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PLAYER’S

MANUAL

R O L E P L AY I N G I N T H E W O R L D WA R I I I T H A T N E V E R WA S

Karl Punu (Order #34316430)


GAME DI R ECTOR & LEAD DESIGN ER
Tomas Härenstam
LEAD SETTI NG & SCENAR IO WR ITER
Chris Lites
LEAD ARTIST
Niklas Brandt

GRAPH IC DESIGN
Christian Granath

COVER ART
Martin Grip
MAPS
Tobias Tranell, Niklas Brandt
CO-PU B LISH ER
Angus Abranson / Amargosa Press

B RAN D MANAGEMENT
Marc Miller / Game Designers’ Workshop
I NSPI R ED BY
The Original Twilight: 2000 by Frank Chadwick

A D D I T I ON A L WR I T I NG A D D I T IO N A L A RT
Chris Keeling, Anders Fager, Frank Frey, Nils Hintze, Gustaf Ekelund, Jarek Kubicki
Nils Karlén, Peter Kreft, Nicolas Michon, Thomas
Römer, Mathieu Saintout, Dave Semark M I L I TA RY CO N S U LTA N TS
Chris Keeling, Mark Brien, Pedro J. Deyo, Frank Frey,
P RO O FR EA D I N G Edgardo A. Montes Rosa, Jacob Torgerson
Brandon Bowling, Bartosz Chilicki

F EED BAC K & P L AY T E ST I N G


Simon Andersson, Adam Attley, Marco Behrmann, Tim Drost, Antonio Borderia Giner, Charlotte
Hamilton, Nils Karlén, Matt Kay, Kosta Kostulas, James Langham, Alex Mayo, Daria Pilarczyk,
Daniel Stjernlöf, Edward Stitson, Adam Wieczorek, and thousands of Kickstarter backers

™ & © 2021 GDW and Fria Ligan AB. All rights reserved.

Karl Punu (Order #34316430)


01 02 03

YOU’RE ON YOUR OWN NOW 5 PLAYER CHARACTERS 13 SKILLS & SPECIALTIES 43

TWILIGHT: 2000 7 NATIONALITY 15 ROLL THE DICE 44


WHAT DO YOU DO? 8 BRANCH 15 PUSHING YOUR ROLL 45
THE GAME SETTING 9 ATTRIBUTES 15 GROUP ROLLS 45
CAMPAIGN FRAMEWORKS 10 HIT AND STRESS CAPACITY 16 MODIFIERS 45
STARTING THE GAME 11 SKILLS 16 OPPOSED ROLLS 46
TOOLS OF THE GAME 11 SPECIALTIES 16 NPCS AND SKILLS 47
WHAT IS A ROLEPLAYING GAME? 11 COOLNESS UNDER FIRE 16 GEAR 47
UNIT MORALE 16
MORAL CODE 17 THE SKILLS 48
BIG DREAM 17 CLOSE COMBAT 48
YOUR BUDDY 17 HEAVY WEAPONS 48
HOW YOU MET 17 STAMINA 48
APPEARANCE 17 DRIVING 48
NAME 17 MOBILITY 48
GEAR 17 RANGED COMBAT 48
VEHICLE 18 RECON 48
ENCUMBRANCE 19 SURVIVAL 48
RADIATION 19 TECH 48
COMMAND 49
ARCHETYPE METHOD 20 MEDICAL AID 49
PERSUASION 49
LIFE PATH METHOD 31
SPECIALTIES 49
DEVELOP YOUR CHARACTER 40
LEARN FROM EXPERIENCE 40
GAIN COOLNESS UNDER FIRE 40
CHANGE UNIT MORALE 41
REDEFINE YOUR MORAL CODE 41
SEEK A NEW DREAM 41
FIND ANOTHER BUDDY 41

02
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04 05 06

COMBAT & DAMAGE 53 WEAPONS, VEHICLES & GEAR 89 TRAVEL 137

BATTLE MAPS 54 TRADE 90 TRAVEL MAPS 138


ROUNDS & INITIATIVE 54 GEAR DAMAGE & REPAIRS 91 TASKS & SHIFTS OF THE DAY 138
SLOW & FAST ACTIONS 55 SCAVENGING FOR PARTS 91 MARCHING 139
TERRAIN & HEXES 57 JURY RIGGING 91 DRIVING 140
FOOT MOVEMENT 58 KEEPING WATCH 143
COVER 58 WEAPONS 92 SCROUNGING 143
BARRIERS 59 MELEE WEAPONS 92 FORAGING 143
VISIBILITY & LINE OF SIGHT 59 BOWS & THROWN 94 HUNTING 146
AMBUSH 60 CIVILIAN FIREARMS 94 FISHING 147
SOCIAL CONFLICT 61 US MILITARY WEAPONS 97 MAKING CAMP 147
CLOSE COMBAT 62 SOVIET MILITARY WEAPONS 101 COOKING 148
RANGED COMBAT 63 SWEDISH MILITARY WEAPONS 105 RESTING 148
SUPPRESSION 67 POLISH MILITARY WEAPONS 108 SLEEPING 148
EXPLOSIONS 68 OTHER MILITARY WEAPONS 110 EXPLORING 149
HEAVY WEAPONS 70 HAND GRENADES 112 CITY TRAVEL 149
DAMAGE 72 ARTILLERY 113 WATER TRAVEL 149
CRITICAL INJURIES 74
STRESS 77 VEHICLES 115
CONDITIONS 78 US MILITARY VEHICLES 116
FALLING 79 SOVIET MILITARY VEHICLES 119
DROWNING 79 SWEDISH MILITARY VEHICLES 122
FIRE 79 POLISH MILITARY VEHICLES 125
CHEMICAL WARFARE 79 OTHER MILITARY VEHICLES 126
RADIATION 80
DISEASE 81 GEAR 127
VEHICLE COMBAT 81 WEAPONS GEAR 127
COMMUNICATIONS GEAR 127
OBSERVATION GEAR 129
PROTECTIVE GEAR 129
MEDICAL SUPPLIES 130
TOOLS & SPARE PARTS 130
FUEL & STILLS 130
ELECTRICITY 131
EXPLOSIVES 131
FOOD & DRINK 131
FIELD GEAR 131

HOME BASE 132

Karl Punu (Order #34316430) 03


Karl Punu (Order #34316430)
01 YOU’RE ON YOUR
OWN NOW
Kalisz. We’re still only in Kalisz. We need to get out of
here. Fast. The artillery barrages are getting closer.
The Soviets will be here soon. Sarge says we move out
after dark. I’m not sure we’ll last that long.

Karl Punu (Order #34316430)


01
YOU’RE
ON YOUR
OWN NOW

We were cav scouts, mechanized reconnaissance. Our life expectancy


in combat was about two minutes. Most of us didn’t even last that
long. We never saw the enemy coming. When the Division HQ started
shouting over the radio, it was already too late. The tanks of the
Soviet 6th Guards Motor Rifle Brigade hit them hard at dawn, five
klicks north of Kalisz.
The proud US 5th Mechanized Infantry Division - now just a band
of scattered stragglers, spread out all over hell. Running for
our lives. Dying in the Polish dirt, which had been cratered and
irradiated by tactical nukes from both sides.
Not that we were a particularly grand bunch when this operation
started. A ragtag gang of jolly green giants, walking the Earth with
guns. Soldiers. Not just Americans - in our ranks we had Poles,
Czechs, Germans, you name it. Even civilians. Hell, by the end we’d
take in anyone who had a gun and knew which way to point it.
The command and supply chains broke down back in ‘98, when the
US and Soviet naval forces obliterated each other on the high seas
of the North Atlantic and the air resupply collapsed. After that,
our forces over here in Europe were stranded. Living off the land.
Falling apart.
When we first heard about Operation Reset, we couldn’t believe
it. The first major offensive by NATO forces in Europe in over a
year. The order was to link up with other US forces under III Corps
and push our way to Warsaw, or what’s left of it. We weren’t told
why. Some said it was a last hurrah, a final try to save the world
as we knew it. We didn’t care. We just knew it was a Hail Mary, a
desperate gamble in the most desperate of times. And maybe, just
maybe, a chance to find a ride home.
It was no surprise that it went to hell. Most things have in the
last few years.
Some say it didn’t have to be this way. Some say history could
have taken a different turn. If the Soviet Union had collapsed back
in ‘91 when it was on the ropes. If the Gang of Eight coup against
Gorbachev had failed, the world would have looked very different
today. Some say. I think it’s bullshit. This storm was always coming,
sooner or later.
It doesn’t matter anymore, anyway. Now, all that matters is to
survive each day.
It’s all up to us now. Our squad. Jonesy. Diaz, driving the M113.
That Polish girl Kasia. The men and women around me. No one else
will come to our rescue. The final words from division HQ, before
they signed off for good, left little doubt.
“Good luck. You’re on your own now.”

06
Karl Punu (Order #34316430)
TWILIGHT: 2000 You decide what your PC thinks and feels, what they say
Twilight: 2000 is a roleplaying game about survival in mankind’s most and do – but not what happens to them. It’s your job as
desperate hour. In the year 2000 of a history that took a different turn a player to portray your PC and imagine yourself in their
from our own, the world is ravaged by war. boots. They are a person with feelings and dreams, just
Yet, in this very bleak world, there is still hope. Mere survival is not like yourself. Try to imagine – how would you react if you
enough. In the midst of utter destruction, you can start to build some- were in their place? What would you do?
thing new. Rally more people to your ranks. Stake a claim and protect The player characters are always the protagonists
it. And maybe, if you live long enough, start turning the tide. of the story. The game is about you. Your decisions, your
story.
THE PLAYERS
Each player in this game except one takes the role of a player character THE REFEREE
(PC). It might be a soldier from the now scattered US forces in Europe, The final player is the Referee. They describe the world
but it can also be a soldier of another nationality, or even a civilian. More of Twilight: 2000 to you. They portray all the people you
on that below. In the fallen world of Twilight: 2000, it doesn’t matter meet during your travels – be it hostile military forces,
where you come from. It’s your actions from this day forward that will preying marauders, hungry civilians or stragglers like
define who you are. yourselves. All of these people are called non-player
characters, or NPCs for short.
The game is a conversation between the players
and the Referee, back and forth, until a critical situa-
tion arises where the outcome is uncertain. Then it’s
time to break out the dice – read more about this in
chapter 3.
It is the Referee’s job to put obstacles in your path
and challenge your PCs, forcing them to show what
they’re really made of. But it is not up to the Referee to

YOU’RE
ON YOUR

01
OWN NOW

Karl Punu (Order #34316430) 07


01
YOU’RE
ON YOUR
decide what happens in the game – and above all, not how your story STAY ALIVE
OWN NOW is supposed to end. That is decided in the game. That is why you are Your most immediate goal in Twilight: 2000 is to survive.
playing the game, to find out how your story ends. You will need to scrounge for food, ammunition and fuel
Make sure the players help move the story forward. Being the for your vehicle from day one. You’re in hostile territory
Referee can feel overwhelming, as if the whole game rests on your surrounded by enemy soldiers and marauders who will
shoulders. It doesn’t. There are plenty of tools to help you in the try to kill you on sight and take what’s yours. You need
Referee’s Manual in this boxed set. to keep moving, stay alert, and be prepared to fight for
your life every day.

HELP THOSE IN NEED


WHAT DO YOU DO? You might be alone and on the run, but at least you have
In Twilight: 2000, there is no one to hold your hand and show you where weapons to protect yourselves and the skills to use them. On
to go in a world engulfed by war. It is up to you and the other players to your travels, you will meet people in even more dire straits
decide where to go, together. The Referee will place encounters, NPCs than you. Starving refugees with nothing but the clothes
and tough challenges in your path, but in the end, the stories of this on their backs, civilians terrorized by some local warlord.
game are created by you. They are not written down beforehand. You It is up to you and your conscience whether to help those
have control over your PCs’ lives – and there is plenty to do: in worse need than yourselves, or leave them to their fate.

08
Karl Punu (Order #34316430)
SEARCH FOR INFORMATION Specifically, this core rulebook describes two default campaign settings
If you want to stay alive, you’ll need fresh intel – about for you to choose between: Poland and Sweden. See the short summaries
enemy troop concentrations, other US stragglers, marauders below. You can read more about the road to war in these two countries
in the area, which bridges are blown and which towns in the Referee’s Manual, which also outlines the current situation in
have been hit by tactical nukes. Scout ahead, ask around. each of them in some detail. You will find large maps of key sections of
If you don’t know what you’re walking into, you won’t Poland and Sweden in this boxed set.
make it very far.
POLAND
FIND A SAFE HAVEN For yet another time in this century, Poland became the central battle-
Safety is a rare thing in the world of Twilight: 2000. But ground for the beginning of a World War. Unlike World War II, however,
there are still some places, few and far between, where a this Twilight War has no end. In the fields, forests, and cities of Poland
semblance of order remains. Small communities or bases, the age’s great ideologies waged battles that devastated everything in
islands of civilization in a sea of chaos, fighting desperately their path as the world crumbled under nuclear attacks.
to protect themselves against the armies and marauders Now, Poland is once again a realm of feudal warlords, lawlessness,
roaming the land. Maybe you can find such a place, and deserters, and brigandry. Here, where war seems fecund and bent to
maybe they will let you stay there, at least for a while. seed, civilization died and was buried. Petty tyrants and devastated
military units crawl across a landscape pockmarked by modern war,
STAKE A CLAIM each simply trying to survive in the shadow of a world they can now
Maybe one day, you can stop running. When you’ve gath- only remember.
ered enough resources and found a location safe enough, The Soviet push into Poland was slowed only by NATO air superiority,
you can create your own sanctuary in a world of war – a but the quick capture of civilian areas halted bombings early in some
home base. The start of something new in the ruins of areas. That, coupled with the time it took NATO, and more importantly
the old. But be warned, enemies will come knocking and America, to bring sufficient armored forces to bear, left most of Poland
you will need to fight to defend what’s yours. in Soviet hands. The West came back strong, however, and the eventual
use of nuclear weapons later in the war cut Soviet supply lines. Now,
FIND A WAY HOME the fractured Soviet Army still outnumbers NATO elements, but no one
If your character is a soldier in a foreign land, you might can be said to have “won” anything.
be looking for a way to return home. It’s probably nothing
but a pipe dream, but someday, somehow, maybe you SWEDEN
can make it back. During the wars that broke out in 1997, officially neutral Sweden
soon became the northern section of the frontline between NATO
RESET THE WORLD and Soviet forces. The US was actually the first foreign military to put
The world has gone to hell, and most days are just its boots on the ground here, blocking a Soviet offensive in the Baltic
about making it to the next alive. But what if there Sea. A massive Soviet invasion of Sweden followed, pitting the mili-
could be a way back? To heal the world, to re-awaken tary might of the two superpowers against each other in the desolate
of civilization as we knew it? Mad prophets preach of Nordic pine forests.
a new dawn, rumors by campfires whisper of myste- After a few weeks of heavy exchanges, the fighting subsided. De-
rious plans for rebooting the world. It’s probably all spite American air superiority, the more numerous Soviet forces made
fairy tales, but what if some of it is true? What if the substantial conquests. American and Swedish forces held the west
world can still be saved? coast of Sweden and an enclave in Stockholm, while Soviet troops took
control over most of the rest of the country and the Baltic Sea. The
status quo lasted until spring of the year 2000, when Operation Reset
was launched.
THE GAME SETTING
Twilight: 2000 depicts a world engulfed by war. No corner OTHER SETTINGS
of the world went untouched by the devastating wars The Referee’s Manual also briefly outlines the current situation in other
that raged through the years leading up to the year 2000 regions like the United States, the United Kingdom, Germany, and the
AD. Therefore, it’s possible to set the game in any country rest of the world, should you want to set your campaign elsewhere.
you prefer – even your own homeland. You can use the material on Poland and Sweden as inspiration for
However, the focus of the war, and therefore the fo- your own setting. Most of the scenario material in this book, such as
cus of this game, is Central and Northern Europe. This is random encounters and scenario sites, can be used in any setting with
where the fighting between NATO and the Soviet forces only minor tweaks.
was most intense (see the Referee’s Manual). This is YOU’RE
ON YOUR
where the mushroom clouds from nuclear strikes rose

01
OWN NOW
tall across the landscape.

Karl Punu (Order #34316430) 09


01
YOU’RE
ON YOUR
CAMPAIGN FRAMEWORKS of any government, but you have the skills and wits to stay alive and –
OWN NOW Twilight: 2000 is not a game about the military. It’s a game just maybe – protect and serve some civilians along the way.
about survivors. Still, on the scarred battlefields of Europe,
many small and scattered military units remain, as they PRISONERS
have the skills and the gear needed to stay alive. Playing The end of the world as you knew it wasn’t all bad. For you, it meant free-
such a unit of soldiers is therefore the default campaign dom. When the world fell, no one bothered to keep you behind bars any
framework for this game. There are many other options longer. As a group of convicts now roaming the wilds freely, you struggle
however, and you should jointly decide on a campaign to survive and find a new place for yourself amidst the current chaos.
framework before you make your characters. Here are
a few suggestions: A MIXED GROUP
Of course, you can create a group of characters with different back-
CIVILIANS grounds, forced together by chance and the horrors of war. In the year
You don’t need to be a soldier to hold a gun. You can 2000, many military units have recruited civilians into their ranks.
choose to play a group of civilians from any walk of life,
now fighting to survive in the desperate world of Twilight:
2000. Maybe you are roaming the land as refugees looking
for shelter. Maybe you are still in your hometown, trying
to protect it against marauders and soldiers seeking to
steal what is rightfully yours.

LAW ENFORCEMENT
Keeping law and order was hard even before the world
went to hell, and it sure isn’t any easier now. As a team
of former police officers, you no longer have the backing

010
10
Karl Punu (Order #34316430)
To play Twilight: 2000, you will need a set of polyhedral dice with six,
eight, ten and twelve sides, commonly referred to as a D6, D8, D10,
ROLLING DICE and D12. You’ll also need a bunch of extra D6s, to use as ammo dice
The rules will sometimes ask you (page 63).
to roll a D3, 2D6 or D100. D3 A full set of custom dice is included with this boxed game, and
means you roll a D6 and divide you can purchase extra custom dice separately. You can play the game
the result by two, rounding without these dice, but the custom symbols on them help to speed up
up. 2D6 means you roll two six- gameplay.
sided dice and add the results
together. D100 means you roll CARDS
two D10s, the first counting as In Twilight: 2000, playing cards can be used for two purposes – drawing
the tens digit and the second initiative in combat (chapter 4) and by the Referee for drawing encoun-
the ones digit. That generates ters during travel (chapter 2 in the Referee’s Manual).
a result between 01 and 100 (a A set of custom cards is included in this boxed set, containing 10
double zero counts as 100). initiative cards and 52 encounter cards, with the encounters printed
right on them for easy reference by the Referee. However, you can man-
age without these custom cards and just use a common deck of playing
cards instead.

MAPS & COUNTERS


Hexagon (hex) maps are key to playing Twilight: 2000. There are two
STARTING THE GAME main types of maps – travel maps with 10-kilometer hexes that are
The default way to start a campaign of Twilight: 2000 is used to regulate travel (see chapter 6) and battle maps that are used
to begin just as the US military advance toward Warsaw when bullets start flying (see chapter 4).
or Stockholm – Operation Reset – has been crushed by A large travel map depicting parts of Poland and Sweden is included
Soviet forces. Your group of US soldiers, local soldiers, in this boxed set, as well as eight double-sided battle maps that can be
or civilians – or a mix of all three – is running for their combined in many different ways to quickly create a unique battlefield,
lives, forced to fend for themselves in hostile territory. and two larger double-sided battle maps that depict specific scenario
Choose where on the travel map to start the game sites (see chapter 5 of the Referee’s Manual).
– close to Kalisz if playing in Poland, or near Örebro if Along with the battle maps you use cardboard tokens to keep track
playing in Sweden are good choices, as these areas are of fighters, vehicles, battlefield elements, and conditions. A collection
where the final battles occurred. From there, you’re on of such tokens can also be found in this boxed set.
your own – you decide where to go, with the Referee
placing goals and obstacles in your path.

WHAT IS A ROLEPLAYING GAME?


If you have made your way here without knowing what a roleplaying
TOOLS OF THE GAME game is, congratulations! Welcome to a rewarding and creative hobby.
Twilight: 2000 requires you to improvise as you play, but Roleplaying is a unique form of gaming, that combines tabletop gaming
the game also provides a number of tools to help you with storytelling. Roleplaying games give you a set of rules and let you
create your story. create your own story with your friends in a way that books, movies,
TV, and even video games cannot.
CHARACTER SHEETS The advantage of roleplaying games is also their challenge – the
To document your character, you use a character sheet. freedom to create the story yourselves can be overwhelming. But this
You’ll find an example of a completed character sheet on rulebook contains plenty of exciting encounters, locations and char-
page 21, and there are a few blank sheets in this boxed acters that you can populate your story with, and very specific tools
set. From the Free League website, you can download for the Referee to use. If you need advice or ideas, there is a forum for
character sheets for free to print. How to create your Twilight: 2000 as well as our other games on our website, freeleague-
character will be described in the next chapter. publishing.com. Welcome!

DICE
In the world of Twilight: 2000, nowhere is safe. Sooner or
later, you will end up in situations where the outcome YOU’RE
ON YOUR
is uncertain, no matter how skilled you are. It’s time to

01
OWN NOW
break out the dice.

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Karl Punu (Order #34316430)
02 PLAYER CHARACTERS
Ronson carries the SAW. Diaz is like the Professor on Gilligan’s
Island, she can build a new carburetor out of a pair of coconuts
and some dental floss. Kasia, all of 17, is the closest thing we
have to a medic since we lost Doc. Jonesy is a ginger who Diaz
says looks like the cat in Aliens which is how a German intel
officer got a name like Jonesy. Top’s been in the Army long
enough to have fought in the Tet Offensive… and me? I’m just a
grunt. We’re all trying to get by. Top once called us “the last
family.” He might be right. Kasia made a gagging gesture when
he did. But none of us expect to see our actual families again.

Karl Punu (Order #34316430)


02PLAYER
CHARACTERS
YOU ARE A SURVIVOR. Whether soldier or civilian, you have experienced (page 20) and the life path method (page 31). You can
the horrors of World War III, but you refuse to let them break you. No choose whichever method you like best for your gaming
matter what, you are determined to live another day. And one day, group – different players can even use different meth-
maybe, just maybe, find a way to fix this broken world. ods, as long as all are in agreement about it. The Referee
Your player character (PC) – your survivor – is your most important has final say.
asset in Twilight: 2000. They are your weapons, your eyes and ears in the
world. But they, in return, depend on you making the right decisions ARCHETYPES: This lets you create a fully playable char-
for them. Don’t screw it up. Take your PC seriously and play them as if acter in mere minutes, ready to jump into the action. It
they were a real person. It’s more fun that way. At the same time, don’t also creates a fairly balanced group of characters, with
try to protect your PC from every conceivable danger. The goal of the similar overall competency.
game is to create a good story. For that to happen you need to take risks.
During the course of the game, your PC will change and develop. LIFE PATHS: This method lets you build your character
Their skills and specialties can be developed through experience, but by developing their backstory in detail, learning skills
you can also discover how their personality changes and is formed in a and specialties as you go along. This will create more
way that cannot be measured by numbers on a page. This is when your fleshed-out characters, but also with more varied lev-
player character truly comes alive. els of competency.

CHARACTER SHEET: To create your player character, you need a Twilight:


2000 character sheet. Five empty character sheets can be found in this
boxed set, and you can download more from the Free League website.

ARCHETYPES VS LIFE PATHS


This chapter first explains some core characters con-
cepts, and then offers two different methods for
creating a player character: the archetype method

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Karl Punu (Order #34316430)
NATIONALITY MILITARY RANK
Most PCs in the game will be American or locals, but you After the collapse of most organized fighting in Europe, military rank no
can be any nationality you like, including Soviet. It’s your longer has the meaning it once did. You are all on your own now, after all.
choice, and a mixed group is fine as well – desperate times Still, for most men and women in uniform, orders from a superior officer
make for strange alliances. Your nationality will not affect will always hold extra weight. Read more under Social Conflict on page 61.
character generation, beyond your gear and language.

LANGUAGES: All characters in the game know their


native language. All PCs are assumed to know at least ATTRIBUTES
a little English no matter their nationality, and all Your character has four base attributes that indicate your basic physical
characters from former Warsaw Pact countries know and mental capabilities, each rated on a scale from A to D. A represents
a little Russian. Additional languages can be learned the top human capacity, B is above average, C is your average Jane or
as specialties. Joe and D is a weakened or diminished ability.

7 STRENGTH (STR): Muscle power, toughness, and physical endurance


7 AGILITY (AGL): Body control, speed, and fine motor skills
BRANCH 7 INTELLIGENCE (INT): Perception, intellect, and mental stability
Your branch tells you where you got your training. It can 7 EMPATHY (EMP): Charisma, amiability, and emotional stability
be military or civilian. If you use the life path system for
character generation, you gain skill points and specializations DICE: Your attributes are used when you roll dice to perform actions in the
from your branch. If you use the archetype method, your game (as well as for determining how much damage and stress you can
choice of branch is just for flavor. withstand before being incapacitated). When rolling dice, each attribute
rating is connected to a specific die type. See the table on the next page.

MILITARY RANKS
Below, the most common military ranks in the US, Soviet, Polish, and Swedish armed forces are listed. If you are of another
nationality, you will need to look up equivalent ranks elsewhere. Of course, if you’re a civilian, you don’t have a rank.

US SOVIET POLISH SWEDISH


Private Ryadovoy Szeregowy Menig
Private First Class – Starszy szeregowy –
Corporal / Specialist Efreitor Kapral Korpral
Sergeant Mladshiy Serzhant Starszy kapral / Plutonowy Furir
Staff Sergeant Serzhant Sierżant Sergeant
Sergeant First Class Starshiy Serzhant Starszy sierżant –
Master Sergeant – Młodszy chorąży –
First Sergeant Starshina Chorąży –
Sergeant Major – Starszy chorąży –
Second Lieutenant Mladshiy Leytenant Podporucznik Fänrik
First Lieutenant Starshiy Leytenant Porucznik Löjtnant
Captain Kapitan Kapitan Kapten
Major Mayor Major Major
Lieutenant Colonel Podpolkovnik Podpulkownik Överstelöjtnant
Colonel Polkovnik Pulkownik Överste
Brigadier General General–mayor General brygady Brigadgeneral
Major General General–leytenant General dywizji Generalmajor
Lieutenant General General–polkovnik General broni Generallöjtnant
General General–armee General General PLAYER

02
CHARACTERS

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15
02PLAYER
CHARACTERS
ATTRIBUTE SCORES DIE SIZE
ATTRIBUTE DIE TYPE DIE SIZE DESCRIPTION
A term sometimes used in the
A D12 12 Extraordinary rules text is “die size.” This
B D10 10 Capable simply means the highest possible
C D8 8 Average result on a particular die type.
The die size of a D6 is 6, the
D D6 6 Feeble
die size of a D8 is 8, etc.

HIT AND STRESS CAPACITY


Your attributes determine how much damage and stress you can take
before being taken out of action. This is measured by your hit capacity
and your stress capacity. Read more about how those work in chapter 4. SPECIALTIES
7 Your hit capacity equals the sum of the die size for your STR and Specialties are narrow, specialized abilities that give you
AGL divided by 4, rounding fractions up. an edge and a way to fine-tune your character. Special-
7 Your stress capacity equals the sum of the die size for your INT ties are further explained in chapter 3. You can learn
and EMP divided by 4, rounding up. new specialties during the course of the game, but they
always require specialized training.
For example, STR B and AGL C give you a hit capacity of 5 (rounded up
from 4.5), while INT B and EMP D give you a stress capacity of 4.

COOLNESS UNDER FIRE


When bullets start to fly in your direction, you need
SKILLS to keep a cool head. Panicking can cost you your life or
Your skills represent broad fields of expertise that you have acquired during get someone else killed. Coolness under fire, or CUF for
your life. They determine, along with your attributes, how effectively short, is a rating between A and D, just like an attribute.
you can perform actions in the game. There are twelve core skills, and The better your CUF, the better you are at keeping calm
they are all described in detail in chapter 3. in combat (page 67). After each session in which you
Just like attributes, skill levels are measured on a scale from A to rolled a CUF roll, you have a chance to improve your
D, where D represents only rudimentary training and A represents the CUF (page 40).
best of the best in the field. You can also have a skill level of “F”, meaning
you have no training at all (this is the default and does not need to be
indicated on your character sheet). You can increase your skill levels
during the game (page 40). UNIT MORALE
In war, your unit is your family. Your home. You live and
NO SKILL LEVEL? You can generally roll for a skill even if you have no die with the friends next to you. In the game, this is rep-
level at all in that skill (“level F”) – in that case, only use the associated resented by a unit morale rating, rated from A to F, just
attribute for the skill in question. like a skill. This score is primarily used for CUF rolls – the
better the morale in your unit, the better your chances
DICE: Just like for attributes, each skill level is connected to a specific die of keeping a cool head under pressure. Read more about
type. See the table below. this on page 67.
No matter which method you use for character
generation, your group’s starting unit morale is equal
SKILL LEVELS to the highest COMMAND skill level in the group. You only
have one unit morale score for the group, so it’s enough
SKILL LEVEL DIE TYPE DIE SIZE DESCRIPTION
that one of you keeps track of it on your character sheet
A D12 12 Elite – usually it’s done by the character with the highest
B D10 10 Veteran COMMAND score.

C D8 8 Experienced Your unit morale will change during the course of


the game – see page 41.
D D6 6 Novice
F None – Untrained

16
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Karl Punu (Order #34316430)
MORAL CODE
The world might have gone to hell, but you’re still a hu- EXAMPLES OF MORAL CODES
man being with values and morals. So far, anyway. This
is represented by your moral code, phrased in a single ✓ You have a moral obligation to
sentence. help those worse off than you.
During play, you will face situations that test your ✓ War is a glorious thing and
moral code, where following it puts you or your group you are meant to command.
in immediate danger or requires a major sacrifice of ✓ Freedom is everything. No one
some kind. The Referee has final say on when this tells you what to do. Ever.
happens, but you should also bring such situations to
their attention.
7 If you choose to follow your moral code, you get

a +1 modifier to one related skill roll (page 40) if


this makes sense in the situation, and you will
learn from the experience, earning an experience skill roll (page 44) if this makes sense in the situation, and you will gain
point (XP) at the end of the session. bonus (XP) at the end of the session.
7 If you choose to betray your moral code, you will If you witness your buddy being injured, you risk suffering mental
immediately suffer 1 point of stress (page 77). At stress (page 78).
the end of the session, you also have the option
to scrap your moral code and write a new one.

HOW YOU MET


The group of other player characters is the closest thing you have to a
BIG DREAM family now. A single sentence or two is enough. This backstory has no
Your immediate goal in the game is to live another day. mechanical effect.
But in the long run, merely surviving is not enough. You
also have a motivation of your own, something you dream
will one day come to pass, that keeps you on your feet
when it would be easier to just lay down and die. APPEARANCE
During play, you will gain extra XP if you take concrete Briefly describe your player character’s appearance on your character
action to realize your big dream. The Referee has final say. sheet. This can be distinctive body or facial features, clothing, or even
mannerisms.

YOUR BUDDY
You must choose which one of the other PCs that you NAME
feel closest to. That PC is your buddy. Mark your choice You can give your character any name you like, and give yourself a
on the character sheet. nickname as well.
If you risk your life for your buddy or make a major
sacrifice for them, you get a +1 modifier to one related

GEAR
When traveling in the world of Twilight: 2000, you’ll need the right gear
to survive. You’ll need food to eat, weapons to defend yourself, medical
EXAMPLES OF BIG DREAMS equipment to patch up your wounds, maybe a tent to sleep in and even
a vehicle to ride in. You must write down all the items you are carrying
6
✓ You were sent here to win on your character sheet – more on that below. If it’s not listed on your
this war. You intend to do sheet, you don’t have it with you.
just that, at any cost.
✓ Find a place to settle down STARTING GEAR
with your friends, and When you start out the game, you will get a set of gear based on your
defend it with our life. archetype or your final pre-war life path (if using the life path system),
✓ Find your parents. You as appropriate for your nationality. In addition to the items you choose,
PLAYER
were separated. You you are assumed to have a uniform or sturdy civilian clothing, and a

02
CHARACTERS
want them back. canteen for water.

Karl Punu (Order #34316430) 017


17
02PLAYER
CHARACTERS
GROUP GEAR: In addition to your personal gear, you get THE VALUE OF AMMO
to choose some gear for the group as a whole. Together,
pick a number of the items listed below equal to the In the world of Twilight: 2000, the world
number of PCs in the group. You can only choose an item economy has collapsed, and paper money has
of the same type once. If you want to trade something in little value. Instead, most business is
the list for something else of similar value, the Referee conducted through bartering. Ammunition
can allow it. has become the most common base currency,
7 Backpack and this is also used in chapter 5 to
7 Any bow including D6 arrows indicate the relative value of gear.
7 Any pistol or shotgun including D3 reloads

7 Any sniper or hunting rifle including D3 reloads

7 Any LMG/GPMG including one ammo belt

7 Any GL or ATRL (including D3 reloads, if applicable)

7 D6 magazines/reloads for any weapon

7 Two ammo belts for any machinegun

7 D6 reloads for any grenade or rocket launcher

7 D6 hand grenades of any type

7 Dirt bike with half a tank of fuel

7 Basic toolkit

7 Binoculars

7 D100 liters of any fuel, in jerrycans

7 D6 personal medkits

7 D6 rations of food

7 D6 rations of clean water

VEHICLE
In addition to group gear, your team can start the
game with a vehicle. Roll 2D6 on the table below
and add the number of PCs in the group. Choose an
appropriate vehicle in chapter 5 from the indicated
category. A fully civilian group should not be allowed
to start the game with a military vehicle, however.
Your vehicle is assumed to have been converted to
run on alcohol, and you start the game with half a
tank of it.
Instead of rolling, you can discuss with the
Referee and decide together if you should start the
game with a vehicle, and if so, which one. Vehicles
are very useful, but they can also draw attention to
you from hostile forces – having a vehicle can turn
you into a target.

2D6+PCS VEHICLE
3–6 None
7–8 2WD Car
9–10 Pickup Truck
11–12 Jeep or HMMWV
13–14 Armored Personnel Carrier
15+ Main Battle Tank

18
018
Karl Punu (Order #34316430)
ENCUMBRANCE
The weight and bulkiness of your gear is measured in encumbrance MEASURING TIME
units, or just units for short. One encumbrance unit represents an item Three separate units of time are typically used in
of roughly 3kg that can be carried in one hand – an assault rifle is a the game, depending on the situation at hand.
typical example. Smaller items weigh ½ or even ¼ unit. In chapter 5, See the adjacent table. The exact duration of a
the weight (in units) of all weapons and other gear is indicated. round, stretch and shift can vary depending on
the situation. It’s the Referee’s job to track time
RECORDING GEAR and determine when another round, stretch or
The gear section of your character sheet has three subsections – one shift has passed. There are typically four shifts in
each for combat gear, items in your backpack, and tiny items. Each row a day: morning, day, evening, and night (more on
in a subsection represents one full encumbrance unit. that in the travel rules, see chapter 6).

COMBAT GEAR: Here, you list what you carry in your combat webbing,
UNIT DURATION PRIMARY USE
holsters, slings, belts, pockets, or in hand. Combat gear is easily
accessible, and these items can be taken out with a fast action. You Round 5–10 seconds Combat
can only carry a number of encumbrance units equal to your STR die Stretch 5–10 minutes Repairs
size as combat gear, e.g. eight units if you have STR C. Shift 5–10 hours Travel

BACKPACK: If you have a backpack, you can use it to carry an additional


number of encumbrance units equal to your STR die size. However,
carrying a backpack gives you a –2 modifier on all MOBILITY rolls. Getting
an item from your backpack during combat is a slow action (for you or RADIATION
another character in the same hex) and requires a MOBILITY roll. Dropping After the nuclear exchanges between NATO and the
your backpack to the ground is a fast action. The backpack itself does USSR, radiation is a deadly hazard in large areas of the
not affect your encumbrance. world. Chances are you have been affected already
before the game starts. To finish off character creation,
TINY ITEMS: Items with negligible weight, such as a photograph, a ring, no matter which method you use, roll a D6 to determine
or a dog tag, are called tiny. They are so small they don’t affect your en- your starting amount of permanent radiation points
cumbrance. Tiny items still need to be listed on your character sheet. (page 80).

AMMUNITION
Ammunition inside the magazine of a loaded weapon is included in the EXAMPLE (RULES ON NEXT PAGE)
weapon weight. One extra magazine of ammunition weighs ¼ unit. Ronson is a Gunner, US Army. He rolls a 4 for rank,
An ammo belt for a machinegun typically weighs one full unit. Ammo making him a Private First Class. He drops his EMP to
belts are never included in the weapon weight. D, giving him four attribute increases to use on other
attributes. He raises both STR (his key attribute) and
LOOSE AMMO: For loose small arms ammunition, the rule of thumb is AGL to A, leaving INT at C. This gives him a hit capacity
that every 25 rounds weigh ¼ unit. of 6 and a stress capacity of 4.
For his starting skills, Ronson sets Heavy Weapons
ARTILLERY SHELLS: Shells for heavy weapons weigh much more of course to level B, Stamina and Ranged Combat to C, and Driv-
– the weight of each shell depends on the caliber of the shell. See the ing, Mobility and Close Combat to D. He chooses the
table on page 114. Machinegunner specialty and his starting CUF is C.
His moral code is “The team relies on me and my rate
FOOD AND WATER of fire. I’d give my life for my friends.” His big dream
One daily ration of food weighs from ¼ to a full encumbrance unit, de- is “Find a place to settle down away from the war.”
pending on the type of food (page 131). A daily water ration weighs ½ unit. His buddy is Diaz.
As for starting gear, Ronson gets an M249 machine
STOCKPILES gun, three ammo belts, four hand grenades, a flak
If you’re lucky enough to have more gear than you can carry, you can jacket and kevlar helmet, a knife, a personal medkit,
create a stockpile. Usually, you have one stockpile for the whole group. a backpack, two rations of food, and five rations of
Assign the task of keeping track of your stockpile to one player – this clean water.
person is called the quartermaster. To top things off, Ronson rolls a 6 for starting rads.
If you have a vehicle, this is the obvious place to keep your stockpile. He’s now ready to enter the world of Twilight: 2000.
PLAYER
The vehicle tables in chapter 5 indicate how many encumbrance units

02
CHARACTERS
a vehicle can carry, in addition to its passengers.

Karl Punu (Order #34316430) 019


19
CHARACTER CREATION: ARCHETYPES

An archetype is a typical character You must choose one B level skill,


type in Twilight: 2000. You’ll find nine two C level skills, and three D
archetypes on the following pages. level skills. Your B level skill
To create your character, follow the must be one listed under your
steps below, starting by choosing archetype. You can choose your
your archetype. Avoid having several C and D level skills freely.
players pick the same archetype. 8. Choose your starting specialty
Archetypes can feel stereotypical, from the options listed under your
and they are meant to. Picking an archetype - or any specialty you
archetype is a quick way for you like, if the Referee allows it.
and the other players to get an 9. Record your starting coolness
immediate feel for your characters. under fire (CUF) rating, as
But remember that your character indicated by your archetype.
is more than just an archetype. The 10. Determine your unit morale.
archetype is a starting point toward 11. Choose your moral code from the
creating a unique player character. suggestions listed under your
1. Choose your archetype. archetype, or create your own.
2. Choose your nationality. Most 12. Choose your big dream from the
PCs in the game will be American suggestions listed under your
or locals, but you can be any archetype, or create your own.
nationality you like, including 13. Choose a buddy from among
Soviet. The choice affects your the other PCs.
language skills and starting gear. 14. Decide how you met the other
3. Choose your branch from the player characters. Choose from
options listed under your the suggestions listed under your
archetype, if any. This choice archetype, or decide for yourself.
has no effect on gameplay. 15. Decide your appearance from the
4. Choose or roll for your suggestions listed under your
military rank as instructed archetype, or decide for yourself.
by your archetype, if you are 16. Choose a name, and a nickname if
military. Use the table on page you like, from the suggestions
15 to convert US ranks to those listed under your archetype.
of other nationalities. 17. Pick your gear from the choices
5. Determine your attributes. You listed under your archetype.
start with a baseline of C in all 18. Pick group gear together
four attributes. You may then and possibly a vehicle, as
make three increases, of one step described on page 18.
each, up to A. You can increase any 19. Roll a D6 to determine your
attributes you want. You can gain starting permanent rads (page 80).
one extra increase by decreasing
one attribute from C to D. NOTE: The archetypes can be useful
6. Determine your hit capacity as inspiration for your character
and stress capacity. even if you use the life path
7. Determine your starting skills. system for character generation.

20
020
Karl Punu (Order #34316430)
Ronson US
US Army.
Private First Class The team relies on me and my rate of fire. I’d give my life for my friends.

Diaz Find a place to settle down away from the war.

A D12 A D12 C D8 D D6
B D10 D D6
D D6 D D6
C D8 C D8
Machinegunner

kevlar helmet I

6 flak jacket I
4
C

M249 machinegun flak jacket food food water


Knife personal
medkit kevlar helmet water water
ammo belt water water
ammo belt
ammo belt
hand hand hand hand
grenade grenade grenade grenade

M249 machine gun 5 6 2 3 – 6 200 0 2


Knife 5 – 2 3 – – – +I 1/4

Karl Punu (Order #34316430) 021


21
02PLAYER
CHARACTERS
THE CIVILIAN
You were an accountant. You worked retail.
You were a part-time musician and full-time
bartender. That’s all gone now. None of it
matters. Now, you are one thing: a survivor. You
had no say in this war. Your government charged
ahead without consent. Sometimes, you felt
the whole world was in the grip of madness.
You still feel that way. Your old life is
over. What are you going to with this new
one? Is there any hope to rebuild?

APPEARANCE
Choose from the examples below or decide for yourself.
7 Regular clothes that don’t make you stand out

7 A t-shirt from your favorite band

7 Shoes that were in fashion when the war began

SPECIALTIES
Choose one specialty. Recommended options are:
7 Chemist

7 Cook

7 Hunter

YOUR MORAL CODE


Choose from the examples below or decide for yourself.
7 You were nothing before the bombs. You won’t

be pushed around again. Ever.


7 Soldiers ruling the world is just plain wrong.

7 Everything in the world is up for grabs – grab as

much as you can.


HOW YOU MET THE GROUP
YOUR BIG DREAM Choose from the examples below or decide for yourself.
Choose from the examples below or decide for yourself. 7 Your town always said, “don’t aid any soldiers.” But these people

7 Establish your own community where you are needed help. The town kicked you out. The penalty was supposed
in charge. to be death, so you actually got off light.
7 Get the hell away from these battlefields. Find 7 The soldiers who raided your home were crazed, blood in their

a safe haven, where ever it may be. eyes. They were about to kill you when soldiers of the same side
7 Get revenge against the military forces who gunned them down. You’ve been with them ever since.
wrought this terror upon mankind. 7 You were an informant for the NATO forces in your area. One

day, you were discovered while planning an ambush with this


group. You’ve been together ever since.

✓ BRANCHES: Blue Collar, GEAR


White Collar You start the game with:
✓ RANK: None 7 Any civilian firearm

✓ KEY ATTRIBUTE: EMP 7 D3 reloads for your weapon

✓ KEY SKILLS: Driving, 7 Knife or binoculars

Survival, Persuasion 7 Basic toolset or dirt bike with half a tank of fuel

✓ COOLNESS UNDER FIRE: D 7 D6 rations of domestic food

✓ TYPICAL NICKNAMES: Duck, 7 D6 rations of clean water

Izzy, Easy Ice 7 D6 rounds of ammo to use as currency

22
022
Karl Punu (Order #34316430)
THE GRUNT
They serve by the hundreds of thousands, the men
and women who take and hold the ground. They are
the ones who bleed and die in foreign fields for
policies and ideologies decided upon thousands of
miles away. There have always been grunts, though
they weren’t always called such. You’re one of them.
A ground-pounder, humping 30 kilos of gear up to
hell and back hoping to stay alive. Your life was
monotony punctuated by moments of sheer terror. Now,
in the aftermath, it’s just a muddy, gray hell.

APPEARANCE
Choose from the examples below or decide for yourself.
7 Personalized helmet

7 Buzz cut

7 Zippo with a personalized motto: “Bury me

upside down so the world can kiss my ass.”


7 Become a pow-
SPECIALTIES erful ruler, a person of
Choose one specialty. Recommended options are: importance in a world after
7 Load Carrier civilization’s collapse.
7 Ranger 7 Keep your humanity and get
7 Rifleman to see home again.
7 Stay alive. Nothing else
YOUR MORAL CODE matters anymore.
Choose from the examples below or decide for yourself.
7 There is no good and evil here, there is just dead HOW YOU MET THE GROUP
and alive. Choose from the examples below or
7 Making the world a safer place is the only way decide for yourself.
to save your soul. 7 You’ve been with this unit since

7 Apocalypse or not – orders are meant to be you arrived in Europe. This is your
followed, at any cost. family now.
7 Your own unit was massacred. You were the only

YOUR BIG DREAM survivor. Two months on your own, then you spotted these
Choose from the examples below or decide for yourself. people. Trust doesn’t come easily.
7 At first, you thought they’d shoot you because you are, after all,

the enemy. But they patched you up where your own people
had left you to die. You owe them.
✓ BRANCHES: Army, Marine
✓ RANK: Choose or roll D6. GEAR
1–2: Private You start the game with:
3–4: Private First Class 7 Assault rifle appropriate for your nationality

5: Corporal 7 D6 reloads for your weapon

6: Sergeant 7 Flak jacket and helmet

✓ KEY ATTRIBUTE: STR 7 Knife or D6 hand grenades

✓ KEY SKILLS: Close Combat, 7 Personal medkit

Stamina, Ranged Combat 7 Fatigues

✓ COOLNESS UNDER FIRE: C 7 Backpack

✓ TYPICAL NICKNAMES: 7 D6 field rations

Sledgehammer, SNAFU, Oddball 7 D6 rations of clean water


PLAYER

02
CHARACTERS

Karl Punu (Order #34316430) 023


23
02PLAYER
CHARACTERS
THE GUNNER
You were the biggest in your unit, so they gave you the
machine gun. You also might just like to rock ‘n roll
and open a firefight with 700 rounds per minute flying
downrange. At any rate, it feels powerful to be behind
such a fine instrument of automated death. Whatever the
reason, you got the big gun. You lay down suppressive
fire for your team, a curtain of lead death. This makes
you extremely popular in your squad. When the shit hits
the fan, and it ALWAYS does, they turn to the soldier
with the belts of ammunition humping the machine gun
through mud and blood to lay down enough fire to kill
a platoon. That’s you. It’s where you want to be.

APPEARANCE
Choose from the examples below or decide for yourself.
7 Muscles

7 Ammo belts draped over you

7 A pack of Marlboros rubber-banded to your helmet

7 Keep your unit safe.


SPECIALTIES Bear the burden
Choose one specialty. Recommended options are: of being the one
7 Launcher Crew they lean on.
7 Machinegunner Get home.
7 Redleg 7 Find a place
to settle
YOUR MORAL CODE down
Choose from the examples below or decide for yourself. away
7 The team relies on you and your rate of fire. You’d from the
give your life for your friends. war… if such a Narnia exists.
7 You’re in hell, but hell is pretty funny. Nothing is

worth taking seriously. HOW YOU MET THE GROUP


7 Kill them all, let God sort them out. Choose from the examples below or decide for yourself.
7 You replaced their gunner who got dysentery. The mission was

YOUR BIG DREAM at Kalisz. Your unit, hell, your whole battalion is just… gone.
Choose from the examples below or decide for yourself. 7 You came up through basic with most of these folks. You left your

7 Rack up as many kills as you can. What else is actual family before basic training. You have not seen them since.
there left to do? 7 These fools were pinned down by a Soviet machine gun. Your unit

disbanded as raiders two days before. You weren’t going to let


fellow Americans die. The M60 made quick work of the enemy.

