
Bienvenidos al universo de Twilight: 2000, juego de rol ambientado en las postrimerias de la Tercera Guerra Mundial, resultado de un largo enfrentamiento entre las fuerzas de la OTAN y el Pacto de Varsovia, en un principio de tipo convencional, pero que termino con una limitada guerra nuclear, con todas sus consecuencias. Bienvenidos a un mundo destrozado en donde tu personaje es un superviviente de la guerra...
El inicio de este conflicto mundial lo podemos encontrar en una serie de choques fronterizos entre la URSS y China en 1995, que se transformaron en una guerra abierta con uso masivo de armas NBQ, y en un intento de reunificacion de las dos alemanias por parte de oficiales alemanes de ambos lados en 1996, que al fallar dio lugar al enfrentamiento entre las fuerzas de la OTAN y del Pacto de Varsovia.
Este conflicto se mantuvo hasta que el dia de accion de gracias de 1997 la URSS lanzo un primer ataque nuclear contra blancos en los USA y en Europa, haciendo que tanto los USA como Gran Bretaña lanzara su arsenal atomico en represalia.
A pesar de los graves daños causados por el intercambio nuclear, la guerra continua. Despues de llegar a un punto de estancamiento en el teatro europeo, las fuerzas de la OTAN lanzan un ataque a Polonia y los paises Balticos, pero fue interrumpido por un contraataque de las fuerzas del Pacto de Varsovia. En el caos resultante, varios cuerpos y divisiones de ambos bandos fueron aniquilados, desaparecieron las lineas de suministros, y se pierde la cadena de mando mas alla de las unidades del tamaño de un peloton. Los supervivientes se convierten en bandidos, se unen a milicias de defensa locales, o intentan volver a casa...
Y en los Estados Unidos, comienza un guerra civil.

Este juego dispone de una segunda edicion, en donde se realizan cambios en la ambientacion y se implementa el mismo reglamento que los otros juegos de la editorial GDW. El sistema de reglas de GDW fue evolucionando en los diversos juegos de la editorial, basicamente la misma base pero con muchos cambios en cada juego, cambiando el dado utilizado para las tiradas de habilidad, asi como la formula utilizada para las tiradas, y añadiendo diversas dificultades, que tambien cambiaron segun la edicion. Al final, todos los juegos de GDW (Dark Conspiracy, Traveller: The New Era, Cadillacs and Dinosaurs y Twilight: 2000) eran compatibles entre si...
Esta segunda edicion dispone de un setting alternativo, Merc 2000, para jugar con mercenarios en una ambientacion en donde no ocurrio la Tercera Guerra Mundial, y otro suplemento para añadir escenarios de ciencia ficcion. Existe una tercera edicion, Twilight: 2013, editada por una editorial distinta, en donde cambian la ambientacion totalmente asi como el sistema de reglas (y por ello, la trataremos en otra entrada).
Como curiosidad, decir que los miembros de la editorial GDW jugaron una partida llevando la rienda de diversos paises durante este conflicto, y lo que sucedio despues de el durante los siguientes 300 años, incluyendo el desarrollo de la navegacion estelar y la colonizacion de otros planetas, dando lugar asi a la ambientacion que se utilizaria en su juego de rol 2300AD







El inicio de este conflicto mundial lo podemos encontrar en una serie de choques fronterizos entre la URSS y China en 1995, que se transformaron en una guerra abierta con uso masivo de armas NBQ, y en un intento de reunificacion de las dos alemanias por parte de oficiales alemanes de ambos lados en 1996, que al fallar dio lugar al enfrentamiento entre las fuerzas de la OTAN y del Pacto de Varsovia.
Este conflicto se mantuvo hasta que el dia de accion de gracias de 1997 la URSS lanzo un primer ataque nuclear contra blancos en los USA y en Europa, haciendo que tanto los USA como Gran Bretaña lanzara su arsenal atomico en represalia.
A pesar de los graves daños causados por el intercambio nuclear, la guerra continua. Despues de llegar a un punto de estancamiento en el teatro europeo, las fuerzas de la OTAN lanzan un ataque a Polonia y los paises Balticos, pero fue interrumpido por un contraataque de las fuerzas del Pacto de Varsovia. En el caos resultante, varios cuerpos y divisiones de ambos bandos fueron aniquilados, desaparecieron las lineas de suministros, y se pierde la cadena de mando mas alla de las unidades del tamaño de un peloton. Los supervivientes se convierten en bandidos, se unen a milicias de defensa locales, o intentan volver a casa...
