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GDW - Challenge #26

The document introduces the 'GRAND SURVEY,' a comprehensive 48-page guide for Traveller fans that includes world design, survey procedures, and adventure creation tips. It also promotes the 'TRAVELLERS’ DIGEST MAGAZINE,' highlighting its quality and content, alongside subscription details and upcoming issues. Additionally, it features various gaming conventions and new computer programs for Traveller, enhancing the gaming experience.

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Sean Bartholome
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0% found this document useful (0 votes)
37 views52 pages

GDW - Challenge #26

The document introduces the 'GRAND SURVEY,' a comprehensive 48-page guide for Traveller fans that includes world design, survey procedures, and adventure creation tips. It also promotes the 'TRAVELLERS’ DIGEST MAGAZINE,' highlighting its quality and content, alongside subscription details and upcoming issues. Additionally, it features various gaming conventions and new computer programs for Traveller, enhancing the gaming experience.

Uploaded by

Sean Bartholome
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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DISCOVER Grand Survey! [x eNaaNimne rtrd After yoars of waling, Travole fans can fal road GRAND SURVEY —and the waitwas wort This fullsize, 48-page bookis packed with excitement for both playors and roferocs. DESIGN A WORLD: staring wih tho base “Traveller UPP forthe worl, GRAND SURVEY leads youstep-by'step to detalod physical character. istics and an accurate map of the word. ‘SURVEY A WORLD: GRAND SURVEY tells you everything you need to know, induding detals. of ‘suey procedures, sensors, the DONOSEV Class ‘Scout Survey Vessel, and ancing party equipment. deal for payers! ADVENTURE ON AWORLD: a special secton tolls referees how fo use the now wealth of word information to make adventures more oxcting, more reals, and more fun, 8.5" x 11", Full color cover, $7 The TRAVELLERS’ DIGEST MAGAZINE THE TRAVELLER'S DIGEST MEANS ADVENTURE Do you want more from Traveller? Travelers’ Digest has what you want. Join our growing umber of readers and soon you'l be making comments Eke these: “congratuiations on a product that has beaton out everything else on the market in qualty, playabity, and content... rly enjoy every page of your outstanding magazine” - VF ‘a superior magazino"- SP “a fiend showed me your magazin... must have my own copy? - AP “excollont..|am most impressed" - POH ‘a great magazine" - LH “Ihave read only great things about your new publication and want to subscribe” - JM “Tigh quality” RB “Lam delghted..itwas my rare good fertune to encountor your magazine ata local game stor... 2c: cept my compliments” - WES ‘an excelent publication. am very pleased. .continue the good work - CJW “The Gold of Zurrian™ (limited supply) ture #5: “The Humaniti Experiment" [Adventure #5: "The Most Valuable Prey” (available September 1) ‘Subscription (4 issues)... $14 Overseas (air mail, US funds only)..22 $3.95 each Available at your TRAVELLER dealer today! (Or send check of money order to: Digest Group Publications, 8979 Mandan Ct, Boise, ID 83709, Please include $1 per order for postage and handling; OVERSEAS orders pleasé include $2.50 for postage and handling, ‘MasterCard and VISA accepted — Phone (208) 362-3094 Now Available for MACINTOSH! Computer Programs for TRAVELLER® Disk 1: WORDGEN/BESTIARY automatically produces random words (using the procedures in GOW's Alen Modules) for ASLAN, VARGR, OROYNE, ZHODANI, VILANI, and KIKREE. BESTIARY creales animal n- Counter tables; you docide the environment and BESTIARY does the rest. Specily whether you want MSBASIC source code or a stand-alone version Disk 2: FORMS and ART centains MacPaint and MacDraw documents, cluding world, subsector, sector ‘map grids, and a collection ofthe more popular ilutations from the TRAVELLERS’ DIGEST. $18.50 each plus 1.50 postage and handling. Only avaliable rect ftom DIGEST GROUP PUBLICATIONS. Editor Loren K. Wiseman Spiritual Advisor Marc W. Miller Att Director Barbie Pratt Publisher Game Designers’ Workshop Artists in this issue: Kevin Pogue: cover. Steve Venters: pps 14, 15. D. Barr: pps 17,19, 30, 31, 32, 38, 40,42 45. Liz Danforth: pps 35, 36, 44, 46, 4. Bryan Gibson: pps 22, 23. Laura Franz: pps 3, 5, 8,1 Chalenge, GOW's mogazine of Adventure Gaming's pushed quarry, snd inches the Jourol of do Tavelers’ Aid Society a5 “oun ofthe avers” Als Society bs Game” Desgnars” Workshop's repstered Imapacre devoted to Tava. “aver Is Gare Dssgnes' Workshop's sagt tamara arog future Twilight: 2000 i Game Designers’ Workenops tademark forte fleeing hme of srvvl n'a devastated wos Chalenge is copyright © 1986 by Game Designers Werkaon Printed nthe USA Ait ‘ont resarved. ISSN 0189-2124 Alletoral tre general el howd bo oon o Cetra, Po, Box 1686, Bloomington I. 617021086. “The neal ue pice e $3.28, One eat subscriptions oe #13 the United Stet ond Canad. Foran subscriptions (outs the US" Canada, but not