✓ BRANCHES: Army, Marine GEAR


✓ RANK: Choose or roll D6. You start the game with:
1–3: Private 7 Light machine gun appropriate for your nationality

4–5: Private First Class 7 D6 ammo belts

6: Corporal 7 D6 hand grenades or ATRL with D3 rounds

✓ KEY ATTRIBUTE: STR 7 Flak jacket and helmet

✓ KEY SKILLS: Heavy Weapons, 7 Knife

Driving, Ranged Combat 7 Personal medkit

✓ COOLNESS UNDER FIRE: C 7 Fatigues

✓ TYPICAL NICKNAMES: Pig, 7 Backpack

Rock ‘n Roll, Buzzer 7 D6 field rations

7 D6 rations of clean water

24
024
Karl Punu (Order #34316430)
THE KID
You never had a chance to grow up. The
world ended before you could. The adults
did that. You listened to them when you
were little, but they destroyed it all.
They stole your future. Now, it’s up to
you and people your age to make sure the
world goes on. You had security ripped
from you like an IV, like the umbilical cord.
You cannot depend on grownups anymore. You
see now you never could. You won’t make that
mistake again. Their world is in ashes. Your
world is just beginning… or so you hope.

APPEARANCE
Choose from the examples below or decide for yourself.
7 A Sex Pistols jacket

7 Vans shoes

7 Your Walkman

SPECIALTIES
Choose one specialty. Recommended options are:
7 Archer

7 Runner

7 Scrounger

YOUR MORAL CODE


Choose from the examples below or decide for yourself.
7 Authorities are meant to be disobeyed.

7 Adults don’t have a clue, might as well play them

for fools.
7 Kids need to fix the world the adults destroyed.

YOUR BIG DREAM HOW YOU MET THE GROUP


Choose from the examples below or decide for yourself. Choose from the examples below or decide for yourself.
7 Grow up. Just live long enough to grow up. 7 Your older brother hero-worshiped the Americans. He died trying

7 Become a leader, a healer, or something else the to help them and you happened to be there when it happened.
world needs. Now, you’re stuck with them.
7 Find your parents. You were separated. You want 7 Your parents were killed years ago, and you survived on your

them back. Or someone to take their place. own. Then these people needed your help. You certainly can’t
go back to that city after what you did to save them.
7 You were one of hundreds of kids in a holding camp. The enemy

took off one day, leaving you all no food. When these people
✓ BRANCHES: None showed up, they helped. You left with them.
✓ RANK: None
✓ KEY ATTRIBUTE: AGL GEAR
✓ KEY SKILLS: Stamina, You start the game with:
Mobility, Survival 7 Bow, pipe gun or zip gun

✓ COOLNESS UNDER FIRE: D 7 D3 reloads for your weapon

✓ TYPICAL NICKNAMES: Dime 7 Knife

Bag, Shorty, “Kid” 7 D6 rations of domestic food


PLAYER
7 D6 rations of clean water

02
CHARACTERS
7 D6 rounds of ammo to use as currency

Karl Punu (Order #34316430) 025


25
02PLAYER
CHARACTERS
THE MECHANIC
Vehicles always made more sense to you than people did.
You’ve seen a lot of people break over here. You couldn’t
put them back together. An engine though? You can repair
an engine, fix an axle, weld armor on a chassis. You mind
the machines, a natural grease monkey. Maybe you worked in
a garage back home or just restored classic muscle cars.
However you got your skills, the unit now relies on them.
The war is hard on the hardiest of tanks or Humvees. You
keep them running. It’s up to Top and the Doc to keep the
people running. You don’t want that responsibility.

APPEARANCE
Choose from the examples below or decide for yourself.
7 Callused hands

7 Grease under the fingernails

7 Short, unkempt hair

SPECIALTIES
Choose one specialty. Recommended options are: 7 Keep the deuce-and-
7 Combat Engineer half running. Keep
7 Gunsmith the unit running ...
7 Mechanic all the way home.

YOUR MORAL CODE HOW YOU MET


Choose from the examples below or decide for yourself. THE GROUP
7 Anything or anyone can be fixed. Never lose hope. Choose from the examples be-
7 Machines can be trusted. People can’t. low or decide for yourself.
7 Your vehicle is your freedom. Never lose it. 7 These poor fools

were stuck on what


YOUR BIG DREAM was left of a highway
Choose from the examples below or decide for yourself. when you came upon their broke-down transport. If you
7 Rebuild the old classic you have in the garage back weren’t the best grease monkey around, they’d be dead.
home. Collect parts along the way. 7 The group’s leader grabbed you as soon as things were starting

7 Find a place where you can set up a proper work- to go pear-shaped. She said the group would need a mechanic
shop, actually building things. and a mechanic would need people who could use guns.
7 You were just the local mechanic when the enemy came. They

made you fix their vehicle, then argued about who would shoot
you. These people showed up right about then. They saved you.
✓ BRANCHES: Army, Marine,
Navy, Blue Collar GEAR
✓ RANK: Choose or roll D6. You start the game with:
1: Private 7 Assault rifle appropriate for your nationality

2–3: Private First Class 7 D6 reloads for your weapon

4–6: Specialist 7 Flak jacket and helmet

✓ KEY ATTRIBUTE: INT 7 Knife or D6 hand grenades

✓ KEY SKILLS: Stamina, 7 Personal medkit

Driving, Tech 7 Basic tools

✓ COOLNESS UNDER FIRE: D 7 Vehicle tools or weapon tools

✓ TYPICAL NICKNAMES: 7 Fatigues

Grease Monkey (Monk), 7 Backpack

Daytona, Clutch 7 D6 field rations

7 D6 rations of clean water

26
026
Karl Punu (Order #34316430)
THE MEDIC
Humpty Dumpty. They tried to put him back together
again. You try to do that every day, but all the
broken limbs and broken minds are just too much to
fix. So, you triage. On the field. In life. You do
what you can, making hard choices. Deciding who is
too far gone. You have nightmares about the blood.
Whole lakes of it. If you added up all you’ve seen
spilled, a lake might not cover it. People hurt.
War is pain. You try to heal. You try to mend. It is
all you can do in the face of complete absurdity.

APPEARANCE
Choose from the examples below or decide for yourself.
7 A weary look in the eyes

7 Thin frame

7 Tattoos representing dead comrades

SPECIALTIES
Choose one specialty. Recommended options are:
7 Combat Medic

7 Field Surgeon

7 General Practitioner

YOUR MORAL CODE


Choose from the examples below or decide for yourself.
7 You can’t save everyone, but you’ll sure as hell try.

7 Harming another human being is wrong.

7 You decide who lives and who dies.

HOW YOU MET THE GROUP


YOUR BIG DREAM Choose from the examples below or decide for yourself.
Choose from the examples below or decide for yourself. 7 One of the members of this group was brought into your ER.

7 Build a hospital to serve an entire community. When the hospital came under barrage from Soviet artillery,
7 Restore the world to some semblance of civilization. these people took you with them.
7 Get home, with some shred of hope and human- 7 You found this poor soldier bleeding in a field. You patched

ity left in your heart. them up and nursed them back to health. When the enemy got
close, the soldier said they could bring you back to friendly lines.
7 You remember when this was a full platoon. That was a long

time ago. You think about all the people you didn’t save. You
have their dog tags in your rucksack.
✓ BRANCHES: Army, Marine,
White Collar GEAR
✓ RANK: Choose or roll D6. You start the game with:
1: Private First Class 7 Pistol or SMG appropriate for your nationality

2–3: Specialist 7 D6 reloads for your weapon

4–6: Sergeant 7 Flak jacket and helmet

✓ KEY ATTRIBUTE: EMP 7 Knife or D6 hand grenades

✓ KEY SKILLS: Stamina, 7 D6 personal medkits

Medical Aid, Persuasion 7 Pain relievers or surgical instruments

✓ COOLNESS UNDER FIRE: C 7 Fatigues

✓ TYPICAL NICKNAMES: 7 Backpack


PLAYER
Doc, Tex, Bones 7 D6 field rations

02
CHARACTERS
7 D6 rations of clean water

Karl Punu (Order #34316430) 027


27
02PLAYER
CHARACTERS
THE OFFICER
The men and women under your command depend on you. You
are resolute, decisive, and pragmatic… at least among the
soldiers. Privately, the responsibility wears on you. You
shouldn’t have gone to OCS or the Academy. You aren’t one
of the “men.” You can’t be. You must remain apart, keep
your objectivity… keep them alive. You’re alone among a
band of brothers, but that is exactly where the band needs
you. That’s why they follow your commands. They look to
you for guidance. You look elsewhere for friendship.

APPEARANCE
Choose from the examples below or decide for yourself.
7 Well-manicured look

7 Greying hair

7 1,000-yard stare

SPECIALTIES
Choose one specialty. Recommended options are:
7 Intelligence

7 Sidearms

7 Tactician

YOUR MORAL CODE


Choose from the examples below or decide for yourself. 7 Find someone else
7 Your team relies on you to survive, and it’s your to lead these
job to keep them alive. fine people. You
7 War is a glorious thing and you are meant to know you’ll one
command. day fail them.
7 The world has fallen to shit, but you can rebuild it.

HOW YOU MET THE GROUP


YOUR BIG DREAM Choose from the examples below or decide for yourself.
Choose from the examples below or decide for yourself. 7 The group’s commander panicked in a battle. You took command.

7 Rule the country. Establish yourself as a tyrant They’ve followed you ever since. The former commanding officer
in a world in need of leaders. didn’t survive.
7 Get you and your people home. 7 You replaced a beloved leader just before Kalisz. The troops

don’t know you. You don’t know them, but now you’re all on
your own… together.
7 These Americans need a native like you. When you met them,

they were about to be shot by civilians. You saved them. Now,


✓ BRANCHES: Army, Marine, they look to you to lead them.
Navy, Police
✓ RANK: Choose or roll roll D6. GEAR
1–3: Lieutenant You start the game with:
4–5: Captain 7 Pistol or submachine gun appropriate for your nationality

6: Major 7 D6 reloads for your weapon

✓ KEY ATTRIBUTE: EMP 7 Radio (manpack) or night vision goggles

✓ KEY SKILLS: Ranged Combat, 7 Flak jacket

Command, Persuasion 7 Knife or D6 hand grenades

✓ COOLNESS UNDER FIRE: C 7 Personal medkit

✓ TYPICAL NICKNAMES: 7 Fatigues

Skipper, CO, El-Tee 7 D6 field rations

7 D6 rations of clean water

28
028
Karl Punu (Order #34316430)
THE OPERATOR
You are the elite. When you joined up, you wanted to go all the
way. You wanted to be the best. Now you are. You are the best
in the world and trained in all kinds of elite operations
from raids to capturing high value targets. You have
done your country proud. You and your unit were the first
into this godforsaken country. Looks like you’ll be the
last out, too. It’s fine. This is what you signed up for.

APPEARANCE
Choose from the examples below or decide for yourself.
7 Long hair, untidy appearance

7 Civilian clothes, jeans, sneakers

7 Sunglasses

SPECIALTIES
Choose one specialty. Recommended options are:
7 Combat Awareness

7 Infiltrator

7 Sniper

YOUR MORAL CODE


Choose from the examples below or decide for yourself.
7 Killing the enemy is your job, and you’re going

to do it. No mercy.
7 In the end, everyone is on their own, including 7 Keep your team alive and get
you. Look out for number one. back home. This land is lost.
7 When the shit hits the fan, everyone looks to Your own country needs you
you. You’ll lead them to safety, no matter the risk. now more than ever.

YOUR BIG DREAM HOW YOU MET THE GROUP


Choose from the examples below or decide for yourself. Choose from the examples below or decide for yourself.
7 Become the ultimate soldier. 7 Your unit was sent to rescue a platoon cut off at Kalisz. This is all

7 Push the Soviets out of this country. That was that’s left of the platoon. You all barely made it out.
your mission, and you see no reason to change it. 7 You were assigned to help train regular infantry and civilians in

advanced tactics. You’ve been with these folks for a while now.
7 This mix of civvies and regular army pulled your ass out of a

hotspot. If it weren’t for them, you’d be dead.

✓ BRANCHES: Army, Marine, GEAR


Navy, Intelligence You start the game with:
Services, Police 7 Any assault rifle or sniper rifle

✓ RANK: Choose or roll D6. 7 Any pistol or D6 hand grenades or rifle-mounted grenade

1–3: Staff Sergeant launcher


4–5: Sergeant First Class 7 D6 reloads for each of your weapons

6: Master Sergeant 7 Binoculars or night vision goggles

✓ KEY ATTRIBUTE: AGL 7 Flak jacket and helmet

✓ KEY SKILLS: Ranged Combat, 7 Knife

Recon, Survival 7 Personal medkit

✓ COOLNESS UNDER FIRE: B 7 Fatigues

✓ TYPICAL NICKNAMES: Hat 7 Backpack


PLAYER
Trick, Tex, Jack Rabbit 7 D6 field rations

02
CHARACTERS
7 D6 rations of clean water

Karl Punu (Order #34316430) 029


29
02PLAYER
CHARACTERS
THE SPOOK
Your Cold War went hot. You spent a good
portion of your life either trying to
prevent that or making sure your side
would have the advantage when the
conflict started. But advantage is
relative in a world devastated by World
War III, and you must fall back on your skills
and tradecraft to survive, help your side’s
soldiers, and maybe even get home. The spy game
isn’t over, but it sure has changed. The war of
the shadows came into the bright light of nuclear
explosions. You still have some contacts. You
still have intel. You hope it’ll be enough.

APPEARANCE
Choose from the examples below or decide for yourself.
7 Black clothes

7 A forgettable face

7 Short, conservative haircut

SPECIALTIES
Choose one specialty. Recommended options are:
7 Intelligence

7 Killer

7 Psy Ops

YOUR MORAL CODE


Choose from the examples below or decide for yourself.
7 Anything for your country. Anything.

7 Lies keep the world spinning. Never tell the truth. HOW YOU MET THE GROUP
7 The nature of mankind is to kill, and you are very Choose from the examples below or decide for yourself.
good at it. Leave no enemy alive. 7 This group was assigned to you as part of a clandestine mission.

By the time they were supposed to rejoin their unit, there wasn’t
YOUR BIG DREAM a military left to join.
Choose from the examples below or decide for yourself. 7 You’d been posing as a native for two years when this group

7 Expose and eliminate a rival intelligence service. found themselves in a spot of trouble. You blew your cover to
7 The war is still winnable. You will win it for your save them from summary execution.
country. At any cost. 7 You were losing blood in a dark alley of the city. Your pursuers

7 Find a way, any way, to reboot civilization. were right behind you. You must have fallen unconscious. Next
thing you knew, friendlies were waking you up. They don’t know
you were a double agent. Are you still?

✓ BRANCHES: Intelligence GEAR


✓ RANK: None You start the game with:
✓ KEY ATTRIBUTE: INT 7 Any pistol

✓ KEY SKILLS: Ranged Combat, 7 D6 reloads for your weapon

Recon, Persuasion 7 Radio (manpack) or binoculars

✓ COOLNESS UNDER FIRE: B 7 Knife or D6 units of explosives

✓ TYPICAL NICKNAMES: Sparrow, 7 Personal medkit

Hadrian, Blue Angel 7 D6 rations of domestic food

7 D6 rations of clean water

30
030
Karl Punu (Order #34316430)
CHARACTER GENERATION: LIFE PATHS
The life path method lets you build your 7. Make an unmodified skill roll for one of
character by developing their backstory the skills you increased in step #6. You
in detail. This is done over a number of cannot push the roll. If you succeed, you’re
career terms, each as D6 years long, each doing well and receive a promotion - roll a
one giving you skills and specialties. D6 to see which specialty you learn. If you
Just like real life, your life path will roll a specialty you already have, choose
be a mix of choice and chance, generating any specialty you want instead. If you
a complex character that just may surprise receive a promotion in a military career,
you and turn out differently from what you also increase your military rank one step.
expected. There is no space on the character If you receive a promotion in a military or
sheet for your career terms, so you’ll intelligence career, also increase your CUF
need a separate piece of paper for it. one step, to a maximum of A.
1. Start with a fresh and inexperienced 8. Age your character D6 years. Then roll
young person, 18 years old and CUF D. a D8 - if the result is LOWER than the
2. Choose your nationality. Most PCs in number of terms you have completed, you
the game will be American or locals, but must reduce one attribute of your choice
you can be any nationality you like. by one step, due to the effects of age.
3. Determine your attributes. Start with a You cannot go below D. Note that this
baseline of C in all four attributes. Roll means that you cannot get an attribute
2D3 to determine how many increases you reduction directly after your first term.
get. You can increase any attributes you 9. Roll a D8. If the result is LOWER than the
want, and you can gain one extra increase by number of terms you have completed, war
decreasing one attribute from C to D. The breaks out. Go to step #10. If not, go back
maximum attribute score is A. Keep in mind to #5 and choose a career for your next term.
that some careers have minimum requirements, 10. Check the At War career (page 38) and
so be sure to look those up now if entering increase any two skills of your choice by
one of those careers is your goal. one step each (you cannot increase one
4.
Roll a D6 on the table on the next page skill two steps). In addition, roll a D6 to
to determine what your childhood was gain a final new specialty (or choose among
like. (If the Referee allows it, you the options). Do NOT roll for promotion
may choose instead of roll.) Choose or age effects after the At War term.
one skill at level D from the available 11. Determine your hit and stress capacities.
options, and then roll another D6 to 12. Determine your unit morale.
gain one specialty (or choose among the 13. Choose your moral code.
options, if the Referee allows it). 14. Choose your big dream.
5. Choose a career for your first term, 15. Choose a buddy from among the other PCs.
military or civilian, among the options 16. Decide how you met the other
listed on the following pages. Make sure you player characters.
meet the requirements for entry. If this is 17. Decide your appearance.
a military career, note your starting rank. 18. Choose a name, and a nickname if you like.
6. Increase two skills one step each or one 19. Pick your gear from the choices given by
skill two steps, choosing among the skills your final career term before the At War
listed for your career this term OR the term. Choose weapons as appropriate for
generally available skills STAMINA, MOBILITY, your nationality. In addition, you get D6
and DRIVING. If you choose a skill you didn’t rations of food, D6 rations of fresh water,
have, it starts at level D. No skill can and D6 rounds of ammo to use as currency.
ever go above level A. SPECIAL RULE: In 20. Pick group gear together and possibly
your first term of military service, one of a vehicle, as described on page 18.
your skill increases must be RANGED COMBAT, no 21. Roll a D6 to determine your starting
matter what skills are listed. permanent rads (page 80).

Karl Punu (Order #34316430) 031


31
02PLAYER
CHARACTERS
CHILDHOOD

D6 1. STREET KID 2. SMALL TOWN 3. WORKING 4. INTELLECTUAL 5. MILITARY 6. AFFLUENCE


CLASS FAMILY
SKILLS Close Combat, Driving, Ranged Close Combat, Tech, Stamina, Mobility,
Mobility, Combat, Stamina, Medical Aid, Mobility, Command,
Recon Survival Tech Persuasion Ranged Combat Persuasion
SPECIALTY (D6)
1 Brawler Biker Brawler Historian Brawler Boatman
2 Melee Racer Builder Communi- Martial Artist Rider
cations
3 Runner Sniper Load Carrier Computers Ranger Runner
4 Infiltrator Farmer Scrounger Scientist Mountaineer Linguist
5 Scrounger Hunter Blacksmith Linguist Runner Musician
6 Locksmith Quartermaster Mechanic Musician Rifleman Trader

MILITARY SERVICE serve. They also get to choose which of the two columns to use for
Military service is divided into five broad careers or each career bonus.
functional areas. Being very similar across military
branches and nations, a single chart is used to rep- FIRST TERM: In your first term of military service, one of your two skill
resent these military careers. increases must be RANGED COMBAT, no matter what skills are listed.

OFFICERS must qualify for both the Officer career path NON-COMMISSIONED OFFICERS: At the rank of Corporal or above, you
and for the functional area in which they want to can always choose COMMAND as a skill increase.

MILITARY CAREERS

CAREER COMBAT COMBAT COMBAT SPECIAL OFFICER


ARMS SUPPORT SERVICE SUPPORT OPERATIONS
REQUIREMENTS STR or AGL B+ INT B+ None STR and AGL B+, INT INT B+, no D
C+, at least one term attribute, at least one
in Combat Arms term in Education,
requirements for
the functional area
STARTING RANK Private PFC PFC Sergeant 2nd Lieutenant
SKILLS Close Combat, Recon, Medical Aid, Close Combat, Ranged Combat,
Heavy Weapons, Survival, Tech Ranged Combat, Command,
Ranged Combat, Tech Recon, Survival Persuasion
Recon
SPECIALTY (D6)

1 Rifleman Intelligence Mechanic Paratrooper Sidearms


2 Redleg Linguist Gunsmith Ranger Intelligence
3 Tanker Communications Electrician Infiltrator Tactician
4 Machinegunner NBC Computers Combat Awareness Logistician
5 Launcher Crew Psy Ops Combat Medic Sniper Frontline Leader
6 Combat Engineer Interrogator Field Surgeon SERE Training Quartermaster

32
032
Karl Punu (Order #34316430)
COMBAT COMBAT COMBAT SPECIAL OFFICER
ARMS SUPPORT SERVICE SUPPORT OPERATIONS
STARTING GEAR ✓ Assault rifle, ✓ Assault rifle ✓ Assault rifle ✓ Assault rifle or ✓ Pistol or
LMG or ATRL ✓ D6 reloads ✓ D6 reloads sniper rifle submachine gun
✓ D6 reloads ✓ Flak jacket ✓ Flak jacket ✓ Any pistol or D6 ✓ D6 reloads
✓ Flak jacket and helmet and helmet hand grenades ✓ Manpack radio
and helmet ✓ Knife or ✓ Knife or or rifle-mounted or night vision
✓ Knife or D6 hand D6 hand grenade goggles
D6 hand grenades grenades launcher ✓ Flak jacket
grenades ✓ Personal ✓ Personal ✓ D6 reloads for ✓ Knife or D6
✓ Personal medkits medkit each weapon hand grenades
medkit ✓ MOPP suit ✓ Basic tools ✓ Binoculars or ✓ Personal medkit
✓ Backpack or manpack ✓ Vehicle tools night vision
radio or weapon goggles
✓ Backpack tools or ✓ Flak jacket
surgical and helmet
instruments ✓ Knife
✓ Backpack ✓ Personal medkit
✓ Backpack

UNITED STATES

US ARMY: The core of the United States Military, the US Army has de-
fended America since its inception. All major operations tend to involve
the US Army whose mission parameters are broad and difficult. They have
the best equipment and training of any army on the battlefield, and are
spread widely across it, in nearly every country. Despite the current state
of disorganized warfare, they have managed to stay together in some-
what cohesive units and even carry out missions when they receive them.

US MARINES: An amphibious landing force designed to support the US


Navy, the United States Marine Corps has since grown to encompass
an array of land-based operations. The USMC prides itself on its train-
ing, fidelity, and sheer tenacity on the battlefield. For the most part,
Marine units are engaged in coastal areas where their skills can be of
the most use, protecting ports and shipyards for US Navy warships and
preventing Soviet invasion by sea.

US NAVY: From humble beginnings, the US Navy grew to control mari-


time operations around the globe as the British Empire once did. The
US Navy has more ships, aircraft carriers, and submarines than any
other navy and its SLBMs comprise part of the nuclear triad. Although
most capital warships were destroyed by Soviet nuclear attacks on
the main fleets, there are still many US Navy ships in the seas around
Europe, supporting logistics, defenses, and communications when-
ever possible.

US AIR FORCE: The US Air Force grew out of the Army Air Corps after World
War II, and has since been responsible for air superiority, combat air sup-
port, air logistics, strategic bombers, and the ground-based ICBM inven-
tory of the United States. Although the major US air bases in Europe have
PLAYER
taken a nuclear beating, many aircraft still survive, for the most part

02
CHARACTERS
without fuel or ammunition, at smaller bases and even civilian airports.

Karl Punu (Order #34316430) 033


33
02PLAYER
CHARACTERS
Who are these dirty, pasty, scrawny, long-haired freaks getting
off my bus? Do you really think you have what it takes? Did you
even think before you signed up for a life of misery? I know
you are going to be miserable here! If I see anyone smiling,
I will smoke the whole sorry lot of you! You are pathetic!
The recruits get weaker and more sickly every year. When I
signed up, we were men, going off to war. Not a whiny bunch of
weaklings looking for college money. Pick up your shit, stand
on the spots marked, and let’s see what kind of contraband we
can find. You belong to me now. No privacy, no personality,
no race, no religion. I am your father and your mother, your
pastor and your rabbi, your boss and your teacher. Don’t think,
don’t talk, don’t move. Just do what I say or I will think up
new ways to make this even worse for you. Now MOVE OUT!

-  Anonymous Drill Sergeant

SOVIET UNION
A proud, vast, highly motivated force of individuals which can field
numbers unparalleled in the West, the Soviet Army is credited with
playing a key role in winning World War II. They aim to do the same
in this war. After the collapse of the Iron Curtain, the Soviet Army is
somewhat diminished but still vastly outnumbers NATO in Europe.

SOVIET ARMY: The Soviet Army has a reputation for being large and
poorly-equipped, but the USSR has come through with many military
technical innovations, such as the first IFV (BMP), the first active defense
system (Drozd), and the first platoon-issued sniper rifle (SVD). The Soviet
Army cut through Eastern Europe and into NATO territory with relative
ease in 1997 and 1998, stopped only by the US use of tactical nuclear
weapons. They are still capable of large-scale operations, generally
limited only by their tenuous link with the Soviet High Command
(Stavka) and the willingness of an army that consists mainly of draftees
and involuntary reservists to fight a war of aggression.

SOVIET NAVY: The Soviet Navy was never of very much use except as an
arm of defense. The main exception to that rule has been the Soviet
submarine forces, which were deployed all over the globe, mainly
holding roles as ballistic missile launchers, convoy attackers, and as
hunters of enemy submarines. There are still believed to be many Soviet
submarines in active service, although potentially operating with little
to no contact with their superiors.

SOVIET AIR FORCE: The Soviet Air Force was, for many years, the world’s
largest combat air arm, with more than 10,000 aircraft. Although the
Air Defense Forces were a separate branch, the Soviet Air Force also
held many air defense and detection systems under their umbrella.
With many of their major air bases nuked and limited access to fuel and
munitions, the Soviet Air Force has been relegated to defensive sorties
and the remaining personnel reassigned to army units.

34
034
Karl Punu (Order #34316430)
SWEDEN
After the Soviet invasion of formerly-neutral Sweden, what remained of
the Swedish Navy and Air Force fled to Norway and Finland to continue
the fight under different flags, and the remaining support personnel
went under the army to continue the fight against the invaders.

SWEDISH ARMY: The Swedish army is one of the oldest continuously


serving armies in the world at nearly 500 years old. It blends new con-
scripts with professional soldiers formed into two combat brigades.
More than half of the battalions in the Swedish Army are reserve bat-
talions designated for territorial defense. As befits a neutral nation,
Sweden is known for developing its own equipment and licensing the
rest from any country in the world that has top-quality arms and vehi-
cles, leading to a very well-equipped, if small, force under arms. Since
the invasion, the military has moved out into the country and become
a guerrilla force supported by the populace.

POLAND
As former members of the Warsaw Pact, the Polish armed forces use
weapons similar to those of the Soviet Union, although they have spent
several years Westernizing their organization and structure to be closer
to NATO standards. Unfortunately, very little is left of the Polish Navy
and Air Force, so, like Sweden, most of their personnel have been incor-
porated into the army on an ad hoc basis.

POLISH ARMY: The Polish Army served mainly as part of the Warsaw
Pact for most of the 20th century, and was poorly supported both in
terms of equipment from the Soviet Union and by a low opinion of the
military within Poland as they were often used to suppress protests
against communist rule. Since 1991, the Polish Army has been trapped
between its obsolescent Soviet-based equipment and its intent to join
NATO, with the shadow of the revitalized Soviet Union looming over it.
Currently, Poland is still very much an active battlefield, and the Polish
Army fights in pockets wherever it can organize support.

LOCAL MILITIA
Local forces fight on their home turf and are highly motivated to defeat
invaders who have brought war to their doorstep. Their numbers do
not compare to those of the US or the Soviets, but they fight for their
homes and their families. That cannot be underestimated. They may
have their own military training as a draftee or they may be civilians
turned partisans, whose sole combat experience has been World War
III coming to their hometown. For these forces, the war automatically
breaks out by the end of their first term (so in addition to one term on
the military table, they also get the benefits of the At War career). Local
militia always know the area, have multiple contacts in the area, have
a home in the area, and speak the local language fluently.

CIVILIAN EXPERIENCE
Civilian careers include police, crime, intelligence services, blue collar
work, education, and white-collar work. Each of these categories is
PLAYER
divided into a number of specific careers to choose from. If the Referee

02
CHARACTERS
agrees, you can create additional careers on your own.

Karl Punu (Order #34316430) 035


35
02PLAYER
CHARACTERS
POLICE Trained to protect and serve, they now often find
The traditional role of the police as peacekeepers gradually slid into themselves as combatants, or at least caught between
paramilitary support as the war brought civilization to its knees. combatants, all over the world.

CAREER POLICE OFFICER DETECTIVE SWAT


REQUIREMENTS No D attribute, no EMP B+, at least one STR and AGL B+, at least one
terms in prison term as Police Officer term as Police Officer
SKILLS Close Combat, Ranged Combat, Close Combat,
Ranged Combat Recon, Persuasion Ranged Combat, Recon
SPECIALTY (D6)

1 Sidearms Infiltrator Martial Artist


2 Melee Interrogator Rifleman
3 Runner Intelligence Sniper
4 Racer Investigator Combat Awareness
5 Biker Locksmith Infiltrator
6 Scout Linguist Scout
STARTING GEAR ✓ Pistol ✓ Pistol ✓ Assault rifle or submachinegun
✓ D6 reloads ✓ D6 reloads ✓ D6 reloads
✓ Handcuffs ✓ Lockpicks ✓ Night vision goggles
✓ Baton (club) ✓ Flak jacket and helmet
✓ Patrol car with half ✓ Knife
a tank of gasoline ✓ Personal medkit

CRIME
A life of crime might not be an ideal career choice for many, but with PRISON: After a term in a career of crime, if war does
the rapid decline of civilization, some see it as their only option – and not break out, roll a D6 – on an odd result, you must
others simply see it as a way to make fast cash, no matter who gets spend the next term in prison.
hurt in the process.

CAREER GANG MEMBER BURGLAR HUSTLER PRISONER


REQUIREMENTS STR and AGL C+ AGL and INT C+ INT and EMP C+ –
SKILLS Close Combat, Recon Recon, Persuasion Close Combat
Ranged Combat
SPECIALTY (D6)

1 Brawler Brawler Sidearms Brawler


2 Melee Sidearms Infiltrator Melee
3 Killer Mountaineer Scout Killer
4 Martial Artist Infiltrator Interrogator Ranger
5 Rifleman Electrician Psy Ops SERE Training
6 Sidearms Locksmith Trader Scrounger
STARTING GEAR ✓ Any civilian firearm ✓ Pistol or revolver ✓ Pistol or revolver ✓ Any civilian firearm
✓ D6 reloads ✓ D6 reloads ✓ D6 reloads ✓ D6 reloads
✓ Knife ✓ Lockpick set ✓ Knife
(TECH +2)

36
036
Karl Punu (Order #34316430)
INTELLIGENCE stealing examples of new equipment, sowing discord
Intelligence agencies, such as the CIA and KGB, have their agents among the population in enemy-occupied territory,
in the field gathering information, assassinating enemy leaders, and assisting partisan units in their struggle.

CAREER AGENT ASSASSIN PARAMILITARY


REQUIREMENTS INT B+, at least one EMP C or D, AGL B+, one or STR and AGL B+, one or more
term in Education more terms as an Agent terms in the military
SKILLS Ranged Combat, Close Combat, Heavy Weapons, Ranged
Recon, Persuasion Ranged Combat Combat, Survival
SPECIALTY (D6)

1 Intelligence Killer Brawler


2 Locksmith Interrogator Rifleman
3 Investigator Sniper Machinegunner
4 Scout Martial Artist Combat Engineer
5 Psy Ops Improvised Munitions Improvised Munitions
6 Sidearms Infiltrator Tactician
STARTING GEAR ✓ Pistol ✓ Sniper rifle or subma- ✓ Assault rifle, LMG or ATRL
✓ D6 reloads chinegun (suppressed) ✓ D6 reloads
✓ Lockpick set ✓ D6 reloads ✓ Knife or D6 hand grenades
✓ Knife or explosives ✓ Radio or binoculars ✓ Personal medkit
✓ Personal medkit ✓ Knife or explosives
✓ Personal medkit

BLUE COLLAR the East and West never again amass such power.
The vast majority of the population of planet Earth belong to That said, there is little left of civilization to save,
no formal organizations, military or otherwise. Often, they fall and civilians often employ the military to achieve
victim to the minority that does, but many are determined to goals of survival and rebuilding. Such is the vicious
take back control of what is left of the world so that the armies of world of life after World War III.

CAREER DRIVER FARMER MECHANIC CONSTRUCTION


REQUIREMENTS AGL B+ None None STR B+
SKILLS Tech Survival Tech Close Combat, Tech
SPECIALTIES (D6)

1 Biker Cook Blacksmith Brawler


2 Boatman Farmer Gunsmith Builder
3 Navigator Fisher Locksmith Load Carrier
4 Pilot Hunter Mechanic Blacksmith
5 Racer Forager Scrounger Electrician
6 Tanker Rider Improvised Munitions Improvised Munitions
STARTING GEAR ✓ Any civilian firearm ✓ Any civilian firearm ✓ Any civilian firearm ✓ Any civilian firearm
✓ D3 reloads ✓ D3 reloads ✓ D3 reloads ✓ D3 reloads
✓ Any civilian ✓ Pickup truck ✓ Pickup truck ✓ Crowbar
car or truck ✓ Basic toolkit ✓ Basic tools ✓ Pickup truck
✓ Vehicle tools ✓ 2D6 rations of food ✓ Vehicle tools or ✓ Basic tools
PLAYER
weapon tools

02
CHARACTERS

Karl Punu (Order #34316430) 037


37
02PLAYER
CHARACTERS
EDUCATION
Higher education is available in most parts of the world and is more lucrative (and less physically demanding)
generally considered a direct path out of blue-collar jobs and into white-collar jobs.

CAREER LIBERAL ARTS SCIENCES


REQUIREMENTS INT and EMP C+ INT B+
SKILLS Persuasion Tech
SPECIALTIES (D6)

1 Historian Chemist
2 Cook Communication
3 Linguist Computers
4 Musician Electrician
5 Psy Ops Scientist
6 Counselor Linguist
Starting Gear ✓ Any civilian firearm ✓ Any civilian firearm
✓ D3 reloads ✓ D3 reloads
✓ Dictionary in any language ✓ Bicycle or 2WD car with half
✓ Bicycle a tank of gasoline

WHITE COLLAR
A white-collar worker is a person who performs professional, be performed in an office or other administrative
desk, managerial, or administrative work. White-collar work may setting.

CAREER DOCTOR PROFESSOR MANAGER


REQUIREMENTS Two terms in Education Two terms in Education One term in Education
(Sciences), EMP B+ (Liberal Arts), INT B+ (any), EMP B+
SKILLS Medical Aid, Persuasion Persuasion Tech, Command, Persuasion
SPECIALTY (D6)

1 Linguist Historian Quartermaster


2 Combat Medic Chemist Computers
3 Counselor Scientist Frontline Leader
4 Field Surgeon Linguist Logistician
5 General Practitioner Psy Ops Teacher
6 Veterinarian Teacher Counselor
STARTING GEAR ✓ Any civilian firearm ✓ Any civilian firearm ✓ Any civilian firearm
✓ D3 reloads ✓ D3 reloads ✓ D3 reloads
✓ D6 personal medkits ✓ 2WD car with half a ✓ Pocket calculator
✓ Pain relievers tank of gasoline ✓ 2WD car with half a
✓ Surgical instruments tank of gasoline

AT WAR For the final At War term, you may increase


Once World War III breaks out, everyone was trying hard to just stay any two skills of your choice by one step each (you
safe and do what they could for themselves and their teammates, cannot increase one skill two steps). In addition, roll
families, and co-workers. a D6 on the table on the next page for a final new

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Karl Punu (Order #34316430)
specialty (or choose, if the Referee allows). Re-roll if where your game is set, your At War term will be spent as a draftee
you get a specialty you already have. Use the column or volunteer in the military. In this case, one of the two skill in-
corresponding to your most recent career term. creases for the At War term must be RANGED COMBAT – unless you
already have a level of D or better in the skill – and you roll for
THE DRAFT: If your final term before war breaks out your specialty (or choose) using the Military column. Also, in this
was spent as a civilian (except Intelligence careeers), case you get starting gear as if your final pre-war term had been
and if your character is not a local of the country Combat Arms (page 32) instead of your civilian career.

LAST CAREER MILITARY BLUE COLLAR WHITE COLLAR OTHER


1 Brawler Brawler Scout Racer
2 Ranger Rider Fisher Hunter
3 NBC Runner Forager Forager
4 Rifleman Quartermaster Scrounger Quartermaster
5 Scrounger Gunsmith Frontline Leader Scrounger
6 Improvised Munitions Mechanic Interrogator Improvised Munitions

EXAMPLE

CLARK KELLER D. He makes another RANGED COMBAT roll and succeeds


again. He rolls 1 and gets the Paratrooper specialty. He
1. Clark Keller starts out 18 years old. He gets a result of is promoted to Staff Sergeant and his CUF increases
4 on his 2D3 roll for attribute increases, and decides to B. Clark rolls a 6 for age, turning him 31. He rolls
on the following stats: STR B, AGL A, INT B, EMP C. His a D8 for age affects and gets a 2 again – now lower
coolness under fire starts at D. than his number of terms! He must decrease one
attribute and chooses AGL, reducing it to B. War does
2. For his childhood, Clark rolls a 5 – he’s from a military not break out.
family. He chooses MOBILITY D and rolls another 5, for
the Runner specialty. 6. Clark is interested in intelligence work and moves into
Combat Support. He increases RECON and SURVIVAL to
3. Clark decides to go to college for a liberal arts degree. C. He rolls for RECON but fails – no specialty this time.
He increases MOBILITY to C and gets PERSUASION at level He rolls a 2 for age, turning him 33. He gets no further
D. He makes a PERSUASION roll and succeeds, earning a age effects, but the D8 war roll is a 3 – war breaks out!
specialty – he rolls a 3 and gets Linguist. He picks Russian
as his second language. He rolls a 4 for age, turning him 7. For his At War term, Clark chooses to increase RANGED
22. As this is his first term, there is no risk of age effects COMBAT to B and gets CLOSE COMBAT D. He rolls a 6 for the
or war breaking out. specialty and gets Improvised Munitions.

4. Clark joins the US Army and goes into Combat Arms as 8. Clark’s hit capacity is 5 and his stress capacity is 5.
an infantryman. He gets RANGED COMBAT and STAMINA at
level D. He now makes a RANGED COMBAT roll and succeeds, 9. Clark chooses his moral code, big dream and buddy
earning a promotion. He rolls a 1 and gets the Rifleman among the other PCs.
specialty. His rank is now Private First Class, and his
CUF is increased to C. He rolls a D6 for age and gets 10. Clark chooses his starting gear from the Combat Support
a 3 – Clark is now 25. He rolls a D8 for age effects but list, and then chooses group gear with the other players.
gets a 2 so he’s okay. He rolls a D8 for the war but gets
a 7 – no war yet. 11. Clark rolls a 3 for starting permanent rads.

5. Clark enters Special Operations. He is promoted to 12. The game begins. 


PLAYER
Sergeant, increases RANGED COMBAT to C, and gets SURVIVAL

02
CHARACTERS

Karl Punu (Order #34316430) 039


39
02PLAYER
CHARACTERS
DEVELOP YOUR CHARACTER
YOUR CHARACTER WON’T WALK through the world of war be instructed for one shift by a teacher with a higher skill level
unaffected. The harsh realities of life will change you, than you.
that’s all you can be certain of in an uncertain world.
You can develop your character in several different
ways during the game. Once the game has started, your INCREASING SKILL LEVEL
method of character generation no longer makes any
TARGET LEVEL XP NEEDED
difference.
A 20
B 15
LEARN FROM EXPERIENCE C 10
The things you learn during the game are measured
D 5
in experience points (XP). You receive XP after the
end of each game session. Talk it through and let the
whole group discuss what has happened. For each
of the below questions that you can reply “yes” to, SPECIALTIES: Learning a specialty always costs 10 XP, but also requires
you get one XP: a teacher – a PC or NPC who already knows the specialty – instructing
7 Did you participate in the game session? You get you for at least one shift. After the shift, the teacher makes a PERSUASION
one XP just for being there. roll. If they fail, you learn nothing this shift. You keep your XP and the
7 Did you follow your moral code despite significant teacher can try again another shift.
risk to yourself or your group?
7 Did you risk or sacrifice something significant to

realize your big dream?


7 Did you travel through at least one hex on the GAIN COOLNESS UNDER FIRE
travel map that you had not visited before? After each session in which you made a CUF roll and succeeded (page
7 Did you overcome one or more dangerous events, 67), you have a chance to increase your CUF. Roll the base die for your
using violent or non-violent means? CUF. If the result is a 1, increase your CUF one step. The maximum CUF
7 Did you risk your life for the PC who is your buddy? score is A.

You can only get one XP per question. Sometimes, the


answers will not be clear-cut. Discuss in the group and
try to reach an agreement on whether an XP should be
awarded or not. If you can’t, the Referee has the final
word. Write down the XP on your character sheet.

SPENDING XP
You can use your XP to improve your skills and specialties,
or to learn new ones. You can only spend XP during a shift
when you rest or sleep (page 148).

SKILLS: To increase a skill level by one step costs a number


of XP indicated in the table to the above right. You can
only increase a skill level one step at a time. Learning a
new skill (at skill level D) costs 5 XP.
In addition, to raise a skill level or gain a new skill
at level D, you must have used the skill and succeeded
at least once since your last increase. Make a mark
by the skill on the character sheet to indicate this.
Only meaningful skill rolls where something is truly
at stake count for this purpose. The Referee has final
say. As an alternative to making a skill roll, you can

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Karl Punu (Order #34316430)
However, becoming cooler under fire can make you emotionally numb. 7 A member of your unit is sleep deprived at the
Each time your CUF increases, roll your base die for EMP. If the result end of the session.
is 6 or higher, your EMP rating is permanently reduced by one step, to 7 A member of your unit is hypothermic at the end
a minimum of D. of the session.

The unit morale can never go below F and never above A.

CHANGE UNIT MORALE


At the end of each session, you should jointly in the group assess if
your unit morale has changed as a result of events during the session. REDEFINE YOUR MORAL CODE
If one or more of the following events have taken place in the After a session in which you betrayed your moral code,
session, the unit morale increases one step: you may scrap your moral code and write a new one.
7 Your unit has been in combat and defeated its enemies.

7 You have helped other people in some material way.

7 Your unit has traveled at least one hex on the travel map toward

your goal. SEEK A NEW DREAM


7 The PC in the unit with the highest COMMAND skill level has After any session, you may change your big dream and
increased their skill level. replace it with a new one.

If one or more of the following events have taken place in the session,
the unit morale decreases one step:
7 A member of your unit has been killed or fatally wounded. FIND ANOTHER BUDDY
7 A member of your unit is starving at the end of the session. After the end of a game session, you are free to choose
7 A member of your unit is dehydrated at the end of the session. another PC buddy. You can only have one buddy at a time.

PLAYER

02
CHARACTERS

Karl Punu (Order #34316430) 041


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Karl Punu (Order #34316430)
03 SKILLS & SPECIALTIES
“Avoiding learning to use a rifle is a cardinal sin back home,”
Two-Fer once told me. He grew up somewhere in a rural part
of America. I didn’t want to learn how to use the M-16 when
he first showed me, but I eventually agreed that I probably
should. Firing a weapon like that isn’t what I thought it’d be.
Maybe I saw too many American movies. There’s a machinelike
grace to it and a deadly clockwork to fieldstripping one. Two-
Fer says I’m a natural, but I think he’s being nice. His real
name is William Wiley, like the coyote in those cartoons,
but his friends in training started pronouncing it “Willy,”
and they called him Willy-Willy which became Two-Fer, an
American idiom I admit I missed during all those movies.

Karl Punu (Order #34316430)


03SKILLS &
SPECIALTIES
ROLEPLAYING IS A CONVERSATION. The Referee sets the scene, you describe
what you do, the Referee tells you how NPCs react – then you respond, THE CORE SKILLS
and so on, back and forth. The story grows one step at a time. But the
world of Twilight: 2000 is a desperate place inhabited by desperate peo- ✓ Close Combat (STR)
ple. Sooner or later things will come to a head, a point of no return, a ✓ Heavy Weapons (STR)
conflict that cannot be settled by just talking it through. Then it’s time ✓ Stamina (STR)
to bring out the dice and use one of your skills. ✓ Driving (AGL)
Skills represent broad fields of knowledge and abilities that you ✓ Ranged Combat (AGL)
have acquired during your life. To enhance specific types of expertise, ✓ Mobility (AGL)
you also have a wide range of specialties which will be applied to your ✓ Recon (INT)
skills in the relevant situations. ✓ Survival (INT)
✓ Tech (INT)
✓ Command (EMP)
ROLL THE DICE ✓ Medical Aid (EMP)
There are a total of twelve core skills in the game, and they are all described ✓ Persuasion (EMP)
later in this chapter. Each skill is connected to one of the four attributes:
Strength (STR), Agility (AGL), Intelligence (INT), and Empathy (EMP).
When you perform an action, you first describe what your character
does or says. Then you grab two dice – one for your skill level and another
for the base attribute that is connected to the skill. These two dice are SUCCESS
called your base dice. To succeed with your action, you must roll 6 or higher on
The type of base dice to roll depends on your levels in the skill and at least one base die used in the roll. A roll of 6 or higher
attribute, see the table below. Then roll your two base dice together. If you is called a success, and is marked in the rules with a cross-
don’t have a level in the skill you’re using, just roll one for the attribute. hairs symbol: .

MULTIPLE SUCCESSES: A roll of 10 or higher on a single die


BASE DICE (only possible with a D10 or D12 of course) counts as
two successes. This means you can potentially roll up to
LEVEL DIE TYPE
four successes with a single skill roll (two successes on
A D12 each die), if you are both skilled and lucky. With bonus
B D10 beyond the first one you can achieve additional ef-
C D8 fects, if explicitly stated in the rules.
D D6
THE ART OF FAILURE
If you roll no , something goes wrong. For some reason,
you failed to achieve your goal. Feel free to elaborate on
why with the help of the Referee. They might even let a
failed roll have further consequences to move the story
CUSTOM DICE forward in a dramatic way.
Failure must not stop the story completely. Even
Two sets of green D6 to D12 base dice when you fail, there must be a way forward – perhaps at
are included in this boxed set. Extra the cost of time, risk, or barter, but still a way. The Referee
dice sets are available for purchase always has the final say regarding the consequences of
separately. The symbols are engraved failure in a particular situation.
directly onto the custom dice to mark You have one last chance if you really need to suc-
successes. Additionally, the one (1) side ceed – you can push the roll.
of each custom die is marked with the
symbol, to mark damage from pushed rolls.
The tan colored dice in the boxed EXAMPLE
set are ammo dice and the white die Ronson marches hard for a shift and needs to make a
is a hit location die. How these are STAMINA roll. He has STR A and STAMINA C, meaning he
used is explained in chapter 4. gets to roll a D12 and a D8 as his base dice. He needs to
You can play Twilight: 2000 without the roll a 6 or better on at least one of the dice to succeed.
custom dice – normal polyhedral dice found His odds are pretty good.
in any hobby store will do just fine.