Y en los Estados Unidos, comienza un guerra civil.

Esta segunda edicion dispone de un setting alternativo, Merc 2000, para jugar con mercenarios en una ambientacion en donde no ocurrio la Tercera Guerra Mundial, y otro suplemento para añadir escenarios de ciencia ficcion. Existe una tercera edicion, Twilight: 2013, editada por una editorial distinta, en donde cambian la ambientacion totalmente asi como el sistema de reglas (y por ello, la trataremos en otra entrada).
Como curiosidad, decir que los miembros de la editorial GDW jugaron una partida llevando la rienda de diversos paises durante este conflicto, y lo que sucedio despues de el durante los siguientes 300 años, incluyendo el desarrollo de la navegacion estelar y la colonizacion de otros planetas, dando lugar asi a la ambientacion que se utilizaria en su juego de rol 2300AD

![]() | Twilight: 2000 (1st Ed) Core Rules GDW presents a new concept in Roleplaying. World War III began five years ago. It's still going on, but that's the least of your problems. A few days ago, you were soldiers in the U.S. 5th Division. Now you're fighting just to survive while the world falls apart around you. |
![]() | Twilight: 2000 (1st Ed) Howling Wilderness A source-book for the United States in the world of Twilight:2000. It describes events in years before war and the attack on the U.S. and the aftermath of the attack, including the future history through May 2001 and the change in weather patterns. Also includes discussions of the Civgov, Milgov, and New America, including their current territories and a summary of available military forces. Maps showing the location of each major nuclear strike and details of the more important ones. A state by state rundown of local conditions and how the change in weather is affecting them. Finally the module contains a bonus of the Twilight Citymaker. A collection of over 100 different geomorphic map sections of various urban areas so referees can put together towns, villages, fortified strong-points at a moment's notice. |
![]() | Twilight: 2000 (1st Ed) Survivors' Guide to the United Kingdom This guide describes what happened to the United Kingdom during the war and after. Contains a detailed order of battle for the British army, bringing the OB up to January 1, 2001. Includes British oriented character generation tables and a consolidated reference for British military equipment. Includes a district by district description of what was nuked, what was destroyed by rioters and othe damage inflicted by the war. |
![]() | Twilight: 2000 (1st Ed) RDF Sourcebook Provides the setting and backdrop for adventures in the Persian Gulf region. Includes:
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![]() | Twilight: 2000 (1st Ed) The Free City of Krakow An adventure module for Twilight: 2000. Krakow has been spared the worst of the war's devastation and has declared itself a free city. Background material includes street maps with points of interest noted, from Wawel Castle to the "Wojo" munitions plant. Over a dozen important non-player characters are described in detail... The module lays out several adventures which can take place in or around Krakow. Finally, the module contains rules for incorporating helicopters into Twilight:2000 Krawkow's defense forces have an operational Mi-17 Hip (Krakow's "flying carpet") |
![]() | Twilight: 2000 (1st Ed) Going Home Set in Europe this adventure is about getting across Poland and north-central Germany to catch the last ship headed back to the U.S. Includes:
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![]() | Twilight: 2000 (1st Ed) King's Ransom Provides information to set a campaign in central Iran. Main adventure involves a search for the Crown Jewels of Iran. Includes descriptions of towns, regions, villages, forces, and encounters. Also has plans for a signal company compound, a cathedral, and a hotel that may figure in the main adventure. |
![]() | Twilight: 2000 (1st Ed) Pirates of the Vistula The mighty Vistula River sets the stage for a journey from Krakow to the remains of Warsaw aboard the river tug Wisla Krolowa. All the important forces along the river, such as the bandit and marauder units, and of course, the vicious river pirates ... are described in terms of organization, equipment, and motivations. Provides complete rules for a new type of warfare in the world of Twilight: 2000 -- riverine combat. Pirates of the Vistula gives a rich detailed look at the entire course of the upper Vistula and its environs. Includes deck plans of the Wisla Krolowa and map of the Vistula. |
