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#1
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Your T2K character
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#2
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East German stay-behinds after Reunification.
Anyone who's done any reading on the loathsome Stasi understand why the East Germans were happy to reunify with West Germany, however after reunification the people that made up the Stasi and former NVA didn't just disappear, they still resided in Germany. In the Twilight War most of these people must have looked at an uncertain fate. The most obvious thing to do would be to immediately round them up and intern them as they posed a significant security risk. These individuals had links to various Warsaw Pact forces and the Stasi in particular worked closely with the KGB among others (the KGB thought so highly of them that they were the only intelligence service permitted to work inside Russia). Obviously many former members of these organisations and organisations like them were not particularly linked or even positive towards the east but some undoubtedly would have been. It's tempting to create stay-behind units from these people. Utilising cached equipment in secret locations they could wreak appropriate havoc where needed. They might have a variety of ideology and motivations that vary from unit to unit and would undoubtedly use the classic cell structure to minimise any compromising of other cells when caught. While demolition and sabotage are simple enough to design we might want to create more complex aims for these groups. |
#3
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So, you've got yourself a settlement but the nasty OPFOR are monitoring your hand-helds? No worries, here's something to string between your bunkers.
Field Telephones. Battery-powered hand sets appeared to all be able to run of external power, usually in the 3 volt range. Most phones seem to have a hand crank to enable ringing at the other end if not used with a switchboard. Nearly all these phones, you can probably assume it is all of them, are sound-powered. The only reason you need to use power is to ring the buzzer. If you don't have a dedicated switchboard, and let's be honest you won't, a simple task will be to rig up a series of switches that exclude or include lines for multiple use. In this case it's possible to have "party lines" of multiple phones. German FF OB/ZB (Introduced late 1950s) Requires 2x D-Batteries 5.0kg SFT800 (Introduced early 1980s) 3.6kg USA TA-1 Sound-powered 1.2kg TA-43 Requires 2x D-Batteries 5.0kg TA-312 (Introduced late 1960s) Requires 2x D-Batteries 4.35 Kg USSR TA-57 (Introduced 1957) Requires 1x 1.5v Battery 2.5kg |
#4
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Chemical and Biological Warfare
HAZMAT Suits and Endurance Many people here have been in the military and understand the destructive effect HAZMAT suits have on endurance and functionality. However it's difficult to represent anecdotal information in a game environment so I thought I'd post the two primary systems that cause that degradation of ability. First and probably the most notable is heat build up. Not being able to escape the heat your body generates is an incredible and unpleasant experience but the effects are not only overheating but the actual composition of your muscles change. They become less elastic and lose the ability to flex. This is not a linear progression but rather a bell curve as the effects rapidly degrade after a steady decline. I can't over-emphasis how dangerous this is. Not only can the victim's organs shut down and brain damage occur but in extreme cases the muscles can actually stop being elastic strands and become just masses of jelly-like tissue. In a twilight 2000 environment there's probably no possible recovery from this and a lingering death is almost certain. The other one is exhalation of carbon dioxide. Both these two are linked. Carbon dioxide build up occurs because HAZMAT filters cannot pass nearly enough air through them to both give the lungs the required oxygen and expel enough carbon dioxide. Physical exertion builds up lactic acid in the bloodstream that is broken down in the organs and then expelled as carbon dioxide. If this can't be done at the correct rate a logjam occurs in the body and the lactic acid is not broken down. The upshot of this is the body fatigues very quickly. So there's three primary systems working here; heat build up, oxygen intake restriction and carbon dioxide expulsion restriction. The effects tend to snowball and also create feed-back loops which increases the snowball effect. In game terms what happens is the character is in the three work states given in the rules; rest, light work and hard work. The saves are harder for each work state as the work gets harder. An important thing about this mechanism is it's very unlikely the PC will notice the effect happening before other, watchful PCs do due to the disruption of brain activity. This isn't like ordinary heat-stroke, it's much faster occurring and more damaging, especially as the usual methods of relieving heat stroke cannot be maintained in a HAZMAT environment. So the GM should apply Observation checks for team mates to see the effects occurring and the victim has a much higher save on the roll. Contaminated Environments in the Game I'm a big believer in the MOPP suit. I think at least once in each campaign a hazardous environment should be encountered to bring home that this was a Nuclear, Chemical and Biological War. This is not a summer Sunday afternoon in the woods. As it's a bit unfair to inflict this sort of nightmare on unprepared PCs it's best to use the universal "I Show, You Do" approach where the PCs can see someone else go down with this, how it occurs and what the effects are. On a game note to varying effects even just gas masks do this with less but still some heat build up. Now, having the OPFOR dump some VX on your PCs as they drive along is probably