Difference between revisions of "Twilight 2021"
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===Ammunition=== | ===Ammunition=== | ||
Each weapon has an ammo number. This works just like a condition number, except it is only rolled after a firefight. If a weapon is fired using autofire (unless the weapon only fires on autofire), immediately decrement the ammo number. When making an ammo check after a firefight, if an 18 is rolled, the weapon decrements their condition value. | Each weapon has an ammo number. This works just like a condition number, except it is only rolled after a firefight. If a weapon is fired using autofire (unless the weapon only fires on autofire), immediately decrement the ammo number. When making an ammo check after a firefight, if an 18 is rolled, the weapon decrements their condition value. | ||
+ | |||
+ | =Scenarios= | ||
+ | [[The Black Madonna]] |
Revision as of 14:49, 24 January 2021
Twilight: 2021 is a Post Apocalypse game set during the Twilight war, a global conventional and nuclear war. The characters are members of NATO military forces stranded in eastern Europe after the high command, unable to properly supply and coordinate troops, released them to their own devices.
Contents
History
The war on terror escalated continuously, while at the same time global unrest in Central/South America reached a boiling point. In Europe, tensions between Russia and the former USSR states escalated as Russia assumed "protection" for the smaller countries. Belarus, while attempting to remain independent, harbored refugees who coordinated an attack on France, causing them to begin the nuclear strikes. Russian retaliation was not swift, but was eminent. Eventually, most of Europe is embroiled in a long term war that sees no clear victor.
The nuclear strikes are aimed more towards industrial than military targets, crippling the ability to resupply soldiers in the field. The armies continued to fight to a stalemate until 2013, when most governments have virtually ceased to exist on anything more than a local scale.
Full history: Twilight 2021 Timeline
System
The game uses Hero System 6th Edition. Characters are heroic in scale, 175 points with 50 points in matching complications. Characters receive everyman skills as a modern game. They also receive 2 points in Transport Familiarity and 1 point in military rank.
Gear
After years in the field, and with little resupply, ammunition, fuel and spare parts are becoming quite rare. To represent this, a system will be implemented to determine when equipment must be repaired or maintained. The same is true for ammunition. Rather than keeping track during game time (I have 15 bullets left), after an engagement a roll will be made to determine if the ammunition is expended.
There are multiple levels of equipment degradation. The following table lists all possibilities:
When gear is first acquired, roll 3d6 and check the table for the equipment condition. Apply any modifiers directly to the roll. Equipment can be evaluated before it is used or acquired using the Trading skill. This roll will be partially hidden. The GM will give an answer of a range based on the quality of the roll.
Any equipment can be converted to parts with a successful mechanics roll (often modified at +2 or more depending on the complexity of the item). The magnitude of success is the new parts value.
Converting parts to equipment requires at least 2 batches of appropriate parts and is an inventor skill task. The difficulty is based on the parts values (described under inventor).
New devices can also be created using the inventor skill. This requires at least 1 batch of parts and other raw materials as determined by the GM.
Using Gear
Any equipment that is not classified as new will have a condition rating. This rating is checked after the equipment is used (before if it has the Jammed condition). Anytime gear is used and a 17 or 18 is rolled, immediately decrement the condition rating (before any post usage checks). If gear passes the post usage check, decrement the usage rating. If it fails, the equipment is out of supply or needs repair before it can be used again. Condition ratings go up and down along the path based on the first letter (A2 goes to A3, not B1).
Repairing Gear
To repair any item of gear requires at least one level of parts. Repairing an item is a mechanics, electronics or appropriate professional skill roll. Failure of a repair check by 1-3 points means more parts are needed. Failure by more than 3 means the item is not repairable, but may be converted to spare parts. A roll of 18 means the item cannot be repaired nor can it be salvaged for parts.
Ammunition
Each weapon has an ammo number. This works just like a condition number, except it is only rolled after a firefight. If a weapon is fired using autofire (unless the weapon only fires on autofire), immediately decrement the ammo number. When making an ammo check after a firefight, if an 18 is rolled, the weapon decrements their condition value.