![]() | Twilight: 2000 (1st Ed) The Black Madonna The Black Madonna is an adventure module for Twilight: 2000. Silesia, in southern Poland, is the backdrop for a quest for a religious icon of great value. Was the icon taken east by the Soviets? Was it hidden in a cave by Polish patriots? Was it destroyed when Czestochowa was bombed? Did the NATO forces who occupied the city briefly carry it west with them? Or, does it rest beneath the ruins of Czestochowa? There is only one way to know for sure... Over and above the main adventure, this module provides a picture of life in southwest Poland after the destruction of the war. The surviving cities, the resources, the petty lordlings and the major powers are given life and detail. From the court of the Markgraf of Silesia to the camps of the bandit gangs; from the ruined factories of Czestochowa and Gliwice to the slowly recovering facilities of Raciborz and Rybnik; all are described in rich detail. This module provides a picture of life in southwest Poland after the destruction of the war. The surviving cities, the resources, the petty lordlings and the major powers are given life and detail. Players are also given the chance to aid in finding the Black Madonna, a religious and cultural artifact that could help Poland rise from the ashes of the war. |
![]() | Twilight: 2000 (1st Ed) The Ruins of Warsaw Warsaw was levelled by six NATO nuclear devices in 1997. The city, even in its current state, provided some protection against the bandits who ruled the countryside. Baron Czarny moved into the city, taking as his own the former Palace of Culture and Sciences. From this new Twierdza Czarny (black fortress) the evil Baron commands his horde to pillage and subjugate everyone in and around the city. The player characters have become involved in the battle for Warsaw, between the baron and the Milicya. They will play leading roles -- commanding troops, ambushing convoys, contacting other communities, and trying to survive in the rubble and debris of Warsaw. Also are complete macro combat rules for Twilight: 2000. Now battles involving hundreds of men and vehicles may be resolved quickly, easily, and realistically. Includes map of Warsaw and Twilight Miniatures Rules: Draft edition (also published as a supplement to Challenge issue 25) |

![]() | Twilight: 2000 (1st Ed) The Last Submarine 01: The Last Submarine The first of a three part adventure centering on a fast attack submarine, the USS Corpus Christi. In this installment the characters must locate and capture the submarine and then return it to New London, Conn. The module presents background information on southeast new England, information on the Corpus Christi and a brief history of submarine actions in the Atlantic. |
![]() | Twilight: 2000 (1st Ed) The Last Submarine 02: Mediterranean Cruise Mediterranean Cruise is a game module for use with GDW's World War III role-playing game. Twilight: 2000. The story centers around the same characters who recently recaptured SSN 705 City of Corpus Christi in the previous module, The Last Submarine. The characters take the submarine on a mission of extreme importance across the Mediterranean, through the Dardanelles to Romania, stopping along the way to perform a few extra chores for MilGov. Information presented in this module includes:
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![]() | Twilight: 2000 (1st Ed) The Last Submarine 03: Boomer In Boomer, the crew of the Corpus Christi discovers a chilling fact: a Soviet Typhoon-class nuclear missile submarine is alive and well. Worse, it has three of its missiles and their warheads. Information presented in this module includes:
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![]() | Twilight: 2000 (1st Ed) Return to Europe 01: Return to Warsaw He's back.... Last year, the inhabitants of Warsaw's various communities, with the aid of a few American soldiers, united to defeat the baron. Over the winter, the threat gone, the small communities fell to squabbling among themselves. This spring, the baron's back, with a new army, and once again threatens the communities that have taken root in the ruins of the former capital of Poland. The baron plans to conquer the communities before the winter wheat crop is ready, while the defenders are still short of food. The characters have been asked for help by Filip Kizysztof, leader of the Sielce settlement. Filip needs the characters' aid in reuniting the splintered communities to defeat the baron a second time, and in the process save what's left of civilisation in this part of Poland. Return to Warsaw is the first in the Return to Europe series of Twilight: 2000 adventure modules. This series of adventures will take the characters back to the Polish city of Warsaw, east to the city of Lvov in the Ukraine, and then back to Poland again, this time to Silesia. Although the three modules are linked, and designed to be used in sequence, each is an independent adventure in and of itself, and can be played separately. This booklet contains:
