twilight2000-digest Thursday, July 15 1999 Volume 1999 : Number 047 The following topics are covered in this digest: Re: T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) RE: T2K Rule Modifications - Part 1 (Hit Locations) RE: T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) what ever happened to Rob Lebowsky? Feng-Shui lives! t2k rule book Re: t2k rule book RE: Game systems (LONG) Web page Re: Game systems effects of a nuclear war Re: effects of a nuclear war Re: effects of a nuclear war MilGov/CivGov Re: MilGov/CivGov twilight 2000, reprinted Re: twilight 2000, reprinted Re: twilight 2000, reprinted Re: twilight 2000, reprinted Re: Game systems Re: Game systems Few (simple) rules questions... Re: Few (simple) rules questions... ---------------------------------------------------------------------- Date: Thu, 24 Jun 1999 14:44:43 +0800 From: "Ballistix" Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) Yeah and remember if your a really bad shot H&K CAWS are good so i hear. Just watch out it has a little bit of a kick. Ballistix PS: In the end it comes down to what you think works best for your group IMHO. So if you like ya table Loonz go for it. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 24 Jun 1999 03:04:15 -0400 From: "Dwight Looney" Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) > Yeah and remember if your a really bad shot H&K CAWS > are good so i hear. Just watch out it has a little bit of a kick. > > Ballistix > PS: In the end it comes down to what you think works best > for your group IMHO. So if you like ya table Loonz go for it. > Just so happens that in Al's T2K PBEM, thats exactly what ole' Doc is carrying. :-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 24 Jun 1999 20:43:46 +1000 From: "Jim & Peta Lawrie" Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) >> > Loonz > >Ok I was'nt clear for the center of mass addicts. I don't believe the chest >and ab's constitute 50% of my sillouette. And if you Davy Crocketts need a >hit chart that reflects your prowess then have at it. But shot guns were >invented for some of us... >I'm not (nor are some the players I've had) a very good shot. I think all >of us try center of mass (which is below the head, above the legs and >between the arms) yet some fail fairly regularly. > >I do like my chart though. :-) > >Loonz A quick rules wrinkle : PC's can opt to shoot low or high, just add or subtract 5 from your location roll, anything off the table misses. Cheers, jim. > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 24 Jun 1999 16:03:08 -0700 (PDT) From: Josh Baumgartner Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) We have tested out a 2D6 hit table. It worked all right, and we added a second column for aimed shots: 2D6 Roll (with % chance of getting roll): Aimed Snap Shot Location 2-3 8% 2 3% Head 4 8% 3-4 14% Leg (50% R or L) 5-6 25% 5-6 25% Abdomen 7-9 42% 7-8 31% Chest 10 8% 9-11 25% Arm (50% R or L) 11-12 8% 12 3% Head - --- Snake Eyes wrote: > > I use hit modified locations from Hero Systems' Danger > International: > > Roll 3d6: > > 3-5 Head > 6 Hand > 7 Forearm > 8 Upper Arm > 9 Shoulder > 10-11 Chest > 12 Vital Organ > 13 Abdomen > 14 Hip > 15-16 Thigh > 17 Lower Leg > 18 Foot > > With 3d6, your mean roll will be 11, placing most shots within > a foot or so > of center mass. > > ~ Snake Eyes > > *************************************************************************** > To unsubscribe from this list send mail to > majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the > message. > > _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sat, 26 Jun 1999 08:37:04 +0800 From: Bradley White Subject: RE: T2K Rule Modifications - Part 1 (Hit Locations) I find this one more than a bit odd.......I don't mind the snap shot percentages, but the aimed shots part seems a bid silly. Surely if you were going to aim a shot (and this is spoken like the complete novice rifleman I would be) you would be aiming for the head or some other location? So why when you aim do you have a lower chance of hitting the head and higher chances of hitting the arms??? -----Original Message----- From: Josh Baumgartner [mailto:strategist_2000@yahoo.com] Sent: Friday, June 25, 1999 7:03 AM To: twilight2000@lists.imagiconline.com Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) We have tested