twilight2000-digest Tuesday, November 24 1998 Volume 1998 : Number 054 The following topics are covered in this digest: Re: Twilight 200 setting problems (Length of Conflict) Re: Twilight 200 setting problems (Length of Conflict) Hello again! Re: Hello again! Re: Hello again! Re: Twilight 200 setting problems (Length of Conflict) riverine campaigns Re: riverine campaigns Automatic Character Generator Asking about my rules and so on... Re: Twilight 200 setting problems (Length of Conflict) Re: riverine campaigns Re: Automatic Character Generator Re: Asking about my rules and so on... Re: Twilight 200 setting problems (Length of Conflict) Re: Asking about my rules and so on... Re: Asking about my rules and so on... Re: Asking about my rules and so on... Re: Hello again! Re: Hello again! Brit/Soviet Radios Re: Twilight 200 setting problems (Length of Conflict) New rules (Big one) ---------------------------------------------------------------------- Date: Sun, 22 Nov 1998 16:46:51 -0500 From: negril@mindspring.com (C. Webb) Subject: Re: Twilight 200 setting problems (Length of Conflict) >>Sorry, I know this conversation died long ago, but I just had to put >>my two cents in: >> >> The reason the coaltion forces had such an easy time of it was the >>fact that they had free reign of the land and bases in Saudi Arabia. >>If the Iraqi forces had continued their drive south, instead of >>stopping at the Saudi Border, few coalition ground troops would have >>arrived in theatre to prevent the fall of Saudi Arabia. The pre-war >>Saudi armed forces were no match for Iraq, and the coalition forces >>that arrived in theatre probably wouldn't have been enough. >> For the coalition forces to defeat Iraq would now require a much >>greater undertaking, as they would have been forced to make amphib. >>landings on hostile beaches and operate from smaller, even less well >>equipped countries such as the United Arab Emirates. All in all, the >>war would have been longer and the coalition would have suffered far >>higher casualities. It wasn't technology that defeated the Iraqis, it >>was their own strategic failure to act on their advantage. >> >>comments? >> >>Michael Cook Well, many would agree that the coalition forces, namely the U.S., would have suffered greater casualities and experienced a longer war had the Iraqi army followed through with their punch. I however, strongly disagree with your closing statement. Technology played a huge factor in the outright destruction of the enemy forces. If you were to take for example the Iraq Iran War and examine it you would find two comparably equiped armies who battled brutally for ten years. In Gulf War you have the culmination of the United Styates' cold war technology pitted against an army equiped with technology that was dated by twenty years. The air to surface and the surface to surface ordinance deliverd to the Iraqi targets pretty much speaks for itself. Aside from that, I know tank drivers and gunners who personally engaged Iraqi armor in the early hours of the ground offensive. The Iraqi's were literally blind in the dark, unable to locate or effectively track the U.S. armor with their guns. This proved very deadly very quickly for what was the best of Iraq's armor. While the Iraqi's definately failed to capitalize on their offensive momentum the Coalition Forces obvious technological edge cut is a huge part of whay we won the war and won it quickly. -Chris Webb *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 22 Nov 1998 17:03:55 EST From: Jedi750@aol.com Subject: Re: Twilight 200 setting problems (Length of Conflict) I have been a quiet listener on this list for a while. I have just recently got out of the Army, and I have to say that the Army today is nothing it was in Desert Storm. i was over there and I know.Yes we have great technology but the type of people we are letting in the military in general has gone downhill. I got out for better pay before anyone asks me that. So are alot of other good soldiers. If the exact same scenario happened today, I think we would win but casualties would be far higher due to soldiers that are not well trained. Well I know I will bomb with this one so talk to you later, Glenn *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 01:34:44 +0000 From: Roger Stenning Subject: Hello again! Hi folks! Since Abel internet, my ISP, just introduced free statistics data, I've finally gotten around to checking what the traffic levels of my long-overdue-for-an-update site are like. YE GODS! Over 100 hits last week alone! Time I put fingers to keyboard again... ...ah. lack of inspiration hits (again)... maybe that's why I've not updated it in a while... Anyone like to suggest what I could add to the site? Later! _____________________________________________________________ Cheers, Roger ICQ UIN: 7742586 (Class 'B' UK Radio Amateur, call sign G1LIW; Ex-Corporal, Royal Military Police, British Territorial Army) MURPHY was a bloody optimist. It ALWAYS goes wrong. ESPECIALLY if it's mission critical! Main RPG homepages, incorporating Millennium's End London E-Sourcebook: http://www.geocities.com/Area51/Station/5037/ INTSUM Twilight:2000 website: http://www.abel.net.uk/~isg/index.html _____________________________________________________________ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 09:57:52 +0200 (EET) From: Janne Kemppi Subject: Re: Hello again! > Hi folks! > > Since Abel internet, my ISP, just introduced free statistics data, I've > finally gotten around to checking what the traffic levels of