts to be required).
breakdown. would mean the characters need to find a Otherwise, repairs can be made without new
A potential breakdown does not mean the new engine, not a whole new vehicle. This parts.
vehicle has actually suffered a serious mal- rule is not suggested for beginning use; play- Majo r Breakdowns: A major breakdown
function. Avoiding an actual breakdown is a ers and the referee have enough to keep results in major damage to a randomly deter-
task (Difficult: Mechanic) performed by the track of as it is. mined system (referee's choice, usually en-
character who did the last maintenance on If this rule is used, however, the wear value gine or suspension), and will always require
the vehicle. 10 vehicle need not be scrapped upon its parts to repair.
If the vehicle has not been maintained for tenth breakdown, as it will undoubtedly fail Part s: Except where noted differently
the recommended number of routine preven- only in one or two key systems (engine or below, roll 1 D1 0 for the number of parts
tative maintenance hours in the last week, suspension, perhaps). If a vehicle can be needed (where they are required), halving
the potential breakdown automatically re- found with a working engine, it could be the number (round up) for a minor break-
sults in an actual breakdown. transferred to the worn-out vehicle and given down. (This is in addition to those parts
If a potential breakdown does not result in a new lease on life. which the character is assumed to be able
an actual breakdown, the characters may to reassemble from the damaged compo-
continue moving without interruption. The REPAIRS nent.) While parts may occasionally be found
occurrence of a potential breakdown is obvi- In the course of the game, PCs will be for sale, the most common sources for parts
ous to the characters, and the referee should called upon to repair vehicles and other equip- are cannibalization and fabrication. Parts
tell the players that they hear ominous grind- ment which either has broken down or has can usually be cannibalized from an identi-
ing noises in the engine, smell something suffered damage. The combat rules list the cal vehicle.
overheating, see smoke in the exhaust, etc. procedures used for determining battle dam- If the component to be cannibalized is
This is a warning to the characters, and age to vehicle components. Breakdowns are undamaged, the required parts may auto-
allows them to shut down and perform some discussed below. matically be taken from it. If the component
maintenance before something actually mal- Tools: If a character has the needed parts has sustained minor damage, roll4 or more
functions. to make repairs, the PC must then have the on 1 D1 0 for the part required to be salvage-

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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).

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priate table. Note that some territories provide


a modification to the encounter roll which
changes the frequency and type of encoun-
ters (see page 152).

I~N (j() IJN'rl~llS


Group and item encounters each have a
separate table showing the various territories
across the top and specffic encounters down
the side. Find the column corresponding to
Much of the excitement players experi- to) many others will be random encounters. A the territory in which the players are travelling,
ence as they travel across the landscape of random encounter is one generated using die roll1 010, and locate the row of the number
Twilig ht: 2000 is due to the thrill of the un- rolls and the encounter tables presented with rolled. By tracing the row to the left side of the
known. That feeling of anticipation mixed the game. chart you can determine the exact encounter
with dread is heightened by a good mix of Frequency of Encounters: The referee type. Animal encounters have separate charts
encounters. The encounters in a game have should roll once on the Encounters Tabla av- which have the terrain along the top and the
to be carefully balanced. If there are noth- ery four-hour period in which the characters result of a 06 roll on the left. Roll the die and
ing but random encounters generated from travel and once par day in which they do not. read the result from the tables. Separate ani-
tables, the countryside w ill eventually take If the group itself is not moving but breaks up mal encounters tables are given for broad
on a rather repetitive, mathematical feel. On into hunting parties, foraging part ies, areas of the globe. These charts are given on
the other hand, requiring the referee to make scrounging parties, etc., the referee rolls once pages 162-163 along with the corresponding
up every encounter w ill soon overtax his par period par party for an encounter. In ad- Animal Data charts.
imagination. dition, he will roll once per day for an encoun- Ran ge of Encounter : The range of the
What we have triad to do with this encounter ter at the party camp. encounter describes the distance between the
system is to chart a middle course. We provide a Territory : There are a variety of tarrito· players and what they have encountered
considerable number of tables that cover a wide ries in which encounters may take place. when they first become aware of it. The range
variety of environments and situations. They are These are discussed on pages 156-157. The depends on the type of terrain in which the
intended to be complete as presented, and thus referee may either roll for the territory type encounter takes place. The referee rolls 1010
require no additional input on the part of the ref- or may have already determined it prior to and consults the Encounter Range Table (on
eree. However, the referee is strongly encouraged the adventure session. Soma territories page 269). The die roll is multiplied by the
to usa these tables as a starting point, not a fin· have a die roll modifier which is added to or value listed on the table to determine the
ishad product. subtracted from the roll on the Encounters range, in meters, at which one or both groups
Table. may see each other. The die roll in general is
RANDOM ENCOUNTERS Types o f Encounters : The Encounters an easy way of determining how open the
As the characters travel, they will encoun- Table lists a variety of environments (road, terrain is in that particular area. For example,
ter a variety of people, animals, settlements, wood, swamp, etc.), each of which has a va- if the referee rolled a 5 on an open terrain
and other features of the land. While many of riety of outcomes based on the 06 die roll. encounter, this is an encounter range of 1500
these encounters will be mandated by the These outcomes are groups, animals, items, meters and means that the local terrain was
referee (pursuers overtaking them, a partisan hazard, and no encounter (None). If None is such that the first opportunity for the two
band the referee wishes them to meat, a town rolled, there is no encounter this period.lf any groups to see each other occurs at a distance
or city printed on the map which they travel other result is rolled, roll again on the appro- of 1500 meters.

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Spotting and Surprise: When a group of


characters encounters a group of NPCs, each
group has a chance of spotting the other (Dif-
ficult: Observation). Spotting a group moving
Encounters
in vehicles is Average: Observation. Spotting Terrain
a stationary and camouflaged group is Diffi- Die Road Wood Hill Clear River
Swame.
cult: Observation. The roll is made only once
per group, using the highest Observation in 0 Group Group Group Group Group Group
the group. The asset level used is reduced by 1 Group Group Group Group Group Group
one for each character in the group and by 2 Group Animal Item Animal Item Item
five for each vehicle in the group. It is in-
creased by a like amount for numbers of char-
3 Group Group Group Item Animal Haza rd
acters and vehicles in the group encountered. 4 Item Animal Animal G roup Group Hazard
However. the Observation asset used may 5 Ite m Item None Animal Ite m None
never be more than halved or doubled by 6+ None None None N one N one None
these modifications.
If neither group spots the other, the referee
notes which group came closest to doing so.
That group will spot the other, but not until Group Encounters
some additional time has passed. The referee
rolls 1010, the result being the number of Groue. Org_. Ind. Ins. Ter. An. Dev. Dse.. Cnt.
combat turns that pass before the spot is Marauders 1 1 1,2 1,2 1,2 1,2 1
made. When the spot does take place the Patrol 2,3 2 3 3 2,3 1,2
range of the encounter has been reduced by M il. convoy 4,5 4,5 4,5 3,4
the distance travelled by the two groups since Merchant
the original spotting opportunity. convoy 6 3,4 3 5
If the two groups close to the minimum 3,4 4,5
Refugees 6,7
possible encounter range (the base range
multiplier shown on the chart: 10 meters in
Slavers 5 4 5 6 6
woods, 30 meters in swamp, 100 meters in Hunters 7 6,7 5,6 6 7 7 6
hills, etc.) both groups automatically spot each Primitives 7 7 8 8 ,9
other. Smugglers 8 8 8 8 9 7
If both groups spot each other at the same Large unit 9 9 9 9 8 ,9 8,9
time, both groups are surprised (and both roll Stragglers 10 10 10 10 10 10 10 10
for panic). If one group spots the other with-
out being spotted in return, that group is not
surprised. Once a group has spotted another
group and has not been spotted in return, it Item Encounters
may either wait (allowing the other group to Item Org_. Ind. Ins. Ter. An. Dev. Ds12.. Cnt.
approach closer), attempt to evade (move
Village 1,2 1,2 1,2 1,2 1 1 1
away from the spotted group), or attack.
If the group attacks, the other group is Ruined village 3 2 1,2 2
surprised. This counts as an ambush (see the Farm 3,4 3,4 3 4 3 3 2
Combat Rules chapter, page 195). Ruined farm 5 4 5,6 4 3,4 4 3
If the group waits, the other group contin- Roadblock/
ues to have one opportunity per combat turn camp 5,6 6,7 7 5 4
to spot it. If it succeeds before being attacked, 7
Supply dump 6 5
it is not surprised. Abandoned
If the group attempts to evade, the other
group has one opportunity to spot each supply dump 5 5 5 6
combat turn until the referee decides the group Repair yard 8 7 7
has moved far enough away from the other Abandoned
group to be safe. This distance will vary, but repair yard 6 6 6 8
will usually involve moving beyond the origi- Field hospital 9 8 8 9
nal encounter range rolled. Abandoned
Thus, in the example given above where field hospital 7 7 7 10
the encounter range was 1500 meters, once
the group had moved to a safe distance of
Crater 10 9 8 8 8 8
greater than 1500 meters without having been Derelict vehicle 10 9 9 9 9 9
detected, it would have successfully evaded Derelict convoy 10 10 10 10 10
contact.

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Rather it was come to this: that a dead man dom cantonments and disputed t erritories and both trade and travel are regulated by the
was then of no more account than a deadgoat while keeping organized and independent need for travel permits and various licenses,
would be today. territories in the game. b ut if you have these then the roads are
Boccaccio, The Decameron One thing to remember, however, is that reasonably safe. Life may or may not be good
there are no well marked boundaries around for the inhabitants, depending on the inten-
TERRITORY TYPES the various territories described here. tions and talents of the government. In most
The type of territory through w hich the When player characters move into a different cases it is tolerable, but only barely.
players are travelling shapes the nature of the territory, they should become aware of it gradu- The countryside in an organized territory
encounters they experience. The world has ally by the nature of the encounters they experi- looks normal, and the precise description will
been dramatically changed by the Twilight ence, not simply because the referee says, ''You depend upon the season of the year. Roads
War, and this is reflected by varied types of are now moving into devastated territory.• will not be in perfect repair, but there will have
territories available. been obvious attempts to fix potholes, paint
A table is provided for the referee to use to road signs, shore up sagging bridges, etc.
randomly generate territories. However, he Fences along the roads will be in good repair,
should feel free to actually assign t erritories Territories and the fields by the road will contain crops
in his game to shape the campaign along lines
of his own design. ,
Die Territory
Organized
Encounter OM
_, (probably w ith laborers) or grazing animals
(under the watchful eye of a herdsman, whose
In particular, disputed territories and can- 2 Independent 0 job is to give the alarm if his charges are at-
tonment territories should be assigned at the 3 Insular 0 tacked). It will not be possible for potentially
beginning of the game based on the actual 4 Terrorized 0 dangerous parties to travel very far without
position of military units and location of active 5 Anarchy +1 attracting attention.
battle zones as described in the game back-
ground.
6
7
Devastated
Disputed
+2 _, Villages and towns will not be completely
occupied, but they will have a systematic
Note that since the table is set up for a D6 8 Cantonment -1 settlement pattern , in addition to guards,
roll, disputed territories and cantonments patrols, and so on. There is little difference
cannot normally be generated randomly; they between these communities and those of the
will only occur where you mandate them. Organized : The region is nominally con- independent territory, described below; the
However, as your campaign progresses you trolled by the prewar government, a postwar main difference between the two regions is
may wish to begin adding one and later two replacement faction, or forces claiming to what happens between communities.
to the die roll, thus making the location of represent one or the other. There is a regular Independent: The settlements in the re-
conflicts and military cantonments increas- system of commerce, defense, public weHare, gion are not controlled by any one faction or
ingly frequent and random. (This will also and taxation of a sort, although only taxation group, but are independent and attempting to
gradually eliminate the Organized and Inde- seems to be up and running on a reliable recover. Trade and commerce are beginning
pendent territories as well, and so should be basis. Each settlement has one or more ap- again, and many settlements regularly co-
done sparingly.) pointed officials of the government and a operate in rebuilding by exchanging material
Alternatively, the referee may wish to ob- detachment of armed government troops and expertise. The we~are of the inhabitants
tain a DS from the local hobby shop and use which it is responsible for feeding and sup- of the settlements is largely dependent on their
that to determine territory. That will add ran- porting. There are regular patrols on the roads, local government.

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GDW Twilight: 2000

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.

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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.

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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
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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.

Slavers: With machinery all but gone or


idled by lack of power/spare parts/trained
operators, human labor has become the
principal means of tilling fields and rebuild-
ing shattered cities. Slavery has appeared
in parts of Europe for the first time in cen-
turies, and is especially in demand in some
warlord-controlled cities to clear rubble and
cultivate fields. Bands of slavers comb the
Patrol: This is a patrol of an organized and Merchants: Each subunit of a merchant countryside looking for potential captives.
at least partially disciplined armed force. The group is a wagon or motor vehicle laden with Usually they find unarmed civilians alone
nature of it will depend largely on the territory trade goods. The four merchants are drivers and kidnap them, but they also occasionally

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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.

Stragglers: This is a small party of soldiers


who have become separated from their unit.
Smugglers: Wherever there is govern- They will claim that this was accidental or
ment, no matter how tattered or threadbare, deliberate, depending on their own national-
Hunters: This is a small band of local ci- some commodity is either illegal or rigidly ity and that of the players. (That is, NATO
vilians out hunting for meat for their families. controlled. And then there are smugglers. soldiers will claim it was accidental, and
They are armed with rifles and shotguns, but Smuggler is a broad label for extralegal Warsaw Pact soldiers will claim to be desert-
do not have much ammunition-certainly not merchants. They may deal in armaments, ers.) They have no heavy weapons or vehi-
enough for a prolonged firelight. If attacked, drinking alcohol, forged travel papers, radios, cles, and are probably on foot. They will be
they will put up as stiff a fight as they can, but drugs-anything which the government pro- short of ammunition and in no condition to put
they would rather avoid trouble and certainly hibits its citizens from owning. up a prolonged fight. They will not attack
will not pick a fight with a well armed group. Smugglers move their goods by wagon, unless they feel that their numbers and sur-
Hunters may be a good source of informa- vehicle, or pack horses; they are never found prise will give them a significant edge overthe
tion if they are willing to talk, but usually they on foot. They are lightly armed and not par- players. The referee should remember that a
would rather be left alone. If their confidence ticularly experienced at fighting. They will large group of stragglers will probably be in-
can be gained, they will invite the group to visit never start a fight and, if they are convinced distinguishable from the lead element of a
their farm or community, which might other- the PCs are not thieves or government sol- patrol at first.
wise refuse the PCs entrance. diers, may offer to travel with them for mutual
security. Although they may be unsavory, Elite Groups
smugglers are excellent sources of informa- Several groups of elite troops are encoun-
tion. tered so seldom that it would be unreasonable
to put them on the encounter charts. Refer-
ees, however, should occasionally consider
inserting these. For the U.S., there are special
forces teams operating behind enemy lines.
The Soviets have roving Spetsnaz teams on
special missions as well, while scattered
remnants of the Polish 6th Pomeranian Air
Assault Division and the Czech 1stAir Assault
Brigade, and of course the British SAS, may
Primitives: A great many people have occasionally be encountered.
become mentally unbalanced by the trauma Examination of the character generation
of the war, and the few of them who survive rules will provide inspiration for elite units from
have reverted to a primitive existence of for- other countries.
aging, scavenging, and theft. Primitives are Large Unit: This is a large military unit with The situation being as confused as it is, it
not useful sources of information, as commu- up to 100 men. It is extremely well equipped, should never be a forgone conclusion thatthe
nication with them is difficult and they cannot with a number of heavy weapons, and may PCs will necessarily be aligned with, or op-
be relied upon to completely understand their include armored vehicles and artillery. There posed to, any one of these groups. The one
surroundings, let alone accurately report on is a good chance that the unit will be hostile thing these groups have in common is that
them. toward the players, but capturing stragglers they will resemble a small patrol in configura-
Primitives are extremely reclusive, living in is not the unit's primary mission. If the char- tion and be made up exclusively of well armed
small bands in forests, caves, and ruins. They acters are captured, it is possible that they Elite NPCs.

161

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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.

European European Animal Data


Animal Encounters (1 06) Animal #App Sizs To Hit Dam Pen Rng Hits Aile /nit Arm Behallior Speed
Teffain Grazer 206 100 2 2 Nil s
20 A 6 F15/A7 10/20/60
Die Wood Swame Hill Clear Bear 1 400 12 5 Nil L 40 A+A 5 A7/F7 10120140
1 Boar Boar Boar Game 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 OB+A 6 - Am/F7 15130(60
3 Game Game Game Game Game 2D6 50 2 2 Nil s 6 A 6 - F18/A2 10/20/40
4 Grazer Grazer Grazer WildCaltle Fowl 2D10 1 8 1/z Nil s 1 A 7 - F161A2 6120180"
5 Dogs Dogs Dogs Dogs
Wild Cattle 1D 10 800 2 4 Nil s 50 DB 5 - F11/A7 10/20/40
•The speeds listed here are Waii</Trot/Fiy rather than Walk/Trot/Run.
6 Bear Game Bear Dogs

Boreal Boreal Animal Data


Animal Encounters (1 06) Animal #App Size To Hit Dam Pen Rng Hits Atk /nit Arm Behallior Speed
Teffain Grazer 206 100 2 2 Nil s 20 A 6 F15/A7 10/20/60
Die Wood Swame. Hill
1 Boar Fowl Fowl
Clear
Game
Wolf
Bear
206
1
50
400 12
.. 4
5
Nil
Nil
s
L
10 A
40 A+A
6 -
5 -
Am/F7
A7/F7
15/30(60
10/20/40
2 Fowl Fowl Fowl Fowl Boar 1 100 2 2 Nil s 20 A 6 - F1 2/A7 6110130
3 Game Game Fowl Game Game 2D6 50 2 2 Nil s 6 A 6 - F18/A2 10/20/40
4 Grazer G razer Grazer Wild Callie Fowl 2010 1 8 1!z Nil s 1 A 7 - F161A2 6120180"
5 WoH WoH WoH WoH Wild Cattle 1D 10 800 2 4 Nil s 50 DB 5 - F11/A7 10/20/40
•The speeds listed here are Walk/Trot/Fly rather than Waii</TrotlRun.
6 Bear Game Game Bear

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'

5 Fowl Fowl Dogs Dogs


6 Dogs Game Dogs Dogs

162

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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.

African Animal Data African


Animal Encounters (1 06)
Animal #App Size To Hit Dam Pen Rng Hits Atk /nit Arm 89hallior Speed Tsffain
Grazer 2D6 100 2 2 Nil s 20 A 6 - F151A7 10/20/60 Die Wood Swame. H171 Clear
Dog 306 25 4 4 Nil s 6 DB+A 6 - Amlf7 15130160 1 Dogs Fo w l D ogs Dog s
Game 2D6 50 2 2 Nil s 6 A 6 - F18/A2 10/20/40 2 Game Game Grazer Wid Callie
Fowl 2010 1 8 1
/z Nil s 1 A 7 - F161A2 612018()" 3 Fow l Game Game G a me
Rhino 1 1600 1 9 2 L 60 A 4 - F11/ A7 6/ 15/30 4 Game Game Game lgCat
Elephant 106 6000 8 16 Nil s 80 DB 4 - F11/A7 10120130 5 Game Grazer F ow l R hino
Large Cat 106+3 100 5 3 Nil s 20 (DB)+A 6 - As!Fs 15130/60 6 Grazer Elephm lg. cat Elephanl
Wid Ceale 1D10 800 2 4 Nil s 50 DB
•The speeds listed here are Walk/Trot/Fly rather than Walk/Trot/Run.
5 - F111A7 10120140