out a 2D6 hit table. It worked all right, and we added a second column for aimed shots: 2D6 Roll (with % chance of getting roll): Aimed Snap Shot Location 2-3 8% 2 3% Head 4 8% 3-4 14% Leg (50% R or L) 5-6 25% 5-6 25% Abdomen 7-9 42% 7-8 31% Chest 10 8% 9-11 25% Arm (50% R or L) 11-12 8% 12 3% Head - --- Snake Eyes wrote: > > I use hit modified locations from Hero Systems' Danger > International: > > Roll 3d6: > > 3-5 Head > 6 Hand > 7 Forearm > 8 Upper Arm > 9 Shoulder > 10-11 Chest > 12 Vital Organ > 13 Abdomen > 14 Hip > 15-16 Thigh > 17 Lower Leg > 18 Foot > > With 3d6, your mean roll will be 11, placing most shots within > a foot or so > of center mass. > > ~ Snake Eyes > > ************************************************************************ *** > To unsubscribe from this list send mail to > majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the > message. > > _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com ************************************************************************ *** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 27 Jun 1999 00:42:53 -0700 (PDT) From: Josh Baumgartner Subject: RE: T2K Rule Modifications - Part 1 (Hit Locations) With my table, the chance of getting a head shot increases from 6% to 18% with an aimed shot, and chest goes from 31% to 42%. The chances for leg and arm shots drop dramatically when you aim your shot. The snap shot table was more indicative of the size of each part of the body (roughly even spread across body), while aimed shot assumed majority of shots would focus on the upper half of the body, centered on the chest. Josh - -- Bradley White wrote: > I find this one more than a bit odd.......I don't mind the snap shot > percentages, but the aimed shots part seems a bid silly. Surely if you > were going to aim a shot (and this is spoken like the complete novice > rifleman I would be) you would be aiming for the head or some other > location? So why when you aim do you have a lower chance of hitting the head and higher chances of hitting the arms??? > > -----Original Message----- > From: Josh Baumgartner > We have tested out a 2D6 hit table. It worked all right, and we > added a second column for aimed shots: > > 2D6 Roll (with % chance of getting roll): > > Aimed Snap Shot Location > 2-3 8% 2 3% Head > 4 8% 3-4 14% Leg (50% R or L) > 5-6 25% 5-6 25% Abdomen > 7-9 42% 7-8 31% Chest > 10 8% 9-11 25% Arm (50% R or L) > 11-12 8% 12 3% Head > _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 27 Jun 1999 15:48:28 +0800 From: "Ballistix" Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) Ok for an aimed shot there are a number of things that you need to look at. Firstly most modern infantry sights are iron sights or more recently telescopic sights. The iron sights are obvious as to why a specific location is harder to hit especially at range where the size of the target seen through the sight is relatively small. The second point deals with telescopic sights. Unless the rifle you are firing is equiped with a sniper scope most military weapons have sights that discourage the firer from targeting the head at range (eg a steyr sight you could target the head confidently at ranges under 100m). This coupled with the fact that the sights are normally only of magnifications of x1.5 or so doesn't help. Sniper scopes on the other hand are a different matter. The third point is that the shots taken in battle are dwelled upon by the firer unless they are in the situation of a sniper. In a combat situation the shots are aimed, but due to the nature of the beast, if a soldier dwelt upon a shot then the probability of him getting hit is greater (easier to hit a stationary target). hope that clears things up a little Ballistix - ----- Original Message ----- From: Bradley White To: Sent: Saturday, June 26, 1999 8:37 AM Subject: RE: T2K Rule Modifications - Part 1 (Hit Locations) > I find this one more than a bit odd.......I don't mind the snap shot > percentages, but the aimed shots part seems a bid silly. Surely if you > were going to aim a shot (and this is spoken like the complete novice > rifleman I would be) you would be aiming for the head or some other > location? So why when you aim do you have a lower chance of hitting the > head and higher chances of hitting the arms??? > > -----Original Message----- > From: Josh