Twilight 2000 Biger 2

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    For five years the armies of the world have fought backand forth acrass urope. Three years ago the missilesstarted flying. Most countries were hit hard in the nuclearexchange but no one had a decisive advantage nd thewar went on. Tanks began ~ r e a ~ i n gown and the supplyof spare pants d w i n ~ l ~ do zero. The sophisticated artilleryweapons have exhausted their ammo and no one iscapable of producing any more. ision ions w ~ i c htarted thewar with f ield0 000 men are lucky to put 200But the war goes on.ing US division of NATO3 lastinto central Poland. There isnt muin the way of organized militaryforces left on either side andlocal warlords militia and

    You are p rt of what once was the led

    bands p f m ~ r a u d i n ~esertersrule the countryside.Your division has been over-run and your graup is hundredsof kilometers from the nmrtwstfriendlies. The last messagefrom ~ ~ v i ~ i o nQ read:

    ame Designers Workshor,2433595

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    GDW presents a new concept in ru lepl~ying.Wodd War 111 began five?yctb rs ago. Its sti l l going on, but thats the least of your problems.A few days ago, you were soldiers in the U.S. 5th Division Now you?just ~~~~g to survive the worM falls apwf around you.

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    WARS AND RUMORSOFWARSUnionw s a super-power co-equal with the UnitedStates in world affairs. President Ronald Reagan saddress to the Houseof Commons set the tone:

    The 1980 swere a time of apprehension. The oviet

    #Ifhistory teaches anything, it teaches self-delusion in the face of unpleasant facts is folly.Wesee around us today the marks of ourtenible dilemma- predictions ofdoomsdayl anti-nuclear demonstrations, an anns r ce in whichthe West must, for its own protecton, be anunwilling participant. At the same time we seetotalitarian f o m s n the wodd who seeksubversion and conflict around the globe tomer their baharous assaulf o the humanspirit What, then, is our course? Mustcivilization perish in a hail of IWyatoms? Mustfreedom wither in a quiet, deadeningaccommodation with totalitarian evil?

    President Reagan's Speechto the House of CommonsJune 8 1982Itwas in thisimpending do0 e role-playing scene at Thanksgiving, November 26, 1984.Traditionally, the Thanksgiving to christmas periodshows the highest game sales of the year, and gamepublisherGDW worked hardt ensure the new game

    would be available by Thanksgiving. To make a strongannouncement of the game s availability, the three full-color pages shown here were run in Dragonine and appeared in November.sponsewas gratifyingly high. The initial000 print-runof 10,635 was exhausted byand another print run of 10,000was ordered for

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    Contents of this B o x

    y Manual: This booklet cree should know.This booklet contains additional rules used by

    This booklet contains all charts and tables usedt This booklet lists and describes all equipmen t

    Record Sheets: The re are three types: the character generatiohee t used during character generation and then discarded; the char-record sheet a permanent record of each character; and the vehiclesheet a permanent record of each vehicle owned y the players.feree should make several photocopies of each of these sheets foruse before all the ones supplied w ith the game are used up.ce This game includes four six sided dice and one ten sided die.

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    world.......................................ctions.........uii,oolness undw frder of AttaoklF.

    Cn&.r*rlur.. ....1*..w..*h4.*..20Fire Combat. =i t . .Direct F i r e 5 a M .

    C w e r and i t t tkw~or wttWime.

    .-. r > .

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    have fought back and'- (iclojplanet. Chemical weapons, biologicel agents, tactical andstrategic nuclear weapons, every horror from a technologicalcornucopia of destruction was used. And in the wake of warcame famine and plague, unti l well over haff of the planet'spopulation had been carried away.

    But the war goes on.Most civilian governments hsve cdlspred under the burdenof massive casualties and a totalbFeakdown of the communica-tion and transportationsystems. OnlythemRitary hassurvivedas a cohesive force. For many addks, pardudarty thoreout-side their own national bordincreasingly hostile populcountry.have not been suf fki int t o prevent the g r a d d disintegrationof the armed forces. The countrvdde s nfestedwith.bends of

    Buteven the pressures of unit loyatty

    soldier and civilian with equal ferocity.In thespr ingof they~r2000, theGermrnSrdAnny~hedi ts final offensive against Poland. It laterains-the soldierswere delaysdin ted.TReobjective was to clear the Balticcoastof Wish ard %Vietfotces and thus gain control of the p l e n h l Baltic fshng andthe Vistula River barge traffic.When the offensive finally g it was rpearhead-ed by the U S , Eleventh Corps, U.S. tmQpswerelees tied to their garrison areasthanm The in-itial drives were successful, with two U.S. divWm18breakinglooseandconducting deep penetrationraid8 intotheenemy reararea. While the 8th Division (Mechanized) headed for the portof Kaliningradand a link-upwith the Free Latvian Army, the 5thDivision (Mechanized) headed southeeeverything started to come apart.

    The last battle-worthy remnants of thetacked, and battered themselves to pieces against the NATOtroops. When the dust had settled, though, the last heavy equip-ment of Eleventh Corps was burning unk. The remnants of fourSovietarm* went on the offensive againstthe base camp areasof 3rd German Army, and German troops began drifting westto bolster the defenskw of their homes. Finally, two additionalSoviet armies, the 4th Guards Tank and 22nd Cavalry, rolledacross the Polish frontier from Byelorussia andhit the U.S.5thDivision. With a combined strength of 21,000 men and etmosta hundred modern tanks, the two Soviet armies plowed 5th Divi-sion under near the Polish ci ty of Kalisz, 200 kilometerssouthwest of the ruins of Warsaw. As division hesdquarterswasbeing overrun, the CO's last radio message was, "You're onyour own. Good luck."A BATTER60 WORLD

    Tw&[email protected] 2ax) s a r-ying game, with survivalin a war-ravaged world in the near future. Players take on thein a hvivors of theU.S. 6th Divisin central Poland. However, as thecharacters from different nationalities

    I

    trade or n return for assistance. They canbecomea guerrilla force, attacking Soviet and Polish bases and supplyconvoys, become w a u d e r s attacking anyone with somethingof value, or head for one of the "free cities" that offer havento any man and aflegiance to no government. The choicup to the players.pLAyHyoTt+EoAAllE

    Twh'ight: 2009 usually requires one referee and several' chances for survival are greatsW t d e n t sand worklay with only one player.

    THE REFREEThe purpose of a referee is to describe the world theplayers

    are traveling and adventuring in. The referee,playsthe ole ofthe non-player characters (NPCs) encountered along the wayand adjudicates all conflicts and battles. It is his responsibilityto keep the game exciting or the players. This requiresspecial qualities.

    First. the referee must be imaginative. T.he world of Twikcght:2000isour own world, but changed dramatically. Much of theexcitement of the game lies in those very c h a w . Since theworld iostill i n t h e process of adjusting toi ts altereds @ ~ , ~ t hvillage acrossthenext hill should alwaysbe anunknownquan-tity. A wealthof backgroundmaterial s provided n the referee'smanual. but itshould be viewed only as a starting point. Thereferee should not heafraid to depart from it when he feeis theneed o; this psdcageprovides guidelines o hdfk-?befereegetstarted, but t 's hisworld to create and elaborateBI Mssw, fit.Secmd, therefereeshould have he a b i l i o impoovise. Whilewe have attempted to makeJhis game masmaw mm#te,it hasalso beenn e c w o avoid d a great many thingsjust to keep it usable. After all, if we included ables for Mngsas detaileda8what a player might indgoing thpouohthedpauc3rof a militia captain, and covered everything in that &gal, thereferee would spend most of his time trying to f ind the correcttable1Instead, therulessupply a broad general framework withinwhich the referee has to improvise.

    Finally, the refereemust have a sense of proportion. Rewardsshould be proportionate to the risks the players ta b s neithertoo much nor too little. A common mistake beginning&make is to keep player interest up by handing out v&rewards for completing the simplest t44w. plsyem repidlycumulate money and equipment and come to see this as'sole pur- in the "lives" of their characters. Soon, they nolongerfind the Barns achallenge and lose interest. Alternative-ly, some referees dofight increating inescapable death traps fortheir.players and feel a sense of achievement in wiping partiesout. Neither approach makes for an enjoyeMe game m he bngrun.A good referee should so structure the players' adventuresthat they are always aware of being extremely close to dangerand destruction. Success in a task should not mean suddensecurity, but may mean a slightly greater margin of safety inthe future. In other cases, success may be as simple a thing

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    :2000 Pky Mmuale world of Twilight: 2000 is a harsh one, but not

    is that players who ex-nd cunning, and who ma

    REQUIRED MATERIALSThis book details the basic mechanical rulesgeneration and game play, and should be read b

    referee; during play, it should usually be in the ref's hands, sincethey will most often have to refer to it. The referee's manualprovides background nformation, rules on encounters and theirresolution, and suggestions on getting started; it should usual-ly be in the players' hands-in fact, there are portionsof it whichthe players should not be allowed to see.

    The character generation and record sheets and the vehiclerecord sheets are used to store information about the playercharacters and their vehicles. The referee should make severalphotocopies of them before the game begins, and permissionis here specifically granted to photocopy these sheets.

    Players and referees need only supply paper and pencils fortaking notes and a pack of ordinary playing cards for the refereeto use in generating non-plaver characters (as explained in thereferee's manual).

    A number of conventionsease of comprehension;

    dice ehauld be

    48 &am 1 to 10).

    than or equal to" and s maam%ea t)wFpff

    ,* .: 3

    becomes 61, the printed value wi# have a line above it; for ex-smple, 201017 . If the number k o be rounded down (5.5betames 51, the printed value wi ll have a l ine below it.

    PercentageRolls: Frequently, random numbers between 1 and100 must be generated. Two DlOs are used for this purpose,one of them representing the tens digit and the other represent-ingthe ones digit (the player must specify which is which beforerolling). When used for this purpose, the two dice together arecalled a D100. Unlike the usual D10 roll, 0 is counted as 0;however, a roll of 00 (0 on both dice) is counted as 100. Forexample, a roll of 6 on the ones die and0 on the tens die is 6;a roll of 6 on the tens die and 0 on the ones die is 60.

    The most common use of the DlOO isif an event has a 27% chance of success, frolls D100 and succeeds on a rol l of SWEIGHTS AND MEASURES

    All weights and measures in the rules are given under themetric system. There are only six units of metric measure used:

    Millimeter (mm): One thousandth of a meter. There are about25 millimeters in an inc

    Meter (m): Roughly oKikAwow#anor~'khk"):,ooOmetars, roughly two-thirdsof a mile.

    themsehrsr,exdueirrdyjrilrche, his, or him apply to .IPLAYERS

    The plwars are the heart of T ~ r r 2 u U o . h b fRemf@reeweates the world, it is the players who travel through it and,hy their sctions, ultimately change it.The course of the gameis edescription of theadventurer of a bsndof menanQwomenattempting to survive and perhapsstrike a Mow for their beliefs.The game will takeon more interest if the playem seriously at-tempt to make their characters "come aliv6". When playing,they should keep in mind who their characters are and tr y toact accordingty. The firat step, however, is o f h d out who the

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    Character GenerationTheremlly wsnm't mdny of us eft aitw K8Iisu. I remember

    that Carson, the M a t s driver, foundsome b t ant( st-ileda sign he stuck in the ground next to had theHum-vee parked.