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Karl Punu (Order #34316430)
PUSHING YOUR ROLL DON’T ROLL TOO OFTEN
Your initial skill roll reflects a safe and controlled action.
If you fail your initial roll, or if you want additional , It’s hard to succeed in Twilight: 2000. If
you can lean into the action, giving it everything you’ve you don’t stack the odds in your favor,
got, pushing yourself or your gear to the limit. there is a great risk of failure.
This is called pushing the roll, and lets you re-roll all dice With that in mind, you should never
except those with the result of 1 (i.e. showing the explosion roll dice unless necessary. Save the
symbol ). You must re-roll all dice not showing or , dice for dramatic situations or tough
and you cannot change back to the previous result. challenges. In any other situation,
There is also a risk – each time you push a roll, you im- the Referee should simply allow you to
mediately suffer 1 point of damage (if you rolled for STR perform whatever action you wish.
or AGL) or 1 point of stress (if you rolled for INT or EMP)
for each you rolled on your base dice. If this damage
incapacitates you, this happens after the action is re-
solved. Read more about damage and stress in chapter 4.
WHAT PUSHING MEANS: How a pushed roll plays out in story terms de-
USING GEAR: If you used a tool, such as a weapon or a pends on what skill you are using. It can take the form of a great phys-
vehicle, for a skill roll based on STR or AGL, any damage ical exertion, total mental focus or emotional strain.
from pushing will affect the item instead of yourself and
decrease its reliability rating (page 91).
EXAMPLE
AMMO DICE: If you push your roll, you must also re-roll Ronson has some bad luck and fails his STAMINA roll. But he’s not one to
any ammo dice (page 63) that don’t show or . give up, and decides to push the roll. He rolls again. To his dismay, he
on ammo dice will damage your firearm and decrease fails again and rolls one , suffering 1 point of damage. The player
its reliability rating, just like rolled on your base dice. bitterly describes how Ronson stumbles in the mud during the hard
march and sprains his ankle.
PASSIVE ROLLS: You can only push skill rolls when you ac-
tively perform an action. When passive or unaware, for
example when rolling RECON to see if you spot a sneaking
enemy or when someone uses PERSUASION on you, you GROUP ROLLS
cannot push the roll. When you face a challenge together with the other PCs, don’t roll dice
separately. Instead, you decide who among you is best suited to take
ONLY ONCE: You can only push your roll once. If you don’t on the challenge. The others may help this person (page 46) if it’s rele-
succeed on your second try, you are stuck dealing with vant to the situation. If the roll fails, it counts as a failure for all of you
the consequences. – you are not allowed to try one time each. This rule does not apply in
combat, where each PC acts independently.

DESCRIBE YOUR ACTION


MODIFIERS
You create a story together Sometimes, external factors help you to succeed. Such modifiers will step
in Twilight: 2000. A dice roll is a up one of your base dice to a better die, from a D6 to a D8 for example.
dramatic peak – first you should Other times, something hampers your action. This will downstep one
describe what you are trying to of your base dice. You can get modifiers to skill rolls in several different
achieve, so that everyone knows ways: specialties, the difficulty of the action itself, and help from others.
what is at stake. Then you roll A +1 modifier means upgrading a base die one step, a +2 modifier
your dice. Interpret the result means upgrading two steps, and so on. A –1 modifier means
and describe what happens. downgrading a base die one step, –2 means two steps down, and so
Describe what you do, what you on. Several modifiers can apply to the same roll, and they are cumulative.
say, or what you are thinking. A +2 modifier and a –1 modifier add up to +1, for example.
If you push your roll, describe When stepping up and down, always try to balance your dice as
how. Do it yourself, don’t wait much as possible – i.e. step up a lower base die first, and downstep
for the Referee – they should a higher base die. You can never go above two D12s, no matter what
SKILLS &
only stop you if you go beyond modifiers you have. To downstep past two D6s, remove one die. You

03
SPECIALTIES
the results you have rolled. can never go below one D6.

Karl Punu (Order #34316430) 045


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03SKILLS &
SPECIALTIES
CHANCE OF SUCCESS NEGATIVE MODIFIERS: Each of the below factors can give
a negative modifier to your roll:
When you roll dice, it can be hard to 7 Unfamiliar equipment (e.g., mines of a foreign

predict the chance of success. The table nation)


below shows the chance of success when 7 Improvised equipment (e.g., using a coat hanger

rolling with all possible combinations and paper clip instead of lockpicks)
of dice. The table for pushed rolls 7 Weather/light conditions (rain, fog, blizzard,

shows the chance when pushing. darkness, glare, smoke, fire, etc.)
7 Poor ingredients (e.g., stale bread, meat from

CHANCE OF SUCCESS, INITIAL ROLL sickly animal, homemade chemicals)


7 Opponent has advantage (e.g., highly alert, using
ATTRIBUTE/ D6 D8 D10 D12
SKILL
observation equipment, etc.)

– 17% 38% 50% 58%


SPECIFIC MODIFIERS: There are also many cases where spe-
D6 31% 49% 59% 65% cific modifiers are imposed by the rules, like when you
D8 49% 61% 69% 74% aim carefully with a ranged weapon (page 65), shoot at
D10 59% 69% 75% 79% long distance, or if you’re in a bad bargaining position
when you use PERSUASION on someone (page 61).
D12 65% 74% 79% 82%

SPECIALTIES
CHANCE OF SUCCESS, PUSHED ROLL Many specialties also give you a positive modifier in
certain situations or when using certain types of gear.
ATTRIBUTE/ D6 D8 D10 D12
SKILL
Read more on page 49.

– 31% 62% 75% 82%


HELP FROM OTHERS
D6 52% 74% 83% 88% Other PCs or NPCs can help you succeed at a skill roll.
D8 74% 85% 90% 93% This must be declared before you roll your dice. It must
D10 83% 90% 93% 96% also make sense in the story – the individuals helping
you must be physically present and have the capacity to
D12 88% 93% 96% 97%
support your action. The Referee has final say.
For each person helping you, you get a +1 modifier.
No more than three people can help you with a single
roll, meaning your maximum modifier from getting
help is +3. In combat, helping counts as the same type
If you lack a skill level and start with just a single base die, step up by of action as the one you are supporting (fast or slow).
adding a D6 (as one step up) and step it up further as needed. NPCs can help each other in the same way as player
characters. Letting NPCs act in groups instead of indi-
DIFFICULTY vidually is often an easy way to manage large numbers
Normally, the Referee doesn’t assess how difficult an action is. You only of NPCs in combat.
roll dice in challenging situations – period. But sometimes, the Referee
might want to underscore that external factors either help or hinder
an action. Use the following table for guidance: EXAMPLE
Diaz and Kasia go foraging together. Diaz has INT B
POSITIVE MODIFIERS: Each of the below factors can give a positive mod- and SURVIVAL D. Kasia also has level D in SURVIVAL but
ifier to your roll: INT A, so they decide to let Kasia roll and Diaz help
7 Familiar equipment (e.g., mines from your own nation) out. Normally, Kasia would get to roll a D12 and a
7 Specialized equipment (e.g., a custom off-road racing vehicle D6 in this case, but thanks to Diaz’s help, her D6 is
instead of an SUV) stepped up to a D8.
7 Spotter (an assistant with binoculars or spotting scope identi-

fying targets hit/missed)


7 Specific tools (e.g., lockpicks designed for the type of lock being picked)

7 High-end ingredients (e.g., commercial-grade chemicals or OPPOSED ROLLS


freshly butchered beef) Sometimes, rolling a isn’t enough to succeed with your
7 Advantage over opponent (e.g., they are asleep, looking the skill roll. In some cases, you have to beat your foe in an
other way, etc.) opposed roll. To win an opposed roll, you must roll more

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Karl Punu (Order #34316430)
PERSUASION

than your adversary. Every your adversary rolls eliminates one save them. When an NPC performs an action that does
of your . Only you (the active party) can push your roll – and you can not directly affect a PC, the Referee can simply decide
decide to do so even after your opponent rolls. what happens.
Sometimes you and your adversary roll for different skills, some-
times the same. Opposed rolls are common when you use PERSUASION
to influence someone or RECON to move undetected. The Referee can GEAR
also use opposed rolls in any case when they deem it appropriate. The In many skill rolls, you can use gear. Gear can take the
Referee might even roll for you secretly when you are the passive part form of a weapon in combat, a rope to climb, or a med kit
in an opposed roll. to heal a wound. You will find weapons and other gear
listed in chapter 5 of this book. In some cases, a piece of
gear is needed to be able to perform a particular action
EXAMPLE at all. Particularly useful gear can also give you a positive
Jonesy tries to convince a frightened local farmer to let the group modifier to your skill roll.
stay overnight at her farm. Jonesy has EMP B and PERSUASION D, giving
him a D10 and a D6 to roll. The farmer has EMP C and no skill level
in PERSUASION. Jonesy rolls one , but so does the farmer – mean- DAMAGE TO GEAR
ing the opposed roll fails. Jonesy now needs to decide whether to Weapons, vehicles, and other gear can suffer damage just
push the roll or not. like people. Each piece of gear has a reliability rating, which
works like a hit capacity. Damage from pushing rolls or out-
side force will reduce the reliability rating. When it reaches
zero, the item is broken and can no longer be used. A typical
NPCS AND SKILLS piece of gear in good condition has a reliability rating of 5,
Non-player characters use skills in the same way as player characters. but flimsy or badly built gear can start with a lower rating.
The Referee rolls dice for them. NPCs only rarely push rolls however Broken or worn gear can be repaired using the TECH
– the Referee should save this for key NPCs in important situations. skill and spare parts. See chapter 5 for more on this.
SKILLS &
Additionally, the Referee should only roll dice for actions that affect a Damage to vehicles is more complex, and is described

03
SPECIALTIES
PC directly – for example, if the NPC is attacking a PC or attempting to in full in chapter 4.

Karl Punu (Order #34316430) 047


47
03SKILLS &
SPECIALTIES
THE SKILLS RANGED COMBAT (AGL)
This section describes the twelve core skills of the game. Use the RANGED COMBAT skill to use hand-held ranged
weapons, such as pistols, bows, submachineguns,
CLOSE COMBAT (STR) and assault rifles. Specialties apply to specific types
Use CLOSE COMBAT when fighting an enemy up close and personal, with of weapons. If the roll succeeds, you hit your adver-
or without a melee weapon in hand. If the roll succeeds, you hit your sary and inflict damage equal to your weapon’s base
adversary and inflict damage equal to your weapon’s base damage damage rating on them. Each extra rolled increases
rating on them. Each extra rolled will increase the damage by 1. the damage by 1. Read more in chapter 4.
Read more about close combat in chapter 4.
RECON (INT)
HEAVY WEAPONS (STR) Use the RECON skill to spot concealed enemies, avoid
Use the HEAVY WEAPONS skill to fire machine guns, rocket launchers, ambushes, move silently and avoid being detected. Make
mortars, tank guns, howitzers, and other heavy weapons. Specialties an opposed roll (page 46) against your adversary’s RECON.
apply to specific types of heavy weapons. If your roll succeeds, you hit If you win, you manage to avoid being spotted.
your target and inflict damage equal to your weapon’s base damage The person or group trying to stay hidden is always
rating on it. Each extra rolled will increase the damage by 1. Read the active party in the opposed roll, i.e. they must roll
more about heavy weapons in chapter 4. more than the opponent to remain undetected, and
only they can push the roll. Read more about stealth and
SPECIAL: When using HEAVY WEAPONS to fire mounted weapons, use AGL ambushes on page 60.
instead of STR, and when firing artillery, use INT. You can also use RECON when traveling, to spot
another party on the trail before they spot you. See
STAMINA (STR) chapter 6.
When your physical toughness or endurance is tested, roll for STAMINA. For
example, this skill is used to march hard, resist a disease or the effects SURVIVAL (INT)
of cold, or to cling to life after suffering a lethal critical injury (page 74). In Twilight: 2000, civilization has collapsed. To survive,
you need to know how to find food and shelter in the
DRIVING (AGL) wild. You can roll SURVIVAL in a number of different
Use the DRIVING skill to maneuver motorcycles, cars, armored personnel situations when you are traveling. Read more in
carriers and even tanks. Specialties apply to specific types of vehicles. chapter 6.
Read more about how to use this skill in chapter 4.
TECH (INT)
MOBILITY (AGL) Weapons and other gear are key to survival in Twilight:
When you jump, climb, run fast, or perform any other action that requires 2000. Use the TECH skill to repair gear and scavenge
speed or motor control, you roll MOBILITY. The skill is also used for thrown parts. You can even use the skill to craft new items if
weapons, and has other specific uses in combat (chapter 4). you have access to a workshop. Read more about this
in chapter 5.

GROUP RECON
When you and the other PCs
sneak side by side, don’t make
separate RECON rolls. Instead,
only the PC with the lowest
skill level rolls, and the
result applies to the whole
group. Conversely, when you
and the other PCs scout at the
same time, don’t make separate
RECON rolls. Instead, only
RANGED COMBAT the PC with the highest skill
level rolls, and that result
applies to the whole group.

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Karl Punu (Order #34316430)
COMMAND (EMP) REQUIRED SPECIALTIES?
Any group of survivors in the world of Twilight: 2000, soldiers
or not, needs a good leader to inspire them. You can use In the core rules, specialties are
your COMMAND skill to help a person who is incapacitated never required to use a particular
by stress get back on their feet (page 78). Your COMMAND skill or perform a particular action.
score can also affect your unit morale (page 67), and the This is to give the maximum amount of
skill can be used in base building (page 132) if you have agency to players and avoid blockers.
the Logistician specialty. However, should your group feel that this
stretches your suspension of disbelief
MEDICAL AID (EMP) too far, as an optional rule the Referee
The world of Twilight: 2000 is a dangerous place. There can impose specialty requirements
is a significant risk that you and your friends will be as they see fit – for example, they
injured, sooner or later. This is when the MEDICAL AID might require the Tanker specialty to
skill comes in handy. It can be used to help a friend drive a main battle tank or Launcher
who is incapacitated by damage (page 73) get back on Crew to fire a missile launcher.
their feet, and to save the life of a fallen comrade who
has suffered a critical injury. Read more about critical
injuries on page 74.

PERSUASION (EMP)
Life in the aftermath of World War III is dangerous, but CLOSE COMBAT SPECIALTIES
you can often reach your goals without violence, using 7 BRAWLER: Gives you a +1 modifier to CLOSE COMBAT rolls in unarmed
charm, threats, or reason. Use PERSUASION to make others close combat.
see things your way. Your chances can be affected by your 7 MELEE: Gives you a +1 modifier to CLOSE COMBAT rolls for all
bargaining position and military rank. Read more about hand-to-hand combat weapons, such as knives, bayonets,
social conflict in chapter 4. and clubs.
7 KILLER: You can kill an incapacitated person outright without
suffering any negative effects (page 73).
SPECIALTIES 7 MARTIAL ARTIST: Your unarmed close combat attacks have a crit
While attributes and skills give you the broad strokes of threshold of 3 instead of 4.
your competency, specialties represent your specific areas
of expertise in a wide range of narrow fields. Specialties HEAVY WEAPONS SPECIALTIES
typically give you a +1 modifier in certain situations 7 MACHINEGUNNER: Gives a +1 modifier to HEAVY WEAPONS rolls for
or when using particular gear. Some specialties have firing all types of machine guns.
unique uses. 7 LAUNCHER CREW: Gives a +1 modifier to HEAVY WEAPONS rolls for
Specialties are categorized by the skill they are most firing grenade launchers and missile launchers.
commonly used with. Note however that you don’t 7 REDLEG: Gives a +1 modifier to HEAVY WEAPONS rolls when firing
need a skill level to learn the specialty – you can have mortars and howitzers.
the Brawler specialty without having a skill level in CLOSE 7 VEHICLE GUNNER: Gives a +1 modifier to HEAVY WEAPONS rolls when
COMBAT, for example. firing vehicle-mounted cannons.

I was never good with math. Never had to be until we found


a mortar. Top showed me how to use it, work the trajectory
and such but, to be honest, I was never good at it. Kasia,
though, she’s born to this stuff. She can land a round right
where we need it every time… at least in practice. Not that
we have many shells to practice with. I wonder what she might
have been if the war hadn’t come? I figure I’d have wound up
doing my tour with the Army then going back home, working as
a contractor with my brother. He’s dead, I heard. Anyway, his
unit was wiped out. Kasia, though? She could have really been
SKILLS &
someone. She’s too smart for any of this shit… and too young.

03
SPECIALTIES

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49
03SKILLS &
SPECIALTIES
STAMINA SPECIALTIES RANGED COMBAT SPECIALTIES
7 BUILDER: Gives you a +1 modifier to STAMINA rolls 7 ARCHER: Gives a +1 modifier to RANGED COMBAT rolls for bows
made for base building. and crossbows.
7 LOAD CARRIER: You can carry four additional 7 RELOADER: Gives a +1 modifier to RANGED COMBAT rolls made to
encumbrance units in your combat gear and reload your firearm (page 65).
four more in your backpack. 7 RIFLEMAN: Gives a +1 modifier to RANGED COMBAT rolls for firing
7 NBC: Gives a +1 modifier to STAMINA for all infection assault rifles, carbines, submachine guns, and shotguns.
rolls, even those triggered by radiation or chemical 7 SIDEARMS: Gives a +1 modifier to RANGED COMBAT rolls for firing
agents. Also lets you identify nuclear, biological, revolvers and pistols.
and chemical weapon effects to personnel and 7 SNIPER: Gives a +1 modifier to RANGED COMBAT rolls for firing sniper
equipment. rifles and hunting rifles.
7 RANGER: Gives you a +1 modifier to STAMINA rolls
made for marching, resisting hypothermia, and
other hardships.
7 SERE TRAINING: Gives you a +1 modifier to STAMINA
rolls made to resist interrogation, Psy Ops, bluff-
ing, and torture effects.

DRIVING SPECIALTIES
7 BIKER: Gives a +1 modifier to DRIVING all motor-
cycles and bicycles, on or off-road.
7 BOATMAN: Gives a +1 modifier to DRIVING rolls for
piloting boats, including sail and rowed boats.
7 PILOT: Gives a +1 modifier to DRIVING rolls
for flying fixed- and rotary-wing aircraft.
7 RACER: Gives a +1 modifier to DRIVING all
wheeled vehicles except motorcycles.
7 TANKER: Gives a +1 modifier to DRIVING all
tracked vehicles.

MOBILITY SPECIALTIES
7 DIVER: Gives a +1 bonus to MOBILITY rolls when
swimming, both across the surface and under
it. Includes use of SCUBA gear.
7 MOUNTAINEER: Gives a +1 bonus to MOBILITY rolls
for rappelling, ascender-climbing, and knot-tying.
7 PARATROOPER: Gives a +1 bonus to MOBILITY rolls
for skydiving, as well as for reducing
damage from falling.
7 PITCHER: Gives a +1 modifier
to MOBILITY rolls for thrown
weapons, including knives and
grenades.
7 RIDER: Gives a +1 bonus to
MOBILITY rolls for riding fast
and performing maneuvers
on horseback. Also negates the
negative modifier for shooting from
horseback.
7 RUNNER: Gives a +1 bonus to MOBILITY rolls for RECON
running.

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Karl Punu (Order #34316430)
RECON SPECIALTIES 7 MECHANIC: Gives a +1 modifier to TECH rolls for
7 COMBAT AWARENESS: When drawing initiative (page 54), you may repairing engines, vehicles, generators, and
draw two cards instead of one and choose which one to act on. pumps.
7 FORWARD OBSERVER: Your RECON skill level counts as one step 7 SCIENTIST: Roll TECH when you come across a
higher when directing indirect fire. phenomenon of any sort that requires knowledge
7 HISTORIAN: Roll RECON when you arrive at a new location. If you of physics, biology, geology, or any other natural
succeed, the Referee can tell you something significant that has science. If you succeed, the Referee must give you
happened here in the past (if anything ever did). some useful information about it.
7 INFILTRATOR: Gives you a +1 modifier to RECON rolls when trying
to remain undetected. COMMAND SPECIALTIES
7 INTELLIGENCE: Roll RECON when you spot enemy troops, vehicles, 7 FRONTLINE LEADER: Gives a +1 bonus to COMMAND
and weapons. If you succeed, the Referee should tell you their stats. rolls for helping someone who is incapacitated
7 INVESTIGATOR: Roll RECON when you spend a stretch or more by stress (page 77). Does not affect unit morale.
investigating the scene of a crime or a battle. If you succeed, the 7 LOGISTICIAN: When building a base (page 132),
Referee should give you some useful information about what you can roll COMMAND instead of any listed skill,
has happened and when. but only if you have help by at least one person.
7 SCOUT: Gives you a +1 modifier to RECON rolls for spotting others 7 TACTICIAN: Roll COMMAND when you spot an
and avoiding ambushes. enemy force. If you succeed, the Referee must
tell you something useful about their current
SURVIVAL SPECIALTIES organization and objectives.
7 COOK: Gives you one additional ration of food when you or
someone else in your group successfully forages, hunts or fishes. MEDICAL AID SPECIALTIES
7 FARMER: Gives a +1 modifier to SURVIVAL rolls for farming. 7 COMBAT MEDIC: Gives a +1 modifier to MEDICAL AID
7 FISHER: Gives a +1 modifier to SURVIVAL rolls for fishing. rolls for helping an incapacitated character get
7 FORAGER: Gives a +1 modifier to SURVIVAL rolls for foraging to back up (page 73). No effect on treating critical
find food. injuries.
7 NAVIGATOR: Gives a +1 modifier when using SURVIVAL rolls for 7 COUNSELOR: Gives a +1 modifier to MEDICAL AID rolls
navigation. for counseling a person suffering from long-term
7 HUNTER: Gives a +1 modifier to SURVIVAL rolls for hunting to mental trauma (page 78).
obtain food. 7 FIELD SURGEON: Gives a +1 modifier to MEDICAL AID
7 QUARTERMASTER: Gives you a +1 modifier to SURVIVAL rolls for rolls for treating critical injuries.
making camp and establishing a home base. 7 GENERAL PRACTITIONER: Gives a +1 modifier to
7 SCROUNGER: Gives a +1 modifier to SURVIVAL rolls for scrounging. MEDICAL AID rolls for treating disease, poison, and
NBC.
TECH SPECIALTIES 7 VETERINARIAN: Gives a +1 modifier to MEDICAL AID
7 BLACKSMITH: Gives a +1 modifier to TECH rolls for metalworking, rolls for working on animals.
forging, casting, molding, and smelting.
7 CHEMIST: Gives a +1 modifier to TECH rolls for distilling grain alcohol PERSUASION SPECIALTIES
for fuel. Also lets you identify chemical substances correctly. 7 LINGUIST: You know another language of your
7 COMBAT ENGINEER: Gives a +1 modifier to TECH rolls for placing choice, well enough to be taken as native on a
and disarming mines and explosive devices, and to RECON rolls successful PERSUASION roll.
to avoid mines. 7 MUSICIAN: Gives a +1 bonus to PERSUASION rolls in
7 COMMUNICATIONS: Gives a +1 modifier to TECH rolls for main- situations where singing or playing an instrument
taining contact on radios, boosting a signal, using Morse code, is helpful. The Referee has final say.
setting up antennae, and using encryption equipment. 7 INTERROGATOR: Gives a +1 bonus to PERSUASION
7 COMPUTERS: Gives a +1 modifier to TECH rolls for using or tam- rolls for extracting information from a prisoner.
pering with computers and ancillary devices. 7 PSY OPS: Gives a +1 bonus to PERSUASION rolls for
7 ELECTRICIAN: Gives a +1 modifier to TECH rolls for wiring, soldering, changing someone’s mind about a particular
disabling, and repairing electrical devices. issue.
7 GUNSMITH: Gives a +1 modifier to TECH rolls for repairing firearms. 7 TEACHER: Gives a +1 bonus to PERSUASION rolls for
7 IMPROVISED MUNITIONS: Gives a +1 modifier to TECH rolls for teaching someone a specialty.
making zip-guns and IEDs. 7 TRADER: Gives a +1 bonus to PERSUASION rolls when
7 LOCKSMITH: Gives a +1 modifier to TECH rolls for picking locks, negotiating the price of an item.
SKILLS &
cracking safes, and disarming alarms.

03
SPECIALTIES

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Karl Punu (Order #34316430)
04 COMBAT & DAMAGE
I’d been shaking for the entire hour, but I didn’t shake while
the guns were going off. I think I shot someone, but Ronson
said it was him. He said it to make me feel better. I think I
shot somebody. There isn’t anything to describe this. I know my
adrenal medulla released a ton of chemicals into my brain, and my
fight-or-flight response kicked in. Medical books would tell me
norepinephrine wars with adrenaline to calm me, but all I really
know is that there are a bunch of dead people over there and I
can’t stop shaking and I killed one of them. I took classes at
a college at night during high school. We never saw any bodies
in those classes. Two-Fer sat down beside me and took my shaking
hands and said, “You did good.” None of this is good, is it? Diaz
has a yin-yang painted on her helmet. Adrenaline-noradrenaline.
Black and white. I don’t want to close my eyes tonight.

Karl Punu (Order #34316430)


04
COMBAT &
DAMAGE
THE WORLD OF TWILIGHT: 2000 is a violent place. When someone gets MAPS WITHOUT HEXES
in your way, you sometimes have no choice but to take them down.
And when someone comes gunning for you, you need to be able to If you prefer using maps without
defend yourself. But combat can take a heavy toll on your character hexes, measuring distances
and could even kill you. Sometimes, retreat is the wiser option. Before in meters and marking exact
entering a conflict, always ask yourself: Is it worth it? positions of fighters and
vehicles, that works too. It will
require a little more work on the
part of the Referee, however.
BATTLE MAPS Simply multiply the distance in
When combat erupts, a map of the battlefield is useful. Battle maps hexes by 10 to get meters. Any
have hexagonal grids, to regulate positions, movement and shooting distance of 5 meters or less is
range. One hexagon is 10 meters across. Positions inside a hex are considered in the same hex for
not regulated by the rules (except for barriers, see page 59). the purposes of the rules, 5-15
A number of general and modular full-color battle maps, that can meters is one hex distant, 15-
be used in a variety of locations, are included in this boxed set. The 25 meters is two hexes, etc.
modular battle maps can be combined in a multitude of different
ways by the Referee, to quickly create unique battlefields.
The boxed set also contains a few larger specific battle maps for the
scenario locations described in the Referee’s Manual. Finally, on the Free
League website you’ll find blank hexagonal maps that you can print
and then use to quickly sketch up the terrain for random encounters.
ROUNDS & INITIATIVE
COMBAT TOKENS Combat is played out in rounds, each roughly 5–10 sec-
Tokens are used to represent the fighters taking part in the combat. This onds long. When a combat begins, the first step is to
boxed set contains a large number of tokens to represent individual determine who has the initiative. Do this before anyone
fighters, vehicles, and a variety of combat effects such as cover, smoke, rolls dice for an action.
fire, and suppression. Tokens for individuals show the person standing
on one side and prone on the other. For vehicle tokens, you need to keep DRAWING INITIATIVE
track of facing (page 82). Grab the ten initiative cards included in this boxed set. If
you don’t have access to the custom card deck, any nor-
MANAGING NPCS mal deck of cards works fine if you simply remove the
As a general rule, NPCs follow the same rules as PCs during face cards and substitute the aces for ones.
combat unless otherwise stated. However, in order to reduce Each player taking part in the conflict, either volun-
bookkeeping for the Referee and avoid slowing combat down, tarily or involuntarily, draws a card and the Referee draws
a number of simplified rules for NPCs are included in this chapter. one card for each NPC (or group). This is called drawing
These are all marked like this. The Referee is never obliged to the initiative. The number on the card determines the
use the simplified rules – for key NPCs, it’s often worthwhile order in which you act in the conflict.
to use the full rules, just like for PCs. Participants act in order from lowest to highest num-
ber, beginning with card #1, until everyone has taken
their turn. Place your initiative card by your character
sheet, so everyone can see in which order you all act. The
Referee places their initiative card(s) in front of them.
PLAYING WITHOUT MAPS When all the participants in the combat have acted
once, the round is over, and a new round begins. The
Although using battle maps is recommended, round order remains the same throughout the whole
you can choose not to use them for certain conflict – drawing initiative is only done once, at the
fights and let them play out only in the start of the first round.
“theater of the mind.” In particular,
this is a good solution in close quarters SURPRISE
fights between a small number of fighters If you initiate combat with an attack that the Referee
in the same hex, such as a bar brawl. deems fully surprising, you automatically get the #1 ini-
It can also be useful for exchanges at tiative card in the first round. All other combatants – in-
very long range (500 meters or more). cluding others on your side – draw initiative normally.
Also see Ambushes (page 60).

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Karl Punu (Order #34316430)
HIDDEN INITIATIVE Kasia makes her way into the main farmhouse to look for supplies.
Suddenly, she comes across an armed marauder. Both are equally
As an alternative rule, to surprised. They draw initiative – Kasia gets a 3 and the Referee draws
create more uncertainty a 7 for the marauder. Kasia goes first.
and a stronger “fog of war”
experience, you can keep NPC INITIATIVE
initiative cards secret. For a group of NPCs with identical stats, such as a squad of
The Referee then calls out enemy soldiers, the Referee can draw one initiative card for
initiative numbers, starting the group instead of one per individual. All the NPCs in that
at #1, and each fighter shows group act at the same point in the round order. In what order
their card and performs their they act individually within the group is up to the Referee.
actions once their number comes Large groups of NPCs can split into several smaller groups, if
up. In this rules variant, the the Referee prefers.
initiative must be drawn again
at the start of each round.

SLOW & FAST ACTIONS


On your turn, you can perform one slow action and one fast action, or
two fast actions. See the lists of typical slow and fast actions on the next
page. All of these actions are explained in detail later in this chapter.
EXCHANGING INITIATIVE
During a fight, you can exchange your initiative card – FREE ACTIONS: Dropping to the ground or shouting a few words are called
and thus your initiative – with another willing player free actions – they don’t count toward your two actions for the round,
character or NPC, whose turn has not yet come up in but you can only do them on your own turn (except when forced to go
the current round. This must be declared on your turn, prone by a failed CUF roll).
before you perform any action. You and the other player
character must be able to speak to each other (even if DESCRIBE YOUR ACTIONS
only by radio) to exchange initiatives. When it’s your turn to act, simply state which actions you wish to perform
Reactive actions that occur out of turn (such and roll dice if needed to see if you are successful. Some actions, like
as blocking and overwatch fire) are not affected by blocking and overwatch fire, will give your opponent the opportunity
exchanging initiative – your spent actions still count as to perform a reactive action, which breaks the turn order.
spent, even if you get a new initiative number.
HELPING OTHERS
HIDDEN INITIATIVE: If you use the alternative rule for If you wish to help another player character or NPC perform an action, it
hidden initiative (see the boxed text above), the other costs you one action of the same kind (slow or fast). You must state you
character is not allowed to say what initiative number are trying to help someone before any dice are rolled. Helping others
they have before you make the switch – you’ll simply also occurs out of turn, i.e. it breaks the initiative order in the round.
have to wait and find out after you get the card. You can read more about helping in chapter 3.

YOUR TURN
The point in the initiative order at which you act is called
your turn. The phrase “your next turn” means the next MARK YOUR ACTIONS
upcoming point in the initiative order at which you nor-
mally act, whether that happens to be in the current Because helping and reactive actions
round or the next round (if your turn in the current occur out of turn, it can be hard to keep
round has already passed). The phrase “your previous track of how many actions the combatants
turn” means your latest previous point in the initia- have performed. A tip is to keep track of
tive order, whether it was in the current round or the this by turning the initiative card 90
previous round. degrees for every performed action. Turn
it to the left for a fast action and to
the right for a slow action, and all the
EXAMPLE way around 180 degrees once both actions
Ronson, Diaz and Kasia come across an old farm, still in the turn are used up. All actions are
COMBAT &
smoldering after what seems to have been an artil- refreshed at the start of each round.

04
DAMAGE
lery attack. While the others check the yard outside,

Karl Punu (Order #34316430) 055


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04
COMBAT &
DAMAGE
SLOW ACTIONS

ACTION PREREQUISITE SKILL


Get item from backpack Backpack Mobility
Persuade The opponent can hear you Persuasion
Unarmed attack Unarmed Close Combat
Melee attack Melee weapon Close Combat
Grapple Unarmed Close Combat
Break free You are grappled Close Combat
Shoot firearm Firearm Ranged Combat
Clear jam Jammed firearm Ranged Combat
Sniper aim Telescopic sight –
Shoot bow Bow or crossbow Ranged Combat
Throw weapon Thrown weapon or hand grenade Mobility
Aim mortar or howitzer Mortar or howitzer –
Fire heavy weapon Heavy weapon Heavy Weapons
Direct indirect fire Target in sight Recon
First aid Victim incapacitated by damage Medical Aid
Rally Victim incapacitated by stress Command
Enter/exit vehicle Vehicle –

FAST ACTIONS

ACTION PREREQUISITE SKILL


Drop backpack Backpack –
Seek cover (full or partial) Terrain type providing cover –
Go from full to partial cover Full cover –
Run No enemy in same hex Mobility
Cross barrier – Mobility
Move through door – –
Crawl You are prone Mobility
Get up You are prone –
Draw item from combat gear – –
Shove – Close Combat
Disarm Target holds an item Close Combat
Grapple attack Opponent grappled Close Combat
Retreat Enemy in same hex Mobility
Aim Ranged weapon –
Prepare bow Bow –
Assume overwatch position Ranged weapon –
Reload (slow action if failed) Firearm or crossbow Ranged Combat
Pull grenade pin Hand grenade –
Get on a bike Motorcycle or bicycle –
Grab the wheel Vehicle –
Start engine Vehicle –
Drive Vehicle Driving
Use item Varies Varies

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Karl Punu (Order #34316430)
FREE ACTIONS

ACTION PREREQUISITE SKILL


Drop to the ground You’re standing up –
Drop held item Item in hand –
Go from partial to full cover Partial cover –
Shout a few words – –

NPC GROUP ACTIONS RANGED ATTACKS: The modifier to all ranged attacks against targets
A group of similar NPCs in the same hex can in a hex with this terrain, unless the shooter is in the same hex. This
often perform the same action, such as moving modifier does not apply to area attacks made with heavy weapons
together, seeking cover together, etc. For NPC against the hex itself (page 71).
group attacks, see Close Combat (page 62) and
Ranged Combat (page 63). MOVEMENT: The modifier to MOBILITY or DRIVING rolls made to move
additional hexes during a movement action (page 58 and page 82).

COVER: Indicates whether it is possible to seek solid cover (page 58)


TERRAIN & HEXES inside a hex of this terrain type, and if yes, the typical armor level of
A battle map is divided into hexagons, or hexes for short. such cover.
The hex is the main unit of distance in combat. A hex is
10 meters across. If the combat is played without a map, INFILTRATION: The modifier to RECON rolls made to stay hidden or set
it’s the Referee’s job to determine the distances between up an ambush (page 60) in a hex of this terrain type. Note that the
the fighters involved. modifier is applied to the individual trying to stay hidden (not the
spotter).
HEX FEATURES
Each hex has a terrain type that affects visibility, ranged ELEVATION: Elevated terrain is marked by contour lines or shades.
attacks, movement, cover, and infiltration. The terrain Elevated terrain can block line of sight and moving from lower to higher
types table below summarizes these effects. ground reduces movement speed (page 58). In addition, ranged attacks
The dominating terrain in a hex on a battlemap from a higher position gain a +1 modifier.
applies to the entire hex. When in doubt, the terrain under
the center dot determines the terrain type for the hex. BLOCKING: A hex of blocking terrain is filled with terrain taller than a
human, fully blocking visibility and movement. A hex of blocking terrain
VISIBILITY: The maximum visibility range in 10-meter cannot be entered by ground movement.
hexes. For more details on line of sight, see page 59.

TERRAIN TYPES

TERRAIN PAVEMENT FIELD SHRUB- DEBRIS FOREST FOLIAGE SWAMP SHALLOWS BLOCKING INDOORS
LAND

VISIBILITY ∞ ∞ ∞ ∞ 3 1 ∞ ∞ None ∞
RANGED – – –1 –1 –1 –2 – – n/a –1
ATTACKS
MOVEMENT – – –1 –2 –1 –3 Special Special n/a –2
COVER No No No Yes (3) Yes (2) No No No n/a Yes (1)
INFILTRATION –2 –1 – +1 +1 +2 +1 – n/a +1
COMBAT &

04
DAMAGE

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04
COMBAT &
DAMAGE
FOOT MOVEMENT CRAWLING: If you are prone, you can’t run. Instead, you must crawl.
In a single (fast) action, you can run two hexes without Crawling works exactly like running, but you move one hex per (fast)
rolling dice. To move further, you need to make a MOBILITY action instead of two, and the MOBILITY roll can only increase the
roll, modified by the terrain of the hex you’re in. For each movement by one hex, no matter how many you roll. Terrain and
you roll, you can move an additional hex. If you fail carrying a backpack affect crawling just like running.
the roll, you move no further.
BACKPACK: Carrying a backpack gives you a –2 modifier to all MOBILITY rolls.
STANCE: In order to run, you must be standing up. Going It might be a good idea to drop your backpack before going into combat.
from a prone position to standing up is a fast action.
Dropping to the ground is a free action, but it can only ELEVATION: Moving into a hex of higher terrain counts as moving two
be done on your own turn. Use your character token to hexes instead of one. You cannot move half a hex, so any unused move-
indicate your stance – one side shows you standing, the ment is forfeited. This means you must roll MOBILITY to crawl up a hill.
other prone.
SWAMPS AND SHALLOWS: Running into a hex of swamp or shallows
counts as crawling. Actual crawling is not possible. Vehicle movement is
impossible, except for amphibious vehicles (these move as into a field hex).

CLOSE COMBAT: If you have an active and aware enemy in the same hex, you
can’t simply move away from them. Instead, you must retreat (page 63).

VEHICLES: Movement for vehicles is explained on page 81.

NPC MOVEMENT
A group of similar NPCs in the same hex can move together,
making a single MOBILITY roll for extra movement.

COVER
When the bullets start flying, you’ll want to drop prone or, even better,
seek solid cover. In a hex with a terrain type that can provide cover, you
can spend a fast action to seek cover. You must choose if you want full
cover (blocking line of sight and protecting your entire body) or partial
cover (exposing your head and arms, allowing you to fire across the cover).
Going from full cover to partial cover is a fast action. Going from
partial to full cover is a free action, but can only be done at your turn.
This means you can pop up from full cover, fire a quick shot (page 65)
and duck back down to full cover again on a single turn. Your fire won’t
be very accurate though, and you can still be targeted by overwatch
fire (page 67).

DIRECTION OF COVER: Your cover from terrain will only be effective in a


specific direction – toward just one adjacent hex and then extending
outward in a 120-degree angle (see the diagram on the next page). To
indicate this, place a COVER token in the adjacent hex, in the direction
of your cover. If the adjacent hex is occupied, you can instead place the
cover token straddling the hex border.

BARRIERS: You can also seek cover by a low barrier (next page) if it passes
through your hex (or follows the border of it). Cover from a barrier is
effective against anyone on the other side of the barrier.

SAME HEX: Your cover has no effect against ranged attacks from an enemy
in the same hex as you, unless you’re on opposite sides of a barrier crossing
the hex. Read more about ranged combat on page 63.

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Karl Punu (Order #34316430)
cover
A locked door must either be opened by picking the
lock ( TECH roll, takes one stretch) or by breaking it
down. A typical wooden door can take 5 points of
damage before it falls apart. More sturdy doors require
more force, and usually have an armor level as well.

TYPICAL BARRIERS

BARRIER HEIGHT ARMOR LEVEL


Concrete wall High 3
Brick wall Low 2
House wall High 2
Indoor wall High 1
Sandbags Low 4 or more
Barbed wire Low –
The blue fighter has partial cover in a forest hex. The cover is effective
against red fighter #01, but not against red fighter #02.

NO HEXES? If you are playing without a map, or on a map without hexes, VISIBILITY & LINE OF SIGHT
the Referee has the final word on whether your cover is effective or not. Adverse weather conditions, dim light and darkness can
reduce visibility. The table on the next page indicates
the maximum visibility in hexes. If several factors
BARRIERS apply, use the lowest applicable visibility limit. Use
Barriers are another important terrain feature. The term encompasses these limits as guidelines – the Referee can adjust
any linear solid obstacle and includes indoor and outdoor walls, visibility limits further as they see fit. Weather and
as well as sandbags and coils of barbed wire. Barriers can be high, darkness also give you negative modifiers to RANGED
blocking visibility completely, or low, blocking visibility only to prone COMBAT and RECON (when scouting). These modifiers
fighters. A barrier can also provide cover against attacks from the are cumulative.
other side of it.
See the table to the right for a number of typical barriers. LIGHT SOURCES: Visibility limits for darkness do not apply
if the target emits any light (including a lit cigarette).
DIVIDED HEXES: Barriers often cut through hexes. In a hex divided by Discharging a firearm will cause you to lose the effects
a barrier, you need to define which side of the barrier you are on and of being in darkness until your next turn.
place your token accordingly. You cannot strike an enemy on the other
side of a barrier in close combat even if you are in the same hex. This NIGHT VISION: Night vision goggles negate the effects of
goes even for a low barrier. darkness up to a certain distance (page 129). Thermal
optics are even more effective, fully negating the effects
CROSSING BARRIERS: As a general rule, a low barrier can be jumped of smoke, rain, and fog.
over with a MOBILITY roll (fast action). Note that this action does not
move you out of the hex, unless the barrier happens to follow the hex SEARCHLIGHTS: A powerful searchlight will light up an
border exactly. Climbing over a high barrier also requires a MOBILITY area of the battlefield and remove the effects of dark-
roll, but it’s a slow action. Some high barriers can’t be crossed (such ness. A typical searchlight has a range of 10 hexes, but
as an indoor wall). only in a specific direction (see the diagram on the next
page). All targets within the illuminated area can be seen
BARBED WIRE is a type of barrier that does not block visibility, but crossing at any distance (barring terrain and weather).
it requires a MOBILITY roll. Failure inflicts 1 point of damage. Military
grade concertina wire obstacles give a –2 modifier to crossing, and FLARES: Illumination rounds, fired by grenade launchers,
a failed roll also automatically results in critical injury #3 to the legs mortars, and howitzers (page 114), also light up the
(page 76). battlefield. All targets within the illuminated area can
be seen at any distance (barring terrain and weather).
DOORWAYS: A wall with a door or open doorway still counts as a barrier.
COMBAT &
Moving through an unlocked door or doorway to the other side of the

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barrier is a fast action, but requires no roll.

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searchlight area of effect
LINE OF SIGHT
To be able to see and fire at something, you need line of
sight to it. Draw a line between the center dot of your
hex and the center dot of the target hex. If the line passes
through any of the below, your line of sight is blocked.
7 A high barrier

7 A hex with blocking terrain


BLOCKED BY 7 A hex at a higher elevation than both you and
TERRAIN
your enemy
7 A hex filled by SMOKE (even your own hex or the

target hex)
7 Three hexes of forest or one hex of foilage (not

counting your hex nor the target hex)


7 A number of hexes in excess of the visibility limit

due to darkness or weather

If none of the above apply, you have line of sight – unless


the target is in full cover (page 58), in which case your
line of sight is also blocked.

NO HEXES? If you are playing without a battle map, or


a map without hexes, the Referee has the final say on
whether you have line of sight or not.

AMBUSH
The key to winning a conflict is often attacking when
your enemy least expects it. When you stalk someone to
attack them unawares, it’s called an ambush. First, make
an opposed RECON roll against your target, modified by
any relevant terrain (modifying your roll) and darkness
(modifying your target’s roll). You also get a modifier to
your roll depending on how close you want to get (see
WEATHER & DARKNESS the table on the next page). If you want to ambush in
close combat, you need to move into the same hex as your
CIRCUMSTANCE VISIBILITY RANGED COMBAT
(IN HEXES) AND RECON
target. If you fail, your target spots you at your starting
distance – draw initiative.
Heavy rain 20 –1
Dense fog 10 –1 EFFECT: If you succeed, you automatically get the #1
Dusk 20 –1 initiative card in the first round of combat. An ambush
Moonlight 15 –2 in the same hex as the target (no matter if it’s in close
or ranged combat) gets a +3 modifier. Also, your target
Starlight 10 –2
cannot block an ambush attack.
Cloudy night 5 –2
GROUP AMBUSHES: Ambushes can be carried out by a
group and against a group of targets. This follows the
SMOKE usual rules for stealth – the person with the lowest
Dense smoke can be created by smoke grenades, smoke launchers, and RECON skill level rolls for the attackers, while the target
intense natural fires. Use a SMOKE token to mark smoke on the map. A with highest RECON skill level rolls for the targets. If you
single hex filled by smoke blocks visibility completely, both out of and succeed, you get all of the top initiative cards, equal to
into the hex. Smoke from a smoke launcher or grenade will dissipate the number of fighters on your side – i.e. if there are
over time. Roll a D6 base die at the start of each round for each smoke four attackers, you get cards #1 to #4. You can distribute
marker on the battle map – on a result of , remove it. Thermal optics these as you see fit. The target(s) draws initiative from
(page 129) can see through smoke. amongst the remaining cards.

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WAYLAYING: If you lie in wait for an enemy to attack them Even if you succeed your PERSUASION roll, your opponent is entitled to
as they pass, roll RECON to set up the ambush. This is a slow ask for something in return, if the Referee deems it reasonable. It is up
action. If you spend a stretch (5–10 minutes) or more to to you to accept the agreement or not.
set up, you get a +2 modifier. If you spend a shift or more,
you get +3. You can push the roll as normal. Record the NEGOTIATING POSITION
number of you roll. Your chances of manipulating someone successfully are affected by
When the target comes within visual range, they your negotiating position. Each of the following factors modifies your
must make a passive and unmodified RECON roll (not roll by +1 (or more, at the Referee’s discretion):
pushed) to spot you. This still counts as an opposed roll, 7 You have more people on your side.

meaning you need to have more than the target to 7 What you ask for doesn’t cost your opponent anything.

remain hidden. 7 Your opponent has suffered damage or stress.

If you fail your initial roll to set up the ambush, you 7 Your opponent is sick.

must find another spot to place your ambush (another 7 Your opponent is held captive by you.

hex), or the target will automatically spot you when they 7 You have helped your opponent previously.

come within visual range. 7 You present your case very well (determined by the Referee).

7 You outrank your opponent (only applies if you’re both military

VEHICLES: You can never ambush someone from a moving of the same nationality).
vehicle. You can, however, use a stationary vehicle when
waylaying enemies (above), if you spend at least a stretch Each of the following factors modifies your roll by –1.
setting it up. 7 Your opponent has more people on their side.

7 You ask for something valuable or dangerous.

7 Your opponent has nothing to gain by helping you.

AMBUSHING 7 You are held captive by your opponent.

7 You are having trouble understanding each other.


RANGE RECON MODIFIER
7 You are not in the same hex (more than 5 meters apart).
Same hex –2 7 Your opponent outranks you (only applies if you’re both military

1 hex –1 of the same nationality).


2–5 hexes 0
PERSUADING A GROUP
6–20 hexes +1
When you want to PERSUADE a whole group, you usually address the
21+ hexes +2 group’s leader or spokesperson. Remember that your roll is modified
by –1 if your opponent has more people on their side. If you reach an
agreement with the leader, the rest of the group usually follows. If there
is no given leader, each opponent acts individually.
SOCIAL CONFLICT
Sometimes, you can make things go your way without BEING PERSUADED
resorting to violence. Instead, you trick or convince your Typically, PERSUASION is only used against NPCs, not PCs. When NPCs or
opponents without drawing your weapon. This might other PCs try to talk you into something, it’s up to you how you react.
even be possible in the midst of combat. For non-violent
conflicts, use the PERSUASION skill. INTERROGATION
Before you roll, you must state the stakes of the roll – When you interrogate a prisoner to gain information, roll against their
what you want to achieve. What you ask of your opponent STAMINA instead of their PERSUASION. You get a +1 modifier for your oppo-
must be within reason – no NPC will agree to do anything nent being held captive. As opposed to normal persuasion, interrogation
you want or act directly against their own interests, no can be used against PCs – actually forcing you to disclose information,
matter how good your roll is. The Referee has the final say no matter if you as a player want to or not.
on what is possible to achieve, given the current situation.

RESOLUTION EXAMPLE
When you try to convince, bluff, or charm someone, make Kasia, trying to avoid fighting the marauder in the farmhouse, wants to
an opposed roll for PERSUASION against your opponent. It use her slow action to persuade him to leave. The Referee thinks that goal is
only counts as a (slow) action for you, the active party. If unreasonable, but agrees to let Kasia roll for the marauder to hesitate and
you successfully PERSUADE your opponent, you sway them not attack immediately. The player describes how Kasia pleads for her life,
somehow and reach the stated goal of the roll. If you roll in Polish. Having EMP B and PERSUASION C, she rolls a D10 and a D8 against
COMBAT &
multiple more than your opponent, you might even just a D6 for the marauder who has EMP D and no skill level. She rolls one

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gain some further bonus, if the Referee finds it appropriate. successes against his none – the marauder lowers his rifle, hesitating.