Baumgartner [mailto:strategist_2000@yahoo.com] > Sent: Friday, June 25, 1999 7:03 AM > To: twilight2000@lists.imagiconline.com > Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) > > We have tested out a 2D6 hit table. It worked all right, and we > added a second column for aimed shots: > > 2D6 Roll (with % chance of getting roll): > > Aimed Snap Shot Location > 2-3 8% 2 3% Head > 4 8% 3-4 14% Leg (50% R or L) > 5-6 25% 5-6 25% Abdomen > 7-9 42% 7-8 31% Chest > 10 8% 9-11 25% Arm (50% R or L) > 11-12 8% 12 3% Head > > --- Snake Eyes wrote: > > > > I use hit modified locations from Hero Systems' Danger > > International: > > > > Roll 3d6: > > > > 3-5 Head > > 6 Hand > > 7 Forearm > > 8 Upper Arm > > 9 Shoulder > > 10-11 Chest > > 12 Vital Organ > > 13 Abdomen > > 14 Hip > > 15-16 Thigh > > 17 Lower Leg > > 18 Foot > > > > With 3d6, your mean roll will be 11, placing most shots within > > a foot or so > > of center mass. > > > > ~ Snake Eyes > > > > > ************************************************************************ > *** > > To unsubscribe from this list send mail to > > majordomo@lists.imagiconline.com > > with the line 'unsubscribe twilight2000' as the body of the > > message. > > > > > > _________________________________________________________ > Do You Yahoo!? > Get your free @yahoo.com address at http://mail.yahoo.com > > ************************************************************************ > *** > To unsubscribe from this list send mail to > majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 29 Jun 1999 09:13:19 -0700 (PDT) From: ignatius Subject: what ever happened to Rob Lebowsky? what ever happened to Rob Lebowsky? He doesn’t answer emails but his webpage is up. _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 29 Jun 1999 22:29:09 -0700 From: Peter Vieth Subject: Feng-Shui lives! Well seeing as this list is devoted to a dead RPG, heres good news for another 'dead' rpg: http://www.atlas-games.com/shuiview.jpg Provides a nice escape from the realism oriented t2k i gm without being a fantasy game :) - -- ([-[Peter Vieth]-) (-[fitek@ix.netcom.com]-) (-[http://www.netcom.com/~fitek]-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 29 Jun 1999 14:27:49 -0700 From: Peter Vieth Subject: t2k rule book When was the 2.2 rule book published? - -- ([-[Peter Vieth]-) (-[fitek@ix.netcom.com]-) (-[http://www.netcom.com/~fitek]-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 30 Jun 1999 00:26:43 -0700 From: Snake Eyes Subject: Re: t2k rule book At 02:27 PM 6/29/99 -0700, Peter Vieth wrote: >When was the 2.2 rule book published? > >-- 1993. ~ Snake Eyes *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 30 Jun 1999 19:41:31 -0500 From: "Garcia, Abel" Subject: RE: Game systems (LONG) Sorry for those T2Kers that actually looked at my original table. I made a mistake reading the CHALLENGE stats. I confused the "Recoil" burst value for "Rounds-Fired" (ROF) per burst on the first table. Here is the correct table. Print it out and see for yourself if it doesn't put all the pertinent fire data right at the players fingertips. With a table filled out for your PC's favorite weapon they can make informed tactical decisions based on their weapons performance and their skill. > ---------- > From: Garcia, Abel > What I do for my players, to > minimize game calculations, is pre-calculate the task resolution values at > all ranges and shot quality (quick or aimed) using the STRIKER II format. > I > give this information to the player in table form with a picture of his > weapon. For e.g.. here is a weapon listed in an issue of CHALLENGE: > > HECKLER & KOCH MP 2000 > ROUND: 9mmP > WEIGHT (EMPTY): 2.8 kg (3.6 kg, w/silencer) > MAGAZINE: 30 : 0.44 kg > PRICE: $950 (R/-) > > Weap/ROF/Dam/Pen/Blk/Mag/SS/Brst/Rng > ---------------------------------------------------- HKMP2K/3-10/2/Nil/2-3/30/1/2-6/30 > silenced/3-10/2/Nil/3-4/30/1/2-4/20 > > STRIKER II FORMAT: Range : Rate Of Fire (Penetration) > -------------------------------------------------------------------------- > --------- > Rng:ROF(Pen) | SHORT | MEDIUM | LONG | EXTREME > -------------------------------------------------------------------------- > --------- HKMP2K(3rndbrst)|30m:3(Nil) |60m:2(Nil) |120m:1(Nil) |240m:1(Nil) HKMP2K10rndbrst)|30m:10(Nil) |60m:7(Nil) |120m:4(Nil) |240m:1(Nil) > Slncd 3-brst MP2K |20m:3(Nil) |40m:2(Nil) | 80m:1(Nil) |160m:1(Nil) > Slncd 10brst HKMP|20m:10(Nil) |40m:7(Nil) | 80m:4(Nil) |160m:1(Nil) > -------------------------------------------------------------------------- > --------- > Quick Fire(4AP) |Diff. (x1) |Form (x1/2) | Imp. (x1/4) | NA > Quick Brst(6AP) |Form (x1/2) |Imp. (x1/4) | NA | NA > 2nd+ Quick Brst |Imp. (x1/4) | NA | NA | NA - ---------------------------------------------------------------------------- - ------- > Aimed Fire(8AP) |Ave. (x2) | Diff. (x1) | Form. (x1/2)| > Imp.