my > long-overdue-for-an-update site are like. > > YE GODS! Over 100 hits last week alone! > > Time I put fingers to keyboard again... > > ...ah. lack of inspiration hits (again)... maybe that's why I've not > updated it in a while... > > Anyone like to suggest what I could add to the site? > for Millenium's End: article titled: Law Enforcement in UK This article would give overall explanation of how various law enforcement agencies work in UK and what are their relations to intelligence organisations. for Twilight:2000 article titled: Private/Corporate Armed services in UK This article would explain various corporate armed forces in UK and their recent activities around the world. I suggest looking Sandline's homepage for ideas. One aspect I'd be VERY interested is how a corporate client could safely, securely and discreetly obtain confidental services from corporations such as Sandline. Remember also add small information of foreign competition to this industry. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 11:03:32 +0000 From: Roger Stenning Subject: Re: Hello again! At 09:57 23/11/98 +0200, you wrote: >> Anyone like to suggest what I could add to the site? >> > for Millenium's End: >article titled: Law Enforcement in UK >This article would give overall explanation of how various law >enforcement agencies work in UK and what are their relations to >intelligence organisations. Hmm. Maybe I should've been a bit more specific - I was more interested in ideas for T:2K/M:2K. Never the less, it's an interesting idea, however, that's being covered in part by one of the other authors, and, since we're regularly updating that particular site, ideas for that site, while very welcome, will be added to future the ideas list. Still, it's nice to get some ideas from our readers - thanks! > for Twilight:2000 >article titled: Private/Corporate Armed services in UK >This article would explain various corporate armed forces in UK >and their recent activities around the world. I suggest looking >Sandline's homepage for ideas. One aspect I'd be VERY interested >is how a corporate client could safely, securely and discreetly >obtain confidental services from corporations such as Sandline. >Remember also add small information of foreign competition to >this industry. Hmm... interesting. VERY interesting. And provocative. Damn, wish I'd thought of it! I'm assuming you'd want to see it in detail for use in the UK, rather than abroad, and that the foreign competition would be for such places as the USA, etcetera? Later! _____________________________________________________________ Cheers, Roger ICQ UIN: 7742586 (Class 'B' UK Radio Amateur, call sign G1LIW; Ex-Corporal, Royal Military Police, British Territorial Army) MURPHY was a bloody optimist. It ALWAYS goes wrong. ESPECIALLY if it's mission critical! Main RPG homepages, incorporating Millennium's End London E-Sourcebook: http://www.geocities.com/Area51/Station/5037/ INTSUM Twilight:2000 website: http://www.abel.net.uk/~isg/index.html _____________________________________________________________ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 06:07:11 -0800 (PST) From: Michael Cook Subject: Re: Twilight 200 setting problems (Length of Conflict) > Well, many would agree that the coalition forces, namely the U.S., would > have suffered greater casualities and experienced a longer war had the > Iraqi army followed through with their punch. I however, strongly disagree > with your closing statement. Technology played a huge factor in the > outright destruction of the enemy forces. > it was not my intention to downplay the role of technology in the coalition's victory, just to point out that the war would not have been as easy without the ease of access. If the iraqis had continued south, they might have been able to achieve the vietnam effect that they had been looking for. Michael Cook _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 06:43:25 -0800 (PST) From: Michael Cook Subject: riverine campaigns Hello all, I'm curious if anyone out there has ever run a riverine campaign (with PBRs ala Apocalypse Now), as I am about to begin one and would be grateful for any added input, things to watch out for, etc. I have the adventure modules for the Vistula, and a book on the way PBRs were used in the Delta in Vietnam, but other than that I'm shooting in the dark. Michael Cook _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 10:05:56 -0600 From: Nate Birkholz Subject: Re: riverine campaigns Michael Cook wrote: > > Hello all, > > I'm curious if anyone out there has ever run a riverine campaign > (with PBRs ala Apocalypse Now), as I am about to begin one and would > be grateful for any added input, things to watch out for, etc. I have > the adventure modules for the Vistula, and a book on the way PBRs were > used in the Delta in Vietnam, but other than that I'm shooting in the > dark. > > Michael Cook > I ran one many years ago. I remember having a complicated encounter chart which allowed for encounters with hostiles, friendlies, neutrals, mechanical problems, river snags, sandbars, etc. I allowed fuel distilling on the boat, but with a large chance of fire (which actually was the cause of the end of the riverine section of the campaign). I had some fun encounters with fortified bridges charging tolls, followed by one with a megalomaniac Russian commander denying passage to all froma similarly-fortified bridge. I don't remember any particular things to watch out for, really. It was fairly straightforward, and was actually one of the