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![]() | Twilight: 2000 (1st Ed) Return to Europe 02: Bear's Den I'd always thought that when I finally got to the Soviet Union, it would on a recon for some massive NATO force. Well, there aren't any of those now, and here I am. I thought it would look different, smell bad or something, but I didn't even know we were there until sarge said, "Welcome to the bear's den, lads. This is the Ukraine. Look alive!" He laughed and spat out the piece of burlap he had been chewing on. Nobody else was crazy enough to try making their way through this blizzard. In Bear's Den, expatriate Soviet General Anton Chelkov battles to control Lvov and the surrounding area. The 27th NATO Division is approaching through the Carpathian Mountains to the south, and partisans attack from every direction. Chelkov desperately needs fuel and food to weather the winter assault, but he remains confident. Hidden in his castle in Olesko is a Scud B nuclear missile. Information presented in this module includes:
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![]() | Twilight: 2000 (1st Ed) Return to Europe 03: White Eagle "Don't tell me, let me guess. We have to save western civilization again, right?" We all thought Ski was crazy. "We are the last hope of civilization in Poland," he said. "Julian is a dictator. Krakow is run by a bunch of gouging, mercantile profiteers. There are bandits everywhere, and the only one who cares about the Polish people is Father Wojiech. We have to help him - it's the only way to keep everything from sliding into the pit." All of us in the squad argued for hours. I said helping Father Wojiech is insane and is only gonna get us all killed. We should hole up somewhere and see what the situation is in the spring. So who are we linked up with? Guess. In White Eagle, powerful forces are struggling to control a nation. The armed might of King Julian of Silesia is matched against the equally powerful economic forces of the free city of Krakow. Opposing them both is the Wojsko Ludowa (People's Army) of Father W. Niekarz. Krakow has mercantile connections. money, and technological expertise. The "king" has military expertise and a steadily expanding government of local warlords backed by an organized military. Father Niekarz and his followers have a devout belief in the righteousness of their cause, a burning desire to see Poland free of tin-pot dictators and petty warlords backed by "soldiers" who are nothing more than bandits - and the Black Madonna of Czestochowa, a religious icon and a powerful symbol of Polish nationalism. For the WL's banner, Father Niekarz has chosen a white eagle (the tradional symbol of Poland) on a red field (red and white are the Polish national colors). The People's Army has no stockpiles of weapons and ammunition, no vast treasury, no great military leaders. That's where you come in.... White Eagle outlines what has happened in southern Poland since the players last saw the region: the transmutation of General Julian Filipowitz into the despotic King Julian, the power struggle within Krakow for control of the region's industrial economy, the deteriorating agricultural situation that threatens to spark another round of civil unrest within the towns and villages of Poland - these factors and others threaten the fragile blossom of civilisation. |

![]() | Twilight: 2000 (1st Ed) Airlords of the Ozarks The characters are asked to infiltrate and gather information on New America operations in northern Arkansas and southern Missouri. Includes detailed information on the New America organization, descriptions of regions, communities and encounters in the Ozark Mountains. Has technical and game data on airfoil cargo dirigibles used by New America, also technical and game data on ultralight aircraft. |
![]() | Twilight: 2000 (1st Ed) Allegheny Uprising Set in the Allegheny Mountains of Pennsylvania the characters are searching for a prewar government supply stockpile. Includes descriptions of western Maryland and Pennsylvania with details of organizations, marauder bands and local defense forces. Has a list of non-player characters and a map of southwestern Pennsylvania. Finally includes background on the Pennsylvania's recent history and the secret supply cache the characters are searching for. |
![]() | Twilight: 2000 (1st Ed) Armies of the Night Set in New York City two years after the nukes fell the players are tasked with restoring New York to government control. Includes:
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![]() | Twilight: 2000 (1st Ed) City of Angels Ever since the world as we knew it ended, people have been saying that chivalry is dead - they've been saying it for a long time anyway, but this time they're sure. No one does anything for any motive except survival. Dog-eat-dog, survival of the fittest, might makes right... I've heard all those cliches and more. And I refuse to conform to them. Lieutenant Jimenez wanted me to take his St. Christopher's medal to his folks in L.A. No reward, no treasure at the end of the road. Just a favor to a friend, that's all. I promised I'd do it, and I will. City of Angels is a module for use with GDW's World War III role-playing game, Twilight:2000. Th adventure takes place near the blasted ruins of the Los Angeles area of Southern California. The story revolves around the obligation of one of the players to an old commanding officer. Living up to his promise thrusts him, along with his companions, into a journey through the hardest hit areas of the nuclear exchange of World War III. The group must contend with all the harsh realities of post-holocaust life, complicated by rival gangs warring over territories in what was once known as the City of Angels. Information presented in this module includes source material and maps for the L.A. and Orange County areas, an overview of Southern California, and optional rules which include civilian character generation. City of Angels can be run on its own, or can be easily adapted to fit an existing campaign. |
![]() | Twilight: 2000 (1st Ed) Gateway to the Spanish Main This module is built around a replica of the USS Constitution. The characters are crew members aboard the sailing vessel and become involved in activities in the Caribbean Islands. Includes:
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![]() | Twilight: 2000 (1st Ed) Kidnapped The characters are working for the civilian government and are asked to locate and kidnap the leader of New America. The module describes the area between Fredrick, MD and Charles Town, W.Va. including an overview of the blight and famine effecting the region. Complete maps and descriptions of two important New America complexes are also provided. |
![]() | Twilight: 2000 (1st Ed) Red Star, Lone Star Set along the Texas gulf coast late in 2000 the characters try to rescue a kidnapped oilman and his wife. Description of towns, villages and encounters between San Antonio, Port Lavaca, Brownsville, with encounter and rumors tables for each. Includes maps for area as well as a for an offshore oil platform. Also has game details for French armored vehicles used by the Mexican army as well as location and strength of Soviet, American, Mexican units in southern Texas. |
![]() | Twilight: 2000 (1st Ed) Satellite Down Remember that slogan they used to use to entice young sprouts like us into the service, before the recent unpleasantness reinstituted the draft? “Join the army and see the world,” wasn't it? At least this time we get to go someplace warm, looking for a fallen star. Seems this Soviet weather satellite decided it was time to come down and picked one of the most remote, out-of-the-way locales to land in that I've ever seen (and I've seen some weird ones lately). The question of where we were going wasn't foremost on our minds, though. Why was what we wanted to know. What was so flamin' important about some commie satellite? Here's the answer we got, verbatim: “Because that little electronic box recorded every action of the war-every nuclear strike, as well as the most current and up-to-date information on wind patterns and radiation spread over the whole damn world, not to mention ozone dispersion and other weather data. Whoever has this satellite will be years ahead of the other nations in terms of knowing the extent of the climatic changes coming up.” As it turned out, the most important question, which none of us asked, was “Who?” In Satellite Down, the characters get to take a trip to sunny Baja California, where they must retrieve some date cassettes from a weather/recon satellite that managed to record the weather patterns of the last three years. Whoever has the information on those tapes will be able to forecast the effects of the climatic changes caused by the war-and be better able to survive them. The only thing standing in their way is a do-it-yourself messiah and a few hundred fanatic followers. Satellite Down contains all the information a referee needs to conduct the adventure, including maps, building floor plans, and historical background on the satellite and the religious community which has recovered it. |
![]() | Twilight: 2000 (1st Ed) Urban Guerilla This module is set in central Florida with the characters on a reconnaissance mission of the New America enclave located there. It includes:
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![]() | Twilight: 2000 (1st Ed) Small Arms Guide Contains a consolidated listing for every personal firearm in the basic game. Each weapon entry contains an illustration of that particular firearm, a few remarks and details for incorporating the weapon into the game. Includes increased coverage of military and civilian rifles as well as expanded coverage of ammunition types. Has special essays on reproduction black-powder firearms and the special low-tech auto-rifle, the M16EZ Finally, it has a consolidated price and equipment listing for all weapons and ammunition types covered in Twilight: 2000. |