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

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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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
Government: If the players should gain lion throughout the municipal government. Vir- URBAN ENCOUNTERS
entry and even acceptance to a settlement, tually any activity will require a bribe to some- Once player characters have gained entry
the type of government will become important. one. to a settlement, they will face a whole new
To determine the government type, roll 106 Dictator: The settlement is ruled by a pow- range of encounters. These new types are
and consult the Urban Government Table. erful and charismatic dictator. He has come explained in detail below for the referee's
to power through legitimate means, but has information. A good rule of thumb to use for
since gradually discarded the democratic encounters is to roll once for an encounter
Urban Government structure of the municipal government and
now rules directly by decree. He has abso-
each time the group goes from one part of the
city to another.
(106) lute power, and the direction this has taken Roll 1 06 and consult the Urban Encoun-
him and the settlement will be determined by ters Table below.
Die Tvoe the results of his NPC motivation cards. Note that there are two result columns on
1 Federated Warlord:Astrong military leader, who has the Urban Encounters Table. The first column
2 Federated a very loyal group of soldiers, has taken con- is for daylight encounters, and the second is
3 Popular coun cil trol of the settlement. fo r those occurring at night.
4 Corrupt council Often he was the former commander of the The table presented below also includes a
5 Popular council militia or perhaps the commander of a pass- wide variety of die roll modifications which are
6 Dictator ing military unit. He will often have come to based on government type and settlement
7 Warlord power peacefully, as the settlement consid- size.
8 Captive ered him the lesser of two evils. Whether his
tastes now turn to self-enrichment, banditry,
9 Anarchy
10 Captive
empire-building, or perhaps even civic im- Urban Encounters
provement will depend on the results of his
11 Anarchy NPC motivation cards. (106)
Captive:The settlement has recently been
Territory Die Roll Modifiers: +2, captured following a battle. It is now held by
Die Day Night
independent; +3, insular, disputed; +4, a military unit or large band of marauders 1 None None
terrorized; +5, anarchy. (referee's option). In either case there has 2 No ne None
been considerable damage and loss of life, 3 None None
Notice again that a number of die roll modi- and the new conquerors are subjecting the 4 Patrol None
fications are based on the type of territory the inhabitants to brutal treatment. 5 Patrol Scavenger
settlement is in. There are seven possible Anarchy:There is no effective form of gov- 6 Work gang Thugs
results. ernment in the settlement. Strong individuals 7 Refugee Gang
Federated: The settlement is part of a look out for their own fami lies, gangs have 8 Scavenger Primitives
larger governmental unit. This is usually, but staked out their ''turf, • and community groups
9 Primitives Dogs
not always, a government claiming the right band together to form vigilante units to pro-
to rule the entire nation. Practically, however,
10 Mob Gang
tect themselves.
11 Gang Dogs
no single government rules more than a Crisis: Finally, no settlement is complete
handful of settlements. There are a few larger withoU1 a problem. Ten typical problems are
Government Type Modifiers: + 1,
regional federations as w ell. A federated presented on the Settlement Crisis Table, but
corrupt council; +2, captive, anarchy.
government will usually have a group of ap- referees should feel f ree to improvise. If
pointed officials in charge who have been sent starved for a good idea, roll 1010 and read SeHiement Size Modifiers:+ 1, town;
+2, city; +3, major city.
by the central ruling authority. A number of the result from the table. All of these are self-
regular army soldiers are present as well as explanatory, but will require simple elabora-
the local militia. tion on the part of the referee.
Popular Council: A local civic council, The following encounter results are pos-
usually popularly elected, handles the busi- sible.
ness of governing the settlement. Patrol : A four-person patrol of militia or
While the council may be hampered by lack
Settlement Crisis (1 01 0) vigilantes. They are Experienced and are
of resources and qualified personnel, it is Die Crisis armed wit!-. a mix of military and civilian arms.
doing everything in its power to help its citi- 1 Food shortage This patrol is not a particularly threatening
zens survive the war's devastation and rebuild 2 Engineer needed encounter unless the players are trying to
their lives. 3 Ammunition shortage avoid the law.
Corrupt Council: A local civic council holds 4 Impending attack Work Gang : A group of 20 or more labor-
power, either by force of arms or through 5 Internal unrest ers working to clear rubble or repair a struc-
rigged elections. 6 Rampant corruption ture.
Despite an oU1ward display of democracy 7 Citizens kidnapped The individuals in the work gang will be
and concern for the people, the council- 8 Mechanic needed prisoners or, in less enlightened settlements,
members are growing rich while the situation 9 Epidemic, doctor needed slaves at forced labor under the watchful eye
of the common man remains wretched. There 10 Disease, medicine needed of two armed guards.
will be a corresponding high rate of corrup- In either case they are not well off and will

168

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Sample Encounters They may be scavenging the ruins looking for


spare parts, trying to contact a merchant
marked S). Upon spotting the characters, the
scouting parties will take cover and send one
The following are examples of common known to be in the city, or looking for a job. of their members off to report. H the charac-
encounter types for the referee to use as Usually, there is no effective city government ters spot only one of the scouting parties, the
prototypes. above the neighborhood level, and sometimes referee should inform the players only of the
an area has no government at all. actions of the spotted scouts (Observation
asset of both scout parties is 13; the remain-
Downtown, MAP DESCRIPTION der of both gangs have Observation: 10).
Waiting for You Tonight The map shows a section of typical urban Three minutes (36 combat turns) after the
landscape. Some of the buildings are inhab- scouting parties arrive, the main body of both
Many cities are "governed" by quasimilitary ited and in fair shape; others are piles of burnt- gangs will enter the area, and hostilities will
gangs of hoodlums. out rubble. The streets are filled with the de- commence (if they haven't already). This is
bris of years of neglect and are pockmarked where the action will start if the characters
BACKGROUND with pot-holes (or shellholes). In most places, failed to spot both scouting parties. Both
In this scenario, the characters find them- anything worth taking has been hauled off the gangs will assume that the characters are ring-
selves in an urban setting, squeezed between streets (if it isn't too heavy), and the popula- ers brought in by their rivals, and each will be
a rock and a hard place. In some of the cities tion level is severely depleted. The only in- incensed at the temerity of the other in bring-
of the year 2000, street gangs are in an almost habited buildings are those which can be for- ing in outsiders.
constant state of conflict, battling over the tified and which were not too badly damaged
dwindling resources of their particular neigh- by the war or the civil dislocations which fol- NPCS
borhoods. This conflict is usually limited to lowed. Each gang will consist of a scouting party
small altercations between less than a dozen The map shows one main street (which is (three Experienced NPCs-one with a pistol,
people total. relatively clear), along with a number of side all of them with knives and clubs), and a main
Occasionally, the urban equivalent of all- streets (which are rather less readily travers- body (consisting of 22 gang members, half
out war erupts, however. One gang might be able). Several buildings have been reduced Experienced and half Novice, armed with
anxious to reclaim territory recently lost to to rubble, but some of them are occupied. clubs, knives, and a few pistols). In addition,
another, or a newly discovered resource might Some buildings are closed off and cannot be each gang will have a special "shock unit" of
have upset the balance of power. A recent entered. These are colored black on the dia- seven Experienced fighters with two assault
assassination might be blamed on another gram. Other buildings can be entered, and are rifles per three fighters (the rest have pistols
gang; a famine might make one gang so des- labeled according to the plans presented later or shotguns).
perate it is willing to go to war to avoid starva- in this book. The inhabitants of occupied build- This unit represents the gang's "war leader"
tion; or pressure from a third force might be ings will discourage characters from entering and a special team of the most experienced
forcing one gang to shift its boundaries. Per- them by various means. fighters in t he gang which does not normally
haps the war has no rational reason. What- participate in street fighting and has come out
ever the cause, the characters find them- REFEREEING THE SCENARIO only because of the importance of the battle.
selves between the two sides by mischance, The characters will begin the scenario in the If desired, the referee may generate a single
and neither gang is particularly fussy about middle of the main street, with both sides ap- Veteran character for each gang, represent-
targets. proaching from two different directions in such ing the gang's "war leader.·
away as totrapth~characters between them. Additiona• NPCs may be added at the
APPROACH Characters have a chance of detecting the ap- referee's discretion (perhaps the inhabitants
The characters will often find themselves proach of both hostile groups (Formidable: Ob- of a fortified building, whose only aim is to lay
in an urban setting, for a variety of reasons. servation). Failure means they detect only one low until the battle is over, but who are also
and are surprised by determined to keep their home).
the other. Cata·
strophic Failure ALTERNATIVES AND VARIANTS
means that both take • As an alternative to a straight-up encoun-
them by surprise. ter, the characters might have taken residence
Since each gang in an abandoned building that just happens to
is expecting to en- be in dispute between two gangs.
countertheother any • Instead of a battle between two rival street
minute, they have gangs, the characters could find themselves
both sent their ad- in the middle of a battle between a city
vance scouting par- dictator's thugs and a rioting mob of famished
ties ahead of their re- slave laborers. In this case, one side will be a
spective main bod- small party of 10 relatively well armed soldiers
ies. If the characters (half Experienced and half Novice, with a mix-
detect both groups, ture of shotguns, civilian hunting rifles, and
the action begins assault rifles), and the other will be a large,
when the scouting disorganized mob (36 Novices, armed with
parties enter the map clubs, rocks, knives, and a starvation-driven
(at the locations fanaticism).

170

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

171

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

on it will depend on silo, as the highest point of the farmstead, has


the time of year and been converted into a watchtower, and the
whether the farmers older children rotate duties there. The outside
are rotating fields (in walls of the barn are fortified and loopholed
accordance with pre- for defense. This building is where any guests
fertilizer soil conser- will be sheltered, unless they have paid for
vation techniques). better arrangements.
Travelling adven- To o l S hed: This is a small building at-
turers will find the tached to the barn on the barn's inside face.
fields before they find It is used to store the farm's meager supply of
the farm, and will carpentry and metal-working tools.
most likely run into Gra in Storage Bins: Two of these are
the inhabitants as prewar prefab structures, but the third is a
they go about their postwar construction of scrap lumber and
normal business. sheet metal. The farm will not have a tremen-
Precisely what this dous surplus of grain, but it will have a small
business consists of quantity for trade (and the seed reserve for
depends on the sea- next season's planting, of course).
son: planting, har- A n imal Shelters: A number of low-lying
vesting, cultivating, watching (crops need to animal shelters are located at several places
Stout Yeomanry be guarded from predators, animals need around the farm, primarily to act as shelters
herdsmen, etc.). For this reason, it is assumed for the farm's pigs or its small flock of chick-
This encounter is not a violent one per se, that the encounter occurs when the charac- ens. The farm's small herd of cattle takes
but it involves one of the more common fea- ters come across the farm buildings them- shelter in the barn.
tures of the Twlllg ht: 2000 landscape-farms. selves-the heart of the farmstead. The re-
action of the farmers will depend upon the ac- REFEREEING THE ENCOUNTER
BACKGROUND tions of the characters during the approach. This encounter requires some roleplaying,
Farmsteads will be common encounters Farmers are naturally distrustful of strangers, and presents the referee with myriad possi-
wherever the PCs go. Farmstead is just a but their continued survival also depends to a bilities. In general, however, a hostile ap-
fancy way of saying farm, but it includes the small extent upon trade with outsiders, so their proach will be greeted with hostility, while a
land, the buildings, the animals, everything. reaction will be one of guarded suspicion until friendly one will eventually win the farmers'
Farmhouses and their associated buildings the strangers have proven themselves trust.
are usually fortified-these are where the farm friendly.
families, their workers, their animals, and the NPCS
stored food take shelter from marauders and MAP DESCRIPTION This particular farmstead has 22 inhabi-
sundry ne'er-do-wells. The map shows the buildings of a typical tants: six adult males, seven adult females,
Farm inhabitants are seldom well armed, small farm in a region in which marauder and nine juveniles (ranging from infants to
and usually have little military training, but the depredations are only a slight problem, but early teens). The farm contains two families
land is their livelihood, and they will usually which has not been completely devastated. (those of a pair of siblings) and four unrelated
defend it with fanatical fervor. After harvest The farm buildings are largely prewar in ori- laborers. Three of the adults are Experienced,
they will have a small surplus of food which gin, but fortifications have been added, and and one has a shotgun. The rest are Novice
they are willing to trade for the few things they the buildings are being inhabited by more than NPCs armed with melee weapons, mostly
cannot make for themselves-mostly fire- their designed number of occupants. The clubs or farm implements pressed into com-
arms, vehicle spare parts, and ammunition. buildings are as follows: bat service. Count their weapons as spears.
Once the PCs have gained their trust, they Original Farmhouse: Built before the war,
can be a good source of food and alternative this building is still occupied, although now it ALTERNATIVES AND VARIANTS
transportation (animals). Most important, they contains two families instead of one. The place • An interesting adventure can be set up
are excellent sources of information, since has a root cellar and a wood-burning stove, by using the "escaped zoo animal" ploy to
farmers must intimately know their immedi- and has little need for artificial illumination force an encounter between the PCs and
ate environment-water, soil, predators (two- ("When it's dark, you sleep; when it's light, you some exotic (and dangerous) creature. A
and four-legged), weather, and a hundred work" is an old rule that dates as far back as group of farmers might be on their last legs
other things-in order to survive. there have been farmers). because of the depredations of a wild beast
l a bore rs' Quarters: The farm hands and might plead for the characters' help in
APPROACH share this small outbuilding (which was origi- destroying this scourge. Of course, in this case
Farms are everywhere. They are more nally a vehicle storage shed). A crude stove the map must be changed from the farmstead
common in stable areas, but they can be found has been added for warmth in winter, and the to a section of more open countryside near
everywhere except in totally devastated re- outside wall has been reinforced with sand- the farm.
gions. Depending on the fertility of the soil, bags and loopholed for defense. • A single character wounded after a fight
local marauders, and other conditions, a farm Barn: This building, like all barns, houses might be found and taken in by the inhabitants
will consist of from 20 to 40 hectares of culti- the farm's livestock, and the stockpiles of of a farmstead who nurse him back to health
vated land. How much of this land has a crop fodder and silage it requires. The roof of the in return for some later favor.

172

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

_jL Key ~ Shar pened Stakes


~
1-
-- Road ~~
_w.lMW!k Palisade Earthwork
f-
Walkway
~
c:a:c:J
Sand Bag
Revetment
g
~ Ditch
1- Exterior J Interior
e I I I I Fence
~ ~~~~.~ ............ l .i

f-
~l Hedgerow ~
~
~!.!~;;-, Fruit Tree
~)
h '
~~

.....
s l' 1U1 Ye< ~rna

...
nry
't,
..,

·v ~~ 'V .,..
1 'rlglnal armho1!se

- _. -

5 __!

I<

173

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


G>
c
:..;-].'· .:.. _ r r, '""'[ ;·· .t' !,f ,- J •
'1:..' , . r I"_ _I ;•. ;- , •.... ..--r ( • .. •_.... t, •-~ r~1 ( - ' __:. ·~..: 1=-- • • - r-_~
..., _t"lr - '{ _· .... l: ~ ..r-:M 1/I.J I~!·-~ ' I
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CD V> 3
a~


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~

-cc-·
~I I I JI I I I l ft i·T~~t fll I I I I I I~ 0
0
0

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

MAP DESCRIPTION their best to sneak from room to room, pick-


Home, Home, The map shows a building being used by ing up food, weapons, loose clothing, and
I'm Deranged the characters as a temporary shelter. It has other items.
three floors above ground and a crawlspace
A great many people have become men- running under the whole building. The referee NPCS
tally unbalanced by the trauma of the war, and may give details from the fo llowing descrip- Three of the prim~ives in this encounter are
the few of them who survive have reverted to tion as he sees fit. Novice NPCs, and the group has an Experienced
a primitive existence of foraging, scavenging, The building is typical of the half-ruined leader. They are all armed w~h knives (or the
and theft. At first glance, primitives might be structures common in urban and suburban equivalent) and primitivedubsmadefrom lengths
viewed as a nuisance, but sometimes they can locales these days. of pipe or something similar. They will flee upon
represent a real threat. This encounter pre- The walls are in good shape, and the win- the first signs that the characters are awakening
sents a view of primitives that allows for a dows are without glass, but those on the or upon the sound of the first gunshot, but will fight
tense, dicey situation. bottom floor have had bars fitted (this was w~h fanatic fervor if cornered.
obviously done before the war).
BACKGROUND It is an older building and has a wooden ALTERNATIVES AND VARIANTS
Due to the extremely reclusive nature of floor (partially collapsed in some places) over Exactly how t he primitives get past the
primitives, they will usually flee in most situ- a crawlspace (a very cramped area under- characters' secu rity is a matter for some
ations. This encounter, however, assumes neath the floorboards used to provide access imagination. Here are some suggestions:
that the primitives have achieved surprise over to plumbing and electrical connections). The • The crawlspace could have a connection
the characters by a rather nonstandard bottom of the crawlspace is rubble and to the sewers (perhaps by means of an old
method. crushed rock. cistern or an abandoned well). Maybe the
primitives have previously tunneled to the
APPROACH REFEREEING THE ATTACK crawlspace, connecting the building to a rabb~
The characters are assumed to have taken When the characters settle into the build- warren of excavations leading to the city
up residence in an urban area infested by ing, the referee should present them with the sewers, subways, utility tunnels, and so on.
primitives (perhaps having encountered them map and ask what they will do to inspect and • One or more primitives could cross on a
earlier in the day and frightened them off). The secure the building. telephone wire or clothesline from an adjacent
characters have inspected the building and The characters will probably search each building and gain access through the roof or
determined that it is safe enough for a night's room, paying special attention to the windows, an upper story window.
stay (albeit with some preparation). Conse- doors, and fire escape. • Particularly agile primitives might shinny
quently, the characters have taken a few After nightfall, when most of the characters up a drainpipe or a dangling wire, or leap from
precautions (posted a couple of sentries, etc.). are asleep, the group of primitives will infil- another building if the gap is not too great.
A band of primitives will attempt to penetrate trate the building as silently as possible. They Naturally, the success of all these ap-
the building, however, and will try to rob the will be more interested in stealing things than proaches depends on how paranoid the
characters blind at some point during the killing, and thus will not risk attacking the players are, and how l~tle sleep they are will-
night. sentries except in self-defense. They will do ing to allow their characters.

176

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

Home, Home, I'm Deranged


~--~--~--~--~
I
I
I
I Ch mney
I
I
I
I
I
I
I
I

I
I
I
I
I
I
I
I
I
I

I I
I I
I I
I I
e
I
I
I
I
I
I
I
I
I
/crawl Space
..__......__.-- ..._ _.___ _. , (.5-meter depth)

177

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Bar/Inn/Roadhouse

Basement
(1.75 meters below ground level )

First Floor
0 I 2
- -:tM

178

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Subway Station
tj ~~~ ~ [~ ~~~ ~~ ~ tI 6
Wor 1en M n
. . .
r
Q . 1.... """
r---..1

l\ ~

[~7 ' iecurit;


"'"'Ill

I I I

!~~~
M~chlnea
L/
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&-. ~
--~
Y"J ...., z
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~
~,......, ~ ........ lrt Dill · Ire
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~ ~~ • • ~ • •
NIJ rif.:lllN lo:lr.ti'41J r.-!1'4 '"'"
1.-1 f.'t 11.-lNio:.t IN l.-1
........... , ........... ........~1
1.-1 IN
......... .........
N~lf.'t L'tf.'tliJ
......... .........
N~H)I
l.-1 IN ~:.n·:u~ .:.-lt':'l I.:lt;l Nf,;l£t -
!i J.1l:1 rl'JI.:IllJ

. H.
r.l r.ll.:l
l':'l N fo1 IN ~ 1.-l N '--1 NN 1:1 f.'t lo:.tl·l :-.llo:.t~N I~ 1\.1 1.-1 IJ:l~N NNL-l I.:.H'.1N NNl:l I.:.! FIN IFll N l.-H'l N 1<1 IN 1\ l-'.1N~ LH"'I\J •l N Kf

~To unnel
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 ~

.... -. ...liH.:l Nl --
1---
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---- ·--- --- --- --- --- --- ·--- ·---
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...... ........... ......... ........ ........ ....... ......... ... ...... ,,..,..,.r ,...... " .. To 1 ,_,nnel ~
dr~M~ ..... " ... ... ~ , 1......... 1..... .,..., :.....,.lft

ll:HHJ l:-1 NJ.:IllJ N L:.lN l'J .:.H~~L:.':t


-- --- --- --- --- ---
I.-.:I PiN N N t'l J.:ll:-, N NNL:.-:'1 .-.:1 t'l N ' l':f Nl.:.1
---
IJ.Jl--, N f.: ll?.lli.II.:.H: ll'J t-lNJ.: ll:U4kl ~ IIO.il:1N

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~~~~ N
(3·4 m eters I >wer tt an upJ ~er lev fl)
Secu
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v"namg

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......
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I' ..... lw v
&JJ~ ~[Q] ~
'i ~

180

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

'Ill Token lo pth


~ :~ • !. • I. •

\ 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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Police/Fire Station

Fi r e St ation

Basem ent
(2 meters below ground level)

182

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Suburban Townhouse

Second Floor

Basement
(1 .5 meters below ground l evel)

Split Level

First Floor

0 1 2
- -:.n

184

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

This setting represents a typical suburban dwelling of a pattern familiar to many people of many nations
in AD 2000.