more fun sections of the campaign to run, since it allowed for a very structured adventure pattern. The party got sidetracked less often. Nate Birkholz Minneapolis *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 18:57:58 +0100 From: "Eduardo Perez Santos" Subject: Automatic Character Generator hello all Someone knows about a Automatic Character Generator for T2K ? I know that there is one for 2300AD. Saludos - ----------------------------------------------------------------- Eduardo Perez Santos Madrid (Spain) - GMT+1 - ------------------------------------------------------------------ ˇˇVisita la Página Oficial del Club Dragón!! http://www.ciudadfutura.com/clubdragon. - ------------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 23:22:59 +0200 From: "Peter Himberg" Subject: Asking about my rules and so on... Pals. Why I get so little opinions about my new rules (Hit locations, Bleeding, Laser sight) and Quick Adventure-table ( I sent them in this list about 2 months a go)? Was there any problems when I sent them in "Attach-mode"? Does anybody get them? or are they so awful? or so perfect?:) I can sent them in normal email-mode if someone just want so. Pietu Helsinki, Finland *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 16:46:54 -0500 From: "Loonz" Subject: Re: Twilight 200 setting problems (Length of Conflict) The Iraqis would have driven further into Saudi Araia sure, which is away from any limited air cover and air defence. The end would have been more scattered less concentrated clump of burnt out Iraqi armor. Courtesy of US Navy, and forward deployed NATO aircraft and Tomahawks. - -----Original Message----- From: Michael Cook To: twilight2000@MPGN.COM Date: Monday, November 23, 1998 9:20 AM Subject: Re: Twilight 200 setting problems (Length of Conflict) > >> Well, many would agree that the coalition forces, namely the U.S., >would >> have suffered greater casualities and experienced a longer war had the >> Iraqi army followed through with their punch. I however, strongly >disagree >> with your closing statement. Technology played a huge factor in the >> outright destruction of the enemy forces. >> >it was not my intention to downplay the role of technology in the >coalition's victory, just to point out that the war would not have >been as easy without the ease of access. If the iraqis had continued >south, they might have been able to achieve the vietnam effect that >they had been looking for. > >Michael Cook > >_________________________________________________________ >DO YOU YAHOO!? >Get your free @yahoo.com address at http://mail.yahoo.com > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 16:51:06 -0500 From: "Loonz" Subject: Re: riverine campaigns I remember once a while back, we tried to sink a derilict yacht (fiber glass hull) with an M-79 and 40mm granade, nada, nuthin. Did'nt do much. So I encorperated that effect into mine. It was an HE round. I would "assume" an HEDP round would get the desired effect. Cheers Loonz - -----Original Message----- From: Michael Cook To: twilight2000@MPGN.COM Date: Monday, November 23, 1998 10:00 AM Subject: riverine campaigns >Hello all, > > I'm curious if anyone out there has ever run a riverine campaign >(with PBRs ala Apocalypse Now), as I am about to begin one and would >be grateful for any added input, things to watch out for, etc. I have >the adventure modules for the Vistula, and a book on the way PBRs were >used in the Delta in Vietnam, but other than that I'm shooting in the >dark. > >Michael Cook > > > > >_________________________________________________________ >DO YOU YAHOO!? >Get your free @yahoo.com address at http://mail.yahoo.com > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 16:18:33 -0800 From: Peter Vieth Subject: Re: Automatic Character Generator I did one a while back for 1st edition. You can generate the character and then hit PRINTSCREEN to print it out. http://www.geocities.com/SiliconValley/Peaks/2946/rpa.zip In some encounters it tries to draw a map but i never refined this. If you see a bunch of Ns, E, and Vs everywhere thats the map. Just press a key to get rid of it. Eduardo Perez Santos wrote: > hello all > > Someone knows about a Automatic Character Generator for T2K ? I know that > there is one for 2300AD. > > Saludos > ----------------------------------------------------------------- > Eduardo Perez Santos > Madrid (Spain) - GMT+1 > ------------------------------------------------------------------ > ˇˇVisita la Página Oficial del Club Dragón!! > http://www.ciudadfutura.com/clubdragon. > ------------------------------------------------------------------- > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@mpgn.com with the line > 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 16:19:04 -0800 From: Peter Vieth Subject: Re: Asking about my rules and so on... Yah, I've been having problems with attachments Peter Himberg wrote: > Pals. > > Why I get so little opinions about my new rules (Hit locations, Bleeding, Laser sight) and Quick Adventure-table ( I sent them in this list about 2 months a go)? Was there any problems when I sent them in "Attach-mode"? Does anybody get them? or are they so awful? or so perfect?:) > I can sent them in normal email-mode if someone just want so. > > Pietu > Helsinki, > Finland > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@mpgn.com with the line > 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 16:19:58 -0800 From: Peter Vieth Subject: Re: Twilight 200 setting problems (Length of Conflict) Didn't they have a problem