going to get you some hard stares from across the table. Harsh campaigns might have this, my campaigns are very harsh and I wouldn't, but normally it's best to give the PCs both a bit of reaction/preparation time and access to at least normal protective gear. This means you'll need a significant carrot and/or stick to send them into the environment about which the players probably have few illusions about. There are two main differences in the situation apart from environmental factors; Attacks and Contaminations. An attack means the risk is acute. The level of contaminants are high and none have had time to degrade. These are extremely hazardous environments where a failure of the containment systems probably means heavy exposure. Obviously these are rare. To be frank the players are nearly never important enough for the OPFOR to expend precious contaminants purposefully on them, however there are many gas mines used by both sides that might create this situation. Generally I tend to use those as events that happen to other people (they are great for blocking off avenues of exploration) but as it's your game I leave that to you. Contamination is a far more common situation and this gives the PCs several options an attack does not, not the least of being simply to avoid the contamination. In this case a failure of the protection does not necessarily mean exposure depending on the nature of the contamination. Some contamination are so persistent they can be be considered permanent Attacks. One of the biggest problems in a contamination environment is that the individual goes through cycles of hyper-vigilance, awareness and negligence. Once again other PCs can monitor the player. As a side note hyper-vigilance is fatiguing. This is not a good situation for the player. If the player becomes negligent then the normal risks of an exposure increases dramatically. As this has such severe repercussions I'd suggest the GM let this be based on player attitude rather than arbitrary dice rolls and leave those to NPCs. The Leadership skill can buff rolls here. There is an enormous amount of literature on the effects of contamination and decontamination which I won't go into here. The GM should take into account the amount of weathering and degradation of the contaminant. Weathering degrades exposed surfaces and leaves unexposed areas less effected. This makes simple things such as going over a fence hazardous because the bottoms of the railings may still be heavily contaminated. Also note that some agents rapidly break down, especially some biological agents, and can cause far less damage. If you really want to give your PCs a heart attack have them become inadvertently exposed to a serious agent that has degraded to the point here it is about the level of an irritant. Last edited by ChalkLine; 08-19-2021 at 04:06 AM. |
#5
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Settlements - Party-Driven Settlements
Quite often in the campaign the group decides to settle down and oversee a settlement. I've had immense fun doing this as not only are adventures self-generating but they add a layer of involvement for the players. Settlements rarely involve starting anew but are usually the characters gathering enough NPCs that an existing position is reconfigured into what Twilight 2000 terms a "Canton". In my campaigns so far these have taken two forms: 1) An existing civilian settlement is settled in and developed. This has been by far the most common. 2) A military position such as a bunker system or outpost is created or adapted as a settlement. Both have aspects that impact the balance of features. A civilian settlement is often at a trade point nexus, a resource point or similar where a military outpost usually has a site positioned for its defensive capability.Note the term "balance of features". As GM resist the temptation to make everything perfect, every situation should be a trade-off. Some features will be sub-optimal and thus require a greater expenditure of resources, time and manpower than others. Strangely enough in my experience players actually like this and these become the standout memory of the game at that part. Civilian Settlements. Configuring a town or farm and so on is simple. It involves simply adding defensive positions and repairing the infrastructure. Existing infrastructure may or may not have been designed with self sufficiency in mind and usually isn't but can be modified Military Settlements These settlements are more difficult in some ways because military positions, especially pre-war ones, are usually not designed with self-sufficiency in mind and as the supply chain is a distant and pleasant memory all the infrastructure must be created from scratch. Basic Necessities: Defence. First and foremost Twilight 2000 is a violent environment and comfy spots the players make others will try and take. The important part of this is that it's easy to skimp the interim defence plans for the advanced plans that will come later. Don't do this. Have the players tested constantly so these defences give a pay-off. Players will get bored doing things they start to consider window-dressing. The first defence plans are simply guarding existing features. Every soldier I've talked to can tell you exactly how much dirt they've shoveled in their lives and rubble and earthwork positions are the primary positions here. If you don't have a working plan of fighting positions the US field manual of the time has some great information for you: https://www.globalsecurity.org/.../p.../fm/index.html After this the troops will strengthen the position and create a continuous perimeter. To foreshadow this have some OPFOR attempt penetrations into the positions by identifying strong-points and trying to infiltrate between them. Two to three man teams sneak in while the strong-points are either unwary, distracted or engaged. This can be a whole adventure right here. The perimeter should contain two primary features that you undoubtedly already know; the free-fire zone