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Medic
04-06-2015, 01:03 PM
As I promised, I will write a few post about the Finnish supplements for the 1st edition. I already had a post underway when my iPad decided to kill the browser and the whole text with it. And no, I don't have a working text editor on this damn thing (or rather, all the roleplaying books in the memory are disabling the said software due to too little memory left).

Once I get our girl to sleep, I'll set to the task at hand.

Medic
04-06-2015, 02:47 PM
The three supplements, Erikoisjoukot, Kööpenhaminaan and Pohjoismaat (Special Forces, To Copenhagen and Nordic Countries, respectfully) were all published in 1990 by Finnish Game House, the same publisher that had the Finnish license for publishing the Finnish versions of the main game.

Erikoisjoukot[i] introduces special operations and and a total of 21 units from Canada, UK, USA, Germany, Finland and Warsaw Pact. It also introduces eight new skills that will be listed next for easier reading of the future texts.

CLI: [I]Climbing. Includes climbing with and without ropes. Climbing with rappelling gear is ESY:CLI, with only rope AVG:CLI and without rope DIF:CLI. Test is made every three meters. Skill can be chosen as Background or Military skill, but as Background skill double the cost.

COM: Communications. Replaces ELC in using all electronic communications equipment. Can be chosen as Background, Military or Education skill.

DHA: Dog Handling. Handling and training dogs. Teaching basic commands to one's own dog is an automatic success. If the dog belongs to someone else but is still friendly, the task is ESY: DHA. Ordering the dog to attack is ESY: DHA for one's own dog and AVG: DHA for someone else's dog. Tracking with only a scent trail is DIF: DHA, or with an item with the tracked scent AVG: DHA for the handler's own dog or DIF: DHA for someone else's dog. For tracking, test each 15 minutes. If the dog loses the scent, reobtaining it can be attempted every five minutes.

Teaching ordinary commands to a pup is AVG: DHA, and teaching attacking and tracking DIF: DHA. To a grown up dog these are one level more difficult.

In the end, the GM runs the dog as an NPC and should keep in mind how dogs truly act.

The skill can be chosen as either Background, Military or Education skill.

EXP: Explosives. Replaces CBE in handling explosives. EXP can also be used for tasks using CBE with 1/4 of skill and vice versa. It can be bought as Background or Military skill. It costs triple as Background and double as Military skill.

MA: Martial Arts. Though putting all martial arts under the same header is a crime, it was done to facilitate easier use. It can be chosen as Background, Military or Education skill, but as a Background skill triple the cost.

The characters with MA can pull some more stunts in close combat than others.

Strike: Either a punch (ESY:MA) or kick (AVG:MA). Blocking them is DIF:BC, DIF:MC or AVG:MA. An aimed kick is DIF:MA but a punch can be aimed without extra effort. A punch does UD+1d6+2 and a kick UD+1d10.

Lock: as with others except causing a joint lock on someone is either AVG:AGL or AVG:MA and it takes both attacks for the round. Damage is UD+1D10.

Trip: Tripping is a new attack. It is available only to characters with MA. The attack is AVG:MA. If unsurprised, the target can try to dodge (DIF:AGL). If he fails, he is knocked prone and stunned.

All other rules for close combat are as in the basic rules.

RAD: Radar. This skill replaces ELC in using all types of radars. It can be picked as a Background or a Military skill, but as a Background skill it costs twice as much.

SKI: Skiing. ESY:SKI in normal terrain, AVG:SKI in the hills and DIF:SKI in the mountains. Can be picked as a Background, Military or Education skill.

TRA: Traps. For building and disarming traps. Setting is AVG:TRA without and DIF:TRA with explosives. Each time gives two attempts. If test is succesful, roll D100 and add your TRA-skill. This is the visibility value of the trap, write it down. If your skill is 67 and you roll 56, the visibility value of the trap is 123. If you are not happy with that, you can improve the concealment of the trap by making a DIF:TRA check. If succesful, add 2D10 to the value. If unsuccesful, deduct 2D10.

Disarming traps is DIF:TRA. If succesful, the trap is disarmed. If unsuccesful, there is a 10% chance of the trap is sprung.

Detecting traps is a task, but it is not done in the usual way. Roll D100 and add it to your RCN or TRA. If the score exceeds the visibility of the trap, trapmis detected. Wild animals are considered to have RCN 75 and other animals RCN 60 for the task.

Medic
04-06-2015, 03:17 PM
The U.S. SF listed are:

SOF
U.S. Rangers
82nd Airborne Division
Navy SEALs
Delta Force

All but the Deltas include (a bit unrealistically) packets for Riflemen, Heavy Weapons, Forward Observer, Medic, Combat Engineer, Intelligence and Communications. SOF, 82nd and SEALs also include Explosives Specialist. SOF, Rangers and SEALs include Combat Divers and the 82nd includes Armor Crew for the Sheridans and LAV-75s. The Deltas have only one package: Operator.

The packages have usually same basic skills for half the price and a couple skills (of which one or two) are according to the particular specialties.

SOF

Rifleman (9; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40

Personal note: this is unrealistic as the SOF personnel specializes and thus, no riflemen exist.

Heavy Weapons (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, LCG: 40

Personal note: I'd rather give HW and IND than LCG to the character.

Forward Observer (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, FO: 40, CMP: 30

Personal note: Again, all SOF personnel are supposed to know how to call in artillery and airstrikes - nor do I really understand, why the CMP is there.

Medic (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, MED: 40

Demolitions (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, EXP: 40

Personal note: Basically, this should combine with the next item, Combat Engineer

Combat Engineer (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, CBE: 40

Personal note: See Demolitions.

Intelligence (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, FRG: 40, DIS: 40, one enemy language 50, one other language 30

Combat Diver (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, SBH: 30, SCD: 40, EXP: 20

Personal note: As with Demolitions, I'd rather see this combined with the Combat Engineer.

Communications (10; CON, INT): CRM, HW, PST, FOR, RCN, MC, BC, MA for half the price, CLI: 40, PAR: 40, SCR: 40, COM: 40, RAD: 40

More to come later on.

Draq
02-11-2017, 08:54 AM
So I was thinking, would the finns have taken to the the opportunity to brake away from the Soviets union or was there some reason they would have stayed under Soviet control?