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point of damage on you (if you’re fightning unarmed). If your weapon
CLOSE COMBAT MODIFIERS breaks in an attack, it does so after the attack is resolved. Read more
about damage to gear and repairs on page 91.
FACTOR MODIFIER
Attacker prone –2 STANCE
Target prone +2 If you are prone, your close combat attacks get a –2 modifier, and any
Defenseless target +3 hits will automatically be on the legs of a standing opponent. Getting
up is a fast action. Close combat attacks against a prone target get a
Aimed blow –2
+2 modifier.
Diving blow +2
DEFENSELESS TARGET: If you attack a defenseless or unaware target, you
get a +3 modifier. This is not further increased if the target is prone.
CLOSE COMBAT
When you attack in close combat, use the CLOSE COMBAT AIMED BLOWS
skill. Close combat happens in the same hex as your target. If you want your strike to hit a specific part of your target’s body – the
There can be no barrier between you and your target. head, the torso, the legs or the arms – you need to make an aimed blow.
If there is, you must first cross the barrier. Cover has no Aimed blows suffer a –2 modifier.
effect against close combat attacks.
BLOCKING
DAMAGE: If your roll succeeds, you hit your adversary When an enemy attacks you in close combat, you can roll CLOSE COMBAT to
and inflict your weapon’s base damage rating on them. block his attack to avoid being hit. This is a fast action. You must declare
Each extra rolled will increase the damage by 1. Roll that you are attempting to block the attack before the attacker rolls for
for a random hit location (page 72) and apply the effects their strike. Every you roll eliminates one from the attacker’s roll.
of armor. Excess have no effect.
Blocking is not an opposed roll, so you can push it, declaring that
CRITICAL INJURY: If the damage done, after mitigation you wish to do so after the attacker has declared (and performed)
by armor and cover, is equal to or higher than the crit any push.
threshold of your weapon, you inflict a critical injury on
the target (page 74). SPENDING ACTIONS: Blocking breaks the turn or-
der, but it does count against your two
PUSHING & RELIABILITY: If you push a roll in close available actions in the round
combat, each will reduce the reliability (one slow and one fast). For ev-
rating of the weapon by 1 or inflict 1 ery block you perform, you get
one less action when it is your
turn, and once you have used
both your actions during the
round for blocks, you can no
longer block further attacks.
All actions are refreshed at
the beginning of each new
round. You can save unused
actions to block later in
the round, but never from
one round to the next.

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DIVING BLOW RANGED COMBAT
If you, in a single round, first run into the same hex as an enemy and To attack someone with a hand-held ranged weapon,
then strike them with an unarmed blow, you get a +2 modifier to the roll for RANGED COMBAT, except for thrown weapons, which
attack. This is called a diving blow. If the attack hits, you inflict damage use MOBILITY. You must have line of sight (page 59) to
normally, and both you and the target fall prone. If the attack fails, only your target (with the exceptions of indirect fire and fir-
you fall to the ground. Diving blows can be blocked. ing through cover and smoke). Chapter 5 describes a
variety of firearms and other ranged weapons. Firing a
SHOVING weapon is a slow action.
As a fast action, you can try to shove or trip an enemy to the ground. Roll
for CLOSE COMBAT. If your opponent has higher STR than you, two are DAMAGE: If your attack succeeds, you hit your target and
required to succeed, otherwise one is enough. If you are successful, your inflict your weapon’s base damage rating on them. Each
opponent falls to the ground. The shove action itself causes no damage, extra rolled will increase the damage by 1. Roll for a
and any additional have no effect. Your opponent can block the attack. random hit location and apply the effects of armor.

DISARMING CRITICAL INJURY: If the damage inflicted, after mitigation


As a fast action, you can try to wrestle a weapon or other object from by armor and cover, is equal to or higher than the crit
your opponent’s hands. Roll for CLOSE COMBAT. Dislodging an item held in threshold of your weapon, you also inflict a critical injury
one hand requires one , while two are required if it’s held in two on the target (page 74).
hands. If you succeed, your opponent drops the item, which lands on
the ground in the same hex. The disarm action itself causes no damage, AIMING
and any excess have no effect. Your enemy can block your attempt Before you fire, you need to spend a fast action to aim
to disarm them. at your target. If you don’t, your attack counts as a quick
shot and suffers a negative modifier:
GRAPPLING 7 Pistols, carbines and SMGs get a –1 modifier.

As a slow action, you can attempt to grapple your opponent. Roll for 7 All other ranged weapons get a –2 modifier.

CLOSE COMBAT. No weapon can be used. The grapple can be blocked. If the If you do anything else except shoot your weapon after
attack succeeds, both of you fall to the ground. The opponent drops any you have aimed, you lose the effect of the aim and you
weapon they were holding and cannot move. The only action they can need to spend another fast action to aim again. You can fire
perform is to try to break free – which is a slow action and requires them repeatedly at the same target without breaking your aim.
winning an opposed CLOSE COMBAT roll against you. While you are grap-
pling, the only action you can perform is a grapple attack. This works TELESCOPIC SIGHTS: If your weapon has a telescopic sight,
as a normal unarmed attack but is a fast action and cannot be blocked. you can aim as a slow action and get a +1 bonus. If you
also have a stable platform to fire from (cover or a bipod,
RETREAT or the ground if you’re prone), the bonus is +2. No ammo
If you have an active enemy in the same hex as you and there is no barrier dice can be used in the attack. Note that this means you
between you, you must make a MOBILITY roll to move out of the hex. If you cannot slow aim and fire in the same round.
fail, you still move but your enemy gets an immediate, free close combat
attack against you. The free attack occurs out of turn order and it doesn’t RANGE
count toward their actions in the round. You cannot block it. The ranged weapons table indicates the SHORT range
of each weapon, in hexes. Up to twice the short range
NPC MELEE ATTACKS is called MEDIUM range. Up to twice MEDIUM range (i.e.
A group of enemy NPCs in your hex can attack you together in four times SHORT range) is LONG range, and up to twice
close combat. Only one of them rolls for the attack and the others LONG range (eight times SHORT range) is EXTREME range,
help, each giving a +1 modifier (up to a maximum bonus of +3). which is the maximum range at which it’s possible
to hit a target effectively.
7 Firing at MEDIUM range gives you a –1 modifier.
EXAMPLE 7 Firing at LONG range gives you a –2 modifier.

Hearing a commotion outside the farmhouse and realizing that Kasia 7 Firing at EXTREME range gives you a –3 modifier.

is not alone, the marauder swings his rifle butt at her. With STR B and
CLOSE COMBAT C, he rolls a D10 and a D8. Kasia has still not used her fast FIRING IN CLOSE COMBAT: If you shoot at an active and
action in the round, so she decides to block the strike with the club she aware enemy in the same hex as you, you get a negative
carries. She has D in both STR and CLOSE COMBAT, so she rolls two D6s. modifier to ranged attacks depending on your weapon:
The marauder rolls one , Kasia none. She decides to push, and re- 7 Pistols, carbines and SMGs get a –1 modifier.
COMBAT &
rolls – now she gets a and successfully blocks the strike. 7 All other ranged weapons get a –2 modifier.

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DEFENSELESS TARGET: If your target is in the same hex and immobile or STANCE
unaware of you, you gain a +3 bonus. Firing at a prone target gives you a –1 modifier unless
the target is in the same hex, in which case being prone
SHOTGUNS: For shotguns, range gives no negative modifier to hit. provides no protection. Remember, dropping to the ground
Instead, the base damage is reduced by 1 at MEDIUM range, by 2 at LONG is a free action but can only be done on your own turn.
range, and by 3 at EXTREME range. Note that the base damage at EXTREME Standing up is a fast action.
range for most shotguns will be zero. Even a hit that inflicts no damage
can cause suppression (page 67). COVER
You can, as a fast action, take cover in a hex with the
appropriate terrain type (page 57) or next to a barrier.
Remember, cover only works in a specified direction, i.e. not
against attacks from the side or behind. See the diagram
on page 59. You cannot be both prone and behind cover.

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MOVING TARGET
RANGED FIRE MODIFIERS If your target has moved since your previous turn, your shot gets a –1
modifier. If you fire from a vehicle that has moved since your previous
FACTOR MODIFIER
turn, your shot gets a –2 modifier.
Quick shot (no aim) –1/–2
Fast aim – TARGET SIZE
Telescopic sight (slow aim) +1/+2 Firing at a large target, such as a vehicle, gives you a +2 modifier to the
attack. Firing at a small object, such as a porthole, suitcase, or hand-held
Short range –
weapon, gives a –2 modifier. Other rules apply for heavy weapons (page 70).
Medium range –1
Long range –2 ELEVATION
Extreme range –3 When firing from a hex at a higher elevation than the target, you gain
a +1 modifier.
Active target in same hex –1/–2
Defenseless target +3
TERRAIN, WEATHER & DARKNESS
in same hex
The terrain of the target hex can give you a –1 or even a –2 modifier,
Target prone (not –1 unless the target is in the same hex as you. Heavy rain, fog, and strong
in same hex) winds can give you a negative modifier to ranged attacks. The modifier
Target in full cover –3 is typically –1 but can be higher at the Referee’s discretion.
Called shot –2 At dusk or in a dimly lit room, you suffer a –1 modifier to your shot.
At night or in a dark room with only a little light, you suffer a –2 modifier.
Moving target –1
You cannot hit a target in total darkness. Night vision goggles and
Firing from –2 thermal optics (page 129) can negate the effects of darkness.
moving vehicle
Large target +2 SMOKE: Dense smoke (page 60) breaks line of sight and typically makes
Small target –2 it impossible to hit the target. However, if the Referee deems it likely
Elevated firing position +1 that you know what hex your enemy is in, you can still fire, but with a
–3 modifier.
Target hex terrain –1/–2
Dim light –1 MACHINE GUNS
Darkness –2 Machine guns are fired using the HEAVY WEAPONS skill, but when firing
Heavy rain or wind –1 from a vehicle mount or tripod, use AGL instead of STR. There are three
types of machine guns, as indicated in the weapon lists.
Dense smoke –3

LIGHT (LMG): Normally fired from a bipod. Can be fired when carried,
but with a –2 modifier.
PARTIAL COVER: Partial cover does not modify the hit
chance, but gives you an armor level for body parts GENERAL PURPOSE (GPMG): Normally fired from a bipod, tripod or vehicle
behind the cover – torso and legs if you want to be able to mount. Can be fired when carried, with a –3 modifier.
fire yourself, as you’ll need to expose your arms and head.
Read more about hit locations and armor on page 72. HEAVY (HMG): Can only be fired from a tripod or a vehicle mount.

FULL COVER: Full cover breaks line of sight and typically ONE-HANDED SHOOTING
makes it impossible to hit the target. Firing at a target You can fire a pistol with one hand without penalty. Submachine guns and
in full cover can be done, with a –3 modifier, if the carbines can be fired one-handed, but you get a –2 modifier to your roll.
Referee rules that the attacker knows the approximate Rifles and assault rifles can be fired one-handed, but only at SHORT range
location of the target. All hit locations are protected and with a –3 modifier. Machine guns can never be fired one-handed.
by full cover.
FRIENDLY FIRE
CALLED SHOTS You can fire at a target even if your line of fire crosses a hex where
If you want your attack to hit a specific part of your one or more friendly fighters are located, but these friendlies must all
target’s body – the head, the torso, a leg or an arm – immediately make CUF rolls to avoid being suppressed. Also, if your
you need to make a called shot. Called shots suffer a shot misses, roll two D6 base dice – any means a random friendly is
COMBAT &
–2 modifier. hit instead, and a second will increase the damage by 1.

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NPC RANGED ATTACKS effects, outlined below. The six (6) side of the engraved
A group of similarly armed NPCs in the same hex can perform ammo dice is marked with the symbol instead of
a ranged attack together. Only one of them rolls and the others to indicate the different effects.
help, each giving a +1 modifier (up to a maximum bonus of +3). 7 If your attack hits (checking only the base dice),

each on your ammo dice can be used to either


OVERWATCH increase damage (each increases the damage
As a fast action, you can assume an overwatch position against a specified by 1) or to trigger an additional hit on the same
hex in line of sight (including your own). To indicate this, place an OVERWATCH target or on a secondary target in the same hex.
token in the target hex. If you have a telescopic sight, you can use a slow action You cannot choose a secondary target that would
to assume overwatch, claiming the normal bonuses for this when firing. be harder to hit directly than the primary target.
Between now and your next turn, you can fire your weapon once Each additional hit inflicts base damage on a
against a target in the target hex. You can fire whenever you want in the random hit location, and the damage is increased
round, breaking the initiative order. Your shot is resolved before all other by 1 for each further you spend on it. You can
actions, even if they are already declared. For example, if an enemy in your never hit more targets than you have rounds of
target hex wants to fire a weapon on their turn, you can shoot first. The ammo in the magazine of your weapon.
enemy is not allowed to change their action after your overwatch attack. 7 If your attack misses, rolling one or more on
Firing when in overwatch position counts as a normal, aimed, ranged your ammo dice means that the target can still
attack (a slow action). Therefore, you must save your slow action in the be suppressed (next page).
round to be able to make an overwatch attack. You can only make one
overwatch attack per round. PUSHING & RELIABILITY: If you push your roll, you must
If you and an enemy have overwatch against each other’s hexes, also re-roll all ammo dice not showing or . Ammo
and both choose to fire at the same time, an opposed RANGED COMBAT roll dice have a symbol on the one (1) side, just like
determines which attack goes first. This roll does not count as an action base dice. When pushing, each on a base die or
for either shooter. an ammo die will reduce the reliability rating of the
weapon by 1. Any rolled in the initial roll (before
LOSING OVERWATCH: You keep your overwatch position until you break pushing) are also counted.
it, or any of the following occurs: This means rolling more ammo dice will risk
7 You perform any action other than overwatch fire. damaging your firearm – but only when you push the
7 You are attacked in close combat. roll. If your weapon breaks due to pushing, it does so
7 You suffer damage. after the current attack is resolved. Read more about
7 You are suppressed. damage to gear and repairs on page 91.

AMMUNITION WEAPON JAM: If you roll two or more on your base


Firearms store ammunition in a magazine or an ammo belt. How many dice or ammo dice after pushing, your weapon jams
rounds of ammo your weapon can hold is indicated by its Mag rating. A immediately after resolving the attack (any or
weapon can only be loaded with ammo of the correct caliber, as indicated rolled still apply), in addition to the reduced reliability.
in the Ammo column in the firearm listings. Until the jam is cleared, the weapon cannot be fired.
Clearing a jam is a slow action and requires a skill roll
AMMO DICE: Firearms give you ammo dice to add to your skill roll. Six for the weapon (i.e. RANGED COMBAT or HEAVY WEAPONS).
such tan colored D6s are included in this boxed set. You can add as many Multiple attempts are allowed.
ammo dice to your attack as you like, from zero up to the rate of fire
(RoF) rating of your weapon or the number of rounds left in AMMO SPENT: After your roll, you sum up the D6 digits on
the magazine, whichever is lower. all of your ammo dice. This sum is the total amount of
If you use no ammo dice at all, only one (1) ammunition you have spent on the attack. You always
round of ammunition is used in the attack. This spend at least one round of ammo, even if no ammo dice
is typically only the case for sniper shots were used. If the sum on your ammo dice is equal to or
(page 63), but can also be useful if you more than the number of rounds you have left in the
are very low on ammo or your weapon is magazine, your magazine is completely emptied.
in a bad condition (low reliability rating).
Rolling a 6 on an ammo die is a success RELOADING: Once your magazine is depleted, you need
just like with a D6 base die, but successes to reload your weapon. Roll for RANGED COMBAT – if you
on ammo dice do not contribute succeed, reloading is a fast action. If you fail, it’s a slow
to hitting your target. Instead, action. You may attempt to reload even if you only have
successes on ammo dice a fast action left in the round, but if you fail the roll, the
have different, specific action is forfeit. The roll itself is not an action.

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TRACKING AMMO: You must always keep careful track of Only firearms, heavy weapons and explosions can trigger suppression
how much ammo you have in your magazine or belt, – not close combat attacks or attacks with bows and thrown weapons.
and how many magazines or ammo belts you carry. If your CUF roll fails, you are suppressed. This means that you
7 Mark down ammo spent in the current immediately drop prone, suffer 1 point of stress, and lose both actions
magazine or belt, using tally marks or digits, on your next turn. To indicate that you are suppressed, place a SUPPRESSED
on the character sheet. When you reload, erase marker on your token on the battle map. After your next turn you are
and start over. no longer suppressed – remove the marker.
7 Note how many full magazines and ammo belts

you have in your inventory. A magazine weighs PANIC SPREADS: If you fail a CUF roll and get suppressed, all friendly
¼ of an encumbrance unit, while an ammo belt fighters in the same hex as you must also immediately make CUF rolls
is one full unit. When you reload, erase the to avoid suppression too. However, a single attack can only trigger one
spent magazine or belt from your inventory. CUF roll for the same person, never several rolls.

HEAVY WEAPONS such as RPGs, grenade launchers, mortars VEHICLES: A target fully inside a vehicle cannot be suppressed, but they
and howitzers don’t use ammo dice. Each attack consumes can be forced to bail out (page 84).
one round of ammo. Read more on page 70.
SUPPRESSION AND NPCS
BOWS AND THROWN weapons don’t give you ammo The Referee can apply the effects of a CUF roll for an NPC to all
dice. Each time you shoot a bow, one arrow or thrown NPCs with similar stats in the same hex, placing a SUPPRESSED
weapon is used. You can retrieve them from the target marker on top of the stack to indicate this. CUF rolls for NPCs are
(requires a slow action and a MEDICAL AID roll, failure only made with the CUF score alone (they have no unit morale
inflicts 1 point of damage on the victim), or from the rating). The Referee can also rule that NPCs automatically fail
ground in the target hex if you missed (fast action), CUF rolls, applying the effect to all similar NPCS in the same hex.
and use them again.
Bows don’t need reloading, but before you fire a
bow, you need to prepare the bow by nocking an arrow. EXAMPLE
This is a fast action. After you have prepared a bow, Outside the farmhouse, Ronson and Diaz have company. Six more
you can’t perform any action other than to aim (fast marauders come walking up the road carrying AK-47s, about 100 meters
action) or shoot (slow action) – if you do, you’ll need away. Ronson and Diaz roll RECON to hide but fail the opposed roll –
to prepare the bow again. Crossbows are reloaded the marauders have spotted them! The Referee splits the marauders
like firearms. into two groups, one hex apart. One initiative card is drawn for each
Thrown weapons don’t need to be prepared before group and they get a 4 and a 9. Ronson draws a 2 and Diaz a 5.
an attack (roll MOBILITY for the attack). Ronson goes first!
Having his M249 ready, he drops prone (free action), aims
NPC AMMO DICE (fast action) and opens fire (slow action) at one of the marauder
For NPCs, the Referee doesn’t need to manage groups. He decides to use the full rate of fire of the SAW and grabs
ammo, jams, or weapon reliability. Instead, any six ammo dice. The marauders are at MEDIUM range, but this –1
attack roll with one or more on the ammo modifier is offset by his Machinegunner specialty. With STR A and
dice only (even without pushing) indicates that HEAVY WEAPONS B, he rolls a D12 and a D10 base dice, but gets really
the weapon is emptied, after the current attack. unlucky and rolls no .
In a group attack by NPCs, all of them need to One of the ammo dice shows so the enemy group will be
reload if a is rolled on any ammo die. Re- suppressed (the Referee uses the simplified rules for NPCs), but Ronson
loading is always a slow action for NPCs. decides to push the roll. The player leaves the ammo die showing
on the table, re-rolling the rest of the ammo dice and both base
dice. Now he gets two on his base dice, as well as one more
SUPPRESSION and a on his ammo dice. Due to the , the reliability of the SAW
If you are hit by enemy fire (even if the damage is fully drops from 4 to 3.
deflected by armor or cover), or if one or more ammo Ronson uses his two to hit his primary target and and increase
dice in a failed attack against you show , you must the damage on it by 1, and his two to hit a second target and
immediately make a coolness under fire roll. increase the damage on it – both targets suffer critical hits and are
Roll one base die for your current CUF rating. If you incapacitated. The third marauder in the hex is suppressed, dropping
have line of sight to any non-incapacitated friendly fighter, prone (as he is a minor NPC, the Referee makes no CUF roll).
also roll a base die for the current unit morale rating of Ronson’s ammo dice show 6, 6, 5, 3, 2, 1 – meaning he spent 23
COMBAT &
your unit. The CUF roll does not count as an action. As it’s rounds of ammo on the attack.

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not a skill roll, you cannot push a CUF roll if you fail.

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EXPLOSIONS effective blast power for an explosion of blast power a

The strength of an explosion is measured in its blast


power, typically ranging from A to D ( just like a skill
level), where A is the most powerful explosion. The
blast power has its full value in the hex where the
D
detonation takes place and is reduced one step (toward D D
D) for each hex away from the detonation point. If
D C D
the blast power is reduced below D, the explosion
has no effect. D C C D
C B C
BLAST DAMAGE
When an explosive detonates, roll two base dice of the D B B D
type corresponding to the modified blast power once C A C
for each person within range of the explosion. See the
table below, which also indicates the base damage rating, D B B D
crit rating, and armor modifier of the explosion. The roll C B C
cannot be pushed. If one or more is rolled, the target
is hit by the blast. The damage done is increased by 1 for D C C D
each additional rolled beyond the first. Roll the hit D C D
location normally.
D D
SUPPRESSION: Any person in the blast area of an explosion, D
even if they are not hit, is automatically knocked prone
and must make an immediate coolness under fire roll or
be suppressed (page 67). This does not apply to targets
inside vehicles or behind cover that the blast cannot
penetrate.
EXAMPLE
PRONE: If the target is prone, the blast power is reduced A hand grenade (blast power C) explodes in the same hex as Diaz.
one step. Two D8s are rolled, and both come up . The blast inflicts 3 points
of damage (base damage 2 plus the extra ). The shrapnel hits Diaz’s
COVER: Solid cover (page 58) provides protection torso, and fortunately she’s wearing a flak jacket. Due to the explosion
against shielded hit locations, just like for a ranged armor modifier of +1 the flak jacket’s armor level counts as 2, reducing
attack – unless the explosion occurs in the same hex the damage to 1. Diaz is also thrown to the ground and needs to make
as the target. a CUF roll. Without the flak jacket, Diaz would have suffered 3 points
of damage and taken a critical injury to her torso.

EXPLOSIONS LANDMINES
A number of types of landmines are described in chapter 5. Placing land-
BLAST DICE DAMAGE CRIT ARMOR
POWER
mines in a hex manually requires a stretch of work and a TECH roll. Success
turns the hex into a minefield – place a MINEs token on it to indicate this. If
A 2xD12 4 3 +1
you fail the roll, the minefield is created but it will automatically be spotted
B 2xD10 3 3 +1 by anyone moving into the hex. You can roll for TECH again in the next stretch
C 2xD8 2 3 +1 to hide the mines better. Some types of mines can be scattered by artillery.
D 2xD6 1 2 +1 Several mine models are listed in chapter 5. They fall into three main
categories: anti-personnel, anti-tank, and directional.

ANTI-PERSONNEL MINES: These come in many forms, but the most basic
EXPLOSIONS & NPCS type, called blast mines, detonate when stepped upon. At least one
The Referee doesn’t need to roll separately for blast mine is placed in each hex. Their primary purpose is to blow the
each NPC hit by an explosion. Instead, roll once victim’s foot or leg off, disabling the victim rather than killing them.
for all NPCs at the same distance from the blast Detecting a field of blast mines requires a successful RECON roll
and apply the result to all of them. (passive). If the roll fails and you move unawares into a minefield, the
Referee rolls a D6 for every hex you traverse. If the roll is equal to or less
than the number of mines in the hex, you trigger a mine.

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DIRECTIONAL MINES are placed individually, not in mine-
fields, and they are detonated remotely, usually by a
tripwire. Directional mines do not inflict any direct dam-
age, only blast damage, and only in an arc in front
of the device (typically about 60 degrees). However,
the blast power is only decreased one step for every
three hexes from the point of detonation instead
of every hex – see the diagram below.

CLEARING MINES is dangerous work.


Clearing a hex of mines requires
at least a stretch of work and a TECH
roll. Failure will detonate a mine. You
will need at least a knife or a stick.
More advanced gear can give you
positive modifiers.

IEDS
Improvised explosive devices can
be very effective weapons. Setting
up and arming an IED requires
explosives (page 131), spare parts,
a shift of work, and a successful TECH roll. You
can set up the IED to be triggered by a tripwire
or pressure plate, effectively turning the IED
To move through a detected mine-
effective blast power for a directional mine of blast power b
field without setting off a mine, you must
walk very slowly (one hex per action instead
of two, and no additional movement is pos-
sible). You also need to make another RECON D
roll (no action) for each hex you move into. If D D
you fail, roll for detonation as per above. If several people
move together in a line, only the leader needs to roll to D D D
detect mines – the others can follow in their footsteps. D D
If you trigger a blast mine, you suffer direct damage
to your legs equal to the unmodified damage rating D D D
of the mine. The mine also triggers an explosion in D D
the hex, which can cause further damage to you and
D C D
others.
C C
ANTI-TANK MINES: These are larger and more powerful
C
than anti-personnel mines and require more pressure to
be detonated, and thus cannot be triggered by a person, C C
only vehicles. Only one is typically placed in each hex. C
Spotting anti-tank mines is easier than blast mines
(+2 modifier) but this is canceled by a –2 modifier if the C C
RECON roll is made from a vehicle. Driving unawares into B
a mined hex will automatically trigger the mine. Driving
through a detected minefield without setting off the
mine requires very slow driving (one hex per round) and B
a successful DRIVING roll for each hex.
When an anti-tank mine is triggered, the vehicle suffers
direct damage equal to the unmodified damage rating of B
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the mine. Use the rear armor level of the vehicle. The mine

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also triggers an explosion in the hex.

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into a mine (this requires one general spare part) or by an
electronic remote control or timer (requiring one electronic
and one general spare part). A failed roll will detonate the
device immedaitely, so be careful! The blast power of an
IED depends on the amount and type of explosives used.

SHRAPNEL: Fitting your IED with shrapnel will increase


the blast power by one step, up to A, but requires an
additional general spare part and gives you a –1 modifier
to setting the charge.

SHAPED CHARGES have direct damage increased by 1, an


armor modifier of zero, and a crit rating of 1 for the target
directly hit, but the blast power for other targets in the
hex is reduced one step. Setting a shaped charge is diffi-
cult (–2) and requires one additional general spare part.

HEAVY WEAPONS
Heavy weapons is the collective term for rocket launchers,
grenade launchers, anti-tank missiles, vehicle cannons,
mortars, and howitzers. Hand grenades are also included
in this category, but they follow special rules (see the
sidebar to the left). Machine guns use the HEAVY WEAPONS
skill, but are fired as normal ranged weapons and do not
follow the rules in this section.
Hits from heavy weapons generally have a dual
effect: direct damage and explosive damage.

DIRECT DAMAGE: The direct damage from a heavy weapon


is resolved just like small arms fire. The damage inflicted
on the target equals the base damage of the weapon
HAND GRENADES plus 1 for each rolled beyond the first, modified by
cover and armor. If hitting an individual person, a heavy
Hand grenades use the same rules as weapon can inflict critical injuries just like small arms.
heavy weapons, with these exceptions: Note that some heavy weapons have a crit threshold
✓ Roll for MOBILITY instead of HEAVY WEAPONS. lower than their base damage rating – a hit with such a
✓ The maximum range is SHORT. weapon will automatically inflict a critical injury unless
✓ You need to pull the pin before throwing the target is protected by armor or cover.
the grenade. This is a fast action.
✓ You don’t need to spend an action to EXPLOSION: The blast power of the explosive effect is
aim a grenade throw and you don’t indicated in the weapon lists in chapter 5. The effects
get a penalty for not doing so. of the explosion are in addition to the direct damage
✓ If a hand grenade lands in your hex, and rolled for separately, not affected by your attack roll.
you get to roll MOBILITY (not an action)
to drop prone before the detonation. ATTRIBUTE USE: The HEAVY WEAPONS skill is used for firing
You can even choose dive onto the heavy weapons, with the following exceptions:
grenade to save your friends – you will 7 When throwing hand grenades, use MOBILITY.

automatically be incapacitated and 7 For firing a weapon on a tripod or vehicle mount,

suffer a severe critical injury to your roll for HEAVY WEAPONS but use AGL instead of STR.
torso (roll two D10 on the crit list and 7 When firing artillery (mortars and howitzers),

apply the higher result), but no one else roll for HEAVY WEAPONS but use INT instead of STR.
in the hex suffers damage from the blast.

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AIMING: Aiming a heavy weapon is a fast action just TYPES OF AMMO
like for small arms, except for mortars and howitzers –
aiming these is a slow action. A heavy weapon must be Most heavy weapons can be loaded
aimed before it can be fired (quick shots are not possible). with different types of ammunition
Firing is a slow action. with differing effects.
✓ HE: High Explosive rounds typically
TARGETING: Heavy weapons are generally used against have a weak armor penetration
large targets such a vehicle or an entire hex on the capacity, and primarily cause damage
battle map. You get no bonus for firing at large targets. through their explosive effect.
Instead, you suffer a –2 penalty if you fire a heavy ✓ HEAT: High Explosive Anti-Tank
weapon at an individual. Factors such as range, target rounds have a powerful direct
movement, elevation, light and weather give the same damage and an explosive effect.
modifiers as for small arms fire (see the table below). ✓ AP: Armor piercing rounds, including
Target terrain modifers also apply, except for attacks APDS (Armor Piercing Discarding
that target a hex instead of a specific target. Also, when Sabot) and APFSDS (Armor Piercing
targeting a hex, any extra on the attack roll have Fin Stabilized Discarding Sabot),
no effect. are designed to penetrate armor and
typically only have a direct damage.
RELOADING: Heavy weapons do not use ammo dice ✓ WP: White phosphorus rounds burn with
(except for rare exceptions). Generally, heavy weapons intense heat. WP rounds have no direct
must be reloaded after each shot fired. This is a slow damage effect, and instead of explosion
action, and no roll is allowed to reload faster. Reloading damage, WP rounds inflict fire damage
can be done by another person (a loader) or an (page 79) of an intensity equal to the
autoloader (if the weapon is equipped with one, see blast power. Extinguishing a WP fire is
chapter 5), allowing the weapon to be fired every round. very difficult (–3 to MOBILITY rolls).
✓ CHEM: Chemical rounds spread deadly
nerve agents or blistering agents over
HEAVY WEAPONS FIRE the target area. They inflict no direct
damage or explosive effect. Read more
FACTOR MODIFIER
about chemical warfare on page 79.
Short range – ✓ ILLUM: Illumination rounds remove all
Medium range –1 effects of darkness (page 59) within
Long range –2 a radius from the target hex equal to
the die size of the blast power, e.g.
Extreme range –3
10 hexes for blast power B. Roll a
Firing at an individual –2 D6 base die at the beginning of each
Moving target –1 round – on a , the flare goes out.
Elevated position +1
Target hex terrain –1/–2
Dim light –1
Darkness –2 deviation

Heavy rain or wind –1


Artillery corrections +1 per correction
1

6 2
DEVIATION
If an attack with an explosive effect fails – no matter if it
was aimed at a hex or a specific target – roll two D6s to
5 3
see where the round lands. The first D6 determines the
direction of deviation (see the diagram to the right). The
4
second D6 determines how far from the target hex that
COMBAT &
the round lands, in hexes. The deviation cannot exceed

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half of the distance to the target (rounding up).

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CORRECTIONS: If an attack from a mortar or howitzer misses FIRE-AND-FORGET: This type of missile guides itself to the target. You
its target hex, the firer can correct the fire for a subsequent roll normally when firing the missile. If you succeed, the missile will
shot. Correcting counts as aiming (a slow action) but can hit in the next round, unless the target has moved out of (EXTREME)
only be done toward the same target hex as the previous range.
shot. Each correction gives a +1 to the next attack against
the same hex, up to a maximum bonus of +3.

DAMAGE
DEVIATION Life in the aftermath of World War III is dangerous. You don’t know where
your journey ends, but you’ll for sure suffer all sorts of harm along the
ROLL DIRECTION
way. Harm to your character can come in two forms: damage and stress.
1 North Both are recorded using the check boxes on your character sheet. We’ll
2 North east deal with damage first.
3 South east
SUFFERING DAMAGE
4 South
You can suffer damage in many ways. These are the two most common:
5 South west 7 By pushing a skill roll. If you push a skill roll using STR or AGL, you

6 North west suffer 1 point of damage for each rolled on your base dice.
Armor and cover have no effect against such damage.
7 From attacks. Whenever you attack someone in combat, you

INDIRECT FIRE inflict damage equal to the base damage of the weapon plus
Grenade launchers, mortars and howitzers are capable one for every additional you roll. The same goes for damage
of indirect fire – launching shells in an upward arc to from explosions, fire, etc.
hit targets not visible from the firing position. To hit a
target with indirect fire, you need a forward observer HIT LOCATION
who does have line of sight to the target and is able to When a human target is hit by a ranged attack, in close combat or by an
communicate with you. explosion – roll the special D6 white hit location die, included in this boxed
Directing indirect fire requires a slow action and a set, to determine the hit location. A normal D6 works too, use the table
RECON roll. It needs to be done before the weapon is aimed below. If you fired a called shot or struck an aimed blow, you can choose
(this can be a good opportunity to exchange initiatives, the hit location freely. Never roll hit location for damage from pushing.
see page 55). If the spotter’s roll fails, the indirect fire
cannot hit. The gunner can still aim and fire, but the
shot will automatically deviate. If the spotter succeeds, HIT LOCATION
the gunner resolves the attack normally. Extra on the
D6 HIT LOCATION
spotter’s roll have no effect.
The spotter can call in corrections (above). This is a 1 Legs
slow action and requires no dice roll. After corrections 2–4 Torso
have been called in, the gunner needs to spend a slow 5 Arm
action correcting their aim.
6 Head

ANTI-TANK GUIDED MISSILES


Unlike other weapons, ATGMs (see chapter 5) don’t strike
their target immediately. Instead, they will strike the
target in the following round (at your turn). ATGMs come ARMOR & COVER
in two varieties: If you’re behind cover or wearing body armor that protects the body
location hit, it might stop the attack or at least reduce the amount
WIRE-GUIDED: Firing a wire-guided missile is a slow of damage done. A few types of body armor are included in chapter
action, but don’t roll any dice at the point of launch. 5, and a list of typical cover can be found on page 59. To be able to
Instead, you roll when you spend a second slow action shoot a firearm across a barrier, you need to expose your head and
in the following round, to guide the missile to its target. your arms.
The attack will automatically miss if any of the following
occurs before the strike: ARMOR LEVEL: Cover and body armor have armor levels. Wearing multiple
7 You become incapacitated or suppressed. layers of body armor is not useful – only the most effective armor counts.
7 You lose line of sight to the target. Body armor can be combined with cover or vehicle armor, however –
7 You move. add the two armor levels.

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ARMOR MODIFIER: All weapons have an armor modifier, KILLING BLOW
which is applied to any armor level before determining A person who is incapacitated by damage is defenseless. If it’s a human being
penetration. The armor modifier is not applied if the and you want to kill them outright, you must fail an EMP roll (roll one base
target has no armor at all. die only). If the roll succeeds, you simply cannot force yourself to commit
the deed. Even if the roll fails and you do kill the victim, you suffer 1 point
PENETRATION: The damage done is reduced by the mod- of stress – killing in cold blood is not easy. If you have the Killer specialty
ified armor level. If this reduces the damage to zero, the (page 49) you can kill defenseless enemies without these negative effects.
hit is fully deflected. You still need to make a coolness
under fire roll to avoid suppression, however. RECOVERY
The fastest way to recover from being incapacitated by damage is for
PENETRATION LIMIT: There is a limit to armor penetration. someone else in the same hex as you to treat you by successfully rolling
If the base damage rating of the weapon is 2 steps lower for MEDICAL AID. This is a slow action. If successful, you immediately heal
than the modified armor level or more, the attack is fully a number of damage points equal to the number of rolled. Further
deflected, no matter how many or were rolled for MEDICAL AID rolls have no effect, and the same person cannot try again
the attack. unless more advanced medical gear is applied, or until the next time
you are incapacitated by damage.
ARMOR ABLATION: If a piece of armor or cover is penetrated If no one helps you within a shift, you recover anyway and heal 1
by an attack, roll a D6 base die – on a , its armor level point of damage.
is decreased one step. If the armor level reaches zero,
the armor or cover no longer provides any protection. FURTHER RECOVERY
Armor can be repaired with a TECH roll and a shift of work Once back on your feet, you will heal 1 point of remaining damage for
– each rolled restores one point of armor level, up to each full shift spent resting or sleeping (page 148). This assumes that
the original score. you are not starving, dehydrated, or hypothermic (page 78). You can
heal damage and stress at the same time.
INCAPACITATED BY DAMAGE
When you have suffered damage equal to or in excess INFECTED WOUNDS
of your hit capacity, you become incapacitated. You’re If you suffer 1 point of damage or more from an external attack, you
knocked senseless or collapse from exhaustion, and risk infection. Unless you are treated with a MEDICAL AID roll within a
you can only crawl and mumble through the pain. You shift after taking damage, you must make an infection roll (page 81) to
can’t perform any other actions and you can’t roll for resist falling ill. Antibiotics give a +3 modifier to the roll. You can treat
any skills. yourself, as long as you’re not incapacitated.

COMBAT &

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DAMAGE & NPCS 19). If the time limit is round, make the roll on your next
To speed the game up and minimize bookkeeping, the Referee turn. The death save is not an action in itself.
doesn’t need to track damage points on minor NPCs at all. A death save is a roll for STAMINA. You may roll even
Instead, all hits on such NPCs trigger automatic suppression if incapacitated, but then you cannot push the roll. If
of the target and all similar NPCs in the same hex (page 67), you’re not incapacitated, you can push the roll normally.
and all critical hits are instantly incapacitating. There is no If a death save fails, you die. If you succeed, you linger on,
need to roll for hit location on minor NPCs unless they are but you must make another death save when the listed
wearing body armor or are behind cover. amount of time has passed again.

INCAPACITATED NPCS MOVING THE WOUNDED: If you move when suffering from
NPCs can be incapacitated in the same ways as PCs. An NPC can a lethal critical injury, you must make an immediate
administer first aid to a PC and vice versa. However, dice are death save. If someone else moves you, they must make
usually not rolled when an NPC aids another NPC – instead, a MEDICAL AID roll (no action) – failure means you must
the Referee decides what happens. The Referee can also decide make an immediate death save.
that a minor NPC who is incapacitated by damage simply dies. When carrying another person, each running action
will move you only one hex (plus one for each on your
MOBILITY roll).
EXAMPLE
A marauder hits Ronson with an AKM attack, rolling a single . The STABILIZING CRITS: To stabilize a lethal critical injury and
Referee rolls the hit location die and it comes up legs. As the AK-47 has save your life, one or more MEDICAL AID rolls must be made.
a base damage of 2 and Ronson has no armor on his legs, he suffers 2 Medical equipment can give a bonus to the roll. If you
points of damage. As Ronson has hit capacity 6 but has suffered 4 points are not incapacitated, you can attempt to administer
of damage before, the hit is just enough to incapacitate him – he falls to medical aid to yourself, but with a –2 modifier.
the ground, moaning. On her turn, Kasia runs up to Ronson (fast action) The MEDICAL AID roll takes the same amount of time
and tries to get him back on his feet. She rolls MEDICAL AID (slow action) to perform as the time limit of your critical injury, i.e.
and succeeds with one – Ronson recovers 1 point of damage and gets one round, stretch, or shift. (If the time limit is a round,
back on his feet, groaning. the first aid is a slow action.) If the roll succeeds, the
time limit of your crit is increased one category, i.e.
from round to stretch or from stretch to shift. When a
crit with a time limit of a shift is successfully treated,
CRITICAL INJURIES you no longer risk dying and you don’t need to make
Normal damage points represent fatigue, bruises, and flesh wounds – any further death saves. If the MEDICAL AID roll fails,
painful, to be sure, but not fatal. Critical injuries represent a much more trying again is allowed – after a death save has been
dangerous form of injury – these can maim or kill you. made.
When attacking an enemy, if the damage you inflict is equal to or
higher than the crit threshold of your weapon, after mitigation by armor INSTANT KILL: Note that there are a small number of
and cover, you inflict a critical injury on that enemy. The same goes, of critical injuries that kill you outright. If you roll any of
course, when an enemy attacks you. these, your character leaves this brutal world forever.
The critical injury tables are found on page 76. Roll a D10 for the hit Time to create a new character.
location struck to determine the exact injury. Some injury descriptions
might need to be adapted to the weapon, but it doesn’t change the effect. HEALING CRITS
Each critical injury has a specific effect that you suffer
ARMS & LEGS: In addition to the listed effects, all arm crits automatically during the healing time indicated, which is measured in
make you drop any held items, and all leg crits make you fall down. days. If you have several crits, they will heal simultaneously.
If an injury is listed as permanent, it will never heal.
SEVERE INJURIES
If the damage of an attack exceeds the weapon’s crit threshold by two SKILL MODIFIERS: Skill roll modifiers due to critical injuries
steps or more, the critical injury is severe – this means that you roll two are cumulative, and apply even if you don’t have the skill.
D10s on the critical injury table and use the highest result. If the damage
inflicted is four steps higher than the crit threshold or more, you roll CARE: If someone tends to you for a shift per day during
three D10s and use the highest result, and so on. the process of healing a critical injury and makes a
MEDICAL AID roll, that day counts double.
DEATH
If you suffer a critical injury listed as lethal, you must make a death save DAMAGE: Note that you can heal all of your damage
when the listed time limit has passed – one round, stretch, or shift (page points, but still suffer the effects of a critical injury.

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CRITS ON NPCS MULTIPLE CRITS
For NPCs, the Referee can rule that any critical in-
jury incapacitates the target, or even kills instantly. If you suffer multiple critical
This speeds up play considerably in large battles. hits, their skill modifications are
cumulative. Other effects are not – for
example, even if you suffer multiple
EXAMPLE critical hits on your arms, you retain
Ronson is hit again by an AKM, this time with two the ability to use one-handed weapons.
in the legs. The AKM has a crit threshold of 3, so Ronson
suffers a critical hit. He rolls a D10 and gets a 9 – the
bullet has severed an artery and he’s bleeding badly.
He’s incapacitated and needs to make a death save back on his feet. She succeeds with one so Ronson recovers 1 point of
every stretch to survive. damage and gets up. Since he moves despite his lethal critical injury, he
Kasia comes to his aid. Her first MEDICAL AID attempt to must make an immediate death save. It’s touch and go but he makes
stop the bleeding fails, despite pushing the roll – Ronson it, and the duo moves out.
must make a death save. Fortunately, he succeeds, and Ronson and Kasia march for a shift to get away from the marauders’
Kasia can try again. This time, she makes it – Ronson territory. Ronson must make another death save – again he makes it,
must now only make death saves every shift (instead after pushing the roll. Now, Kasia can spend a shift to properly treat
of every stretch). Ronson’s wound. She succeeds, and Ronson no longer risks dying. He
Kasia decides they cannot stay here – more marauders will recover damage points at a rate of 1 per shift but running will
could be coming. Despite the risks, she tries to get Ronson remain a slow action for him for the next 2D6 days.

COMBAT &

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HEAD

D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME


1 Ear slashed No – RECON –1 D6
2 Concussion No – CUF –1 D6
3 Nose crushed No – RECON and PERSUASION –1 2D6
4 Shattered teeth No – PERSUASION –2 3D6
5 Cracked skull Yes Shift CUF –2 2D6
6 Gouged eye Yes Shift RANGED COMBAT and RECON –2 Permanent
7 Brain hemorrhage Yes Stretch All INT skills –2 3D6
8 Shattered neck Yes Stretch Fall down, immobile 4D6
9 Crushed windpipe Yes Round STAMINA and MOBILITY –2 3D6
10 Brains blown out Yes – Instant death –

TORSO

D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME


1 Snapped collarbone No – MOBILITY –1 D6
2 Broken ribs No – STAMINA and MOBILITY –1 2D6
3 Cracked pelvis No – MOBILITY –2 3D6
4 Bleeding gut Yes Shift STAMINA –2, any MOBILITY 2D6
roll reopens wound
5 Ruptured kidney Yes Shift 1 damage at any MOBILITY roll 2D6
6 Punctured lung Yes Shift STAMINA and MOBILITY –2 2D6
7 Cracked spine Yes Shift Fall down, immobile 4D6
8 Torn intestines Yes Stretch STAMINA –1 and disease virulence  –3, 2D6
incubation one shift
9 Internal bleeding Yes Round Fall down, cannot run, only crawl 3D6
10 Heart impaled Yes – Instant death –

LEGS

D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME


1 Crushed toes No – Running becomes a slow action 2D6
2 Dislocated knee No – Can't run, only crawl D6
3 Severed tendons No – Running is slow action, MOBILITY –2 2D6
4 Broken shinbone No – Can't run, only crawl 3D6
5 Crushed ankle No – Can't run, MOBILITY –2 2D6
6 Cracked hip No – Can't run, MOBILITY –2 3D6
7 Thigh gash Yes Shift Running is slow action, MOBILITY –2 D6
8 Shattered knee Yes Shift Can't run, MOBILITY –2 3D6
9 Arterial bleeding Yes Stretch Running becomes a slow action 2D6
10 Severed leg Yes Stretch Can't run, MOBILITY –2 Permanent

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ARMS

D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME


1 Dislocated shoulder No – RANGED COMBAT –2 with two- D6
handed weapons
2 Slashed forearm No – RANGED COMBAT –2 with two- 2D6
handed weapons
3 Crushed fingers No – RANGED COMBAT –2 with two- 3D6
handed weapons
4 Dislocated elbow No – Two-handed weapons cannot be used D6
5 Broken forearm No – Two-handed weapons cannot be used 2D6
6 Crushed wrist No – Two-handed weapons cannot be used 3D6
7 Bleeding shoulder Yes Shift RANGED COMBAT –2 with two- D6
handed weapons
8 Shattered elbow Yes Shift Two-handed weapons cannot be used 3D6
9 Arterial bleeding Yes Stretch RANGED COMBAT –2 with two- 2D6
handed weapons
10 Severed arm Yes Stretch Two-handed weapons cannot be used Permanent

MENTAL

D10 INJURY EFFECTS


1 Nervous tremble RANGED COMBAT and DRIVING –1

2 Anxious RECON and SURVIVAL –1

3 Sullen COMMAND and PERSUASION –1

4 Nightmares CUF roll every shift spent sleeping – if failed, the sleep doesn't count
5 Nocturnal Sleep only possible during morning and day shifts
6 Phobia 1 stress each round in the same hex as the object of phobia (related to trauma)
7 Alcoholism 1 point of stress and no stress recovery each shift without drinking alcohol
8 Paranoia Effects are to be roleplayed
9 Psychosis EMP roll (attribute only) in stressful situations, failure triggers violent rampage
10 Catatonic Immobile and non-responsive

STRESS then make a roll for coolness under fire. Roll one base die for your
Stressful experiences, such as getting shot at or witnessing current CUF rating and one for the current unit morale rating of
harrowing scenes, can temporarily put you out of action your unit, if you have line of sight to any friendly fighters. Each
or even cause long term psychological damage. rolled eliminates 1 point of potential stress. If you suffer 1
or more points of stress, you also freeze, losing both of your
SUFFERING STRESS actions on your next turn. CUF rolls cannot be pushed. A single
You can suffer stress in several different ways. These are attack or event can only ever trigger one CUF roll for the same
the two most common: person, never several rolls.
7 By pushing a skill roll. If you push a skill roll using

INT or EMP, you suffer 1 point of stress for each INCAPACITATED BY STRESS
rolled on your base dice. When you have suffered stress equal to or in excess of your stress
7 From stressful situations. The Referee determines capacity, you are incapacitated by stress. You’re paralyzed by fear or
COMBAT &
the amount of potential stress from the event, indecision or break down in despair. You can run for cover, but you

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from 1 to 3 (see the table on the next page). You can’t perform any other actions or roll for any skills.