Second Floor Basement


( 2 meter• below ground level)

Furn• • Room

First Floor

0 ' 2
- -::t.~

185

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Old City House

2-Meter W ooden Fence

ey

Basement
(2 meter s b elow groun d level )

First Floor

186

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Second or Third Floor

Optional Second Floor

187

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Bank/Office Building (Modern)

188

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Cheap Warehouse/Dock

r1
~c;
IT• ilet 0
Off pe

~ [
0
~
r-
~
~

/
m:

\tare 1ous ~

Crates

__, ~-...,-o---r-o.
Crane

D
(2parts)

190

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Damaged Building Components


Rubble Piles

r~e ~
... Q4"~i:l

192

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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
I I
EEB [---
1 ""-"'P
I__,.____ _ ________II
~.
0 1 2

193

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

(~())JIIll'r lllJJ. I~S


From time to time, characters in Twilight: eration• (page 23). NPC Initiative depends on to lowest). When a player's current Initiative
2000 will find themselves in situations where how the NPCs are generated. A detailed NPC number is called, the player will tell the referee
violence (combat) is the only way out. Most of as created by the referee using the character the action he or she is conducting (as in "firing
the action occurs on the ground, w~h air generation rules receives Initiative according at the soldiers behind the wall"). The referee
actions almost nonexistent and naval actions to the character generation rules. Simplified, will announce the actions for any NPCs acting
limited to inland waterways such as rivers or stock, NPCs have Initiative according to at that point, provided they are detectable to
and lakes. Deep water naval combat and their described experience level. This is in the the PCs. The referee then resolves all com-
aerial combat are beyond the scope of this table below. All animals have an Initiative of 6, bats and calls the next Initiative step.
game. except as noted in their individual entries, on It is likely that not every step will be used
pages 162-163. each turn. Before beginning play, the referee
All combat in Twlllg ht: 2000 uses the same should establish the range of Initiative num-
core task resolution system as the rest of the NPC Initiative Table bers present in the group so that the group can
game, and as such, success in combat is NPC TyP! Initiative be aware of which Initiative steps would be
dependent upon the quality of the personnel Elite 5 empty and can be skipped. Some referees
involved. While a weapon's performance char- Veteran 4 organize their sessions by having their play-
acteristics are certainly important, the suc- Experienced 3 ers sit around the table in order of Initiative, so
cess with which it can be handled has every- No~ 1 that the sequence of actions proceeds around
thing to do with the attributes and skill levels of the table. However, the effects of wounds will
the character using it. Wound Effects on Initiative: Acharacter's change not only the order of certain charac-
Combat is discussed in the following order: Initiative is reduced by 1 when slightly ters' actions, but also change the Initiative
Basic Concepts, Combat Resolution, Effects wounded, by 3 (total) when seriously wounded, steps that are used.
of Fire and Combat, Wound Effects and Heal- and by 5 (total) when critically wounded. A For example, a group with Initiative num-
ing, Vehicle Combat, and Other Combat-Re- character whose Initiative level is reduced to bers of 7, 5, 3, and 2 would skip Initiative steps
lated Issues. 0 or lower may not act at all. (See the "Wound 6 and 4, as there is no one to act in those
Effects and Healing" section, page 211, for steps. However, if the character with Initiative
Basic Concepts more information.) The Initiative as adjusted 5 takes a slight wound (reducing him or her to
by wounds is called the current Initiative, as Initiative 4), now steps 6 and 5 are skipped,
THE COMBAT TURN opposed to the character's permanent Initia- and 4 is used. If the Initiative 7 character is
Combat is resolved in a series of combat tive when fully healthy. seriously wounded (reduced to Initiative 4),
turns, each one five seconds long. At least Wounds have other effects on conducting each combat turn now begins with step 4, as
one action may be performed by a character actions. Scratch wounds, knockdowns, and there are no longer any Initiative numbers
in a combat turn, and each action is com- stun results can deprive characters of a turn's above that level.
pleted in one combat turn. Some characters action, 'although they do not change their When every character has acted, the turn
with higher Initiative ratings may be able to Initiative numbers. Again, see page 211 for is over and a new turn begins.
perform more than one action in a combat exact details. High Initiative Characters: Characters
turn. Pan ic Effects on Initiat ive: Panic has no may achieve Initiative levels higher than 5.
Actions include movement, certain mainte- effect on a character's Initiative number per Any character with a current Initiative higher
nance tasks, and of course, attacks. Many of se, but characters who have panicked lose than 5 receives an extra action each turn. This
these actions, especially the attacks, require their actions for the duration of the panic action is conducted in the Initiative step equal
task rolls. An action is a precisely defined effect. See "Involuntary Actions• below for to one-half of the character's Initiative number
activity as listed below, beginning on page 196. details. (rounding fractions down).
Sequence of Actions: Actions in each For example, a character w~h an Initiative
INITIATIVE turn are conducted in order based on Initiative of 7 would conduct one action when the
The number and order of actions that a number. The characters with the highest cur- referee called out "7" and one when the ref-
character may conduct in a turn are det er- rent Initiative number go first, followed by the eree called out "3. • Once such characters
mined by the character's Initiative number. next highest Initiative, then the next, and so receive wounds to reduce their current Initia-
This number usually ranges from 1 to 5, but on. Each set of actions grouped by Initiative tive to 5 or lower, they lose this second action.
this limit can be exceeded by player charac- number is called a step. Thus, there is the In the example of our Initiative 7 character, a
ters with large amounts of experience. The Initiative 5 step where all characters with slight wound (minus 1 to Initiative) would still
Initiative number can also be temporarily re- current Initiative of 5 may act, followed by the allow two actions: one at 6 and one at 3.
duced in the course of combat as a result of Initiative 4 step, and so on. However, a serious wound (minus 3 to Initia-
panic or wounds. Player character Initiative is The referee moderates this flow of actions tive) reduces the character to only one action
determined as described in "Character Gen- by calling out Initiative steps in order (highest per combatturn, at step 4.1f the character took

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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

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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.

• three squares per turn .


It would take that char-
Fire: The characterfires his or her weapon
at any target which is currently visible to the

• • •••
acter five turns worth of character or which has been visible during the
crawling to move one current turn at some point. 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).

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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.

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successful blocks equal to his or her allowed Success indicates that the character has hit
Combat Resolution actions for a turn, the character may attempt the enemy and also that the attacker has
The sections below describe how the vari- no more blocks during the turn. managed to land on his or her feat. Failure
ous combat actions listed above are played For example, MacGyver, with a current indicates that the attacker has misjudged his
out. They are divided into two broad areas: Initiative of 2, is hit in Initiative step 6 and or her leap. While the leap still hits the target,
Malee Combat and Fire Combat. blocks the unarmed melee strike. In Initiative the attacker is also knocked down and suffers
step 2, he could usually conduct his normal damage.
MELEE COMBAT action, but cannot this turn because he Avoidance: If a character is surprised (an
Malee combat covers close quarters com- blocked, using one turn's actions. Had he unexpected attack from behind), the attack
bat, either hand-to-hand or with melee weap- rolled an Outstanding Success on the block, always hits. If not surprised, the character
ons, such as knives, bayonets, and clubs. All he would still have his action for step 2. may attempt to avoid the attack (Difficult:
of the actions listed below under "Unarmed Aimed Strike Attacks: A character may Agility). If the kick is avoided, the attacker
Malee Combat" and "Armed Melee Combat" decide to concentrate a hand strike or kick lands on his or her feet or falls to the ground,
are included under the combat action "Me- against one particular body part-Formidable: according to his or her original Agility roll, but
lee," page 196. Unarmed Martial Arts. If the attack succeeds, the target is missed by the attack.
the die roll for location (see below) is not Effects: A successful leaping kick knocks
Unarmed Melee Combat made; the attacker chooses the hit location. If its target to the ground and inflicts damage
Characters must be within two meters of the attack fails, it will miss entirely. points equal to twice the attacker's CON. An
each other to make unarmed combat actions. Hit Location: Hit location (if the attack unsuccessful leaping kick which is not avoided
There are eight types of unarmed combat succeeds and is not blocked) is rolled on the knocks both the target and the attacker down,
actions: hand strikes, kicks, leaping kicks, Human/Animal Hit Location Chart (biped or and inflicts damage points equal to the
throws, diving blows, grapples, escapes, and quadruped, as necessary, see below). A nor- attacker's CON on each of them. An unsuc-
strangling. Hand strikes, kicks, leaping kicks, mal (non-aimed) strike attack is rolled on cessful leaping attack which is avoided only
throws, and diving blows attempt to do dam- 1D6, and a non-aimed kick is rolled on 1D6+4, inflicts the listed unsuccessful affects on the
age to the target; grapples attempt to seize yielding results of 5-1 0. attacker.
and hold the target, while escapes seek to The die roll for hit location is not made for Grappling: Grappling is an Average: Agil-
escape from such holds; and strangling is a a surprise strike (an unexpected attack from ity task.lt is somewhat simpler to resolve than
variation of grappling which attempts to do behind) or an aimed attack. The attacker is a strike. Blocking is not possible; there is no
damage to the target. allowed to pick his or her target in these two hit location; and armor has no effect. Grap-
A character may make only one unarmed cases. pling "damage" is calculated in the same way
combat attack par combat turn. Damage: Damage inflicted from a hand as for a strike, however, the results of the
Note that many of the actions listed below strike is equal to the attacker's unarmed attack are termed controlling hits. They are
are resolved as tasks using the Agility at- combat damage rating. Dam-
tribute. Characters engaging in melee com- age from a kick is equal to 1.5 . . . - - - - - - - - - - - - - - - - - - - - - . . . ,
bat who have any skill level in Acrobatics may times the unarmed combat
use their Acrobatics asset in place of their damage rating (round fractions
Human/Animal Hit Location
Agility attribute at the same difficulty laval as to the nearest whole number). o•1
Bj»d
Head
Quadruped
Read
listed for Agility alone. Armor:Armor absorbs dam-
Strike Attacks: There are two types of age points equal to twice its 2 Right arm Forequarter
strike attacks: hand strike and kick. Both are value from each strike attack
3 Left arm Forequarter
resolved in exactly the same way, with the and suffers no damage. (See
4 Chest Forequarter
5 Abdomen Chest
exception of damage and hit location. Either the Body Armor Protection
type of strike attack is a task-Difficult: Un- 6 Abdomen Chest
Chart on page 21 0.) One hit is
armed Martial Arts. Success means that the inflicted on the attacker on the
7 Right leg Abdomen
attack hits. In the case of a surprise attack body part (right arm, left arm, 8 Right lag Hindquarter
(unexpected attack from behind), no roll is 9 Left leg Hindquarter
right leg, or left lag) used in the
made; the attack automatically hits. attack for every two hits ab- 10 Left lag Hindquarter
Blocking Strike Attacks: If a character suc- sorbed by the armor (round off
cessfully hits an opponent, the opponent may to nearest whole number).
Biped: Table uaurnea front/rear shot.
be able to block the blow. Blocking is also a Thus, if Monk punched Gerhard
Side Shot: Far aide hit equals near aide hit.
task-Formidable: Unarmed Martial Arts. in the torso and caused 6 points Prone Biped: Table uaum81 top shot
Success means that the attack has no effect. of damage, and Gerhard was Side Shot: Far side hit equals near aide hit.
Surprise attacks cannot be blocked (if they wearing a flak jacket (armor
F10nt Shot: Leg or abdomen hit equals mlsa.
could, they wouldn't be a surprise). level 1), Gerhard would only Rear Shot: Head, arm, or chest ahol equals
A character may attempt to block at any suffer four hits, while Monk's
miss.
time when a blow is directed at him or her, but right arm would suffer one hit.
Quadruped: Table uaum• aide shot.
a successful block counts as an action for the Front Shot: Hindquarter~ or abdomen hit
Leaping Kick: A leaping
combat turn. However, an Outstanding Suc- kick is an attempt to put more equals miss.
cess on a block roll means that the block did force behind a kick by throwing Rear Shot: Head or forequarters hil equals
not count against the character's actions. oneself feat-first at the enemy. misa.
Once a character has made a number of It is a Difficult test of Agility. L--------------------..J
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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

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by an unarmed melee combat attack, but Animal Wounds: Like NPCs, animals have this information is explained in the subse-
may be blocked with a melee weapon. Some their capacity for damage abstracted into two quent rules.
animal attacks are treated in a special man- rows of hit points. The number under the There are two general varieties of fire
ner, these are discussed in their individual "Hits" column is the number of boxes in each combat: direct fire and indirect fire. Direct fire
entries below. Animal diving blow attacks can row. Use the NPC record forms provided, is conducted when the gunner can actually
be dodged using the normal unarmed melee blacking in or adding boxes as necessary. see his or her target and fires a round directly
combat rules. The animal data charts give the The first hit on the first row is a slight at it with the intention of obtaining a direct hit.
information needed for animal combats. wound. Once the first row is filled, The first hit Indirect fire is usually conducted when the
Animals do not use attributes (STR, AGL, on the second row is a serious wound. Ani- gunner cannot see the target and instead
CON) in the way that characters do. In order mals suffer -1 to initiative with slight wounds, fires at a high angle to lob his or her round
to hit a target, an animal rolls against a fixed and an additional-2 (for a cumulative total of over intervening terrain obstacles with the
To Hit number noted on the animal data chart. -3) for serious wounds. Once the second row intention of it coming down in the close vicin·
This number is used just like a normal char- is filled, the animal is critically wounded, loses ity ofthe target. For the most part, only certain
acter task: the 020 roll must be less than or consciousness, and will die, as discussed heavy weapons and artillery (grenade launch-
equal to the number in order for the attack to under "Wound Effects" on page 211. ers, mortars, and howitzers) are capable of
succeed, however, difficulty levels, etc., are Because they do not have CON attributes, indirect fire.
not dealt with. The use of STR and CON to seriously wounded animals do not roll against
generate damage values are also replaced their CON to remain conscious as characters Weapon Parameters
by tabular damage values. do. Rather, an animal rolls to see if it flees All weapons have restrictions based on
Some animals have special features, as once it is wounded to the serious level (see their use according to the way in which they
discussed below: "Animal Morale," immediately below). function and the way in which they are sup-
Bears: A bear makes two armed melee Animal Morale: Animal morale is a fancy plied with ammunition.
attacks per round, one with claws and one term for deciding if they attack or run away. Human Limits: A single character can fire
with jaws. After the first successful claw at- The morale number is divided into an attack only one weapon at a time (including a ve-
tack, the claw attack becomes a grappling number and a flee number. Both numbers are hicle gunner, who usually has several weap-
attack (which cannot be blocked by either the number that must be rolled less than or ons in his or her turret).
Martial Arts skill). This grappling is special, equal to on a 020 to produce that behavior. Rate of Fire: Each shot in the game rep-
and each successful phase of grappling in- An animal has a chance of attacking resents a single bullet or projectile. It is pos-
flicts controlling hits upon a target and inflicts listed with its other statistics. This is the sible to fire more than a single shot from most
1 06 points of damage to the chest area. likelihood that a creature will attack when weapons in a five-second combat turn. All
Once a bear has inflicted enough controlling first encountered if the PCs stumble upon it weapons in the game have either a reloading
hits on a target to completely subdue (con- accidently. Of course, if the referee planted (Rid) rating or a rate of fire (AOF) rating.
trol) it, the jaw attacks automatically hit and the animal intentionally, whether it attacks Weapons with a reloading rating hold only
do double damage. A bear's Strength is equal or not is entirely up to the referee. That one round in the weapon at a time, may only
to its Constitution. chance of attacking serves also as the like- fire the one round which is loaded during a fire
Dogs/Wolves: During the first round in lihood that the animal will continue to attack action, and must then be reloaded before
which a dog attacks, it is allowed two simulta- even if wounded. firing again. The reload rating is the number
neous attacks: a diving blow and a melee Whenever an animal first suffers damage of reloading actions necessary to reload the
attack. However, no more than two dogs can from a combat, there isachanceitwillflee. By weapon. If the weapon has more than one
make diving attacks per character per com- the same token, whenever an animal is killed loader as part of its crew, each loader must
bat phase. Any remaining dogs will just make or rendered unconscious, there is an equal spend the indicated number of actions re-
a melee attack. Once a dog has made a chance that the rest of the animals in the loading. For each loader missing from the
diving blow or a regular melee attack, it may attacking group will flee. This die roll is made gun crew, add 1 to the reloading time for the
not try any further diving blows. This same each time an animal is killed or rendered others.
rule applies to wolves as well. unconscious Weapons with a rate of fire listing have
Large Cats: Large cats include lions, leop- Once an animal takes its first hit on the either a letter code or a number. The various
ards, and cougars (tigers are not large second, serious wound, line, it rolls again to letter codes are defined as follows:
cats ... they are huge cats.) The first phase in see if it will flee. A -5 DM is applied to this die SS (Single Shot): This weapon can only
which a large cat attacks, it is allowed two roll. If the animal flees, the other members of fire once per firing action and must then be
simultaneous attacks: a diving blow and a its group also roll for flight. reloaded.
melee attack. Once a large cat has made a BA (BoltAction):Each time the rifle is fired,
diving blow or a regular melee attack, it may FIRE COMBAT the bolt mechanism must be worked to eject
not try any further diving blows. Lions suffer Fire combat can be conducted at consid- the spent cartridge and move a fresh car-
the same numerical restrictions on diving erably greater distances than either unarmed tridge from the magazine to the chamber.
attacks as dogs. All large cats make one melee combat or armed melee combat. Fire Bolt-action rifles may be fired once per fire
melee attack per phase after the diving attack combat weapons (and hand grenades) are action. The working of the bolt is assumed to
is done. listed in the combat charts beginning on page take place as part of the same action.
Rhinos, Elephants, and Wild Cattle:At- 254, which give a variety of information on LA (Lever Action): Each time the rifle is
tacks by these animals count as charges for each weapon. Weapons capable of firing fired, the lever must be worked to eject the
the purpose of panic. more than a single type of round have a spent cartridge and move a fresh cartridge
Tigers: Same as bear. separate listing per type of round. The use of from the magazine to the chamber. Lever-

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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

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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

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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

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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

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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

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Correctio ns: If the shot doesn't hit, the the correction, this is reduced to a 4, or 20 the object. Thrown objects have an armor
forward observer may call in corrections. After meters from the target. The referee rolls a 3 for penetration of Nil.
each correction, subtract 1 from the to-hit die direction (long and to the right). Wood's next A throwing knife will always inflict 106 hits,
rolland subtract 1 from the die roll for distance shot follows the above deviation procedure regardless of the range or Strength of the
of deviation if the round misses. Thus, four (no roll to hit). thrower. Its armor penetration is likewise Nil.
corrections would allow 4 to be subtracted During the next turn, Carson radios an- Hand Grenades: Hand grenades are a
from the to-hit die roll (thereby increasing the other correction, and when Wood fires again subset of thrown weapons, and also are thrown
chance of a hit by 4). A deviation roll of less he will hit on a 5 or less. This time he hits the at specific targets. Hand grenades may be
than 0 is changed to 0. target. Having hit the target, all further devia- thrown at either effective range or long range,
At least one additional shot must be made tion is around the target, subtracting 5 from as explained above.
after each correction before another correc- the distance roll. If the throw misses, roll for distance and
tion is possible. Self-Observed Fire:The firing character may direction of deviation in the same way as for
Accuracy: There is a maximum limit to the adashisorherownobserver ifheorshecansee indirect fire, but multiply the distance of devia-
accuracy of indirect fire. The maximum hit the target. (This is done if the target is out of the tion die roll by one meter if throwing within
number for most indirect fire is 14; fo r rifle weapon's direct fire range or if the weapon is a effective range and two meters if within long
grenades and hand-held grenade launchers, mortar with no direct fire capability.) In this case, range. The total deviation may never be greater
the maximum hit number is 10. In addition, the only the firer's asset (Grenade Launcher or than half the range of the throw. Thus, if a
deviation distance roll may never be reduced Heavy Artillery, as appropriate) is used. grenade is thrown at a target 20 meters away,
by more than 5 for most indirect fire weapons; for The ru les above apply except that there is the grenade cannot deviate more than 10
rifleg renades and hand-held grenade launchers, no delay for corrections; fire is corrected auto- meters. Hand grenades have a time fuse that
the roll may never be reduced by more than 3. matically after every shot until a hit is scored. is activated by the action of throwing it, and
(for simplicity) are assumed to land and deto-
MaxDev. Thrown Weapons nate in the same turn in which they are thrown.
Weapon Max Hit No. Reduction Any hard object can be thrown at another
Mortar, howttzer, character or animal. Hitting the target is Difficult: Grenade Deviation
gun, rocket 14 5 Thrown Weapon at effective range and Range Deviation
Grenades 10 3 Formidable: Thrown Weapon at long range. Effective x1 meter
Effective range is equal to the character's Long x2 meters
Subsequent Shots: If a shot hits, subse- throw range if the object weighs one kilogram
quent shots will continue to deviate around or less. If the object weighs more than one A player may throw additional grenades at
the target because of the maximum limits of kilogram, effective range is equal to the the same target. If the target does not move,
accuracy. If a shot does not hit, subsequent character's throw range divided by the weight add 1 to the thrower's Thrown Weapon skill
shots will deviate around the initial impact of the object. Long range is twice effective for all grenades after the first.
point (not the target). In both cases, the devia- range. Thus, if a character had a throw range The referee can alter the chances of a hit
tion distance roll is reduced by 5 (for most of 20 meters, he or she would have an effective based upon the difficulty of the throw; he or
weapons) or 3 (for rifle grenades and hand- range of 10 meters with a two-kilogram object, she might reduce the difficulty level by one for
held grenade launchers). five meters w~h a four-kilogram object, etc. throwing a grenade at a large target like the
For example, Wood has a grenade If a thrown object hits its target, it causes cargo bay of a truck or increase it by one for
launcher and Grenade Launcher asset of 12. hits equal to the sum of the throwing player's trying to throw a grenade through the firing slit
Carson has Forward Observer asset of 14. Strength plus 1D6, regardless of the weight of of a bunker.
Carson is on a hillcrest observing enemy
soldiers coming up the hill. Wood is on the
other side of the hill. Carson radios Wood and
tells him to fire. Wood fires one grenade,
which hits on a 3 or less. He rolls a 6,
indicating a miss. For deviation distance the
referee rolls a 5-the grenade misses the
target by 25 meters. He then rolls a 2, indicat-
ing that the grenade goes long. Wood fires
another grenade; this time there is no roll to
hit, and the grenade deviates from the point
where the first grenade hit. The referee rolls
a 3 for distance, reduced by 5, which makes
the deviation distance 0; a direction roll is
unnecessary, and the grenade hits in the
same place.
Carson radios a correction, which takes
the next combatturn. This correction increases
the chance of a hit to 4. On the turn following,
Wood fires again, but rolls a 6, thus missing.
The referee rolls a 5 for distance. Because of

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Effects of Fire and Fragmentation Attack Table