    Headquarters3rd Battalion, 143rd Infantry

    5th Infantry Division (Mechanized)United States Armywhen G o d o n sew it, she bomnved thmt M d s t m c i b andpainted the same thing onasign vy8 put next to our othervehi-Ck, the old LA V-25, excepthnsed ofhau&uectms rlra painted

    %loin B o d y . The MMr lwsjcad when he saw it, but madeus get rid of both of them. Smudy.

    Then, was (I time when nom of uskughodmuch at all, butnow we laugh agetn. What the h.JT, wb'm stil alive.c h s r m re the focus of Twf&ht2OtX% @mywe theakw-egos o f t h e -p ~ e rs nd a11activity csntstr on -. Eachcharacter is a person within the ganw, intotactingwith otherplayer characters (those controlled by other players) and non-player characters (controlled by the referee).

    Characters are described n the game using heir physical andmental attributes, their skills, and a number of other facts. Allthese facts are derived by a combination of die rolls and playerchoices. The following rules explain this process of charactergeneration.

    In order to make the long process of character generationeasier, several character generation worksheets are includedwith this gama. The worksheet is largely self-explanatory, butoccasional reference to the rules is necessary, at least for thefirst few characters. A player should read the r u b m hegenerates his character, filling in the appropriateblmh of theworksheet as he goes. Once the character is completelygenerated, the player should transfer the information in the un-shaded portions of the worksheet to a character record sheet,

    2nd Brigade

    The record sheet is a permanent record; the worksheet may be-discarded. (knporbm: remember to saveat easto04 mdl shea to photocopy.)BASIC A

    Each character is descr'bed, inthe simplest of tenns, by sixhalt attribut-: f imess, agility, cotwitaion, stature, k ttdm,educstion.Each aWbu te is determined by rolling 4DB and subtracting4 from #e total. This gives a range of from 0 to 20 for an at-tribute. Any result of 0 may be rolled over.M.rrlhgOtAtWbUWCFitness: A measure of the character's strength in proportionto his she. Together with stature, it is used to

    actual strength. Fitness is not used after that, and strengthreplaces it as a basic attribute.Agility; A measure of the character's coordination and

    nimbleneus.&bnsti?uti xH e m and physical stamina. This affects thecharacter's resistance to diserrsa, and also influences his hitcapacity.ststwe:Ths+hy8ic%l ize of the character. A large statureindicates gretst physical bulk. Stature helps to determinestrength, but a character may be large and fat but relativelyweak, or may be small and wiry but very strong. Stature alsoaffects hit capacity and damage inflicted in body combat.

    Intelligence:A measure of the ability of the character to per-form abstract reasoning. Intelligence primarily affects he abili-ty of the character to learn; it is not the same thing as commonsense. (How much common sense the character has i9 deter-mined by the actions of the player himself.)

    Education: A measure of the extent of a character's prioreducation. All characters are assumed to have more than a thirdgrade education. A character's education number isthe numberof a d d h a 1 ears of schooling he has attained.Thus, an educa-tion level of 9 or above indicates a high school graduate, 13or above a college graduate, 15 or above a master's degree,and 18 or above a PhD.

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    the character, explained below.

    tr total from 120 and dividing the result by 7, rounding down.Time in Combat: Time spent in combat, in momh., is de&mined by rollinga number of D6 equal to the dka ry oxperhbFor example, Monk has an attribute total df 72,tracted from 120 results in 48. Divided by seven a

    ote that it is possible for a character to have been in com-

    hasaw active duty in the numeroWmtbns that preceded full-scale war.#@Os may even have calirlcer ek-

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    char+er. A low coolness rating is bnJ.twthn -hlghom. llnegative results are treatedExample: Monk has served 24 months in combat. Oividingthis by 10 and dropping fractions results in a 2.He rolls 106and obtains a 6 for a total of 8. Subtracting his from 10yieldsa coolness rating of 2, a very goad rating.

    IB c-.rsc8tp J ~1y) .

    RADSWe accidentally moved -ugh . ) OAd inyMct creter once.Dan tbother most ofols, b u $ qh 8jW both got

    sick for about a daWood says there's

    up more than therest of us.Since nuclear wea war, some

    obey other cheractws%f higher rank, ran

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    that at lw half of the unAmeM elthaugh

    tWtr ardy . Am.riicck.rdr"Wautcmaticallytnt h t i ~ & . ##@#;*- ~~~wdZhbremaining armies as the one th& chmkter.arlsinday.rerved In(everyone is now in the US. Ar mcharacter's army affects the nWith.

    tionaliiies lis t.

    chance of having a second nativecolumn o f the chapercentage chanceas well. The Wi d

    f h , a * ) ( u r r g a ~ ~ W b ~ d t m C n d f ~ ~

    Each m a of ~ p d a l i t

    Meep the Hum-Vee purring and the LAV-25 imping along (soW. gucws l m eiw8ys ovedenghm, whkh s wh y I'm sowith them. Admittedly, with the LAV-25 t's definitely a love-tior&@. Gordon' 8n ~ e e r , ' , " e n s venthoughthere sW tmuch to work withm the way of constrww m a w , she's6 W W v h g over a ouplebad bnbtgas 1mured would'vesupported us And I'll never forget the time a year ago in Ger->Wbn Wheh4tlegot usout of #batFASCAMmihefhld those yo-

    yd's in theF h t CSV dumped @ht on top of us. I figure Woodhss vedeverybody%ife at /east once; last winter when tookh h he side and it got infected I'd have been gone exceptbfih arson, #e M&r's d h r , samaniac behind the wheel&nda deadly r i f le shot, and W k h , our master sctvunger, CWMM?dMast chicken a&h& potatoes in the S&ha>a.We rea team. We comp other. I guess tha t3 why we'rem-. . ~ - . .

    c

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    skill is a special case; ach language is a separate skUI, and alevel of 66 in Gaelic would be written 88 LNG(Gadil60.sldll pdnt.: Each charmer hasrl.kill points in three areas:

    miliiary skills, education skills, and background$kills.Militarydrill points are determined by multiplyingthecharacter's r n i l iexperience base by 40.Education skill points are determinedby multiplying the character's EDU by 20. Every characterreceives 300 backgroundskill points.Autonutic slcuk:Every character begiim wW.$be fdlowingautomatic skins: CRM20, MC20, BC20, WVD40, W 2 0 , andSWMPO. (These skil ls are already printed on the charm

    worksheet.) Characten, reo8iyea d d i a l automatic-ekilkkomtheirspec iaMs. Forexample, an nfantrymanrecewCRM20; togaher with the CRM2Oevery chaFacUw roceivw, thisgives him a -1 of GRAMQ.&ryhg8#1.:InW=drn WMmiyM-for ow b v d ofakilleptmim.T@J$, HnsrQy8 w L p o imw wbuya bvelafa0 nORQ rku&or a lev4 of lOiR two areas,etc.

    There we several r e e t t l c t i 8nd [email protected] u y h g b n ~ ~ ~ :a& Iaqwge ie a reprt?9te W . AU~ w h i c h ~ m w s m e ~ w ~ ~ o 9 ~ ~ a o eI& along wit), the gpoupr snd milkr%e.whi@h W Wong.SWAmw: The th rw tvp+ro%dc#l ehmbiycliffersmm..Th.second column of the sku1 li(# rrtr5.l. mwbthar a givenskillmay bebought w i u l a given type of poim (4cw milkmy, Efor educrtba, 6 for bac&@rowd).Far m a m k UC; m y bebought with any of tho hree tyyw) f flwhbb whil,w m ybebought only with educationpoints. Pointsof dmer@mypesm y e freely Combinedto buy-dtilkwmin hem.pc#triCtians.Low L8v* if plays buy9 any amwmt of @skill, e mustbuy enough to h v e a skill b v d of at l e e 19.H&h4a&s; All skill levekinexc(rw,of #)cortdoubla. Thus,buying a d d evdof 80 wotdd 001t 7 Q m .mt8Q ointo.A character may not Wtieky have a dd&hvd of than8Oexcept inMsnative hguagesMhaqblmr nJesd low fortha receipt of higher l e d e duringthe 1.SpecWtyBen8fm:some pecwks dlow 6mainskius to bebought at half-price.

    Unusud Costs: Notes attached to theaecepd column of the

    rictions.I modifieaaioMcama m v k t i v e . Thus,if a rmgw@wmcwrbvys RCN, he gcru, t for onepdnt per levelup to 60 doqMoolt,bought for haif coat) and two PQintPserlevel 40. A European intelligmee analyst b-W G ( m .~I , wint ger level up ts 60 halfof hdfand 1h point per level past 50%

    After a character has selected the skills he desires, heshwkldeZemb,hab,(smW numbers. Basshit rumbereme u m d nfwe combat asd.Dsrmlae the cha,noss of hi fAw tar-.quire8ths calculstionof three base hit numbem,-oJ). emctbfwd o m , ~ ~ , k k n qange. To cdculate thebase hitnumbera theappmpiQsedciUby 0.8; for mediumrange, RIsrltiplv tsldskiiby 42.3;er long range multiply by 0.1.Round all fractions down.Far wmpk Gmmn hss a rkiM levelof CRM77. tliclbtmeKit

    EWbOf fiyo skills ki t&, L ~ & l # ~

    rmgwwouhfbe (77xO.0=46.21.4&at423.1) 23, and a t kmgrange (77x 0.1 =

    out foragi&uxwt fo ral s, C WOI~ t 3 f t t n d L A V - r 2 6 ' s t r a r w m w w r o n m s t a r y o f m y ~ .%Mn@Ektm~bUr'mY& Hu@ w&swean h n h g u thsLAV-25 and- a.h@karov ts mlrW. eetsraebokhg8 s O C ~ h o W l 3 m b i M f %&df- On,&@ V-25 M y W 8 y 8 SOstood ulp. &wtdkW , &bbi Lee got beck o camp attd I guessshew.an8tlw@mb@@bwrblebeceusei t 's theontyt imel 'veewMm@mhhMtack bt me. movd. h b & k r r r k i & u dM.She W a d h h n the Huto. She k k k s d h aehm ssSbroke h i rned r , Titi8#do ot beJieveshe kpamsd eoonhunthgwith her ht%em.Body combat damage determines the amount of damage acluwctw wilt inflict onan opponent if hehits him during M ycombat. Bady CQmbet &mega is dea.rmhrad by ddhg.tbcharacter's STR and STA, multiplying by hisbodycombat skill,and dividing by 200, rounding rcrationa dawn. The result is henumberof hitpoiasthe oharactsr will inf lict (plus a rollof tD6Per attadt).