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RALLY 7 You cannot heal damage in any way. You can
When incapacitated by stress, another PC or NPC in the same hex can recover stress normally.
rally you to help you regain your senses by making a COMMAND roll. This 7 You suffer 1 point of damage per week. If you are
is a slow action. If successful, you immediately heal a number of stress incapacitated by damage while starving, you die
points equal to the number of rolled. Further COMMAND rolls have no after another week without food.
effect, and the same person cannot try again until the next time you 7 As soon as you have eaten, you are no longer
are incapacitated by stress. If no one rallies you within a stretch, you starving, and you can heal damage normally.
recover anyway and heal 1 point of stress.
DEHYDRATED
FURTHER RECOVERY You must drink a ration of water (page 19) at least once per
You automatically heal 1 point of remaining stress for each full shift day. After a day without water, you become dehydrated.
spent resting or sleeping. This assumes that you are not sleep deprived or Being dehydrated has several effects:
hypothermic (below). You can heal stress and damage at the same time. 7 You cannot heal damage in any way. You can

recover stress normally.


MENTAL TRAUMA 7 You take 1 point of damage every day. If you are

Stress doesn’t inflict critical injuries like damage does, but each time incapacitated by damage while dehydrated, you
you become incapacitated by stress, you risk suffering long-term mental die after another day without water.
trauma. Roll for EMP the next time you rest or sleep for a shift. Roll for the 7 As soon as you drink, you are no longer dehydrated,

attribute only. If the roll fails, you develop a long-term or even permanent and you can heal damage normally.
mental trauma of some kind – make a roll on the table on page 77.
SLEEP DEPRIVED
HEALING TRAUMA: Long-term trauma is permanent unless you get help. A You need to sleep for at least one shift of each day. After
person who spends at least one shift counseling you can roll for MEDICAL AID. one day without sleep, you become sleep deprived. Being
If successful, you can make another EMP roll – if that also succeeds, you sleep deprived has several effects:
heal the trauma. Only one counseling attempt can be made each week. 7 You cannot heal stress. If you are incapacitated

by stress while sleep deprived, you must sleep for


at least one shift before you can heal any stress.
STRESSFUL SITUATIONS 7 You take 1 point of stress each day. If incapacitated

by stress while sleep deprived, you collapse and


SITUATION STRESS
sleep for at least one shift, and are impossible to
Getting hit by a ranged attack, being targeted 1 wake up during that time.
by a ranged attack that misses but one or more 7 As soon as you have slept for at least a shift, you
ammo die show (page 67), being in the blast are no longer sleep deprived, and you can heal
radius of an explosion (page 68), being in the stress normally.
same hex as friendly fighter failing a CUF roll,
seeing your buddy (page 17) suffer damage HYPOTHERMIC
or another PC suffer a lethal critical injury When the cold is bitter and you don’t have adequate
Seeing your buddy suffer a lethal critical injury 2 clothes or shelter (Referee’s discretion), you must roll
Witnessing a massacre, being tortured 3 for STAMINA at regular intervals. The colder it is, the more
frequently you need to roll. A chilly fall day requires a roll
per day – in winter, you might have to roll once every
shift or even every stretch in extreme conditions. Extra
STRESS & NPCS protection, like a blanket, can give a bonus to your roll.
The Referee doesn’t need to track stress for NPCs, instead If you fail, you become hypothermic. Being hypothermic
roleplaying it as dramatically appropriate. has several effects:
7 You immediately suffer 1 point of damage and

1 point of stress.
CONDITIONS 7 You can even hallucinate, causing you to act

In the game, you can suffer four negative conditions: starving, dehydrated, irrationally – details are up to the Referee to decide.
sleep deprived, and hypothermic. These conditions can cause damage Some say that when you are close to freezing to
and block recovery. Mark conditions on your character sheet. death, you feel a strong burning sensation that
can make you tear your clothes off.
STARVING 7 You must keep rolling for STAMINA at the same

You must eat a ration of food (page 131) at least once every day. After a interval, suffering 1 point of damage and 1
full day without food, you become starving. Starvation has several effects: point of stress each time you fail. If you become

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incapacitated while hypothermic, you die the CHEMICAL WARFARE
next time you need to roll. Chemical weapons remain in the arsenals of several military forces
7 You cannot heal damage or stress. Only after you and they remain a deadly threat on the ravaged battlefields of Europe.
have warmed up, if only by a campfire, are you They come in two main categories: nerve agents and blistering agents.
able to heal again. These deadly weapons are generally distributed using artillery
shells. Use the table below to determine how far (in hexes) from the
target hex that the effect of the chemical round reaches, based on the
blast power of the weapon (chapter 5).
FALLING When a chemical round detonates, place CHEM tokens to indicate
Falling on a hard surface inflicts an amount of damage the outer boundaries of the contaminated area.
equal to the height of the fall (in meters) divided by 2,
rounding all fractions down. The crit threshold is 3. In a PROTECTIVE GEAR: Protective masks and suits (page 129) can offer you some
controlled jump, roll MOBILITY – each rolled reduces the protection against chemical weapons. A mask gives you a –2 modifier to
damage inflicted by 1. Body armor gives no protection. all RECON rolls and to STAMINA rolls made for marching (page 140), however.

CHEMICAL WEAPONS AREA OF EFFECT


DROWNING
BLAST POWER EFFECT RADIUS (HEXES)
All player characters are assumed to know how to swim.
In rough seas or if you’re stuck in water for a long time, A 3
you need to make a MOBILITY roll to stay afloat. If you sink, B 2
or intentionally swim under water, you need to make a C 1 (adjacent hexes)
STAMINA roll every round to hold your breath. If you fail,
D Only target hex
you start to drown and suffer 1 point of damage every
round. If you are incapacitated when drowning, you
must make a death save (page 74) every round until you
die or you are saved – by being brought to the surface NERVE AGENTS
and a successful MEDICAL AID roll (slow action). These extremely deadly toxins, developed in the middle of the 20th century,
kill very quickly and even very limited exposure can have a deadly effect.
The most common variants are sarin, which is gaseous and disperses
quickly, and VX, which is liquid and can contaminate an area for days or
FIRE even weeks. For sarin attacks, roll a D6 for each contaminated area on the
A fire is measured in its intensity, ranging from A to D (just battle map at the start of each round – on a roll of 1, the gas has dispersed.
like a skill level), where A is the most intense. A typical
fire has intensity C. When exposed to fire, roll two base EXPOSURE: In a contaminated hex, you must make a STAMINA roll on each
dice of the type corresponding to the intensity. For every of your turns (before performing any actions). If unprotected, you get
rolled, you suffer 1 point of damage. Armor has no a –3 modifier. Wearing a protective mask, the roll is unmodified. Basic
effect against fire damage. protective clothing like a raincoat, gives a +1 modifier. Putting on a mask
If you take damage, you catch fire and continue to is a fast action if it’s in your combat gear (page 19). Only a full hazmat
burn. Place a FIRE token on your character token on the suit will completely protect you from the effects of a nerve agent.
battle map. When burning, you suffer another attack
each round, at your turn. The intensity increases by one EFFECTS: If you fail the STAMINA roll, you immediately suffer 1 point of
each round, up to a maximum of A. As soon as a fire damage and 1 point of stress, and a further point of damage and stress
attack inflicts no damage, the fire goes out by itself. You, on each of your subsequent turns even if you leave the contaminated
or a friend in the same hex, can put out the fire with a area. If you are incapacitated by damage while suffering the effects of
successful MOBILITY roll (slow action). Using a blanket or a nerve agent, you must make a death save every round. The only way
similar object gives a +2 modifier. to save your life at this point is to inject you with atropine. This is a fast
action (by yourself or someone else) and requires no MEDICAL AID roll. When
FIRE CRITS: Fire damage has a critical injury threshold of 2. injected, no further death saves are made, and you recover normally.
This means that if you suffer 2 points of damage or more
from fire in a single round, you are critically injured. Don’t BLISTERING AGENTS
roll for this critical injury – instead, the effect is always These chemical weapons come in many varieties, the substance commonly
a –2 modifier to STAMINA and MOBILITY. The crit is lethal, known as mustard gas being the most infamous. They are less lethal than
COMBAT &
death saves must be made each stretch, and the healing nerve agents – instead, their purpose is to incapacitate. Most blistering

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time is 2D6 days. agents can contaminate an area for a long time.

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SPOTTING CONTAMINATION chemical weapons area of effect for blast power A

Areas can remain contaminated


by VX or mustard gas for long
periods of time. If you move
into a contaminated area, the
Referee can let you roll RECON
to spot signs of contamination
– these can include smells,
droplets, or vapors. If you
fail, you will notice the
contamination only when its
effects become apparent.

EXPOSURE: The effects of a blistering agent are not


immediate, sometimes appearing hours after
exposure. Make a STAMINA roll within a shift after
exposure. Just like for nerve agents, you get a –3
modifier if you were unprotected when exposed. A
protective mask makes the roll unmodified, and basic
protective clothing gives a +1 modifier. A hazmat suit
offers full protection. RADIATION
The fighting in northern Europe saw extensive use of tactical nuclear
EFFECTS: If you fail the STAMINA roll, you suffer 1 point of weapons. Even though the fear of total nuclear Armageddon has not
damage and 1 point of stress, and you suffer a critical yet become reality, radiation is a constant threat to you.
injury as from fire (page 79) but with death saves
every shift (not stretch). Then, roll for STAMINA again RADS
each subsequent shift (with the same modifiers for Radiation permeates your body and builds up inside you over time.
protective gear), suffering another point of damage When you are contaminated by radiation, you gain rad points. Mark
and stress for each failed roll. While suffering from them in the check boxes on your character sheet.
the effects of a blistering agent, you cannot recover
damage or stress. As soon as you succeed at a STAMINA HOTSPOTS
roll, or when you are incapacitated, the effects stop, Sometimes, you will come across craters from nuclear strikes and other
and no more STAMINA rolls need to be made (but your radiation hotspots. The level of contamination varies and determines
critical injury remains and must be treated). When the frequency at which you gain a rad when staying in the hotspot.
rolling for MEDICAL AID to treat a critical injury from a 7 WEAK RADIATION: 1 rad per shift

blistering agent, certain chemicals like household 7 STRONG RADIATION: 1 rad per stretch

bleach give a +2 modifier. 7 EXTREME RADIATION: 1 rad per round

RAD ATTACK
PROTECTION AGAINST NERVE You can also gain rads from specific events or actions, such as consum-
AND BLISTER AGENTS ing contaminated food or drink, wading through contaminated water
or coming into contact with contaminated items. In these situations,
GEAR MODIFIER
you gain 1 or more rads directly. This is called a rad attack.
No gas mask –3
Wearing gas mask – EFFECTS
Every time you gain a rad, you must immediately roll for STAMINA to resist
Raincoat +1
radiation poisoning (see Diseases on the next page). The virulence of the
Hazmat suit Automatic success
disease is equal to +4 minus your total rad count.

PROTECTIVE GEAR, such as a full hazmat suit (page 130), can protect you
against radiation. It’s not always effective however and needs to be handled

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correctly. Whenever you gain a rad, make a TECH roll. If you
succeed, the suit protects you against the radiation and DISEASES
you do not gain a rad this time.
DISEASE VIRULENCE INCUBATION SYMPTOMS

VEHICLES: If you’re in a vehicle, the frequency at which Food poisoning +2 1 shift Abdominal
you suffer rads is halved (1 rad every other time unit). pain, vomiting
Pneumonia +1 D6 days Fever, cough,
chest pain
RADIATION SICKNESS Typhoid fever +1 D3 days Fever, cough, pain
TOTAL RADS VIRULENCE Wound – 1 day Fever
1 +3 infection

2 +2 Typhus – 1 day Fever, headache,


rash
3 +1
Dysentery – D3 days Abdominal
4 –
pain, diarrhea
5 –1
Cholera –1 1 day Abdominal pain,
6 –2 fever, diarrhea
7 –3 Rabies –2 2D6 days Fever, salivation,
etc. etc. pain
Plague –3 D6 days Fever, cough,
abdominal pain
DECONTAMINATION Radiation Page 80 1 shift Vomiting,
When you have left a hotspot, 1 rad will leave your body sickness diarrhea,
every day. If you wash your body in clean water, half of bleeding
your rads (round fractions up) go away immediately.
You only get this effect once.
MEDICAL AID
PERMANENT RADS If you are cared for by someone during the course of your illness, this
When you are contaminated, there is a risk that the radiation person can make your infection rolls instead of you. The caregiver rolls
will stay in your body forever. Every time you are about for MEDICAL AID modified by the virulence of the disease. If you are given
to lose one rad, roll a D6. If you roll , the rad stays, and antibiotics, the caregiver gets a +3 bonus to the roll, but it has no effect
becomes permanent. Mark this on your character sheet. against viruses or radiation sickness.
Permanent rads stay with you for the rest of your life.

VEHICLE COMBAT
DISEASE Vehicles can be key to survival in the grim world of Twilight: 2000, moving
When exposed to a dangerous contagion or infection, you across the devastated battlefields and protecting you from enemies
you need to make a STAMINA roll modified by the virulence at the same time. Yet, vehicles can be a real hassle to keep running, and
rating of the disease (see the list of diseases below). Roll they can turn you into a target for marauders looking to steal your ride.
after the incubation period has passed. This is called an A large number of vehicles, both military and civilian, are described in
infection roll. If you fail the roll, you fall ill, which has chapter 5 of this book. This section explains how to use them in combat.
two effects: Travel rules for vehicles are covered in chapter 6.
7 You suffer 1 point of damage.

7 You can’t heal damage. GETTING IN AND OUT


Getting into or out of a vehicle is typically a slow action. Getting on or off a
Make another infection roll once per day. Each failed motorcycle or bicycle is a fast action. Starting a vehicle is typically a fast action.
roll means you suffer another point of damage. If you
are incapacitated by damage while sick, you die after VEHICLE MOVEMENT
another day if you’re not given medical aid (below) before The combat speed rating of your vehicle indicates how many 10-meter hexes
then. As soon as you succeed at an infection roll, you you can safely drive with a single (fast) action in combat, on-road and off-
COMBAT &
are no longer ill. Stop rolling infection rolls and heal road respectively. Only pavement hexes count as on-road. You can drive in

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your damage normally. any direction you want, ending the movement facing any direction you like.

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If you make a DRIVING roll directly after having moved the safe distance, SMOKE LAUNCHERS
you can move a further number of hexes equal to the combat speed A smoke launcher is fired with a slow action, without
plus one for each rolled beyond the first. The roll is modified by the the need for a dice roll. It fills all hexes adjacent to
terrain of the hex you’re in after having moved the safe driving distance. the one occupied by the vehicle with dense smoke
If such a DRIVING roll fails, you get stuck after having moved the safe (page 60).
distance. Place a STUCK marker on your vehicle token on the battle map.
ATTACKS ON VEHICLES
GETTING UNSTUCK: When stuck, you need to make another DRIVING roll (slow Attacks on vehicles from small arms fire generally get a
action) to get loose, modified by the type of terrain the vehicle is currently +2 modifier due to the size of the target. Heavy weapons
in. If this roll also fails, the vehicle becomes bogged down – now, you need don’t get this modifier, and it does not apply to bicycles
to get out of the vehicle and make a STAMINA roll (taking one stretch) to and motorcycles.
get the vehicle moving again. Others can help you, and if you use another
vehicle (at least as large as the bogged down vehicle), you get a +2 modifier. MOVING VEHICLE: Firing from a vehicle, no matter if it’s a
hand-held or a mounted weapon, suffers a –2 modifier
FACING if the vehicle has moved since the shooter’s previous
On the battle map, you must indicate the direction in which your vehicle turn. This modifier is negated by stabilizers.
is facing at the end of movement, and rotate the token accordingly. At
the end of movement, the token must always face one side of the hex. MOVING TARGET: If the target vehicle has moved since the
As a driver, you can choose to rotate your vehicle in any direction any shooter’s previous turn, the attack gets a –1 modifier.
number of times during your movement action (it’s not an action in
itself). You cannot change your facing at any other time. ANGLE OF ATTACK: The position of the attacker as relative to
the vehicle and its facing determines the angle of attack:
RELIABILITY front, side, or rear. See the diagram on the next page.
Vehicles have a reliability rating, just like any other gear. For each rolled
after pushing a DRIVING roll, the reliability rating is reduced one step. If it DAMAGE: When a vehicle is hit by an attack, damage
drops to zero, the vehicle breaks down and becomes inoperable, before is calculated just like for an attack on a person – the
the extra movement (after the safe distance). See chapter 5 for more. damage done is equal to the base damage rating of the
weapon plus 1 for each or rolled.
VEHICLE FACING

ARMOR: Most vehicles have armor, and often different


armor levels on the front, sides, and rear. Use the armor
level of whichever part of the vehicle is facing the
attacker, and apply the armor modifier of the weapon.
Just as for body armor, the damage done is reduced the
by the modified armor level.

PENETRATION LIMIT: If the base damage rating of the


weapon is 2 steps lower than the modified armor level
or more, the attack is fully deflected, no matter how
many or were rolled for the attack.

ABLATING ARMOR: If the armor of the vehicle is penetrated


EXAMPLE by the attack, roll a D6 base die – on a , its armor level
Diaz is driving the M113 along a deserted road, when Jonesy, riding is decreased by 1 point. Armor can be repaired with a TECH
unbuttoned, suddenly spots a roadblock up ahead. A T-72 tank, 25 roll and a shift of work – each rolled restores 1 point
hexes away, swivels its turret menacingly towards them. Luckily, Diaz of armor level, up to the original rating.
wins the initiative and drives the M113 off the road, toward a copse
of trees that will block the line of fire for the tank. COMPONENT DAMAGE
The M113 has an off-road combat speed of 3, meaning it can safely Component damage is damage to a specific part of
move 3 hexes per fast action. The cover is 8 hexes distant, so Diaz rolls the vehicle or passenger. When a vehicle is hit, roll a
DRIVING to double the movement of her second action. The M113 is in D10 on the table on page 84.
a hex of shrubland at this point, so Diaz gets a –1 modifier. She fails, 7 If the hit penetrated the armor of the vehicle, use

despite pushing, and the M113 gets stuck before reaching safety! the “Penetration” column of the table. Reduce
To make matters worse, Diaz rolled a , dropping the reliability the damage inflicted by the (modified) armor
rating of the M113 one step. level of the vehicle before applying the results. If

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FRONT

SIDE SIDE

REAR

you roll a component not present in the vehicle EFFECTS: Exactly what happens when a particular component is hit is
or already destroyed, move up one row in the explained in the section on the next page.
table (toward #1) until you reach a component
that is present. SECONDARY DAMAGE: For penetrating hits only, if the damage done
7 If the hit did not penetrate the armor, use the exceeds what is needed to destroy or incapacitate a component, the
“no penetration” column. In this case, apply remaining damage continues to hit another component inside the
the full damage of the attack, not reduced by vehicle (except for engine hits) – move row by row up the table (toward
armor. If you roll a component not present on #1) until you reach a component that is present. Repeat this procedure
the vehicle or already destroyed, do not move up until all damage points have been distributed. Non-penetrating hits
in the table – instead, the attack has no effect. never cause secondary damage.

The BMP was probably wrecked at some point early in the war,
given the way it was rusted like my brother’s old ’36 Ford
back home, but Diaz swore he could find something useful.
He and Kasia crawled into the burnt-out shell of the thing,
like climbing into a big, dead bug. They were in there all of
two seconds when Katje rushed back out and puked. I peered
in. The crew was still inside; what was left of them. They
didn’t smell anymore, so I helped Diaz strip what we could
from the Soviet wreck. Someone had gone at the engine like
a honey badger on an ant hill, but Diaz made good on his
word. He found enough to help keep the M113 running.
COMBAT &

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WEAPON MOUNTS 67), even if they were not hurt by the attack. Anyone who fails the roll
must immediately bail out on their next turn – i.e. spend a slow action
The vehicle lists indicate to exit the vehicle. This effect replaces the normal effects of a CUF roll.
the type of mount for
each mounted weapon: INOPERABLE & DESTROYED: Hits to the engine, fuel tank, suspension,
✓ TURRET: The weapon tracks or wheels of a vehicle can render it inoperable and unable to be
can be fired without driven further until it is repaired. A hit to the fuel tank or ammunition
exposing the gunner. store in a vehicle can cause it to become permanently destroyed,
✓ COAXIAL: The weapon can meaning it cannot be repaired. It can still be scavenged for spare
be fired without exposing parts, however.
the gunner, but it cannot
be fired in the same round VEHICLE COMPONENTS
as the main weapon. Below, the effects of damage to each of the components are explained.
✓ HULL MOUNT: The weapon can
be fired without exposing FUEL: If the attack inflicts 1 point of damage or more, the tank will leak.
the gunner, but it can only The maximum fuel capacity is halved, until the damage is repaired. Any
be fired in a specific fuel currently in the tank in excess of the reduced capacity is immedi-
direction (front/side/rear). ately lost. Any excess damage continues to hit another component.
✓ PINTLE: Firing the weapon Also, if the damage was from an explosive attack, roll for the blast
requires the shooter to be power as normal – if one or more is rolled for the explosion, the
partly exposed, typically the fuel tank catches fire. This exposes everyone inside the vehicle to fire
arms and head. Some pintles with Intensity C, and all occupants must make a CUF roll or be forced to
have gun shields to protect bail out on their next turn. A fuel fire lasts for a stretch and completely
the arms (but not the head). destroys the vehicle, beyond repair.

ENGINE: Each point of damage will reduce the reliability rating of the
vehicle by 1. If it’s reduced to zero, the engine is disabled and the vehicle
is rendered inoperable. Any excess damage will be stopped by the
COMPONENT DAMAGE engine block and does not continue to hit another component.

D10 PENETRATION NO PENETRATION


SUSPENSION: Each point of damage will reduce the reliability rating of
1 Fuel Track/wheel* the vehicle by 1. If it’s reduced to zero, the suspension is disabled and
2 Engine Weapon the vehicle is rendered inoperable. Any excess damage continues to hit
3 Suspension Fire control system another component.
4 Ammunition Antenna
AMMUNITION: The main ammunition store is hit. If the attack inflicts 1
5 Cargo External stores point of damage, half of the ammunition in the vehicle is destroyed.
6 Driver External stores If the attack inflicts 2 points of damage, all of the ammunition is lost.
7 Passenger Exposed passenger Any excess damage continues to hit another component.
In addition, ammunition for heavy weapons risks exploding when
8 Gunner Exposed passenger
hit. If the attack inflicted 1 point of damage, there is a 50% risk of an
9 Commander Ricochet
explosion (a roll of 4 or higher on a D6). If the attack inflicted 2 points of
10 Radio Ricochet damage, an explosion will definitely occur. If the ammunition explodes,
*Re-roll for front and rear attacks. the blast power of the explosion is equal to the blast power of the
ammunition in question increased by one step, up to a maximum of A.
In addition, the vehicle is completely destroyed beyond repair.

EXPLOSIVE HITS: If a weapon with an explosive effect (i.e. CARGO: The internal cargo hold is struck, and a random item stored there
it has a blast power) penetrates the armor of a vehicle, hit. For effects of damage on gear, see page 91. If the item is destroyed,
all occupants in the vehicle suffer the effects of the any excess damage continues to hit another component.
explosion, in addition to any direct damage. The blast
power is not decreased by the armor. DRIVER: The driver of the vehicle is hit by the attack. Resolve the attack
normally, including hit location and any critical injury. Any excess
BAILING OUT: Occupants of a vehicle that is penetrated damage beyond the crit level of the weapon continues to hit another
by an attack must make an immediate CUF roll (page component. Another occupant can take over as driver as a fast action.

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PASSENGER: A random passenger inside (or partly inside) the vehicle is hit STABILIZERS & FIRE
by the attack. Resolve the attack normally, including hit location and any CONTROL SYSTEMS
critical injury. Any excess damage beyond the crit level of the weapon
continues to hit another component – including another passenger, if Some vehicle mounted weapons are
they are present. equipped with stabilizers – these
eliminate the –2 modifier for
GUNNER: The gunner of the vehicle is hit by the attack. Resolve the attack firing while moving. More advanced
normally, including hit location and any critical injury. Any excess damage fire control systems have the
beyond the crit level of the weapon continues to hit another component. same effect, and additionally
remove all modifiers for range –
COMMANDER: The commander of the vehicle is hit by the attack. Resolve all attacks with such weapons,
the attack normally, including hit location and any critical injury. Any up to EXTREME range, are resolved
excess damage beyond the crit level of the weapon continues to hit as if they were in SHORT range.
another component.

RADIO: Each point of damage will reduce the reliability rating of the
radio by 1. If it’s reduced to zero, it is rendered inoperable and
must be repaired. A typical radio has a reliability rating
of just 1. Any excess damage continues to hit
another component.

TRACK/WHEEL: Can only be hit by side


attacks. For each point of damage in
excess of half the side armor level of
the vehicle (rounded up, then modified
by the armor modifier), the
reliability rating of the
vehicle is reduced by

1. If it’s reduced to zero, the vehicle is rendered inoperable


and needs to be repaired. If the damage does not exceed
half of the side armor level, the attack has no effect.
VEHICLE NIGHT VISION
WEAPON: A random weapon mounted on the vehicle
Some vehicles weapons (as indicated in is hit. Each point of damage will reduce the reliability
chapter 5) are equipped with IR sights or rating of the weapon by 1. If it’s reduced to zero, the
thermal imaging, effective up to MEDIUM weapon is rendered inoperable and needs to be repaired.
COMBAT &
range with its IR spotlight on, and SHORT Tank guns and some other vehicle weapons are armored,

04
DAMAGE
range without it. For effects, see page 59. so the damage done is reduced by half of the front armor

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04
COMBAT &
DAMAGE
level of the vehicle (rounded up, then modified by the
EXAMPLE
armor modifier).
It’s time for the T-72 crew to act. The gunner aims and fires. The
FIRE CONTROL SYSTEM: If the fire control system suffers 1 M113 is within SHORT range of the 125mm gun (30 hexes), but the
point of damage or more, it is rendered inoperable and M113 is in a shrubland hex, giving the attack a –1 modifier. Luckily
must be repaired. for Diaz and her friends, the shot misses.
In the next round, Ronson fires a M136 AT4 rocket launcher at
ANTENNA: If the antenna suffers 1 point of damage or the T-72. It’s EXTREME range, so he gets a –3 modifier, but he pushes
more, the vehicle radio is rendered inoperable and must the roll and hits with one . The front armor of the tank is 9 and the
be repaired. base damage of the AT4 is 8. Even with the –1 armor modifier, the
attack does not penetrate, so Ronson rolls on the “no penetration”
EXTERNAL STORES: Any external stores are struck, and column of the component damage table.
a random item hit. For effects of damage on gear, see He gets lucky again and rolls a 2 – the main weapon the T-72 is
page 91. hit. The 8 points of damage is reduced by 4 (half the front armor level,
rounded up, then reduced by 1), but the remaining 4 points of dam-
EXPOSED PASSENGER: A random passenger on the outside age are enough to bring the reliability of the tank gun down from its
of the vehicle (or partly outside, in a hatch or window) is current rating of 4 to zero – meaning it’s now inoperable.
hit by the attack. Resolve the attack normally, including Diaz now has a chance to get the M113 unstuck and move to
hit location and any critical injury. safety...

RICOCHET: The attack bounces off in a random direction. SCAVENGING PARTS


All exposed individuals on the outside of the vehicle, or If you spend a shift scavenging parts from a functional or inoperable
on foot in the same hex, must make immediate CUF rolls. vehicle and make a TECH roll, you can find a number of vehicle spare
parts equal to the number of you roll. If the vehicle you scavenge
CALLED SHOTS is permanently destroyed, you can still scavenge it, but you’ll find
You can aim for a specific external component of a vehicle one less spare part, meaning you’ll need to roll at least two to
(i.e. tracks/wheels, weapon, rangefinder, antenna, external find a single usable part. The vehicle you scavenge is permanently
stores, exposed passenger) by accepting a –2 modifier. destroyed in the process, and can never be scavenged again, even
If firing small arms, this modifier is offset by the +2 for by another person.
firing at a vehicle.
7 You can only hit the tracks or wheels with an RAMMING
attack from the side. You can use your vehicle as a weapon, against other vehicles as well as
7 Called shots will never penetrate armor. against individuals. The attack counts as a fast action, and can only be
directed at a target in the same hex. Make an opposed roll for DRIVING.
If the target is an individual, they instead roll for MOBILITY. The roll only
counts as an action for you, the attacker.
EXPOSED PASSENGERS If you hit, you inflict damage equal to the rear armor level of your
vehicle, plus one for each you roll beyond the first.
Passengers on the outside of a
vehicle, or leaning out of an RAMMING VEHICLES: When ramming another vehicle, the attacking
open window or hatch, can be vehicle also suffers damage equal to the rear armor level of the target
hit by non-penetrating damage, vehicle (unmodified). The target vehicle is hit on the side facing the
and they are also at risk from attacker, while the attacking vehicle always suffers damage to the
explosions in the hex (only hit front.
locations inside the vehicle are
protected by its armor). On the RAMMING PEOPLE: The crit threshold for ramming attacks against
flip side, passengers riding individuals is 2. The attacking vehicle suffers no damage.
unbuttoned have a better chance
of spotting encounters during HORSES
travel (page 143) and they can A horse can be a good alternative to a vehicle, especially if fuel is scarce.
fire their personal weapons at Rules for travel using horses can be found on page 142. In combat, a
targets outside the vehicle. horse has a combat speed just like a vehicle (typically 2, both on-road
and off-road). When riding, you can double its movement in the same
way – but roll for MOBILITY instead of DRIVING.

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RANGED COMBAT: Firing a one-handed firearm from DAMAGE: A horse can suffer damage just like humans. If your mount
horseback gives a –2 modifier, and a two-handed fire- is hit, it makes no CUF roll – instead, you must make an immediate
arm gets a –3 modifier. The Rider specialty negates these MOBILITY roll (no action) or be thrown off, suffering 1 point of damage.
modifiers. When shooting at a mounted target, you must The hit capacity of a typical horse is 5. A horse that is incapacitated
decide if you attack the rider or the horse. must be saved by a MEDICAL AID roll within a shift, or it needs to be put
down. Horses heal 1 point of damage per shift, just like humans. Any
CLOSE COMBAT: You can fight from horseback in close critical injury on a horse is considered immediately fatal.
combat, but only with a one-handed weapon. When
striking a mounted target, you must decide if you attack BOATS
the rider or the horse. Attacks against the rider get a These vehicle rules are focused on land vehicles. Boats follow generally
–1 modifier. the same rules, with the change that a “suspension” hit with one or
more points of damage penetrating the armor instead means the hull
is breached, and the boats begins to sink. Roll a D6 at the start of each
round – rolling an means that the boat sinks and is lost. More detailed
combat rules for boats will be included in future modules to the game.

COMBAT &

04
DAMAGE

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05 WEAPONS, VEHICLES
& GEAR
Everything has a name and designation and none of them make
much sense. And, everything also has a nickname, mostly, except
when it doesn’t. Like they call the .50 caliber machine gun on
the Humvee the “ma deuce.” What the hell? I get all the names
memorized and then they go and use some term they all know
but I don’t. I went and painted the name Karol on the M113.
They told me that was a girl’s name. I told them it wasn’t.
Top said it would make us too easy to identify anyway and had
me paint over it. I still call it Karol though, because screw
those boys and their stupid, macho names for everything.

Karl Punu (Order #34316430)


05
WEAPONS,
VEHICLES
EQUIPMENT IS A KEY element of Twilight: 2000. Without weapons, up, each will increase the price by 10% – assuming
& GEAR vehicles and other gear you won’t last very long, and keeping your the NPC can actually pay this sum. After the roll, you can
gear in working order can be the difference between life and death. decide whether to accept the deal or not.
This chapter describes a wide range of equipment, as well as rules for Bartering between PCs, should it occur, is handled
trade and maintenance. without rolling dice.

RELIABILITY: The list prices for weapons and vehicles


assume items with full starting reliability ratings. For
TRADE each step of reduced reliability, you can reduce the list
Chapter 3 describes how you get your starting gear. Acquiring new price by approximately 10%, as a general rule of thumb.
equipment during the campaign will not be easy - you’ll have to fight
for it, or barter hard. As mentioned in chapter 3, in the year 2000 the SUPPLY
world economy has collapsed and there is no uniform system of currency. Often, more important than the price is the question
Instead, trade is done by bartering. of whether an item is available at all. Many goods are
As a replacement for US dollars and other traditional currencies, rare and the PCs can’t expect to find everything they’re
small arms ammunition is often used as a base unit for transactions. The looking for in any little settlement they come across.
gear lists in this chapter indicate approximate prices, given in rounds Each type of gear has a supply rating, which indi-
of small arms ammunition. cates the probability that your characters can find this
Use these prices only as a rough baseline, as the value of an item type of item offered for trade in a typical settlement or
can vary wildly between locations and situations. The Referee has final scenario location.
say on what a NPC will demand or offer for a specific item. 7 COMMON (C) items are fairly ubiquitous even

in the year 2000. Roll a D6. If the result is 3 or


BARTERING higher, the item is available. A new roll can be
When bartering with an NPC for an item, the Referee first sets an asking made each week.
price – in bullets or other goods – that they deem reasonable. It can be 7 SCARCE (S) items are not easily available, but indi-

higher or lower than the list price, depending on the situation. Assume vidual items can be offered for trade from time to
that everyone will always try to get as much as they possibly can from time. Roll a D6. If the result is a 5 or a 6, the item
every transaction. is available. A new roll can be made each week.
Next, if you want to negotiate the price down, roll an opposed PER- 7 RARE (R) items are not generally available, and

SUASION roll. If you succeed, the price is reduced by 10% for each rolled. tightly guarded by anyone who possesses them.
If you’re paying with something other than bullets, you’ll need to make
a judgment call on what the result means. The Referee has final say. The table below indicates typical supply ratings for a
When you attempt to sell an item, the process is done in reverse – range of items, as well as the quantity available if the
the NPC makes an offer and you can then roll PERSUASION to get the price supply roll succeeds. Note that these are just rough

SUPPLY & QUANTITIES

SUPPLY ITEM TYPES QUANTITY


Common (C) Knives, clubs, pistols, hunting rifles, shotguns, D6 items / 2D6x10 rounds of
submachine guns, assault rifles, hand grenades, anti- ammo / 2D6x2 rations of food /
personnel mines, small arms ammunition, weapons 2D6x10 liters of fuel / D6 encum-
gear, flashlights, gas masks, medkits, basic tools, spare brance units of explosives
parts, small stills, tents, food, alcohol fuel, improvised
explosives, backpacks, fatigues, tents, fishing gear
Scarce (S) Machine guns, rocket launchers, mortars, heavy One item / D6 rounds of heavy
weapons ammunition, anti-tank mines, motorcycles, weapons ammo / 2D6x5 liters of
cars, pickup trucks, flak jackets, helmets, military radios, fuel / D6 sticks of dynamite
night vision goggles, searchlights, radiacmeters, hazmat
suits, antibiotics, atropine, specialized tools, gasoline/
diesel, large stills, batteries, generators, dynamite
Rare (R) Guided missiles, howitzers, APCs, main battle tanks One item

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guidelines – the actual supply ratings and quantities
depend on the location and situation. The Referee has VEHICLE MAINTENANCE
final say.
When rolling supply of weapons or vehicles, you may During each week that a vehicle has been
only make one roll for each type of item, for example driven one hex or more on the travel map, a
“assault rifle” – you cannot make separate rolls for M16, mechanic needs to spend a shift to service
AKM, FN-FAL, etc. If the item type is available, the Referee it and make TECH roll. If you don’t, or if
decides the exact model, depending on what makes the the roll fails, the reliability rating
most sense at the location. of the vehicle is decreased one step.

RELIABILITY: When you have established that a weapon


or vehicle is available, the Referee rolls a D6 on the table
below to determine the reliability rating of the item.
Apply the modifier to the listed reliability for the item.
spare part (page 130) of the relevant type: vehicle, weapon, electronic –
or general, if none of the others apply. If your roll is successful, the spare
RELIABILITY part is consumed, and the piece of gear is restored to working order,
with a reliability equal to the number of you rolled. The reliability
D6 RELIABILITY
can never go above the listed value. If the roll fails, you can try again
1 –3 in the next shift.
2 –2 Restoring a reduced reliability rating before the item is broken
3 –1 also requires a shift of repairs and a TECH roll, but no spare part is
needed. The reliability is increased by 1 for every rolled, up to its
4–6 Unmodified
list value.

GEAR DAMAGE & REPAIRS SCAVENGING FOR PARTS


Gear can suffer damage and be broken through use or You can scavenge spare parts from items that you come across. If you
attacks, as explained in chapter 3 and 4. Each piece of spend a shift scavenging parts from one or several pieces of gear and
gear has a reliability rating. Each point of damage from make a TECH roll, you manage to extract a number of spare parts of the
pushing rolls or outside force will reduce the reliability corresponding type (weapon, vehicle, electronic – or general, if none of
rating by 1. When it reaches zero, the item is broken and the others apply) equal to the number of you roll, up to a maximum
can no longer be used. A typical piece of sturdy, mechanical total weight equal to the items themselves.
gear in good condition has a reliability rating of 5, but You can scavenge an item even if it’s inoperable. The item you
delicate or badly built gear can start with a lower rating. scavenge is permanently destroyed in the process, and can never be
If no hit reliability is listed, assume it to be 5. scavenged again, even by another person.

REPAIRS: Repairing a broken item typically requires a shift


of work, tools of some sort (page 130), a TECH roll, and a
JURY RIGGING
If you can’t find the gear you need, you might have to build it for yourself.
Some items in this chapter can be jury rigged, if so indicated in the gear
GUN CARE lists. This includes crude weapons, but also larger items such as stills
for distilling fuel (page 130). Jury rigging an item requires a TECH roll,
Every week in which you have a number of shifts of work and spare parts as indicated by the item’s
used a firearm at least once, description. You can try again if you fail.
you must spend a stretch
servicing it and make a TECH roll. WORKSHOP: If you have access to a workshop with advanced tools, you
If you don’t, or the roll fails, can build even advanced gear, given time and the right raw materials.
its reliability rating drops Read more about this in the section about base building later in this
one step. The Referee can call chapter.
for gun care after extraordinary WEAPONS,
VEHICLES
exposure of some sort, like

05
& GEAR
moving through water or mud.

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WEAPONS
WEAPON FEATURES Melee weapons have no range rating – they can only be used in the
The features used in the weapon tables are explained below. same hex.

TYPE: The type of weapon. See the table to the right for abbreviations. MAG: The number of rounds of ammunition the magazine of the
weapon contains.
AMMO: The specific type of ammunition fired by the weapon. For
small arms, this is typically the caliber of the bullet. Heavy weapons ARMOR: The armor modifier of the weapon.
can often use several different types of ammunition – see the list
on page 114. WEIGHT: The weight of the weapon, measured in encumbrance units.

REL stands for reliability rating. Wear and damage can reduce this PRICE: The typical price of the weapon, in rounds of small arms
rating, but it can never go above its starting value. ammunition.

ROF: Rate of fire, which indicates how many ammo dice can be used
in an attack. WEAPON TYPE ABBREVIATIONS

DAMAGE: The base damage rating, i.e., how many points of damage SMG Submachine gun
your opponent suffers if your attack is successful. If you roll extra , LMG Light machine gun
you deal 1 additional point of damage per extra rolled. A dash (–) GPMG General purpose machine gun
means that the weapon inflicts no direct damage. HMG Heavy machine gun
GL Grenade launcher
CRIT: The amount of damage you need to inflict in a single attack to
trigger a critical injury. RL Rocket launcher
ATRL Anti-tank rocket launcher
BLAST: The blast power of explosions caused by heavy weapons. ATGM Anti-tank guided missile
For WP, CHEM, and ILLUM rounds, this indicates the area of effect.

RANGE: The SHORT range of the weapon, measured in 10-meter hexes.

MELEE WEAPONS

BOTTLE KNIFE
REL DAMAGE CRIT ARMOR WEIGHT PRICE REL DAMAGE CRIT ARMOR WEIGHT PRICE

1 1 2 +3 ¼ – 5 2 3 +1 ¼ 5

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CLUB SPIKED BAT
REL DAMAGE CRIT ARMOR WEIGHT PRICE REL DAMAGE CRIT ARMOR WEIGHT PRICE

5 2 4 +2 1 1 5 2 3 +2 1 3

BAYONET MACHETE
REL DAMAGE CRIT ARMOR WEIGHT PRICE REL DAMAGE CRIT ARMOR WEIGHT PRICE

5 2 3 +1 ¼+rifle 5 5 3 4 +1 ½ 20

MELEE WEAPONS

WEAPON REL DAMAGE CRIT ARMOR WEIGHT PRICE


Unarmed 5 1 4 +3 – –
Rifle butt 5 2 4 +2 As rifle –
Bottle 1 1 2 +3 ¼ –
Knife 5 2 3 +1 ¼ 5
Club* 5 2 4 +2 1 1
Spiked 5 2 3 +2 1 3
bat*
Bayonet 5 2 3 +1 ¼+rifle 5
Machete 5 3 4 +1 ½ 20
AXE Axe 5 3 3 +1 1 30
REL DAMAGE CRIT ARMOR WEIGHT PRICE
*Can be jury rigged.
5 3 3 +1 1 30

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BOWS & THROWN

HUNTING BOW CROSSBOW


REL DAMAGE CRIT RANGE ARMOR WEIGHT PRICE REL DAMAGE CRIT RANGE ARMOR WEIGHT PRICE

5 1 2 4 +1 1 150 5 2 3 4 0 1 200

BOWS & THROWN

WEAPON REL DAMAGE CRIT RANGE ARMOR WEIGHT PRICE

Rock 5 1 3 1 +2 ½ –
Hunting 5 1 2 4 +1 1 150
bow
Crossbow 5 2 3 4 0 1 200
Improvised 3 1 3 2 +1 1 10
bow*
IMPROVISED BOW
*Can be jury rigged with one general spare part. 2D6 arrows can
REL DAMAGE CRIT RANGE ARMOR WEIGHT PRICE
be made from branches with a TECH roll and a shift of work.
3 1 3 2 +1 1 10

CIVILIAN FIREARMS

SERVICE REVOLVER POLICE PISTOL


Service revolvers have been in production since before World War I, and Polymer-framed pistols became wildly popular among police and civilians
were used by many Western nations in both World Wars and as a police after their introduction in the early 1980s. They typically incorporate
weapon until revolvers started losing popularity in the 1980’s. Despite a polymer frame, trigger safety, and a striker-fired action and have a
the civilian caliber, these remain in widespread use. large-capacity magazine, usually in 9x19mm.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Revolver .38 SPL 5 2 1 3 Pistol 9x19 5 2 1 2

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 6 +2 ½ 75 – 2 17 +1 ½ 125

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COMBAT PISTOL BOLT-ACTION RIFLE
Double-action combat pistols have been produced since before World Bolt-action hunting rifles have been popular since the early 1900s and
War II. Their wide availability and ease of operation have made them a are most commonly available in sporting rifle calibers. Multiple barrel,
favorite of many law enforcement organizations. magazine, stock, and sighting options are available.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Pistol 9x19 5 2 1 2 Hunting rifle .30-06 5 1 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 15 +1 ½ 100 – 10 5 0 1 300

PIPE GUN (RIFLE)


LEVER-ACTION RIFLE The pipe gun is an improvised firearm made from pipes, nails, and
The lever-action hunting rifle was designed in the 19th century to tame scraps to fire rifle shells. They are unreliable and inaccurate, but
the Wild West and popularized the .30-30 cartridge. It has since been generally used only once to gain a better weapon from their victim
found worldwide among hunters and sometimes among guerrilla fighters (if they succeed). This weapon can be jury rigged, using two weapon
and is still in production. or general spare parts.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Hunting rifle .30-30 5 1 3 4 Hunting rifle Any rifle 3 1 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 5 8 0 1 250 – 3 1 +1 1 25

SEMI-AUTOMATIC SHOTGUN
Semi-automatic hunting shotguns were first developed
before World War I and have been produced ever since. They
are widely used among hunters and have also been pressed
into military service, primarily in military police and special
operations units.

TYPE AMMO REL ROF DAMAGE CRIT

Shotgun 12 GA 5 2 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE


– 2 5 +1 1 225

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DOUBLE-BARRELLED SHOTGUN
PUMP-ACTION SHOTGUN The typical side-by-side (or over-and-under) double-barreled hunting
The pump-action hunting shotgun was designed in the late 19th century and shotgun is a pattern that has been around since the 1800s. This shot-
comes standard with a 5-round tube. It has been adopted by many military gun is sometimes found with a sawed-off barrel and stock to make
and police forces for close combat and door entry. Aftermarket accessories it handier (encumbrance ½, range 1). It can fire a variety of 12-gauge
like 7–9 round tubes, shorter barrels, and folding stocks are available. shotgun shells.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Shotgun 12 GA 5 1 3 4 Shotgun 12 GA 5 2 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 5 +1 1 200 – 2 2 +1 1 150

PIPE GUN (SHOTGUN)


ZIP GUN
The pipe gun is an improvised firearm made from scraps to fire shotgun
Similar to the pipe gun, but fires pistol rounds. This weapon can be jury
shells. They are unreliable and inaccurate. This weapon can be jury rigged,
rigged, using one weapon or general spare part.
using two weapon or general spare parts.

TYPE AMMO REL ROF DAMAGE CRIT


TYPE AMMO REL ROF DAMAGE CRIT
Pistol Any pistol 3 1 1 3
Shotgun 12 GA 3 1 3 4
BLAST RANGE MAG ARMOR WEIGHT PRICE
BLAST RANGE MAG ARMOR WEIGHT PRICE
– 1 1 +2 ½ 25
– 1 1 +1 1 25

CIVILIAN FIREARMS

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Service revolver Revolver .38 SPL 5 2 1 3 – 2 6 +2 ½ 75
Police pistol Pistol 9x19 5 2 1 2 – 2 17 +1 ½ 125
Combat pistol Pistol 9x19 5 2 1 2 – 2 15 +1 ½ 100
Bolt-action rifle Hunting rifle .30-06 5 1 3 4 – 10 5 0 1 300
Lever-action rifle Hunting rifle .30-30 5 1 3 4 – 5 8 0 1 250
Pipe gun rifle* Hunting rifle Any rifle 3 1 3 4 – 3 1 +1 1 25
Semi-auto shotgun Shotgun 12 GA 5 2 3 4 – 2 5 +1 1 225
Pump-action Shotgun 12 GA 5 1 3 4 – 2 5 +1 1 200
Double-barrelled Shotgun 12 GA 5 2 3 4 – 2 2 +1 1 150
Pipe gun shotgun* Shotgun 12 GA 3 1 3 4 – 1 1 +1 1 25
Zip gun* Pistol Any pistol 3 1 1 3 – 1 1 +2 ½ 25
*Can be jury rigged.

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US MILITARY WEAPONS

M9
M1911A1 The M9 officially replaced the M1911A1 in US service in 1980, but production
The M1911A1 served the US armed forces from World War I through was delayed until 1988. By the time war broke out in the 1990s, only
Vietnam and when war broke out in the 1990s, there were still many front-line troops and officers had the M9, while many reserve units and
tens of thousands in the inventory and in reserve stocks that were units that had been formed from freshly-recruited troops were issued
issued to mobilized reservists and newly-formed units. Although the the M1911A1. The 9mm ammo of the M9 was much easier to find than
ammunition can be a bit scarce in Europe, it is a simple, reliable, and .45 ACP, and the larger magazine capacity made it more efficient, leading
powerful pistol. to it being more popular among most soldiers.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Pistol .45 5 2 2 3 Pistol 9x19 5 2 1 2

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 7 +1 ½ 100 – 2 15 +1 ½ 100

M16
The M16A1 assault rifle was developed in the 1960s for use in the jungles of
Vietnam. After some teething problems were resolved, it became the standard
rifle of the US armed forces until it was replaced by the M16A2 in the mid-80s.
Large stockpiles of M16A1s were sold or given to allies or maintained by reserve
and training units. These rifles were issued en masse when war broke out in the
‘90s, mainly to units that had just been formed or to expand reserve units. Many
soldiers actually preferred the M16A1 over the M16A2 due to its higher rate of fire.
The M16A2 assault rifle replaced the M16A1 in the mid-1980s. The main
improvements were a heavier barrel designed around the newer 5.56mm ammunition,
easier sight adjustment, better flash hider, and a slightly longer stock. Another
“feature” was the removal of fully-automatic fire and its replacement with a 3-round
burst system, intended to increase hit probability and conserve ammunition. This
rifle was the primary arm of combat units in US service in the 1990s.

