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Supplimental History

 

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Here is our campaign supplemental history, and house rules.

Twilight:2000

Campaign Introduction

Campaign Information & Supplemental Rules

Section

1

Twilight: 2000

Introduction

Note from the GM

I recently acquired this classic from ebay. It is my desire to provide a unique and enjoyable game environment. In order to speed up the amount of time it takes to get you, the player, started I have taken the liberty to include a bit of the basic game background, simple mechanics and character generation in this packet.

Here are a few things to remember:

This is your campaign world, the ultimate goals of your character, and your party will be decided by you. I will do my best to administer it, but by no means will I lead you around by your nose.

The GM will not engage in random party killing, nor will he allow the party to do the impossible time and time again. I.E. If you attempt to take on a Motorized Rifle Battalion single handedly by a frontal assault, you’ll most likely die.

Twilight 2000 is now set in the past, an alternative reality. Where applicable I will add my knowledge of geo-political affairs to provide additional realism to the game world. In some areas I have amended the "game history" to follow current events up to the time war breaks out.

Goal setting is important. The world is a very big place. Try and work out your characters background, and use this in setting goals.

Now lets get you started. Good luck and enjoy!

 

Section

2

Twilight: 2000

Background

Supplemental History

Note: Originally written in the early 1980’s the history provided by the game designers does not take into account many of the changes in US Soviet relations during the late 1980’s. This supplemental history is provided to explain some of the changes. Please feel free to ask the GM if you have questions.

The fall of the Berlin wall in 1989 signified the end of the cold war, and for most it also seemed that the threat of nuclear Armageddon had passed. At the close of the Gulf War in 1991, it was evident that America had become the world’s only superpower. Soviet hardliners where becoming increasingly uncomfortable with the declining status of the Soviet Union, and the succession of power in the Baltic States. Following the disposition of Gorbachev in December of 1991, the Soviet Union’s economy was in shambles.

On September 21, 1993, an emergency session was held by the Russian parliament to deal with a decree Yeltsin signed stating that Parliament would be dissolved and new elections would be held on December 12th. Vice President Rutskoi announced that would be assuming the office of President.

The Parliament voted to confirm Rutskoi, and ordered the arrest of Yeltsin. Though top leaders of the Communist party did not directly participate in the events, their support for it was evident. Starting on October 2nd, 1993 violent clashes began with police in Moscow. On October 3rd parliament supporters seized control of the Moscow City mayors office, and clashed with Russian Airborne units guarding the national television center in Ostankio.

During the evening of October 3rd pro parliament forces had gained control of Moscow’s major media outlets, and repelled and attempt by pro-Yeltsin forces to retake the station. Pro-Yeltsin civilians attempted to barricade and protect key government offices in Moscow. News stationed broadcast that Yeltsin had been deposed, and citizens where urged to stay inside.

On October 4th, after some hesitation, soviet military command, headed by a few key elite units, decided to back Rutskoi and the pro-parliament police forces. By noon on the 4th Soviet tanks had taken the headquarters of President Boris Yeltsin, and dispatched most of the pro-Yeltsin security forces and supporters. Small-scale resistance and rioting continued through the morning of the 5th until sufficient troops where made available to quiet them. The evening news on the 5th Pro-parliament forces claimed a great victory for the Soviet Union.

President Rutskio was confirmed by the Parliament in another emergency session on the 8th of October. Rutskio claimed that he would return the Soviet Union to its rightful place as a world’s superpower, and usher in a new era of Russian prosperity and greatness. G.Zyuganov, communist party leader, was announced as the New Vice President in a ceremony raising the sickle and hammer above the parliament building. Pro Communist leaders came out of the woodwork to congratulate the two.

The state news agency announced that Yeltsin and succumbed to a heart attack in his sleep during the night of the 12th. President Rutskio announced that Parliament would be "inviting" former states to return to the Soviet Union, and openly encouraged communist party involvement in those governments. On November 12th the Commonwealth of Independent States voted to return all member states to their pre-1991 status, and was summarily dissolved.

By the end of November the Ukraine, Belarus, Lithuania, Latvia, and Estonia had rejoined the USSR through a series of bloodless coup’s orchestrated by the communist party.

January 1, 1994, the Soviet President Rutskio celebrated the New Year with communist party officials and members of former Warsaw Pact Nations. Soviet oil, arms and foodstuff production was leveraged as an incentive to former members to rejoin during his famous "Guns & Butter Speech". On January 1, 1994 the Second Warsaw Pact was officially signed. The US and NATO was stunned.

Civil unrest, based on the rapid flow of unskilled East Germans into the recently reunified German economy reaches the boiling point early March 1994. There was a well-funded push for pro-communist ideals. Communists, Fascists and West Germans openly clash in the streets of Berlin and Leipzig. Wide spread rioting and looting takes place, thousands are killed in the week long strife before German security forces are called out to quiet the dissidents. Former East German cities teaming with fervent communist sympathizers demanded self-rule. Former West German residents, becoming increasingly hostile to the East German unification due to rioting and financial strain on the economy demanded action. German Chancellor Kohl meet with former East German politicians on May12th and announced that a referendum would be placed on the ballot of the October elections to determine if Germany preferred to be "a divided nation". Municipalities located in former East Germany where to make arrangements for the possible re-separation of Germany.

On October 3rd , 1994 voters, hoping to stem domestic unrest, overwhelmingly voted for East German Independence (80%). Chancellor Kohl was defeated in the election to Social Democratic Party candidate Rudolf Scharping. Seizing on the uncertain political environment, the new East German Parliament convened the same day. At midnight on the 4th of October, Communist Party workers, backed by sympathetic paramilitary forces shut down the border between the two states. After limited clashes with German Police, newly elected Chancellor Scharping ordered a cooling off period. East German Officials held a makeshift election placing communists in the newly revived East German Parliament.