![]() | Twilight: 2000 (1st Ed) Heavy Weapons Guide Over 110 Heavy Weapons for Twilight: 2000 The Heavy Weapons Guide is a resource and guidebook to more than 110 mortars, grenade launchers, recoilless rifles, mines, hand grenades, rifle grenades, SAMs, and other support weapons. As a special bonus, the Heavy Weapons Guide also includes descriptions, illustrations, game statistics, and rules for the use of flame weapons in Twilight: 2000, including flamethrowers and the ever-popular home-made firebomb called the "Molotov cocktail." |
![]() | Twilight: 2000 (1st Ed) NATO Vehicle Guide More than 30 vehicles are detailed and described in game terms, including ones from West Germany, the UK, Canada, and other NATO countries. It has eight pages of full color paintings as well as black and white line drawings. Also contains organizational data for armies of Denmark, Norway, The Netherlands, the UK, West Germany, and Turkey as well as orders of battle for these nations as of 1 July 2000. |
![]() | Twilight: 2000 (1st Ed) Soviet Vehicle Guide Details and illustrates a plethora of Soviet and Warsaw Pact equipment. many of the vehicles are illustrated in full color. on eight pages of color plates. Also includes worldwide order of battle for all Soviet divisions and several brigades and regiments as of July 2000. |
![]() | Twilight: 2000 (1st Ed) US Army Vehicle Guide Serving as a comprehensive future projection of current armored vehicle design trends it includes: Eight pages of color plates; thirty-six full color vehicles in all. Complete game statistics for all combat vehicles in U.S. service in the year 2000. Global U.S. order of battle as of the summer of the year 2000. Every division and separate brigade; its manpower and combat vehicle strengths, and its current loyalties. |

![]() | Twilight: 2000 (2nd Ed) Core Rules, 2.0 Roleplaying in the Devastation of WWIII. This roleplaying game sets characters in Europe towards the end of limited nuclear war. Characters are generally military personnel (although civilian options are allowed) who are cut-off from headquarters and 'authorized to go on their own'. Character generation can be handled by random die roll or by allocation to primary stats consisting of Strength, Agility, Constitution, Charisma, Intelligence, and Education. These basic stats are augmented by several calculated stats including hit capacity, weight, load. throw range, and base hit numbers. Character skills are based on careers (military branch / training, education, civilian work, etc) and provide sets of skills appropriate for each career. In game combat addressed both armed and unarmed combat with a heavy focus on modern (1990's) military weapons and equipment. The base rule book includes details on equipment based on country of origin and military training. In addition, details on vehicles (especially military) that are likely to be seen by the characters is included and detailed. Information on various countries and points of interest (such as likely nuclear targets) are outlined for the Referee (i.e. gamemaster) to use. Early versions (2.0 Rulebook) use 1d10 for skill or less; difficulty multiplies skill level by 1/2, 1, or 2. Later versions (2.2 Rulebook) use 1d20 for Stat+Skill or less, difficulties being x1/4, x1/2, x1, x2, x4. Both editions use d6's for damage and stat generation. |
![]() | Twilight: 2000 (2nd Ed) East Europe Sourcebook Information is vital to any military campaign. Without it, armies blindly wander without real objectives, blundering into the enemy by chance, with no opportunity for advance planning or preparation. The East Europe Sourcebook for Twilight: 2000 gives you the information you need to know about the central theater of the Twilight War. Eastern Europe was, without a doubt, the "center stage" of the Twilight War. It was in Eastern Europe that the armies of every major belligerent met; it was in Eastern Europe that the war lasted the longest; and it was in Eastern Europe where the devastation of war was the greatest. The East Europe Sourcebook provides a chapter on each of the nations of the region, giving a short summary of the nation's history, geography, and ethnic make-up. The state of each nation as of the year 2000 is described, and its military forces plotted on an individual situation map. Nations covered include Estonia, Latvia, Lithuania, Poland, Russia, Ukraine, the Czech and Slovak Republics, Hungary, Romania, Bulgaria, Turkey, Greece, and the splintered remains of the former nation of Yugoslavia. More than 30 military vehicles are detailed, illustrated, and described in game terms, including the major vehicles used by the nations of the region, all fully updated to Twilight: 2000, version 2.2. The vehicle pages concentrate on the non-Russian members of the Warsaw Pact, covering Romanian, Yugoslavian, Czech, Hungarian, and Polish military vehicles ranging from the Hungarian FUG scout car to the Romanian TR-85 main battle tank. If that weren't enough, the East Europe Sourcebook also includes a detailed full-color map of Eastern Europe, and two short adventures set in the region: The 8-Ball Division and Czech Mate. |
