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T2K4 Players Manual
T2K4 Players Manual
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
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
™ & © 2021 GDW and Fria Ligan AB. All rights reserved.
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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
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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
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tall across the landscape.
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
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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.
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
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break out the dice.
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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.
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.
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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
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
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✓ 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
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CHARACTERS
want them back. canteen for water.
7 Basic toolkit
7 Binoculars
7 D6 personal medkits
7 D6 rations of food
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
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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
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
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a vehicle can carry, in addition to its passengers.
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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.
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
APPEARANCE
Choose from the examples below or decide for yourself.
7 Regular clothes that don’t make you stand out
SPECIALTIES
Choose one specialty. Recommended options are:
7 Chemist
7 Cook
7 Hunter
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
Survival, Persuasion 7 Basic toolset or dirt bike with half a tank of fuel
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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 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
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APPEARANCE
Choose from the examples below or decide for yourself.
7 Muscles
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
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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
for fools.
7 Kids need to fix the world the adults destroyed.
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
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CHARACTERS
7 D6 rounds of ammo to use as currency
APPEARANCE
Choose from the examples below or decide for yourself.
7 Callused hands
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.
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
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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
SPECIALTIES
Choose one specialty. Recommended options are:
7 Combat Medic
7 Field Surgeon
7 General Practitioner
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
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CHARACTERS
7 D6 rations of clean water
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
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,
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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 Sunglasses
SPECIALTIES
Choose one specialty. Recommended options are:
7 Combat Awareness
7 Infiltrator
7 Sniper
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.
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
✓ RANK: Choose or roll D6. 7 Any pistol or D6 hand grenades or rifle-mounted grenade
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CHARACTERS
7 D6 rations of clean water
APPEARANCE
Choose from the examples below or decide for yourself.
7 Black clothes
7 A forgettable face
SPECIALTIES
Choose one specialty. Recommended options are:
7 Intelligence
7 Killer
7 Psy Ops
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?
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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).
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
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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 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.
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.
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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.
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.
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.
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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.
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.
02
CHARACTERS
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.
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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.
EXAMPLE
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.
02
CHARACTERS
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).
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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.
7 Your unit has traveled at least one hex on the travel map toward
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
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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.
03
SPECIALTIES
the results you have rolled. can never go below one D6.
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
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.
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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.
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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048
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.
03
SPECIALTIES
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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050
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)
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.
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.
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lery attack. While the others check the yard outside,
FAST ACTIONS
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FREE ACTIONS
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).
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 &
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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).
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).
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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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
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.
target hex)
7 Three hexes of forest or one hex of foilage (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.
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).
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.
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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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.
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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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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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.
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.
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
COMBAT &
the mine. Use the rear armor level of the vehicle. The mine
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DAMAGE
also triggers an explosion in the hex.
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.
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
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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DAMAGE
half of the distance to the target (rounding up).
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
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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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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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TORSO
LEGS
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ARMS
MENTAL
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
04
DAMAGE
from 1 to 3 (see the table on the next page). You can’t perform any other actions or roll for any skills.
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
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.
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DAMAGE
time is 2D6 days. agents can contaminate an area for a long time.
blistering agent, certain chemicals like household 7 STRONG RADIATION: 1 rad per stretch
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
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.
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your damage normally. any direction you want, ending the movement facing any direction you like.
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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DAMAGE
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.
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.
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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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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 &
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DAMAGE
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
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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.
05
& GEAR
moving through water or mud.
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.
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
5 1 2 4 +1 1 150 5 2 3 4 0 1 200
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
TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
– 2 15 +1 ½ 100 – 10 5 0 1 300
TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
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.
Shotgun 12 GA 5 2 3 4
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
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.
96
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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
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
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
TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
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
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
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
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
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).
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
– 2 8 +2 ½ 75 – 2 8 +2 ¼ 75
TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
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
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
102
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Karl Punu (Order #34316430)
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
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
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
– 15 50 0 7 1,750 – 15 50 0 6 2,000
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
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).
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
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
TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
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.
GL 40x53 5 4 3 3
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
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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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
TYPE AMMO REL ROF DAMAGE CRIT TYPE AMMO REL ROF DAMAGE CRIT
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
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
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.
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
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
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
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
BLAST RANGE MAG ARMOR WEIGHT PRICE BLAST RANGE MAG ARMOR WEIGHT PRICE
– 15 50 0 7 1,750 – 15 50 0 6 2,000
ATRL 83mm 5 1 7 2
C 6 1 –1 2 750
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.
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
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
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
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.
ATRL 110mm 5 1 8 1
C 7 1 –1 1 250
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
2 3 C 3 6 3 D 3
+1 ¼ 30 –1 ¼ 50
– – Fire B 3 2 3 C 2
– ¼ 50 +1 1 25
HAND GRENADES
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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.
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.
MINES
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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.
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)
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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
REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO
1 G 65 2 1+3 75
– – 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
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)
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)
*Amphibious vehicle – can move through shallow water and swamp unhindered.
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
REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO
1 G 75 2 1+6 150
– – 7,500
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
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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
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
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
REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO
1 G 80 2 1+6 150
* – 15,000
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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
REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO
1 G 80 3 1+6 350
* – 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
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
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
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)
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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.
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)
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.
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.
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)
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GEAR
BODY ARMOR
SSH-68 (RUSSIAN) WZ75 (POLISH) PASGT (US) HJÄLM 90 (SWEDISH)
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
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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.
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.
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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.
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
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& GEAR
unit of improvised explosives with a successful TECH roll. If you fail, rigged using one general spare part. Weight 1. Price 25.
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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& GEAR
time (measured in days or weeks, assuming two shifts 7 SKILL: STAMINA (Builder), TECH (Blacksmith)
of the same type to your base (e.g. several croplands or 7 TIME: One week
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
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
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)
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
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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
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,
VEHICLES
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& GEAR
TERRAIN TYPES
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.
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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
TRAVEL
day shifts are generally considered daylight, while the on the map is 10 kilometers across.
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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.
06
TRAVEL
DRIVING MISHAPS
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.
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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
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 – – – –
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
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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
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.
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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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ISBN 978-91-89143-42-5
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