    s ~ d n She her M-1.6, But h ;hb

    Ex- &&bi&m.hes asWenghof 12, a stature of 7, enda kwp/ e a & b a t $ C w . M of 75.12 plus 7 are 19,tknes7fieQlsJs1,425. 1,425 divided by 200 equals 7.125. Therefwe, BowiLee will inflict 7 plus 1D6 hit points per body c- w,EQulpMENTR&ht 1c.i.rert tb ad at Kadrisz3wsgotp~etty ot and we

    endadup hwisrg bp make arw) or it a m x s about 200 meterseven the Hvm-Vw didn't take much d8mge. Bur theof fwswep t ~ ~ n d .8 8 m a t, s O m 8 ~ O W 8 ndstrivsyr-tho$&kK4d?h+.rk8 AV-2bgot SH

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    buy cK(uipment separately, or may pod thrkrelburces o buy equipment. Note that motorcycles do notap.&r on the vehicle t a b and thus cannot be obtained with aw b k l e dm rdl. They may, however, be bought.Soldiers eccumulae g m f , p u t i c u ~0 ang-, To determinea character's equipment purchasecdkwwnce n

    Eight h o w ater he's beck Wiw fffeCeneet of copper tubingand an almost-new truok batwry @th-tbrpfullcharge on it as abonus. I don't know how ha docn ihing a situation as this om.a set of fatigues, comlwtweapon. The personalweapon d e w n the character's ar-my, and should be selected from the personal weapons list.Thus, a Czech character could choose any of the personalWad undaCkm4parscmelweapons. Each officer also

    a pistol n additlqto his personalweapon. Note thatan American o#jcer may c;hoose &tmr a 9mm Parabellurn ora 45 automatic.vehw table.Only a party of two or more characterswvshiclss. EachgrWpaf characters receives one D6 dievehicles for every two Fharacters in the group (roundingfrac-$jonrup). P h y S r i m e y wmbine their dice into 2D6 or 3D6 rollsif desired (but not 4D6 or more); many of the more desirablevehicles 8re only obtainable with rolls greater than six.

    F o r example, a party of seven characters would have four D6

    Vehicks Neat, &odd calt for vehicks,

    rolls for vehicles. Therolls of 206,'onb roll hem as four rolls of 1D6, two

    ddlsrs,muitiplyhibmonth ncornbaby 5 O O i f e n l i o r lo00if an offibrr.All itemsof equipment are l i e don he price list, along withttr)lr rarities and prices. They are described in greater detail on

    Since t he characters start the game on the run, no equmry be bought which cannot be carried in the charcarry an extra 10%of vehiclef t he vehicle. All equipment

    l b w theeharact6f to purchaseHlrbut join the group only w&h W~ ~ ~ ~ ~ ~ 8 ~ , a nthetamhe CM conetians a anell rdvbrrtwr, itself. Naturally, dll,cacheshouldnot be too close to wherethenew chmacterWiar

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    .The main use of skills and attributes io indetermining he suefailure of actions the characters attempt. M o n s

    ngon he me of skills and attributes ared l s d usks.etasksare obviously impossible, suoh asbuitdinga newfromllcretch. Other tasks, suchas ilting a gaslankle that it is w m Q d any chenacdsrssfuly. In between thernr two ex-e a multitudeof tasks whichthe efares will

    Somtasks used repeatedly duringor firing a rifle)are coveredm detailn determbdng the wccess of a character's attempt tout a task, the referee shouldadc himself two questions:fficult is the task, and what skills or attributes are im-

    Each task is a percentagerollagainst the character's relevantmontageRolls UsingA t M b u u I : To convert an sttribute tonumber suitable for a percentage roll, it should first be

    While there are numerous shades of difficulty inor game purposes all tasks are broken down into threeries: difficult (DIF), average (AVG), and easy (ESY). Fore, a mechanic needs to repair a villager's tractor. Thefirst decides roughly what the vehicle's problem s (notsboth players andrefereevisualizethe situation) and then decidesif epair is difficult, average, oreasy. If the engine needs a short length of win, cut and fitted

    into place. themechanic'sjob iseasy. If it needs (Ihole in a metaltube soldered, the task would be average. If the engine needsa new timing gear filed from a piece of sheet metal, the task

    ers am up to the referee to determine.

    portant to the task?

    e above example, the efereema

    be?maVerr(ptask, but repsimpossible (whichrnm lead

    skitlor sttnbum is importanttoabove example, the mechanic'sam## M), For e a a of descrwion, in the rem6krdst ef thdosmidlls r r r d eibcrtes are cotfeotively cslted a s a sNhwMuwz Ihecttame of success in a task m corndescribedbystsdaw and the asset used. The manydescribed n thsre ruler are expressed in an abbreviatedas d#icuIty:asset. For example, ESY:SWM refers to antask using swimming skill as an asset.Success: Once diff icul ty and the relevant assethave been determined, the task is resolved as a percentage rollagainst the character's asset. If the task is AVG, roll againstthe asset itself. If the task is ESY, multiply the asset by two;if it is DIF, divide the asset by two, rounding fractions down.Thus, returning to the mechanic in the example above, if hehad a MEC skill level of 40, he would have a 20% chance ofsucceedinga t a difficult task, a 40% chance at an average task,and an 80% chance at an easy task.For another example, suppose a character wants to breakdown a door. The referee decides this is DIFSTR. The characterhas STRl3; multiplying by 5 gives 65; dividing this by two givesthe character a 32% chance of success.JHon R u b s : The chapter entitled Skills andArrribures: PartTwo inthe eferee's manual goes into greater detail and explainsa number of specific tasks.

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    firebreaks. While a man can walk through virgin forest, it isimpractical means of travel for vehicles and for a party of menfor any distance. Thus, all travel through wooded areas is as-sumed to be along only paths and roads and through clearingswhenever possible. Movement on foot or by animals throughwoods is at the full movement rate. Vehicles travel throughwoods a t half their off-road movement rate unless following aparticularly welbtraveled old dirt road, inwhich case they moveat their full off-road movement rate. Bicycles may not be rid-

    movement isredrf 'so, determine ent rate for woods first and thenOpen:Openterrain is generdly flat or gently rolling grasslands,and for the most part consistsof former cultivated ands whichhave reverted o the wild but are not yet wooded. Open terrain

    also includes cultivated ground in the area of settlements:AHmovement hrough open terrain is atthe'ulloff-road movement, rate.m t n m =

    p.rw 12

    5am explained below.

    istance if burdened. TheyAnimals: Horsesand oxen should not bemade osravel morethan two periodsper day; m b Bhoutdaotbe made to travel

    ahome's travel distance is m u k i i l i d by 2, andr mule's by 1.5.However, this a b ncrwlaestt461 mknel's chmx of going Isme.An animd may be burdened,toatrying up to wice its i d ) :unlike a man, its travel dist(H1c4 6 not roducsd. but ktrdenk.lainwms08theanirmd'echsnoeof @n@lame. Aburdened animalm y not be force-marched.Animals pulling wagons or carts msy not be orcemarchedor burdened, but may be forced to travel more than their usualnumber of periods.

    Bicyck.: A bicycle has no load of its own; a character ridinga bicycle can carry his personal load. He tr& at haif speedif encumbered. I f unable to ride (seeTomahWWV) charactermay walk his bicycle at his off-road watkingspeed; ts weightdoes not count against his load limit.

    Thewwe fiwr general types of activity that a character canu m na foM.3Knw period: sleep, rest, hard work, and easywork.

    Sleep: No other activity is possible while sleeping. Eachcharacter must have one period of sleep per day or two periodsof 6leep kfhehasperformed hrea DTmoreperiodsot hspd work.For everydeepperioddeficiency, theof fatigue. A fmt$ued character w i lfor every period spent insleep.&s e&. A chaactar r i d i i inavehicleandnot sewing m a rhreror dookout e m est. While re8t does not cwnt toward ac h a r m s lesp requimmnt, a fatiguedcharacter reewers onelevel of fatigue for esch period spent resting.

    )brdWedtxktard work const-ihrtestaskswhich are extreme--rlN AND TRAVEL ly fatigubg."r)rew aremarching, ridingananimalor bicycle, driv-Travel on a good road is largely umpfectS84w the terrain ing a whicb ~t~s s-cou ntry ,ighting, and actual physical laborh which the road passes, but d 8 rebecoming (hludiqj, but not limited to, farming, building b c i i and.Furthermore,the roads am stil l fairly well settled,and buildings, dissirpa dkches or entrenchmema, csnying.otrrma-infested with miliary patrols and convoys. Most jor repairs on heavy machinery, etc.). Some referee discretioncharacters will spend much of their time on back roads and is raquhed wh.n which tasks corwtltut . hard work.traveling cross-country. When travel on agood road is practical, Changinga fhtke, for example, is not particularly heavy labor;however, it is done atthe oadmovement rate. k poor mad(one changing an axle is. A few minutes of hard work in a period do

    acoed crew inthreeor four y e a d aUows tmfd t t h e un cross- ty. wi th one exeepltion: m y combat whatsoever in a period,country rate for vehicles regardless of.brmin. however brief, makes it a periodof hard work.Aside from roads, there are four main Sypm of errain en- A r ~ . k e s B y ' f a i i w d haracter maydldo hard-,.but mf-countered in the countryside: woods, swamp, M s , and open fen, one eddi na t i e v d of fatigue per period of hard work,regardless of how msay periods are apent sleeping.waodr: Woods'ace forested areas of Conridarahleextent. Eosy worlr: Huntingand oraging, routine maintenance, guarduty setting up and tearing down camp, preparing meals, driv-

    g a vehicle on a road, and simple first aid are all examples of

    Rest: Rest k apoorsubstitute or steep,

    which is br6aking up, parlially wastmd out, 1]wt hasn't seen not make it a periodof hard work; it takes a substantial &anti-

    Mostwooded areas inEurope have frequent d.srings and oareas and are crossed by numerous dirt mads, patha,

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    . Easy work neither increases nor decreaseis thec t s ef F.t igm: A character's effective STR, AGL, CON,T are reduced by one or each levelof fatigue. If any at-db ut e is reduced to zero, t he character becomesunconscious

    and will sleep for one complete pe ngtheatribUt8b c k o 1). renot recalculatedbased on altered attributes. Instead, these are a wcte d direct-ly. All base hit numbers are reduced by three a t close range,

    character's fatigue level.

    nl I iDerived values (such as b,two a t medium range, and one a t long range per level of fatigue

    Load and throw range are reduced by two per level of fatigueBody combat damage is reduced by one per level of fatigue. Allskills are reduced by five per level of fatigue.