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

M16A1 Assault rifle 5.56x45 5 6 2 3 – 5 30 0 1 400


M16A2 Assault rifle 5.56x45 5 3 2 3 – 6 30 0 1 400

M4
The M4 assault rifle is a shorter carbine version of the M16A2 with a telescoping
stock and shorter barrel to make it handier for troops operating from
vehicles or in close environments, like the Vietnam-era XM177E2 (CAR-
15) carbine it replaced. It was first issued in the mid-1990s and includes a
Picatinny mounting rail on the top of the receiver. Its adjustable stock and
lighter weight also make it better suited to soldiers with smaller stature.
Like the M16A2, it is limited to 3-round bursts in lieu of automatic fire.
The M4A1 is a fully-automatic version of the M4 carbine intended for
specialized combat troops such as Rangers and Special Forces. Otherwise,
it is identical to the regular M4.

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

M4 Carbine 5.56x45 5 3 2 3 – 4 30 0 1 350


M4A1 Carbine 5.56x45 5 6 2 3 – 4 30 0 1 375

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M21
M40A3 The M21 is an accurized match-grade M14 battle rifle developed during
The M40A3 is the most recent in a line of US Marine Corps sniper rifles the war in Vietnam. It served until replaced by the M24 Sniper Weapon
begun during the war in Vietnam. It is based on the civilian Remington System in 1988, but was retained widely in reserve units and often used
M700 action but customized and accurized by USMC armorers. The earlier in an intermediate sniping role as a DMR due to its higher rate of fire.
M40A1, which was replaced by the M40A3 in the 1990s, is very similar A newer version of the M21, called the M25, was also developed and
to the M40A3, as there were only very minor changes in the upgrade. tested in the 1990s by the 10th Special Forces Group.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Sniper rifle 7.62x51 5 1 3 3 Sniper rifle 7.62x51 5 2 3 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 12 5 0 2 500 – 10 20 0 2 450

M79
The M79 was the first US military grenade launcher issued during the
M82A1 war in Vietnam. It uses a single-shot break-action similar to hunting
The M82A1 was issued in the early 1990s as the Special Applications shotguns, but fires a 40mm grenade instead of a shotgun shell (although
Scoped Rifle (SASR) to many special operations units and designated a shotgun-shell-like canister round is also available). The grenades are
for use against light vehicles, although it was primarily used for very spin-armed and will not detonate under 15 meters (two hexes). Although
long-range sniping. More were purchased in the prelude to war in the replaced by the M203, this grenade launcher is still widely available
mid-1990s, but the lack of the rare specialized sniping ammunition left among combat units. Some special operations units were even known
snipers using extra M2 machinegun ammunition, which was less accurate to saw off the barrel and the stock to create a small and powerful, if
at extreme ranges (although still ideal for shooting at light vehicles). inaccurate, break-contact weapon for emergency use.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Sniper rifle .50 M2 5 1 4 3 GL 40x46 5 1 3 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 20 10 0 5 1,000 D 5 1 0 1 250

M203
The M203 grenade launcher supplemented and then replaced the M79 in the 1970s, its
shorter barrel and heavy balance effect on the M16 and M4 made both rifles harder to
shoot (-1 modifier) while giving the M203 less effective range than the M79. It is very
common among combat arms units, but much less so among reserve and rear-echelon
support units. Like the M79, the 40mm grenades are spin-armed and will not detonate
under 15 meters (two hexes).

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

GL 40x46 5 1 3 3 D 4 1 0 ½ 300

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MK 19
The Mk 19 is a belt-fed automatic grenade launcher developed during
the war in Vietnam that fires longer 40mm grenades than the M79
and M203 out to much longer ranges. It must be mounted on a tripod
or a pintle and is most often found on vehicles and is very useful for
fire suppression, even against buildings, and engaging light vehicles.
Unlike other heavy weapons, the Mk 19 does use ammo dice just
like small arms. If you hit, each on an ammo die lets you land an
additional grenade in the target hex or a hex adjacent to it – or, if you
attacked a specific target, score another hit on the target, or a secondary
target in the same or an adjacent hex. If you miss, roll deviation one
additional time for each rolled on your ammo dice.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

GL 40x53 5 4 3 3 D 20 32 0 6 2,500

M249 M60
The M249 light machine gun (often called a SAW, for Squad Automatic The M60 general-purpose machine gun (GPMG) was developed in the
Weapon, even though that designation has been dropped) is a US copy 1950s from the World War II German FG-42 and MG-42. Although
of the FN Minimi adopted into US service in the mid-’80s. It can be officially replaced in service by the M240B in the early 1990s, there
fired from the integral bipod, or from a tripod or vehicle pintle mount. were still large numbers in the US inventory and by the outbreak of
It is capable of firing from belts of disintegrating links, which can be war in the mid-’90s it was still the primary machine gun of American
carried in a box attached to the receiver, and it can also use standard combat arms units. It includes an attached bipod and can also be
M16 (STANAG) magazines in an emergency. fired from a tripod.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

LMG 5.56x45 5 6 2 3 GPMG 7.62x51 4 4 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 6 200 0 2 1,000 – 8 100 0 3 1,250

M240B M2HB
The M240B was adopted by the US armed forces as a vehicle-mounted The venerable Browning M2HB .50 machine gun was developed during
machine gun in the late 1970s, and then as an infantry weapon in the World War I but not adopted until the 1930s. It has served in every branch
early 1990s. It comes standard with a bipod but may also be mounted on of the US armed forces since then, mainly on vehicles, but also on tripods
a tripod or pintle. Unlike the M60, which was well known for jamming, from fixed fighting positions. The weapon is so heavy, however, that a team
the M240B was very reliable. is required to carry the barrel, receiver, tripod, and ammunition separately.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

GPMG 7.62x51 5 4 3 4 HMG .50 M2 5 4 4 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 8 100 0 3 1,500 – 15 100 0 7 2,000

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M72A3 LAW M136 AT4
The M72A3 Light Antitank Weapon (LAW) fires a 66mm HEAT rocket from a The M136 AT4 is a modified version of the earlier Swedish 74 mm
disposable, extendable fiberglass tube. It was introduced in the early 1960s Pansarskott m/68, developed in the late 1960s, adopted by the US
and slated to be replaced by the M136 AT-4 in the 1980s, but production armed forces in the mid-’80s. Like the M72A3 LAW, it is a disposable
of the M72A3 continued through the beginning of the war in the mid- anti-tank weapon, but it has much better penetration and range
’90s, since it was found to be particularly useful against light vehicles and than the M72A3. Like the LAW, it is also effective against buildings
buildings, and two M72A3 could be carried instead of one M136 AT-4. and lighter vehicles.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

ATRL 66mm 5 1 6 3 ATRL 84mm 5 1 8 2

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

C 3 1 –1 1 100 C 5 1 –1 2 200

FGM-148
The FGM-148 Javelin is a top-attack fire-and-forget antitank M47 DRAGON
guided missile that only started being issued in the mid-’90s as a The M47 Dragon was developed in the mid-1970s as a wire-guided
replacement for the M47 Dragon, so it is still quite rare. It is also antitank missile capable of defeating the frontal armor of nearly any
capable of guiding itself against designated helicopters. As the main battle tank. The gunner is expected to keep the crosshairs on the
Javelin missile hits from the top, the armor rating for the rear of target for as long as 5 seconds while the missile flew to the target, despite
the target vehicle as always used. having given away their position by the firing signature.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

ATGM 127mm 5 1 10 1 ATGM 140mm 5 1 11 1

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

B 40 1 –1 3 7,500 B 25 1 –1 3 5,000

BGM-71 TOW
The Tube-launched, Optically-tracked, Wire-guided (TOW) missile system was developed
in the 1960s and is normally mounted on a vehicle (such as the Bradley or M901 ITV or a
HMMWV) but can be carried by a crew. The gunner is expected to keep the crosshairs on
the target for as long as 10 seconds while the missile flew to the target, despite having
given away their position by the firing signature. Because the TOW has a much longer
range than the Dragon, this was generally not a problem.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

ATGM 152mm 5 1 11 1 B 50 1 –2 15 10,000

100
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US MILITARY WEAPONS

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
M1911A1 Pistol .45 5 2 2 3 – 2 7 +1 ½ 100
M9 Pistol 9x19 5 2 1 2 – 2 15 +1 ½ 100
M16A1 Assault rifle 5.56x45 5 6 2 3 – 5 30 0 1 400
M16A2 Assault rifle 5.56x45 5 3 2 3 – 6 30 0 1 400
M4 Carbine 5.56x45 5 3 2 3 – 4 30 0 1 350
M4A1 Carbine 5.56x45 5 6 2 3 – 4 30 0 1 375
M40A3 Sniper rifle 7.62x51 5 1 3 3 – 12 5 0 2 500
M21 Sniper rifle 7.62x51 5 2 3 3 – 10 20 0 2 450
M82A1 Sniper rifle .50 M2 5 1 4 3 – 20 10 0 3 1,000
M79 GL 40x46 5 1 3 3 D 5 1 0 1 250
M203 GL 40x46 5 1 3 3 D 4 1 0 ½ 300
Mk 19 GL**** 40x53* 5 4 3 3 D 20 32 0 6*** 2,500
M249 LMG 5.56x45 5 6 2 3 – 6 200* 0 2 1,000
M60 GPMG 7.62x51 4 4 3 4 – 8 100* 0 3 1,250
M240B GPMG 7.62x51 5 4 3 4 – 8 100* 0 3 1,500
M2HB HMG .50 M2 5 4 4 4 – 15 100* 0 7*** 2,000
M72A3 LAW ATRL 66mm 5 1 6 3 C 3 1** –1 1 100
M136 AT4 ATRL 84mm 5 1 8 2 C 5 1** –1 2 200
FGM-148 ATGM 127mm 5 1 10 1 B 40 1 –1 3 7,500
M47 Dragon ATGM 140mm 5 1 11 1 B 25 1 –1 3 5,000
BGM-71 TOW ATGM 152mm 5 1 11 1 B 50 1 –2 15*** 10,000
*Ammo belt (one encumbrance unit).
**Disposable. Can be fired only once.
***Needs to be fired from a tripod or vehicle mount.
****Automatic grenade launcher. Uses ammo dice (page 63).

SOVIET MILITARY WEAPONS

PM PSM
The Pistolet Makarova, commonly known as the Makarov, was adopted The Pistolet Samozaryadny Malogabaritny supplemented the
by the Soviet Armed Forces in the early 1950s to replace older pre-World Makarov in the early 1970s. It fires a 5.45x18mm cartridge that is
War II designs. It was built around a new 9x18mm cartridge midway in basically the Makarov round necked down to fire an AK-74 bullet.
power between the 9x17mm (.380 ACP) and 9x19mm (9mm Parabellum Because it is so small, it is popular among undercover agents and
or NATO). It was later supplemented, but not replaced, by the PSM pistol. high-ranking officers.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Pistol 9x18 5 2 1 3 Pistol 5.45x18 5 2 1 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 8 +2 ½ 75 – 2 8 +2 ¼ 75

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AKM AK-74
The final version of the legendary Avtomat Kalashnikova AK-47, the The AK-74 is the latest AK-derivative used by the Soviet armed forces and
“modernized” AK took over production in the late 1950s. Although it was officially supplanted the AKM in front-line service in the mid-1970s. Like most
officially replaced by the AK-74 in the mid-1970s, it never went out of style NATO assault rifles, it is built around a smaller caliber cartridge, in this case
and large stockpiles were held in reserve and provided to Soviet allies. the 5.45x39mm derived from the original 7.62x39mm cartridge of the AK-47.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Assault rifle 7.62x39 5 4 2 3 Assault rifle 5.45x39 5 5 2 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 5 30 0 1 300 – 6 30 0 1 400

GP-25
PP-19 The GP-25 series consists of 40mm grenade launchers for any AK series
The PP-19 Bizon is a submachine gun based on the AK receiver firing rifle. The grenade has no cartridge case and is muzzle-loaded, making
9x18mm Makarov pistol ammunition from a helical magazine below it more like a trigger-fired 40mm mortar than a grenade launcher. The
the barrel. It was adopted in the early 1990s and issued primarily to spin-armed fuse sets between 10 and 40 meters from the muzzle, so
counter-terrorist units of the MVD and KGB. the grenade will not detonate any closer than that.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

SMG 9x18 5 5 1 3 GL 40mm 5 1 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 3 64 +2 1 350 D 4 1 0 1 250

AGS-17
The AGS-17 Plamya is a belt-fed 30mm automatic grenade launcher that
can be mounted on a tripod or a vehicle pintle. It was adopted in the
early 1970s and has been used widely since that time. Unlike the GP-25
40mm grenade launcher, the AGS-17 used conventional cased cartridges.
Unlike other heavy weapons, the AGS-17 uses ammo dice just like
small arms. If you hit, each on an ammo die lets you land an additional
grenade in the target hex or a hex adjacent to it – or, if you attacked a
specific target, score another hit on the target, or a secondary target in
the same or an adjacent hex. If you miss, roll deviation one additional
time for each rolled on your ammo dice.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

GL 30x29 4 4 3 4 D 15 29 0 5 2,000

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SVD-63 PKM
The SVD-63, more commonly known as the SVD or Dragunov, is a platoon- The PKM, or modern version of the Pulemyot Kalashnikova, is a Soviet
issued semi automatic sniper rifle introduced in the Soviet Army during belt-fed general-purpose machine gun introduced in the 1960s. It comes
the early 1960s. It is very common, although the folding-stock version with a detachable bipod, but it can also be mounted on a tripod or a
(issued to paratroopers) is still quite rare. vehicle pintle.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Sniper rifle 7.62x54 5 2 3 3 GPMG 7.62x54 5 5 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 10 10 0 2 500 – 8 100 0 3 1,250

RPK
The RPK or Ruchnoy Pulemyot Kalashnikova, is the LMG version of the
AK-47 series. It has a longer, heavier barrel with an integral bipod and is
issued with 40-round magazines and 75-round drums, both of which can
be used in a regular AKM. A model with a folding stock is also available
for use by airborne forces.
The RPK-74 is simply the RPK version of the AK-74. Like the RPK, it has
a heavier barrel with a built-in bipod, but it is issued only with 45-round
magazines and not drums. This magazine is also interchangeable with
the 30-round magazine of the AK-74. A folding-stock model is made for
paratroopers.

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

RPK LMG 7.62x39 5 4 2 3 – 6 75 0 2 600


RPK-74 LMG 5.45x39 5 5 2 3 – 7 45 0 2 750

DSHK-38
The DShK-38, or Degtyaryova-Shpagina Krupnokaliberny model of 1938, NSV
is a Soviet heavy machine gun adopted in the late 1930s. It can be fired The NSV, or Nikitina-Sokolova-Volkova, is a Soviet heavy machine gun
from a vehicle pintle or broken down and carried by a crew for tripod that began replacing the DShK-38 in the early 1970s. It is most often
use. Although mostly replaced by the NSV, tens of thousands of DShK- mounted on vehicles; however, it can be broken down and carried by a
38 machineguns are still in service and stockpiles. crew for tripod-mounted use.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

HMG 12.7x108 5 4 4 4 HMG 12.7x108 5 6 4 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 15 50 0 7 1,750 – 15 50 0 6 2,000

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RPG-7V
The RPG-7V, or Ruchnoy Protivotankoviy Granatomyot, is a portable,
reloadable antitank rocket launcher based on the RPG-2, itself derived RPG-16
from the World War II German Panzerfaust. It was developed in the The RPG-16 is a smaller version of the RPG-7V intended for use by air-
early 1960s and has a very small backblast which enables it to be fired borne and Spetsnaz troops. It is more accurate than the RPG-7V, but has
indoors safely. a smaller warhead with less armor penetration.

TYPE AMMO REL ROF DAMAGE CRIT


TYPE AMMO REL ROF DAMAGE CRIT

ATRL 83mm 5 1 7 2 ATRL 58mm 5 1 5 3

BLAST RANGE MAG ARMOR WEIGHT PRICE


BLAST RANGE MAG ARMOR WEIGHT PRICE

C 6 1 –1 2 750 C 8 1 –1 2 1,000

KPV
The KPV, or Krupnokaliberniy Pulemyot Vladimirova, is a Soviet heavy
machine gun introduced shortly after World War II. It can be found 9M113 KONKURS
mounted on many armored fighting vehicles and on independent towed The 9M113 Konkurs (NATO codename AT-5 Spandrel) is a wire-guided
anti-aircraft trailers such as the ZPU-1, ZPU-2, and ZPU-4 (the numbers antitank missile developed in the mid-1970s and often found mounted
indicating how many KPV machineguns are mounted together). on vehicles. It can also be carried by a crew for firing from a tripod.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
HMG 14.5x114 5 4 4 3 ATGM 135mm 5 1 10 1
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
– 20 40 0 9 2,500 B 40 1 –1 3 5,000

SOVIET MILITARY WEAPONS

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
PM Pistol 9x18 5 2 1 3 – 2 8 +2 ½ 75
PSM Pistol 5.45x18 5 2 1 4 – 2 8 +2 ¼ 75
AKM Assault rifle 7.62x39 5 4 2 3 – 5 30 0 1 300
AK-74 Assault rifle 5.45x39 5 5 2 3 – 6 30 0 1 400
PP-19 SMG 9x18 5 5 1 3 – 3 64 +2 1 350
GP-25 GL 40mm 5 1 3 4 D 4 1 0 1 250
AGS-17 GL**** 30x29* 4 4 3 4 D 15 29 0 5*** 2,000

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WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
SVD-63 Sniper rifle 7.62x54 5 2 3 3 – 10 10 0 2 500
RPK LMG 7.62x39 5 4 2 3 – 6 75 0 2 600
RPK-74 LMG 5.45x39 5 5 2 3 – 7 45 0 2 750
PKM GPMG 7.62x54 5 5 3 4 – 8 100* 0 3 1,250
DShK-38 HMG 12.7x108 5 4 4 4 – 15 50* 0 7*** 1,750
NSV HMG 12.7x108 5 6 4 4 – 15 50* 0 6*** 2,000
KPV HMG 14.5x114 5 4 4 3 – 20 40* 0 9*** 2,500
RPG-7V ATRL 83mm 5 1 7 2 C 6 1 –1 2 750
RPG-16 ATRL 58mm 5 1 5 3 C 8 1 –1 2 1,000
9M113 ATGM 135mm 5 1 10 1 B 40 1 –1 3 5,000
Konkurs
*Ammo belt (one encumbrance unit).
**Disposable. Can be fired only once.
***Needs to be fired from a tripod or vehicle mount.
****Automatic grenade launcher. Uses ammo dice (page 63).

SWEDISH MILITARY WEAPONS

PIST 88 AK 4
The Ak 4 Automatkarbin is the German G3 battle rifle manufactured
The Pist 88 is the Austrian Glock 17 pistol used by the Swedish
under license in Sweden. It was developed in the late 1950s in cooperation
Armed Forces since the 1980s. It is a striker-fired polymer-framed with Spain and its design was based on the World War II StG 44. Sweden
double-column 9x19mm pistol, well known both for its reliability adopted the rifle in the late 1960s, and in spite of its replacement by the
and its simplicity of use. Ak 5, many Ak 4 rifles are still issued and held in stockpiles.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Pistol 9x19 5 2 1 2 Battle rifle 7.62x51 5 4 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 17 +1 ½ 125 – 8 20 0 2 500

AK 5
The Ak 5 is the Belgian FNC assault rifle manufactured under license in
Sweden. This rifle was developed in the early 1980s as a replacement
for Belgium’s aging FN FALs, and was subsequently adopted by other
nations including Sweden and Indonesia.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE

Assault rifle 5.56x45 5 5 2 3 – 6 30 0 1 400

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PSG 90
The Psg 90 Prickskyttegevär is the Arctic Warfare bolt-action sniper rifle
designed for cold climates and manufactured under license in Sweden. AG 90
It is identical to the British L118A1 and Australian SR98. A folding-stock The Ag 90 is the US Barrett M82A1 sniper rifle manufactured under
model (Psg 90B) is also available. license in Sweden. See the US listing for the M82A1 for more information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Sniper rifle 7.62x51 5 1 3 3 Sniper rifle .50 M2 5 1 4 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 12 10 0 2 750 – 20 10 0 5 1,000

GRSP 40
The Grsp 40 is the US Mk 19 automatic grenade launcher manufactured
under license in Sweden. See the US listing for the Mk 19 for more
information.

TYPE AMMO REL ROF DAMAGE CRIT

GL 40x53 5 4 3 3

BLAST RANGE MAG ARMOR WEIGHT PRICE

D 20 32 0 6 2,500

KPIST M/45
Also known as the Carl Gustaf M/45, this Swedish submachine gun was KSP 90
adopted in 1945. The m/45 was the standard submachine gun of the The Kulspruta 90 is the FN Minimi light machine gun manufactured
Swedish Army for decades. It was gradually replaced in Swedish service under license in Sweden. See the US listing for the M249 for more
by the Ak 4 battle rifle and Ak 5 assault rifle. information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

SMG 9x19 5 4 1 2 LMG 5.56x45 5 6 2 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 3 36 +1 1 300 – 6 200 0 2 1,000

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KSP 58B
KSP 88
The Ksp 58B is the FN MAG 59 general-purpose machine gun The Ksp 88 is the US Browning M2HB heavy machine gun manufac-
manufactured under license in Sweden. See the US listing for tured under license in Sweden. See the US listing for the M2HB for more
the M240B for more information. information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

GPMG 7.62x51 5 4 3 4 HMG .50 M2 5 4 4 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 8 100 0 3 1,500 – 15 100 0 7 2,000

GRG M/48 PSKOTT M/86


The Grg m/48, also known as the Carl Gustaf, is a shoulder-fired The Pskott Pansarskott m/86 was developed in the mid-1980s to
84mm recoilless rifle designed in the late 1940s and adopted replace the older 74mm Pskott m/68. It was adopted by the US
by the Swedish army. The M3 version, introduced in the early armed forces as the M136 AT4. See the US listing for the M136
1990s, was also adopted for limited use by US SOCOM. AT4 for more information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

ATRL 84mm 5 1 7 2 ATRL 84mm 5 1 8 2

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

C 5 1 –1 3 1,000 C 5 1 –1 2 200

SWEDISH MILITARY WEAPONS

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Pist 88 Pistol 9x19 5 2 1 2 – 2 17 +1 ½ 100
Ak 4 Battle rifle 7.62x51 5 4 3 4 – 8 20 0 2 500
Ak 5 Assault rifle 5.56x45 5 5 2 3 – 6 30 0 1 400
Psg 90 Sniper rifle 7.62x51 5 1 3 3 – 12 10 0 2 750
Ag 90 Sniper rifle .50 M2 5 1 4 3 – 20 10 0 3 1,000
Grsp 40 GL 40x53* 5 4 3 3 D 20 32 0 6*** 2,500
Kpist m/45 SMG 9x19 5 4 1 2 – 3 36 +1 1 350

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SWEDISH MILITARY WEAPONS, CONT.

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Ksp 90 LMG 5.56x45 5 6 2 3 – 6 200* 0 2 1,000
Ksp 58B GPMG 7.62x51 5 4 3 4 – 8 100* 0 3 1,500
Ksp 88 HMG .50 M2 5 4 4 4 – 15 100* 0 7*** 2,000
Grg m/48 ATRL 84mm 5 1 7 2 C 5 1 –1 3 1,000
Pskott m/86 ATRL 84mm 5 1 8 2 C 5 1** –1 2 200
*Ammo belt (one encumbrance unit).
**Disposable. Can be fired only once.
***Needs to be fired from a tripod or vehicle mount.

POLISH MILITARY WEAPONS

P-83 AKM
The P-83 is a copy of the Soviet Makarov PM pistol manufactured in The AKM is a copy of the Soviet AKM assault rifle manufactured in Poland.
Poland. See the Soviet listing for the PM for more information. See the Soviet listing for the AKM for more information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
Pistol 9x18 5 2 1 3 Assault rifle 7.62x39 5 4 2 3
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 8 +2 ½ 75 – 5 30 0 1 300

PMK-60 PM-84
The PMK-60 is a special Polish version of the AK-47 that includes an The PM-84 Glauberyt is a Polish submachine gun that entered service
adapter for firing rifle grenades (no other AK-series rifles are inherently in the mid-1980s to provide a lighter personal defense weapon for ve-
capable of firing rifle grenades). Other than that, this rifle is treated as hicle crews and police. It is not widely used (or even well known) out-
a standard AKM. side of Poland.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Assault rifle 7.62x39 5 4 2 3 SMG 9x18 5 4 1 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 5 30 0 1 350 – 3 25 +2 1 300

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WZ. 1974
The wz. 1974 Pallad is an indigenous Polish underbarrel grenade launcher
for the AKM. It is more similar to the M203 than the Soviet GP-25, as it SWD
uses a conventionally-cased 40x47mm cartridge that is not interchange- The SWD is a copy of the Soviet SVD-63 sniper rifle manufactured in
able with the NATO 40x46mm grenade cartridge. Poland. See the Soviet listing for the SVD-63 for more information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

GL 40x47 5 1 3 4 Sniper rifle 7.62x54 5 2 3 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

D 5 1 0 ½ 350 – 10 10 0 2 500

RPK PKM
The RPK is a copy of the Soviet RPK light machine gun manufactured in The PKM is a copy of the Soviet PKM general-purpose machine gun manu-
Poland. See the Soviet listing for the RPK for more information. factured in Poland. See the Soviet listing for the PKM for more information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

LMG 7.62x39 5 4 2 3 GPMG 7.62x54 5 5 3 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 6 75 0 2 600 – 8 100 0 3 1,250

DSZKM NSW
The DSzKM is a copy of the Soviet DShK-38 heavy machine gun manufac- The NSW is a copy of the Soviet NSV heavy machine gun manufactured
tured in Poland. See the Soviet listing for the DShK-38 for more information. in Poland. See the Soviet listing for the NSV for more information.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

HMG 12.7x108 5 4 4 4 HMG 12.7x108 5 6 4 4

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 15 50 0 7 1,750 – 15 50 0 6 2,000

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RPG-7V
The RPG-7Vis a copy of the Soviet RPG-7V antitank rocket launcher
manufactured in Poland. See the Soviet listing for the RPG-7V for more
information.

TYPE AMMO REL ROF DAMAGE CRIT

ATRL 83mm 5 1 7 2

BLAST RANGE MAG ARMOR WEIGHT PRICE

C 6 1 –1 2 750

POLISH MILITARY WEAPONS

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
P-83 Pistol 9x18 5 2 1 3 – 2 8 +2 ½ 75
AKM Assault rifle 7.62x39 5 4 2 3 – 5 30 0 1 300
PMK-60 Assault rifle 7.62x39 5 4 2 3 – 5 30 0 1 350
PM-84 SMG 9x18 5 4 1 3 – 3 25 +2 1 300
wz. 1974 GL 40x47 5 1 3 4 D 5 1 0 ½ 350
SWD Sniper rifle 7.62x54 5 2 3 3 – 10 10 0 2 500
RPK LMG 7.62x39 5 4 2 3 – 6 75 0 2 600
PKM GPMG 7.62x54 5 5 3 4 – 8 100* 0 3 1,250
DSzKM HMG 12.7x108 5 4 4 4 – 15 50* 0 7** 1,750
NSW HMG 12.7x108 5 6 4 4 – 15 50* 0 6** 2,000
RPG-7V ATRL 83mm 5 1 7 2 C 6 1 –1 2 750
*Ammo belt (one encumbrance unit).
**Needs to be fired from a tripod or vehicle mount.

OTHER MILITARY WEAPONS

FN FAL
The FN FAL was one of the world’s first modern battle rifles and was adopted FAMAS
by many Western nations as their standard infantry weapon in the 1950s. The FAMAS was the French contribution to the development of bullpup
It was available with a fixed or folding stock and in semiautomatic and assault rifles, and this model was adopted in the late 1970s to replace
selective-fire models, as well as LMG and carbine versions. the older battle rifles and submachine guns of the French army.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Battle rifle 7.62x51 5 4 3 4 Assault rifle 5.56x45 5 6 2 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 8 20 0 2 500 – 5 25 0 1 400

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VZ 61
The vz 61 Škorpion is a rare but interesting Czechoslovakian machine UZI
pistol adopted in the early 1960s and generally used as a PDW to replace The Israeli Uzi is one of the most famous submachine guns of all time and
both pistol and submachine gun. Although carried holstered, like a pistol, was adopted in the early 1950s by the IDF before being exported around
it has a folding stock and generally larger magazine capacity than most the world. It is available with either a detachable fixed stock or a folding
pistols, although firing a somewhat underpowered cartridge. stock and is one of the few submachine guns ever made to accept a bayonet.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

SMG 7.65x17 5 6 1 3 SMG 9x19 5 4 1 2

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 2 20 +2 ½ 200 – 3 32 +1 1 350

PSG-1
The PSG-1 Präzisionsschützengewehr is a German semi automatic sniper ARMBRUST
rifle derived from the G3 series of battle rifles and adopted in the 1970s, The German Armbrust is one of the few disposable antitank rocket
mainly for use by counterterrorism units. A military version with plastic launchers that can be fired safely from indoors due to its low firing
accessories (weight 1), called the MSG90, was developed in the early signature. It was developed in the 1970s and is similar to the M72A3
1990s but is even more rare than the original rifle. LAW in lethality.

TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT

Sniper rifle 7.62x51 5 1 3 3 ATRL 67mm 5 1 6 3

BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE

– 12 20 0 2 1,000 C 4 1 –1 1 100

PZF 3
The German Panzerfaust 3 antitank rocket launcher was adopted
in the early 1990s to replace the aging PzF 44 developed at the end
of World War II. It is similar to the RPG-7V, itself derived from the
original Panzerfaust, but has longer range and greater penetration
than the Soviet weapon.

TYPE AMMO REL ROF DAMAGE CRIT

ATRL 110mm 5 1 8 1

BLAST RANGE MAG ARMOR WEIGHT PRICE

C 7 1 –1 1 250

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OTHER MILITARY WEAPONS

WEAPON TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
FN FAL Battle rifle 7.62x51 5 4 3 4 – 8 20 0 2 500
FAMAS Assault rifle 5.56x45 5 6 2 3 – 5 25 0 1 400
Vz 61 SMG 7.65x17 5 6 1 3 – 2 20 +2 ½ 200
Uzi SMG 9x19 5 4 1 2 – 3 32 +1 1 350
PSG-1 Sniper rifle 7.62x51 5 1 3 3 – 12 20 0 2 1,000
Armbrust ATRL 67mm 5 1 6 3 C 4 1* –1 1 100
PzF 3 ATRL 110mm 5 1 8 1 C 7 1 –1 1 250
*Disposable. Can be fired only once.

HAND GRENADES

FRAGMENTATION ANTI TANK


DAMAGE CRIT BLAST RANGE DAMAGE CRIT BLAST RANGE

2 3 C 3 6 3 D 3

ARMOR WEIGHT PRICE ARMOR WEIGHT PRICE

+1 ¼ 30 –1 ¼ 50

WHITE PHOSPHOROUS IMPROVISED


DAMAGE CRIT BLAST RANGE DAMAGE CRIT BLAST RANGE

– – Fire B 3 2 3 C 2

ARMOR WEIGHT PRICE ARMOR WEIGHT PRICE

– ¼ 50 +1 1 25

HAND GRENADES

WEAPON DAMAGE CRIT BLAST RANGE ARMOR WEIGHT PRICE


Fragmentation 2 3 C 3 +1 ¼ 30
Anti Tank 6 3 D 3 –1 ¼ 50
Smoke* – – – 3 – ¼ 25
White Phosphorous – – Fire B** 3 – ¼ 50
Improvised*** 2 3 C 2 +1 1 25
Molotov Cocktail**** – – Fire C** 2 – 1 15
*Fills the target hex with SMOKE (page 60).
**Fire effect in target hex only.
***Can be jury rigged, using one encumbrance unit of improvised explosives (or equivalent), and one general spare part for shrapnel.
****Can be jury rigged, using one liter of fuel and a bottle.

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ARTILLERY
VEHICLE CANNONS

WEAPON AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR
20/23mm AP 5 6 5 3 – 20 100 0
HE 5 6 4 3 D 25 100 +2
25mm AP 5 4 5 3 – 30 300 0
HE 5 4 4 3 D 35 300 +2
30mm AP 5 3 6 3 – 20 500 0
HE 5 3 5 4 D 25 500 +2
40mm AP 5 3 6 3 – 35 500 0
HE 5 3 5 4 D 40 500 +2
73mm AP 5 1 6 3 – 10 1 0
HE 5 1 5 3 C 10 1 +2
76.2mm AP 5 1 7 2 – 10 1 0
HE 5 1 6 3 C 15 1 +2
HEAT 5 1 7 2 C 15 1 –1
100mm APDS 5 1 8 2 – 25 1 0
HE 5 1 7 3 B 30 1 +2
HEAT 5 1 7 2 B 25 1 –1
105mm APDS 5 1 8 2 – 30 1 0
HE 5 1 7 2 B 40 1 +2
HEAT 5 1 8 2 B 30 1 –1
115mm APDS 5 1 9 2 – 25 1 0
HE 5 1 8 2 B 30 1 +2
HEAT 5 1 9 2 B 25 1 –1
120mm APFSDS 5 1 10 1 – 40 1 –1
HEAT 5 1 10 1 B 40 1 –1
125mm APFSDS 5 1 11 1 – 30 1 –1
HE 5 1 10 1 B 40 1 +2
HEAT 5 1 11 1 B 30 1 –1

MORTARS

WEAPON AMMO REL ROF DAMAGE* CRIT* BLAST RANGE MAG ARMOR* WEIGHT PRICE
60mm HE/WP/CHEM/ILLUM 5 1 5 3 C 35 1 +2 6** 1,000
81mm HE/WP/CHEM/ILLUM 5 1 6 3 B 65 1 +2 10*** 2,500
82mm***** HE/WP/CHEM/ILLUM 5 1 6 3 B 40 1 +2 10*** 2,500
4.2 inch HE/WP/CHEM/ILLUM 5 1 8 2 A 75 1 +2 100 5,000
120mm HE/WP/CHEM/ILLUM 5 1 9 2 A 75 1 +2 50 7,500
Improvised HE/WP/CHEM/ILLUM 3 1 4–6**** 4 A–C**** 15 1 +2 5 200
*HE only. WP, CHEM, and ILLUM rounds have no direct damage effect.
**Can be broken down into tube (2), bipod (2), baseplate (1), and sight (1). Takes one stretch to assemble/disassemble.
***Can be broken down into tube (4), baseplate (3), bipod (2), and sight (1).
****Depends on ammunition used.
*****The Vasilek semi-automatic 82mm mortar system has a RoF of 2 and Mag of 4. It must be towed and can’t be bro-
ken down. It uses ammo dice just like small arms. On a hit, each on an ammo die lands an additional grenade in the tar-
get hex or a hex adjacent to it. On a miss, deviation is rolled one additional time for each rolled on the ammo dice.

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HOWITZERS

WEAPON AMMO REL ROF DAMAGE* CRIT* BLAST RANGE MAG ARMOR* PRICE
105mm HE/WP/CHEM/ILLUM 5 1 8 2 B 150 1 +2 10,000
122mm HE/WP/CHEM/ILLUM 5 1 10 1 B 200 1 +2 15,000
152mm HE/WP/CHEM/ILLUM 5 1 11 1 A 250 1 +2 20,000
155mm HE/WP/CHEM/ILLUM 5 1 11 1 A 250 1 +2 25,000
203mm** HE/WP/CHEM/ILLUM 5 1 12 1 A 400 1 +2 30,000
*HE only. WP, CHEM, and ILLUM rounds have no direct damage effect.
**Capable of firing atomic shells.

HEAVY WEAPONS AMMUNITION

TYPE CALIBER WEIGHT PRICE TYPE CALIBER WEIGHT PRICE

GL 40mm ¼ 25 APFSDS 115–125mm 8 500


ATRL 58–110mm 1 150 126–139mm 10 750
ATGM 127–152mm 4 500 140mm+ 12 1,000
HE 20–40mm ¼ 25 CHEM 61–75mm 2 150
41–60mm ½ 50 76–90mm 4 250
61–75mm 2 100 91–114mm 6 350
76–90mm 4 150 115–125mm 8 450
91–114mm 6 200 126–139mm 10 750
115–125mm 8 250 140mm+ 12 1,000
126–139mm 10 350 WP 61–75mm 2 100
140mm+ 12 500
76–90mm 4 150
HEAT 61–75mm 2 150
91–114mm 6 200
76–90mm 4 200
115–125mm 8 250
91–114mm 6 250
126–139mm 10 350
115–125mm 8 350
140mm+ 12 500
126–139mm 10 500
ILLUM 61–75mm 2 25
140mm+ 12 750
76–90mm 4 50
AP 20–40mm ¼ 25
91–114mm 6 75
41–60mm ½ 50
115–125mm 8 100
61–75mm 2 100
126–139mm 10 150
76–90mm 4 150
140mm+ 12 200
APDS 91–114mm 6 250

MINES

MINE NATION TYPE DAMAGE CRIT BLAST ARMOR WEIGHT PRICE


M16 US Anti-personnel 5 3 C +1 ½ 50
M18 Claymore US Directional – – B 0 ½ 75
M21 US Anti-tank 7 2 B –1 1 150
M67 ADAM* US Anti-personnel 3 4 D +2 ½ 25
OZM-4 USSR Anti-personnel 5 3 C +1 ½ 50
MON-50 USSR Directional – – B 0 ½ 75
TM-72 USSR Anti-tank 7 2 B –1 1 150
PFM* USSR Anti-personnel 2 2 D +2 ¼ 10
*Scatterable by artillery.

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VEHICLES
VEHICLE FEATURES Extra passengers can fit into the cargo hold (below), but each counts
The features used in the vehicle tables are explained below. as 50 encumbrance units. If no passenger value is indicated, the
vehicle can only carry passengers on the outside, for short distances.
TYPE: The general type of vehicle. See the table below to the right.
CARGO: The maximum number of encumbrance units that can be carried
REL stands for reliability rating. Wear and damage can reduce this in the vehicle’s cargo hold. Each empty passenger seat (above) can be
rating, but it can never go above its starting level. used to carry 25 extra units. Up to 50% excess cargo may be carried, but
this reduces the vehicle’s combat and travel speeds by half and doubles
TRAVEL SPEED: Indicates the speed of the vehicle (in 10km hexes) on- its fuel consumption. A trailer can hold up to the cargo value of the
road/off-road per shift of driving. Read more in chapter 6. vehicle, effectively doubling its capacity, but using one also reduces the
combat and travel speeds by half and doubles the fuel consumption.
COMBAT SPEED: Indicates the base safe speed of the vehicle (in 10m
hexes) on-road/off-road per driving action in combat, as well as the MAIN WEAPON: The primary weapon on the vehicle, fired by a
mode of transportation (W = Wheeled and T = Tracked). dedicated gunner. (P) = pintle mount, (PG) = pintle mount with gun
shield, (T) = turret mount, (C) = coaxial, (H) = hull mount, S = stabilized
ARMOR: The armor levels against weapons fired at the front, sides and gun, FCS = fire control system, IR = infrared, Tm = thermal. See pages
rear of the vehicle (page 83). For attacks against the top or bottom, 84 and 85 for an explanation of these terms.
use the rear armor level.
SECONDARY WEAPON: Secondary weapons may be fired by crew who
FUEL TYPE: Gasoline (G) or diesel (D). Vehicles may be converted to are not performing another task. Passengers may take over pintle-
run on alcohol fuel (page 142). mounted weapons if no dedicated gunner is available. SD = Smoke
dischargers (page 60). R = Radio (vehicular radios have double the
FUEL CAP: The fuel capacity in liters (a US gallon is 3.8 liters). range of equivalent portable radios, generally 10-20 km, see page 127).

FUEL CONS: The fuel consumption, in liters per 10km hex driven. Off-
road, the fuel consumption is doubled. When running on alcohol VEHICLE TYPE ABBREVIATIONS
fuel, the fuel consumption of the vehicle is also doubled.
APC Armored Personnel Carrier
CREW: The number of crew needed for the designated positions IFV Infantry Fighting Vehicle
of the vehicle. If a second value is indicated, this is the number of MBT Main Battle Tank
passengers that can fit comfortably, including their carried gear.

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CIVILIAN VEHICLES

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS
Horse – 2/2 3/2 – – – – - - 1+1 25 500
Wagon 5 1/1 W 2/1 – – – – - - 1+4 100 250
Bicycle 5 2/1 W 4/2 – – – – - - 1 25 50
Motorcycle 5 6/1 W 9/2 – – – G 20 0.5 1+1 25 3,000
Dirt bike 5 4/3 W 6/4 – – – G 10 0.5 1 25 2,000
2WD Car 5 6/1 W 10/1 1 1 1 G or D 60 1 1+3 75 4,000
4WD Car 5 6/3 W 10/6 1 1 1 G or D 80 2 1+3 75 10,000
Pickup Truck 5 5/3 W 9/4 1 1 1 G 100 2 1+5 250 8,000
Light Truck 5 3/2 W 8/1 1 1 1 G 150 3 1+14 500 20,000
Heavy Truck 5 2/1 W 6/1 1 1 1 D 300 4 1+16 1,500 30,000
Bus 5 2/1 W 6/1 1 1 1 D 300 8 1+50 1,250 25,000
Rowboat 5 1* 2* – – – – - - 1+4 100 100
Small Sailing Boat 5 3* 3* 1 1 1 – - - 1+7 250 250
Small Motorboat 5 4* 5* 1 1 1 G 80 5 1+7 250 4,000
Tugboat 5 2* 4* 1 1 1 D 1,000 50 4+16 5,000 15,000
*On water only

US MILITARY VEHICLES

HMMWV
The M998 was the first version of the HMMWV, or High-Mobility Multipurpose The M1114 HMMWV was similar to the earlier M998, but it had a heavier
Wheeled Vehicle, introduced in the 1980s. It was often called a “Humvee” suspension and armor plate intended to stop small arms fire and shell
(but never a “Hummer”). It had no armor but did have a pintle mount on fragments. It also had a pintle mount on top that could hold a machinegun,
top for a machinegun. but was only just entering service when hostilities started in the late 1990s.

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

M998 4WD 5 5/4 W 10/8 1 1 1 G 95 3 1+4 250 M240B R 15,000


HMMWV Car (P)
M1114 4WD 5 4/3 W 9/7 3 3 3 G 95 3 1+4 250 M2HB R 20,000
HMMWV Car (PG)

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M151
The M151 was the final version of the standard World War II American Jeep, officially
known as the Truck, Utility, ¼ Ton, 4x4. Although officially superseded by the HMMWV,
the Jeep was still in frontline service when the war broke out in the late 1990s in many
support and reserve units. Optionally, a pintle may be installed for the M60 machine gun.

TYPE REL COMBAT SPEED TRAVEL SPEED FRONT ARMOR SIDE ARMOR

Car 5 6/3 W 10/6 1 1

REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO

1 G 65 2 1+3 75

MAIN WEAPON SECONDARY WEAPON(S) PRICE

– – 10,000

M113
The M113 entered US service in the early 1960s and was developed
into a number of role-based versions. Although it was replaced in
infantry service by the Bradley IFV beginning in the 1980s, it is still
widely held by reserve and support units and actually outnumbers
the Bradley on the battlefield.
The M113 ACAV variant mounts additional machineguns beyond
the standard M2HB, consisting of two M60 machineguns with
gunshields on pintles on the port and starboard sides. This model
could provide a better base of fire for dismounted infantry and was
often used to escort them directly in combat.
The M901 Improved TOW Vehicle, based on the M113, is often
called a “Hammerhead” due to its distinctive appearance. It carries
a dual-TOW launching platform that can be raised on an elevator
to be fired from a hull-down position behind cover.

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

M113A3 APC 5 4/3 T 8/6 4 4 4 D 360 8 2+11 250 M2HB SD, R 125,000
(PG)
M113 APC 5 4/3 T 8/6 4 4 4 D 360 8 2+9 250 M2HB M60 x2 125,000
ACAV (PG) (PG), SD, R
M901 ITV APC 5 4/3 T 8/6 4 4 4 D 360 8 4 – TOW x2 (T) SD, R 100,000

BRADLEY M2/M3
The Bradley was the first US Infantry Fighting
Vehicle and was adopted in the early 1980s
to fight alongside the M1 Abrams MBT and
in response to the successful Soviet BMP IFV.
In addition to its 25mm chain gun and two
TOW missiles, the vehicle has six M231 firing
port weapons built into the hull to allow those
inside to provide defensive fire when traveling
mounted.

TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY WEAPON(S) PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON

IFV 5 5/4 T 9/8 5 4 4 D 360 12 3+7 250 25mm(T), M240B, (C) TOW x2 250,000
FCS,Tm (C), 6xM4A1, SD, R

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M1 ABRAMS
The M1 Abrams is the culmination of the MBT 70
program jointly managed by the United States
and West Germany. It led to many experimental
prototypes and eventually to the adoption of both
the M1 Abrams and the Leopard 2 in the early 1980s.
Most M1 versions (with the 105mm gun) have
been replaced or upgraded to the M1A1 standard.
The M1A1 Abrams is a major upgrade to the
M1 through the replacement of the 105mm main
gun with the 120mm Rheinmetall gun used on the
Leopard 2 from the mid-1980s. It also has improved
armor as well as an upgraded air filtration system
to better protect the crew against chemical attacks.

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

M1 MBT 5 5/4 T 10/9 11 8 6 G 1,915 40 4 300 105mm M2HB (PG), 900,000


Abrams (T), FCS, M240B (C),
Tm M240B (PG), SD, R
M1A1 MBT 5 5/4 T 10/9 12 8 6 G 1,915 40 4 300 120mm M2HB (PG), 1,000,000
Abrams (T), FCS, M240B (C),
Tm M240B (PG), SD, R

OTHER US VEHICLES
CUCV: The Civilian Utility Cargo Vehicle, M977 HEMTT: The M977 Heavy Expanded
was one of a range of general purpose Mobility Tactical Truck is an unusual eight-
civilian pickup trucks painted in a wheeled transport adopted in the early
camouflage pattern and used in the rear 1980s to replace medium and heavy cargo
echelons where there was little need for off- vehicles for tactical use. It can carry
road travel. They ran on a universal CUCV key up to ten tons of cargo on its flatbed,
to allow any soldier to use one as needed. or a standard short shipping container.

M35 2.5 TON TRUCK: The M35 2.5 ton truck LAV-25: The LAV-25 Light Armored Vehicle
was commonly called the “deuce and a half” was developed for the US Marine Corps in the
for its carrying capacity. The rear of early 1980’s. It is armed with the same M242
the truck could serve as a flat stake- 25mm chain gun that is used by the Bradley
bed or a passenger compartment with IFV. It is an amphibious, wheeled armored
benches. Although the cab was made of personnel carrier that is lighter, cheaper,
metal, the best the passengers or cargo and faster than a typical tracked IFV.
in the rear could get was a canvas cover
for protection from the elements. AAVP-7A1: An amphibious troop transport
used by the US Marine Corps.
M939 5 TON TRUCK: The M939 5 ton truck is
a large, conventional cargo truck that is M60A3: The M60A3 is the final version of
often used to mount cargo boxes for specific the Patton series of tanks developed in the
purposes (such as communications, repair, 1950s. It went through several upgrades
or TOC). It was also often used as a prime before being replaced by the M1 Abrams
mover for artillery and could tow a large and still serves in many National Guard
trailer in addition to its regular load. units as well as the US Marine Corps.

