Twilight 2000 – episode 5: Assault on the marauders (part 2)

Five NATO soldiers assault a stronghold of former Polish police officers and criminals. Their goal is to secure the weapons and supplies these marauders looted from a masacred US unit. The five soldiers have been left to their own devices after the last – and failed – allied push against the Soviets in the fields of Poland in World War III.

Welcome to episode 5 of this solo role-playing campaign! I’m playing the post-apocalyptic RPG Twilight: 2000 in its 4th edition from Free League Publishing. This is episode will feature the second part of my first long battle. Due to the length of the encounter, I have broken the assault on the marauder base into three parts. This post is part two, which concerns the majority of the fighting.

Short Recap:

The group escaped Kalisz, but is basically out of gas for their pickup truck. While exploring the town of Syców they encounter a massacred US group and find private Lee as the single survivor. In the town, they agree with a local leader to join forces and take out the marauders, who attacked the Americans. The scout their base – an abandoned factory – and assault it. PFC Perez is their “sniper”. He uses an old hunting rifle with a scope and Corporal Kelly blasts a section of a building with sleeping marauders with an anti-tank missile.

My hideous Roll20 map of the factory area. The characters – blue team – starts at the lower right ruins. The orange squares are fortified positions.

If you are a new arrival, you can find an overview of the characters and the entire previous episode here:

The Characters
Episode 3

Rules Disclaimer: I made a mistake, when calculating modifiers. The two dice should always try to balance. I reduced one first instead. I guess I’ve got old habits I need to shed from playing Earthdawn for years! The outcome and balance of the battle might have changed because of that.

Suppression and critical hits: I used the proposed rules where most NPCs automatically fail suppression rolls and always are incapacitated or dead if they get a critical hit.

I regret not making a screen shot of the map after every single combat round, but I hope you can still follow the action.

Learnings

Playing through this encounter gave me a few insights, that I think are worth sharing for referees and players, who haven’t started playing yet, but want to know what they are getting into.

  • Keep a list of modifiers handy – also for the players. There are many situational modifiers, and ranged combat is basically always modified by something. The only exception is two characters shooting at each other while standing still, at short range, in open terrain on a sunny day.
  • Kevlar will save a character’s life. I rolled a lot of body hits and head shots, and it helped the characters, but it also meant that defeating marauders with kevlar vests was surprisingly difficult.
  • Grenades are awesome. The ability to suppress multiple opponents, even if they take no damage, is a winner.
  • Suppression is a central part of the mechanics, but in a game with actual players, they might not enjoy having their character suppressed for multiple rounds while they can only watch the action.
  • I was halfway through the encounter, before I noticed that NPCs run out of ammunition on a 1 on the ammo dice. Afterwards, I wished I had counters for “need to reload” for the many bad-guys.
  • Mobility is a great skill, to haul a character’s ass into cover over a big battle map or to throw grenades.
  • Overwatch is more limited in use than I thought, because a character or NPC only covers on hex. It could also get meta-gamey, if eg the referee communicates to the players which hex is covered, because some players might elect to move around. Conversely, if the referee doesn’t say it, some players might doubt if the NPC was actually covering that exact hex.

The action continues…

“Go! Go! Go!” Captain King shouts as he leads the way out of the ruined building they were hiding in. The three soldiers run out into the dim early morning light. Dust is rising from the compound, where Kelly’s missile hit the office building. About 50 meters away, Janusz’s fighters are storming the windows of the office building with a ladder. Everything is going as planned…

King’s borrowed pump shotgun is bouncing on his back. He holds one of their few grenades prepared with duct tape as an improvised breaching charge. Lee is close behind him, as ordered. His Glock points towards the compound gate. The chin strap of the Polish helmet he borrowed gnaws into his flesh, but it could save his life. Zielinski concentrates on running. Her legs are not as young and strong as Lee’s and she is painfully aware of her own marksman skills and the qualities of her submachinegun.

Seconds later, they reach the gate…

Players Round 2: 

Kelly has the initiative. He grabs his M16, which was placed ready for action and gets up to a kneeling position behind cover and fires at the second rooftop guard, who is in his roof top fortified position of old bricks, corrugated iron sheets, old tyres and a couple of sand bags.  