    Example: Monk and Carson are moving overland on a severalday march. They are carrying plenty of food w ith them, so theydon't have to spend time foraging. Their routine is:

    Midnight to 8:OO AM: Monk sleeps, Carson stands guard.8:OO AM to 4:OO PM: Both march.4:OO PM to Midnight: Carson sleeps, Monk stands guard.Both Monk and Carson have two periods of hardwork (march

    ing), two periods of sleep, and two periods of easy work (stand+-morning, they decide not to march that dasome rest. Both spend the day in routine

    or fighting-and ofatigued (also thresleep).800 AM Monk sleeps. When he wakes up, he has met his re-quhmmt for two sleep periods. Carson, however, stil l has afatigue kvd of tBm. At end of the day's march C a m ' sfatigue id as rbmto hrar;aifwo mcerfatigued he suffer0an additional fatiaw Iwd per period of hard work. That night

    They decide to-stick to thsir rckedule and from Midnight* ciencies except in instances where fatigueclearly become important to a group's actgroup ib.moving fairly leisurely with plenty oon sleep and rest, an interrupted night's sleep period isgreat eoncern, and should not beallowed to slow up the

    he goes to bed and sleeps for two periods. When Monk wakeshim up at midnight he ba6 p M @ u eb d of one, heulng by causing a fkrrof either the refer

    k a

    ,-8 - C * * ;

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    I-

    This chapter s concemedwitk*dmptoday redities of hecharacters lives. E m hile they c#rrrlswingadventwes,must still eat, find fuel for their vehtdrrs, a d Re,.wre of W rvehicles snd anlmds.FOOD REQtllREilyIENTS

    Each charactermust eat st k.M3 ilo#mmaof food everyday to remainhealthy.W of#& mustk damd hr tho wild.ChnlilscI food-donrslltlcrt.d mime&,cutttvatedf?mhrandvegetableb,csnnedor~jb)od,(6bc.-..6ountsa$1.6tkn#,its weight. Thus a man could w w i m on 2 Wbgrams of suchfood a day. Specially fortified and pre-peckseed military rationscount double, and a character could survive on 1.5 kilogramsof these a day. The most common form of such rations is theMRE (Meal, Ready to Eat), although over the years they havebecome rare and are highly prized for their light weight, easeof preparation (they are pre-cooked), and generallygood flavor.

    Elf.ctr of stmrrtkn: If a character eats less than his dailyrequirement, but at least half the requirement, he suffers onelevel of fatigue. This fatigue remains (butgets no worse) untilhe eats his full requirement for as many days as he was under-fed (or 10days at most). A character gains one level of fatiguefor each day in which he eats less than haJf the requirement,until his STR, AGL, CON, and AGL are all reduced to 1; theydo not fall below 1. One level of fatigue is recovered for eachconsecutive day of full rations.Eventually, a character on ess than half rations will starve.This takes about a month of no food or several months of halfrations.FoRAQlNG

    Characters may find food in he wild by foraging. Ittakes onefour-hour period totforage a 1 kilometer square area. An areamay be foraged only once per month. For simplicitys sake, it.is best to consider an area foragedout afterone orage attempt.

    I

    Cw one foragingperty m y orage 8~ area. Tke rx ldqwd.m i m $ h a - party reducesthetime it takestefoFasamame brrt&oesmmraff.ct the qua dty of food fwnd. Iftwopeople forage mare@,or example, -%can search it in halfa period. (Aqmfty t z a n h k up into s e w d s m 8 W e r f o r ~ ar-ties, providedthey spread out and orage different areas.) Forag-ing i s a ark tAWG:FQR) performed by the charaor%r n he par-ty with the highest FORL Failure meam that no food is found.

    ThsWaging t abl e liaetheamountof food, in kilograms, foundby a ~ c ~ f o r 8 $ atempt neach of the four seasonsandin ea&& the -@=terrain typss. If the charrcter echiweeoeWtmdihg ulecess (see he referees manual), d o u b b haminjnt of foad -fwnd.

    pwd.:play.rs domt forage, per se, n fields, and no die rollis necessary. Inthe winter and spring, there is no food to befound in fields. Inthe summer and fall, there will generally bestanding cropsand characters can gather virtually as much foodas they can carry. In one period, this wil l generally amount to200 ilogramsper man, and counts ashard work. An additionalperiod is required o separate the edible parts of the crop fromthe chaff. This will yield a total of 50 kilograms of edible foodin the summer or 100 kilograms of edible food in the fall. If ina hurry, theseparation of edible food from chaff can be delayeduntil later, but the full 200 kilograms of weight must be carrieduntil that time. Alternatively, a period can be divided into twohours of harvesting and two hours of separation, resulting in25 kilograms of edible food in the summer and 50 kilogramsof edible food in the fall.

    In both cases, the resulting food is considered wild, andthus only counts as 1kilogram of nutrition per kilogram of 4ulk.FISHING

    Fish can be caught from any open water: a swamp, stream,river, pond, lake, or ocean. Fishing s a task (AVG:FSH) requir-ing line and hooks, a net, or a fish trap. Fishing without ade-quate equipment is DIF:FSH. If the task succeeds, a charactercan catch fish in one period equal to the amount given on theforaging table (expressed in kilograms of edible meat). Double

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    the total for outstanding [email protected] totals are for line f Mdnefrom

    punrkr of kilograms Qhowever. the refereewill

    swhich are listed as burning all typ

    @ices. The list and the alcohol output chart give the two valuqpntrolling distillation: kilograms of vegetable matter requiredmd l i t e r w u e l produced per day. These figures are the Sam+wheth8rthe still is to be used to produce ethanol or methanolp.-*tilling alcohol takes three days from start to finish. The first&y is spent gathering material for the still, pulverizing it, an4.a "mash". For the next 2e

    stant low heat. It is duringther chemical processes#day the mash is distilled o separatee mash. While the still

    step and while gatherinn move while the mash is

    secret relief of

    arried in supply vehicles or sentry also statesto bum. AU veh fuel the vehicle can be modifiedhould be set up to burn either

    ant maintenance to keep it zunnand these are not the besivilian cars on good roadsre punishment a military v

    as mundane as a cargo truck. In hgood mechanic is worth his weigh@

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    might not beavailablethen';& gdt'them now it3 his philbsophy.)RoutknI#rkrsmanab: Therewevery few'vehicles eft whicharen Mast havebeenrepeatedly repairedandcebuilt, sometimes witti home-made parts, and are generallyWOWIoot. E vehicle has 2)base d n t m a n c enuWr . Thisis the number of hours per wWtthat should6 pent inroutinepnswmtive rnainWrmce to kssp it & good workhe shape,wkuming it is in mint c o n d i n . The &mal time spent irifNUWmmoi8 uptoth pbfots, bdt shordd be i m ythe stua%ooiWWonof tlHsWick:v.N#,- - v v c f a n s M l ~ ~ s ~ d u r -ingthagame, includingduringchal.lrctetgeneration, tbersfbreecwlltd- * l t i~ ear SSMdttlen byrol&rg-lD10.Th6 highertb Wem Oondit-m,themor8w m tlm wt4kle. Wheneverchecwmain apositPontobuyor&swehktte;its&svslueis dote- by dividing its bara-piiw-by ta wear number.nub dl v&Wi~whldp would norma#v Gbrt ~ 9 0 , o O O ut hada woof mlue of 8 would d y 86 worth 82,500.Bnrlrdowm: Each veh9cle tms-tlre p&nritiilto t)N& down(rich imef t spendsa pdod ndltWm wdmsnl: pw combat. Theeterdenulgechanceof a b 8 k d o m - i s6qwtto hevehiiab's wear number.suffemda swiowr malfunction. Avoiding an achlal breakdownis a tmk tAVG:MEC) performed by the charactsr who did theLsatWnWuwmon he vehicle. Ifthevshldo hasnot bsenFiwin-tained its required amount in the last week, &e potentialbreakdown automaticakly results in an actual Crea&dewn.

    If a potential breakdown does not result in an actualbreakdown, the characters may o6~t imm oving.

    The occurrenceof a potentkt breakd6wn'bmbvtobs to thecharacters, and the referee s h d d d t thsplayers that ttmy bear0minoW.gfindii nohesintheanefiw,888 smoka krtheah&J6t,ac.O n o s s p o t e m t d M & w ~ k ~ ~ C F l d * @ W Q ( l b e ~ a d -ditkruf automatic patMiaJ txudcdewn w . p c s o d rawledthereafter until the Wicla.raeeivss ith mquimd wsdrlymsimsnmce. k ~ l d k y i b n c w t W r l ~ ~ ~ ~ S ~ ~ . w I E C )performed by any ihwaaw d u ~ j w m d t t m tS h M t h a b .The severity of breakdowns and h W to repair them arecovered in the refelw'o mbnusr.

    P r w o l u b - * s - m ' e msimsnaneecanreduostlw riskof a potentlstbrrclk6own. i f 1 sshs#tispsndstwke as much tkne nmshrllen#rmon # wWete m%@&ed,hereduces ts potenrial breakdown*ak by 1%.Thus e v M d ewith a wear value of 4 would only b w a%Mkcf apotentislbreakdown per period. Spending three requiredmaintenance time reduces the risk by imes themaintenance reduces risk by 3%, etc.Howsvet,%ha isk~ofpotential breakdown may mwe~.beeduosd Bbtbw 1%.Ifwonsing W.m: After a v e W h s c ' w M b d W ~ ctualbreakdowns its w a r valuc, is timeam$by 1. A vehkie w hwear value of 10which suffers t8 tenth breakdownatthawatueio no longer repairable and is gad only for sahraging parrs.mechanics they may wish to keep separate trMk of ths-wearvalue of the conyKMcHlts of a vBMck. T)rat-b,a Vehicle whichwom outengine. but asound suspendon; Inthisvasethemthewhmbmbkihwnatweervshrsten w o u W ~ t h r r c # b c . a c t e r snewt3 ta,find a new ongine, nota whaicmew v6hic16.This ruleis not suggmed for beginningwe; players- the reterwhwe

    Onceplsybrs an& he efwoeare vety fsmflkw with theSUff&SrepeMed@flgh w W M ouldsftdU p w B ery

    A l U M l l A L M M & E " C EAnimds, iwab vdhides, require "maintenance" if they are to

    pe*m DroFsdtp/.

    aH day grazing odees not receive

    all the food it needs and is not required to do any work, itreceives a hunger level decrease of 1.Care: Maintenance s a task (ESY:EO) and takes 20 minutesper animalMtdr'FQtrwork is completed&&h day. Faiture to con-duct mi

    SMfePaweek. ORb'anIPIHhaI is not really hungry, but the effects andremedies of inadequate care are the same as for hunger. Forsimpticity they are treated as the same.)a 1%chsncdot me. This is increased by 5% for eachoft fo&n@fhg:b(lch hunger tevbl, fsrced march, being bw-ekmed; nd each perrod traveledthdf $(R/ in bddition to thenor-mal allowed number.

    ance (or a failed r&) causes bvsincresse of 1, but not more*an en

    Wng Lmnw Each period in which an animal travels,

    n half of the number required o gobroken a leg or collapsed from ex-

    case must be put out of its misery.notoad at a#hasno chanceof going ame.R W v e r y : Anmimsi can reeover from going lame. In orderto recover, it must not carry any load and may nOr be force-marched (atth6ugfi it can move a t the normal travel speed). Itmusp mwive it&-frrlf-careand be well-fed. tf so, t will recoverin two weeks automatically. There is a chance it will recoverin onewtmt WtKe character caring for the animal does his jobwell (AVE:EQ). ff any of the above requiremenhi for i i )is not met,-thzE r m a l s permanently lameusb (except faad br sate to the gullible).