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US MILITARY VEHICLES

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

M151 Car 5 6/3 W 10/6 1 1 1 G 65 2 1+3 75 – – 10,000


CUCV Pickup 5 5/3 W 9/4 1 1 1 G 90 2 1+3 75 – – 8,000
M998 4WD 5 5/4 W 10/8 1 1 1 G 95 3 1+4 250 M240B (P) R 15,000
HMMWV Car
M1114 4WD 5 4/3 W 9/7 3 3 3 G 95 3 1+4 250 M2HB (PG) R 20,000
HMMWV Car
M35 2.5 Light 5 3/2 W 8/3 1 1 1 D 190 3 1+14 400 – – 20,000
Ton Truck Truck
M939 5 Heavy 5 2/1 W 5/3 1 1 1 D 300 4 1+16 1,100 – – 30,000
Ton Truck Truck
M977 Heavy 5 2/1 W 5/3 1 1 1 D 585 8 1+20 2,500 – R 40,000
HEMTT Truck
LAV-25 APC 5 4/3 W 10/6 4 4 4 D 270 6 3+6 300 25mm (T) M240B x2 100,000
(P), SD, R
AAVP-7A1* APC 5 4/3 T 8/5 5 4 4 D 650 12 4+25 500 Mk 19 (T) M2HB (C) R 150,000
M113A3 APC 5 4/3 T 8/6 4 4 4 D 360 8 2+11 250 M2HB (PG) SD, R 125,000
M113 APC 5 4/3 T 8/6 4 4 4 D 360 8 2+9 250 M2HB (PG) M60 x2 125,000
ACAV (PG), SD, R
M901 ITV APC 5 4/3 T 8/6 4 4 4 D 360 8 4 150 TOW x2 (T) SD, R 100,000
Bradley IFV 5 5/4 T 9/8 5 4 4 D 360 12 3+7 250 25mm (T), M240B, (C) 250,000
M2/M3 FCS, Tm TOW x2
(C), SD, R
M60A3 MBT 5 4/3 T 8/7 9 7 5 D 1,425 25 4 300 105mm M2HB, (T), 500,000
(T), FCS, IR M240B
(C), SD, R
M1 MBT 5 5/4 T 10/9 11 8 6 G 1,915 40 4 300 105mm M2HB (PG), 900,000
Abrams (T), FCS, M240B
Tm (C), M240B
(PG), SD, R
M1A1 MBT 5 5/4 T 10/9 12 8 6 G 1,915 40 4 300 120mm M2HB (PG), 1,000,000
Abrams (T), FCS, M240B
Tm (C), M240B
(PG), SD, R

*Amphibious vehicle – can move through shallow water and swamp unhindered.

SOVIET MILITARY VEHICLES

UAZ-469B
The UAZ-469B is a light off-road utility vehicle, similar in concept to the Jeep,
which was introduced in the mid-1960s. Its capacity, low cost, and widespread
availability made it popular among the former Warsaw Pact nations as well as
the militaries of other nations aligned with the Soviet Union.

TYPE REL COMBAT SPEED TRAVEL SPEED FRONT ARMOR SIDE ARMOR

Car 5 6/3 W 10/6 1 1

REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO

1 G 75 2 1+6 150

MAIN WEAPON SECONDARY WEAPON(S) PRICE

– – 7,500

Karl Punu (Order #34316430) 0119


119
BTR SERIES APC
The BTR-60, or Bronetransporter, is an 8x8 armored personnel
carrier, powered by two separate engines, that entered Soviet
service in the early 1960s. It was innovative for its time and could
carry eight soldiers and their gear. It is still widely used among
second- and third-line units.
The BTR-70 replaced the BTR-60 in Soviet military service in
the 1970s. It is very similar to the BTR-60, but could only carry
seven soldiers in addition to the crew, and ultimately not many
were produced.
The BTR-80 was was adopted in the mid-1980s. It replaced the
dual-gasoline engines of the previous generations of BTRs with
a single diesel engine. Like the BTR-70, it could only carry seven
infantrymen, but its turret could also mount a 30mm autocannon.
All BTRs can be made amphibious by one stretch of preparations.

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

BTR-60 APC 5 4/3 W 9/6 4 4 4 G 290 6 2+12 300 KPV (T) R 75,000
BTR-70 APC 5 4/3 W 9/6 4 4 4 G 350 6 3+7 300 KPV (T) R 90,000
BTR-80 APC 5 4/3 W 10/6 4 4 4 D 300 6 3+7 300 30mm (T) PKM (C) , R 100,000

T-SERIES TANKS
The T-55 was designed after World War II
and adopted in the early 1960s. This series
was the most widely produced tank in the
world, with as many as 100,000 reported to
have been built. Although replaced in front-line ser-
vice by the T-64, T-72, and T-80, the T-55 has gone through
numerous upgrades and can still be found in service with
many second- and third-line units and Soviet allies,
including the former Warsaw Pact nations.
The T-62 is similar to the T-55, but is better
armored and carries a larger gun. However, it was
quickly eclipsed by Western tanks that were coming
out at the same time, and so few were made. It can
still be found in the tank regiments of some second-line
Motor Rifle Divisions.
The T-64 was adopted in the mid-1960s to fight the premier
Western tanks of its day, the M60, Leopard, and Chieftain. While saw Pact allies. Although intended only to be cheaper and simpler than the
formidable, its cost was high and some weaknesses were discovered, T-64, numerous improvements made it a superior tank in combat as well.
leading to it being replaced by the T-72, although some T-64s can still be The T-80 was introduced in the late 1970s to supplement the T-72 tanks
found in second-line tank divisions. then in production, especially in tank divisions. It is more akin to a highly
The T-72 was developed as a cheaper replacement for the T-64 in the modernized T-64 than to the T-72, and is more powerful, maneuverable,
early 1970s, and is still in front-line service and used by several former War- and better armored than previous Soviet main battle tanks.

VEHI- TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
CLE SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

T-55 Medium 5 4/3 T 7/6 6 5 4 D 965 24 4 300 100mm PKM (C), 350,000
Tank (T), IR DShK-38
(P), SD, R
T-62 Medium 5 5/4 T 8/7 7 6 5 D 580 24 4 300 115mm PKM (C), 500,000
Tank (T), S, IR DShK-38
(P), SD, R
T-64 MBT 5 5/4 T 9/8 8 7 5 D 1,000 24 3 300 125mm PKM (C), NSV 600,000
(T), FCS, IR (P), SD, R
T-72 MBT 5 5/4 T 9/8 9 8 5 D 1,200 24 3 300 125mm PKM (C), NSV 700,000
(T), FCS, IR (P), SD, R
T-80 MBT 5 6/5 T 10/9 10 8 5 G 910 24 3 300 125mm PKM (C), NSV 800,000
(T),FCS,Tm (P), SD, R

120
0120
Karl Punu (Order #34316430)
BMP SERIES IFV
The BMP-1, or Boyevaya Mashina Pekhoty, was the first
true infantry fighting vehicle and inspired the wave of
Western IFVs that followed. It carries eight passengers
(who can fire from inside the vehicle) in addition to the
three crew, is amphibious, and mounts a 73mm cannon.
Although replaced by the BMP-2, it still serves in many
second- and third-line units and among the forces of
former Warsaw Pact nations.
The BMP-2 replaced the BMP-1 in the early 1980s
and is very similar in appearance. It carries a 30mm auto-
cannon in the turret and can mount a 9M111 or 9M113
ATGM as well. Unlike the BMP-1, it can only carry seven
infantrymen.
The BMP-3 replaced the BMP-2 in the late 1980s. It
is armed with a 100mm main gun and a coaxial 30mm
autocannon. By the time the war broke out, the BMP-3
had only replaced the BMP-2 in first-line units.
All BMP models can be made amphibious by one
stretch of preparations.

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

BMP-1 IFV 5 4/3 T 8/6 5 5 4 D 425 8 3+7 300 73mm PKM (C) , R 150,000
(T), IR
BMP-2 IFV 5 4/3 T 8/7 5 5 4 D 425 8 3+7 300 30mm PKM (C), 175,000
(T), IR AGS-17
(P), SD,
9M113, R
BMP-3 IFV 5 5/4 T 9/8 5 5 4 D 700 8 3+7 300 100mm 30mm 200,000
(T), Tm (C), PKM
(C), SD, R

OTHER SOVIET VEHICLES


ZIL-131: A general-purpose 6x6 truck. smaller, drive wheels that it can engage
Introduced in the 1960s, it forms the in particularly difficult terrain, and can
foundation of a variety of cargo vehicles be fitted with antitank missile systems.
as well as rocket launcher systems.
BMD-2: A Soviet airborne infantry fighting
GAZ-66: A widely used medium-sized 4x4 vehicle, introduced in 1985. It is fully
truck in service since the mid-1960s. amphibious and can be air dropped.
There are numerous variants, including
an ambulance, chemical disinfecting PT-76: A Soviet amphibious light tank
station, and rocket launcher system. with a 76mm gun introduced in the 1950s.
Although still in service, it is rarely
BRDM-2: The Boyevaya Razvedyvatelnaya encountered and then mostly in Naval
Dozornaya Mashina is a 4x4 amphibious Infantry and combat engineer units,
armored car adopted for reconnaissance although it is sometimes found in divisional
duties in the 1960s. It has four extra, reconnaissance units alongside the BRDM-2.

Karl Punu (Order #34316430) 0121


121
SOVIET MILITARY VEHICLES

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

UAZ-469B Car 5 6/3 W 10/6 1 1 1 G 75 2 1+6 150 – – 7,500


GAZ-66 Truck 5 3/2 W 8/3 1 1 1 G 210 3 1+12 375 – – 15,000
ZIL-131 Truck 5 2/1 W 5/3 1 1 1 G 340 4 1+16 1,250 – – 25,000
BRDM-2* Arm. Car 5 5/4 W 9/6 3 3 3 G 290 4 4 150 KPV (T) R 50,000
BTR-60* APC 5 4/3 W 9/6 4 4 4 G 290 6 2+12 300 KPV (T) R 75,000
BTR-70* APC 5 4/3 W 9/6 4 4 4 G 350 6 3+7 300 KPV (T) R 90,000
BTR-80* APC 5 4/3 W 10/6 4 4 4 D 300 6 3+7 300 30mm (T) PKM (C) , R 100,000
BMP-1* IFV 5 4/3 T 8/6 5 5 4 D 425 8 3+7 300 73mm (T), IR PKM (C) , R 150,000
BMP-2* IFV 5 4/3 T 8/7 5 5 4 D 425 8 3+7 300 30mm PKM (C), 175,000
(T), IR AGS-17
(P), SD,
9M113, R
BMP-3* IFV 5 5/4 T 9/8 5 5 4 D 700 8 3+7 300 100mm 30mm 200,000
(T), Tm (C), PKT
(C), SD, R
BMD-2** IFV 5 4/3 T 8/6 3 3 3 D 300 5 4+4 200 30mm (T), IR PKM (C), R 150,000
PT-76* L. Tank 5 4/3 T 9/7 5 4 3 D 250 6 3 300 76.2mm (T) PKM (C) , R 150,000
T-55 Medium 5 4/3 T 7/6 6 5 4 D 965 24 4 300 100mm PKM (C), 350,000
Tank (T), IR DShK-38
(P), SD, R
T-62 Medium 5 5/4 T 8/7 7 6 5 D 580 24 4 300 115mm PKM (C), 500,000
Tank (T), S, IR DShK-38
(P), SD, R
T-64 MBT 5 5/4 T 9/8 8 7 5 D 1,000 24 3 300 125mm PKM (C), 600,000
(T), FCS, IR NSV (P),
SD, R
T-72 MBT 5 5/4 T 9/8 9 8 5 D 1,200 24 3 300 125mm PKM (C), 700,000
(T), FCS, IR NSV (P),
SD, R
T-80 MBT 5 6/5 T 10/9 10 8 5 G 910 24 3 300 125mm PKM (C), 800,000
(T), FCS, NSV (P),
Tm SD, R
*Can be made amphibious by one stretch of preparations. Amphibious vehicles can move through shallow water and swamp unhindered.
**Amphibious with no preparation required

SWEDISH MILITARY VEHICLES

TGB 11
The 4x4 Volvo C303 went into production as the Terrängbil 11 in the mid-1970s
as the Swedish standard light utility vehicle.

TYPE REL COMBAT SPEED TRAVEL SPEED FRONT ARMOR SIDE ARMOR

Light 5 5/3 W 9/6 1 1


Truck

REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO

1 G 80 2 1+6 150

MAIN WEAPON SECONDARY WEAPON(S) PRICE

* – 15,000

122
0122
Karl Punu (Order #34316430)
TGB 13
The Tgb 13 is a six-wheeled version of the Tgb 11, that can carry a heavier
load.

TYPE REL COMBAT SPEED TRAVEL SPEED FRONT ARMOR SIDE ARMOR

Light 5 5/3 W 8/6 1 1


Truck

REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO

1 G 80 3 1+6 350

MAIN WEAPON SECONDARY WEAPON(S) PRICE

* – 15,000

BV 206 S
The Bandvagn 206 is a tracked, articulated all-terrain
transport that can carry up to 17 soldiers or 2.5 tons
of cargo. It was developed during the 1970s and is
particularly useful in winter environments due to its
low ground pressure.
The Bv 206 S is the armored personnel carrier version
of the Bv 206. It can carry up to twelve combat-ready
soldiers.

TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY WEAPON(S) PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON

APC 5 3/3 T 4/4 3 3 3 G 160 4 1+12 300 Ksp 88 R 50,000


(P)

STRF 90
The Stridsfordon 90 IFV was developed during the
1980s and entered Swedish service shortly before
the war started. It can carry eight soldiers in addition
to the three crew and has excellent mobility in snow
and mud.

TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY WEAPON(S) PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON

IFV 5 5/4 T 8/7 5 4 3 D 520 10 3+8 250 40mm Ksp 58 (C), SD, R 200,000
(T), Tm

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123
STRV 103C
The Stridsvagn 103C main battle tank was
developed in the 1950s and was ahead of its
time, using a turbine engine, an autoloader, and
a low turretless superstructure. Due to the hull-
mounted configuration, the fire control system on
the Strv 103C does not allow firing and moving
in the same round.

TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY WEAPON(S) PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON

MBT 5 4/3 T 9/7 8 6 4 D 960 12 3 300 105mm Ksp 58 x2 (C), 600,000


(H), FCS, IR Ksp 58 (P) , R

OTHER SWEDISH VEHICLES


PATGB 180: The Pansarterrängbil 180 is a the Strf 90, there are still many in
Finnish-produced, amphibious 6x6 armored service. The PBV 302 can carry eight
personnel carrier adopted by Sweden in soldiers in addition to the three crew.
the mid-1980s. It can carry up to eight
soldiers, who can make use of the firing STRV 121: The Strv 121 main battle tank
ports to defend the vehicle from attack. is the German Leopard 2A4 developed
in the 1970s and entering Swedish
PBV 302: The Pansarbandvagn 302 is service in the mid-1990s. It was due to
a conventional APC developed in the be replaced by the Strv 122 (Leopard
1960s and produced through the mid- 2A5) just as the war broke out.
1970s. Although officially replaced by

SWEDISH MILITARY VEHICLES

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

Tgb 11 Light Truck 5 5/3 W 9/6 1 1 1 G 80 2 1+6 150 * – 15,000


Tgb 13 Light Truck 5 5/3 W 8/6 1 1 1 G 80 3 1+6 350 * – 15,000
Bv 206 All-Terrain 5 4/3 T 5/4 1 1 1 G 160 3 1+17 600 * – 40,000
Carrier
Bv 206 S APC 5 3/3 T 4/4 3 3 3 G 160 4 1+12 300 Ksp 88 (P) R 50,000
Patgb APC 5 4/3 W 8/4 4 4 4 D 140 6 2+16 400 Ksp 88 (T) R 100,000
180
PBV 302 APC 5 4/3 T 6/5 4 4 4 D 285 8 3+8 200 23mm (T) Ksp 58 (P) , R 125,000
Strf 90 IFV 5 5/4 T 8/7 5 4 3 D 520 10 3+8 250 40mm Ksp 58 (C), 200,000
(T), Tm SD, R
Strv MBT 5 4/3 T 9/7 8 6 4 D 960 12 3 300 105mm** Ksp 58 x2 (C), 600,000
103C (H), FCS, IR Ksp 58 (P) , R
Strv 121 MBT 5 5/4 T 10/9 12 10 6 D 1,200 30 4 300 120mm MG3 (C), 1,000,000
(T), FCS, MG3 (P),
Tm SD, R
*Can be fitted with a Ksp 58 (P).
**Due to the hull-mounted configuration, the FCS on the Strv 103C does not allow firing and moving in the same round.

124
0124
Karl Punu (Order #34316430)
POLISH MILITARY VEHICLES
UAZ 469B: The Polish UAZ-469B is BRDM-2: The Polish BRDM-2 is
identical to the Soviet UAZ-469B. identical to the Soviet BRDM-2.

HONKER 4012: The Honker is a light- MT-LB: The MT-LB is an older Soviet
duty 4x4 pickup truck with an enclosed amphibious tracked armored transport that
cab adopted in the mid-1980s. It can is widely used by the Polish armed forces
carry up to ten passengers, although and has even been upgraded with Polish
fewer if they are loaded for combat. engines in some cases. 11 soldiers or up to
2 tons of cargo may be carried. It is also
STAR 266: The Star 266 is a 6x6 truck often used as a prime mover for artillery.
capable of carrying up to 3.5 tons of cargo.
It was adopted in the mid-1970s and widely BWP-1: The Polish BWP-1 is
used in its primary role as well as that of similar to the Soviet BMP-1.
a mobile command post, liquid transport,
decontamination vehicle, and crane truck. T-72M: Export version of the Soviet
T-72 with inferior armor.
ZIL-131: The Polish ZIL-131 is
identical to the Soviet ZIL-131. PT-91 TWARDY: The PT-91 is essentially
a late model T72M1 that has been
GAZ-66: The Polish GAZ-66 is manufactured or upgraded in Polish
similar to the Soviet GAZ-66. service with improved drive train, armor,
fire control systems, and radios.

POLISH MILITARY VEHICLES

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

UAZ 469B Car 5 6/3 W 10/6 1 1 1 G 75 2 1+6 150 – – 7,500


Honker Light 5 5/2 W 8/3 1 1 1 G 110 2 1+10 300 – – 20,000
4012 Truck
GAZ-66 Light 5 3/2 W 8/3 1 1 1 G 210 3 1+12 375 – – 15,000
Truck
Star 266 Heavy 5 2/1 W 5/2 1 1 1 G 300 4 1+12 850 – – 25,000
Truck
ZIL-131 Heavy 5 2/1 W 5/3 1 1 1 G 340 4 1+16 1,250 – – 25,000
Truck
BRDM-2 Armored 5 5/4 W 9/6 3 3 3 G 290 4 4 150 KPV (T) R 50,000
Car
MT-LB APC 5 4/3 T 6/5 4 4 4 D 450 6 2+11 400 NSW (P) AGS-17, R 75,000
BWP-1 IFV 5 4/3 T 8/6 5 5 4 D 460 8 3+7 300 73mm PKM (C) , R 150,000
(T), IR
T-72M MBT 5 5/4 T 9/8 8 7 5 D 1,200 24 3 300 125mm PKM (C), 650,000
(T), FCS, NSW (P),
IR SD, R
PT-91 MBT 5 6/5 T 10/8 10 8 5 D 1,000 30 3 300 125mm PKM (C), 850,000
Twardy (T), FCS, NSW (P),
Tm SD, R

Karl Punu (Order #34316430) 0125


125
OTHER MILITARY VEHICLES
LAND ROVER: A 4x4 light utility vehicle early 1970s, it still serves as the
in British service since the late 1940s. German army’s primary troop transport.

AMX-10 RC: A French 6x6 heavy reconnaissance WARRIOR: Adopted into British service in
vehicle. Unusual for wheeled scouts, it the mid-1980s to replace the outdated FV
carries a full-sized 105mm cannon. 432, a box-like APC similar to the US M113.

WIESEL: A German airborne combat CHALLENGER 1: Entered British service


vehicle adopted in the mid-1980s. in the early 1980s and serves currently,
supplemented by some of the Challenger
TPZ FUCHS: A German wheeled 6x6 armored 2 MBTs produced in the mid-1990s.
personnel carrier, adopted in the 1970s.
LECLERC: Entered French service
AMX-10P: A tracked armored personnel carrier in the early 1990s after a 20-year
adopted by the French army in the 1970s. program to replace the AMX-30.

SARACEN: A wheeled 6x6 armored LEOPARD 2A4: The latest generation of the
personnel carrier used by the slab-sided Leopard 2 tank developed in
British army since the 1950s. West Germany in the 1970s. Large numbers
of these tanks were also sold to other
MARDER: Adopted by West Germany in the European nations in the early 1990s.

OTHER MILITARY VEHICLES

VEHICLE TYPE REL COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL CREW CARGO MAIN SECONDARY PRICE
SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON(S)

Land Rover Car 5 6/3 W 10/6 1 1 1 G 75 2 1+3 75 M240B – 10,000


AMX-10 RC Armored 5 4/3 W 7/3 4 4 4 D 700 4 4 250 105mm M240B 125,000
Car (T) (C), M2HB
(P), SD, R
Wiesel Light 5 4/3 T 6/4 3 3 3 D 80 4 3 150 20mm MG3 (P) , R 75,000
Tank (T) or
TOW
(P)
TPz Fuchs APC 5 4/3 W 7/4 4 4 3 D 390 4 2+10 250 M240B SD, R 100,000
(P)
AMX-10P APC 5 4/3 T 7/5 4 4 4 D 530 8 3+8 250 20mm M240B 125,000
(T) (C), SD, R
Saracen APC 5 4/3 W 7/4 4 4 3 G 200 6 2+9 250 M240B R 100,000
(T)
Marder IFV 5 4/3 T 8/7 5 4 4 D 650 12 3+6 250 20mm Milan (C), 225,000
(T), Tm MG3 (C), SD, R
Warrior IFV 5 5/4 T 8/7 5 5 4 D 770 12 3+7 250 30mm M240B (C), 250,000
(T), Tm M240B
(P), SD, R
Chal- MBT 5 5/4 T 10/8 11 8 6 D 1,800 40 4 300 120mm M240B 900,000
lenger 1 (T),FCS,Tm (C), SD, R
Leclerc MBT 5 6/4 T 10/9 11 8 5 D 1,300 25 3 300 120mm M2HB (C), 1,000,000
(T), FCS, M240B
Tm (P), SD, R
Leopard MBT 5 5/4 T 10/9 12 10 6 D 1,200 30 4 300 120mm MG3 (C), 1,000,000
2A4 (T),FCS,Tm MG3 (P), SD, R

126
0126
Karl Punu (Order #34316430)
GEAR
BODY ARMOR
SSH-68 (RUSSIAN) WZ75 (POLISH) PASGT (US) HJÄLM 90 (SWEDISH)

STEEL HELMET KEVLAR HELMET


LOCATION ARMOR WEIGHT PRICE LOCATION ARMOR WEIGHT PRICE

Head 1 1 25 Head 1 ½ 100

WEAPONS GEAR
Weapons gear is associated with the soldier’s issue firearms (and BODY ARMOR
sometimes with civilian firearms as well). Such equipment can improve
ARMOR LOCATION ARMOR WEIGHT PRICE
the combat capability of a weapon tremendously in the right hands.
Steel Head 1 1 25
TELESCOPIC SIGHT: Gives you a +1 modifier if you aim as a slow action helmet
(+2 if you fire from a stable platform, such as a rest, sandbag, or bipod). Kevlar Head 1 ½ 100
It is most often used by snipers and hunters. Weight: 0. Price 100. helmet
Flak jacket Torso 1 1 150
NIGHT VISION SIGHT: Enables a firearm to be fired without restrictions
Plate vest Torso 2 3 250
or modifiers for darkness, but only within MEDIUM range. Night vision
sights use infrared lights that are not visible to the naked eye but are
visible to other night vision devices. Night vision sights used without
the infrared light can only be used within SHORT range. Weight: ½.
Price 250. COMMUNICATIONS GEAR
Hand-held (manpack) radios are used by dismounted tactical units to
BAYONET: Adding a bayonet to a military rifle allows it to be used more communicate with each other and with their headquarters. The most
effectively in hand-to-hand combat. Weight: ¼. Price 5. basic radio is a single-channel FM radio broadcasting in the clear. Advanced
radios use encryption and frequency hopping to prevent interception.
BIPOD: A bipod provides a more stable firing platform than an unsup- Military combat vehicles are generally equipped with FM radios
ported position. Bipods are normally part of light and general-purpose that are compatible with manpack radios but run on vehicle power
machineguns but may also be mounted on rifles. Weight: ¼. Price 10. rather than increasingly rare batteries (page 131).

TRIPOD: A tripod provides a stable firing platform for heavy weapons RANGE: The approximate range for each radio is listed in kilometers.
such as general-purpose and heavy machineguns and some ATGMs, When mounted in a vehicle, or using a long wire antenna, the range is
such as the BGM-71 TOW. For general-purpose machineguns, its use doubled. The range can also be doubled (for a shift) with a successful
is optional, but for heavier weapons, it is required unless fired from TECH roll. See the chart on the next page to determine what a range
a vehicle mount. Weight: 2. Price 25. in km means in terms of hexes on the travel map.
Note that HF/AM radios (such as those used by HAM radio
SUPPRESSOR: A suppressor reduces the sound of the report of a firearm operators) are capable of skipping signals off the atmosphere to
being shot, but does not silence it, making it harder to pinpoint where reach many hundreds of kilometers if the conditions are right.
it came from. Although relatively rare, suppressors can be found
for many pistols, rifles, and submachine guns. A specially-modified
US MILITARY RADIOS
barrel is generally required for mounting a suppressor, although
many modern assault rifles can simply replace their existing muzzle AN/PRC-148 MBITR: Developed by SOCOM for the primary use of
brake with one. Weight: ½. Price 150. special operations forces in the early 1990s. It is a multiband

Karl Punu (Order #34316430) 0127


127
05
WEAPONS,
VEHICLES
range). It provides options for VHF-FM frequency hopping
& GEAR RADIO RANGE at 100 times per second among 2,320 channels using an
encrypted algorithm or using a single-channel VHF-FM
RANGE IN KM RANGE IN TRAVEL HEXES
transmission in the clear or with internal encryption.
1–5 Same hex only Range: 8 km. Rel: 2. Weight: 2. Price 1,000.
6–15 Adjacent hex
16–25 Two hexes KY-57 VINSON: A portable tactical cryptographic device
that provides voice encryption for military radios and
Etc. Etc.
telephones. It was designed by the National Security
Agency (NSA) to attach by cable to insecure military com-
munication systems such as the PRC-77 and give them
handheld walkie-talkie type tactical radio and is interoperable with an encryption capability through the use of encryption
other US and NATO radios. Range: 10 km. Rel: 1. Weight: ½. Price 500. keys (Secret through Top Secret). Weight: ½. Price 2,500.

AN/PRC-77: A portable backpack solid-state VHF FM radio transceiver that


SOVIET MILITARY RADIOS
provides short-range two-way single-channel voice communication.
It operates on 920 channels in 50 MHz steps. It will accept a KY-57 R-105M: An older single-channel FM manpack radio
encryption device, enabling it to communicate with other encrypted system that uses a mix of vacuum tubes and transistors.
single-channel VHF FM radio systems using the same encryption keys. It operates in the lower middle range of most FM radios,
Range: 8 km. Rel: 3. Weight: 2. Price 350. from 36 to 46 MHz. It can be found in use only in third-
line units and among some former Warsaw Pact forces.
AN/PRC-119 SINCGARS: Has replaced the PRC-77 in frontline service in active Range: 8 km. Rel: 2. Weight: 3. Price 150.
duty units but is not widely available among support units. The PRC-119
is the 5-watt manpack version of the SINCGARS radio system, which also R-107: Replaced the R-105M in the 1970s and is also a
includes vehicle-mounted systems up to 50 watts (and with twice the single-channel FM manpack radio system that uses a mix
of micro-vacuum tubes and transistors. It also operates
in the lower middle range of most FM radios, from 20 to
52 MHz. It can be found mainly in use in third-line units
RADIOS & EMP and among former Warsaw Pact forces and rear-echelon
support units. Range: 6 km. Rel: 3. Weight: 3. Price 200.
Radios, like other electronics, are very
susceptible to the Electro-Magnetic Pulse R-126: A smaller radiotelephone for use at the platoon
(EMP) generated by nuclear explosions. and company level introduced in the 1960s. It is a single-
Solenoids, transistors, microchips, and channel FM radio with 31 fixed channels from 48.5 to
long wires are much more vulnerable than 51.5 MHz. Although replaced by the R-392A, it can still be
vacuum tubes, solid-state radios, short found in the inventories of former Warsaw Pact nations
wires, and batteries. Airbursts, which have and third-line Soviet units. Range: 2 km. Rel: 1. Weight:
less effect on buildings and people than 1. Price 100.
ground bursts, are better at spreading EMP
across a wider area. Electronics that are R-311: A very old but very common shortwave AM
off are less vulnerable than those that are radio produced since the 1950s. It is primarily used for
powered when the EMP hits them, and some transmitting and receiving Morse code. Although it is
military electronics are shielded against no longer issued by the military, its lack of transistors
specific levels of EMP. Some protection can made it somewhat EMP resistant, and since over 60,000
also be provided by Faraday cages, such as were manufactured, they can be found in many reserve
galvanized steel trash cans, to electronics inventories. Rel: 5. Weight: 5. Price 250.
stored inside. In general, most military
VHF/FM vehicle radios are likely to be R-392A: Supplemented and then replaced the R-126 in
operational in 2000, while many portable the 1970s. It is a short-range single-channel FM radio
military radios and most civilian radios will with six preset frequencies at 44.3, 44.6, 44.9, 45.2, 45.5,
likely have been rendered useless by EMP if and 45.8 MHz for use at the lowest tactical level of com-
they were within 50 km of a nuclear attack. munication. Aside from the usual batteries, this radio is
also provided with a hand crank for continuous power
generation. Range: 5 km. Rel: 1. Weight: 1. Price 350.

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R-198: The latest generation of Soviet platoon-level solid- NIGHT VISION GOGGLES: An electronic visor that amplifies light, allowing
state radios, the R-198 operates from 30-80 MHz in the the user to see in near-total darkness (and total darkness by using the
FM band. Range: 4 km. Rel: 1. Weight: 1. Price: 400. attached infrared light). They allow night vision out to three hexes (30
meters), or up to five hexes when using the attached light, eliminating
all modifiers to RANGED COMBAT and RECON due to darkness. Requires a
CIVILIAN RADIOS
battery. Rel: 1. Weight: ½. Price 250.
WALKIE-TALKIE: A cheap commercial communications
device operating in the clear on a single FM channel and THERMAL OPTICS: Thermal optics are extremely rare but can be found
useful only at very short ranges. Advanced models may on many modern armored fighting vehicles and aircraft as well as the
have multiple channels and police models sometimes CLU module of the FGM-148 Javelin. Thermals see heat rather than
have encryption. Range: 1 km. Rel: 1. Weight: ½. Price 50. amplifying light, so warm objects (such as people, animals, fires,
engines, etc.) appear light while cold objects appear dark, even through
HAM RADIO: An AM HF radio used for distant Morse fog, rain, and smoke (unless the smoke is hot or contains thermal chaff).
code (and sometimes voice) communication and relay. This eliminates all visibility limits and skill modifiers due to darkness,
Ham radios vary from fairly portable units with limited weather, and smoke. Rel: 1. Weight: 1. Price 1,000.
capabilities and range (weight 3) to barely-mobile sets
that require generator power and antennae to be set up FLASHLIGHT: A flashlight is simply a battery-powered light used to see in
when used, which can reach much of the globe (weight the dark, typically with a range of three hexes (30 meters), eliminating
5 + antenna). Rel: 2–4. Price 200–1,000. the effects of darkness within that area. It is very visible to others,
especially if they are using night vision devices. Rarely, an infrared cover
SIGNALING GEAR may be found that hides the visible light and is only visible to night vision
devices. Requires a small battery. Rel: 1. Weight: ¼. Price 30.
SIGNAL PANELS: Reversible nylon sheets with a dark green
or camouflage side and a brightly colored reverse (usually SEARCHLIGHT: A powerful spotlight with a range of 10 hexes (100 meters).
orange or pink). These can be laid out on the ground in See page 59 for more information. Must be powered by a vehicle, a large
a pattern to signal aircrews or held up at long ranges battery or a large generator. Rel: 3. Weight: 5. Price 200.
to visually identify friendly units. Weight: ½. Price 10.
COMPASS: Used to determine direction and may include advanced fea-
STROBE LIGHT: Very bright blinking lights that may have a tures such as a mil scale, lock, aiming wire, and map ruler. Gives a +2
special cap to convert the light to infrared only (visible to SURVIVAL rolls for navigating in roadless terrain (page 140). Rel: 1.
only through night vision devices). It is most often used Weight: ¼. Price 10.
to signal aircrews for landing or pickup, but can also
be used as a long-range visual signal in an emergency. GLOBAL POSITIONING SYSTEM: GPS was used by both NATO and Soviet
Weight: ¼. Price 20. aircraft and modern armored fighting vehicles, and even some hand-
held devices were available, until EMP pulses from nuclear detonations
SIGNAL FLARE: Can be fired from a single-use disposable knocked out most of them. Now, functional GPS devices are very rare,
canister or a reusable launcher with flare ammunition, and as many GPS satellites have also been destroyed, only work half of
such as a flare gun. These flares are solely for signaling the time (roll 4+ on a D6). When functional, a GPS eliminates the need
and do not provide additional light, like the flares fired to roll SURVIVAL for navigating in roadless terrain. Weight: ½. Price 250.
by mortars and other artillery. Weight: ¼. Price 5.

PROTECTIVE GEAR
OBSERVATION GEAR RADIACMETER: A radiacmeter is used to detect the level of radiation in an
Observation equipment is used to gain an advantage area. Requires a slow action to use. Rel: 1. Weight: ¼. Price 200.
over the enemy through intelligence – knowing where
they are and what they are doing, without them knowing CHEMICAL AGENT DETECTOR: This small kit is used to assess whether
that you know – or for visual signaling at a distance to a chemical agent is present in a hex and, if so, identify which agent.
friendly forces. Requires one stretch of time to use. Weight: ¼. Price 75.

BINOCULARS: Used to spot animals, people, and vehicles PROTECTIVE MASK: Used to reduce or counter the effects of chemical
at longer ranges. They typically range from 8x to 12x in weapons. Removes the –3 modifier to STAMINA rolls for avoiding the
power. Binoculars give a +2 modifier to RECON, but only effects (page 79), but also gives a –2 modifier to RECON and to STAMINA WEAPONS,
VEHICLES
when actively scouting or observing. Rel: 1. Weight: rolls made for marching. Rel: 1. Weight: ½. Price 150.

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½. Price 50.

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WEAPONS,
VEHICLES
HAZMAT/MOPP SUIT: A suit, generally made of charcoal-impregnated PAIN RELIEVER: Heals 1 point of damage in one stretch.
& GEAR water-resistant cloth in Western Europe and the US and waterproof Further doses during the same shift have no effect.
plastic in Eastern Europe. Includes rubber gloves and boots and, when Weight: 0. Price 15/dose.
worn properly with a protective mask (above), protects you fully from
most chemical weapons, even those that are lethal on contact with ATROPINE AUTOINJECTOR: A premeasured, automatic
skin. Also offers some protection against radioactive contamination injector, which can be operated by nonmedical
(page 80). Weight: 1. Price 500. personnel to treat the effects of nerve agents. One dose,
disposable. Weight: 0. Price 100.
RAINGEAR: Gives a +1 modifier to STAMINA rolls for avoiding the effects
of chemical weapons. Weight: ½. Price 25.

TOOLS & SPARE PARTS


BASIC TOOLS: A general tool set that can be used to repair
MEDICAL SUPPLIES items or service vehicles. Includes wrenches, pliers,
PERSONAL MEDKIT: Gives a +1 modifier to MEDICAL AID rolls. Disposable, screwdrivers, etc. Weight: 2. Price 25.
can only be used once. Weight: ¼. Price 25.
VEHICLE TOOLS: Specialized tools for repairing and
DOCTOR’S MEDICAL KIT: Medical equipment and drugs that give a +2 servicing vehicles that give a +1 modifier when doing
modifier to MEDICAL AID rolls. Includes 10 doses of each drug type below, so. This tool set includes spark plug wrenches, torque
plus bandages and tools for minor surgery. Weight: 2. Price 250. wrenches, a grease gun, etc. Weight: 3. Price 50.

SURGICAL INSTRUMENTS: Scalpels, forceps, hemostats, clamps, and other WEAPON TOOLS: Specialized tools for repairing weapons
tools. The set gives a +1 modifier to MEDICAL AID rolls, but only when that give you a +1 modifier for it. Weight: 2. Price 50.
treating fatal critical injuries. Can be combined with medkits. Weight:
1. Price 50. WEAPON SPARE PART: Needed to repair an inoperable
weapon. Can also be used to jury rig. Weight: ½. Price 25.
ANTIBIOTICS: Gives a +3 modifier to MEDICAL AID when treating infected
wounds and other bacterial infections. The effect of a dose lasts for one VEHICLE SPARE PART: Needed to repair an inoperable
day. Weight: 0. Price 25/dose. vehicle. Weight: 1. Price 50.

ELECTRONIC SPARE PART: Needed to repair an inoperable


electronic item. Weight: ½. Price 25.

GENERAL SPARE PART: Needed to repair an inoperable


mechanical item that is not a weapon or vehicle. Can
also be used to jury rig items. Weight: 1. Price 10.

FUEL & STILLS


GASOLINE/DIESEL: As the global oil and refinery sup-
ply system has collapsed, traditional fossil fuels are
very rare in Europe in the year 2000. Price 50/liter.

ALCOHOL FUEL: To compensate for the gasoline and


diesel shortfalls, most operational vehicles have been
converted to run on alcohol fuel like methanol and
ethanol, which can be produced from wood,
grain and other organic materials. Price 15/liter.

SMALL STILL: Produces up to 5 liters of alcohol per


shift of stationary use. Requires one encumbrance unit
of organic material per liter of alcohol produced. Can
be jury rigged (requires 20 general spare parts). Rel: 1.
Weight: 20. Price 500.

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LARGE STILL: Produces up to 50 liters of alcohol per shift of stationary use. immediately roll again – on a second failure, the
Requires one encumbrance unit of organic material per liter of alcohol explosives detonate. Price 25/unit.
produced. Can be jury rigged (requires 400 general spare parts). Rel: 3.
Weight: 400. Price 2,500.

INDUSTRIAL STILL: Produces up to 500 liters of alcohol per shift. Requires


FOOD & DRINK
one encumbrance unit of organic material per liter of alcohol produced. FIELD RATIONS: MRE – Meal, Ready-to-Eat – is a self-
Cannot be moved. Rel: 5. Price 10,000. contained, individual field ration in lightweight
packaging produced by the US. Minimum shelf life is
three years. Other nationalities have similar field rations.
One field ration covers the minimum daily requirement
ELECTRICITY of food. Weight: ¼ per ration. Price 20/ration.
A steady supply of electricity is a rare commodity in the year 2000.
Vehicles, mobile generators, and batteries can be used to generate DOMESTIC FOOD: Cooked meat or vegetables. Needs to be
enough electricity to power smaller devices. consumed within a week, or it will spoil. Weight: ½ per
daily ration. Price 10/daily ration.
SMALL GENERATOR: Generates enough electricity to power a single small
electric device. Requires 2 liters of alcohol fuel per shift or a STAMINA roll WILD FOOD: Edible plants and roots that can be collected
if powered manually. Can be jury rigged (requires 3 general or vehicle by foraging (page 143). Spoils after one week. Each daily
spare parts and 4 electronic spare parts). Rel: 3. Weight: 5. Price 200. ration of wild food weighs one full encumbrance unit, as
the energy content is low. Price 5/daily ration.
LARGE GENERATOR: Generates enough electricity to power one large
electric device or up to a dozen small electric devices. Requires 20 liters
of alcohol fuel per shift. Can be jury rigged (requires 30 general or vehicle
spare parts and 40 electronic spare parts). Rel: 5. Weight: 50. Price 1,000.
FIELD GEAR
BACKPACK: Can be used to carry a number of encumbrance
SMALL BATTERY: Powers one small electric device for a day’s use. Can be units equal to your STR die size, in addition to your
recharged by plugging it into a running vehicle or a generator for one combat gear. Carrying a backpack gives a –2 modifer to
shift. Weight: ¼. Price 100. all MOBILITY rolls. Weight: 0. Price 50.

CAR BATTERY: Powers one large electric device, or up to a dozen small FATIGUES: These have a camouflage pattern and include
electric devices, for a day’s use. Can be recharged by plugging it into a boots, socks, undergarments, and gloves. The fatigues
running vehicle or a large generator for one shift. Weight: 5. Price 1,000. count as adequate clothes for protection against cold
except in severe winter conditions. The camouflage
pattern gives a +1 modifier to RECON rolls for setting
ambushes and staying undetected. Weight: 0. Price 20.
EXPLOSIVES
PLASTIC EXPLOSIVES: A quarter of an encumbrance unit of plastic THERMAL FATIGUES: Heavily insulated fatigues, protecting
explosives has a blast power of D. Quadrupling the amount of plastic even against extreme cold. Weight: 1. Price 50.
explosives will increase the blast power one step, up to a maximum of
A. Price 25/quarter unit. SLEEPING BAG: Gives a +2 to SURVIVAL rolls when sleeping
on bare ground and STAMINA rolls against cold. Weight:
DYNAMITE STICKS: One stick of dynamite weighs ¼ of an encumbrance 1. Price 25.
unit and has a blast power of D. Quadrupling the amount of dynamite
will increase the blast power one step, up to a maximum of A. Price BLANKET: Gives you a +1 to STAMINA rolls against cold.
25/stick. Weight: 1. Price 10.

CHEMICALS: A range of commonly available substances that can be used SMALL TENT: Gives a +1 modifier to SURVIVAL rolls for making
to manufacture improvised explosives, such as fertilizers. Price 10/unit. camp (page 147). Fits four people. Weight: 4. Price 50.

IMPROVISED EXPLOSIVES: One full encumbrance unit of improvised LARGE TENT: Gives a +1 modifier to SURVIVAL rolls for
explosives has a blast power of D. Quadrupling the amount of explosives making camp. Fits ten people. Weight 8. Price 150.
will increase the blast power one step, up to a maximum of A. You can WEAPONS,
VEHICLES
convert one encumbrance unit of chemicals into one encumbrance FISHING GEAR: Used for fishing (page 147). Can be jury

05
& GEAR
unit of improvised explosives with a successful TECH roll. If you fail, rigged using one general spare part. Weight 1. Price 25.

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WEAPONS,
VEHICLES
& GEAR
HOME BASE
Twilight: 2000 is a game about traveling through the wastelands of MAP OF THE BASE
WWIII, but one day you might find a place safe enough to stay at – Once you have established a home base, we recommend
temporarily or for a longer period of time. This section details how that you draw at least a simple map of it, using the
you can establish and develop a home base for your group. But be battle map 10-meter hexagons. This will help you
warned, enemies will come knocking and you will need to fight to visualize the base and run any combat encounters
defend what’s yours. there.
The rules in this section are intentionally light and abstract.
Detailed rules for managing a base or a settlement would result in
excessive bookkeeping and slow the game down – these rules are EFFECTS OF A BASE
designed to create a base of operations to be used as a backdrop Once you have established your base, it immediately
for roleplaying. lets you sleep and rest there as long as you want
without the need for SURVIVAL rolls to make camp (page

FINDING A BASE
The first thing you need to do in order to establish
a home base is to find a suitable location. There are
plenty of ruins out there in the wastelands, some even
in decent shape, and your best bet is to find
some pre-existing structure or building to
settle down in. You might be lucky enough
to come across empty locations during
your travels – or you might need to
throw the current occupants out
and claim the place as your own.
Some examples of locations that
might serve as your home base:
7 Bomb shelter

7 Bridge (underneath)

7 Dilapidated mansion

7 Farm

7 Gated community

7 Junkyard

7 Oil rig

7 Prison

7 Shipwreck

7 Shopping mall

7 Skyscraper

7 Small island

7 Subway station

7 Trailer park

How long it takes to clean out the location and make it livable
is up to the Referee, but it typically takes one or more
shifts and two skill rolls – one for SURVIVAL (modified by
the Quartermaster specialty) and one for STAMINA
(modified by Builder). Only one person can make
each roll, but others can help. One roll for each
skill can be made per shift. Multiple attempts
are allowed.

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147). A home base can be useful in many other ways a STAMINA roll (modified by the Builder specialty). Only one person can
too, but for that you will need facilities – more on make each roll, but others can help. Only one roll can be made per
those below. shift, but multiple attempts are allowed. If a full week passes without
successful upkeep, the home base no longer offers basic shelter and
EXISTING FACILITIES: Your home base might already have the two rolls to establish the home base must be re-made.
some useful facilities when you settle in it. It is up to
the Referee to decide what’s reasonable for the site you ENCOUNTERS: The home base can cause trouble for you, most often in
have settled in. the form of unwanted attention from others in the area. The Referee
can read more about encounters for stationary players on page 36
UPKEEP: Each week, you must spend a shift on repairs
and general upkeep of the home base and make

WEAPONS,
VEHICLES

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WEAPONS,
VEHICLES
of the Referee’s Manual. Additionally, if you leave HEATER: Eliminates the effect of cold in the base.
& GEAR your home base empty for any length of time, you 7 PREREQUISITES: Basic tools and firewood or alcohol fuel (5 liters/

run the risk of someone else looting it or claiming it day)


for themselves. 7 TIME: One week
7 SKILL: STAMINA (Builder), SURVIVAL (Quartermaster)

FACILITIES INFIRMARY: Gives a +1 modifier to MEDICAL AID rolls, in addition to modifiers


The main way to develop your home base is to add further from medical gear.
facilities. A selection of facilities are listed below, and 7 PREREQUISITES: Basic tools, alcohol fuel
more can be created by yourselves, with the Referee’s 7 TIME: One week
approval. Some facilities may not be possible to build at 7 SKILL: STAMINA (Builder), MEDICAL AID (General Practitioner)
your particular site. Conversely, the Referee also determines
if some facilities are already present at the base when GARAGE: Gives you a +1 modifier to all TECH rolls for repairing vehicles.
you settle in it. Can also be used for construction (page 135).
Adding a facility to your base typically requires 7 PREREQUISITES: Basic tools, 50 general spare parts

some prerequisite (such as tools or materials), work 7 TIME: Two weeks

time (measured in days or weeks, assuming two shifts 7 SKILL: STAMINA (Builder), TECH (Blacksmith)

of work per day), and one or more skill rolls (with


bonuses from relevant specialties). Only one person GENERATOR: Jury rigged, see page 131.
can make each skill roll, but others can help. If a skill
roll to build a facility fails, you can try again, spending LOOKOUT POINT: Gives you a +1 modifier to spot enemies approaching
the same amount of time on it. your base. Also offers cover with armor level 2.
Should you want to, you can add several facility units 7 PREREQUISITES: Basic tools

of the same type to your base (e.g. several croplands or 7 TIME: One week

cow pens). 7 SKILL: STAMINA (Builder)

COW PEN: Room for one cow. Once per day, the cow can PIGSTY: Holds up to a dozen pigs. Slaughtering a pig takes a shift and
be milked. This takes a shift and gives 2D6 rations of yields 2D6x2 rations of domestic food. You should cook the meat (page
domestic food. Slaughtering a cow takes a shift and 148) before eating it, or you must make a STAMINA roll to resist food
yields 2D6x6 rations of domestic food. You should cook poisoning.
the meat (page 148) before eating it, or you must make 7 PREREQUISITES: Basic tools, pigs (must be stolen or bought – supply

a STAMINA roll to resist food poisoning. rating C)


7 PREREQUISITES: Basic tools, cow (must be stolen 7 TIME: One day

or bought – supply rating S) 7 SKILL: STAMINA (Builder)

7 TIME: One day

7 SKILL: STAMINA (Builder) PRISON CELLS: Holds up to a dozen prisoners behind armor level 2 doors.
7 PREREQUISITES: Basic tools

CROPLAND: A plot of land is set aside for the organized 7 TIME: One week

cultivation of grain, corn, turnips, radishes, or other 7 SKILL: STAMINA (Builder)

vegetables. For each rolled when you harvest in the


fall, the field yields D6x100 units of wild food. ROOT CELLAR: Makes your domestic food stored here last for a month
7 PREREQUISITES: A plot of land, basic tools instead of just a week before spoiling.
7 TIME: One week to establish, then one shift per 7 PREREQUISITES: Basic tools

week in the spring and summer to tend, and 7 TIME: One week

finally one week to harvest in the fall. 7 SKILL: STAMINA (Builder), SURVIVAL (Cook)

7 SKILL: STAMINA (Farmer). Roll once when estab-

lishing the field, and again during the harvest. SHRINE: If you are a religious person and spend a shift here, you recover
an additional point of stress. Can only be used once per day.
DEFENSES: Walls, palisades, or earthworks that offer de- 7 PREREQUISITES: Basic tools

fensive positions with cover with armor level 3 or higher. 7 TIME: One week

7 PREREQUISITES: Basic tools 7 SKILL: STAMINA (Builder), MEDICAL AID (Counselor)

7 TIME: One day per hex

7 SKILL: STAMINA (Builder), COMMAND (Tactician)

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STILL: Jury rigged, see page 131. AMMUNITION: To manufacture ammunition, you need
general spare parts and explosives in equal weight,
WELL: Gives everyone in the base free access to clean water. totaling the same weight as the ammunition you
7 PREREQUISITES: Basic tools want to produce. In a workshop, you can produce one
7 TIME: Two weeks encumbrance units’ worth of ammo per shift of work for
7 SKILL: STAMINA (Builder), SURVIVAL (Quartermaster) each you roll on your TECH roll. Be careful though – if
you fail a roll, immediately roll again. If the second roll also
WINDMILL: As long as there is wind (D6 roll of 3+ each day), the windmill fails, you trigger an explosion with a blast power equal to
generates enough electricity to power one large electric device or up to the type of round you are making (D for non-explosive).
a dozen small electric devices.
7 PREREQUISITES: Basic tools, 40 general spare parts, 40 electronic VEHICLES: The time requirement ranges from about
spare parts a week for a bicycle or motorcycle, to several weeks
7 TIME: One week for larger vehicles. You also need spare parts with
7 SKILL: STAMINA (Builder), TECH (Blacksmith, Electrician) a total weight equal to the weight of the vehicle,
evenly divided between general spare parts and
WORKSHOP: Gives you a +1 modifier to all TECH rolls for repairs, except on vehicle spare parts. Most vehicles also require some
vehicles (see Garage for that). Can also be used for construction (below). electronic spare parts. Vehicle-mounted weapons are
7 PREREQUISITES: Basic tools, 50 general spare parts not included when building a vehicle – these must
7 TIME: Two weeks be built separately in a workshop. Some examples of
7 SKILL: STAMINA (Builder), TECH (Blacksmith) spare part requirements:
7 BICYCLE: 2 general, 2 vehicle

7 DIRTBIKE: 25 general, 25 vehicle, 1 electronic


CONSTRUCTION 7 PICKUP TRUCK: 150 general, 150 vehicle,

In a garage and workshop, you can do more than just repair – you can 5 electronic
also build vehicles and other mechanical gear (including weapons 7 APC: 1,500 general, 1,500 vehicle, 10 electronic

and ammunition). This goes beyond jury rigging, and means you can
manufacture most items found in the gear chapter – given time, skill,
and raw material in the form of spare parts.
Generally, a difficult (–2) TECH roll is required to manufacture an item
in a garage or workshop, with a bonus from the Blacksmithing specialty as
well as Gunsmith, Mechanic, Electrician or Chemist, as appropriate. If the
roll succeeds, you complete the item with a reliability rating 2 points lower
than the “original” (down to a minimum of 1) plus 1 for each rolled
beyond the first (to a maximum of the original reliability). The reliability
rating achieved during manufacturing is the maximum for the item.
The requirements in time and materials to manufacture an item
vary immensely, but some general guidelines follow below.