The guard has gone prone, but from his elevated position Kelly can still hit him. The marauder’s head, arms and torso are behind a 2 point cover.

The modifiers pile up quickly:

  • Target prone -1
  • Elevated position +1
  • Dim light -1 
  • Quick shot -1 

Kelly is no marksman, so he fires a couple of bursts. If nothing else, he hopes to suppress the guard until Perez can take him out. 

Kelly gives it all he’s got (pushing) and hits the hapless marauder with three successes. The rifle takes one point of reliability damage though. He hits him in the body through the cover, and with the armor the damage isn’t enough to take him out of the fight. But the marauder is suppressed. 

Perez spends his slow action aiming through the telescopic sight at the guard on the roof, which means he can’t fire until round three. 

Over by the gate, King attaches a hand grenade to the door in the gate with some duct tape, pulls the pin and runs over to the rest of the team. Zielinski is in overwatch directed up towards the roof of the office building. 

The first of Janusz’s fighters climb up the ladder and smash a window (even more) so they can begin to climb inside. 

The grenade blows the metal door in the old gate, the lock is gone and it is now dangling on rusty hinges. 

Marauders Round 2

Most of the marauders are still coming out of their drunken stupor or are injured and dazed from the rocket attack. However, the guard in the prepared position behind the factory will get up after dropping prone, and begin to move around the factory to see what is what. 

Referee note:
Just like I would play it in a game with a group, the action inside the office building between Janusz’s fighters and the marauders, I will not run in detail. I will simply narrate the outcome of their assault, based on Kelly’s successful attack and the King of Diamonds I drew for the group’s “luck”. 

The red marker is for suppression. The big tan marker on the left is Janusz’s fighters.

Players Round 3

“I got him in my sight,” Perez says confidently, so Kelly storms off to join the rest of the team down the five floors of the ruined building. I rule that with a mobility check, he can get to the ground floor in two rounds. He succeeds.  

Perez pulls the trigger, and misses… 

The rest of the team vaults through the blasted door in order to get to the door across the yard in the factory building. Each action they can move two hexes and roll mobility to move farther. One hex per success. Lee wasn’t lying, and he gets all the way up to the factory wall. He is the least skilled among the team, but the one with the greatest natural abilities.

Marauders round 3

The guard on the roof is no longer suppressed, and he elects to shoot back at the guy sniping him. He gets up and fires a quick burst without aiming. He fires 11 rounds at Perez, and gets a 6 on an ammo dice, which means bullets hammer the bricks and debris around Perez, and he must roll CUF. He succeeds with a 7! 

The guard from the back moves alongside the factory towards the fight, and one marauder is awake enough to poke his captured M16 out of a factory window and fire at King. He gets a -2 penalty because of the dim morning light and because King is moving. None of the bullets hit, but King must also roll for suppression. Success! He is as cool as they come, and he keeps moving. 

Players Round 4

Kelly makes it safely to the ground floor.

Perez takes multiple simple aimed shots at the marauder, who is now half-exposed. Head shot! Perez has two successes and rolls a 6 on the to-hit table, which is a headshot. The marauder collapses. Perez has one round left in the rifle. 

King’s boots are hammering on the asphalt and he makes it to the factory door and he peeks through the window, but sees nobody (fails his Recon roll). 

Zielinski and Lee are quick enough that they can move to the door with their fast actions and use their slow actions to cover the two corners of the factory using the overwatch actions. 

A muffled explosion and gunfire sounds from inside the office building, where Janusz’s fighters are clearing the rooms. 

Marauders Round 4

The marauder in the factory window no longer has line of sight to King and his team, but he spots Perez killing his buddy, and fires at him. The range and the light hinders him, however, and the bursts have no effect. 

Inside, the marauder leader, Mleczko, is directing the defense and shouts for someone to get up on the factory roof and man the M60, while he sends a team to secure the ground floor of the factory.

The marauder running up the side of the factory pokes around with his AK-74 and Zielinski fires her PM-84 sub-machine gun at him, because she was on overwatch. She fires a long burst, and suppresses – without hitting – the marauder. 