Combat Burst Radius Range 1D6 hits 1 hit No hits Dam Pen
Primary 1xBurst 1-3 4-6 7-10 206 1
Once a target is hit by a weapon, the
weapon's destructive effects upon the target
Secondary 2x8urst 1-2 3-4 5-10 106 Nil
must be calculated.
siva ranges for an explosion with a concus- on a roll of 4-6, and no fragments on a roll of
EXPLOSIONS sion value of 30. 7-10. Characters in the secondary burst ra-
Many types of ammunition do damage dius are hit by muhiple fragments on a roll of
solely by virtue of their kinetic energy. That is, Concussion Example 1-2, a single fragment on a roll of 3-4, and no
they slam into the target and damage it by Range Concussion fragments on a roll of 5-10. If a character is hit
sheer brute force. All small arms fall into this COntact 30+30 by muhiple fragments, roll 106 to determine
category, as do many antitank rounds. Same square 30 the number.
Other types of ammunition, however, ex- 1 square away (adjacent) 15 Damage and Penetration: Fragments do
plode when they hit, and this section de- 2 squares away 7 damage as small arms fire. Fragments closer
scribes their effects. 3 squares away 3 to the explosion are more dangerous than
Descriptive Terms: The power of an ex- 4 squares away 1 those farther away. Fragments in the primary
plosion Is described by two ratings: concus- 5 squares away None burst area do 206 damage and expend one
sion and burst. Concussion is the effect of the damage die per level of armor value (AV)
massive overpressure wave generated by Cover: Characters completely behind solid struck. (Thus, they may penetrate armor of
the explosion, while the burst radius is the cover, such as behind a thick wall, completely AV1 and still do 106 damage). Fragments in
area filled with small, high-energy fragments inside a trench or foxhole , or inside an ar- the secondary burst area do 1 06 damage
(often called shrapnel). These jagged metal mored vehicle, do not suffer the effects of and will not penetrate armor.
frag ments can cause severe injury. But they concussion. Characters under partial cover All hit, damage, and penetration informa-
lose energy quickly due to their eccentric (such as partially exposed behind a wall, in a tion is summarized on the Fragmentation
ballistic shape and thus do not carry any- foxhole, or in the hatch of an armored vehicle) Attack Table, above.
where near as far as a bullet. and prone characters halve the concussion Exploding Ro und Penetration : All ex-
Concussion : The listed concussion value value of any attack on them. (This does not ploding rounds have a listed penetration value
for an explosion is the number of damage apply to explosions which are in physical expressed as the minimum armor value of
dice rolled if in contact or in the same 10- contact with them, such as grenades dropped penetration. The actual penetration of the
meter grid square as the explosion. If a into their trench.) round is the listed penetration plus the roll of
character is in an adjacent 1 0-meter grid Characters in a small, tight enclosure, 206 (except for rounds with a listed penetra-
square, the explosion does half of this value, such as an armored vehicle or small concrete tion of Nil). Compare this to the armor value
rounding fractions down. If one square far- room, into which an explosive is delivered, of the target vehicle and consult the vehicle
ther away, it does half of this value, rounding suffer double concussion damage divided damage tables on page 218.
down, and so on until the concussion is evenly among their hit locations.
reduced to 0. Burst : The burst rating for an explosion is Submunltlons
Concussion can affect part or all of the its primary burst radius-the area saturated Submunition ammunition (sometimes
body, so the number of concussion damage with a high density of fragments. The second- called ICM or Improved Conventional Muni-
dice called for are rolled and divided evenly ary burst radius, which has a lower concentra- tions) includes bombs and artillery rounds
among the various body parts. Simply divide tion of fragments, is twice this. The burst radii filled with grenades. The round bursts at a
the total damage suffered by 7 and add that are expressed in meters, but are stepped in high altitude and scatters grenades through-
many points to each body part. All points left increments usable with the tactical grid system. out its listed burst radius. In the case of HE
over which are not evenly divisible by 7 are (See the Sample Burst Diagrams on page 259.) (high-explosive) submunition rounds, these
added to body parts as instructed by the Hit Procedure: Roll1 010 for each charac- are high-explosive/fragmentation grenades.
referee. At least 1 of the extra points should ter within either the primary or secondary In the case of DP (dual-purpose) submunition
be to the head, and the remainder should be burst radius of an explosion. Characters within rounds they are HEAP (high-explosive, ar-
distributed on the side facing the explosion or the primary burst radius are hit by multiple mor-piercing) grenades capable of penetrat-
to any previously injured part. fragments on a roll of 1-3, a single fragment ing the roofs of armored vehicles.
If the target character is actually in physi-
cal contact with the explosive, the full concus-
sion value is taken first as damage to the Submunltlons (ICM) Attack Table
body location in contact with the explosion. Round Close Adjacent Concussion Burst Pen
Then the character suffers the full concus- 120mm ICMDP 1-2 1-2 3 15 4C
sion value again, but divided among all of the 122mm ICM 1-3 1-2 3 15 Nil
hit locations, the same as a character stand- 152mm ICM 1-4 1-3 3 15 Nil
ing in the square but not in contact with the 155mm ICMDP 1-4 1-3 3 15 4C
explosion.
203mm ICMOP 1-5 1-4 3 15 4C
The following example \able shows the
reduction of concussion damage at succes-
Submunitions Direct Hit Chanc6: Personnel, 1; Vehicle, 1-5 on 1 010

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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

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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

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and hit the PC's head. This chance should not determined by the temperature of the flame head against an open flame. Fuel and incen-
exceed 1 in 10 (a 19-20 on a D20), and should and the length of exposure. diary fires will burn through the helmet, or
be related to the slope of the surface (but a lot Temperature: Incendiary chemicals (such their heat will be conducted through it after30
of tank drivers have died this way). as white phosphorus or !hermite) cause 2D6 seconds (six combat turns). The helmet may
Damage dice absorbed by an obstacle do damage per second in contact with a body be removed and discarded in one second
not cause blunt trauma injuries against the part. Burning fuel causes 1D6 points of dam- without need for an Agility roll. Most flexible
target character. age per second in contact with a body part. vests will protect characters against open
Quick Kill: Any shot which hits the chest Moving through a burning structure causes flames, but they will catch fire if contacted by
or head may constitute a killing shot. Roll a 1D6damage perturnperbody part in proxim- fuel or incendiaries.
D20. If the roll is less than or equal to the ity to the flame. This is summarized on the
damage value of the shot, the target is in- Burn Damage Table, below. Falls
stantly killed except on a roll of 20 exactly. Characters falling from a height take dam-
If the hit was scored on an area protected age upon hitting the ground. This damage is
by armor, roll versus the remaining damage Burn Damage Table equal to 2D6 per meter fallen. Damage is
value of the round after penetration, if any. Source Damage distributed according to the Human/Animal
For automatic fire, roll only once per turn WP 2~ Hit Location Chart (pages 198 and 252) as
(regardless of the number of shots that hit). Thermite 2D6 follows: Roll three locations. The first location
This rule should be applied only to NPCs. Fuel 106 takes half the total damage points. The sec-
It is recommended that PCs who suffer a Structure/grass fire 1D6 ond takes one-quarter the total, and the third
killing wound instead double the damage All damage dice are per second, except for takes the remainder. If the same location is
inflicted by the round. (Note: We know this is structure/grass fire, which is per tum. rolled twice, it takes additional damage ac-
unrealistic, but this is, after all, a game. Ref- cordingly. It is possible for one location to
erees should consult their players before Exposure Time: In the case of open fires, receive the full damage.
disregarding this recommendation.) the exposure time is measured in terms of Damage from falls is reduced by Agility.
combat turns actually in close proximity to the Roll a number of D6 equal to the falling
Burns fire. In the case of fuel or incendiary frag- character's Agility and reduce the damage by
Many chemicals and incendiary weapons ments, exposure time begins at the start of that amount (removing hit points from loca-
burn at very high temperatures (2200° to the combat turn immediately afterthecharac- tions at the character's choice). Unconscious
2700° Celsius) and cause burn damage. Play- ter was hit. Characters hit by burning frag- characters may not use their Agility in this
ers may also suffer burn damage from ex- ments will instantly attempt to remove them. manner.
ploding vehicles and open flames. They will make one such attempt per second For example, a character with Agility 4
Characters come in contact with burning in the turn, by making an Average task roll falling from three meters would take 6D6
chemicals or other materials when they are against Agility. Each successful attempt re- damage, reduced by 4D6.
hit by fragments from the explosion of an moves or extinguishes the fragment or frag- Referees may adjust the total number of
incendiary bomb, shell, or grenade. Whether ments on one body part. The character still damage dice at their discretion to reflect
the character is hit and by how many frag- suffers burn damage for the second in which intangibles and variables such as type and
ments is determined exactly as for normal he or she succeeds in extinguishing a flame. hardness of surface landed on. For example,
fragments, as explained in the explosions For example, a character is hit by three most characters should be able to handle a
burst rule on page 207, but if a character is hit burning fragments of white phosphorus, two jump from a one- or two-meter high object
by a burning fragment, burn damage is suf- on his arm and one on his leg. In the first onto dry, level ground without damage (a two-
fered instead of a normal wound. second, he fails to extinguish any fires and meter fall is 4D6, which averages 14. A char-
Characters come in contact with burning takes 4D6 damage to his arm and 2D6 dam- acter with an average Agility, 6, would roll
fuel by being inside or near a vehicle when its age to his leg. In the next second, he brushes 6D6, averaging 21, hence no damage). But if
fuel tanks explode. The primary burst radius off the burning fragments from his arm, but the surface beneath had slick mud and sharp
of an exploding vehicle is 15 meters. All still takes 4D6 damage to his arm and 2D6 to rocks hidden beneath a layer of leaves, the
characters inside the vehicle when it ex- his leg. In the third second, he brushes the referee should increase the number of dam-
plodes are covered with burning gasoline. debris from his leg and suffers 2D6 damage. age dice. Also, characters who were pushed
Characters come in contact with open His total damage has been 8D6 to his arm or fell involuntarily from even a low object
flames when moving through a burning struc- and 6D6 to his leg. should have the number of damage dice
ture or a grass fire, usually to escape but If a chara::ter suffers sufficient damage to lose increased.
perhaps to rescue a wounded companion. consciousness part of the way through a tum Falls from Moving Vehicles/Animals:
The amount of burn damage caused is (say, after three or four seconds), he or she will Characters who fall out of a moving vehicle or
remain conscious until the off of a moving animal take damage as if they
end of the tum. Other char- had fallen one meter per 10 meters of combat
Body Armor Protection acters may help extinguish move (7 kph) of speed. For example, a char-
Type AV Head Chest/Abd thebumingcharacter,mak- acter who leaped from a 2'12-ton truck moving
Flak Jacket 1 No Yes ingoneattemptpersecond at 40 meters per combat turn, and at an
KevlarVest 1 No Yes of the turn in the same way altitude of one meter would roll 1OD6 for
Steel Helmet 1 1-3 No as desaibed above. damage (one meter for altitude, plus the
Kevlar Helmet 1 1-4 No Protection: Any sort equivalent of four meters for speed is five
L-.-------------- - ------..J of helmet will protect the meters, times 2D6).

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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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
first aid to be effective, then, it must be applied wounds require 24 hours to heal to an un- gery, the severity of the Catastrophic Failure,
within 36 turns (three minutes) of the time the wounded state. If a scratch wound Is taken to a and the referee's judgment of the situation as a
wound was received. Effective first aid will re- body part, and then further wounds to that body whole.
duce a critical wound to a serious one, Of reduce part during the day push that body part's wound Adequate Food and Shelter: If the referee
the healing tlme of a serious wound by two days. level to slight, the rates and rules fOf healing decides that a wounded character has inad·
First aid has no effect on slight Of scratch wounds, from a slight wound are used. Slight wounds do equate food or shelter, each wound level will
except to prevent infection. not heal to a scratched state; they heal to require an extra day to reduce to the next level.
First aid is a Difficult task versus Medical unwounded without passing through the scratch These penalties are additive, meaning that a
(TraumaAid), assuming a doctor's medical kit is wound level status. character with both inadequate food and inad-
on hand. If such a kit Is not available, the task equate shelter will take two extra days to reduce
becomes Formidable. Use of a personal medi- Medical Care each wound level. For instance, imagine that
cal kit allows a character with neither Medical Medical care and supervision will increase Pavel, in the example above, was abandoned
skill nor a doctor's medical kit to avoid the an injured character's basic healing rate. If a fOf some reason after having been stabilized.
unskilled penalty when attempting a first aid character is under successful medical care while Without adequate food he'll suffer an addi·
task (thus it is a Formidable roll against the healing, two days are trimmed from each stage tional day to heal each wound level. If Pavel
character's EDU attribute). The personal kit is of healing. In other words, critical wounds heal cannot drag himselfto a cave or other shelter, he
used up after one attempt, regardless of the in five days, serious wounds in two days, and will require two extra days to heal each level due
success or failure of the task. The first aid task slight wounds in one day. (In the example above, to lack of both food and shelter. Now, instead of
may only be attempted once per body part per had Wood stayed around to nurse him back to healing his slight head wound on Thursday, it
injury. Conscious characters can attempt first health, Pavel would have healed completely in will take until Saturday, the serious chest wound
aid on themselves. eight days, rather than two weeks.) will take until Sunday to become slight, and the
Stabilizing Critical Wounds: Critical wounds Successful medical care requires two things. two critical leg wounds will take until the next
must be stabilized within 10 minutes or the First, the caregiver must spend half an hour per Wednesday to reduce to serious.
injured character dies. (Remember, though, that wound level, per body area damaged, per day, Infection: Every time a character suffers
death is automatic with a critical wound to the tending to the wounds. (For instance, when damage from melee combat, fire combat, or
head.) Stabilizing a critical wound is a Difficult Pavel was first injured, he would requi re four and burns, there is a chance of infection. After every
task versus Medical (Trauma Aid), but certain a half hours of care per day. When he reached firefight (or accident), each injured body part
types of equipment add points to the effective only three slight wounds, only an hour and a half has a chance of becoming infected on a roll of 2
skill level of the character perfOfming the treat- of care was required per day.) Second, once per or lesson 1 D20. If a person with at least Medical
ment. Blood plasma, strong sedatives, or a day the caregiver must pass an Average check (Trauma Aid): 1 treats the wounded body area
medical kit of some sort each add+1 to the skill of his or her Medical asset. If no medical equip- with antibiotic within eight hours, the chance of
level, and these things can be used in conjunc- ment is available (a doctor's kit is minimum), infection is reduced to 1 or less on 1D20.
tion with one another for a collective bonus. In a then the task check becomes Difficult. If anyone uses a personal medical kit in an
hospital or clinic setting, whol e blood may be Failure means that one of the two days' worth attempt to prevent infection, no infection resu lts
used instead of blood plasma, for a bonus of +2 of time to be saved was lost. In other words, If the (but the kit is, of course, used up). This use of a
instead of+ 1. task is failed one day during the treatment personal medical kit may be combined with its
Basic Healing Rate: A character without period, only one day is saved from the normal use in a first aid attempt, above.
medical attention may heal from a slight wound healing time. If the task is failed twice, no days Infection is a majOf danger. Any time a
level to unwounded in three days. To go from are saved. Note that failing the task a third time character's wound is infected, healing (in all
serious to slight takes four days, and from (Of more) does not add time to the basic healing body parts, not just the infected one) stops until
critical to serious takes one week. Note that rate unless a Catastrophic Failure Is rolled on the infection is dealt with. In addition, for each
healing of various body parts goes on simulta- this third check (or beyond). week an infection lasts, the character takes an
neously. Surgery: Surgery can reduce a critical wound additional 1 D6 damage points to the infected
FOf example, on Monday, Pavel is shot up drastically. Uke any other medical care, it is best Injured body part.
pretty badly in an ambush and receives a slight performed at a hospital, where all necessary A character with a critical wound caused by
wound to his head, a serious wound to his chest, equipment is available and quality post-opera- an Infection loses consciousness and remains
and a critical wound to each leg. Wood, the tive care is available. In Twilight: 2000, this is that way until all wounds (even those not caused
medic, stabilizes his critical wounds, and Pavel seldom possible. by the infection) are recovered to slight or he Of
is taken to a friendly farmhouse nearby to re- Surgery requires the use of surgical instru- she dies.
cover. Three days later, on Thursday, his head ments. It is a Formidable: Medical (Surgery) If, for example, a character takes a slight
wound has healed. By Friday, his chest wound task to reduce a critical wound to serious, but wound and that wound becomes infected, no
has reduced to slight. On the next Monday, both if the task roll Is successful, the reduction healing takes place. After one week, the charac-
critical wounds reduce to serious, and his slight occurs immediately after surgery is completed. ter takes an additional 1D6 hits in that arm
chest wound reduces to unwounded (it has The use of blood plasma and local anesthetic (which may increase its wound level); after two
been three days since Friday). Four days later, each add + 1 to the surgeon's asset, and are weeks, another 106 Is taken, and so on.
on Friday, both legs reduce to slight, but Pavel cumulative. If whole blood is used instead of Treatm8flt of Infection: Treating an Infection
gets out of bed and is involved in an altercation plasma, it adds +2 to the effective asset level. is a Difficult: Medical (Diagnosis) task. If any
with a recalcitrant mule, taking another slight General anesthetic adds +3 if it is used in- antibiotics are used in the treatment, the task
wound to the head (accidents will happen). By stead of local anesthetic. becomes Average. One attempt may be made
the next Monday, all three slight wounds have Only one surgery attempt can be perfOfmed per week.
healed completely. Despite recent setbacks, per critical wound. Failure means that the wound A successful treatment means that the
Pavel is ready to go out and look for more remains critical. Catastrophic Failure can result treated body part is no longer infected, and
trouble. in extra healing time, loss of limb, Of loss of life, healing may take place if no other body areas
Recovery From Scratch Wounds: Scratch depending upon the hit location receiving sur- are infected.

212

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000
page 64. Note that the listed speeds are the go anywhere, including water, but cannot
Vehicle Combat safe combat movement speeds on· and off· traverse ravines, steep slopes, dense woods,
These rules cover the use of land vehicles, road. A vehicle may travel faster than this or linear obstacles, such as walls, more than
boats, and hovercraft in combat. lncorporat· safe speed at the risk of a mishap (see one meter in height Like other ground ve-
ing vehicles into the combat sequence in· below). hicles, hovercraft are able to travel faster over
volves adding a few adaptations to the basic Amphibious Vehicles: Some vehicles are roads. Hovercraft speeds are also given as
combat rules. capableofamphibiousmovementacrossrela· safe speeds.
tively calm water. Any vehicles capable of Water Vessels: Water vessels in Twilight:
VEHICLE MOVEMENT amphibious vehicles have a third combat 2000 are limited to small craft suitable for use
Any scale may be used; movement rates and movement speed noted on their vehicle card, on inland waterways such as rivers, lakes,
weapon ranges are given here in meters. There to the right of the Road Speed/Cross-Country canals, and protected areas such as bays or
are several different mobility dasses of vehicles, speed (XNfZ instead of XN). This is their safe Inlets. Hovercraft may also move on the water,
each with particular rules for movement combat movement speed. Some vehicles (as and are described above. Such vessels are
Ground Vehicles: Ground vehicles are noted on their cards) require preparation be- handled using Small Watercraft skill. Move-
those which maintain contact with the ground. fore amphibious movement can be under· ment rates for water vessels are also given in
In general, these vehicles' propulsive power taken. This means that the vehicle must stop 1o-meter increments moved per combat turn.
is provided by frictional contact with the at the water's edge, and the crew must leave When using a two-meter grid, multiply this
ground. Wheeled vehicles, tracked vehicles, the vehicle and erect a flotation screen. If a number by five; when using individual meter
and leg-powered vehicles (for example, horse· vehicle requires special preparation, this fact measurement, multiply it by ten. Note that
drawn wagons) are examples of this. Some and the time taken is also noted on the vehicle many water vessels have a movement allow·
unusual ground vehicles maintain contact card. Vehicles not so noted need only turn on ance of 0.5, 1.5, 2.5, etc. When moving on the
with the ground via skis, runners, or wheels, their bilge pumps and erect a trim vane, which 10-meter grid, these vessels move an extra
but derive their propulsion from jets, propel· is not considered to require any additional time. square every other turn. Watercraft speeds
Iars, or sails. Ground vehicles of all types are Hov ercraft: Hovercraft are a special sub- are given as sale speeds.
able to make better speed on roads than on set of ground vehicles, because they treat Bicycles: The listed speeds are the safe
unimproved terrain. How much better de· terrain differently. Rather than being in con- speeds on- and off-road. A character can
pends on the vehicle. tact with the ground, they ride atop a trapped attempt to go up to twice the safe speed
Movement rates for ground vehicles, in bubble of high-pressure gas. Because of (Average: Agility). Failure results in falling off
meters per combat turn, are given in the their extremely low ground pressure, (no damage results). If the character is en·
Combat Movement chart on page 252 and on hovercraft can go where people on foot would cumbered, he or she travels at half speed and
the individual vehicle cards beginning on sink. For combat movement, hovercraft can may not go faster than that.