WEAPONS: The time requirement ranges from about


a week for small arms, to several weeks for heavy
weapons. You also need spare parts with a total
weight equal to the weight of the item, evenly
divided between general spare parts and weapon
spare parts. Some weapons might also require
electronic spare parts (Referee’s discretion).
Ammunition is not included. Some examples of
spare part requirements:
7 PISTOL: 1 weapon

7 SHOTGUN: 1 general and 1 weapon

7 ATRL: 2 general and 2 weapon

7 HMG: 4 general and 4 weapon

7 MORTAR (82mm): 8 general and 8 weapon

WEAPONS,
VEHICLES

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06 TRAVEL
I used to have this dream where I was floating down the Vistula
with all of my classmates. We were all Zen-like quiet and
serene as the river towed us toward what eventually was a
waterfall, a hundred kilometers high, I swear, and then all of
us fell off the edge into the rainbow made by the mist. These
people were just dead, but they reminded me of my dream. They
slipped by under the bridge we crossed. All of them ice-blue
from the winter but their eyes open to the slate-colored sky.
They floated down the river peacefully having, I think, been
gassed in a mass execution. I didn’t even get sick this time
which made me sick in and of itself. I’m getting used to this.

Karl Punu (Order #34316430)


06 TRAVEL IN THE WORLD OF Twilight: 2000, safe havens are few and TERRAIN TYPES
far between, and rarely remain safe for long. To stay alive, The travel maps are divided into different terrain types. These are summarized
you need to keep moving. Traveling, whether on foot or in the table below. The terrain types affect travel speed as well as the
by vehicle, is a key part of most Twilight: 2000 campaigns. difficulty of driving, foraging, hunting, and scrounging. Note that the
terrain type for the entire hex for game purposes is determined by the
center dot of the hex on the map.
TRAVEL MAPS
To regulate journeys across the devastated Europe of ROADS: Several major roads are marked on the travel map. Traveling
World War III, you use a travel map. The map is divided along a major road is generally faster – but you also increase the risk
into hexagons, which are used to measure distances and of running into patrols of soldiers or other groups (see chapter 2 in the
govern movement. One hexagon is 10 kilometers across. Referee’s Manual for more on encounters).
You can find a large travel map – one side showing Only main paved roads count as roads for game purposes. The
central Poland and the other central Sweden – in this countryside is often criss-crossed with small dirt roads, but these do
boxed set. At the Free League website, you can find blank not count as roads for the purposes of the travel mechanics.
map templates to create your own maps.
RIVERS are also not a type of terrain in and of themselves, but can be
CITY MAPS: Traveling inside large cities is handled some- used for traveling. Fords and bridges can be used to pass over a river.
what differently, using maps with a smaller scale. See the If there are none, you need a raft or boat to cross a river, or you must
section on city travel at the end of this chapter. swim across it. Read more about journeys on lakes and rivers below.

TERRAIN TYPES

TERRAIN ROAD OPEN WOODS HILLS MOUNTAINS LAKE/RIVER SWAMP RUINS

SPEED* x1 x1 x½ x½ x⅓ x1** x¼ x½
DRIVING +3 +1 –1 0 –1 +2 –1 0
FORAGING As terrain –1 +1 0 –2 – –1 –2
HUNTING As terrain +1 +1 0 –1 0 0 –1
SCROUNGING +1 – –1 –1 –2 – –2 +2
ENCOUNTER 2D10x2*** 2D10x4 2D10 2D10x2 2D10x3 2D10x4 2D10x2 2D10
DISTANCE (HEXES)
*Applies only to off-road driving (page 140). For marching and on-road driving, the speed factor is always x1.
**Requires boat or amphibious vehicle.
***Minimum distance, use only for roads through woods or ruins.

TASKS & SHIFTS OF THE DAY


WHERE TO GO? During travel, the day is divided into four shifts of roughly six hours each:
7 Morning

In a sandbox game like Twilight: 7 Day

2000, you might find yourself 7 Evening

asking the question – where 7 Night

should we go? The answer to this


is very much up to yourself and TASKS: At the start of every shift, each member of your group must decide
your campaign. The Referee will what they will do for most of that shift. You cannot perform more than
give you enough information one task in the same shift, including marching. The only exception to
to go on – nearby enemies this is that one PC may keep watch while marching.
to flee from or points of Some tasks can be performed by several of the characters at the
interest to investigate. More same time. For other tasks, a single character must be chosen.
information about this can be The various tasks are explained in detail over the course of the
found in the Referee’s Manual. coming pages.

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COMBAT TERRAIN evening and night shifts are dark (with visibility depending on moonlight
and cloud cover). Only a short period at the start of each morning and
The Referee should take the evening shift are considered dusk. However, at higher latitudes, such
travel map terrain into as in the Nordic region, the seasons have a great impact on light levels
account when selecting or and the dusk lasts for entire shifts. See the table below for guidance.
drawing battle maps for combat
encounters, but there is not
an absolute match between NORDIC LIGHT
travel terrain and combat
SHIFT SPRING SUMMER FALL WINTER
terrain. For example, there
can be small areas of forest Morning Dusk Light Dusk Dark
in an open hex on the travel Day Light Light Light Dusk
map, and conversely there can Evening Dusk Light Dusk Dark
be open fields in a travel
Night Dark Dusk Dark Dark
hex dominated by forests.

WEATHER
The weather, particularly cloud cover and rain, can limit visibility and
affect ranged combat. The Referee decides the current weather when
7 MARCHING: Walking on foot to progress on the the campaign starts, and then rolls a D6 base die at the start of each
travel map. Can be combined with keeping watch, shift (or less often if they prefer). On a , the weather changes one
for one character only. step toward rain. On a , the weather changes one step toward fair.
7 DRIVING: Maneuvering a vehicle on land, water or 1. FAIR WEATHER: Maximum visibility in darkness is
in the air to progress on the travel map. Passengers 10 combat hexes (15 with strong moonlight).
can keep watch, rest, or sleep while you drive. 2. CLOUDY: Cloud cover reduces visibility during the dark
7 GATHERING: Collecting wood or grain to produce shifts of the day to 5 combat hexes (50 meters).
alcohol fuel. Must be done on foot. 3. HEAVY RAIN/SNOW: Limits visibility to 20 combat hexes
7 KEEPING WATCH: Scouting for enemies and other in the daytime and 5 hexes at night. Gives a –1 modifier
encounters. Only one character can perform this to all ranged attacks. Requires a STAMINA check for
task. Can be combined with marching. marching (below) and gives a –2 modifier to DRIVING
7 SCROUNGING: Looking for useful scrap in the rolls. A heavy rain will only last one shift – after a shift of
wastelands. Must be done on foot. heavy rain, the weather automatically shifts to cloudy.
7 FORAGING: Looking for edible plants and herbs.
Must be done on foot.
7 HUNTING: Tracking and killing animals for food. MARCHING
Must be done on foot. If you have no vehicle to travel in, you’ll need to walk on foot across the
7 FISHING: Requires a river or a lake. nuclear wastelands. Under good circumstances, you can march two
7 MAKING CAMP: Only one character can roll for hexes per shift on a road or in open terrain. Off-road in any terrain type
making camp, but others can help. except open, you can march one hex per shift.
7 COOKING: Requires a kitchen or a campfire (which
can be set as a part of making camp).
7 RESTING: Can be done in a moving vehicle, as long
as you’re not driving or keeping watch. MAKING YOUR OWN MAPS
7 SLEEPING: You need to sleep at least one shift per
day (page 138). Can be done in a moving vehicle, as As the world of Twilight: 2000 is an alternate
long as you’re not driving or keeping watch. version of our own world, you can use any
7 EXPLORING: Investigating a scenario site (chapter number of online map resources to create
5 of the Referee’s Manual) or other location and travel maps. Simply go to any such website
interacting with NPCs. Must be done on foot. and download a map of the area you want.
Download the blank hexagon map overlay
LIGHT & DARKNESS from the Free League website, and use
The time of day determines the level of light, which affects an image editing program to place it on
visibility (page 59). In most of the world, the morning and top of the map. Make sure each hexagon

06
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day shifts are generally considered daylight, while the on the map is 10 kilometers across.

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06 TRAVEL INTERRUPTIONS hex, so he doesn’t need to roll for navigation. The rain
stops, so no STAMINA roll is needed, but due to marching
You need to spend most of a shift on a off-road, he only proceeds one hex.
specific activity for it to count, but the Ronson decides to march for a third straight shift. He
Referee should allow some interruptions as rolls STAMINA for the forced march, but fails. He pushes
a result of encounters and other events. the roll, but fails again and rolls a – he’s just too tired.
As a rule of thumb, if you spend at least Ronson suffers 1 point of damage, and spends the evening
three quarters of the Shift on your recovering.
chosen activity, you gain the benefits By the start of the night shift, he has healed the
from it. The Referee has final say. damage. It’s dark now but Ronson must press on. He
takes the chance to march on the road. He rolls STAMINA
again for marching for a third shift in the same day,
and succeeds. He proceeds another two hexes.
By daybreak, Ronson is sleep deprived due to not having
slept for a full day.
WEATHER: In heavy rain, each PC needs to make a STAMINA roll to march – if
you fail, your base movement for this shift is reduced by one hex (which
can mean you don’t move at all). If some PCs succeed and others fail,
you need to decide whether to leave stragglers behind or wait for them. DRIVING
All characters are assumed to be able to drive cars, trucks,
DARKNESS: Marching off-road at night requires a SURVIVAL roll. Only one motorcycles, and even tracked vehicles under normal
person rolls for the entire group. Failure means that you cannot find circumstances. The vehicle lists in chapter 5 indicate
your way, and no progress is made this shift. maximum travel speeds, in 10-kilometer hexes per shift.
Two separate rates are given, one for traveling off-road
ENCOUNTERS: Short breaks are included in the travel speeds in the and one for traveling on-road. If the listed speed for off-
list, but if you stop for more than a few minutes along the way – road travel is a dash (–) the vehicle cannot be driven
because of an encounter or something else – you will not be able to off-road at all.
travel the entire distance during the shift. The Referee has the final Normally, you will choose on-road or off-road driving
word on how many hexes of movement you lose when stopping for for a full shift, but the Referee can allow splitting a shift
an encounter. in half, at their discretion.

FORCED MARCH ENCOUNTERS: As for marching, short breaks are included in


You can march for two of the four shifts of the day without problem. the travel speeds for vehicles, but if you stop for more than
If you need to, you can push yourselves and march for a third shift in a a few minutes, you will not be able to travel the entire dis-
single day. This requires that each of you make a STAMINA roll (in addition tance. The Referee has the final word on how many hexes
to any roll for heavy rain). of movement you lose when stopping for an encounter.
Failure means that you are unable to march during the shift –
instead, you must rest or sleep. If your STAMINA roll succeeds, you can
choose to leave any stragglers behind and split up the group, or you can
stay and wait for them. NAVIGATION
If you are in a real rush, you can even attempt to march for a
fourth shift in the day. In that case, you must roll for STAMINA again as When moving off-road through
outlined above, but the roll gets a –2 modifier. Be aware that doing a hex with no road in it, no
this automatically makes you sleep deprived (page 78), as you miss the matter if you are marching or
necessary hours of sleep per day. driving, one person in your
group must make a SURVIVAL roll
to enter a new hex. If the roll
EXAMPLE fails, you enter another hex
Ronson gets up early in the morning and starts marching. The night was than the one intended. Roll
cloudy and the Referee rolls a for the weather – as morning breaks, any die - on an even roll, you
the rain starts pouring down. Ronson needs to make good progress so he enter the hex to the right of
walks along a road. He needs to roll STAMINA for the rain and succeeds, so the target hex, and on an odd
he moves two hexes along the road during the morning shift. roll, the hex to the left.
He just barely makes it past a Soviet patrol however, so for the day Maps and compasses (page 129)
shift he decides to walk through the woods instead. There is a road in this give bonuses to the roll.

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TERRAIN MISHAPS
When driving off-road, difficult terrain can reduce your At the start of each shift you drive, you must make a DRIVING roll, modified
speed. A terrain speed factor of x½ in a hex means that for terrain type. If you drive off-road into a new terrain type during
you need to spend two hexes of movement to drive into a shift, you need to make an additional roll. In heavy rain, you get a
it, a speed factor of x⅓ means you need to spend three –2 modifier. If you fail, you suffer a mishap – make a roll on the table
hexes of movement, etc. You will sometimes need to on the next page. Typically, a mishap occurs about halfway into the
accumulate movement over multiple shifts to move into movement of the shift – the Referee decides the exact hex. Remember
a hex. When driving on-road, the terrain has no effect. that the reliability rating of your vehicle can also be reduced if you
push the DRIVING roll.
DRIVING AT NIGHT
Driving at night halves the effective travel speed, both FUEL & STILLS
on and off-road, rounding fractions up. The era of well-lit Vehicles need fuel to operate. The lists in chapter 5 indicate each vehicle’s
roads is long gone, and they are often blocked by debris fuel capacity (in liters) and fuel consumption (in liters per hex driven).
and potholed by impact craters. Off-road, the fuel consumption is doubled.

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06 TRAVEL

DRIVING MISHAPS

2D6 MISHAP EFFECT


2 Broken axle The vehicle becomes inoperable, its reliability rating reduced to zero.
3 Roadkill The vehicle hits a random animal (roll a D6 on the hunting table on page
146). The animal is killed (and can be used for food), but also inflicts damage
on the vehicle front equal to half its hit capacity (rounding up).
4 Busted gearbox The vehicle cannot move any further. Fixing the problem requires a TECH
roll and a vehicle spare part. One attempt per shift can be made.
5 Dirty fuel The engine stops due to dirt or water in the fuel. All of the fuel in the tank
needs to be drained and the vehicle refueled before it can continue.
6 Bogged down The vehicle gets stuck and moves no further this shift. Getting loose requires a
STAMINA roll or help from another vehicle. One attempt per shift can be made.

7 Wrong turn The driver makes a wrong turn somewhere and needs to turn around
and go back. One hex of movement is lost this shift.
8 Roadblock The road ahead is blocked by debris, a landslide, or fallen trees. The driver must choose
a different hex to move into, or remove the obstacle (STAMINA roll, taking one shift).
9 Engine overheated The vehicle must stop for the rest of the shift.
10 Blown tire/ The vehicle cannot move any further. Fixing the problem requires a TECH roll
thrown track (+2) and a vehicle spare part. One attempt per shift can be made.
11 Crash The vehicle crashes into a tree, rock, or barricade, and suffers damage to the front
equal to its travel speed rating. The crash may attract unwanted attention.
12 Engine blown The vehicle becomes inoperable, its reliability rating reduced to zero.

IDLING: If you leave vehicle idling, to power electric devices for example, Rider talent. If you fail, the horse goes lame and becomes
the listed fuel consumption is per shift instead of per hex. incapacitated. A horse needs at least one shift of rest
per day.
ALCOHOL FUEL: Gasoline and diesel are hard to come by in the world of
Twilight: 2000. Modifying an engine to run on ethanol or methanol is a
TECH roll and takes a shift of work. For game purposes, no distinction is
EXAMPLE
made between ethanol and methanol. When running on alcohol fuel, Diaz drives the M113, with a travel speed of 8/6. For the
the fuel consumption of the vehicle is doubled. morning shift, she stays on a main road. Jonesy keeps
watch, riding unbuttoned. Kasia and Top rest in the
STILLS: To produce alcohol fuel, you need a still and raw materials in the back. Diaz makes a DRIVING roll and succeeds. Having
form of wood, plants, grain or even paper. One encumbrance unit of traveled four of the eight hexes, the group encounters
raw materials is used to produce one liter of alcohol fuel. A few different a band of marauders, and the Referee determines that
stills are described in the gear chapter (page 130), and each indicates no more progress will be made this shift. The M113 has
how many liters of alcohol fuel they produce per shift of stationary use, been converted to run on alcohol fuel, and thus has a
monitored by at least one person. fuel consumption of 16 liters per hex, i.e. 64 liters were
As a rule of thumb, assume that a person can gather 30 encumbrance consumed in the morning shift.
units of raw materials per shift of work in the field. In the winter, this For the day shift, Diaz decides to head off-road,
amount is halved. into the woods. There is a road in this hex, so no roll
for navigation is needed. She makes a DRIVING roll, but
HORSES this time she fails, and gets bogged down! The Referee
In game terms, horses count as vehicles for the purposes of combat decides that the mishap occurs after having traveled
(page 86). A typical horse can carry a rider (including carried gear) plus 25 two hexes (using up four of the six hexes off-road travel
encumbrance points of additional load, or a second person. If you instead capacity, due to the terrain factor for woods).
lead it by the halter, the horse can carry up to 50 encumbrance units. Diaz makes a STAMINA roll (with help from the others)
During travel, you can only ride a horse for two shifts per day. To and succeeds on her second try, but due to the mishap, she
ride for a third shift, you need to make a MOBILITY roll, modified by the loses her two hexes of remaining movement, meaning

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that the M113 cannot move any further this shift.Two the marauders are on foot, he gets a –2 modifier to his RECON roll. He
hexes traveled in total this shift means another 64 liters gets lucky and succeeds, spotting the roadblock before the marauders
of fuel were consumed (16x2 and then doubled for off- see them.
road driving). The Referee rolls for encounter distance (road) and gets 24 – the
The group decides to make camp for the evening. roadblock is 24 hexes (240 meters) distant. The group decides to back
While Jonesy makes camp, Diaz spends the shift on off and drive into the woods, hoping to circle around the roadblock and
repairs, and Kaisa and Top gather wood and plants avoid detection. The main terrain in the hex is woods, so Diaz needs
for the small fuel still that the group has jury rigged. to spend another two hexes of off-road movement to circle around
They gather a total of 60 units. Using their small still, the roadblock. After that, the group can move on into the next hex.
this will take twelve shifts – three full days of non-stop
use – to distill into 60 liters of fuel.

SCROUNGING
The world might seem like a wasteland in the year 2000, but to the
KEEPING WATCH trained eye, there are small treasures everywhere. If you spend a shift
During every shift, you can designate one character in scrounging in the hex you currently occupy, you have a chance to find
your group who is responsible for scouting for threats useful scrap.
and enemies. The lookout can keep watch and march at Roll for SURVIVAL, modified for the terrain type (page 138). For each
the same time. A lookout is useful during every shift, even you get, roll D100 on the scrap table on the next page. The table lists any
after you make camp. You don’t need to have a lookout, effect the item has. The Value column indicated the approximate value
but without one you have no chance of spotting threats of the item, in bullets. The Spare Parts column indicates how many spare
before they are upon you. parts can be scavenged from the find. Scavenging one or more items
During journeys, the lookout makes a passive RECON (page 91) takes a full shift, separate from the time spent scrounging.
roll (cannot be pushed) when the Referee indicates that Only one character can roll for scrounging in the same hex during
the group is approaching an encounter (see chapter 3 of the same shift, but others can help the roll (page 46). For each time
the Referee’s Manual). The distance between the lookout you scrounge again in the same hex, you get a –1 cumulative modifier.
and the encounter depends on the terrain that you are
traveling in. See the table on page 138. REFEREE’S CHOICE: The Referee can decide what item you find when
Make a straight RECON roll – it’s only an opposed scrounging, instead of letting you roll. The Referee can also ask you for
roll if the enemy is actively ambushing you. If the roll is a re-roll, for example if you find the same item twice in a row.
successful, your lookout spots the other group before you
are spotted yourselves. You can then decide whether to
show yourselves, back off, or set up an ambush (requiring FORAGING
another RECON roll, this time opposed). If your RECON roll If you are running out of provisions, you can spend a shift looking for
fails, the other group spots you first. edible plants or drinkable water in your current hex.
To forage, first choose whether you are looking for food or water.
BACKING OFF: If you back off from an encounter without Then make a SURVIVAL roll, modified by the terrain type (page 138). The
being spotted, you can circle around it, off-road. This roll is also modified by the time of year, see page 146.
will cost you an additional hex of off-road movement
(modified by terrain), before you can continue forward.

VEHICLES: If you travel on or in a motor vehicle and the QUICK SEARCH


group you encounter is on foot, you get a –2 to the RECON
roll to spot the encounter. If you are all inside an armored Sometimes, you might want to make a quick
vehicle with the hatches closed, you will automatically search for scrap in a smaller area, without
fail the roll. If you are on foot while the encountered spending a full shift. The Referee should
group is motorized, you get a +2 to the roll. If both groups only allow this in areas where there is
are in vehicles, roll normally. likely to be scrap present, such as a
settlement of some kind. A quick search
requires no dice roll, and gives you a free
EXAMPLE roll on the scrap table. This does not count
Back on the road again, Jonesy is keeping watch from as scrounging, and you can still spend the
the M113, riding unbuttoned. The Referee draws an main part of the shift doing something
encounter – the group is approaching a heavily fortified else. You can also still scrounge the hex

06
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marauder roadblock. As Jonesy is on a vehicle while you’re in, even after a quick search.

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D100 ITEM EFFECT SPARE PARTS WEIGHT VALUE
01 Alarm clock – 1 general ½ 10
02 Aspirin bottle Page 130 (D6 doses remaining) – 0 D6x15
03 Axe Page 93 – 1 30
04 Baseball bat As club – 1 5
05 Bible – – ¼ 10
06 Bicycle Page 116 2 general 5 50
07 Bicycle pump – 1 general 1 15
08 Binoculars Page 129 – ½ 50
09 Box of cereal, unopened D3 rations of domestic food – D3x½ D3x10
10 Box of chocolates (still edible) D3 field rations – D3x¼ D3x20
11 Bullhorn (broken) – 1 general 1 10
12 Candelabra – – 1 25
13 Candy bar One field ration – ¼ 20
14 Car tire – 1 vehicle 2 50
15 Carving knife As knife – ½ 5
16 Champagne glasses, D6 – – D6x¼ D6x20
17 Chandelier – – 2 50
18 Charcoal grill SURVIVAL +1 when cooking 1 general 3 100
19 Cigarettes, half-empty pack Removes 1 point of stress but gives –1 to – 0 2D6x
STAMINA rolls for one shift. 2D6 uses. 10
20 Coloring book for kids (half done) – – ¼ 5
21 Cooking pot SURVIVAL +1 when cooking – ½ 20
22 Credit card – – 0 1
23 Crime novel – – ¼ 3
24 Crowbar TECH +1 for rough work, can be used as club – 1 5
25 Deodorant bottle – – 0 10
26 Desk lamp – 1 electronic 1 15
27 Doll – – ¼ 15
28 Electric guitar Requires electricity 1 electronic 1 30
29 Electric mixer Requires electricity 1 electronic ½ 20
30 Electric shaver Requires electricity 1 electronic ¼ 25
31 Electric toothbrush Requires electricity 1 electronic ¼ 25
32 Extension cord – 1 electronic ¼ 15
33 Face mask, cartoon animal – – 0 5
34 Fantasy novel, very thick – – ¼ 5
35 Fire extinguisher Puts out fire in a hex or a vehicle. One use only. – 2 150
36 Fireworks, D6, still functional As flares (page 129) – D6x¼ D6x5
37 Fishing pole Page 131 – 1 25
38 Flashlight (broken) Needs repair. Requires battery. 1 electronic ¼ 20
39 Floor lamp Requires electricity 1 electronic 1 15
40 Football – – ¼ 5
41 Frying pan SURVIVAL +1 when cooking – ½ 20
42 Gaffer tape TECH +1 when jury rigging – ¼ 25
43 Golf club As club – 1 5
44 Hair dryer – 1 electronic ½ 20
45 Hair gel – – 0 5
46 Hedge trimmer As knife 1 general 1 10
47 Hockey club As club – 1 5
48 Hunting bow Page 94 – 1 150
49 Hunting rifle Page 95 2 weapon 1 varies
50 Infant formula D6 field rations – D6x¼ D6x20

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Karl Punu (Order #34316430)
D100 ITEM EFFECT SPARE PARTS WEIGHT VALUE
51 Instant coffee D6 uses, removes sleep deprivation – D6x¼ D6x10
52 Instant noodles D6 rations of domestic food – D6x½ D6x10
53 Iron pipe As club – 1 1
54 Ladies hat – – 0 5
55 Laptop computer, broken – 2 electronic 1 50
56 Lawn mower – 2 general 4 25
57 Lipstick – – 0 3
58 Loudspeaker (broken) – 1 general, 1 electronic 2 30
59 Mathematics textbook – – ½ 20
60 Microwave oven (broken) Requires electricity 1 general, 1 electronic 3 30
61 Mirror – – 2 5
62 Movie DVDs, D6 – – 0 D6x1
63 Movie poster – – ¼ 3
64 Music CDs, D6 – – ¼ D6x1
65 National flag, torn – – 0 10
66 Necktie – – 0 5
67 Oriental carpet – – 2 15
68 Photo of happy family – – 0 3
69 Playing cards – – 0 10
70 Raincoat STAMINA +1 against chemical weapons – ½ 25
71 Remote control – 1 electronic 0 15
72 Revolver Page 94 1 weapon ½ 75
73 Saxophone – 1 general 1 25
74 Shopping cart Carries 20 encumbrance units 1 general 3 20
75 Shotgun Page 96 2 weapon 1 varies
76 Skateboard MOBILITY +1 on pavement – 1 15
77 Ski hat STAMINA +1 against cold – 0 10
78 Sleeping pad SURVIVAL +1 when sleeping on bare ground – ½ 10
79 Snowglobe – – ¼ 5
80 Sports jersey – – 0 5
81 Teddy bear – – ¼ 5
82 Tent (fits four) SURVIVAL +1 to make camp – 4 50
83 Tire iron TECH +1 on vehicles – 2 25
84 Top hat – – 0 10
85 Toy sword – – ½ 5
86 Trombone – – 1 20
87 TV set, broken Requires electricity 2 general, 2 electronic 4 50
88 Twinkies, still edible D6 rations of domestic food – D6x½ D6x10
89 Typewriter – 2 general 2 60
90 Vacuum cleaner Requires electricity 1 general, 1 electronic 2 30
91 Video game console – 1 electronic ½ 20
92 Walkie-talkies (broken) Page 129 (need repair) 1 electronic ½ 50
93 Walkman with head- – 1 electronic ¼ 25
phones and cassette
94 Wallet full of moldy cash – 0 3
95 Wine bottle, undrinkable – – ½ 2
96 Wristwatch, broken – 1 electronic 0 20
97 Yellowed copy of Twilight: – – ½ 10
2000 RPG, 1st edition
98 Roll twice on the table – – – –
99 Roll three times on the table – – – –
00 Roll four times on the table – – – –

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06 TRAVEL When foraging for food, success means that you find a OTHER ANIMALS
number of rations of wild food (page 131) equal to the
number of you rolled. When foraging for water, success The hunting table assumes a northern
means that you find enough drinkable water to fill your or central European setting. If your
water bottles. You can eat wild food, or cook it (page 148) game is set elsewhere, feel free to
to turn it into domestic food (page 131). replace the animals in the table
Only one character can forage for food or water in the with more appropriate species.
same hex during the same shift, but others can help the
roll (page 46). For each shift you forage again in the same
hex, you get a –1 cumulative modifier. This modifier is
reset after a week, except in wintertime.

close you want to get (page 61). Second, you must make a ranged attack
FORAGING MODIFIERS against the animal. You can make a slow aim if you have a telescopic
sight (page 65). If your attack inflicts damage equal to or in excess of the
SEASON FORAGING
hit capacity of the animal, or if you roll a critical hit, the animal is killed.
Spring –1 If not, it’s only wounded and escapes. You usually only get one shot.
Summer 0 The hunting table indicates how many rations of (domestic) food
Autumn +1 that your prey yields, once the meat has been cut and cooked (page
148). You can eat raw meat, but you will then need to make a STAMINA
Winter –2
roll to resist food poisoning (page 81).
Only one character can roll for hunting in the same hex during the
same shift, but others can help the roll (page 46). For each shift you hunt
again in the same hex, you get a –1 cumulative modifier. This modifier
HUNTING is reset after a week.
Another way to find food during a journey is to hunt
in your current hex. First roll for SURVIVAL, modified for TRAPPING: Certain animals can be caught using simple snares.
the terrain type. Success means that you have tracked Using a snare, you don’t need to shoot the animal in order
some kind of prey. Roll on the hunting table to the right to catch it. Instead, you just make another SURVIVAL roll after
to see what type of animal it is. If you roll multiple having tracked the animal – if successful, the animal is caught.
, you manage to track several prey – roll once for each,
and then choose which one to hunt.
To kill a prey you have tracked, you must first make a
RECON roll to move into position without alerting the ani-
mal. It’s a straight roll (not opposed) but modified by how

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food equal to the number of you rolled, once the fish
HUNTING has been cleaned out and cooked (page 148). You can eat
raw fish, but you will then need to make a STAMINA roll to
D6 ANIMAL HIT CAPACITY TRAPPING FOOD
resist food poisoning (page 81).
1 Grouse* 1 No 1 Only one character can roll for fishing in the same hex
2 Rabbit 1 Yes 1 during the same shift, but others can help the roll (page
3 Fox 1 Yes D3 46). For each shift you fish again in the same hex, you get
a –1 cumulative modifier. This modifier is reset after a day.
4 Deer 2 No 2D6
5 Boar 3 No 2D6x2 GRENADE FISHING: If you have a hand grenade to spare,
6 Moose 6 No 2D6x4 you can use it for fishing. This requires no skill roll, and
*Requires shotgun yields D6 rations of food. You can’t grenade fish in the
same hex more than once per shift.

MAKING CAMP
EXAMPLE When the journey of the day is over, it’s time to make
While waiting for the still to produce fuel, Top goes hunting in the woods. camp. Finding a good location for a camp, making a
He makes the SURVIVAL roll (with a +1 from terrain type and a +1 from his fire, and preparing a place to sleep takes a whole shift
Hunter specialty) and succeeds with two . He rolls twice on the hunt- – usually the evening. Only one character rolls to make
ing table indicating he’s tracked both a boar and a moose. He decides camp, but others can help with the roll.
to hunt the moose. He tries to move within 10 hexes (100 meters) of it, Make a SURVIVAL roll. If your roll succeeds, you find a
which is MEDIUM range for his M16. This gives him a +1 to his RECON roll to sheltered place to spend the night, where you can all find
move into position, and he succeeds. Now, he takes the shot, using two cover from incoming fire and rest up before the next day’s
ammo dice, just to be sure. He hits with one on his base dice and gets journey. If your roll fails, you set up camp to rest and sleep
one on his ammo dice, inflicting a critical hit. The moose goes down. anyway, but the Referee makes a hidden roll on the mishap
table (next page). Re-roll if the mishap is not applicable to
the situation. The Referee can spring this mishap on you
FISHING anytime while you are in the camp.
If you are in a hexagon next to a river, lake, or ocean, you can fish. You can
fish from a moving boat. To fish, you need fishing gear (page 131) and a FIRE: Setting a campfire is included in making camp. This

06
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SURVIVAL roll. Success means you gain a number of rations of (domestic) is required to be able to cook food at the camp and it will

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06 TRAVEL CAMP MISHAPS

D10 MISHAP EFFECT


1 Food spoiled Your food has rotted or been infected by insects. Half the rations you are carrying are spoiled.
2 Flooding Heavy rainfall (page 139) starts in the middle of the night. The camp is
flooded and everything gets soaking wet. All characters must roll for STAMINA
to avoid becoming hypothermic, and no one gets any sleep.
3 Fire dies The firewood is wet, and your campfire goes out. Except in warm weather,
everyone must roll for STAMINA to avoid becoming hypothermic.
4 Fire! The flames from your campfire spread out of control. If you have a tent, it’s destroyed. Each
character suffers the effects of fire with intensity D, and must make a MOBILITY roll to save their
gear. Failure means that one piece of equipment (Referee’s discretion) is lost in the fire.
5 Ants Your camp sits right in the middle of an ant road. You each suffer
1 point of stress and no one gets any sleep here.
6 Lice A randomly selected character has caught lice. It itches horribly, and they get
a rash all over their body. The victim suffers 1 point of stress each day and
cannot sleep this day. A successful MEDICAL AID roll stops the effect.
7 Mosquito A large swarm of mosquitoes attacks the camp, driving everyone crazy. Roll two D6 base
swarm dice for each character – for each rolled, the character suffers 1 point of stress.
8 Savage A starving wolf, dog, boar or even a bear attacks the camp.
animal For stats, see page 38 of the Referee’s Manual.
9 Lost gear A randomly selected character has lost a piece of gear.
The Referee decides what was lost, and if it can be found.
10 Broken gear An item belonging to a randomly selected character is broken.
The Referee decides what item it is. The item can be repaired with a TECH roll.

protect you against cold weather. You can opt to not start a kitchen of some sort. By a campfire, you can cook up to a dozen
a fire, as the smoke will give away your position to anyone daily rations of food in a shift. This includes cutting meat, gutting
within visual range of it. When sleeping for a shift without and cleaning fish, etc. You can cook in the same shift as another
a fire (or other heat source), you must all roll STAMINA to character makes camp.
avoid hypothermia (page 78), except during warm summer Roll for SURVIVAL. No matter if you succeed or not, your rations of
nights. meat, fish or wild food are turned into domestic food rations (page
131). However, if you fail, anyone who eats the food must make a
HIDDEN CAMP: If you want to make your camp hard to spot, STAMINA roll to resist food poisoning. This can be a hidden roll made
roll RECON right after your SURVIVAL roll, and note down the by the Referee.
result. Your RECON result will be used as an opposed roll
against any enemy passing by, just as when setting up
an ambush (page 60). Without this, any enemies coming RESTING
within visual range of your camp will automatically spot it. Resting by the campfire is a good opportunity to recover from damage.
Read more about recovery on page 73. If your rest is interrupted by
STANDING GUARD: Even while you are in your camp, you something dramatic, like combat or other similar activity, your activity
would be wise to have a sentry stay awake to keep watch. during the shift no longer counts as rest.
You need to choose who stands guard during the night,
and let this person sleep during some other shift (usually
the evening).
SLEEPING
You need to sleep at least one shift per day (usually during the night)
to avoid becoming sleep deprived (page 78). If your sleep is interrupted
COOKING by something dramatic, like combat or other similar activity, your
Cooking meat, fish or vegetables that you have activity during the shift no longer counts as sleep.
caught or foraged in the wild requires a campfire or

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EXPLORING A few common civilian boat types are included in the
When you stop at a location to explore it, your journey is interrupted. vehicle lists in chapter 5. More boats, and more detailed
Exploring can take anything from a shift up to several days or even rules for how to use them, will be included in a future
weeks. Sometimes, you might have to take a break to rest or sleep expansion.
while exploring. You cannot rest or sleep if you explore for more
than half of the shift.

BARE GROUND
CITY TRAVEL It is possible to sleep in the
Traveling inside cities and towns is handled similarly to travel in the wilderness without making camp –
countryside, but uses maps with a smaller scale. Instead of 10-kilometer you simply find a suitable tree to
hexes, city maps use 1-kilometer hexes. However, as cities are often sleep under. You save the time it
more crowded and travel in a city is slower – each 1-kilometer hex in a takes to make camp, but everyone
city or town is counted just like a 10-kilometer hex for the purposes of in the group must make a SURVIVAL
both travel speed and fuel consumption. roll to find a good spot to sleep.
City settings and how to play in them will be explored in more detail Failure means you don’t sleep at
in a future expansion to Twilight: 2000. all, and thus risk becoming sleep
deprived. Since you don’t have a
fire to keep the cold away, you all
also suffer the effects of cold.
WATER TRAVEL
If you have access to a boat or raft, you can cross a river without using a
bridge or a ford. You can also travel along a river, across a lake or on an
ocean. Sea travel works just like driving on land. Passengers on a boat
can rest or even sleep, as long as they don’t keep watch, fish or perform
some other action.

06
TRAVEL

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INDEX
A C Deviation 71
Ablation 73 Called shots 66 Dice 11
Actions 55 Campaign framework 10 Die size 16
Agent (career) 37 Cargo 84 Difficulty 46
Agility (attribute) 15 Character sheet 11 Directional mines 69
Aiming 65 Chemical warfare 79 Disarming 63
Ambush 60 Chemist 51 Disease 81
Ammo dice 63 Childhood 32 Diver (specialty) 50
Ammunition 19, 63 Cholera 81 Diving blow 63
Angle of attack 82 City travel 149 Doctor (career) 38
Antenna 86 Civilian (archetype) 22 Driver (career) 37
Antibiotics 130 Civilian firearms 94 Driving (task) 140
Anti-Personnel Mines 68 Civilian vehicles 116 Driving (skill) 48
Anti-Tank Guided Missiles 72 Close combat 62 Drowning 79
Anti-Tank Mines 69 Close Combat (skill) 48 Dysentery 81
AP 71 Coaxial 84
APDS 71 Combat Arms (career) 32 E
APFSDS 71 Combat Awareness (specialty) 51 Electrician (career) 51
Archer (specialty) 50 Combat Engineer (specialty) 51 Electricity 131
Archetype method 20 Combat gear 19 Elevation 57, 58
Armor 72 Combat Medic (specialty) 51 Empathy (attribute) 15
Armor Piercing 71 Combat Service Support (career) 32 Encumbrance 19
Artillery 113 Combat Support (career) 32 Engine 84
Assassin (career) 37 Command (skill) 49 Evening (shift) 138
Atropine 130 Communications (specialty) 51 Experience points 40
Attributes 15 Compass 129 Exploring (task) 149
Component damage 82 Explosions 68
B Computers (specialty) 51 Explosives 131
Backpack 19, 131 Conditions 78 Exposed passengers 86
Barbed wire 59 Construction (career) 37
Barriers 59 Construction (base) 135 F
Bartering 90 Contamination 80 Facilities 134
Base building 132 Cook (specialty) 51 Facing (vehicle) 82
Battery 131 Cooking 148 Falling 79
Battle map 54 Coolness under fire 16 Farmer (career) 37
Big dream 17 Corrections (indirect fire) 72 Farmer (specialty) 51
Biker 50 Counselor (specialty) 51 Fast action 55
Binoculars 129 Cover 58, 72 Fatigues 131
Blacksmith 51 Cow pen (facility) 134 Field (facility) 57
Blast power 68 Crawling 58 Field rations 131
Blistering agents 79 Critical injuries 74 Field Surgeon (specialty) 51
Blocking 62 Cropland (facility) 134 Fire 79
Blocking terrain 57 Currency 18 Fire-and-Forget 72
Boatman (specialty) 50 Fire control systems 85
Boats 87 D Fisher (specialty) 51
Body armor 127 D3 11 Fishing (task) 147
Bows 65, 94 D100 11 Fishing gear 131
Branch 15 Damage 72 Flares 59
Brawler (specialty) 49 Day (shift) 138 Flashlight 129
Buddy 17 Death 74 Foliage 57
Builder (specialty) 50 Debris 57 Food 19
Burglar (career) 36 Decontamination 81 Food poisoning 81
Defenses (facility) 134 Forager (specialty) 51
Dehydrated 78 Foraging (task) 143
Detective (career) 36 Forced march 140

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Karl Punu (Order #34316430)
Forest (terrain type) 57 Interrogation 61 N
Forward Observer (specialty) 51 Interrogator (specialty) 51 Nationality 15
Free action 55 Investigator (specialty) 51 Navigation 140
Frontline Leader (specialty) 51 Navigator (specialty) 51
Fuel 84, 130, 141 J NBC (specialty) 50
Jamming 65 Negotiating position 61
G Jury rigging 91 Nerve agents 79
Gang member (career) 36 Night (shift) 138
Garage 134 K Night vision 59
Gear 127 Keeping watch (task) 143 Night vision goggles 129
General Practitioner (specialty) 51 Kid (archetype) 25
Generator 131 Killer (specialty) 49 O
Grappling 63 Officer (archetype) 28
Grunt (archetype) 23 L Officer (career) 32
Gun care 91 Landmines 68 Operation Reset 6
Gunner (archetype) 24 Language 15 Operator (archetype) 29
Gunsmith (specialty) 51 Launcher Crew (specialty) 49 Opposed roll 46
Liberal arts (career) 38 Overwatch 67
H Life path method 31
Hand grenades 70, 112 Line of sight 60 P
HE (ammunition) 71 Linguist (specialty) 51 Paramilitary (career) 37
Healing crits 74 Load Carrier (specialty) 50 Paratrooper (specialty) 50
HEAT (ammunition) 71 Locksmith (specialty) 51 Pavement (terrain type) 57
Heater (facility) 134 Logistician (specialty) 51 Penetration limit 73, 82
Heavy weapons 70 Lookout (facility) 134 Persuasion (skill) 49
Heavy weapons (skill) 48 Pigsty (facility) 134
Help 46 M Pilot (specialty) 50
Hexes 57 Machinegunner (specialty) 49 Pintle mount 84
High Explosive 71 Machine guns 66 Pitcher (specialty) 50
High Explosive Anti-Tank 71 Making camp (task) 147 Plague 81
Historian (specialty) 51 Manager (career) 38 Player character 7
Hit capacity 16 Marching 139 Pneumonia 81
Hit location 72 Martial artist (specialty) 49 Police officer (career) 36
Home base 132 Mechanic (archetype) 26 Polish military vehicles 125
Horses 86, 142 Mechanic (career) 37 Polish military weapons 108
Howitzers 114 Mechanic (specialty) 51 Prison cells (facility) 134
Hull mount 84 Medic (archetype) 27 Prisoner (career) 36
Hunter (specialty) 51 Medical Aid (skill) 49 Professor (career) 38
Hunting (task) 146 Medkit 130 Protective mask 129
Hustler (career) 36 Melee (specialty) 49 Psy Ops (specialty) 51
Hypothermic 78 Melee weapons 92 Pushing 45
Mental trauma 78
I Military rank 15 Q
IEDs 69 Military service (career) 32 Quartermaster 19
ILLUM (ammunition) 71 Mines 114 Quartermaster (specialty) 51
Illumination rounds 71 Mishaps 141
Improvised Munitions (specialty) 51 Mobility (skill)) 48 R
Incapacitated 73 Modifiers 45 Rabies 81
Indirect fire 72 MOPP suit 130 Racer (specialty) 50
Infected wounds 73 Moral code 17 Radiacmeter 129
Infiltrator (specialty) 51 Morning (shift) 138 Radiation 80
Infirmary (facility) 134 Mortars 113 Radiation sickness 81
Initiative 54 Mountaineer (specialty) 50 Radios 127
Intelligence (specialty) 51 Movement 58 Ramming 86
Intelligence (attribute) 15 Musician (specialty) 51 Range 65

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Ranged combat 63 Sleeping (task) 148 Terrain types 138
Ranged Combat (skill) 48 Slow action 55 Thermal optics 129
Ranger (specialty) 50 Smoke 60 Thrown weapons 65
Recon (skill)) 48 Sniper (specialty) 50 Tiny items 19
Recovery 73 Social conflict 61 Tokens 54
Redleg (specialty) 49 Soviet military vehicles 119 Tools 130
Referee 7 Soviet military weapons 101 Trade 90
Reliability 91 Spare parts 130 Trader (specialty) 51
Reloader (specialty) 50 Special Operations (career) 32 Travel maps 138
Reloading 65 Specialties 49 Turn 55
Repairing gear 91 Spook (archetype) 30 Turret 84
Resting (task) 148 Stabilizer 85 Typhoid fever 81
Retreat 63 Stabilizing crits 74 Typhus 81
Ricochet 86 Stamina (skill) 48
Rider (specialty) 50 Stance 58 U
Rifleman (specialty) 50 Starving 78 Unit morale 16
Root cellar (facility) 134 Stills 130, 141 Upkeep 133
Round 19, 54 Stockpile 19 US military vehicles 116
Runner (specialty) 50 Strength (attribute) 15 US military weapons 97
Stress 77
S Stress capacity 16 V
Scavenging (task) 91 Stretch 19 Vehicle cannons 113
Sciences (career) 38 Stuck 82 Vehicle combat 81
Scientist (specialty) 51 Supply 90 Vehicle Gunner (specialty) 49
Scout (specialty) 51 Suppression 67 Vehicle maintenance 91
Scrounger (specialty) 51 Surprise 54 Vehicles 115
Scrounging (task) 143 Survival (skill)) 48 Veterinarian (specialty) 51
Searchlights 59 Suspension 84 Visibility 59
Secondary damage 83 Swamp (terrain type) 57
SERE Training (specialty) 50 SWAT (career) 36 W
Severe injuries 74 Swedish military vehicles 122 Water 19
Shallows (terrain type) 57 Swedish military weapons 105 Water travel 149
Shaped charges 70 Weather 139
Shift 19 T Well (facility) 135
Shifts 138 Tactician (specialty) 51 White Phosphorus 71
Shotguns 65 Tanker (specialty) 50 Windmill (facility) 135
Shoving 63 Tasks 138 Wire-guided ATGM 72
Shrine (facility) 134 Teacher (specialty) 51 Workshop (facility) 135
Shrubland (terrain type) 57 Tech (skill) 48 Wound infection 81
Sidearms (specialty) 50 Telescopic sights 65 WP (ammunition) 71
Skills 44 Tent 131
Sleep deprived 78 Terrain 57

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Karl Punu (Order #34316430)
ISBN 978-91-89143-42-5
FLFT2K002

9 789189 143425

Karl Punu (Order #34316430)

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