The red lines I used to indicate which hex Lee and Zielinski covered with the Overwatch action.

Players Round 5

Kelly tries to run for the factory gate and cover. He almost gets there. 

Perez takes careful aim at the marauder in the factory window. 

King burst through the door right into the waiting arms of the marauder guard camped in the bathroom area. He is taking cover inside the doorway. The marauder rolls 2×5 and 2×3. Not even a six on one of the two ammo dice! It is probably one of the hung over criminals, who’s never really fired an assault rifle at someone charging at close range. 

King has his night vision goggles turned on, and returns fire with the pump-gun he borrowed. He blasts a couple of shots at the marauder, but nothing hits.

Outside, Zielinski and Lee switch initiatives (which characters can do, as long as they can communicate), and Lee lobs a grenade towards the corner where the marauder from the back of the factory is taking cover. The grenade lands perfectly (3 successes) and causes damage, but only two points, which are stopped by the marauder’s American kevlar vest. He is automatically suppressed, however, and prone, which could become important. 

Zielinski rushes in after King and fires her PM-84 at the marauder in the bathroom. She moves right up to the door, so he has no effective cover, but she does count as firing into close combat. She is a poor shot and simply sticks the gun into the doorway and hoses him. He is hit, but her SMG jams (two 1s on three ammo dice). He is also hit in the torso, and wearing kevlar, which means that the underpowered PM-84 is unable to penetrate. He is also suppressed, though. 

Marauders Round 5

Two additional marauders join the one in the factory windows, and they spot Kelly hauling ass towards the gate and open fire on him. Kelly is grazed on the arm and takes two points of damage, but with a 7 he makes his CUF roll. 

The third one, who has a better idea of where Perez is located, fires at Perez. But miss completely again. 

Two marauders also make it to the rooftop, but are not able to engage yet. 

Inside the factory, one goes into overwatch, while four marauders move down into position on the ground floor. 

Mleczko is commanding from a doorway, protected by the last of his goons.

Players Round 6

Kelly moves into cover by the blown door in the gate, and he actually has line of sight to the marauder Lee threw a grenade at, so he fires a quick burst at him. It is however at -4 (dim light, prone target, quick shot and medium range) and he misses. 

Perez has been aiming and fires a single shot at the fucker, who is hosing him from the window. But he misses again. 

Inside the factory, which is full of rusty machinery, old pallets, a fork lift, barrels and junk, King is afraid they’ll be rushed, so he moves up to one of the machines. Using his night vision, he sees a marauder in cover and he empties the shotgun at him. He mostly hits the big machinery the marauder is using as cover, but a single pellet manages to find its way past the kevlar vest, suppressing him. 

Zielinski’s gun is jammed and she calls for aid. 

Lee bets that Kelly can keep the marauder around the corner from attacking him in the back, and he rushes into the factory to help the Lieutenant. The lieutenant is desperately trying to unjam her submachine gun, while the marauder is scrambling for his gun. Lee steps into the doorway and fires six shots with his pistol at the marauder hitting him in the neck and taking him out of the battle. 

“Drop that! Take his gun,” Lee shouts to Zielinski and hands her the marauder’s M-16. She drops the pea-shooter and runs to the machinery which King is taking cover behind, covering the opposite side. 

Marauders Round 6

Most people, particularly untrained civilians, will avoid running into an area where someone are shooting and have a clear field of fire. This also goes for the non-military fighters on both sides of this conflict. 

The guy Lee threw a grenade at and Kelly shot at is no longer suppressed, but he remains prone and unloads a salvo towards Kelly (-2 total from medium range and dim light) instead of going after Lee. The bullets hammer against the metal gate and wall, but none are near Kelly. 

Two marauders move into the position on the roof and man the M60. 

In the factory windows, two of the marauders blast away at Perez while the third shoot down at Kelly’s hiding spot. 

The doorway, where Kelly is in cover is hit, as is the brick walls where Perez is shooting from, but no bullets penetrate. However, the sheer volume of fire directed at the two troopers, and perhaps the fact that they don’t know what is going on inside the factory, means that they are unable to continue returning fire (both roll a 1 on their CUF). 