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
THE DRIVE ACTION injuries), for example, or simply that it has Boats may not be rowed more than twice their
When vehicles are involved in combat, become too mired down to become unstuck listed speed.
drive is the action used to move them. Drive without the aid of a towing vehicle. Sailboats: Sailboats may move in any di-
includes the operation of all types of vehicles, A mishap on a motorcycle means that the rection within the allowed arc, illustrated be-
from bicycles to tugboats. In some cases, rider has fallen off. The rider suffers 1DS-3 low. The referee will need to randomly deter-
performing this action will require a skill check. damage to a random location unless he or she mine wind direction before the combat be-
In others, the action is considered to be auto- makes a Difficult: Agility roll. gins. The safe speed can only be doubled,
matically successful. For instance, a charac- Amphibious Vehicles and Swamping:When with a mishap avoided on a successful roll of
ter who was using the drive action to pilot a travelling in water, a normal mishap means Difficult: Small Watercraft skill.
helicopter beneath a bridge might have to that the driver loses control of the vehicle, and Powerboats: Powerboats are propelled and
make a Difficult: Pilot (Rotary Wing) check, it is hung up on an underwater obstruction, or steered by an engine. Small configuration
while another character who was driving a swept from its desired course by current, powerboats (size 1) can be rowed as well (if
civilian car along a clear road in good weather wind, or other conditions. The driver must the engine is damaged).The safe speed can
would be required to make no check at all. attempt a Difficult task each turn in order to only be doubled, with a mishap avoided on a
A few other actions can be combined with regain control of the vehicle. Catastrophic successful roll of Average: Small Watercraft.
the drive action. Talking and driving can be failure indicates that the vehicle has been A cceleration and Deceleration : Accel-
donetogetherfreely. The ready/change equip- swamped and is beginning to sink. Characters eration and deceleration are the amount by
ment, reload, and fire actions can each be should be warned that water is breaking over the which a vehicle can change its speed each
done while driving, but any necessary driving hull and/or pouring through the hatches, and combat turn. Ground vehicles can accelerate
checks are at one level more difficult (some- e~hcrewmembercan escape drowning only by by 10% of their maximum speed (rounding
times requiring a check that might not other- succeeding at Formidable: Swimming. fractional values down) plus the driver's ap-
wise be required). Hovercraft: A mishap indicates that the propriate vehicle skill. Water vessels have
Mishaps: Characters may drive a vehicle vehicle has struck an obstruction or has lost their acceleration listed on their data cards.
at up to 3 times the safe speed (unless other- lift due to violent maneuvers. The vehicle's For example, a vehicle with a maximum
wise indicated, below), but they run the risk of speed is immediately reduced to its safe speed speed of 30 meters per combat tum could accel-
a mishap. Driving at up to twice the safe speed (even if this results in greater than normally erate three meters per tum plus the driver's skill.
is a Difficult test; the asset used is the appro- allowed deceleration). Damage is at referee's A driver with no skill could only accelerate three
priate vehicle skill. Driving at up to 3 times the discretion. meters per turn, while a driver with a skill of 6
safe speed is a Formidable test. Driving at Vessels: Water vessel mishaps usually could accelerate nine meters per turn.
twice or 3 times the safe speed is sometimes mean the vessel suffers a "stall" of some sort. All vehicles and vessels may decelerate at
referred to as overdriving. A vehicle may not be Engines die, sails break loose, oars are twice their acceleration rate. Thus the vehicle
driven at more than 3x safe speed. dropped, and the like. To get the vessel under listed above would decelerate six meters per
If a Catastrophic Failure is rolled, a serious way again, the character in charge can at- turn with an unskilled driver and 24 meters per
mishap occurs. Serious mishaps include tempt an Average roll versus Small Watercraft turn with a skill 9 driver.
breaking an axle, throwing a track, rolling the skill once per minute, as the sole activity for Water Vessels: Water vessels have the
vehicle, or in some other way putting it out of that minute. Success means the problem has following additional considerations with re-
commission until major repairs are under- been resolved. If the mishap was the result of spect to movement:
taken. a Catastrophic Failure,
The referee should determine the exact however, the vessel
nature of the mishap according to circum-
stances. On a crowded road, there may be a
has suffered some sort
of permanent damage,
Sailboat
collision. A light vehicle is easy to overturn; a
tank is almost impossible to overturn. Pas-
as determined by the
referee, based upon
Movement
senger injuries are also up to the referee. the situation atthetime.
Ground Vehicles:The roll is made once per In addition, there are

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

Current: Rivers, streams, and oceans will


have currants, which will affect the speed of
a boat by impeding or adding to it, and which Boat Collisions
can causa unpowarad boats to run aground
or collide with obstacles. Canals and small
bodies of water will usually not have signifi-
cant currents. Currents will usually flow at a
constant velocity and in a constant direction,
and thus will need to be established by the
referee before combat begins. Approaching
Current velocity is expressed in number of
10-matarsquaras par combat turn. Most large
rivers have a currant of one-half square par
combat turn, which will move the vessel one
mater down river avery other combat turn.
Near rapids or in narrow, swift-flowing parts of Right Angle/Ground ing
the river, this will increase to one square per
turn, and near waterfalls it can increase to
two, three, or four squares par turn.
Turning: Each vessel has a turning value
which is the number of 45° turns it can make
~c:..,__
each combat turn. Vessels with a fractional Sam e Opposite
turn value ('/2, 1/3, '/4 ate.) may make only one
45° turn avery two, three, or four combat
turns, as indicated. more than three meters. This can be accom- ing at their safe speed. Vehicles with good
Towing: Boats may tow other boats. Speed plished by contour lines, shading, color, or any stabilization may fire aimed shots while mov-
and acceleration are each reduced by 0.5 for other convenient means. Deeper draft ves- ing at twice their safe speed.
avery fivefold increase in tonnage. If speed is sels may require additional depth gradations.
reduced below 0.5, the boat may not conduct Collisions: likewise, boats may collide with Firing at Ve hicles
the tow. If acceleration is reduced below 0.5 each other, or with floating objects such as Firing at vehicles is similar in general prin-
due to towing, the acceleration remains 0.5. logs, and suffer potential damage. Damage ciples to firing at individuals, but there are a
For example, a 200-ton vessel with a speed depends on the tonnage of the boat and the few differences. Some additional die rolls
of 1.5 and an acceleration of 1 is towing a net speed at the time of grounding, as ex- must be made when dealing with vehicular
1400-ton vessel. This is a sevenfold increase plained under the "Collision Damage• entry weapons and vehicular damage.
in tonnage, which counts as one fivefold increase on page 220. Firing at Vehic les and Vessels: All ve-
(but not a second). Speed and acceleration are hicles and vessels have a size rating that
each reduced by 0.5 to 1 and 0.5 respectively. VEHICLES AND FIRE indicates their size and ease to hit. Size is
Running Aground: Each boat has a listed Fire From Mov ing Vehicles determined by the vehicle's length in 10-mater
draft and will run aground whenever it enters Characters may not conduct aimed fire grid squares. Basically, a target is one difficulty
water shallower than this. Unless this is a from a moving vehicle. They may fire quick laval easier to hit for each size class above Size
deliberate grounding (as on a beach) and shots or bursts normally. 1. This information is summarized on the Vehicle
conducted at vary low speed, the vessel All such fire, however, is conducted at one Target Size tabla, on the following page.
suffers damage to its hull or running gear. Roll higher difficulty level than normal for pur- All vehicles have their size listed on their
1 D6and consult the Navigation Hazards tabla poses of determining hits. vehicle cards. If there is no size listing, the
below to determine the result. Weapon Stab ilization: Some vehicles vehicle is Size 1 .
The referee should indicate water depths have stabilized main armaments classified No fire task may be adjusted to lower than
on the playing surface in three increments: as either basic or good. Vehicles with basic Easy as a result of difficulty modifiers due to
less than one mater, one to three meters, and stabilization may fire aimed shots while mov- target size.
Target M ovement: Hthe target is moving
30 meters or more in the current turn, it is
Navigation Hazards more difficult to hit. Consult the table for the
06 Result number of difficulty levels increased by the
1 Boat aground. 1 0 miles travel lost pulling it off. target's current speed.
2 Boat aground. One full travel period lost pulling it off.
3 Screw or rudder damaged. Speed halved until repaired. Target Movement
4 Hull damaged. 106+3 flotation hits. Difficulty Modifiers
5 Hull damaged. 1 06+2 flotation hits. Speed in
metersAurn Kph Diff. Increase
6 Hull c rushed. Vessel is grounded to avoid sinking. Cannot be 30 22 +1 level
refloated unless a large work crew and vessel are brought to the site. 60 43 +21evels
120 86+ +31evels

215

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

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Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

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Twilight: 2000 GDW

Vehicle Damage Resolution


Pen-AV Result
0 or less No effect
1 to 10 1 minor damage resuh
11 to 20 2 minor damage results
21 to 40 1 major damage result
41 to 60 2 major damage results
61 or more 3 major damage results

Pen-AV.· Penetration minus Armor Value.

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

Major Major Major


Die Result Die Result Die Result
1 2 crewmembers 1 Main armament 1 2 crewmembers
2 Rudder/screw 2 Main armament 2 2 crewmembers
3 Engine 3 2 crewmembers 3 Fire
4 Fuel 4 2 crewmembers 4 Fire
5 Ammo 5 Ammo 5 Ammo
6 Minor hull 6 Fire 6 Major hull

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

is then rolled on that table, it is converted to a or large-caliber


major hull hit. There is no possibility of any gun rounds, this Armor Equivalency
alteration to a major hull hit. The following number is also Centimeters per
results are possible: the percentage Material Toughness armor value of 1
1 Crewmember: This must be a crew- chance that the Armor Plate 2 0.5
member stationed in the part of the vehicle or ammunition will Sheet Steel 1.7 0.6
vessel which was hit. Which crewmember is explode. If the Reinforced Concrete 0.4 2.5
hit is determined randomly. The crewmember ammunition ex· Concrete and Bricks 0.3 3.3
suffers 1D6 hits, each of which does 1D6 plodes, the ve- Stone, Packed Dirt, Wood 0.2 5
damage. Determine a hit location separately hicleisdestroyed, Loose Dirt, Sand 0.04 25
for each hit. and the crew is
2 Crewmembers: Exactly as above, but killed. ever a fire result appears on the damage
two crewmembers are hit, and they are se· In the case of a vessel, explosion of the table, the boat has caught fire. The final pen-
lected randomly from the entire vehicle crew, ammunition will sink the vessel and each etration of the gun which caused the damage
not just those individuals in the area hit. crewmember will escape death by rolling is the initial level of the fire. The fire will
N Passengers: The indicated number of Formidable: Swimming. (If below decks when increase in level by 1 every combat turn.
passengers are selected at random and are the explosion takes place, this becomes Im- Characters may attempt to put out the fire
hit exactly as noted above under 1 Crew· possible: Swimming.) by spending a turn fighting it. Extinguishing
member above. If this is not a passenger· Engine: The engine is hit and rendered a fire is Difficult task versus Constitution. For
carrying vehicle, then this is treated as an N inoperable. The vehicle may not move. Ves- avery successful task roll made by a char·
crewmembar hit. If this is a passenger-carry· sels begin to decelerate at the maximum rate, acter, the fire is reduced in level by 1. Out·
ing vehicle but nona are present, this be· until the vessel reaches a speed of 0. It will standing Success reduces the fire by 2 lev·
comes a no effect. (The referee may substi· then begin to drift with the current, if any, or in els. Catastrophic Failure results in a burn
tute a cargo destroyed result for this result at a random direction, if there is no current. injury.
his or her discretion if cargo is present.) Fuel: The fuel tank of the vehicle has been If the level of the fire exceeds the vessel's
SightNision: Either the gun sight, range hit. The amount by which the final penetration tonnage divided by 10, the fire will begin
finder, night vision equipment, or some other exceeded the vehicle's armor is the percent· burning out of control and cannot be extin·
vision or sighting equipment is damaged. age of fuel capacity lost (and fuel, if the tank guished. Roll 1D6 at the start of each turn
(The referee will determine which, depending was fuller than the new capacity). This num- thereafter. The fuel and ammunition on board
on the amount of equipment installed.) ber is also the percentage chance that the will detonate on a roll of 6, destroying the vessel.
Traverse: The turret traverse is jammed, fuel will ignite. If the fuel ignites, the vehicle Waterline Hull: Vessels which suffer wa-
and the turret w ill no longer turn. This makes catches fire, and the crew must immediately terline hull damage will begin to flood. Each
it impossible to fire any fixed weapon (such as bail out. vessel has three rows of flotation hit boxes,
the main gun or coaxial gun) in the turret until Suspension Hits: No damage tables are with boxes in each row equal to the vessel's
it is unjammad. Repairing the traverse is a provided for suspension hits. One minor dam· tonnage (unless noted otherwise on the card).
Difficult task using Mechanic skill. It takas half age result to a vehicle's suspension halves its Subtract the vessel's armor from the final
an hour and cannot be dona from inside the movement. A second minor damage result, or penetration value, and divide the result by 6.
vehicle. (See "Maintenance,"pages 152·153.) any major damage, immobilizes the vehicle. This is the number of flotation boxes marked
If the vessel or vehicle has several turrets, Tracked vehicle suspensions are treated off each turn. All flooding hits are marked in
roll to determine randomly which was hit. like any armored part of the vehicle using the the top row of flotation boxes until the row is
Secondary: One machinagun, grenade armor rating listed. Wheeled and hovercraft full, then in the second row, then in the third.
launcher, or similar light secondary weapon is suspensions do not have an armor value, but When the first row of boxes is full, the
destroyed. instead have a critical damage level (shown vessel's speed is halved. When the second
Loader: Either the human loader is hit, as in parentheses). Each time a weapon hits the row is full, the vessel is "dead in the water" and
for a crewmambar hit above, or the vehicle's suspension, it inflicts damage equal to its final may not move under its own power. (It will drift
autoloader is put out of action. This becomes penetration. Once the cumulative damage with the current.) When the third row of boxes
a driver hit if neither are present in a vehicle reaches the critical damage level, the sus- is full, the vessel will sink.
and main armament hit if neither are present pension suffers minor damage. Once it If a vessel has pumps, each point of pump
in a vessel. reaches twice the level it suffers major dam· rating will reverse 2 points of flooding per
Commo: One of the vehicle's radios is age. (In most cases, any hit on a wheeled minute. A person who spends six consecutive
destroyed. suspension will immobilize the vehicle. Only turns bailing can bail1 point of water.
Main Armament: The vehicle's main arma· in the case of small arms fire is the cumulative Rudder/Screw: When a boat suffers a rud·
ment is damaged and can no longer fire. If damage on a wheeled vehicle likely to be dar/screw result, it must travel at half speed
several such results are possible, roll to deter· important.) until the damage is repaired. On boats without
mine randomly which weapon is hit. Cargo: So many variations in cargo exist a screw, this indicates that the rudder is
Ammo: The ammunition storage of the that it is not possible to give any concise rules jammed, and the boat cannot alter course
vehicle has been hit. The amount by which for damage. The referee must use his or her until the damage is repaired.
the final penetration exceeded the vehicle's own judgment in such situations. Auxiliary Machinery:Auxiliary machinery is
armor value is the percentage of stored am· Fire: Water vessels are usually quite rendered inoperable until repaired. The choice
munition lost (rounding 1Tactions up). If the succeptible to fire, as even steel-hulled boats of precisely which piece of equipment is dam-
vehicle is armed with any exploding rounds tend to be full of combustible material. When- aged is up to the referee.

219

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
Unarmored Vehicles: Unarmored ve- ered waterline hull, the collision value is di- Damage Results Table for a result of •one
hicles have a slight armor protection pro- vided by the armor value of the given location, minor result." The referee must now roll the
vided by their metal bodies, but it is an and the resultant number is then applied as actual minor results and apply them.
incomplete cover. Whenever a shot hits an waterline hull damage, causing flooding. In another example, a 20-ton PBR collides
unarmored vehicle, there is a 50% chance of Vehicle Collisions With Creatures: When with a 200-ton tugboat, with a net collision
the shot hitting metal and a 50% chance of it a vehicle collides with a human or other speed of 5 (remember, boats are rated in ten-
going through the windows o r canvas cargo figure, including those riding bicycles or mo- meter increments instead of meters). The tug
covers. If it hits metal, the shot is resolved torcycles, severe injury can result. In order to suffers a waterline hull hit which is worth 10
normally, and the vehicle receives the ben- calculate the effects of this injury, first multiply [(20x5)+ 10-1 0] damage points, which will
efit of its armor. If it goes through the window the collision speed times the vehicle tonnage. cause 10 flotation hits worth of flooding per
or cargo area, the shot is always resolved as H the target character is riding a bike or combat turn until repaired. The PBR suffers a
minor damage and any damage result is motorcycle, this number is the percentage waterline hit worth 100 [(200x5)+ 10) damage
ignored except for crew or passenger (cargo) chance that the bike or motorcycle is dam- points, enough to immediately sink it.
hits. aged enough to become inoperable. Next, Finally, two characters on a tandem bi-
Motorcycles: All small arms hits on a the number is divided by two and becomes cycle are being run down by a truck moving at
motorcycle or bicycle result in damage. All damage applied to a randomly rolled hit loca- 45. The vehicle's speed is 45, times four tons
hits by larger weapons result in destruction. A tion on the target. Target figures have a weight equals a 180% chance that the bicycle
damaged cycle can no longer be ridden, and chance to leap out of the way of an oncoming is ruined (a dead certainty). Hthe characters
must stop immediately. Characters riding a vehicle, by succeeding at an Average check fail their Agility check, they will each take 90
cycle when it is hit must make a Formidable: versus Agility. If they succeed, they take no (180+2..90) damage points to a random loca-
Agility roll. Failure indicates they loose con- damage; otherwise they are struck by the tion.
trol and are thrown from the cycle, suffering vehicle. Loss of Control: After all damage effects
damage according to the "Falls from Moving Examples: For instance, imagine that a are calculated, operators of vehicles involved
Vehicles/Animals" rule on page 21 0 if riding a 2'/2"ton truck going 45 and a civilian car going in collisions must immediately make a Diffi-
motorcycle. If riding a bicycle, they suffer no 35 were to collide head on. The collision cult test of the appropriate vehicle skill in
damage but are knocked down. speed in this case is 80. The truck weighs four order to remain in control of their vehicle.
Amphibious Vehicles: When in the wa- tons, which means the car is hit with a value Failure at this check means the vehicle goes
ter, any hull penetration causes the vehicle to of (80x4)+10, or 32. Regardless of the hit out of control. Ground vehicles will skid to an
begin sinking (see swamping effects on page location rolled, the car's armor is 1, which uncontrolled stop, possibly colliding wit h
214, above). A hull hit on a vehicle noted as means that the 31 (32-1-31) is referenced something else and requiring a second dam-
requiring preparation for amphibious move- on the Vehicle Damage Resolution Table, for age check (at the referee's option).
ment is considered to have hit its flotation "1 major damage result." Water vessels will drift with the current,
screen. Treat a flotation screen as having an The truck takes less damage from the spinning slowly until control is regained. The
armor value of 1. Any minor or greater hit on lighter car. The collision speed of 80, times roll to regain control is made once per turn in
the flotation screen will cause the vehicle to the car's weight of 1, yields 80, which when which the driver is allowed an action. A
sink (thus one of these vehicles can be sunk divided by 10 results in 8.Again, regardless of Catastrophic Failure at the original test means
by small arms fire). hit location, the armor value is 1. As a result, the vehicle is damaged so severely that
the 7 points (8-1-7) are taken to the Vehicle control cannot be regained.
Collision Damage
It is entirely possible for vehicles to collide
with one another in combat. The following
general rules apply in those situations.
Damage done depends upon the size of
the vehicle and the net combat speed. Net
speed depends upon the relative direction
and speed of the two colliding vehicles. Ve-
hicles headed in opposite directions add their
speeds together. Those travelling in the same
direction subtract the slower's speed from the
faster's. All others use the speed of the faster
for determining collision damage.
Ground and Wat er Craft: For ground
vehicles (including hovercraft) and water ves-
sels, the damage value caused by a collision
is equal to the tonnage of the object collided
with, times the net speed of the collision,
divided by 10. For ground vehicles, this num-
ber is used as a penetration value against a
randomly rolled hit location. For water ves-
sels, the hit location is automatically consid-

220

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

'riii~ ltTf)ttJ..I) IN ill)


Thischapterdetailsconditions in the year2000.
2()()()
Electricity is a memory in most areas of the TRADE AND COMMERCE
The discussion of nuclear stri<es is limited to sites globe. The coal and oil to generate it are no While organized trading and commercial
receiving over 0.5 megaton. Smaller strategic and longer available more than a few miles from activities go on in the world of Twilight: 2000,
tactical strikes are not discussed because of their the production fields. Control circuitry and they are not extensive or economically so-
tremendous numbers. electronic components of all types (in every phisticated. Communities for the most part are
type of industrial facility) were fried by the EMP self-sufficient, since the flow of trade is too
GENERAL CONDITIONS (electromagnetic pulses) of nuclear detona- uncertain to rely on. Surviving cities do trade
Physically, there is little difference between tions thousands of miles away (prewar pre- for food, and merchant convoys from these
the world of Twilight: 2000 and today's world. dictions of EMP proved to be underestimates, cities are sometimes encountered. At first,
The rivers, mountains, shorelines, and loca- and even supposedly shielded equipment was cities often forcibly confiscated food from the
tion of cities are the same. The difference lies damaged to some extent). Power transmis- countryside. However, this resulted in farm-
not in the features of the land, but rather in the sion lines went down due to surge effects. ers moving away from the areas around cit-
condition of those features. This is particularly Nuclear power plants were either shut down ies, so instead in most areas a primitive
true in Europe and other countries subjected for safety when the nukes began to fall, or economy has developed in which cities trade
to both conventional fighting and nuclear at- were abandoned by their operators in the what goods they can produce for food.
tacks. Here, many cities have been devastated ensuing civil disorder. Hydroelectric and Outside of the cities, the standard means
and are abandoned ruins. Others are still in- geothermal power plants fell victim to one or of exchange is barter. Characters bargain and
habited, but with greatly reduced populations. more of the above. Electricity is simply not exchange items until both sides are satisfied
Small towns and villages are beginning to re- available in most areas, and not on any large with the trade. In barters between player
semble fortified towns of the middle ages, scale anywhere. characters and NPCs, the referee should be
surrounded by low earthen ramparts with Public health and sanitation measures are guided by the dollar prices of the items (as
occasional bunkers and firing positions. Trade almost completely nonexistent. Fallout and given on the Price List on page 248) in the
and commerce are greatly reduced since famine have reduced the general level of barter, as these prices reflect the general
governments can no longer police the high- health in the world's population, and modern perceived value of the items. However, the
ways and countryside. Most manufacturing medicines are increasingly scarce. In some referee must also determine the items' actual
has ceased except for small cottage industries: areas, disease has killed more than nuclear perceived values for the NPCs involved in the
weaving, carpentry, canning, etc. or conventional warfare. Disease is an in- barter. For example, a motorcycle broken
In regions where there was no actual fight- creasing problem worldwide, and some dis- beyond the local NPCs' abilities to repair isn't
ing, local conditions can run the gamut from eases that had almost been eliminated have worth that much to them, while a farmer's only
good to abysmal. Throughout the world, cit- returned. rifle will be of great value to him. Also, if the
ies are severely depopulated, factories are The nuclear devastation was targeted pri- characters obviously need an item desper-
deserted, and the countryside is flooded with marily upon the substance that was the life- ately, greedy NPCs will attempt to get many
refugees, marauders, and displaced persons blood of modern industry: oil. All of modern times their perceived value of the item.
of all types. Countries that were totally un- society depends on a free flow of oil for en- However, a friendly NPC is likely to offer a
touched by the war fell victim to the global ergy, lubrication, and petrochemical raw better deal than normal, or offer advice as to
depression (of unprecedented proportions) materials. Modern farming techniques de- the going price for items locally and where the
that resulted. Some places weren't nuked, but pended on oil, not only to fuel and lubricate PCs might find a particular item they are
no place was immune to the chaos that was the machinery, but to provide the feedstock looking for.
the war's major aftershock. for most fertilizers and many herbicides. Gold: In cities, the basic medium of ex-
change is usually gold. Prices are determined
in much the same way as before, but gold is
paid and received for transactions. In a city,
Equipment Availability (1 01 0) perceived values will tend to be closer to the
listed prices than in the countryside, either
Very because the items may be more plentiful or
Location Common Common Scares Rare due to competition between merchants sell-
Major city 10- 10- 8- 4- ing the items. Of course, there may be mo-
nopolies on certain items. Or perhaps the sale
City 1Q- 8- 6- 2- of all manufactured items (and/or food) is a
Town 10- 7- 4- 1- city-controlled monopoly, in which case the
Village 6- 3- 2- prices of items may be artificially higher than
Encounter 4- 2- 1- their perceived value.
Gold generally is not used as a medium of