with their supply lines and tail ends keeping up with the advance? Loonz wrote: > The Iraqis would have driven further into Saudi Araia sure, which is away > from any limited air cover and air defence. The end would have been more > scattered less concentrated clump of burnt out Iraqi armor. Courtesy of US > Navy, and forward deployed NATO aircraft and Tomahawks. > > -----Original Message----- > From: Michael Cook > To: twilight2000@MPGN.COM > Date: Monday, November 23, 1998 9:20 AM > Subject: Re: Twilight 200 setting problems (Length of Conflict) > > > > >> Well, many would agree that the coalition forces, namely the U.S., > >would > >> have suffered greater casualities and experienced a longer war had the > >> Iraqi army followed through with their punch. I however, strongly > >disagree > >> with your closing statement. Technology played a huge factor in the > >> outright destruction of the enemy forces. > >> > >it was not my intention to downplay the role of technology in the > >coalition's victory, just to point out that the war would not have > >been as easy without the ease of access. If the iraqis had continued > >south, they might have been able to achieve the vietnam effect that > >they had been looking for. > > > >Michael Cook > > > >_________________________________________________________ > >DO YOU YAHOO!? > >Get your free @yahoo.com address at http://mail.yahoo.com > > > >*************************************************************************** > >To unsubscribe from this list send mail to majordomo@mpgn.com with the line > >'unsubscribe twilight2000' as the body of the message. > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@mpgn.com with the line > 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 20:23:45 EST From: Niteeye007@aol.com Subject: Re: Asking about my rules and so on... In a message dated 11/24/98 12:42:21 AM !!!First Boot!!!, fitek@ix.netcom.com writes: << Yah, I've been having problems with attachments >> You aren't the only one. Problems with attachments here too. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 20:40:00 EST From: Grimace997@aol.com Subject: Re: Asking about my rules and so on... I never download any attatched files unless I know what they are about. That, and it is too likely to pick up an unwanted "bug" from someone else's computer. Regular email would be great. :) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 23 Nov 1998 21:49:24 -0500 From: "Loonz" Subject: Re: Asking about my rules and so on... If a mailing list is composed, please include me. Loonz - -----Original Message----- From: Peter Vieth To: twilight2000@MPGN.COM Date: Monday, November 23, 1998 7:33 PM Subject: Re: Asking about my rules and so on... >Yah, I've been having problems with attachments > >Peter Himberg wrote: > >> Pals. >> >> Why I get so little opinions about my new rules (Hit locations, Bleeding, Laser sight) and Quick Adventure-table ( I sent them in this list about 2 months a go)? Was there any problems when I sent them in "Attach-mode"? Does anybody get them? or are they so awful? or so perfect?:) >> I can sent them in normal email-mode if someone just want so. >> >> Pietu >> Helsinki, >> Finland >> >> *************************************************************************** >> To unsubscribe from this list send mail to majordomo@mpgn.com with the line >> 'unsubscribe twilight2000' as the body of the message. > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@mpgn.com with the line >'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 24 Nov 1998 11:06:09 +0200 (EET) From: Janne Kemppi Subject: Re: Hello again! > > for Twilight:2000 > >article titled: Private/Corporate Armed services in UK > >This article would explain various corporate armed forces in UK > >and their recent activities around the world. I suggest looking > >Sandline's homepage for ideas. One aspect I'd be VERY interested > >is how a corporate client could safely, securely and discreetly > >obtain confidental services from corporations such as Sandline. > >Remember also add small information of foreign competition to > >this industry. > > Hmm... interesting. VERY interesting. And provocative. Damn, wish I'd > thought of it! > > I'm assuming you'd want to see it in detail for use in the UK, rather than > abroad, and that the foreign competition would be for such places as the > USA, etcetera? In essense I'd like to see what kind of duties corporate client could hire these kind of people in UK. Examples: -bodyguard -corporate intelligence -'digging dirt' (part of corporate intelligence) -counter corporate intelligence etc. This would provide the meat of story. about foreign competition... In addition I am curious how corporate client could hire people with SAS experience (and I do not mean Sales Accounting Services) to protect corporate interests in third world nations? How British industry does it? Who are major employers and employees? What kind of foreign competition there is for these kind of activities (Executive Outcomes for example). *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 24 Nov 1998 12:26:01 +0100 From: Marco Pietersen Subject: Re: Hello again! > In essense I'd like to see what kind of duties corporate > client could hire these kind of people in UK. Examples: > -bodyguard > -corporate intelligence > -'digging dirt' (part of corporate intelligence) > -counter corporate intelligence > etc. > This would provide the meat of story. I am currently reading a trilogy about the colonisation of mars (K. Stanley: Red Mars, Green Mars and Blue Mars)People there try to revolt, wich incredible difficult when people live in dome's. But anyway, they are being oppressed bij META-nationals. And the only police-force on the planet is their own security force. This to point out that in certain circumstances a corporate security force can be the only form of law-enforcement... Their law enforcement! - -- "Truly those of us with brain cells are an oppressed minority..." - -- Jason Fox said after the Young Indiana Jones Chronicles had been cancelled. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 24 Nov 1998 23:21:48 +1100 From: Peter Grining Subject: Brit/Soviet Radios Heres some radio info, I'm sure somebody will find some use for it... British Tactical Radio sets (The British Army, a pocket guide. 1997/98. ISBN 0-85052-539-X) The Clansman family of radios replaced the Larkspur system in the eraly 80s. Clansman Manpack Radios Used by Weight (kg) Range (km) Frequency covered (?VHF ?MHz) PRC 349 Infantry Section 1.5 2 37-46.975 PRC 350 Platoon/Section 3.6 5 36-56.975 PRC 351 Company/Squadron 6.3 8 30-75.975 PRC 352 Company/Squadron 9.2 16 30-75.975 PRC 320 Company/platoon 11.0 50 2-29.999 Clansman Vehicle Radios VRC 321 Command Nets 23.0 60 1.5-29.999 VRC 322 Command Nets 52.0 80 1.5-29.999 PRC 351 Batt/Coy/Squad 22.0 30 30-75.975 Clansman will be replaced by the Bowman system from 2001. I'm fairly sure the Clansman series can re-transmit for other users. That is if you wish to talk to somebody on a PRC 350 beyond 5 km range, if another radio is in range of the two it would re-broadcast. Scimitar provides a secure system in a high ECM environment. Weight Frequency Channels Scimitar H (HF) 4.0 1.6-30 MHz 284000 Manpack Scimitar V (VHF) 4.8 ?30-88 MHz 2320 Vehicle or Manpack Scimitar M (VHF) 0.5 68-88 MHz 800 Pocket sized Used by UK, Jordan, Turkey and Sweden. Jaguar can frequency hop and is manpack and vehicle sets Weight Frequency Channels Spacing Jaguar 5.0 30-88 MHz 2320 25 KHz Used by UK and the US Navy. Weapons & Tactics of the Soviet Army (1988. David C. Isby. ISBN 0-7106-0352-5) The Soviet army uses similar frequency ranges to NATO. The Soviets will try to use directional antennae and observe radio silence whilst barrage-jamming NATO communications. At the tactical level signal flags will be used. Wire networks will be used in defence and laid in the advance. A tank battalion will have have the same tatical net with 30-40 APCs/tanks on the same net! At this time (1988) the soviets have no secure-speech capability below regiment level. I seem to remember that a secure radio set entered service in the early to mid 90s on Russian tanks. Heres some of the sets: Set MHz/mode Range Use R-107 1-15 FM 6-8 Vehicle or manpack. Company level and above. R-113 20-23.375 FM 20 Tanks and AFVs R-123 20-51.5 FM 20 Standard AFV set. Battalion net. R-130 1.5-10.99 AM 20-50 Tanks, company level and higher R-158 37-51.95 FM 4-5 Manpack at motorised rifle platoon level. R-254M FM 3+ Receives only, company level and below R-255PP FM 1-3 Receives only, 3 per airborne squad R-350 ? ? Burst transmission, Spetsnaz use R-392A 44-46 FM 2-3 Standard manpack. Platoon/company use. etc, etc. Most radios at this time used vacuum tubes (which are of a high quality), were simple (easy to use and maintain) and generally had a low failure rate. The same source gives 99% on intercepting and locating within 500-700 metres a VRC-12 operating at high power with the antenna vertical. A PRC-77 to within 900-1000 metres 51-74% of the time, depending on power and configuration. The use of horizontal directional antenna reduces this to 15% for a VRC-12 and 8% for a PRC-77. This limits the range and direction of the messages sent. This is the reason I like the idea of a Radio Operater task. The use of an opposed task roll simulating these DF efforts, without asking people to actually understand a classified subject. Peter Grining grining@webnet.com.au *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 24 Nov 1998 08:05:07 -0800 (PST) From: Michael Curran Subject: Re: Twilight 200 setting problems (Length of Conflict) - ---Loonz wrote: > > The Iraqis would have driven further into Saudi Araia sure, which is away > from any limited air cover and air defence. The end would have been more > scattered less concentrated clump of burnt out Iraqi armor. Courtesy of US > Navy, and forward deployed NATO aircraft and Tomahawks. > I hate to break it to you, but, the US military isn't in the habit of knocking off tanks with multimillion dollar cruise missiles, sorry :) As a note to Iran Iraq war mentioned here earlier, the technology on both side wasn't balanced! Or at least of it was the Iranians didn't care. The standard method of attack for the Iranian in that war was to send the fanatics in barely armour in order to clean the mine field and over run any outlaying positions, then the new recruits came, also barely armed, however they had the privilege of picking the gun up offf the dead fanatics, these people were gunned down by Iraqi machine gun nests and the like. Finally the well armed veterans and regulars would attack over the sweep minefield and against the weak points the recruits produced. It was by shear numbers that the Iranians lasted as long as they did. - -S.B. Burzmali _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 24 Nov 1998 18:35:46 +0200 From: "Peter Himberg" Subject: New rules (Big one) Ok, I now sent new rules in normal e-mail mode. ...First, Quick Adventure Table Military Operations & Missions Some of the texts have been 'hi-jacked' from GDW's Aurore Sourcebook, and which are propably copyrighted by former GDW. Thanks :). This 'hard work' was done by Pasi Parviainen and Peter Himberg (aka Mr.Pietu). If you are gonna use these, ALLWAYS REMEBER TO MENTION WHO MADE THESE MESSY TABLES :). Good luck, over & out... PS. If you are interest to know about for who and for what these rules exists at all, read ahead. 