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    Iu . ~ ....-:.

    Combat: Part 'OneThe world of Twilight: 2000 is a dangerous place, with thethreat of violence always just aroundthecomer. t won't always

    bepossible for characters to alk their way outof a difficult situa-tion (sometimes they may not even be given a chance to try11andsoa resort to combat is often he only meansof surviving.The general heading of combat includes attacks againstpeo-ple, animals, andvehicles using firearms, melee weapons (suchbare fists, grenades, even rocks. Regardleaeof ohe

    k made or the type or target, the results of an at-ys be determined by answering three questions:1. Did you hit the target?2. If so, where did you hit it?3. How much damage did you do?To resolve a combatattack, playersand referee roll dice t o

    determine the answersaf eechof theabove questions. Specificrules vary and there are many complioations, butthe hreemainsteps are always there.

    This chapter covers everything reking o the first t wo ques-tions and to the thirdquestion except far thecomplicatedque%tion of damage to vehicles. That and others of the more c o nplex combat-related rules, such as those covering explosionsand chemical rounds, are containsd in the referee's manual.THE COMBAT TURN

    Each combat turn is thirty seconds ong and is divided intosix 5-second combat rounds. One action can be performed byeach player ineach combat round. Each action takes only onecombat round t o complete.

    Many combats can be ruolved using he combat turn insteadof resolving each combat round in order. Each player should tellthe referee what he is dt3ing during the turn; then the refereeresolves the fire of hostileNP(=s while Wllingthe playerswhatthey see and and when to resolve t h s w own f ie.

    4

    resolved inwhatever detailthe situation ww8r&8. Inm8nyaw#s,nomcp-dbneodwklong range sniping betw&hers, the nfereo candand positions on a piecethe refereeem mdra 6 - IT~ B~characters and vehicles canen plastic overlays, c0untwm a ddrtun &ares. Any malemay beused; movement ratesin meters.Combat movement ratrri:kr-given on tha combat mo taWe;Peopk: lbtakmay move @few d i ates: crawl 42meters), w a U c c ( 8 m a t e n ) , s t i o i S 1 6 ~ n r r ( 3 6 ~ tA charactorwho is burdenedt ra~d b If W fM.Tha&BtLutaffect chanoten' ability to fire #ndt s r m $ r r shown QR theweapons chart. Characters who are crawling are~~.Anirndr: M m S l s hrvs r h r # i ~ ~ ; r # r r ; m l l c t r a t , a r r u n(some animals do not run). Horswmd mImlm8- be.F.iddkctincombat. Anwwremsv ridea w.lbirre adm&&dmd%dkfs$gbt-

    safe speed on a tux- equal t a 1 L o * f E Q f s k V a r p .Riding at the safe speed is automatic. A chmaeSmgreater than the safe wed, to 40m e t r r ; ~gallop) at the risk of falling off. Avoiding a..fJl;kDIF:AGL, rolled once per turn. A fall results kd43-5hiUwithlocation rolled on.the daroad. hdmmctm @antt6mptto go up to HHos(AVG:AGL). Failure re8ultsk sllhrg olff;nod m m q p m u t ~ 4 fthe character is enwmbendhe *awe& 8t Wsp8dnot go faster than that.road. A vehicbmaytrave(see below).

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    municatk~: ften players will wish to discuss their plansing combat. The referee should be careful to keep these

    per turn. radios. Also, it takes time to talk, particularly on the radio. Thus,

    in place. Once per turn, the driver may attempt to get it movingagain (DIF:TVD or DIF:WVD); this occupies his time for the en-tire turn. A mishap on a motorcycle means that the rider hasfallen off; the motorcycle and (probably)the rider are undam-aged; he can get back on and continue.If a catastrophic failure happens (see the referee's manual),a serious mishap happens. Serious mishaps nclude breaking anaxle, throwinga track, rolling he vehicle, or in some other wayputting t out of commission until major repairs are undertaken.The referee should determine the exact nature of the mishapa collision. A light vehicle is easy to overturn, a tank almost im-possible. Passenger injuries are also up to the referee.

    difficult actions a t the same time (except for simple messagelike "look out behind youl"). Two players in the same foxholcould probably converse fairly easily while reloading; two plrunning across a field firing submachineguns could not.

    UNDERA character's coolness un

    to hesitation and panic.Hedtation: Not everyonthe best, and this is taken i

    tion actions as his coolness under fire rating divided by 2, rding fractions up. He may conduct these at the beginning,dle, or end of the turn or spread the

    odu'action in each combat ro.Actions are chosen at the beoheracteir is d d q . Theradwkbtssn mNbabds imuma- R e p e f W m ~ chmi&brisnot

    whkh &E36memWkWsg. Hecan crawl twb meters perttrund,

    Rdo& It generally tdces one combst bawd to chm 8R.cov.r8- The empty cartridge caoo frum fMngare valuaWe and can bewed in trade. A &a rp.ndone roundto recover all the brasafm#[email protected]

    after reloading. If this lenotdone, hsbrrarfsWI0rstheQlOuhdand totar takes several rnhutes t w g r t h a up,\if it ~ u 1brJoundat all. Characters f i g .7 Cls arme& mortar8have M n g

    Since he hm mado the decisi i in advancc f a n l , h e w w w,h r &e to crawlsix tknestwn. He k ttwr abte to crawl the length ofcodat Wm8 lirssbldof six.Asasecond example, a playernarmatlymusttake two hesita-tions a turn but wants to give covering fire for another player.Hedecides inadvance that h he turnhewill fire eachcombatrowld. Inthfsowo, e s not requiredto hesitate. HovWd, ifnat rebWMb%%maponEthOut horirating, as reloading is a dif-

    o m mpossible befote the turn isthe ebibvs exampW, the character

    when w e does is vehicle dolrr not movew7* nwpw 8u$F.come in tw o ways. First, another character in the vehicle maygive him a dear de.tination; he wkim,or example, "Getovor tuhind tha?barn.': WhJk tke driver is moving oward the

    Gawk 2 meters.W a k 8 meters.1- 15 meters.Run: 30 meters.00 Prone: A crawli

    rring,rrr .ng.Bifte in bady or m o bBk . . V . k i Ek Ot W c k r r AnLn r i :off road) must be specified.HalUtm: Thiu a d e n nvolves lagnothing. A cheactw isfomsd to take a &win numbof at h&tatbn actions in each else, but as long w hecontinues o give knnntaions, the drlverhesitates only when the character giving him orders does.Regardless of these two conditions, if the driver panics (see

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    below) he suffers the maa cOmbat round (trMec&hw1:@walo hisdown. ( Q - e r e . . a r q ~ w w s h nocrkedd g w ~ m w pa m

    Knockdown: Whenever a character suffers hff

    prow, 01 even eWpg h-+represents the shodsgf k@tgunexpected direction or a S 4 e f W h r h eethe referees manual)he will panic. ?Me io

    If the resutt is equal to or less then hiscoolness rating, hepanics,and must immediately hesitatefor kmnnhsr of rounds equal tohe has already usedhis hesitations havehe returns to normal

    the second heaiuntil all his hesitations have been used.

    for panic, above. If he fails the roll, he rnout of the vehkle, seeking cover withinout musttake all his hesitations. When hi

    B character is putout of sctioc~he~no ta tsck in tha t roundn

    I

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    paw 20caused8 pointsof damage, but G8th.rdwas wearing an armorclass 4 flak jacket, 06rhard would onllr suffer 4 hits, whileMonk's right ~ m w r o c r s d uffer 2 hits.Onpp10n0: G r s p p l i is a task (AVO;kOL+. It is somewhatsimpler than 8 strike to resolve. BlockingIs notpo~sib le ;hereis no hit location; and armor has no effect.

    While grappling "damage" is calfor a strike the results of the attackThay are not damage, but rather amimure of the extent towhich one eharacter has physicallyCOMtdled another (with ahammer lock, pinning him to theground, Once a olrclnrcterhas inf licted controlling hits on another character eqrtal to orinexcsss of that character's STR, the arget character is total-not move; the ControUing character msy not move withoutretessingcontrol (all co n t td l i htst3hppearL U&that time,however, the charam& m y empt o e s e t q ~r grapple withthe originst attaclcingcharscter.Ifbothcharactemarapple, the

    l y ~ a n d c e s s # ~ i . f h e c a r t t o l l e d c h a f ~ m e y

    first one o achieve hits @qualto htrob the other.

    Escape: An escape attempt is rway asa grapple; hOwww8 if he emnyrt is-ruoccmsfd, hitsare removed fromtheacctlmuluWd cyMlwhich theother playerhas idready built up.

    Dhrhg#om: A dhi&qj Mow is l i ~at t)le.nemy andknock himdbwn. Bennor has no effect.from behind) the attack always hits. If he is notmay avoid the attack (AVG:AGL). If the blow isattacker I8 ;hocked down. If th8. a'ttack is not wddsd, itautornaticatiy hits.

    Effwfs; If a diving blow hits, eithef the attacker or defenderisknookeddownandsuffershtts.f 106+2xSTAoftheat-tacker is greater than STR +STA of the,def&nUer, the&fenderis knockeddown and suffershitsequalta ha d f f h k w m . Other-wise, the attacker is knocked down and 8uffen hits equal tothe difference. f the defender issurprised, only his ST k k usedin the comparison.MELEE COMBAT

    Rengo: There are two genmral categwks 6f melee weapons:short and long range. Charsctewmust be within t wo metersof each other (the same as for bodyct8mbat atacks) or short-range attacks, and three metenr for long-range attecctrr. If acharacter wi th a short-range weapon flncludtrrg body combat)

    bnot pabsibleandAvoidance: If a c h a r m r s surprised fan unbxpdetedattack

    A block is a task (DIF:MC); if successful, the attack misses.Hlt Locadon: Hit location is rolled on the hit location chertExceptions: The die roll for hit location is not made for a surprise attack; the attacker picks his target. The attacker may attempt to pick his target in any melee attack; this is a task(DIF:MC). If hehits, he chooses where he hits. Addition*, threferee should feel free to mandate certain hit locations if thesituation warrants it. If an injured player crawls up to an enemwith a knife, he is unlike him anywherebut in the legsLikewise, a character m on horseback and swinging aclub is not going to hit the leg of a man on foot.

    Damage: Damage inflicted from a melee attack vsries withthe weapon used. The melee weapons chart gives the numbeof dice rolled for damage for each weapon.

