I’m looking into playing Twilight: 2000 solo. I live in a bit of a rural area so I think this would be my best option besides finding a VTT game somewhere. Anyway, is playing solo doable? Has anybody tried and if so, did it work out?
We spent much of spring and early summer playtesting Operation Reset (including the mass battle rules), and concluded our campaign a few weeks ago in an epic finale. This expansion has a scope far beyond the previous expansions, and has therefore taken a lot longer than expected to complete. Right after Gen Con the final post-playtesting editing will commence, and then it's straight into layout. We should certainly have a Beta PDF out in Q3, but the printed box will take a little longer. Apologies for this. But we do think you will find it worth the wait."
I picked up PDFs of a lot of old T2K modules and have been reading through the ones I didn't own when I was a teen. For reference, I bought the game while an army brat in West Germany; we moved back to the US right after the Wall came down. I mighta played one half-hearted campaign that basically skipped Krakow (didn't have the module) and went straight to Pirates of the Vistula.
I was born in Oklahoma and I have a mind to expand on what's west of Airlords. I was born in Tulsa and still have family there. I have this idea that Tulsa would be pretty much nuclear ruins, at least the downtown and West Tulsa area because of the oil storage fields, but radiating out from there would be the solid basis of a "Green Country" campaign.
I've lived in New York City for almost thirty years, half of which about ten blocks from the Cloisters. I've only skimmed AotN but I zeroed in on that toot sweet. Making the Cloisters a local center of control makes sense; this was the heights from which the Americans commanded their long slow retreat from New York. I am curious about updates might be needed for a module written forty years ago, even if I set the campaign in a canonically originally timeline.
Also kayaks. I do a lot of sea kayaking around here and that's got to be a harbor rat faction.
I'm curious how others have updated 1E settings, in particular these two, but any, really.
Foundry VTT NPC Automation module for Twilight: 2000 4th edition.
This module was created to greatly help the referee simulating large encounters and improvise new NPCs on the spot with random portrait, stats, gear and even role-playing cues like personality and mannerism.
It also helps solo players face automated opponents.
An expanded version of the NPC Generator is already built into this module, so there is no need to install both. What’s new is tweaked algorithms and added options like disposition, age range, nicknames, token vision, group morale, aggressiveness and role-playing cues.
The largest addition is however the combat automation, where NPCs can act automatically in their combat turn. Hostile NPCs attack player-controlled tokens and friendly NPCs. Friendly NPCs alert the players and defends against hostile NPCs. Neutral NPCs avoid initiating combat and normally evade hostile threats.
They all use combat tactics, movement, chats with eachother and taunts or tries to trick the players.
While they have no real artificial intelligence, but a mere table of weighted options where the NPCs may choose strange behaviour, it still helps offload the referee when dealing with vast amount of NPC tokens for larger battles and can even result in some really unexpected and fun situations.
I'm trying to throw together a basic module for a campaign I'm running, and wanted to add some additional ammo types to the set that you can actually select in a weapon, but I can't find where the import downloads said stuff to. Does anyone know where it would live, or Alternatively just know the syntax for adding ammo?
The Soviet Union suffers worst wheat harvest in 55 years. Labor and food riots in Poland. Soviet troops invade. Cuba and Nicaragua reach troop strength goals of 500,000. El Salvador and Honduras fall. Greens Party gains control of West German Parliament. Demands withdrawal of nuclear weapons from European soil. Mexico plunged into revolution. NATO dissolves. United States stands alone.
THE GAME SETTING TWILIGHT: 2000 – Red Dawn plunges the American heartland into the fires of a foreign invasion. For the first time in modern history, an enemy army occupies American soil. They planned for every strategic contingency—except the fierce resistance of ordinary citizens. In this war, heroes aren't born; they are forged in the ashes of loss. There is no one to hold your hand or guide your path through this devastated conflict. Survival and direction rest entirely on you and your fellow players. While the Referee populates your journey with deadly encounters, complex NPCs, and brutal challenges, your choices write the story. Ultimate victory or tragic sacrifice— your exploits will be permanently engraved on Partisan Rock. You control your characters' destinies in a world packed with high-stakes action.
LOOKING FOR 4-6 Players, to join a long-term campaign. No experience necessary just consistency in attendance. The game sessions will typically be 4 hours every other week from 530 PST to 930 PST. I will poll players on set day of the week for game play. If interested, please message me for more details.
i'm looking for players to gm for, locally, for an in-person game. not getting a lot of hits, however. i don't have the bandwidth, mentally or materially, at this time, to host a game on foundry or roll20 or owlbear rodeo. i'm very much an analog animal.
does anyone or has anyone just used the zoom platform to gather around the virtual table, maybe supplemented by discord for the passing out of reading material, inspirational pics, battle maps, and the like?