1. After playing several sessions of Twilight:2000, we wondered what kind of life would be a soldiers' daily routines at frontline. 2. Naah... you wouldn't want to know anyway. MISSION ASSIGNMENTS This list details mission types. First roll d6, and check class, and then another 2d6 roll for type. 1.Die 1-4 5-6 Regular Ops. Special Ops. 2.Die Result Result 2 Raid Raid 3 Patrol Raid 4 Outpost Outpost 5 Escort Rescue 6 Garrison QRT 7 Garrison QRT 8 Garrison Recon 9 Garrison Recon 10 Escort Escort 11 Security Resuce 12 Patrol Combat MISSION DESCRIPTIONS Combat: Combat refers to either an all-out assault on the enemy by frienldy forces or an all-out effort to meet an enemy thrust. Usually it means a major battle. Sometimes it means a major campaign. It will not occur frequently, but it is considered to be a special mission which will interrupt whatever other assignment the characters are currently engaged in. Combat will involve frequent and seemingly aimless movement from place to place, lots of digging and campaign in the open, and brief interludes of fire, fear, and death. Combat type: d6 1-2: All-out assault by friendly forces 3-4: All-out assault by enemy forces 5: Friendlies executing major campaign 6: Enemy executing major campaign. Escort: The characters are assigned as drivers and guards for convoy. This concoy group could be either a military convoy supplying a front-line unit or a civilian convoy carrying supplies, arms, food, or ores to or from settlement endangered by enemy forces which has received military protection. The referee must determine the type of convoy and its route, or it can be handled to characters for planning. Anyway problems which the convoy may face include attacks, natural disasters, and breakdowns en route. The characters will have to determine strategies during an attack. In the event of abreakdown, they will have to decide whether they want to delay the convoy while any necessary repairs to the broken-down convoy vehicle are carried out, abandon the broken-down vehicle, or split the convoy into separate groups of persons. Convoy duration: d6 1-2: 1d20 hours 4-5: 1d6 days 6: 2d6 days. Convoy type: d6; 1-4: Military, 5-6: Civilian Encounters (once per 4-hours): d10 1: Enemy attack 2-3: Bad weather, halving all movement and visibilities 4: Natural disaster 5: Breakdown 6-9: No encounter 10: Roll twice for encounters on this table. Garrison: By far, the vast majority of any soldier's military career will be spent simply waiting. A garrison assignment, by definition, means that the characters hav e received an assignment to a base or outpost in an area that is currently located in friendly territory. The characters themselves may be put in a variety of circumstances: They may be positioned to act as reserves; they may be called upon to serve as a training cadre for a group of new military recruits; they may have been pullod out of actual combat in order to reequip and train with new weapons nad equipment, or to receive R&R - or the purpose of their assignment could be a combination of any number of the cirumstances above. This time when a character is under garrison assignment a base or outpost somewhere in friendly territory can be used by the players as a general period of rest and recuperation for the characters without a detailed role-playing session for every passing day. Troops on garrison duty WILL be involved in other activities from time to time, including patrols, escort, and security duty. Bases near a combat area may be subject to enemy attack, or a sudden friendly or enenmy move could result in the characters being suddenly thrown into combat. Often characters on garrison duty will be called upon to volunteer for special details, such as security or MP duty at a spaceport/major city, or to serve as drivers and escorts for a military convoy. Garrison duty duration: 2d6 days, if no other assignment ordered. Roll Mission Assignments normally, but ignore any Raid, Outpost, Garrison, QRT, Recon, or Rescue results. If Combat-result is obtained, check if enemy border is near. If not, ignore result, otherwise proceed normally. Outpost: The characters are assigned to a forward outpost for their unit. Their mission will require them to serve as observers, to conduct patrols within several kilometer of their position, and to monitor enemy activity in the are, or they may be expected to act as spotters for artillery, or air- strikes. In general they will be excepted to avoid combat. In the face of a heavy attack (1 on d20 per day out of or on the outpost), they may be forced to abandon their post and E&E (Escape and Evade) to friendly lines. This mission result can also be applied to operations such as roadblocks or perimeter security where the characters must wait for, challenge, and hold any enemy advance toward the position they are occupying. Outpost duty duration: 2d6 days. Outpost mission (roll once per day at outpost) d6 1-2: Observation patrols, roll on Patrol section 3: Spotter for artillery 4: Spotter for air-strikes 5-6: Hold position. Outpost mission duration: 2d6 hours. If more than 4 hours, some means for resting is required. Patrol: The characters travel to a specific objective behind enemy lines and perform certain type of patrol. Patrol Type: d6 1: Ambushes; the characters will set an ambush in an area of known enemy activity or perhaps a supply route. They may be forced to wait several days (2d6-4) before contact with the enemy is made. 2: Mine and bomb detection; the characters are sent to find any mines, bombs or booby traps on highly contamined area. Note that patrol's mission is NOT to clear these by itself, only to detect them. 3: Routine patrol; To survey dead zones between posts and/or other friendly positions. To check that no other forces have established positions on or inside the dead zone. 4: Probes; gathering intelligence about enemy positions and strength. The characters will avoid combat if possible. 