and the barrier. A fun adventure can be PCs going off in a truck to salvage barrier and defensive materials such as concertina wire. Note that this stuff is often booby trapped. However the PCs may want to salvage that too. Of course not only the PCs want this stuff. After the perimeter is established the defences are simply hardened. This can be as involved as PCs like and some of my PCs actually carefully constructed concrete bunker systems. I can post reams of stuff about that. However one of the most important aspects will be mines. Passive and/or command-detonated mines are a massive force multiplier and decent minefield allows the players to reduce the perimeter guard significantly. Note that in some cases you don't even need the actual mines, the warning signs are enough. However this implies they take them from an existing minefield thus leaving it unmarked, a sucky thing to do. Maybe making your own is the way to go. Water: Water supplies are integral to any settlement. Most people seriously underestimate settlement water requirements that are usually about ten times field requirements. Water needs a few things, firstly being the water source itself. After that a pump, piping (which may already exist) and a holding facility that is usually elevated and most importantly armoured. Enemies seeing an elevated structure assume it's an observation point, the players may indeed use it as one, and direct fire at it. Perhaps they learn about this the hard way 🙂 Pumps should be dug in both to protect them and to stop their noise alerting enemies. Waterwheels and windmills are very effective although vulnerable structures and of course use no fuel. Their structures make good defensive points. Piping may be below ground or above ground. Water-points do not have to be a tap in every house, having running water is an unimaginable luxury as it is and a central water-point is fine. Note that if the players neglect to both armour and link the water-point to the defensive positions they can get very thirsty with water just a few metres away if it can be swept by hostile fire. Food: This is an amazing subject considering the situation. A lot of food is actually capable of being created inside the defensive perimeter and the players should think to to so. Pigs especially need little room and can turn a large amount of waste into food. Livestock raids by post-nuclear soldiers drive home the environment the players live in. Note that in nearly all cases livestock is very vulnerable to enemy fire even if inside the perimeter, as are glasshouses and food gardens. Chemical contaminants can wipe out the player's food production in one strike as it kills livestock and contaminates the ground and even irritant gasses can do this. Actual broad acre farming is problematic. If you model climate damage in your game it might not be even possible. As there are no longer industrial fertlisers the rewards are much smaller as well. Also note that it requires about 0.4 hectares (1.0 acres) of grain production to support one cavalry horse. Broad acre farming is normally outside the perimeter and liable to being overrun by the enemy or burnt/contaminated in an effort to deny the players resources. Defending this ground can be extraordinarily hard but the payoff should be equal to the effort. Non Player Characters. It is tempting and easy to have the NPCs simply as robots but you are doing your players and yourself a disservice if you do so. Having complex personalities as your NPCs brings a richness to the game and makes the players live in the world. Some NPCs might not be all that helpful, some can be very much so, some can have good qualities offset by drawbacks and finally some can be treacherous. Every game should have some treachery. The key I think in developing NPCs in a settlement is to introduce them slowly. If you you dump fifteen squabbling NPCs on the PCs their eyes will cross and they'll ignore them. Then when something happens the NPC could have helped with will lead them to feeling cheated. NPCs are obvioulsy the way you introduce outlier skills into the game. As T2K is in most editions very lean on skills the player who takes "Civil Engineer 6" is taking a big risk in combat should their lack of skills let them down. In the dark ages before the internet GMs were recommended to have index cards for each NPC. These days a simple word file for the NPCs is enough and as you play leave yourself a bit of time to update the NPC's entry. I have a file the PCs can access that briefly notes the NPC, their wound state and skills as well as the weapons and equipment they have. As players can never know what sort of skills an NPC really has you can have a previously boring NPC in the settlement turn out to be a plumber before the war and suddenly you can make a focus of a session that NPC. NPCs are living, breathing people with wants and desires. This may mean many things. Some NPCs may bargain to some extent before using their skills. Keep in mind the PCs are generally offering a big thing in the intrinsic safety and stability of the settlement and the NPC would be very aware of that. Make the bargaining only for certain characters or for when the NPC is being taken advantage of. Note that NPCs often have strong solidarity and if one NPC is treated badly the whole lot start to show negative effects. NPCs are going to want to have a say in the direction of things the players do. This will cause conflict as players resent infringement on their agency and so has to be handled carefully. It's best if you can make the players understand the NPC's viewpoint, it makes perfect sense if they want a bandit they caught to be strung up over the gate but perhaps the player's promised not to do so. Have the NPCs say clearly why they want things and not simply what they want. This has gotten way too long to add industry, crafts, trading and all the other stuff I wanted to talk about. |
#6
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Has anyone had a look at the Romanian Cold War military?