    Some melee weapons have the notation " + S " . Thesweapons inf lict damage equal to the indicateddie roll plus the

    each melee combat attack, and suffers no damageRRECQMMT

    Fire combat may be conducted at considerably gkmwdistances than eitherbody combat or melee combat. Firecombat weapons tcnrdhsnd grenade4 are listed on the weaponchart. The weaponsi5hart gives a number of pieces of information for each weapon (or type of round, if the we- can firmorethanone ype): rate of fire,magazinesize, ranget, thn&e,and awm utt ip l ier are explained in this chapter. Knockdowand b u m tm4We are explamed under Explosions in he referee'manual. Indbct fire range s explained under Indirect Fire, latein this c)wpter. There are two varieties of fire combat: direcfire and indirect fire. Bothtypes share Certain k i c oir&eptsex-ned below.Hamah Umlm A single character can fire only one weapoat a tfmcr'(evan a tank gunner who has a cannon andmachlnegM inhis turret). If a character has no applicablehe cannot fire a weapon.

    encwmers a character with a long-nnge wcwpon, the shorange weapon may not attack in the first r o d of conta(althougha short-rsnge melee weapon may Mock).The ranges of melee weaponsaregivehsnthe melee we-chart.HitFmaadum:A meleeattad< is a tstk (AVG:MC). IntheCM)of a surprise attack (unexpectedattack from behind), no roll imade; the attack autom atblly hits.Modifiers: Certain melee weapons add a modifier to thecharacter's MC skill, also shownon thssmls6weapon chart.This m o d i s added o or subtracted frmthe harimejt's skill;however, it may never reduce he character's skill below level10.B k k s : If the target of a melee m a& is ako armed with ameleeweapon and ismaking a meleeattackthatcombat round,the opponent may attempt a block (in addhion to his attack).2433595

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    Retoof Rn: R.te of fire (abbreviatedROF) b ha number efshopip weapon can fire in a single combat round. A weaponmay fire any number of shots in a round from zero up o its fullROF. (A shot is usually a burst of three bulb* or rounds,although for some weapons it is only one round. Everything intheserules is described in terms of shgt,s, not bullets or rounds.)A vvaqpon may fire several times ina combat round, until itusesup'*% Kat@of fire cr until it has used up all the shots in itsmagazine. For ex-, if a weawn wi th a magazine of 5shotsand a ROF of 3 ired 3 shots in one round, it could,fire only 2shots in the nqgt round before exhausting its magarine.?SU-3@6 andh988: The ZSU-30-6 m o m &barreled gaU-ing gun. I ts ROF of 5 applies tg each of t he 6 be&&. TheZSU-30-6 can fire up to 6 shots at a single tqget while usingup only one on its ROF (although it uses 6 shots of ammuni-tion), The M988 as a double-barreled gun which acts the sameway, except that it fires up to 2 shots at a target.aand thew are noted on the weapons chart. If loading takes morethanone ound, a h ion in the Fiddle merely postpones theloading. Some we have a loader and a gunner; the gun-ner maysim he weapon whle the gunner loadsit; he may a@odo anything else'not involving the weapon beiig loaded, in-

    : character may genenew one in one round

    pistols use PST. All rifles, submachineguns, machineauk&crow&ows, and rifle grenades use CRM. Rocket launchecoandanti-tank missiles useHW. ar(le-caliber guns,howitzek andthe82r&mmortar use LCG. Longbows use LB. Grenade launah-

    the base hit number is used. Eache Wlo.,b hree base hit numbers: one each for(skill x 0.6). medium range (skillx 0.31,and lar\g

    the weapons chart. Medium rangqjsthis.Long range is twicemedium range (four times close [email protected]~ @sight times close rang&

    os8 or medium ran-ume a qu icb*m

    most common type in a combat situation). A character may,if he wishes, i n q a d ake a carefully aimed shot. This involvesspending one combat round aiming. The shot (which s fired inthe next combat roryrd) is resolved with the character$@@@hitmmber doubled, Many weapons are capable of firing morethqn.or@shgt per combat round. If a character spends a s q pbat round a m ,: haq,$ i l l fire multiple shots in the next CQ@-

    e weapon's rate of fire, but only the first skot@hot..,

    b A mQor riflem y he fired a - y@m?dshot; the hit number isda l#kd.- t P i - k r u ~eadJIo@M E-andm8y fire atmc$fema ange if firingandoubled.range hix number (including half the v@g&Wer

    .The entry m then gives its rangef

    nd weapon may be fired drhb the

    weapon may no& firoc~

    CRMrkill. Assault rifles are halved

    21 if firing an_gssaJt rifle or 42 i

    _ " - I .-

    it number is halved.spartially obscured (in bruskbase hit number is halved.number is modified several timerthan once, range finder bgnua,

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    t

    For example, A hit number of 36with a range finder bonusof + 15 gives a #t-- of So. f icdd is dkr_ublsd, h a w ,h e find hit is 12.

    c ihs of rtrs chWWer's basa hitn u m k , atJ roWe of Om orhigher miss the. , nd stl rolls ofFHng88 ekl.la:H-arget is adraft a n i d and rid& motor-

    ieycfe.wrd -, of bb+ele end rider, the firer must dntl6uncewhich he is firing at: rider ofmount. fhe shbt iCrd led asbutif itmbses its n t e M acga, ithw,a*?b%hancethe h& number if tha' is lower) of h thrg ths-%th&.2..H#Loemion: tilt fewation is rdted Onthe thppropriMa hit loca-tion chart (biped, quadruped, or vehicle).

    t hltW WifgBtG

    v && Hit loc&m ~ lrnl upanhom one of ightMc of .ths'WclU. -ftielm

    aspaaw erb W o n t , rim front ~WQue,ight dde, rlght rearoblique, rear, left rear oblique, left side, sn\f WR trom oblique,w&tmm in the diegram be10

    t extreme range it would

    their multipW at extreme range.Some wet@uns with a damage multiplier have their multiplierfollowed bv tiie tetter "C". These weapons inflict constantdamage. That is, the amount of damage they infliGtdecline with range. They will inflict 406 timed theirmultiplier at all ranges.Smm armor piercind incer of x 5. At close r

    At mediumrange Rong range it would dodamage. A t 0 m - e it would do 106x 5 hThe high explosive (HE) round for the same gunmultiplier of x 5C, and so does 4D6 x 5 hits ofranges.

    D&nqe toV h k k : Damage to vehicles is considerablymorecomplex thanddnnw to people or animals, and is covered inthe referee's manual.Armor: Armor absorbs hits equal to its armor level from eachfire combat attack. Thus, if a character wasclaw 8 Kevlar jacket and was hit in the chesing 12 hits, he would only suffer 4 hits, the armor absothe remainder.mque 1 Rear

    U..Rear /L ?_ _ _/ \Once the aspect is &termined, the referee rolls a 010 andconsultstheco~ofthetaMecoveringttratcurpect.Thenthevehicle's damage iocation chart is consuhsd,88 explained n the

    referee's manual.Sometimes, a vehicle will beattackedfrom&ow. In his casethe referee rolls 1D6; on a 1or2, the f& is On the ront deck;on a 3 r 4 it is on the turret deck; on a 5 or 6 R i s on hereardeck.Motovcy& HitL& To determinehit locationon B motor-cycle, roll 1D10 and consult the motorcycle hit location table.AimedShots: A character conducting an aimed shot may, ifhe wishes, t ry to pick his hit location. If so, his base hit number

    ishalved(although t s usuallyelso doubled for aiming), but anyhits automatically hit the part of the body or vehicle aimed at.This pert must be one t would be possible to h it if the hit loca-tion W e were used. A character firing an aimed shot with timiper rtfle may atways choose a apedfic part of the bady to8im at,without halving his hit number.

    EachAmhe that a weapon does as much damage inhit as the armor can absorb, the armor has beeA player shouki make a note on his charactertime his armor is penetrated. After armor ht en t imes it is heavily brehched and is noSome rounds, due to a low velocity, poor penetrattng shape,or other factors, are l e s s effective inpenetrating armor. Theseweapons have an armor muttiplier istedwith their fire statistics.This multiplier is applied to the armor value to determine thenumber of hits the armor will absorb. Forhas an armor mukipiler of x 4. If a characterarmor class 8 Kevlar acket and was hit in thethe jacket would absorb (8 x 4t 32hits W o r esuffered any damage.Some rouhdrr are particularlygood at penetrating armor, andthese r d s ave an armor multiplier of xH. his indiqtesthat the armor wkl only absorb half as many hits as its armorvalue befm b e i i i penetrated.Forexample, the"4.7mm caseless roundsubmachinegun hcar an armor multipliercharacter wtming an armor ctass 8 Kevlar jack&, the jacketinkcted from a fire attack varies with thee range. Smallarms weapons have a base

    close range the weapon does four tlmeswould only ab& 4 hits before being penetrated.Cower: Characters and vehicles may hide behindobstacles8sproteaion *om fire. If the hit location rolled is coveredby the

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    t h e ~ . T h s r ~ e q u i V a l e n p C k w bof common types of cquer.For example, i f ecover behind a tree, the f&mw first decidescharacter's body are under cmmrd6#he charmer is rim aweapon, at leasthis head snd cigbt mm are Drab* eIf someone ehoots .andbits him in ths chm, the fkrt 16hitsare absorbed by the tree.

    Helmets: Ifa character is wearing a helmet and s hip inthehead, there is a 50% chance thattb-, hit the hSkRe0 i f kitfrom the front, a 100% chance if hit from tlas mar, arid a 76%chance if h i rom the side. Ifth kbknetis hit, theWw@ rreceives he benefiiof thearmor of his helmet. If not, hereceivesno benefit from the helmet.INDIRECT FIRE

    Indirect fire is ~ . Y h * . ~ W em-not see, followi rsotioa*-@ken0 him w 8 WTqWduh8emorvukaORnaoethetergep.Oalv ~~~~fwe range (listedon he werpocre drcw;um ~ tw+Wkmtfb.These are rifle grenadeq, grew& kun4hWs' howitzers, Elndmortars, ,thbfkingcharacter or gun crew must be in cornmunicetion4uwJty byradio] with a character Wled e forwardobserver)who cm.0.ethe arget. Thetarget is a$Wharyposition; it a n akJldbPg,but it can't be a moving vehicle (although*,tan be the p k ew b r o the orward observer believes tbe vehicle will be whenthe fire hits). Before fire begins, the orward observer must UJkto the firer for 0 combat rounds. After f i e has begun, the for-Nardot?servermay w- 0& n correctnore accurate. The samemstrictiona on:ions apply as with otheraemmunication; inperticdw, tbf i##may not fire his weapon during the convers#m. .HltFmCdum. Tbeboshct n w @ r for W rocr b r M ftheIF f the firing charectw orh.lttha FO of tk. mwd obsew,whichever is less, roundad @we#&$n; in8kWrfise with

    QUhg Fk.:An order fsw ind

    firedanda h r avwy wrtwctb. Q3wtherpU#wm$ds. ne-k-ther roll is neaessq.Dwbaion: If the round them&Br*tikmamm% h edistMceMd diiwtion romthe 8rw-sftkrsLneroxpint.s;b*tlauncherrend nirrs m m u l p l g l y hbIl.ult.by 5laWb)rs.the referee rolls 1D l0 for distance of - fB fFor morterr and howitzers mult iply the result by 10metem L-fthe indirect fire weepon is f ir iw et grAater thanblf~.indinCtfire range, double the rqsul t of1D10and consultsskerc t@rtian of deviation.~ : # t h s S b t - t h i t , ~ & f W * o k r # v r e ~cellincowcams*tereeCh4xlmma% ddhU)%0- oRr eof ahit mdrubtraot 1$rum htgdi.Mu for d m 8 4 e v W ~if the round mirees -fw wprQBt/On* w#d,-rabe ohechance of a hitby four. A deviThere must betim Wfwe another commdmbd i r e f i . The maxhfm crhmcr Of # h&bgrenades and hanbhsld Qrwtsde hu i tdmm,