5: Search-and-Destroy; patrols can be deployed d6; 1-2: against suspected enemy confentrations in the hope of trapping small units and destroying them 3-6: find and destroy target, roll on Installation table 6: Prisoners; war prisoner are highly rewarded, particulary officers of enemy forces. Such an assignment is difficult at carry out, but not completely impossible. Patrol travel-means: d6 Type 1-2: On foot 3-4: By vehicle (car/cycle/bike) 5: By air (helicopter/aircraft/other) 6: By various other means Patrol duration: If not stated earlier, 2d6 hours. If more than 4 hours some means for resting is required. Raid: The characters are ordered to raid an enemy installation, usually a enemy encampment spotted by a patrol or outpost. The purpose may be hurt the enemy or upset the timing of his attack, to gather prisoners or intelligence, or to free firendly prisoners. This mission result can also apply to search-and-destroy operations in enemy-occupied terriory at finding and killing as many of the enemy as possible. Raid type: d6 1-2: Installation (roll again on installation table) 3: Gathering of prisoners 4: Intelligence gathering (raid on enemy HQ, for ex.) 5: Free friendly prisoners 6: S&D enemy forces, thus soldiers. Raid duration: d6 days, except for installation raid, which may take any time to complete. Recon: The characters are ordered on (or asked to volunteer for) a long-range patrol requiring deep penetration of enemy lines. The primary mission will be to gather information about enemy positions, strengths, and movements, though it may be combined with a raid against known positions. Recon patrols must be carefully planned. The extraction of the group from enemy territory may be more difficult (and dangerous) than its insertion. Recon can also apply to special missions to unknown territory for purposes of mapping and surveying the area. This could be for the purpose of determining the safety of a planned convoy route or military movement, or it cold be a search for example mineral resources at the behest of the civilian government and approved by the military. Recon type: d6 1-3: Normal recon 4-5: Combined Recon-Raid (roll from the above section) 6: Recon unknown territory for d6 1-2: Convoy route 3-4: Friendly units movement/overnight camp sites 5-6: Civilian recon Recon range: d6; 1-2: Near border, 3-4: Far from border, 5-6: Deep in enemy territory. Recon duration: If not stated earlier; d6 days. Rescue: The characters participate in a rescue mission. This could be strictly military operation, usually involving a search for a friendly air-/spacecraft or convoy which is overdue or missing. Such a mission can be combined with a routine patrol. It will involve locating the wreckage, the recovery of special equipment and/or bodies, and the rescue and evacuation of survivors, if any. This mission assignment could be the result of a request by civilian authorities for help in the aftermath of a disaster (such as a massive seismic quake, or a forestfire) or a massive enemy attack. Characters will be involved in the rescue and evacuation of the injured, managment and security of refugee camps, managment and security of supply and evacuation convoys, defense against enemy attakcs, and operations against looters or other lawless elements. Rescue type: d6 1-4: Military d6 1-2: Air-/spacecraft wreckage 3-4: Overdue/missed convoy 5-6: Combine with routine Patrol (use Patrol section, and roll again this roll for sub-type) 5-6: Civilian. Rescue range: d6; 1-3: Far from frontline, 4-5: Near frontline, 6: Deep in enemy territory. QRT: Assignment to a Quick-Response Team will find the characters assigned to a base camp responsible for a broad area, usually several hundred kilometers across. At any given time, a QTR's ready team will be on the alert for an immediate scramble, which is initiated by word through a local commo route that enemy have been sighted in a particular location. QTRs are deployed by helicopter, tilt-rotor aircraft or contra-grav vehicle, and units characteristically are in the field at the designated LZ within 10 minutes of receiving their call. QTR duty is characterized as long periods of wiating - weapons and equipment already stored aboard fueled and ready craft - until the inhabitants of a settlement or homestead report they are under attack. Then the unit boards its craft and proceeds to the attack, often grounding in the middle of a firefight. QTR base camp lenght: 2d6 days. Roll on each day on camp: d6; 1-4: Call for help, 5-6: No activity. Security: The characters are assigned to a security detail. This involves usually involves walking, or other facility. These assignments generally last a week or two, during which time the referee must determine whether or not an attack will occur. Generally, unless