![]() | Twilight: 2000 (2nd Ed) Castle by the Sea This adventure for Twilight 2000 takes place in northern Poland on the coast of the Baltic Sea. A survivalist group known as Nova Direkto have kidnapped children from the local warlord's camp. The players must infiltrate the castle and rescue the hostages. |
![]() | Twilight: 2000 (2nd Ed) Infantry Weapons of the World Supplement for Twilight 2000 (2nd Edition) that outlines over 220 small arms for use in the game. Weapons include pistols, rifles, submachineguns, machine guns, and shotfuns from around the world that were in use around the year 2000. Each weapon is accompanied by an illustration, a short description, and stats for use in the game. |
![]() | Twilight: 2000 (2nd Ed) Heavy Weapons Handbook The Heavy Weapons Handbook finishes what Infantry Weapons of the World started, by rating over 170 rocket launchers, grenade launchers, antitank and antiaircraft missle launchers, towed field, antitank, and antiaircraft guns, grenades, mines and other support weapons for Twilight: 2000. Infantry units armed only with rifles and machineguns are only half equipped, the Heavy Weapons Handbook provides the rest of what you'll need. Weapons covered range from man-portable missile launchers such as the LRAC F1, the Eryx, and the venerable American bazooka, antitank missles ranging from the aging SS-11 surface-to-surface missle to the FOG-M (Fiber Optic Guided Missle), and towed antiaircraft guns from the Swiss 20mm Oerlikon to the Soviet 130mm AA gun. Antiaircraft missles such as Stinger, Blowpipe, and Mistral are also included. The Heavy Weapons Handbook also includes antipersonnel and antitank mines, and recoilless rifles ranging in size from the US M18A1 57mm to the Soviet B-11 107mm. Each weapon is illustrated, and each entry contains all the information needed for use in the Twilight: 2000 game system, including full combat statistics, weight, price, and availability ratings for both for the weapon and its ammunition. The weapons covered in the Heavy Weapons Handbook are usable with Twilight: 2000, but also with Merc: 2000, Cadillacs and Dinosaurs, and Dark Conspiracy. |
![]() | Twilight: 2000 (2nd Ed) American Combat Vehicle Handbook A supplement for Twilight 2000 that details over 60 (11 vehicles are repeated from the core rulebook) US military vehicles with illustrations and stats for use in the game. Book includes several pages with full cover illustrations. Also included are details on the Order of Battle (i.e. military structure) for the US armed forces including approximate troop count and available vehicles. |
![]() | Twilight: 2000 (2nd Ed) NATO Combat Vehicle Handbook The NATO Combat Vehicle Handbook, like its predecessors (the American Combat Vehicle Handbook and the Soviet Combat Vehicle Handbook), supplements and extends the basic vehicle listing provided with the 2nd edition Twilight: 2000 rules. More than 60 vehicles are represented, from more thatn six nations (France, Germany, Great Britain, the Netherlands, Turkey, Austria and others). Vehicles include the German Leopard III, TPz1 Fuchs and Wiesel, the British Vickers Valiant, FV-4333 Stormer, and FV-721 Fox, VAB, AMX-10RC, the Brazilian EE-T1 Osario, the Austrian Steyr 4K 7FA-K-SPz, and numerous others. All vehicles are completely described for use in Twilight: 2000 games and all games using a similar system (Merc: 2000, Cadillacs and Dinosaurs, and the upcoming Dark Conspiracy), but the data is presented in such a form as to be of interest to modern vehicle enthusiasts even if the don;t play Twilight: 2000 or any game at all. Finally, as with its predecessors, the vehicle guide includes eight pages of color plates showing representative vehicles in their field color schemes. |
![]() | Twilight: 2000 (2nd Ed) Nautical/Aviation Handbook A supplement for the Twilight 2000 game detailing both nautical and aviation vehicles for use in the game. The book includes water craft, airplanes and helicopters of both civilian and military designs with an emphasis on aircraft (only 8 water craft are detailed). The vehicles included are from various countries around the world. Full color pages provide illustrations of standard color markings for various aircraft. Rules for handling aircraft movement and combat including ground-to-air, air-to-ground, and air-to-air are provided. |