(x1/4) > Aimed Brst(12AP) |Diff. (x1) |Form (x1/2) | Imp. (x1/4) | NA > 2nd Aimed Brst |Form (x1/2) | Imp.(x1/4) | NA | NA > 3rd+ Aimed Brst |Imp. (x1/4) | NA | NA | NA > -------------------------------------------------------------------------- > --------- NA = Not Allowed AP = Action Points In the upper portion of the table that doubles out the distance with each range band (30 meters, 60 meters, and so on) you can see the number of rounds (& No. of dice) in a burst drops with each range band according to the rules. You pre-calculate it for the player so he doesn't have to during a fire-fight. In the lower part of the table, the player's copy would have his specific Asset values pre calced for all the ranges and fire type. For example if a players final fire asset with an HKMP2K is 10 then under the "Short" range column (30 meters or less) for a "Quick" shot the player would write "10" (a "difficult" shot is 1 times the asset value). He would write in a "5" wherever the table lists a "formidable" shot (half times asset), and so on until his table looked a little like this: For "Snap" shots and "Snap" bursts- Range: S/M/L/E Snapshot: 10/5/2/1 Snapburst: 5/2/1/- 2+Snapbursts: 2/1/-/- For "Aimed" shots and "Aimed" bursts- Range: S/M/L/E Snapshot: 17/10/5/2 Snapburst: 10/5/2/1 2nd Snapbursts: 5/2/1/- 3+Snapbursts: 2/1/-/- You might have noticed that I allow the player to have some so-called "Not-Allowed" shots. I do this if their asset value for "Impossible" (x1/4) shots is greater than one, because one is an automatic hit. BURST RECOIL- This format does not pre-calculate the number of rounds (dice) lost due to burst recoil. I do not figure it out dice lost. What I do is have the player divide his strength by the burst recoil and that is how many auto-bursts he can fire in a round at the above calculated asset values. If the player wishes to fire more then he has to resolve fire at a range band of one level higher for each additional burst. For example PC "Ah-nault", with a STR of 11 wishes to fire his brand new HKMP2K on the 10 round auto-burst setting, on the range, at the 25 yard target. According to the Challenge article the burst recoil, at this setting, is 6. So PC "Ah-nault" can fire one shot (11 / 6 = 1.8, rounded down to one.) per round using the "SHORT" range column. For the next auto burst, that combat, round he has to fire using the values under the "MEDIUM" column, and so on. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 30 Jun 1999 13:43:06 -0700 From: Peter Vieth Subject: Web page I've taken down many of the ideas discussed on changes to the t2k rules and incorporated them into a page on my web pages. I will post it later. - -- ([-[Peter Vieth]-) (-[fitek@ix.netcom.com]-) (-[http://www.netcom.com/~fitek]-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 08 Jul 1999 14:52:45 -0700 From: Ron Hale Subject: Re: Game systems Damian Robinson wrote: A copy of those new background skills would be nice. I might use them in any games I run down here... I haven't forgoten I've been trying to round up my notes and get them entered on the computer. And they aren't background skills they are Background Careers. You see I start character generation at the age of 10, and instead of 8 levels of background skills the character gets 3 or 4 background careers. More as I get it uploaded. TTFN Ron Hale *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sat, 10 Jul 1999 14:34:03 -0700 From: Peter Vieth Subject: effects of a nuclear war does anyone have any information, or know of where to get information on the long term effects of a nuclear war (in detail)? the treatment in twilight: 2000 isn't very thorough (getting sick if you roll a crater on the encounter table and have too many rads already, etc). I started thinking about running a campaign in the aftermath of the t2k