the facility is an advance base subject to frequent harassment, attacks will be rare. Security assignments may also apply to duty in a city, large settlement, or spaceport, etc, with the characters operating for a time as military poilice. This duty may be routine, since local police and militia forces have been strethced quite thin by the war, or it could be is the result of a special request by civilian authorities during a period of rioting or discontent among the civilian populae. Security duration: 2d6+2 days Security post installation: Roll on Installation table Security post range & events (roll per two days): d6; 1-2: Far from frontline d10; 1-2: Accident (bomb attack etc.) 3-4: Minor civilian struggles 5-7: Major civilian struggle (riot) 8: Assault, roll on Combat 9-0: No event 3-4: Near frontline d10; 1-2: Accident 2-4: Minor civilian struggles 5-6: Major civilian struggle (riot) 7-8: Assault, roll on Combat 9-0: No event 5-6: At the frontline d10; 1-3: Accident 4: Minor civilian struggles 5: Major civilian struggle 6-9: Assault, roll on Combat 0: No event. Installation Table Die(d6) 1 Die(d10) Result 1 Training camp 2 Prison camp 3 Outpost/observation post 4 Military HQ 5 Base camp 6 Refugee camp 7 Supply dump (Fuel/Weapon/Ammo/Food) 8 Supply base (Fuel/Weapon/Ammo/Food) 9 Repair yard - military/civilian 0 Fortress 2 Die(d10) Result 1 Civilian adm. bldg. 2 Village 3 City block 4 Bomb Shelter 5 Mine 6 Farm 7 Hospital 8 Field hospital 9 Lighthouse 0 Monastery/Church 3 Die(d10) Result 1 Harbour 2 Pier/wharf/dock 3 Commo lines/commo towers 4 Commo center - telegraph, radio, satellite 5 Power lines 6 Power plant (coal/nucler/water dam/wind power) 7 Oilpipes 8 Oil tank 9 Oil/Fuel/Gas refinery station 0 Waterpipes 4 Die(d10) Result 1 Water tank 2 Irrigation pumps/system 3 Research center - Military (ammo/FV/NBCR) 4 Research center - Civilian 5 Factory - Military (ammo/FV/NBCR) 6 Factory - Civilian (food/machinery/clothes/medical) 7 Water purification plant 8 Radioactive concentration plant 9 Weapon testing site 0 Ferry 5 Die(d10) Result 1 Major crossroad 2 Major supply route 3 Bridge - Railroad/normal road 4 Tunnel - Railroad/normal road 5 Railroad - normal, subway, monorail 6 Railroad station 7 Roadblock/checkpoint 8 Hill (strongpoint) 9 Canal 0 SAM site - local/mobile 6 Die(d6) Result 1 Radar Site - local/mobile 2 Artillery site/battery - local/mobile 3 Coastal Artillery site 4 Airfield/Star-/Spaceport - temporary, aka LZ 5 Airfield/Star-/Spaceport - permament 6 Surface-to-orbit catapult 7 Who's gonna cook coffee? - table Die Result 1 Who first suggested 2 Who is most noisy 3 Who is in WC 4 Who don't drink coffee 5 Who thinks he's from outerspace 6 Who is sleeping right at moment ...And then the bleeding rule New Wound Effect Rules for TNE, Twilight:2000 V2.2 & Mercs:2000 by, Pasi Parviainen, and Peter Himberg (aka Mr.Pietu) (actual Real-Merc Wound rules) 28.8.98 Hit Capacity and Wound Severity The hit capacity of the head is equal to the character's Constitution; (CON). The hit capacity of the character's chest is equal to 1.5 times the sum of Strength and Constitution; (STR + CON) * 1.5. Each of the other body parts have hit capacity equal to the sum of the charatcer's Strength and Constitution; (STR + CON). Fill normally Hit Capacity boxes on the character sheet, except Critical column. As it won't be needed it can be used to mark bleeding damage (as explained below). Other Wound effects are normal as in TNE p.288. Bleeding If character suffers Serious Wound from impaling or slashing object (such as projectile from gun, or knife etc) character starts to bleed. Also any damage which brings body part to Critical state makes that body part to bleed. Amount of bleeding damage is one fifth (1/5) of the Slight (Base) Hit Capacity per hit location. It can be marked on the Critical box. Any damage that inflicts bleeding, adds equal to the bleeding damage to the Chest at interval of 1 minute (12 combat turns), unless the wound is on the Head, when it is added directly to the Head Hit Capacity. Examples : Character Kake Killer has 12 points of Hit Capacity on Arm. He suffers 14 points of damage from a gun shot, which brings he's arm to the Serious State. Now on every 12 combat turns Kake marks one fifth or 2 (12/5 = 2.4, rounding down) points to the Chest. If the Chest hasn't take any damage, character would suffer normal effects of Critical wound from bleeding after 18 combat turns (18 Hit Capacity, so 9 combat turns to Serious state, and 8 combat turns to Critical state - note Chest wouldn't start bleeding after Serious State, if it is caused by bleeding from another body part). After that he is hit by mace to leg, which brings he's leg to the Critical state. Although the weapon that inflicts the damage isn't impaling (or slashing), the state of the leg (Critical) starts bleeding, so two (additional) points are marked every 12 combat turns to his chest. Another guy gets bullet straight to his head, inflicting Serious wound. He suffers two points of damage directly to his head every 12 combat turns from bleeding. Keeping recording easier Although bleeding from different body parts can be start at different times, it is easier to mark them all at the same time, even if it has been 11 combat turns from first wound, when next hit causes bleeding. Simple, eh? ...New hit location rules has been sented earlier, if someone miss that, please notify me. Pietu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ End of twilight2000-digest V1998 #54 ************************************