224

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

navian countries was subjected to nuclear


Global Conditions attacks, the peninsula saw considerable fight-
The following section provides a brief British ing during 1997-98 between NATO and So-
overview of most of the regions of the world. viet forces. Cut off from world trade, life is be-
In all cases, some suggestions have been Nuclear Targets coming increasingly difficult for most Scandi-
made as to the types of encounter regions and The following British cities navians. Most of the cities of Scandinavia are
where they are located. Referees should re- independent or insular, aHhough broad regions
member, however, that these are by no means
were subjected to nuclear at- in the south are organized. Areas in the north
exhaustive lists, only general guidelines. For tacks of greater than 0.5 Mt. subjected to fighting during the war are either
example, a nation may not have any listing of These regions are in anar- cantonments, devastated, or in anarchy.
terrorized regions, but the referee should feel Iberian Pen insula: Although neutral,
free to place these anywhere that marauders
chy: Aberdeen, Aldershot, Spain and Portugal suffered the fate handed
are thick or where foreign military troops have Bantry Bay, Bamsley, Bedford, out to France because of their ports and oil
recently moved in. Birmingham, Blackburn, Bol- handling facilities. The central governments
are both a shambles, now represented
ton, Bradford, Bristol, Bury, mostly by roving bands of Guardia Civil and
Europe Cardiff, Coventry, Derby, Dover, army units which lead a semimarauder/ex-
Europe was particularly hard hit by the war, Dundee, Edinburgh, Folke- tortionist existence. Gibraltar and the area
in that much of the conventional fighting oc- within 20 kilometers of it are in anarchy; the
stone, Glasgow, Gloucester, rest of the peninsula is insular, terrorized,
curred there.
United Kingdom: As one of the major Grangemouth, Grimsby, Here- devastated, or independent.
NATO allies, the UK was particularly hard hit. ford, Hull, Leeds, Uverpool, Italy: Italy's oil refineries and industrial
His Majesty's government has managed to London, Luton, Manchester, facilities were the subject of nuclear and
retain control of an area in southeast G reat conventional air attacks. Fighting in the Alps
Britain south of the Thames River and east of Milford Haven, Newport, Not- devastated that region, but other parts of the
Southampton. This region counts as orga- tingham, Port Talbot, Rochdale, country are not as bad off. Although the central
nized for the purposes of encounters, with the Rotherham, Sheffield, South- government continues to exist formally, in
outer fringes being cantonments. Outside this effect the army rules large sections of the
region, the remainder of the communities not ampton, Stockport, Swansea, country (under the authority of a martial law
destroyed (per the list to the right) are inde- Warrington, Wigan, Waiver- proclamation of 1998). There are several
pendent of HM government control, under a hampton, Yeovil, York. active insurgencies, including a royalist res-
variety of local governments ranging from toration movement.
remnants of local community councils (the In the north, the industrial cities are dev-
prewar local government) to military and ing black market is dominated by the Union astated or in anarchy. The more remote cities
paramilitary dictators. The area around Corse (the Corsican criminal underworld). and towns are insular. Central and southern
Folkestone and Hastings is disputed between The central government has been forced to Italy consists of cantonments and indepen-
HM government and the respective indepen- become increasingly repressive as condi- dent cities.
dent cities. HM government has managed to tions worsen, but life in most areas is Western Mediterranean Islands: Corsica
retain control of a small number of off-shore onerous but tolerable. is still nominally under the control of France,
oil platforms in the North Sea, and thus has Some areas (the mountains, especially) although the Union Corse (the Corsican
access to a trickle of petroleum products. are in open rebellion against the central gov- criminal organization) is in complete de facto
France: Although ostensibly neutral in the ernment, and martial law is in effect almost control of local affairs. Corsica is organized.
war, France was still subjected to nuclear at- everywhere. The government of the southern Sardinia and Sicily are nominally governed by
tacks to deny its port and oil refining facilities departments is incredibly corrupt, largely be- the central government in Rome (although in
to NATO. Damage was largely confined to the cause it is totally dominated by the Union practice they are on their own). The commu-
coasts, but the resulting casualties were se- Corse. Marseilles is the largest undamaged nities of Sicily and Sardinia are insular or in-
vere. The riots and civil confusion caused by city, although it is in bad shape compared to dependent.
the war and by the hordes of refugees pour- its prewar condition. It represents the link Smaller islands have been thrown upon
ing across the borders forced the central gov- between what remains of trade in Europe and their own resources (and are independent).
ernment to close the borders, then occupy all the seaborne merchants of the eastern Medi- A small seagoing trade between islands and
territories west of the Rhine in order to pre- terranean, and is totally under the control of with the European coast is threatened by the
ventthecountryfrom being overwhelmed. The the Corsicans. pirates operating out of the near-total anarchy
military, to enforce the restrictions, has estab- Most of France is classified as organized that is the coast of North Africa.
lished a free-fire zone within SO kilometers east (mostly by the French governmenVmilitary, in Austria : T he central government has
of the Rhine, commonly called La Zone Morte some areas in the south by the Union Corse), vanished. Some portions of the country are
(the Dead Zone). The border is officially closed with a few areas in the mountains disputed or occupied by foreign troops, mostly German
to non-French citizens (informally, bribes will independent. The area west of the Rhine River and American, in cantonments. Other portions
get you in nomatterwhatyourorigin if you have and east of the old border is a combination of are under local strongmen (insular) or in an-
visible means of support). terrorized, insular and cantonments. La Zone archy.
The border with Spain is also closed, but Morte is devastated. Switzerland: Switzerland has proclaimed
is permeable to smugglers. Part of a thriv- Scandinavia: While nothing in the Scandi- a state of national emergency, and has closed

226

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Kilometers .., Pl Political Boundary

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Poland
0 50
Kilometers

. liN
• Golven

Erin Tabakovic (Order #36286371)


I
'
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I
I
I
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...... "'
/
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Key
Swamp
..__--.,. River

... Road

·:~.::~: Rubble

• @
Major City

City

• Town

• Rough

Woods

Map shows military positions


as of 1 July 2000.

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
in addition to deaths from disease, starvation, puted regions. A ll nuclear target sites are
North America and civil unrest up to J uly 2000. ringed by devastated regions.
"This land called Texas is not to my liking. The main effect of the attack was the de- Civgov controls organized enclaves in
The summers are too dry, the insects carry struction of over 60% of the country's oil re- Southern Georgia, the Carolinas, Iowa, the
pistols, and the inhabitants (human and ani- fin ing capacity. This, in combination with the Dakotas, and northern Virginia, with its tem-
mal alike) are uniformly hostile. I have found other ensuing destruction, effectively elimi- porary capital at Omaha, Nebraska.
the purgatory Babushka used to threaten me nated electrical power generation and ind us- Numerous minor separatist movements have
with when I was naughty. • trial facilities. Food shortages, disease, and sprung up, particularly in the west. Vast regions
Diary entry of Colonel Vasily I. Sergov, civil unrest following the strikes destroyed of the country are under no effective central control
Soviet Division Cuba, San Antonio, Texas American society as it existed before the war. at all, being independent, insular, organized, or
The federal government has split into a even in anarchy. Soviet forces are in cantonment
USA: The United States of America was military and a civilian faction (called Milgov and in parts of Alaska (south of Anchorage and in the
heavily damaged by nuclear and conventional Civgov). Milgov controls organized enclaves islands southeast of Juneau) and in San Antonio,
attack and was subjected to invasion by two in the pacific Northwest, central and south- Texas. Mexican troops are in cantonments in
foreign powers. central California, Colorado, Oklahoma, the areas of California and Texas, mixed in with
Total casualties in the nuclear attack were lower Mississippi River, Eastern Virginia, New American and former American military forces
135.2 million, or 52% of the population of the Jersey, and western Massachusetts, with its cantonments. The areas between these foreign
United States in 1997. This includes initial capital at Colorado Springs, Colorado. These military cantonments and U.S. cantonments are
fatalities and subsequent deaths from injuries, areas are fringed by cantonments and dis- disputed.

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234

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

U.S. Nuclear Targets


Geographic locations are given in terms of the nearest large FOit Meade, MO.-Presidential Emergency Facility (.5 Mt, ground
city or the place most commonly associated with a particular tar- burst).
get. Ground zero can be quite some distance from the center of Camp David, MD: Presidential Emergency Facility (.5 Mt,
the community listed. State abbreviations are conventional; AFB ground burst).
stands for air force base. Sawyer AFB, Ml: 40th Air Division Headquarters (.5 Mt).
Pascagoula, MS: Oil refining and storage facilities (1.25 Mt).
Elmensdorf AFB, AK: Alaskan Air Command Headquarters (1 Sugar Cf'Hk, MO: Oil refining and storage facilities (.5 Mt).
Mt). MalmstromAFB, M7:341st Strategic Missile Wing (1.25 Mt).
Blytheville AFB, AR: 42nd Air Division Headquarters, 97th Olfut AFB, NB: Strategic Air Command (SAC) Headquarters,
Strategic Bombing Wing (1 Mt). 95th Strategic Recon Wing (SR71), 544th Aerospace Recon
El Segundo, CA: Oil refining and storage facilities (1 .75 Mt). Technical Wing (1.5 Mt).
Richmond, CA: Oil refining and storage facilities (1.5 Mt). Unden, NJ: Oil refining and storage facilities (1.25 Mt).
Carson, CA: Oil refining and storage facilities (.75 Kt). Pelfh Amboy, NJ: Oil refining and storage facilities (1 Mt).
Avon, CA: Oil refining and storage facilities (.5 Mt). Paulsboro, NJ: Oil refining and storage facilities (.5 Mt).
To"ance, CA: Oil refining and storage facilities (.5 Mt). Westville, NJ: Oil refining and storage facilities (.5 Mt).
Wilmington, CA: Oil refining and storage facilities (1.25 Mt). Grand Forks AFB, ND321 st Strategic Missile Wing, 319th
Benicia, CA: Oil refining and storage facilities (.5 Mt). Strategic Bombing Wing (1.25 Mt).
Malfinez. CA: Oil refining and storage facilities (.5 Mt). Minot AFB, NO: 57th Air Division Headquarters, 91st Strategic
Vandenberg AFB. CA: Recon satellite launch facilities (1 Mt, Missile Wing, 5th Strategic Bombing Wing (1.5 Mt, some ground
ground burst). bursts).
March AFB, CA: 15th Air Force Headquarters (1 Mt). Uma, OH: Oil refining and storage facilities (. 75 Mt).
Cheyenne Mountain, CO: North American Air Defense Com- Toledo, OH: Oil refining and storage facilities (1.75 Mt).
mand (NORAD) Headquarters {3 M1, ground burst). Ponca City, OK: Oil refining and storage facilities (.5 Mt).
Delaware City, DE: Oil relining and storage facilities (.75 M1). Tulsa, OK: Oil refining and storage facilities (.5 Mt).
Dobbins AFB. GA: Air Force Reserve Headquarters (.5 M1). Philadelphia, PA: Oil refining and storage facilities (1.75 Mt).
McDiii AFB, FL:Central Command Headquarters (1 Mt). Marcus Hook, PA: Oil refining and storage facilities (1.5 Mt).
Eglin AFB, FL: 1st Special Operations Wing (1 Mt). Charleston, SC: SSBN support base and port facilities (.5 Mt).
Kennedy Spacgflight Center, Cape Canaveral, FL: Recon sat- Baytown. 7X: Oil refining and storage facilities (2 Mt).
ellite launch facilities (1 M1, ground burst). Polf Alfhur. TX: Oil refining and storage facilities (3 Mt).
Marypolf, FL : Port facilities severely damaged by near miss (.5 Texas City, 1X: Oil refining and storage facilities (1.5 Mt).
Mt, offshore). Beaumont, TX: Oil refining and storage facilities (1.5 Mt).
Honolulu, HI: Pacific Command Headquarters (1 Mt). Houston, TX: Oil refining and storage facilities (1.5 Mt).
Scott AFB, IL: Military Airlift Command (MAC) Headquarters (.5 Deer Parle, TX: Oil refining and storage facilities (1.25 Mt).
Mt). Robinson, TX: Oil refining and storage facilities (.75 Mt).
Wood River, IL: Oil refining and storage facilities (1.5 Mt). CotpUs Christi, TX: Oil refining and storage facilities (1 Mt).
Joliet, IL:Oil refining and storage facilities ( 1 M1). The army mu- Lemont, TX: Oil refining and storage facilities (.75 Mt).
nitions plant near ground zero also took severe damage. Nederland, TX: Oil refining and storage facilities (.5 Mt).
Lawrenceville, IL: Oil refining and storage facilities (.5 Mt). Sweeney, TX: Oil refining and storage facilities (.5 Mt).
Whiting, IN: Oil refining and storage facilities (1.75 Mt). Borger. 1X: Oil refining and storage facilities (.5 Mt).
Catlettsburg, KY: Oil refining and storage facilities (.75 Mt). El Paso, TX: Oil refining and storage facilities (.25 Mt).
Eldorado, KS: Oil refining and storage facilities (.5 Mt). CarsweU AFB, TX: 7th Strategic Bombing Wing (.5 Mt).
Kansas City, KS: Oil refining and storage facilities {.5 Mt). Dyess AFB, TX: 12th Air Division Headquarters (.5 Mt).
Baton Rouge, LA: Oil refining and storage facilities (1 .5 Mt). Randolf AFB, TX:Aw Training Command Headquarters (.25 Mt).
Garyville, LA: Oil refining and storage facilities (.75 Mt). Arlington, VA: The Pentagon (.5 Mt, ground burst).
Norco, LA: Oil refining and storage facilities (1 Mt). Quantico, VA: Presidential Emergency Facility (.5 Mt, ground
Belle Chase, LA: Oil refining and storage facilities (. 75 Mt). burst).
Convent, LA: Oil refining and storage facilities (.75 Mt). FoltA P. Hill, VA: Presidential Emergency Facility (.5 Mt, ground
West Lake, LA: Oil refining and storage facilities (.5 Mt). burst).
Meraux, LA: Oil refining and storage facilities (.25 Mt). Norfolk/Portsmouth, VA: Atlantic Command Headquarters, port
Shreveport, LA: Industrial facilities (250 Kt). and facilities (1 Mt).
Washington, DC: Presidential sheher at the White House (.25 Femda/9, WA: Oil refining and storage facilities (.5 Mt).
Mt, ground burst). Anacolfes, WA: Oil refining and storage facilities (.5 Mt).
Andrews AFB, MD: Presidential Emergency Facility (.5 M1, Fairchild AFB, WA: 47th Air Division Headquarters (.5 Mt).
ground burst). Wa"en AFB, WY: 4th Air Division Headquarters (1 Mt).

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.

Canadian Nuclear Targets


The following areas were subjected to nuclear strikes (provin- Halifax, NS: Oil refining and storage facilities/Maritime Com-
cial abbreviations are standard): mand Headquarters (1.5 Mt).
Bowden, Alta: Oil refining and storage facilities (500 Kt). Point Tupper, NS: Oil refining and storage facilities (750 Kt).
Calgary, Alta: Oil refining and storage facilities (1 Mt). Chalk RiV9t; Ont: Nuclear electrical power plant (500 Kt).
Edmonton, Alta: Oil refining and storage facilities (1 Mt). Hamilton, Ont: Industrial facilities (1 Mt).
CFB Chilliwack, BC: Staging area for Canadian and American North Bay, Ont: Air Defense Command Headquarters (750 Kt).
troops (750 Kt). Ottawa, Ont:Canadian Forces Headquarters.'Communications
CFB Comox, BC: Staging area for Canadian and American Command Headquarters (1.5 Mt).
aircraft (750 Kt). Toronto, Ont: Oil refining and storage facilities (2 Mt).
Fort St. John, BC: Oil refining and storage facilities (750 Kt). Tf9nton, Ont: Air Transport Command Headquarters (750 Kt).
Nanaimo, BC:Parliarnentary Emergency Facility (500 Kt, ground Samia, Ont: Oil refining and storage facilities (1. 75 Mt).
burst). Windsor. Ont: Industrial facilities (1 Mt).
Prince George, BC: Oil refining and storage facilities (500 Kt). Montreal, PO: Oil refining and storage facilities/Mobile Com-
Vancouver. BC: Oil refining and storage facilities (1 Mt). mand Headquarters (2 Mt).
VICtoria, BC: Provincial capitaVMaritime Forces Pacific Head- Oueb6c, PO: Oil refining and storage facilities (1 Mt).
quarters (1.5 Mt). Kamsack, Sask: Oil refining and storage facilities (750 Kt).
Winnipeg, Man: Training Command Headquarters (750 Kt). Lloydminster. Sask: Oil refining and storage facilities (750 Kt).
Saint John, NB: Oil refining and storage facilities (1 Mt). Moose Jaw, Sask: Oil refining and storage facilities (1 Mt).
Come By Chance, NFLD:Oil refining and storage facilities (750 Regina, Sask: Oil refining and storage facilities (1 Mt).
Kt). Yellowknife, YT: Northam Region Headquarters (500 Kt).

236

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

U.S.S.R. Nuclear Targets


Moscow, RSFSR: Moscow Military District HQ, warship construction facilities (1 Mt).
Moscow Air Defense District HQ (6x500 Kt) . Nikolayev, UkSSR: Port and warship construction fa-
Leningrad, RSFSR: Leningrad Military District HQ, cilities (1 Mt).
Leningrad Military Production Center (900 Kt). Vladivostok, RSFSR: PacifiC Fleet HQ (1.8 Mt).
Kiev, UkSSR: Kiev Military District HQ, Kiev Military Komsomol'sk, RSFSR: Komsomol'sk Military Pro-
Production Center (500 Kt). duction Center (1 Mt).
Sverdlovsk, RSFSR: Ural Military District HQ, Ural Petropavlovsk, RSFSR: Submarine base SLBM stor-
Military Production Center (1 Mt). age center (2 Mt, ground burst).
Tblisi, GSSR: Transcaucasus Military District HQ, Pervomayslc, UkSSR: 5S-191CBM Complex HQ (2 Mt,
petroleum production and refining facilities, Su-25 air- ground burst).
frame plant (900 Kt). Teyko\10, RSFSR: SS-27 ICBM Complex HQ (2 Mt,
Baku, ASSR: Baku Air Defense District HO, petro- ground burst).
leum production and refining facilities (1 .8 Mt). Kostroma, RSFSR:SS-171CBM Complex HQ (2 Mt,
Minsk, BSSR: Byelorussian Military District HQ, ground burst).
Byelorussian Military Production Center (900 Kt). Dombarovskly, RSFSR: SS-181CBM Complex HQ (2
Tashkent, UzSSR: Turkestan Military District HQ, Mt, ground burst).
Southern TVD HQ (500 Kt). Kartaly, RSFSR: SS-18 ICBM Complex HQ (2 Mt,
L'vov, UkSSR:Carpathian Military District HQ (600 Kt). ground burst).
Alma-Ata, KSSR:Central Asian Military District (500 Aleysk, RSFSR: SS-18 ICBM Complex HQ (2 Mt,
Kt). ground burst).
Rostov-na-Donu, RSFSR: North Caucasus Military Uzhur, RSFSR: SS-18 ICBM Complex HQ (2 Mt,
District HQ, North Caucasus Military Production Center ground burst).
(1 Mt). Olovyanneya, RSFSR: SS-26 ICBM Complex HQ (2
No\IOslblrsk, RSFSR: Siberian Military District (500 Mt, ground burst).
Kt). S\IObodnyy, RSFSR:SS-261CBM Complex HQ (2 Mt,
Chita, RSFSR: Transbaikal Military District HQ, ground burst).
Transbaikal Military Production Center (500 Kt). Yoshskar-0/a, RSFSR: SS-25 ICBM Complex HQ (2
Kuybyshev RSFSR:Volga Military District HQ, Volga Mt, ground burst).
Military Production Center, petroleum production and Perm, RSFSR: SS-26 ICBM Complex HQ (2 Mt,
refining facilities (3 Mt). ground burst).
Plesetsk, RSFSR: Recon satellite launching facilities Volgograd, RSFSR: Petroleum production and refin-
(1 Mt). Ing facilities, Volgograd military production center (1 .5
Lenlnsk-Tyuratam, KSSR: Recon satellite launching Mt).
facilities (2 Mt). Astrakhan, RSFSR: Petroleum production and refin-
Kapustin Yar, RSFSR:Secondary satellite launching Ing facilities (900 Kt).
facilities (500 Kt). N/zhnly Tagil, RSFSR:MIIitary production center (1 Mt).
Ramenskoye, RSFSR:Aircraft test facilities (300 Kt). Syzran, RSFSR: Petroleum production and refining
Sary-Shagan, KSSR: Advanced weapons research facilities (1 Mt).
facility (2 Mt). Omsk, RSFSR:Transportation hub (500 Kt).
Murmansk-Severdmorsk, RSFSR : Red Banner Irkutsk, RSFSR: Petroleum production and refining
Northern Fleet HQ, SLBM storage center, naval stor- facilities (1.5 Mt).
age base (1 .5 Mt). Ablnvl8llona: RSFSR: ~..... Soviet Federalad Socia{lll RepWiic:
Kalinlngrad RSFSR: Baltic Fleet HQ (300 Kt). UkSSR. KSSR, GSSR. ~ BSSR. UzSSR:Uklainian, Kazakh, Georg!M,
Sevastopol, UkSSR: Black Sea Fleet HQ, port and ~. B)oaloruuian, and Uzbek Soviet Sociaill Republic, reapec:Miy.