By November 1st, most of the Berlin Wall had been a resurrected, East German military unit where at 50% strength of pre-1991levels. East Germany petitions and is admitted into the Second Warsaw Pact. It was obvious that there was significant assistance coming out of the USSR to enable such a speedy comeback, thus confirming what most Western Analysts had feared, the Cold War was far from over, and for the second time in less than fifty years and "Iron Curtain Descended upon Europe."

Please refer to standard Twilight:2000 background for 1995 History and Beyond.

Section

3

Twilight: 2000

Character Generation

Character Stats

Here we begin the administrative process of developing your character. I have made some changes to assist you in creating your character. Primarily they are:

You may roll a total of 9 times, and throw out the three lowest rolls.

You may still "favor and slight" an attribute.

Favor an Attribute: This means you may round the attribute up to halfway between the actual die roll and 20.

Slight an Attribute: For every attribute that is favored you must slight one, by rounding it down to the halfway point between he die roll and zero

Example: "Johnny always likes to play Rambo type characters. He decides to favor his stature (currently 14), and slight his intelligence (currently 10). Johnny’s character "Homer" now has a stature of 17, and an intelligence of 5. That’s right kids; Johnny has created a very big idiot.

You may not use skill points to create unrealistic combinations. If you have developed your background sufficiently, you will be able to justify most of what you want.

Example: "Johnny has a rolled a PFC who is a Supply Specialist with little intelligence. Johnny attempts to use his skill points to purchase the skills of Rotary Wing Pilot and Nuclear Warhead. The GM screams bullshit and smacks Johnny across the face.. That’s right kids; Johnny is a big idiot.

Ok, pull out your character generation worksheet and lets get started.

 

Character Background

 

Now we begin creating the back-story of your character. What he or she did before the they joined the army. Where did they grow up? Did they go to college? What did they like to do? Are they married? Children? You get the idea. In order to assist the players, I will be adding 50 background skill points to the player with the most complete background.

 

Character Specialties

 

Your character’s specialty is what he or she does in the Army. Though there are literally hundreds of military occupational specialties (MOS), the original Twilight: 2000 rules include 19, in ten categories.

I have added a few additional specialties, and supplemented some of the skill benefits to further reflect what a soldier would know having a certain MOS. Please refer to the table on the next page for specifics on character specialties.

Character Equipment & Vehicles

 

Equipment

You will be given a dollar amount to purchase equipment and vehicles before we begin the first adventure. This is not like going to the store. The premise behind the dollar amount is tied to the amount of time you have in combat. Meaning that a soldier with 2 years in combat would have the opportunity to acquire more equipment and goodies than a soldier with two months in combat.

You are all require to purchase the following items:

Item

Description

Quantity

Total Cost

Fatigues (BDU's)

Includes Socks, Boots, underwear, etc. (4 Kg/, $50 per pair)

2 PR

$100.00

LBE

Pistol belt, 2 canteens, two ammo pouches, one entrenching tool, one med pouch, suspenders, 2 grenade pouches, (holster for pistol if officer) (3 kg, $20.00)

1 PR

$20.00

Rucksack

Rucksack (2 kg, $20)

1 EA

$20.00

Kevlar Helmet

Helmet (.5 kg, $100)

1 EA

$100.00

M40 Protective Mask

Gas Mask w/ Case (1 kg, $150)

1 EA

$150.00

MRE

Meal, Ready to Eat

3 EA

-

TOTAL

   

$390.00

Vehicles

One Vehicle can be purchased for every three players at the start of the campaign. Most likely resources will need to be combined.

 

Character Specialties

 

Specialty

Roll

Required (12+)

Skill

Benefit

Support Services

     

Aircraft Mechanic

Auto

-

ACM: ½ Cost

Vehicle Mechanic

Auto

-

MEC: ½ Cost

Electronics Specialist

Auto

-

ELC: ½ Cost

Supply Specialist

Auto

-

SCR: 20; additional SCR at ½ cost

Infantry

     

Infantryman

5

-

CRM: 20, HW: 20

Heavy Weapons

6

-

HW: 40

Engineer

     

Combat Engineer

5

CON

CBE ½ Cost

ADM Specialist

6

INT

NWH: 50, CBE:30

Medical

     

Combat Medic

6

INT

MED: ½ Cost

Artillery

     

Cannon Crewman

   

IF: ½ Cost, TVD: 20

Fire Support Spec.

   

FO: ½ Cost, CMP: 30

Armor

     

Tank Crewman

   

LCG: ½ Cost, TVD: 20

Cavalry Scout

   

TVD: 20, HW: 20, RCN: 20

Aviation

     

Pilot

   

LAP:40, HW 40, RWP ½ Cost

Special Forces

     

Weapons Specialist

   

PAR: 30, INS 20; CRM, HW, BC, RCN, FOR all at ½ Cost; Any one Eastern Bloc Language: 20

Intelligence Specialist

   

PAR: 20; FRG, DIS, BC, PST all at ½ Cost; Any one Eastern Bloc Language: 50, any other language: 30

Ranger

     

Infantryman

   

PAR: 20, CRM:20, HW:20; BC, RCN, FOR all at ½ Cost

Heavy Weapons

   

HW: 40; RCN, FOR both at ½ cost

Intelligence

     

Analyst

   

CMP:50; Any one language:1/2 cost

Interrogator

   

INT: ½ cost, Any three languages: ½ cost