setting (when the first generation after the war reaches adulthood) and then thought about Fallout (a game by Interplay) which is set 80 years after a nuclear war. I haven't seen a site or book with very complete information on this yet. - -- ([-[Peter Vieth]-) (-[fitek@ix.netcom.com]-) (-[http://www.netcom.com/~fitek]-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sat, 10 Jul 1999 18:23:03 -0400 From: "Dwight Looney" Subject: Re: effects of a nuclear war Subject: effects of a nuclear war > does anyone have any information, or know of where to get information on > the long term effects of a nuclear war (in detail)? the treatment in > twilight: 2000 isn't very thorough (getting sick if you roll a crater on > the encounter table and have too many rads already, etc). I started > thinking about running a campaign in the aftermath of the t2k setting > (when the first generation after the war reaches adulthood) and then > thought about Fallout (a game by Interplay) which is set 80 years after > a nuclear war. I haven't seen a site or book with very complete > information on this yet. Sounds like aftermath, a great game. We generally ran scenarios 25-50-75 years afterwards. Good luck finding a copy though. Have you tried the Postapocalyptic media? There's a link on my source at http://t2k.findhere.com. Good luck Loonz *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Sun, 11 Jul 1999 00:05:49 -0700 From: "Thomas Morton" Subject: Re: effects of a nuclear war This is Tom, the webmaster at Post apocalyptic media. I have a copy of Aftermath in storage. I maybe can scan what you wont from the book if you like. --Thanks Dwight.-- The trick will be finding the book! Tom Morton runamuk@dreamsoft.com ICQ # 346625 (dingbatz) ICQ # 2661233 (runamuk) Post Apocalyptic Media http://www.pamedia.com/ - ----- Original Message ----- From: Dwight Looney To: Sent: Saturday, July 10, 1999 3:23 PM Subject: Re: effects of a nuclear war > Subject: effects of a nuclear war > > > > does anyone have any information, or know of where to get information on > > the long term effects of a nuclear war (in detail)? the treatment in > > twilight: 2000 isn't very thorough (getting sick if you roll a crater on > > the encounter table and have too many rads already, etc). I started > > thinking about running a campaign in the aftermath of the t2k setting > > (when the first generation after the war reaches adulthood) and then > > thought about Fallout (a game by Interplay) which is set 80 years after > > a nuclear war. I haven't seen a site or book with very complete > > information on this yet. > > Sounds like aftermath, a great game. We generally ran scenarios 25-50-75 > years afterwards. > > Good luck finding a copy though. > > Have you tried the Postapocalyptic media? There's a link on my source at > http://t2k.findhere.com. > > Good luck > > Loonz > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 12:06:07 -0700 (PDT) From: ignatius Subject: MilGov/CivGov was it on this list that Loren Wiseman explained his take on the MilGov/CivGov crisis? _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 13:50:09 -0600 From: rogue09@sprynet.com Subject: Re: MilGov/CivGov ignatius wrote: > was it on this list that Loren Wiseman explained his > take on the MilGov/CivGov crisis? Think that was over on the Webrpg-remember that discussion about a year ago... Has there been anything since then? T.R. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 19:35:01 EDT From: Zek101@aol.com Subject: twilight 2000, reprinted i've heard rumors floating around the game shop that twillight 2000 is going to be reprinted. has anyone heard of these rumors *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 18:51:03 -0700 From: "JC" Subject: Re: twilight 2000, reprinted >i've heard rumors floating around the game shop that twillight 2000 is going >to be reprinted. has anyone heard of these rumors Only thing I've heard lately is that Tantalus owns the rights to Twilight and isn't really planning on reprinting or releasing new material. Seems they're just holding on to it so they can sell it to someone else. On that note does any one know if they picked up the rights Armor21? I think it was supposed to be an alternate setup for Twilight/Merc 2000 set further ahead into the future. I remember it be due for release right around the time