    Aaeurcroy: There (/pRktcL the aCCWaCY Of

    ...

    chance b 50%. Inaddttkn, the deviationdistance r d l may neverbe reduced by more than 5; for rifle gren eldwenade Iwnchen,therdlmay nsrvecbetsducedbymom than3.-Shots: H a shot-, rubmquemtchotr,vrrillnon-tinue to ckviate around he target becauseof themmckw&ldtad cccw80y. If admt doesnosht, Mlbsequentshot0willdeviatercpound the initial imp- paint (net themgd. tn bothcases,;ths eviation distance rol l o redwedby 5 (for most weapons)or 3 fsr fifle g r e m b and hecrdhdB grenrrde Inmchers).Por example, Wobd&as a Mk-19yyenadehuncher and lf60.C;rrsQn&s F07B. Csrson ir on a hill crea observing enemysoldier0 coming up the hill. Wood srn he other side of the hill.Camenrq h s Wood and dkqhhto ire. Wood fires onegrenadewithaMI96 ahenceof hining. The refenre o l ls a46, indicatinga miss. Fordeviation distance he rolk a 5; thegrermde missesthe term by 28meters. He then r o l l t ( ~ 2 ,ndl crti ngthat thegwndm goes ong. He fires wlothrw; this ti metherr, isno rdl&a hit, and the grenade ,dev ia tes f romths~ bmttm.+kat

    iondist.nco0 a direction roll s unnecesmand thegrenadeMb n the same place.

    a 3 or direction (longanradios another conedon

    from the-dbtwlcs5 d M B w v d I j i r r : T h e

    u1wi th no4mMb f2ap8w&y.Lh?hi*-, d y tho d S#-skillbatwd. The rubs sb

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    I to the charactersr less; if the objectis equal to the cha

    uld have an effecti The abjlity of a character to absorb damage

    ayers STR plus 1D6, rhrown objects have an

    f .of aet notsrs-.tlgbykdstakm b i i s k s a hit capacity, the area is slightly injured and su

    sl rrwgh**-mabf digh* krjumd aHhs~ e r t h . a M f % h & & m g a ainst his CON

    A*Y=mY *WIf the.target doesnotfor aH grenades afterficuky of the hraw hefor throwing a grenade cliBap-Fh)uyw:A s d t h l njury o~ . C ~ * * Z O ~ b O d y

    iekomlossofMd0d:Charactersto a critical wound remain un-

    rifle grenades, grenade Idie is rolled for distureeANTI-TANK MlSSlLES

    twice%heirers HW. The c h a r a mmustdmbetoreftring, and the animal data ch

    ks not diwbkd for aiming.) AB antr-oaark mlsdb travel le00metersper cornbat round, andthmit Q eay o detormtne CIOWhit by any&rr of attack, hew i UMop a ~ ~ ~ & i b & billmiss. t f thet character is fo r ad o haskats w h b he mWte is

    for (16vevatre6ilaUl:therlamage fit is necessary t o deirsrmine the eagainst prone characters and enimatcr are cclumed a$ dhwbs.-Wound recowry a s x p l a i n the refereesw m n d .

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    .................................................................. 2More about Tasks ...................................................... 3Skill Descriptions and Specific Tasks............................ 4Skill Improvement ...................................................... 5

    Combat: Part Two......................................................... 6Explosions................................................................. 6Explosives................................................................. 6Chemical rounds......................................................... 7Mines ....................................................................... 8Vehicle Damage ........................................................ 8Recovery (and Post-Battle Damage) ........................... 10Animals in Combat.................................................. 1 1 Encounters ................................................................. 12Random Encounters ................................................. 12Settlements............................................................. 14Non-Player Characters .............................................. 15Additional Rules........................................................... 17Radiation................................................................. 17Disease ................................................................... 18Trade and Commerce................................................ 20Visibility .................................................................. 21Repaim.................................................................... 22Electricity................................................................ 22Swimming ............................................................... 22

    Background ............................................ 231996....................................................................... 231996 ...................................................................... 231997....................................................................... 241998....................................................................... 261999 ...................................................................... 272000....................................................................... 27Poland........................................................................ 28The Land ................................................................ 28Hostile Forces .........................................................28Other Armed Combatant Forces ................................ 29

    ..

    Notes to the Rofmaa.................................................... 31

    Design: Frank Chadwick.Additrbnsl Dssign and Lhw&p??8W: John h t d .

    John Hershman. and Loren WinmMI.Research Assktance: Marc Miller.Ar t Direction: Paul R.Banner.Cover snd nterhr I1yustmtkms: Stwepleyrestbg: Wayne Roth. K e v i n Brown.

    Strategic Games CI

    C 'Wokshop.All RigReserved.its role-playing game of survival in a dovatatmiworld.W ~ t : 2 o 1 K ) ~ ~ m O ~ w o r k r l h o pGDW %x 'worbhop

    Bloomington. Illinois 61702-1646

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    Gunal Derisrwm work

    playinggames: change. The world of Twilight:2000 s constant-ly changing and adjusting to the effects of the war. Most role-playing games are set in a basically stable environment; theplayers may not be familiar with it when the game starts andmay have to explore and map it, but once known it remains asit is. In Twilight: 20o0, owever, very few things will remainunchanged over the course of a campaign.A friendly village theplayers passed through two months earlier may be desertedruins when they return. A well-equipped and disciplined militaryunit encountered at one point in the campaign may later againbe encountered as a group of marauders, having murdered heirofficers and taken to plunder and pillage as a way of life.Peaceful areas before may later become infested wi th hostiletroops. And gradually, over the months and perhaps years ofthe game, the products of an industrialized civilization willbecome more and more rare. Vehicles will wear out and become

    This manual containsThe first sections cover rules the referee must know in addi-tion to the play rules. These rules include additional informa-

    tion on combat and tasks and cover encounters, skill improve-ment, and other topics.The chronological background details the course of the warwhich resulted in the stateof the world as presented n Twilight:2000. While it is not possible to describe everything in detail,he referee has a good understanding of the background, he

    n a position to fi ll in detailsas necessary and keep his worldThe general description of the situation n Poland defines theea in which the players characters ind themselves. Referees

    vincingly consistent.

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    Catast roph ic fe ik t reshoukJnotk~w~.k \aam8tmsny tconferstasks there is no obvious effect of a wtmtrophk failure, andit should not be rolledfor. A grabei.t who fails to find an rondeposit should not a b reak hh @. Ita mdpr purpo6e is to

    witclbility8a field.OEO:

    SPECMC TASKSare described inother rul

    4e used to Synthdm many useful

    ceuwhophi failure when mddng the rursrclRces i s truty- Allany other thkrgs of a h idsm naturecan alsoCMP: M6 *kill will haveapplkaionoaly uwy arely. The on-ly computers around are a few advanced, hard-wiredf i on-trd unh , and understanding may hdp mpair. The ather use

    same family KMF). GrouDs and familkw melanguage list.likethoseocam (ESYI;kKks MVG

    CVE:Thisskill isused o ' c c n s t s r s e t ~ , ortlvbridgcwandbuildings. Fsilure r e d s in time and rrwtrcids overruns. vaultr and trigh-e8arrin/par t i c tbe j requkr tools and are always DIF.

    DIS: The main ingredients&-this drillaremorgmasepaintandfalee mwtaches, but actingskill and confidence. &B most com-mon use will be o impersonate a foreign soldier or national. Incombinrtii with LNG, it is used to mimic an accent: foolinga native speaker of the MF:(DIS and LNGI; foolinga non-native is AVGAMSf LNG of s p d e r-LNG of Ihtener);

    later taMy my),ornonew tAVQ1, or the day dgr W).MNEe This*rkill ir UBBd to consthict and operate a minewithou nboh.p,Open d a c e mining is ESY. Deeper mining(shaft8and tunnels} sA%. The skill can also be usedto maketunnels in (AVGbut slow)w soik (DIFbut fast). Catastrophicfailure can bs d a v s .

    tion for documents (AVO); see FRG forUC: This skill is usedmostlyM repacan also be used to make a radio receiver(DIF) if parts are available.W: This&iilaybe used(DE). FbikpMaru

    IUPN: Inwldition to general expertise in movingard wrrviv;ing in his &ill s used to climb cliffs, mck faces,and buildings: steep dope or sheerwail with good handholdsIN@),btme'qrortly.samXhwall tDtF). These tasks assumeRasp.sielegtrlpRI.nt. faquipment sased, the difficulty evelsare one lower. kpp eli ng down is ESY. A character mayalw,

    paperso r d e r s . ltmbeusedto forg. rsigru tttmj f amaxam-pieisCltrailSMe (ESY), alter 8 docuf l rm(AV#,oram8te a newdowment IDIF). Thew tasks am one ewd aamier if th. ocu-ment is expected to w i v e ody a -@am@ h aMi.FRM: This is another skill useful n helping civiliza#onmwive.

    #WH: A n n i o r dis4sning weaponsfrombhecsaractersowncountry io ESY; (lll1l/nsor disarming foreign weapons is AVG;repekingaPAR: Ladif@ si*ly in most terrain is ESY; landingsafely inwoods, cities, swamp, or water is AVG. Landing n a partiwlar

    is DF.

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    spot is DIF with a parachute, AVG with a paraglider. Riggingor checldng a rig is ESY. Flyinga hang-glider is AVG. Repairinga pclrclohute or hangdidork SY; makinga parachuteor hang-

    batsituations like overloaded boats, bad(AVG). Sail boats are one level moredifficult. Operatinga sail boat at all requires some skill but does

    not require a roll.8cD: Avoidinga mishap while using an aqualung or rebreatheris ESY(SCD+ SWM). Navigating underwater s ESY. Avoidingdetection rom watchers on the surface is AVG with an aqualungor ESY with a rebreather.

    SCR: When a character attempts to scrounge a specific ob-ject, he looks in a particular place. The referee determines dif-ficulty based on his opinion ofin such a place. The higher ahe is to find useful things inSKILL IMPROVEMENT

    io w ~ k l ishaps are nezessary only"

    As a person grows older and

    characters n mid-course. Thus, they akeactyhaveconsiderableknowbdgeof~~, kite will Islknifilbta;E l c p d m e h ~ % u i p k r ~ t h s m s e l v ~ h 1 7 ~ 8 ~a pbyw ullesa skillpoint inthat skill. A

    point tctozI plttywfails. -If muttfpk t a s k s w

    a n d m & a m m ~ ~ ~ ~ , * ~ * ~bably a m ne ex ZO the ptsybr firr the &I-counter, not fow.