Inside the factory, only the marauder upstairs in the office area has line of sight to King, Zielinski and Lee, due to the higher ground. Zielinski and King have cover, so he fires at Lee at medium range with dim light, but from higher ground. 

Lee is hit for three damage in the head. His borrowed helmet takes the worst and he is suppressed. 

Two of the marauders move cautiously forward. One of the marauders get LOS on King and fires a quick burst in the dim light, but is far off the mark.

The orange arrow shows Zielinski’s move.

Players Round 7

Both Kelly and Perez are pinned down. This is a problem.

However, while the rest of them sweep and secure the building, one of Janusz’s fighters has taken up position in on of the windows in the office building. He uses one of the captured guns to lay down fire on the marauders taking cover inside the factory building, hoping to suppress at least two of them.   

He is very successful, and actually hits one of the marauders, who takes damage and both are suppressed (they are in the same hex).

Being a Referee:  Janusz’s fighter in a window is me helping out the “players”. I mainly do it, because I drew the King of Diamonds, so they have luck on their side. It also seem plausible. But being civilians, I was also conscious of the fact, that they are unlikely to move across the yard into the factory, while under fire. They will stay in cover and shoot.

Inside the factory, King is very aware that they are in trouble, so he throws a grenade at the guy he hit with his shotgun, and is right on the money. The marauder takes another point of damage, but is saved by his vest. Both are suppressed, however. 

Zielinski inches forward around the machinery and has LOS on one of the marauders who was just grenaded, so she fires a burst at him. No hit. 

Lee has gone prone, but is otherwise a sitting duck. 

Marauders round 7

Outside, the two marauders on the roof man the M-60 and fire in Perez’s general direction (in this case, the second marauder simply gives the first one +1 on the roll, as per the rules). They don’t hit anything, but Perez is still pinned down, and now at two points of stress. 

The guard who isn’t suppressed in the factory window returns fire. One of the seven rounds penetrate the wall and wounds the fighter slightly, pinning him. He is however empty, and must reload. 

The final guy in the courtyard shoots at Kelly again, but with zero results. 

Inside the factory, the upstairs gunner keeps firing at Lee, but her aim is high this time, and he huddles beneath the bullets.

One of the few marauders with military training (I decide) isn’t pinned, and he lobs a grenade back at King. It is pretty dark however, and there are several obstacles. He is down to a D6 and rolls a 1! The grenade deviates north east two hexes (I roll a 2 and a 6). It is almost too good to be true, as the grenade is thrown at too high an arc, hits a beam and rolls to the feet of a hapless marauder. Two marauders are hit, and one of them has now been hit three times for one point of damage (shotgun blast and two grenades). He is close to bailing. 

The last marauder peeks around the corner and unloads at Zielinski. He empties his clip, but doesn’t hit her. She can still see Lee, and is not suppressed. 

Players Round 8

Perez is still keeping low with the M-60 hurling lead at him. 

Kelly is very aware that shit is going down inside the factory. He wants to help his friends and press the attack, so he storms across open ground to get cover behind the tree where he fires a burst at the guy on the corner. He isn’t the smartest guy on the team, but he has big balls (they all seem to have, including Zielinski, by the way). Kelly doesn’t hit the marauder, but he hits a lot of other stuff, and pins him (he has 12 rounds remaining in the magazine). 

King feels that the battle is close to turning in their favour. He runs across the open into cover at an opposite wall, which means the nearest marauder is caught in the open and quick fires his sidearm, as his shotgun is empty. The marauder is hit in the legs, and is now also at three points of damage. 

Lee charges into his captain’s old position and fires his Glock at the same target. He hits, but the cover soaks the damage. 

Zielinski returns fire at the guy at the corner. She is the poorest marksman of the team, but at least she is only getting -1 from the dim light. As the guy on the corner also has clear LOS to King, she wants to get him suppressed. With an 8 on her single dice, she hits him and manages to suppress him, but does no damage as the factory wall is stronger than a regular indoor wall, and absorbs the full damage.

I also recreated this situation, as best I could, to help readers visualize the action.