It's interesting because Romania wasn't really a very enthusiastic member of the Warsaw Pact and it's army wasn't all that thrilled by the way the country was going and with the Patriot Guards, Romania's territorial defence, even less so. In 1989 the Guards were turned out to repress the people and they promptly made the people's uprising an armed uprising. The reason I go into this is that Romania had some really nifty kit. It was variants of the Soviet stuff but with a unique twist and some of this stuff actually suits T2K a little bit better in some respects because it's really functional yet robust even for Warsaw Pact standards. The one I've really been enjoying reading is the ABC-79M, a little recon-APC. The Romanians were already making the BTR-80 and when they saw they needed something like a BDRM recon vehicle they simply cut the BTR-80 down into a four wheeler rather than get stuff from outside the country. These purpose-built variants had a short chassis and the BTR's turret. In retrospect it's amazing no one else thought of it (and it makes you wonder what other vehicles would be like if someone did that). https://en.wikipedia.org/wiki/Social...lic_of_Romania (https://en.wikipedia.org/wiki/Romanian_People%27s_Army) (https://en.wikipedia.org/wiki/Patriotic_Guards_(Romania)) (https://en.wikipedia.org/.../Equipment_of_the_Romanian...) https://en.wikipedia.org/.../Pu%C8%99c%C4%83_Automat%C4... (https://en.wikipedia.org/wiki/ABC-79M) |
#7
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Tank Riding
Tank riding, or "Infantry Tank Desant" is the practice of riding atop a tank into combat rather than merely for transport. While on the surface this might seem stupid it actually has some slight advantages as it allows the tankers to have more eyes and weapons scanning for threats. However tanks draw fire and the practice of "scrubbing" infantry off tanks rapidly becomes standard. Now, while most people assume this is purely an eastern Bloc practice this is not the case. The USA for instance has not totally disavowed the practice and reading some field manuals shows that there's actually instructions given on things to keep in mind when adopting this practice. Of course with things like an M1 series MBT the gas turbine makes riding on the engine deck dangerous in the extreme however there are images of US vehicles carrying infantry on the turret and even the front deck (which doesn't seem wise). This must be either an emergency or a doctrinal shift because the M551 manual strictly bans infantry from riding forward of or in close proximity to the smoke/grenade launchers. How many troops can you get on your ride? Luckily, there's actually a table for this: - Heavy tank, 10-12 soldiers - Medium tank, 8-10 soldiers - Light tank, 5-6 soldiers It should be easy to extrapolate from this how many PCs you can get to cling onto a fast moving vehicle as it smashes through urban wreckage and trees that do their best to wipe them off. |
#8
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I always liked how The Morrow Project bit the bullet and created vehicle's load-outs for their vehicles. I get the sneaking feeling that the standard Twilight 2000 'all the stuff on the vehicles has been lost' was just a cop-out.
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#9
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![]() Quote:
https://forum.juhlin.com/showpost.ph...81&postcount=8 They take an older post and copy it to make it look like it belongs. Then later they alter their sig and profile to add links (cross links used to be really important to google rankings) Saw the poster register from Pakistan (know spammer source) but for a second I thought we might actually have a user from there. ![]() |
#10
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A note for gamers.
The load weight given for trucks are the loads allowable for good sealed roads. Usually an off-road truck can carry nowhere near what it is capable of carrying on a modern road. The standard formula is: Truck Off-Road Load Limit Maximum Load: (0.7 x Road Load Limit) Thus a 5,000kg truck is only capable of shifting 3,500kg off-road. Even then you are making your tasks harder, I think anything over half that weight should increase tasks by one level and also increase risks by a level by which I mean obstructions or obstacles that wouldn't bother a lightly-laden truck suddenly become a problem. Note that is applies to High Mobility trucks, normal road trucks probably can't take any load off-road and probably can't take themselves off-road. Their suspension is set up wrong, they don't have the ground clearance or ramp break-over clearance. A little side note, usually we all like to get a winch on game trucks. Really, these aren't always a good idea. A PTO winch really needs to be set low or it simply lifts a load rather than drags it and this means you lose ground clearance. It's up to the individual player or GM if they want to role play that out. Last edited by ChalkLine; 11-26-2021 at 11:20 PM. |
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