Twilight: 2000 (1st edition), boxed roleplaying game

£24.00£40.00

Twilight: 2000 (1st edition), boxed roleplaying game

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Description

Twilight: 2000 (1st edition), boxed roleplaying game

“For five years, the armies of the world have fought back and forth across Europe. Three years ago the missiles started flying. Most countries were hit hard in the nuclear exchange, but no one had a decisive advantage, and the war went on. Tanks began breaking down and the supply of spare parts gradually dwindled to zero. The sophisticated artillery weapons have shot off all of their ammo, and no one is capable of producing any more. Divisions which started with 20,000 men are lucky to put 2,000 in the field.

But the war goes on.

You are part of the remnants of the leading U.S. division of NATO’s last drive into Central Poland. There isn’t much in the way of organised military forces left on either side, and the local warlords, militia and murderous bands of marauding deserters rule the countryside. Your division has been overrun and your group is hundreds of kilometres from the nearest friendlies.

The last message from division headquarters read:

GOOD LUCK. YOU’RE ON YOUR OWN.

Twilight: 2000 is unique in the field of role-playing games. It’s set in a post-holocaust environment, but the characters are modern soldiers thrown onto their own resources by the gradual breakdown of the command structure and civilisation. Modern equipment is there, but very rare. Gasoline is almost non-existent, so units carry alcohol stills to make their own fuel. People remember what it was like before the war, but civilisation is unravelling everywhere. The war goes on, but that’s the least of a character’s problems.

 

 

TWILIGHT: 2000 is a complete role-playing system for survival in a devastated post-holcaust world. Rules cover character generation, living off the land, encounters, combat, skills and skill improvement, medicine, vehicles, ammunition, trade and much more.

The combat rules are a major breakthrough. One general combat resolution procedure covers all types of combat: hand-to-hand, melee weapons, small arms fire and fire against armored vehicles. Once the basic three-step combat sequence is understood (Did you hit? Where did you hit? How hard did you hit?), combat is quick and easy to resolve, but the wide range of weapons values keeps the system rich in detail.

The background to the war is covered in detail, and extensive material on the state of the world is included to assist the referee. The beginning adventure is actually a campaign and is the most complete adventure of its type to appear in a role-playing game. It not only gets you playing quickly, it provides many gaming sessions worth of encounters and andventures and then easily blends into your own campaign.

Game charts are in a separate chart booklet, and are arranged so that each two-page spread of charts contains all the information needed to referee one aspect of the game (travel, encounters, personal combat, vehicle combat etc) so there is no flipping back and forth searching for the correct chart during play. From the referee’s point of view, it is a very user-friendly game.

 

The SPECIAL condition copy is as follows:

  • 24-page play manual (GOOD condition)
  • 32 page referee’s manual (GOOD)
  • Full colour adventure map (VERY GOOD)
  • 8-page chart book (GOOD)
  • 8-page beginning adventure (VERY GOOD)
  • Two adventure handouts (VERY GOOD)
  • 12-page equipment book (GOOD)
  • Equipment price list (GOOD)
  • Character worksheets (EIGHTEEN PRESENT) and record sheets (SIX PRESENT)
  • One ten-sided die (NOT PRESENT)
  • Four six-sided dice (NOT PRESENT)
  • Errata sheet (FAIR)
  • Players’ Charts (FAIR)”

The box is in FAIR condition.

 

 

 

Additional information

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