Marauders round 8

One of the two marauders in the factory window reloads. The second fires at Kelly, while the third keeps firing at the guy in the office, with no effect. 
Kelly however, is hit for four points of damage. Lucky for him, it is another body hit, and with a big tree trunk and kevlar between him and the bullets, it is reduced to zero damage. He does fail his CUF roll, though, leaving him in a precarious position. 

Furthermore, the M-60 crew isn’t sure if anyone is still alive on the other rooftop, so they shift their fire towards Kelly as well. They aren’t really trained in the GPMG and hit nothing. 

The factory marauders are under intense pressure. The marauder at the office area fires at Lee, but misses. Two are suppressed, and as a referee I rule that the dude who has been dinged three times in the last 15 seconds retreats further away into cover. 

Upstairs however, Mleczko senses that the battle inside the factory floor is turning against him, so he moves out of his secure position into partial cover behind the railing and empties his trophy M-16 in a long unaimed frustrated burst towards Lee.

This is another recreation of the situation. It provides a good overview of the status outside.

Next time…

The conclusion of the battle will be in the next episode. If you’ve followed this far, thank you for reading! I’m happy to answer any questions regarding my experience so far with the game.

Twilight 2000 – solo – Episode 3: Ambushed Americans

Four soldiers are fleeing a Soviet counter-offensive in the aftermath of World War III. The three American soldiers and a Polish liason officer were thrown together when the 5th US mechanized division was broken outside of Kalisz. The final radio call was: “You’re on your own. Good luck!” This is their story.

Welcome to episode 3 of this solo role-playing campaign! I’m playing the post-apocalyptic RPG Twilight: 2000 in its fourth edition from Free League Publishing. In the first part I go through the events of the game. At the end of the post I have a couple of more “meta-considerations” on how I’m running it solo and the rules. Episode 4 will feature my first big combat encounter.

Last episode, the team encountered Soviet forces, when they tried to get fuel from Ostrzeszów. They were discovered sneaking into the town, were shot at and had to flee. Driving off road, as well as a navigation error, cost them a lot of fuel. Ultimately, they camped at a ruined farm, where they hid their pickup truck.

Read the previous content:
Intro and game considerations
Episode 1
Episode 2

Sycow had about 10,000 inhabitants before the war.

Minor Spoiler Alert: Because I am using random elements from the core ruleset, you may encounter the same pieces of content as a player. Sometimes they aren’t what they seem, which can ruin the surprise. I am not using the big scenarios sites, however, so there are no major spoilers.

Day 3

Being less than 2 kilometers south of Syców, they again opt to approach town on foot in the early morning, hoping to find someone to trade with. 

Moving into the town, they suddenly hear sustained gunfire, but only for 10-15 seconds. Then it is quiet. The group sneaks forward. The noise has clearly scared any inhabitants into retreating to their hideouts. 

Perez peeks around a corner and pulls back quickly. 

“Shit man, they’ve been mowed down. Slaughtered!” 
“Easy now. Do you see anyone?” King asks. 
He peeks out again. 
“No hostiles that I can see. It is real fucked.” 
“Cover us,” says the captain and points to Perez and Kelly. They both nod and Perez takes up position as the captain and Zielinski runs forward into the street. Kelly follows behind the two officers and takes up position opposite of Perez. 

Perez is right. It is a slaughter. Around a dozen American soldiers lie shot up in the street between ruined buildings. A couple of them are still moving. They have been stripped of all their gear – even their helmets and boots. 

Zielinski and King move among the bodies. Most are riddled with bullets. One is still trying to crawl away, and Zielinski quickly moves closer and examines him, speaking to him gently. He has a bullet hole in his upper abdomen and blood is pouring from his mouth. He gasps for help. King steps over to help her save him, but before he gets there, the man is dead.

“He was bleeding internally. I couldn’t save him,” she says. She isn’t crying, but King senses her immense frustration. 

“They can’t be long gone. I don’t like this,” King says.

“Are you American?” someone suddenly says with a strained voice. It is coming from one of the “corpses”. They rush over to him, and a young African American man in bloody fatigues sit up. His nose is smashed and blood has run down his face. Zielinski helps the man to a better position and checks his wounds. A bullet has also torn one of his arms and the nose needs fixing, but the wounds aren’t lethal. She spends her personal medkit bandaging the wounds and cleaning them. 