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

Middle East Africa Central And South America


Iran: The Kurds, Baluchis, and Armenians Except for petroleum-producing areas, the The oil-producing areas of the Caribbean
are effectively independent. The remainder of bulk of the continent escaped the war, but were severely damaged by nuclear and/or
the country is in anarchy because of military prewar events combined with global chaos conventional attacks, largely in an effort to
activity involving the U.S. and the Soviets (who have taken their toll. The artificial borders deny them to the enemy. The war and the
retain cantonments and small organized re- imposed on tribal and cultural groups by co- global depression have removed all outside
gions in the south and north respectively). lonial powers over a century before have influences in the region, and civil wars have
Israel: A central government remains in largely vanished, and subsaharan Africa has been the result in practically every country.
control {organized, cantonments), but the split into myriad small feud ing tribal and quasi- Guerrilla organizations such as the Shining
shaky peace between various factions (both tribal groups. These areas are a mixture of Path in Peru have taken advantage of the
religious and political) is beginning to fall apart organized, independent, insular and anarchy, chaos to attempt coups in their respective
under the strain of the postwar chaos. with areas between them disputed, terrorized, countries-some with success.
Arabia: Although many of the oil refiner- or devastated. Cuba : Upon the retirement from office of
ies of the Arabian Peninsula are destroyed, a The nations of the Mediterranean coast Fidel Castro in the m id-1990s, the more
few remain operational {atthough at less than have submerged into almost complete dev- moderate Miguel Hernandez took his place.
10% of their prewar capacity). The coastal astation and anarchy. The closest things to When the Sino-Soviet War began, Hernan-
cities are organized; the inland deserts are in government in this area are the small city-state dez gave his verbal support to the U.S.S.R.
anarchy. groups clustered around harbors, w hich serve When German troops entered Poland, the
The governments of other nations in the as cantonments/bases for the merchants- Cubans became increasingly nervous and
region have been placed under severe strain, cum -pirates who have begun to infest th e began to fear that Soviet troops remaining on
and several have lost effective control. In all western Mediterranean. A few oil wells in north the island might make them a target for the
cases, governments have been forced to take Africa are still producing a trickle of oil, but no United States' wrath. In 1998, with the elec-
extreme measures to remain in power, and it one is really in a position to exploit them, and tion of a partly Marxist PRIIPPS coalition in
is an open question how long this situation can no sizable refinery exists closer than Roma- Mexico, the opportunity for the Cubans to get
continue before something cracks. nia. rid of their guests and the opportunity for the

240

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW
small strategic nuclear weapons, although an lamination quickly falls off overtime, and the
Environmental occasional crater, usually in a major city, is main danger from the impact crater will be
Hazards due to a larger strategic nuclear weapon.
For tactical and small strategic weapons
from heavily irradiated metal remaining in the
crater area. A character in a crater area suf-
Given the fact that the world has gone with yields ranging from 100 to 750 kilotons, fers 106 rads per minute. If he is riding in an
through a major nuclear exchange and a to- the apparent impact crater is about 100 to 400 open vehicle, this is reduced by half, and if
tal breakdowr1 of sanitation and public health, meters in diameter and is 20 to 70 meters he is riding in an enclosed armored vehicle,
just walking around can be dangerous, even deep. For larger strategic devices with yields it is reduced by a factor of 1o. If he is travel-
when nobody is shooting at you. ranging from one to 10 megatons, the appar- ling in a radiologically shielded vehicle, it is
ent crater is from 200 to 800 meters in diam- reduced by a factor of 100. The type of NBC
RADIATION eter and from 50 to 150 meters in depth. The protection a vehicle provides (Open, En-
Nature has a way of repairing itself, and term "apparent• is used deliberately; it refers closed or Radiologically Shielded) is noted on
two years after a major nuclear exchange to the diameter of the apparent (visible) cra- that vehicle's data card. The referee may
most of the severe radiation hazards will be ter. An area of about twice the visible diam- choose to ignore the accumulation of frac-
gone. The most dangerous areas are the eter has been completely shifted and dis- tional rads.
actual blast craters of warheads that, by ac- rupted and is as radioactively dangerous as Effects of Exposure: Exposure to lower
cident or design, detonated following aground the visible crater itself. levels of radiation will produce temporary ill-
strike. Since most weapons achieve their best In the two years following the strikes, ero- ness, while higher levels can kill. All exposure
destructive effects from air bursts, ground sion has reduced the apparent diameter to is cumulative. When a character's accumu-
strikes would be rare if not for the sheer vol- some extent and has reduced the depth con- lated rads reach or surpass 50, he must be
ume of warheads exchanged. siderably. Many smaller craters are shallow checked for radiation illness. Thereafter, each
On a 010 roll of 5 or less, a major city will depressions in the ground, but the lack of time the character accumulates one or more
contain 106 impact craters. On a 010 roll of vegetation should alert characters to the po- rads he must be checked for radiation illness.
two or less, a city will contain one impact era- tential danger if they do not have Geiger However, the character is checked for radia-
tar. Occasionally, craters are found in the counters or other radiation-monitoring equip- tion illness only once perdayon each day that
countryside, the site of a tactical strike against ment. he accumulates additional rads.
an army unit, and the crater may have der- Every impact crater had an initial radiation The Radiation Illness Chart on page 243
elict (and radioactive) vehicles and equipment level of about 6000 rads, an immediately fa- gives the multipliers used to determine the
nearby. Most craters are due to tactical and tal dosage. However, most radioactive con- chances of illness and death from exposure

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

DISEASE DESCRIPTIONS Base Recovery Number: 21. Phase II: 7 days.


Understanding diseases is very important. Failed Recovery Death Probability: 2 Base Recovery Number: 24.
The following section details diseases, in- Postrecovery Debility: 4 weeks. With Failed Recovery Death Pro bability: 5
cluding their transmission, symptoms, d iag- treatment, fatigue at level2; without, fatigue Postrecovery Debility: 2 weeks. With
nosis, misdiagnosis, treatment, course, failed at level3. treatment, fatigue at level1 ; without, level2.
recovery death probability, and postrecovery
debility. Hepat itis-A Pneumonia
Transmission: Contact, contaminated Transmission: Contact, airborne (par-
Dysentery food and/or water. Infection Number 4. ticles coughed or sneezed into the air). Infec-
Transmission : Contaminated food and/or Symptoms: General body pain, fever, tion Number 5.
water. Infection Number 3. malaise. Symptoms: Cough, fluid-filled lungs, fe-
Symptoms: Abdominal pain, diarrhea. Diagnosis: Formidable. ver, chest pain, general discomfort.
Diagnosis: Difficult. Misdiagnosed As: Minor disease. Diagnosis: Difficult.
Misdiagnosed As: Cholera, or minor dis- Treatment: Relieve pain and fever (+2). Misdiagnosed As: Minor disease, plague.
ease. Course of the Disease: Treatment: There are many different sorts
Treatment: Replace fluids (+3), relieve Incubation: 106 weeks. of pneumonia, and treatments vary. Pain and
pain (+ 1). Phase 1: 3 days. fever relief (+2). To determine further treat-
Course of the Disease: Phase II: 5 days. ment, roll 1D1 0: 1-2-antibiotic+; 3-5-antibi-
Incubation: 1-3 days (1 D6+2). Base Recovery Number: 18. otic- (both at +3); 6-10-no other measures
Phase 1: 3 days. Failed Recovery Death Probability: 1 have any effect (but symptom relief has +3).
Phase II: 7 days. Pos trecovery Debility: 2 weeks. With If antibiotics have effect, antibiotic± is +2.
Base Recovery Number: 19. treatment, fatigue at level1 ; without, at level Course of t he Disease:
Failed Recovery Death Pro bability: 1 2. Incubation: 1D6 days.
Post recover y Debility: 7 days. With Phase 1: 5 days.
treatment, fatigue at level 1 base; without, Food Poisoning Phase II: 9 days.
level2. Trans mis sion: Contaminated food. In- Base Recovery Number: 21.
fection Number 4. Failed Recovery Death Probability: 1
Cholera Symptoms: Severe abdominal pain, ab- Po strecovery Debility: With treatment,
Transmission: Contaminated food and/or dominal cramps, slight fever. none; without, level1 fatigue for 1 week.
water. Infection Number 5. Diagnosis: Difficult.
Symptoms: Abdominal pain, fever, diar- Misdiagnosed As: Cholera. Typho id Fever
rhea. Treatment: Relieve symptoms (+2). To Transm ission : Contact, contaminated
Diagnosis: Difficult. determine further treatment, roll 1D1 0: 1-2- food and/or water. Infection Number 4.
Misd iagnosed As: Dysentery. specific antitoxin (+6); 3-5-antibiotic+; 6-8- Sympto m s: Severe fever, pain, cough,
Treatment: Intravenous fluids (+3); anti- antibiotio- (both at +3); 9-1 0-no other mea- apathy.
biotic- (+2); relieve pain and fever (+2); anti- sures have any effect (but symptom relief has Diagnosis: Formidable.
biotic+ (no effect) ; antibiotic± (+ 1). +4). If antibiotics have effect, antibiotic± has Misdiagnosed As: Pneumonia, plague.
Course of the Disease: effect at +2. Treatm ent : Antibiotic- (+4); antibiotic±
Incubation: 1 day. Course of the Disease: (+2); antibiotiC+ (no effect).
Phase 1: 3 days. Incubation: 1 day. Course of the Disease:
Phase II: 3 days. Phase 1: 2 days. Incubation: 1D6+2 days.

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

TRIPODS 12.7tnm B (12.7x83mmR Bloc): Prlce:$35per ANmANK MISSILES


NHT (NATO Heavy Tripod): Aio9:$350 (CIS). case(SIC). 152mm HEAT (Tank Breaker): Price: $1000
NLT (NATO Ught Tripod): Aio9: $200 (CIS). .50 BMG (12.7x99mm Browning Machine- eacn (SIR).
NMT (NATO Medium Tripod): Prlc9: $200 gun): A1cs:$35 per case (CIS). 152mm HEAT (TOW2A): A'ic6:$1500 (SIR).
(SIR). .50 SLAP (12.7x99mm Saboted Ught Armor 152mm HEAT(TOW2B): A'ic6:$2100(RI-).
PHC (Pact Heavy Carriage): Prlc9: $1000 Piercing): A1cs:$60 per case (SIR). AT-3 " Sagger": Price:$1200 (RIS).
(RIS). 14.5mm B (14.5x114mm Bloc): A1ce:$30 per AT-4 "Spigot": A'ic6: $750 (RIS).
PLT (Pact Ught Tripod): A'ic6:$250 (SIC). case (SIC). AT.S " SJ-ldrel": A'ic6:$1200 (RIS).
PMT (Pact Medium Tripod): Aio9:$300 (SIC). 12 Gauge (12-Gauge All-Brass): A'ic6: $100 AT-7 "Saxhorn": A'ic6:$1200 (-lA).
per case (CIC). AT-8 " Songster" : Prioe:$2000 (SIC).
AMMUNmON AT-10 ATGM: Prlce:$2000 (-lA).
Magames are purcnased sepaf'ately and cost HAND GRENADES ~flllclcs ATGM: Price: $2500 (RIS).
$1 per lhree rounds of capacity, except the 10Cl0- Fragmentation: A'ic6:$4 each, $100 per case MILAN II: Aio9: $3000 (CIS).
round ctum for 5.56mm N, which costs $200. (CIC). MILAN 11-T: Aio9:$4500 (CIS).
Chemical: A'ic6: $3 eactl, $40 per case for HOT: Price: $5500 (SIR).
SMALL ARMS AND MACHINEGUNS smoke, doubleprices forirritant(smoke, CIS;irritant, SWingfire: Price:$3000 (SIR).
Longbow Arrow: Price: $50 per 24 (C/C). SIR). 127mm HEAT (Dragon PIP): PricB:$1200
Crossbow Bolt: Aio9: $30 per 24 (CIC). Antitank: Aice:$10 each, $120percase (RIS). (RI-).
Loose Bled< Powder and Ball: Aice:$25 per Concussion: Pric9: $4 each, $70 per case
40 (CIC). (CIS). AUTOCANNONROUNDS
4.7tnmCis (4.7x21 mmcaseless):Aio9:$1300 Thennite: Prlce:$1 Oeactl,$140percase (SIR). 23mm API: A'ic6: $500 per case (SIC).
per case (SIR). WP (Whita Phosphorus): Prlc8:$20eacn, $280 23mm HE: Price: $500 per case (SIC).
5.45mm B (5.45x39mm Bloc): Price:$1 00 per per case (SIS). 25mm API: Price: $650 per case (CIS).
case (CIV). 25mm HE: A'ic6: $650 per case (CIS).
5.56mm N (5.5&<45mm NATO): Aio9:$1 00 per GRENADE LAUNCHER ROUNDS 25mm APDU: Prioe: $2500 per case (SIR).
case, $200 per errpty chJm (V,C). 30mm HE: Prlce:$3 each, $75 per ctum (RIC). 30mm API: A'ic6: $750 per case (SIC).
.22LR (5.7x17mmR Long Rifle): Aio9:$225 40mm HE: Price:$4 each, $200 per case (CIS). 30mm HE: A'ic6:$750 per case (SIC).
per case (CIS). 40mm HEDP: Price:$5 eacn, $250 per case 40mm HE: A'ic6: $6000 per case (CIS).
7.5mm MAS (7.5K54mm MAS): Aio9:$30per (SIR).
case (RIA). 40mm CHEM: ~: $4 eactl, $150 per case, LARGE-CALIBER ROUNDS
7.62mm T (7.62x25mm Tokarev): Aio9: $250 (SIR). 100mm APDS-T: Price:$750 (-lA)
per case (RIS). 40mm ILLUM: Price:$6eacn, $225 per case 100mm APHE: Prlce: $650 (-IS)
7.62mm S (7.62x39mm Short): Aio9:$80 per (SIR). 100mm HEAT: Aice:$650 (-IS)
case (SIC). 40mm HVHE: PricB:$6 each, $250 per case 100mm WP: A'ic6:$700 (-IS)
.30.30 (7.62x51mmR): PrlcB: $110 per case (SIR). 105mm HEAT: A'ic6:$600 (CIS).
(CIS). 40mm HVHEDP: Price: $10 eacn, $400 per 105mm APFSDS: Aice:$600 (SIR).
7.62mm N (7.62x51 mm NATO): Price:$65 per case (SIR). 105mm APDU: A'ic6:$1000 (AIR).
case (CIS). 40mmF1echette:Price:$5each,$720percase 105mm WP: A'ic6: $1000 (AIR).
7.62mm L(7.62x54nVnR Long): Aio9:$70 per (RI-). 105mm Flech(LC): Prlce: $700 (SI-)
case (SIC) . 120mm HEAT: A'ic6:$800 (CIS).
.30-06 (7.62x63mm): Prlce:$80 per case (SIR). ROCKETS 120mm APFSDS: Prlce:$800 (SIR).
.32ACP(7.65x17tnmSR): Price:$150percase Folgore HEAT: Price:$120 (CIS). 120mm APDU: Prlce: $1 500 (AIR).
(SIS). 58.3mm HEAT: Prlce:$50 eacn, $125 per case 120mm WP: Aice:$1000 (AIR).
8mm M (7.92K57mm MauMr): Aice:$30 per (RIS). 125mm HE: Price:$800 (SIC).
case (SIS) . 82mm SMAW HE: Prlce:$75 each, $350 per 125mm HEAT: Prlce:$800 (RIS).
. 380 ACP (9x17mm): Prlc9: $125 per case case (SI-). 125mm APFSDS: Prlce:$800 (SIR).
(CIS). 82mm SMAWHEAT: Price:$75 each, $350per 125mm APDU: Prlce:$1500 (AIR).
9mm M (9x18mm Makarov): Prlce:$200 per case(SI-). 125mm Powder Charge: Prlce:$80 (SIC). ,
case (SIC). 84mm HEAT: A'ic6:$120 (CIS).
9mm P(9x19mm ParabeUum): Prlce:$225per 89mm HEAT: Price: $175 (RI-). HOWTTZER ROUNDS
case (VIC). 122mm HE: A'ic6:$350 (SIC).
.38 Special (9x29mmR): A'ic6: $175 per case RIFLE GRENADES 122mm HEAT: A'ic6: $500 (RIS).
(SIR). HEAT: Price:$12 each, $100 per case (SIR). 122mm ICM: A'ic6:$2000 (RIA).
.357 Magnum (9x33mmR): Price: $500 per WP: Price: $25 each, $200 per case (SIR). 122mm WP: A'ic6: $700 (RIS).
case (RI-). 140mm RAW (Rifle Assa.llt Weapon) HE: 122mm CHEM: A'ic6:$350 {RIS).
10mm (10x24mm): A'ic6:$85 per case (RI-). Price: $50 eactl (SIR). 122mm ILLUM: A'ic6:$350 (RIA) .
•44 Magnum (11 ,2)c32.8mmR): Prlc9: $550 per 140mm RAW (Rifle Assallt Weapon) HEAT: 122mm Powder Charge: Price: $40 (CIV).
case (RI-). Price: $100 each (SIR). 152mm HE: Prlce:$500 (SIC).
•45 ACP (11 .43x23mm):Prlce: $63 per case 152mm HEAT: A'ic6:$750 (RIS).
(SIR). 152mm ICM: A108:$3000 (RIA).
152mm WP: Prlce:$1000 (RIS).

249

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Combat Charts GDW

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

llllllf) Ill~(~() Ill) 11()lliiS


Magazine Magazine Magazine Magazine Magazine

DOD DOD DOD DOD DOD


00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
00000 00000 00000 00000 00000
Caliber_ Caliber_ Caliber_ Caliber_ Caliber _

so-Round Belt so-Round Belt so-Round Belt 100-Round B!i!ltl 100-Round Belt/

00000 00000 00000 DDDDDDDDDD


00000 00000 00000
DDDDDDDDDD
DDDDDDDDDD DDDDDDDDDD
00000 00000 00000 DDDDDDDDDD DDDDDDDDDD
00000 00000 00000 DDDDDDDDDD DDDDDDDDDD
00000 00000 00000 DDDDDDDDDD DDDDDDDDDD
00000 00000 00000 DDDDDDDDDD DDDDDDDOOD
00000 00000 00000 DDDDDDDDDD DDDDDDDDDD
00000 00000 00000 DDDDDDDDDD DDDDDDDDDD
DDDDDDDDDD DDDDDDDDDD
00000 00000 00000 DDDDDDDDDD DDDDDDDDDD
00000 00000 00000 Type/Caliber_ Type/Caliber- -
Caliber_ Caliber_ Caliber_

Nl1 (~ lll~(~f)lll) 11f)lliiS


NPCH: In Weapon NPCH: In Weapon
Experience: Experience:
Physical Attributes: DOD Physical Attributes: DOD
Combat Assets 0 0 000 Com bat Assets 00000
Other Assets 00000 Other Assets 00000
Skills: 00000 Skills: 00000
Initiative: 00000 Initiative: 00000
Weapon: Weapon:
Magazines:
00000 Magazines: 00000
Special: 00000 Special: 00000
Wounds Wounds
0000 0000000000000000 0 00000000000000 00000
000000 00000000000000 00000 00000 0000000000
NPCH: In Weapon NPCH: In Weapon
Experience: Experience:
Physical Attributes: DOD Physical Attributes: ODD
Combat Assets 00000 Combat Assets 00000
Other Assets 00000 Other Assets 00000
Skills: 00000 Skills: 00000
Initiative: 0 0 000 Initiative: 00000
Weapon: Weapon:
Magazines:
00000 Magazines:
00000
Special: 00000 Special: 00000
Wounds Wounds
00000000000000000000 00000000000000000000
00000000000000000000 000000 00000000000000

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

Erin Tabakovic (Order #36286371)


GDW Small Arms Firing Charts Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Small Arms Firing Charts GDW

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

Erin Tabakovic (Order #36286371)


GDW Small Arms Firing Charts Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Heavy Weapons Firing Charts GDW

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

Erin Tabakovic (Order #36286371)


GDW Heavy Weapons Firing Charts Twilight: 2000

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.

Submunltlon (ICM) Attack


Round Close Adjacent Concussion Burst Pen
120mm ICMOP 1-2 1-2 3 15 4C
122mm ICM 1-3 1-2 3 15 Nl
152mm leM 1-4 1-3 3 15 Nil
155mm leMOP 1-4 1-3 3 15 4e
203mm ICMOP 1-5 1'"" 3 15 4C
ICM DII'Kt Hit Chence: Personnel, 1; vehlde, 1-5 an 1010.

259

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

Vehicle Damage Resolution


Psn-AV Result
0 or less No effect
1 to 10 1 minor damage result
11 to 20 2 minor damage results
21 to 40 1 major damage result
41 to 60 2 major damage results
61 or more 3 major damage results

P(m-AV: Penetration minus Armor Value.

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

Major Major Major


Dis Result Dis Result Dis Result
1 2 crewmembers 1 Main armament 1 2 crewmembers
2 Rudder/screw 2 Main armament 2 2 crewmembers
3 Engine 3 2 crewmembers 3 Fire
4 Fuel 4 2 crewmembers 4 Fire
5 Ammo 5 Ammo 5 Ammo
6 Minor hull 6 Fire 6 Major hull

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

Erin Tabakovic (Order #36286371)


GDW Character Generation Twilight: 2000

Language List

Slavic Serbo-Croat
Bulgarian*
Slovenian
Macedonian

*Eastern Bloc language.


t These two languages (Mandarin and
Cantonese) are mutually unintelligible in
Parsi their spoken form, but they are 100% intel-
(Persian) ligible in their written form.