    The optionin dl cases is the referee's, but he should be guM-ed bytwosimpls prinoiples. First, the rewardshould fit the ta6k.Random and meaninglessuse of skills s &Iby eYqxtrience pOim8. Rather,cWX$berienc % -ly when the task at hand needs doing. &.(rc;qM-y , wrd experiehceshould reflect this. W f W w sbegin zooming k@ in s k i n . M , *%&me WM#&on fw5rttschallenge. t

    Experience p o W WThis should occurperhaps during a day spenrefereet)rinks he timeIsriperience points may be ea

    m *ncreWishWIf Iws ls .MI Ik.the Ehiascllrcs' -

    skill bythemu)rtplicW to detenninqthe skillpoint incmm. hrc-tional points am dropped. However, if convertkrgpoints to 8JcUi kvd doernot result inan incmae~ofthrr lkwlbyat least 1,thsnthechracter's experiencepoimrforth.dcMare not converted at this time. t nr t cwd, the experknco pointsa r s d r n l t h e i r an increaseof theskill h l .

    experienQI- 8sty assimilate ts experience. His current skill lev4 as a ri-mis 43. He subtracts43 from 100and divides the res& by 100,determining that his current multiplier is (100-9- 7;-57/100=) 0.57. Multiplying this by his 6 accumulated ex-

    ncepoints gives him an addition to his skill level of 3.Hi#skin level is tfms 46.ObOmrMon: If a player observes another player successfuk.

    Iing a ta8k. the observing player gains 1experiencpoint. This observation must be a close-up examination of thPesk and must have the cooperation of the character acturl lyperforming he task. If the refarse consldenthe skill sought tfbe a complicated one C),the ask should take ongiapthan usual (perhapss y longer), as the characterpa6forming the task will to pause to explain w Mdisdoingorto artswer qwrtionr. A ctmmxermygdnmpodmcepoints from observation only if the observed character's drilllevel is at least twice asgreatsq$m * incharacter.SbW$kiMWtWd?&asks w3kh donot take specifictimeperiodsand wh& &n& be explahad. (RCN is a goode m +ple of this.) Charactem may gain experience points $tm&example, ifa group of charactersth ec91aractersi~CN kill is that

    st skill, modified downward for

    ~ I *

    b AYOI?OWQs(WiilWlrclbeiafstudents). The instructor may teachI o his INS skill level and must have

    . The task takes one periodutive days). Successful co rn

    NS) for accomplishinga task p d

    If the number of students is over 10%bwW%Wthe iMmu&t&c

    :-Wan A@IaydrWk~asa skill evel oft@kibrn the skill. This mkM ma$

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    fragments. If a chara

    suffersmuttipk Mtstimes the ch rw twfragmentatisn hit.

    number of grenadesscatteredoveradius is very large, and there is a high conc@ra?iws.affragments in that area. there is itthfrqprwntaionattwimmi q s t radius. Thw, only chariwters within 4~ burst radius oan ICM roundwe subject to fragmentationhits In addition, acharagefs within the knockdown have a 10%ehanc@#-tact hit and all vehicles w e knockdowmradiue of acontact hit.

    y usesotherthsncamm &deed, mosare treated heresincplosions, @bowrs a ~ f w s o n l y l n Mof explosivas:dynamiteend@lmtthe gameare the quarter-kilogramone-kilogram block of plastic ex

    w i v e . All demolition effects are resolved in terms of thnumber of demolition points used. A stick of dynamite hasondamolitionpoint; aMock of plertic explosivehassix dgmditio

    m@lOaivemay be joined~ &ffmct@:Like @nyt&ng

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    knockdown radius of nMbmp.d crrcgk*kn.UemdMunohrp, akes fifteen rnm.A demofition charge is defined as oneor- clLieuMchlocks connected to each otherI i B kilograms. Additional explosiv

    Crete, ghsmfame firstQiuirtes3.000by the armor multi-reinforced concrete ($1 and m a i n s a result of 600. Ne*&ditddmtlmresultb t b s m i p l i r f thec h a r g Wd I b eC m a d y r# acIng he charge next to the Wan, ngB

    f F ~ a M t r . k o m a c t r e m i c a l .-"~~&-bwnkrgwhen .ns. ohrrclcrmamay suffer contact

    ftvscrhamicela((ents:, Mood agent, b l i r

    to obscure visibility. There is no smoke during theh he round ands. During h e next turn there is thin

    Gas: There is W gas cloud the turn the round s

    his breath for six coD8 hits per combat

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    Once the damage level of a cheramw machos fmiotrs injuryt o either the heador OW, mthues to suffer damage fromtheg w mmrklf nokmgminth. m oudiThis damage wil l con-tbweuntil eh6 charaotw either dies or ?weivebam injection ofatropine. A character who has suffered serious injury roquiresQM ro ropkn injection o arrest %he ffibcts of the nerve gas. Aehumamwbb&fwed+.dtka l ieJwy o he ctrettrequimtwmin$ctknr o f s t r e ( r i n e i m ~ z R , ffects. Once injectedwith atropine, the character is incapacitated (disorient&, con-fwd, andhapable of any movement other thanfour hours.

    near ground levela d detonned either by remote cometat30 meter tripwire. Personnel passing owr theMpwkre haw460% chance of detonatingthemine. Knockdown and contacdamage we resohml nomuWy. Fragmentation, however, issuffered only in he direction of tho blast (pre-detetmkrewhen thmin6 emplaced). The burst area is a30m e , whichmawthatatany w e n d i m e rom the mine, it is half that dktancOwide. For axample, at a distance of 50 metersthe cone is 2meters wide; et e distance of 1 0 0 meters it is50me@erswideCharacters within 50 meters have a 60% chance of di hit .Rcharacterswithih. 1Qometers trave a 20% chanceef beinghR.rwurl contunln8tion: The ground covered by cloud ofblkter, Mood, orn o mgaawill remaincomom#natedorrsveralhouri after the cloud dssppesn, and vehid w exposed to thodoud will remain t m b m h t e d for s w o r d days. Natural~nrRlreducethis,arodamimtormorUwmughwashingof thenMde will remove the contanrimtion.WMk an area ar vehicle is mamhreted, uMMwked~ W h O W a l k t t r r w g h W a M W & W W ~ O r l t p l d ~~icontamsnaedvehid,suffw Whizsw~utdbrnagaotimchest every turn {not round).

    mplEsM i n e s c w s p k e d i n t h e g r a u n d l v l d ~ ~ r m u n

    o r v . h i Q k ~ O W r t h 6 m b ~ P ~ a l r , ~ a a l pb3thD$rt$BSWof8VOhW.OaomUax A eharwtac walking # W a @ smiil.fMd;Ras1096 ehanco of tdggdaga min*pk 5nwaanwmmWZh~hthemkrufidd. A vehick hasspO% chrncsoftr iggcrrfng aminopn 6 maters traded.Dnug. :Detonat ionofamiaehml lk. ra~wetfsotassnyother explosion, causing knockdown, fragmsrrtiatlan, and Con-tact damage. However, all contact damage to personnel~ h ~ ~ o f t t # l e g S O f t h e C h a r a c t e r W h O d e t ~themine. ( D s t d n e whkh leg randomly.) Contact damage toa vehicle is treated as a suspension hit. If, after suspensiond a m e s taken, there is any remaining energy to the explo-sion t is d e d s a hit [email protected] vdhickdamageMow.)D.t.ctkn: Detection of a minefirw & =@BE w RCN).Detmionofa CMnoURsgrB-b AVBtcBEWRcN). Con-t4 .k toAVYSandanA41Gtadr t t ,WF11 -MaMngandRemov& Once a minefield is discovered {&&orby detection as descrWdabove OT bymmbom-aCf amine)characters M y e i t h e r p t o k ~ f h . m r k w c l m d m a r k ~locationor may attempt o remowthem. aobing sndmarMgminaskESYCBEorAVCL:RC#.FIldkpra&he+IBkWiwtmthata mine has beenacddenullydamelmd. Fbnmmt& 4vyI:CBEor DIFRCN. Failure, again, i n d i c o t e 8 . ~etom8ion.In each five square meter area (1 x 5 meters)UumwUMe1MImines. Marking or removal i wprrer, adt.tOr- mine.Marking mines allows chw8ctors en&kor-w& thmugh theminefieldwittrout hazard. Trottingt)lrorlgha mdmd mineflsldis A V 0 : A W runnkvg througha m#h&arlrrtkklkDIFAGL.Marking a minefield does not reduce its hazard to vehidbcr.

    Removingmines &ws vohkles ml PlMIOnnef to movePaths marked or rmoved 1 m o m wide for wdkingchynnuw The claymoremine ioa d lmxha l Mlti-penonnelmine. It is not buried, but instead is generally emptacd at'or

    .. .

    ditioneofreubcedv#wybl fcrRniant;n hs, as.knrit,anESY

    t h r o u g h ' t h e m i ~ w i t h o u t b r d .dwactem M 5 peters wids for whiaka.

    by k9(lmenW. pmvided the character io in the fragmentatiocone.-nAMAofj

    Becrwovehicles have differingarmor indifferent I8iuthv4 d#frrsnt i n t u d ayouts, eaoh M i l e has its owIkt. Aftsf determining which part of the vehalawm.)liTby rpanruMtingtheh i d o hit location able, consutheVuAiCk's damage loc#kn list.Dunrg. Lecdom The entries onttmWtddiilltev#kW-damage loortknIkr o o r r e mfrom the hit locaton table (ex&k&ltWirCl-'Aumtw-**

    atmar on d#Tpcaraf theinto the vehicle and can c If it txlusuemrates the armobut doraf lokf fbldcw m e . f it caused hits less than the am a r ~ t r b e w r e e d ff.If~shatpm&tmtes,he armor absorbs hits equal to its amor v8lue time8 the armor multiplier of the shot. The hits inftiutmkby*shot, aftw the armor vdue hsr beenwbbsctsda m ~ ~ m e r h o t ' S ~ I ? ~ - e n s s g y .l r Sh e m r thbmotimurn amount of damage itcon dkt ooccuprntr 8nd:intorbr camp6rw~tsf the vehicle.side d each vehicle damag.kjch etter represems c pattaJkraceopwrorot.ewnponentofthee h i i t h r a 9 ) w a h t m a

    o t ~ t u r r o t b d ~lSb#Werrlr he order of components hit. If thhk ok, b & w J k ~ (HS) or turret side (TS) and the shot wafrocn%tm tgha; mveme the order. If the shot is entering frothe'- of?hewhkJe, he referee randomly sekcts the ordeof -or aceupants hit.Ths rofmw-roll~dieoncet i8?e&wmfkrcso96et#ncpant w#cWhit, 1-5on 16)%0t 1-3 on 1D6). T b onmzeption athis k he a shat will a lways hit the engine.lbe- &o&wpmdcomporten listing s imponaqt, sitweach time the shot hitsanoccupant or component it wi# idkdmnaga. AU of tW&mage~ t - i n f l i s subtm rmaining energy, m d fius it is possible that it wiil sxcwrat iremaining energy before it