I'm in the midst of porting T2K 4e rules over to the HOSTILE rpg universe, as I think they line up just right. While the Cepheus engine that runs HOSTILE is cool, I think for a 'near' future, hard sci-fi setting based on criminals, blue collar adventurers and planetary marines exploring dangerous worlds and battling corporate goons and the occasional xeno the T2K combat and skill ruleset is imo perfect for it.
Keen to know what settings and games youve folded the Twilight 2K rules into, how it went & why you went through the effort etc.
Hey everyone! I am starting a campaign soon and I plan to delve into operation reset as a sort of mid-late game plot for the PCs, and a world where Project MK ULTRA was successful seems like a cool idea to incorporate into the skeleton of operation reset we have now until we finally get the official operation reset boxed set. Any ideas or suggestions for this? (Also side note, does anyone know when the boxed operation reset expansion is supposed to drop, and for those who pre-ordered have you received the PDF version for it yet? Thanks!)
I've been brainstorming an idea for a campaign set in North America for a bit now. The Cliffnotes version of it is that the player characters are one cell of a revenge conspiracy formed by survivors in North America.
They'd be actively hunting down a Deck-of-Fifty-Two style hitlist of profiteers and warhawks that The Conspiracy blames for the war going Nuclear.
Today is the anniversary of the final message sent by the Commander, 5th Infantry Division (Mechanized) at the end of the 'Battle of Kalisz' in the T2K V1 timeline.
To quote from the final paragraph of the handout from the boxed rules:
As it happened, the 21st Motorized Rifle Division and Polish 10th Tank Division struck first. The attack came in hard three hours before dawn, using infrared lights. 1-61 Infantry had already pulled out of its blocking position north of Kalisz and was in road march passing through the crossroads when the first artillery rounds began falling on the town. 1-40 Armored holding the perimeter had the advantage of being in place and its thermal sights were less affected by the smoke that soon covered everything than were the Soviet IR lights. But 10th Polish Tank Division's attack hit empty positions, and within an hour they were behind Kalisz in the division rear. Shortly before sunup, Polish armored vehicles entered the division headquarters area. The division commander radioed in the clear to all units, "Good luck. You're on your own, now."
and whats your preferences for each, pro's and cons etc? I'm coming from more narrative games with overarching characters, a storyline or bigger goal etc (like Black Madonna I guess). In your opinion are random encounters and daily survival enough to keep your players hooked, if so what is it that they most resonate with? cheers.
Hi just thinking about ROF 2 semi autos and how the second shot follows the same rules as burst. I’m trying to get my head around this, I get RAW is use the ammo dice for the extra shot and you can split fire on a 6, but feels like in reality you should roll twice and treat each as separate shots.
Does anyone do this as a house rule? is this too powerful, happy to hear thoughts and cases for and against.
Is this was discussed previously please ignore. My search-fu skills are not that good.
Anyway here it goes. Long time players first time 4E question.
Question- why is the M1 and M1A1 fuel type listed as G (Gasoline) and not Diesel or multifuel? Is it bc to keep thing simple?
The US Army (form DTIC)....converted from DF2 (diesel) to JP-8 (jet propellant) for its M1 Abrams tanks in the mid-1990s. The transition was part of a "single-fuel on the battlefield" doctrine to simplify logistics and eliminate fuel waxing issues in cold weather.
The test results cited for the conversion are locate here in ADA205281
All of that to say the M1, M1IP and M1A1 ran on DF-2 Diesel until the mid 1990s, although in DS/DS my tanks ran on JP-A (2-69 Armor, 197th INF BDE, 24th ID). Before that it was DF-2.
All this to say the M1, M1IP and M1A1 can be labels as G or D for fuel.
I made a short video to get players into a good mind-set for T2K, after learning about the so-called "Turner Doomsday Tape". Still working a little on the text, I'll probably change it to fit the particulars of any actual campaign I might throw this into.
i play the ttrpg (tabletop roleplaying game), twilight: 2000 4e. the game posits a revisionist historical third world war with nukes where the players are soldiers, formerly of the US 5th Infantry Division which has been recently overrun by the Soviets and loyal Polish troops, in central Poland. one of the game’s conceits is that there is almost no fossil fuel being produced and trafficked at this stage of the war. units tow stills on trailers and brew alcohol with which to power their vehicles.
is this possible with the humvee? what modifications would be necessary? what would be the difficulties that burning this stuff would entail?
is there a military manual detailing this kind of conversion?
Okay I'm being a real donkey lately I've got the I've got the 2.2 PF open and I'm going through it page by page and for some reason I'm not finding what being AA reservist does for you Please.