261

Erin Tabakovic (Order #36286371)


Twilight: 2000 Character Generation GDW

Equivalent Ground Forces Ranks In Selected Armies


U.S. Arm~ British Arm~ German Arm~ Czech Arm~
Private Private Soldat Vojin
Spec4 Lance corporal Gefreiter Svobodnik
Sergeant Corporal Unteroffizier Desatnik
Staff sergeant Sergeant Feldwebel Cetar
Platoon sergeant Staff sergeant Oberfeldwebel Rotny
Master sergeant Sergeant major Stabsfeldwebel Rotmistr
Sergeant major Regt. sergeant major Hauptfeldwebel Nadrotmistr
2nd lieutenant 2nd lieutenant Leutnant Porucik
1st lieutenant 1st lieutenant Oberleutnant Nadporucik
Captain Captain Hauptmann Kapitan
Major Major Major Major
Lieutenant colonel Lieutenant colonel Oberstleutnant Podplukovnik
Colonel Brigadier Oberst Plukovnik

U.S. Arm~ Bulgarian Arm~ Hungarian Arm~ Polish Arm~


Private Rednik Honved Szeregowiec
Spec4 Efreytor OrvezetO Starszy szeregowiec
Sergeant Mladshi serzhant Tizedes Plutunowy
Staff sergeant Serzhant SzakaszvezetO Sierzant
Platoon sergeant Starshi serzhant Ormester Starszy sierzant
Master sergeant Starshina TOrzsOrmester Sierzant sztabowy
Sergeant major FOtOrzsOrmester Starszy sierzant sztabowy
2nd lieutenant Leytenant Had nagy Podporucznik
1st lieutenant Starshi leytenant FOhadnagy Porucznik
Captain Kapitan Szazados Kapitan
Major Mayor Ornagy Major
Lieutenant colonel Podpolkovnik Alezredes Podpulkownik
Colonel Polkovnik Ezredes Pulkownik

U.S. Armr_ Romanian Armr_ French Armr_ Soviet Armr_


Private Soldat Soldat Armeyets
Spec4 Soldat-fruntas Capo raJ Yefreytor
Sergeant Sergeant Sergent Serzhant
Staff sergeant Sergeant major Sergent Serzhant
Platoon sergeant Plutonier Sergent Starshiy serzhant
Master sergeant Plutonier major Sergent Starshina
Sergeant major Plutonier adjutant Sargent-chef Starshina
2nd lieutenant Locotenent Sous-lieutenant Mladshiy leytenant
1st lieutenant Locotenent major Lieutenant Starshiy leytenant
Captain Captain Captaina Kapitan
Major Major Major Major
Lieutenant colonel Locotenent colonel Lieutenant colonel Podpolkovnik
Colonel Colonel Colonel Polkovnik

262

Erin Tabakovic (Order #36286371)


GDW Character Generation Twilight: 2000

U.S. Enlisted and NCO Ranks


Arm~ Marines Navy Air Force
Private Private Seaman Airman
Spec4 Lance corporal Petty office r 3rd class Senior airman
Sergeant Sergeant Petty officer 2nd class Sergeant
Staff sergeant Staff sergeant Petty officer 1st class Staff sergeant
Platoon sergeant Gunnery sergeant Chief petty officer Technical sergeant
Master sergeant Master sergeant Senior CPO Master sergeant
Sergeant major Sergeant major Master CPO First sergeant

Army/Nationality/Native Language Vehicles


u.s. Gennan Language Die
1
Vehicle
3/•·ton truck
American English German German 3/•-ton truck
2
(2 Spanish) Danish
3 HMMWV
(1 German) Danish Danish
polish (Eastbloc army) 4 HMMWV
(1 Italian)
5 HMMWV
(1 Polish) Polish Polish
(1 Yiddish) 6 2'12-ton truck
Hunaarlan (Eastbloc army>
7 2 1/2-ton truck
British Hungarian Hungarian
8 5-ton truck
English English (1 German)
Welsh English 9 5-ton tank truck
(1 Romany)
(2 Welsh) 10 LAV-25
Czech CEastb!oc army> M1 13A3
11
Scottish English Czech Czech
(3 Scots Gaelic) 12 M9nHEM1T
(2 Slovak)
Irish 13 M2A2 Bradley
English (1 Hungarian)
(2 Gaelic) (1 Romany) 14 M2A2 Bradley
15 M1
Canadian Slovak Czech
Anglo-canadian English 16 MBAGS
(8 Slovak)
17 M1A1
(3 French) (1 Hungarian)
French-Canadian French (1 Romany) 18 M1A2
{3 English) Soviet (Eastbloc army) This table is tor us personnel. The ,.,_
See Soviet Nationalties List. eree may substitute equivalent whlc:lea for
other nalionalitielu nec:euay.

Soviet U.S. Commissioned Secondary Activities


Nationalities Officer Ranks Acrobatics (dance Of' gymnastics)
Archery
Climbing (rock climbing)
Russian Kazakh Na vy Others CON +1 (jogging)
Disguise (neighborhood theater)
Azerbaijani Chuvash Ensign 2nd lieutenant Early Fireanns (histOf'ical re-enactment)
EDU +1 (adult education/night school)
Ukrainian* Armenian Lt. junior grade 1st lieutenant Ground Vehicle (MotOf'cycle)
Ground Vehicle (Wheeled)
Lieutenant Captain
Byelorussian* Estonian Language
Lt. commander Major Medical (Trauma Aid) (CPR and first aid lessons)
Georgian Kirgiz Commander
Observation (bird watching)
Lt. colonel Parachute (skydiving)
Uzbek Tartar Pilot (flying lessons)
Captain Colonel Riding
Lithuanian Mordvinian Scuba (skindiving)
Small Arms (target shooting)
Romanian Taijik NCO Skills Small Watercraft (boating)
Snow Skiing
Latvian Turko man STR +1 (weight lifting)
Leadership Survival (camping)
Swii'TVTling
*Ukrainians and Byelorussians Instruction Tracking (hunting)
also speak Russian. Persuasion Unarmed Martial Arts

263

Erin Tabakovic (Order #36286371)


Twilight: 2000 Character Generation GDW

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

Erin Tabakovic (Order #36286371)


GDW Character Generation Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Character Generation GDW

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

Erin Tabakovic (Order #36286371)


Character Generation Worksheet
1. Name _ _ _ _ _ __ 1. Careers 10. Rads Military-~10;:::-6;:;--pe
-r--::2:-xl,.....n""
iti""""'at"'""iv-e-
. -
1st Term ~------------==------=:---
2. Gender Scndry Act _ _ _ _ _ Promo?
Contact
Civilian-1 D6x 1D 10.

3. Nationality _ _ _ __ 2nd Term - - - - - - -- - -


Scndry Act _ _ _ _ Promo?
11. Age A~ge--~1~7-+(~TI~er-m-~-4~)--.---

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.)

Roll Adj Final


8. Skills
Skill Name Level
8 49 y
y
y
y
y
y
Attribute 9 53
10 57 y y y
Strength (STR) y y y
11 61
Agility (AGL) 12 65 y y y y
• Background Skills
Constitution (CON) ___ •• First Term Package

Intelligence (INT)

Education (EOU) 12. Hit Capacity Head-co-~N.,...


x-=-2.----

Charisma (CHA) Chest-(STR+CON)x3.


Other-(STR+CON)x2.
Roll: Roll/allocation Adj: Adjustment.
13. Weight
6._______
Background Skills
+2
MaTe-80;;+-.(4'x"(S"'T""R-....-.A"'G~L).,].­
Female-65+(4x(STR-AGL)].
_______ +2
_ _ _ _+2
_ _ _ _ +2 14. Load -:--:--:-=----
Load-3x(STR+CON).

Background Skill List


15. Throw Range
Throw range-4·-x""'S-;T""'
R-.- -
• Language* 9. Initiative __,,.,-----:-;:,-::----
Regular military-1 06.


Swimming
Ground Veh icle (Wheeled)
Reserve military-1 06+2, round up. 16. Unarmed COmbat Damage
Drafted military, Civilian-106+2,
• Computer round down. Unarmed combat damage.
• Unarmed Martial Arts Melee Combat (Unarmed)xSTR+ 10,
Initiative Modifiers: + 1 ranger, airborne, round down.
• Riding
special forces, force recon, sniper; -1 support,
• Survival air force enlisted, aviation enlisted, military 17. Equipment Allowance
• Small Watercraft intelligence, civilian.
These modifiers never modify a character's Equipment allowance-
• Ground Vehicle (Motorcycle)
Initiative to less than 1. 5000xmilitary terms, x2 if officer.
• Tracking
• Farming
•Language is \1\ additiol\ to any
native language(s) the character
has as a result of nationality choice.

Erin Tabakovic (Order #36286371)


Character Record Sheet
Player Age Initiative
Character Service Branch Rank
Nationality Weight Rads
Gender Throw Range Load

Attributes and Skills


Strength--------- Constitution - - - - - - - - - Agility _ _ _ _ _ _ _ __
Aircraft Mechanic - - - - - - Climbing _ _ __ _ _ _ _ _ __ Acrobatics - - - - - - --
Archery--------- Combat Engineer _ _ _ _ _ _ __ Fo r g e r y - - - - - - - - -
Armed Martial Arts _ _ _ _ __ Parachute - - - - - - - - - - Ground Vehicle (Motorcycle) _ _
Riding _ _ _ _ _ _ _ _ _ _ __ Ground Vehicle (Tracked) _ _ __
Autogun - - - - - - - - -
Granada Launcher _ _ __ __ Scuba _ _ _ __ _ _ _ _ _ __ Ground Vehicle (Wheeled) _ __
Heavy Artillery _ _ _ __ __ Small Watercraft _ __ _ _ _ __ Gunsmith - -- - - - - -
Heavy Gun _ _ _ _ _ _ __ Swimming - - - - - - - - - - Hovercraft _ _ _ __ _ __
Mechanic - - - - , - - - - - - - -- Intrusion _ _ __ _ _ _ __
Small Arms (Pistol) _ _ _ _ __ Machinist _ _ _ _ _ _ _ __
Small Arms (Rifle) - - - - - - Charisma - - - - - - - - - - Pilot (Fixed-Wing) - - - - - -
Thrown Weapon ...,---- - - - - Disguise _ _ _ _ _ _ _ _ _ __ Pilot (Rotary-Wing) _ _ _ _ __
Unarmed Martial Arts _ _ _ __ Instruction - - - - - - - - - - Snow Skiing _ _ _ __ _ __
Interrogation _ _ _ _ _ _ _ _ __ Stealth _ _ _ _ _ _ _ _ __
Education - - - - - - - - Language ( - - - - - - - ) _ _ Tac Missile - - - - - -- -
Biology _ _ _ _ _ _ _ __ Language ( ) __ Warhead _ __ _ __ __ _
Chemistry _ _ _ __ _ _ __ Language ( ) __
Civil Engineer _ _ _ _ _ __ Language ( ) __
Computer _ _ __ _ _ _ __ Language ( ) __ Intelligence--------
Electronics _ _ _ _ _ _ __ Language ( ) __ Farming _ _ _ _ _ _ _ __
Excavation - - - - - - - - Language ( ) _ _ Forward Observer _ _ _ _ __
Geology _ _ _ _ _ _ _ __ Language ( ) __ Navigation _ _ _ _ _ __ _
Medical (Diagnosis) _ _ _ __ Language ( ) __ Observation--------
Medical (Trauma Aid) _ _ _ __ Language ( ) __ Scrounging - - - - - - - -
Medical (Surgery) _ __ _ __ Lea d e r s h i p - - - - - - - - - - Survival _ _ _ _ _ _ _ __
Metallurgy _ _ _ _ __ _ __ Persuasion - - - - - - - - - - Tracking - - - -- -- --
Meteorology _ _ _ _ _ __ _

Contacts Hit Capacity Equipment

(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
:=·

Weight Load .__! ____.I I II II II J


'l,l\TJJ. Jf;JI'I,: Uoooo
2()()() U __:t.J.I
lL._____JI IL._____JI L._l____JI 1L..-

Erin Tabakovic (Order #36286371)


GDW Encounter Charts Twilight: 2000

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

Erin Tabakovic (Order #36286371)


GDW Encounter Charts Twilight: 2000

Settlement Attitudes (1 06) Settlement Crisis Urban Government


Die Attitude (1010) (1D6)
1 Friendly and curious ....::D;..:.;ie::............;:C~fl.:.:is.:.:is;......_ _ _ _ _ _ _. Die Type
1 Federated
2 Friendly and curious 1 Food shortage
2 Federated
3 Open to contact 2 Engineer needed 3 Popular council
4 Neutral 3 Ammunition shortage 4 Corrupt council
5 Neutral 4 Impending attack 5 Popular council
6 Suspicious 5 Internal unrest 6 Dictator
7 Frightened 6 Rampant corruption 7 Warlord
8 Defensive 7 Citizens kidnapped 8 Captive
9 Anarchy
9 Hostile 8 Mechanic needed 10 Captive
Terrttory Die Roll Modifiers: + 1, orga- 9 Epidemic, doctor needed 11 Anarchy
nized, devastated; +2, anarchy, disputed, 10 Disease, medicine needed Ten1tory Die Roll ModHiers: +2, inde-
cantonment; +3, insular, terrorized. pendent; +3, insular, disj:Xrted; +4, terrorized;
+5, anarchy.

Terrain Effects on Movement Urban Encounters


(1D6)
Unit OrJ.en Wood SwamP. Hill Mountain Wattr Die Dav Night
Humans N N N 1f2 1/4 1 None None
Animals N N 1f2 1f2 1/4 2 None None
Vehicles N 1f2 ,,4 1f2 1/e 3 None None
1f2 1f2 1f2 4 Patrol None
Hovercraft N N 5 Patrol Scavenger
Boats 1f2 N 6 Work gang Thugs
7 Refugee Gang
N:Normal. 8 Scavenger Primitives
- : Prohibited. 9 Primitives Dogs
10 Mob Gang
11 Gang Dogs
Government "J\'pe Die Roll Modlflers:
+1, corruj:X oouool; +2, captive, anarchy.
Foraging Settlement Size Die Roll Modifiers: +1,
Area Winter Spring SumiTJ8r Fall town; +2, city; +3, mapr city.
Wood/scrub 1 3 6 6
Meadow/swamp 0 1 2 2
Field 0 0 25 50
1
Fishing (1 D6x) /2 2 1 1

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%

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Twilight: 2000 GDW

New To Old, Old to New NEW SKILLS


lnthetransitionfrom Twlllght: 20002nd edition to Twilight: All the new skills are also in Traveller, and are compatible.
2000 2.2, we made quite a number of changes in skills, Acrobatics (AGL) : Acrobatics is totally new, but plays a
primarily to bring them into synch with Traveller: The New Era, vital roll in unarmed melee combat. Fighters who wish to make
but partly to make the system a little more rational. optimum use of their Unarmed Martial Arts skill will need
Acrobatics as well.
CHANGES TO OLD SKILLS Autogun: Autogun skill is o ne of the replacements for the
Civil Engineer: Civil Engineer becomes Construction, with- old Heavy Weapons skill, enabling the use of rapid-fire weap-
out any other changes. ons such as machineguns, autocannon, and full auto grenade
Fishing & Forage: Both of these skills are combined into launchers.
the new Survival skill, of which more below. Early Firearms (STR): Early Firearms is totally new, and
Heavy Weapons: We deleted Heavy Weapons skill and enables the use of archaic firearms such as the black powder
replaced it with several more specific skills: Autogun, Grenade pistol and the crossbow (the use of which has more in common
Launcher, Heavy Artillery, Heavy Gun, and Tac Missile. More with firearms than with archery).
on these below. This will enable players to fine-tune their Grenade Launcher (STR): Grenade Launcher skill is one
characters a little more, and make them unique. of the replacements for the old Heavy Weapons skill, enabling
Horsemanship: Horsemanship becomes Riding, without the use of grenade launchers and mortars (which can be
changing definition. understood better if you remember that one of the older names
Hunting Bow: Hunting Bow becomes Archery, with the for mortar is "Grenade Discharger").
change that it no longer covers crossbows. Heavy Anlllery (STR): Heavy Artillery skill is one of the
Lockplck : Lockpick becomes Intrusion, without changing replacements for the old Heavy Weapons skill, and covers the
definition. This makes it clearer that it covers all means of operatio n of indirect fire weapons.
breaking into locked places, not just picking locks. Heavy Gun (STR): Heavy Gun skill is one of the replace-
Medical: The old Medical skill has become a cascade: ments for the old Heavy Weapons skill, covering the use of
Medical (Diagnosis), Medical (Trauma Aid), and Medical (Sur- direct fire large-caliber weapons such as the main gun on a
gery). We feel this more accurately reflects the specialized tank.lt also covers recoilless rifles and direct fire antitank guns.
nature of medical practice in the game. Hovercraft (STR): Hovercraft is new, and covers the opera-
Melee Combat (Armed): Melee Combat (Armed) becomes tion of hovercraft. Hovercraft wor1< differently from other ve-
Armed Martial Arts, without c hanging definition. hicles, and we felt that they deserved their own skill.
Melee Combat (Unarmed): Melee Combat (Unarmed) Survival (INT): This is a skill from Traveller, and covers all
becomes Unarmed Martial Arts, without changing definition. aspects of staying alive and relatively healthy without the
Mining Engineer: Mining Engineer becomes Excavation, normal support apparatus civilization provides. Frankly, hav-
without changing definition. ing Fishing as a separate skill was a little too specialized, and
Motorcycle: Motorcycle becomes a cascade of Ground we felt that it was best combined into Survival, along with
Vehicle skill, or Ground Vehicle (Motorcycle), and thus shifts its Foraging.
controlling attribute from Constitution to Agility. We felt this was Tac Missile (AGL): Tac Missile skill is one of the replace-
more rational than having it and tracked and wheeled as ments for the old Heavy Weapons skill, covering guided
completely separate skills. tactical missiles such as TOW or MILAN.
Mountaineering: Mountaineering becomes Climbing, with-
out changing definition. SIZE RATINGS
Small Boat: Small Boat becomes Small Watercraft, chang- Traveller: The New Era players should note that the target
ing its controlling attribute from Agility to Constitution , without size ratings have been made compatible with Traveller: The
changing definition. New Era, but have been given different names.
Tracked Vehicle: Tracked Vehicle becomes a cascade of
Ground Vehicle skill, or Ground Vehicle (Tracked) , without Twilight: 2000 Traveller
otherwise changing. 1 SM (Sub-Micro) and Me (Micro)
Wheeled Vehicle: Wheeled Vehicle becomes a cascade of 2 VS (Very Small
Ground Vehicle skill, or G round Vehicle (Wheeled) , without 3 S (Small)
otherwise changing. 4 M (Medium)
5 L (Large)

272

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GDW Travel Charts Twilight: 2000

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

Erin Tabakovic (Order #36286371)


Twilight: 2000 Referee Charts GDW

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

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GDW Referee Charts Twilight: 2000

Combat Task Summary


Unarmed Melee
Attack Type Difficulty Asset Effect
Hand Strike DlfiCUii Unarmed Maltiil Al1i Damage OCOR'
Kick Difficult Unarmed Martial Arts Damage UCDR*x1.5
Block Formidable Unarmed Martial Arts Avoid Strikall..oae Action
Aimed Strike Formidable Unarmed Martial Arts Damage Chosen Location
leaping Kick DiffiCult AgUity"" Damage 2xAikr's CON
Avoid Leaping Kick Difficult Agility** Avoid Attack/lose Action
Grapple Average Agility"" Controlling "Htts• UCDR*
Grapple Escape Average Agility** Remove Controlling "Hits" UCDR*
Strangling Average AgHity"" Damage UCDR"
Strangle Block Average Agility** Avoid Attack/lose Action
Combat Throw Formidable Unarmed Martial Arts Damage 2x0efender's CON
Limit Throw Damage Difficult Agility** Damagex1/2
Avoid Diving Blow Average AgUity"" Avoid Diving Blowt
*UCDR - character's unarmed combat damage rating
**Plus Acrobatics skill, if any
tlf not avoided, Diving Blow damage is ([Attacker's CONx2]+ 1D6)- (Defender's STR+CON).

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.

Direct Fire Combat


Attack Type Difficulty Asset Effect
Fire, Short Range Average APPf'OPri81e to Weapon Damage by Weapon
Fire, Medium Range Difficult Appropriate to Weapon Damage by Weapon
Are, long Range Formidable Appropriate to Weapon Damage by Weapon
Fire, Extreme Range Impossible Appropriate to Weapon Damage by Weapon
Fwa,Ouick +1 Laval* Appropriate to Weapon Damage by Weapon
Fire, Target Obscured
Fire, Automatic
+1 Level
•• ..
Appropriate to Weapon Damage by Weapon
Damage by Weapon
*Not possible at extreme range
**See automatic fire rules (page 203)

Indirect Fire Combat


Attack Type Difficulty Asset Effect
COrivantionBI Formidatile Forward ~ Explosive Dam~•
Hand-Held Impossible Grenade Launcher* Explosive Damage
* Or appropriate weapon asset of the firing character, whichever is lower. Bonuses for repeated fire.

275

Erin Tabakovic (Order #36286371)


Twilight: 2000 GDW

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

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GDW Twilight: 2000

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

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Twilight: 2000 GDW
British Nudear Targets ................................. 226 Driving Mishaps ............................................ 214

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

Erin Tabakovic (Order #36286371)


GDW Twilight: 2000

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

Erin Tabakovic (Order #36286371)


rwilight: 2000 GDW

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.

D missed colliding with a planetoid, and


was not aware of the event until after-
wards. The possibility of a sudden unex-
pected meteor or planetary strike is con-
nations and a variety of career types
(just as in the current modern rules). Em-
phasis will be on commando and patrol-type
We plan to continue to support this direction
(after all, it's where Twilight began), but want
to know what you think. Do you want us to
actions, but participation as part of larger concentrate on this angle, or devote more
stantly with us. Such a strike could cause set-piece battle is also possible. This would, attention in other directions?
considerable immediate damage, butthelong- by the nature of the situation, be a more
term climatic effects could be more severe. structured adventure game than any of the Please Mail To:
Either a hothouse atmosphere, with melted post-holocaust games. GDW
icecaps and elevated ocean levels, or a new PO Box 1646
ice age are possibilities. In either case, the Bloomington, ll 61702-1646

280

Erin Tabakovic (Order #36286371)

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