GDW folded, but I never heard what happened to it. Regards, JC *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 19:10:32 -0700 From: Snake Eyes Subject: Re: twilight 2000, reprinted At 06:51 PM 7/14/99 -0700, JC wrote: > >i've heard rumors floating around the game shop that twillight 2000 is >going > >to be reprinted. has anyone heard of these rumors > >Only thing I've heard lately is that Tantalus owns the rights to Twilight >and isn't really planning on reprinting or releasing new material. Seems >they're just holding on to it so they can sell it to someone else. On that >note does any one know if they picked up the rights Armor21? I think it was >supposed to be an alternate setup for Twilight/Merc 2000 set further ahead >into the future. I remember it be due for release right around the time GDW >folded, but I never heard what happened to it. David Nilsen still owns all the rights to ArmorXXI. There was not much work completed on it (save for the cover art) before GDW folded. They'd fleshed out some of the game world and the geopolitical situation. It was supposed to use the GDW house system for character generation and combat. The vehicles were going to be made up by Nilsen, and exist only in his head. I'd love to see a 3rd edition of the Twilight/Merc rules, but I'm not holding my breath. Even if that never happens, what I'd really like is a copy of all the old rules, sourcebooks and adventures on CD-ROM with a searchable index. I'd pay a lot for that. Honest. I'd settle for reprints of all the original stuff, though. ~ Snake Eyes *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 14 Jul 1999 22:15:27 -0400 (EDT) From: Douglas Hayden Subject: Re: twilight 2000, reprinted On Wed, 14 Jul 1999, JC wrote: > > > >i've heard rumors floating around the game shop that twillight 2000 is > going > >to be reprinted. has anyone heard of these rumors > > > Only thing I've heard lately is that Tantalus owns the rights to Twilight > and isn't really planning on reprinting or releasing new material. Seems > they're just holding on to it so they can sell it to someone else. Well, nothing against Tantalus, but they haven't been the most forthcoming with this sort of information. Lester Smith got Dark Conspiracy back and made a second version, but nobody believed he had the rights back until they actually saw it on the shelves! If someone else is reprinting, Tw2k - - all the power to them. I'll be there first in line if/when the new books come to Cleveland. :) - ---------- Doug Hayden haydendj@apk.net St. Dogbert's School of Worshipper Fleecing - ---------- "The future of religion is that it has to cope with freedom; otherwise it has no future. If religion confronts freedom, then religion will suffer." -- Iranian President Mohammad Khatami, 1999 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 15 Jul 1999 16:06:47 +1000 From: "Jim & Peta Lawrie" Subject: Re: Game systems - -----Original Message----- From: Damian Robinson To: twilight2000@lists.imagiconline.com Date: Tuesday, 22 June 1999 8:14 Subject: Re: Game systems >Ron Hale wrote: >> >> Everyone seems to be telling there house rules so here are mine. >> >> 1. Halve all hit capacities. >> 2. Terms are only 2 years long. >> 3. The first term ends at age 12. >> 4. I've created Background Careers, that are used for the first 3 to > 4 terms. > >A copy of those new background skills would be nice. I might use them >in any games I run down here... > >/me sighs wistfully >If only I could get a game started down under... >Anyone in the Brisbane Qld area want to start a game? >-- >Cheers >Damian > >Home Page: >http://www.geocities.com/Area51/Dreamworld/4808/ >pay a visit, and please don't forget the Guestbook... If you get down to Sydney there's a group here! >ICQ? >#14030875 >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 15 Jul 1999 16:12:17 +1000 From: "Jim & Peta Lawrie" Subject: Re: Game systems I haven't forgotten you, I'm in the process of revamping the damage dice for the Interlock system, as it stands it's impossible to be grazed or whatever by a 5.56 or 7.62 round and up, the 7.62 does a minimum of 8 damage, modified by an average BODY stat to 6 is still a serious wound, and that's with rolling six 1's ! I'm trying to collect the muzzle velocities of all those multitudinous military cartridges. get back to you