“What’s your name kid,” King asks?

“Lee. Miles Taylor Lee.” He speaks with a nasal voice because of the nose. 

Where are you from?”

“New York. Harlem.”   

After treating Lee, Zielinski discovers another soldier still breathing. He is conscious, but can’t move his legs, and she determines that he has been hit near the spine. He needs treatment, and King wants them out of the vulnerable position, so Kelly finds a couple of planks and jury rigs a stretcher for the critically injured soldier. Unfortunately, when they move him, he dies. 

Rules: the rules for critical hits in Twilight: 2000 are brutal. 70% of the critical head and chest injuries are potentially lethal, and whenever you attempt to move a lethally injured, if you fail your medical aid roll (which Zielinski did, even after pushing) the wounded must roll Stamina or die. On a side note, a scene like this with new players would be great, because it demonstrates the lethality of the critical rules, without risking a PC death very early in the game (not that that is necessarily a problem). 

Boots & a brew

Inside a nearby ruined house, they question private Lee. He was a truck driver with the logistics section of the 2nd Armored Division, but ended up with a rifle and a group of stragglers on their retreat after the truck ran out of fuel. They were ambushed by about a dozen marauders and cut down. He played dead while they stripped him. Only his canteen is left. Lee can’t really move about in the ruins without boots or shoes at least, so King asks Zielinski to see if she can find someone to trade with for boots and maybe fuel. He also asks Kelly to give the kid the Glock they found, so he can defend himself, which the big Irishman reluctantly does. 

In the ruins of Sycow, Zielinski manages to find a bar and trade station. It is located in the basement of a semi-ruined apartment building and is well guarded. The basement has a large room with a couple of locals huddling close to a warm stove in a corner gossiping and drinking home brewed vodka. It is early – or maybe late? – for the small group. But someone is brewing alcohol…

In a room next to the bar she finds items for trade. The “store” is a counter with a system of shelves behind it. A woman looks to be the “shopkeeper” and a big Polish man with a sawn off shotgun is guarding the valuables, which includes a pair of polish army boots size 11. The woman at the counter wants 20 bullets for it. Appealing to her good heart and the fight for Poland against the aggressors, Zielinski manage to get her down to 15. When she asks about fuel, she is told that they might have some, but that they need to talk to Janusz, who owns the place. 

You don’t want to walk around war-torn Poland in your bare feet…

Zielinski returns to the team with the boots and relays the information. They help Lee move there and get him situated in the bar room with Perez aiding him and keeping watch. Perez spends 2 ammo to get them both a drink. It burns all the way down, but it helps with their morale and Lee and Perez both regain one stress, from the drink and being in relative safety. 

Rules: Stress is the “mental hitpoints” of the game, which you lose from getting shot at, rolling 1s when pushing INT or EMP skills or from horrific situations like experiencing the massacre of your friends. Losing all your stress points incapacitates you. Characters can be pushed back on their feet using the Command skill. Regaining stress from a strong drink isn’t according to RAW, but in this situation I felt it would be appropriate. 

In the trading area, the rest of the group gets a meeting with Janusz Kucinski. He is the leader of the operation and after they have talked for a while, with Zielinski translating, he has a proposition for them.

A mission, of sorts…

The people who ambushed the American soldiers are a gang of marauders, who occupy a small  abandoned factory on the edge of town. They are led by the town’s former police chief – a man named Mleczko – who was the Police Commander of the town during the previous regime, a vicious man, who is now trying to create a petty fief for himself.

The marauder gang is full of former criminals, ex-police and a couple of deserters. They are a menace to the town, and Janusz wants their help to assault the marauder base – ideally take out their leader – and break up the gang. He claims that they have a lot of equipment, probably also fuel, as well as the weapons they looted from the US soldiers. They have an old police jeep, but he hasn’t seen it for a while, and he doesn’t know if it is working. Janusz is willing to aid them with five of his “fighters”. His fighters are not military, and are not as well armed as the marauders, but he claims they can hold their own. If they succeed, they will split what they find – including the American gear – 50/50. Further, Janusz claims that he has some information for them, which he believes they will find valuable.