![]() | Twilight: 2000 (2nd Ed) Soviet Combat Vehicle Handbook Supplement for Twilight 2000 detailing military vehicles in use by the Soviet Union and many Warsaw Pact countries. The book includes illustrations and stats for over 60 vehicles. Full color illustrations are provided on several pages. Order of Battle (i.e. military structure) by country are provided as additional reference. |

![]() | Twilight: 2000 (1st Ed) Merc 2000 Merc: 2000 is a supplement for Twilight: 2000 2nd Edition. This 120 page sourcebook is an alternate background and world situation where a nuclear holocaust did not destroy civilization. It includes sections on chronology, character generation, equipment, vehicles, the referee, patrons, the world of 2000, the hiring hall, time, travel, and encounters, new combat rules, the opposition, price list, and designers' notes. |
![]() | Twilight: 2000 (1st Ed) Merc: 2000 Gazetteer The Gazetteer is a sourcebook for global hot spots in the strife-torn world of Merc: 2000. From the coup in Tongfa to the border dispute between the Russian Republic and Japan; from the Second Nigerian Civil War to the Basque Insurgency in Spain; from the frigid steppes of central Asia to the steaming jungles of South America; from the battlefields of West Africa to the crime-torn streets of America; the Gazetteer covers then all. Every aspect of warfare in the year 2000 and beyond is presented, ranging from brushfire wars in remote parts of the globe, to terrorist activities in our own backyard. Every major world trouble-spot in the year 2000 is covered with maps, a background summary of the conflict, military organizations of the participants and suggestions for conduct of adventure scenarios as part of the conflict. Although it is intended for use with Merc: 2000, most of the information presented inn the Gazetteer can also be used with Twilight: 2000. |
![]() | Twilight: 2000 (1st Ed) Special Operations Welcome to the shady world of intelligence work and espionage operations. A world where the enemy is not often clear, and where killing someone doesn't accomplish much except to complicate matters. Where the objective is usually as nebulous as the opponent, and often just part of a larger scheme. A "special operation" can include assassinations, kidnappings, burglaries, sabotage, smuggling, courier service, full-scale assaults, and bodyguard duty. The primary feature of "special operations" is secrecy. "Plausible deniability" ceases to be a phrase, moves past being an active term, and becomes a way of life. Evey part of the mission has to be shrouded in secrecy, not just before the mission, but after it, too. In short, a "special operation" means a great deal of trouble just to conceal yourseld and the mission from discovery. And you can't even brag about them, so forget looking to increase your renown among other mercenaries. Special Operations is a dark twist on the already shady world of Merc: 2000. It includes more information on the organizations that most mercenaries will get to know on a business basis: the CIA, DIA, FBI, KGB, GRU, MI-6, etc. It also includes enhanced combat rules, including rules for nonlethal combat, precision weapons fire, new melee weapons, the effects of antitank weapons on living creatures, and weapon specialization. Of course, Special Operations contains adventures, both for the survivalist world of Twilight: 2000 and the more complex politics of Merc: 2000. |
![]() | Twilight: 2000 (Merc 2000) Bangkok: Cesspool of the Orient Bangkok is the first adventure/campaign sourcebook written especially for the revised Twilight:2000 game system. It presents players and referees with a totally new and different background against which to adventure: Thailand. Bangkok describes the geography, climate, peoples, and culture of Thailand, giving maps of the major cities, a rundown of the three main political factions, and complete organizational details of the various armies. From the opium warlords of the Golden Triangle to the "sea gypsies" of the Gulf of Thailand, from the primitive hill tribes of the northeast to the sophisticated mercantile/criminal syndicates of Bangkok itself, each region of the country is fully described. Each section also includes a short folio-type adventure set in that part of the country. Further chapters provide adaptations to the slightly different milieu of Merc: 2000, enabling Bangkok to be used with campaigns for that system as well. IN all, Bangkok will serve as a stepping stone to a whole new world of exotic adventures in the Twilight: 2000/Merc: 2000 roleplaying universe. |

![]() | Twilight: 2000 (2nd Ed) Twilight Nightmares This supplement is a collection of scenarios that introduce science fiction to the Twilight 2000 game. The book consists of 6 full adventures as follows:
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1 comentario:
Te olvidas de la tercera edición ;)
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