Jim. - -----Original Message----- From: ddolllaw To: twilight2000@lists.imagiconline.com Date: Wednesday, 23 June 1999 4:09 Subject: Re: Game systems >I would like to see it. Thanks in advance. >-----Original Message----- >From: Jim & Peta Lawrie >To: twilight2000@lists.imagiconline.com > >Date: Tuesday, June 22, 1999 2:56 AM >Subject: Re: Game systems > > >> >>-----Original Message----- >>From: Dwight Looney >>To: twilight2000@lists.imagiconline.com >> >>Date: Friday, 18 June 1999 12:01 >>Subject: Game systems >> >> >>>I'm starting to get the feeling that when ones says Twilight 2000, we are >>>only talking about the scenario not the mechanics. >>>I've heard Morrow guys say they liked T2K, T2K likes Cyberpunk or someone >>>else likes GURPS. >>> >>>I'd like everyone's opinion on which system they prefer for playing T2K >>even >>>if it isn't T2K. >>> >>>Cheers >>>Loonz >> >> We generally roll character's in T2K V1 and then convert them to our >>"Cyberpunk T2K" variant, clumsy I know but I'm fast at it and I like the >old >>" more stat's you get, the lesss skill's you get" system of T2K v1. I'm yet >>to get around to making a new generation system but it's in the works. >> T2K version 2.2 is used for most of the game concepts as it converts >>easily to stat + skill game like Cyberpunk, vehicles where statted out >using >>the Maximum Metal soucebook and small unit actions are resolved using the >>Firestorm soucebook rules. Weapons were extrapolated from several sources >>using Cyberpunk as a guide. >> The system play's well and reflects modern combat without having to >roll >>bucket's of dice, the defining difference is the need to overcome COOL stat >>rolls to brave weaponfire, it's better to stay low and work around your >>opponent's. >> We have almost all of the conversion on disk if anyone is interested. >> Cheers >> Jim. >> >>>************************************************************************* * >* >>>To unsubscribe from this list send mail to >majordomo@lists.imagiconline.com >>>with the line 'unsubscribe twilight2000' as the body of the message. >>> >> >>************************************************************************** * >>To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >>with the line 'unsubscribe twilight2000' as the body of the message. >> >> > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 15 Jul 1999 12:30:30 +0300 From: Puolakka Petri Subject: Few (simple) rules questions... I own a finnish copy of t2k 2.2. ed and there are some things I hope someone can clarify. While using machine guns there are three different lines in the weapon description where the range and recoil wary. Tripods and bipods are simple enough, but what's the third for? Firing from hands? If so, aren't the ranges and recoils *a bit* too optimistic? Second, if a machine gun is mounted on a vehicle, what recoils and ranges have you used? Bipod? Tripod? The mysterious third one? Third rule, which is puzzling me is the acceleration/negative acceleration (:) to be used with all vehicles or maritime ones only? I would be very grateful for an answer, Petri Puolakka Finland *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 15 Jul 1999 16:41:07 +0300 From: "Pasi Parviainen" Subject: Re: Few (simple) rules questions... - -----Original Message----- From: Puolakka Petri To: 'twilight2000@lists.imagiconline.com' Date: Thursday, July 15, 1999 12:36 PM Subject: Few (simple) rules questions... >Second, if a machine gun is mounted on a vehicle, what recoils and >ranges have you used? Bipod? Tripod? The mysterious third one? If a weapon is mounted on a vehicle there is no recoil! So a person can fire as many burst/shots as desired (to the maximum of the weapon, of course), without any recoil modifications on skills. >Third rule, which is puzzling me is the acceleration/negative >acceleration (:) to be used with all vehicles or maritime ones only? Both, as far as I rememeber! But use common sense first... For the first question, I must check my books first! Pasi Parviainen. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ End of twilight2000-digest V1999 #47 ************************************ To subscribe to Twilight2000-Digest, send the command: subscribe twilight2000-digest in the body of a message to "majordomo@lists.imagiconline.com". 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