Janusz also briefly describes the enemy position. The factory is walled, has an office building – where many marauders are holed up – and a factory building with more marauders and the leader, Mleczko. On the roofs and inside the walls there are a total of three fortified positions. But he knows exactly where many marauders sleep in the office building, because he has talked to women who have stayed there. He is sure that an effective surprise attack will work, even though they will be outnumbered at least 2:1. 

King and the rest of the team withdraw to the bar and discuss their options.

Clearly, Janusz is not doing this out of the goodness of his heart. The marauders are probably both a threat and competition, but does that matter, because their interests are aligned? At least until they get the loot, they will be allies.

The real question for the group is: is the risk worth the reward? Will they be able to pull it off without anyone getting killed? The facts are: they are almost out of fuel, have only a couple of days worth of food, aren’t particularly well armed and now have an extra man who is wounded to care for – who basically has no equipment. Their options are basically to start walking out of Poland with what they have, or to accept this risky undertaking. 

They accept, under a couple of conditions:

  • They need time to scout the location, get to know the “fighters” a bit and perhaps get Lee ready to join them, and Janusz must feed and house them while they do so. 
  • They need to borrow a rifle with scope and a shotgun or a rifle with ammo to increase the chance of success. 
  • He can keep the vehicle, if they have one, but they have first dibs on fuel, up to the first 100 liters. 
  • If the attack fails, they will all withdraw, covering each other, and part ways without anyone being in debt to anyone else.  

Janusz agrees. 

The world of Twilight: 2000 is full of not very nice people, but you have to trust sometimes. B/W art is from Twilight: 2000 2nd edition.

Can they trust Janusz?
I drew an Oracle card to help me judge how Janusz might respond, when the mission is done – for good or bad. You will have to check out the next episodes, to learn what card I drew…  I did allow the three characters doing the negotiations to roll a straight empathy roll, to ascertain his character. King certainly gets the vibe that he is a cold, very dangerous man, whereas Zielinski and Kelly aren’t so sure.

Game-considerations:

These events are evolving from the random encounter of the ambushed US soldiers and the motivations of the team. If the American with the wounded spine had survived, it would have brought interesting tension between the characters who don’t want to burden the team with “dead weight” and those who have more altruistic motivations.

The medical care rules is also something one might consider house-ruling. Obviously, an officer with some basic first aid training would not – in reality – be able to save someone shot so bad they require full surgery. You could rule that tending some of the worst crits requires the Field Surgeon or General Practitioner specialities. Or add a significant penalty to the rolls without proper equipment/specialities.

I’m developing the two opposing factions exactly as I would in a “real” game. With my gaming group, I am certain that they would “bite” on this opportunity for tactical combat and action with the promise of loot. I’m sure “realistically” a small – skilled but under-armed – team would balk at taking on superior numbers in a fortified position, even with surprise, as quite a few things need to go right.

As a side note, Twilight: 2000 is a game where you shouldn’t roll dice too often, because succeeding is hard. As soon as I had the idea that there was a rival of the marauders in town whom they could trade with, I didn’t need Zielinski to roll RECON or anything to find the trader. Traders want to be found – even in destroyed Poland! And, as a referee, I want them to find it. It is more dramatic to have this development, and it ensures that there is some “meat” to the plot. So why insert a roll that might fail? 

Rest & Experience:

This is what I consider the end of “session 1”. Each character, except Lee, gets three XP, Lee gets two. None of them risked anything in relation to their buddies, moral codes or big dreams to get more. Five XP is the minimum to buy anything at all, so no upgrades after this session.
As King and Perez had to roll Coolness Under Fire (CUF), I roll to see if they improve their CUF, which requires I roll a one. I do not. Lee succeeds his empathy roll and doesn’t suffer permanent mental trauma after being incapacitated by stress. 

Episode 4…

The next part of this series will feature a very long battle. I will probably break it up into two parts, as it is taking a while to play out. But I have already learned the following:

  • Kevlar and cover are your friends! Or your enemie’s friends, depending…
  • Grenades are great for suppression, and you want to keep your foes suppressed
  • It can really suck not having a side-arm…

I look forward to sharing the action with you. I hope your next gaming session is great!

Jump to Episode 4…