to APO oF FPO a or oar, whan inlue tna postage. Ploes rata al pyronts US funds drown on a US. bank Solve wbmiting menue fend manuterpt ql an format shat an quia except APOFPO! pe ‘dude on iterate! ply Coupon CHALLENGE GDW'’s Magazine of Adventure Gaming ‘Amber Zone Tournament, by John Marshall ‘The Tuktaar Connection, by John Marshall. Feature Articles Twilight: 2000 Air Module, by Frank Frey. rd Ref's Notes: Flow Charts for Manageable Campaigns, by Steven Sowards. Cargo: A Merchant Prince Variant, by Terry Meinnes. Striker Weapon Systems Revisited, by Steven P Drevik.... Volcanoes, by Brent Reck... Military Academy: A Traveller Variant, by Marcus L. Rowland. Features From The Management. Just Detected... Equipment List.... Contact: The Prt’, by David Piatt and Craig Sheeley. Electronically Exploring the Traveller Universe, by Marc W. Mille. Traveller News Service.. Casual Encounter: Boomer Brankovich, by J. Andrew Keith.. Challenge Classifieds. 30 46 24 2 Challenge in tir usu of Chalanse ee made quite a few changes in the ‘design of the magazine. We think this improves the magazine's overall appearance, makes it easier to read, and generally gives you a better- looking product. Write and let us know what you think. We ate introducing a new feature for the Twillght: 2000 sec- tion with this issue. It will be called Equipment List, and itwill feature vehicles, weapons, and other items of interest to Twilight players. ‘Among other changes we will be making, I will finally be getting some help with the editorial chores, beginning next issue. Tim Brown, of the GOW staff, will be coming on board a Associate Editor, assuming many of the editorial duties con- nected with the JTAS section. Tim has been involved in the design and development of both Traveller and Twilight modules, and brings a great deal of knowledge and expertise with him. I will become Managing Editor, and will exercise overall control Loren K. Wiseman Issue 25 feedbacked as follows: ‘Amber Zone: Siege.. False Knight on the Road, ‘The Baltic Coast, a Looters Guide... ‘What Do We Do Now?. Ref's Notes: On the Use of NPCs. Fleet Escort LisiaMtinnomm Bait: Q-ships in Traveller. The Darrian Way of Lifer. Planetary Invasions in Traveller. Special Supplement: Twilight Miniatures Rules. From the Management. fs Just Detected. Traveller News Service. Casual Encounter: Ringaal DeAstera 350. Ship’s Locker. a 380 Challenge Classifieds. 320 Issue 25 as a whole, 401 JUST DETECTED CONVENTIONS GATEWAY 1986 August 28-Sept 1, Los Angeles Airport Hyatt Hotel. Roleplay- ing, wargames, miniatures, computer and family boardgame tournaments, flea markets, auction, seminars, demonstrations, and exhibitor area. For more information, contact Gateway 1986, CIO DTI, PO Box 8399, Long Beach, CA 90808, or call 213) 4203675. AUTUMN CAMPAIGNS ’86 September 67, Lexington, Kentucky. Historical Miniatures, board games, Fantasy, SF, RPG games will be presented. The convention is sponsored by the Lexington Historical Gamers Society and the Rusty Scabbard Hobby Shop, and will beheld atthe Lexington Hilton Inn. For more information, send an SSAE o Lexington Historical Gamers, 10 The Rusty Scabbard, 513 E, Maxwell St, Lexington, KY 40502, EARTHCON VI September 19.21, Holiday Inn Cleveland. This is the North- Gow ‘east Ohio Science Fiction Association’s annual SF/Fantasy con- | vention. Guests include Gordon R. Dickson and C.). Cherryh. For information contact EARTHCON, PO Box 5641, Cleveland, OH stor. MAGAZINES jETWEEN WORLDS Issue 4 has just arrived, containing articles on Bounty Hunters as a character class and a short freelance adventure. Subscriptions are $7.00 per year (12 issues). Publisher: MAFS Production, LTD. Between Worlds, 3914 Angeles, Tampa, FL. 33629, ‘TRAVELLERS DIGEST Issue Number 5 is now available, containing “The Humaniti Experiment,” more Vland sector data, and articles by Marc Miller and J. Andrew Keith, See their ad in this issue for subscription data, | 1, West Germany. Some titles are translated into German. Japan. Titles published are translated into Japanese. Games, Storgatan 29, $-114 55, Stockholm, Sweden. GOW products (including Traveller) are available through distributors as follows: ‘West Germany: GDW products are imported and distributed by Fantastic Shop, Kirchfeldstr. 143, Postfach: 3026, 4000 Dusseldorf Japan: GOW products are printed and distributed by Hobby Japan Co., LTD, 265, 5-Chome, Sendagaya, Shibuya-Ku, Tokyo, United Kingdom: GDW products are imported and distributed by Games Workshop, LTD., 27-29 Sunbeam Rd, London NW'10, IP UK; by Games, 89 Victoria St, Liverpool, Lt 6DG, UK; and by Virgin Games Centre, 41-43 Standard Rd, London, NW'10 6HF, UK. Htaly: GDW products are imported and distributed by Pacific Enterprise Italia, Via R. Di Lauria 15, 20149 Milano, Italy. ‘Sweden: GDW products are imported and distributed by Hobbyhuset, Box 2003, 5-750 02, Uppsala, Sweden and by Target New Zealand: GDW products are imported and distributed by Blackwood Gayle, PO Box 28358, Auckland, New Zealand. Australia: GOW products are imported and distributed by Jedko Games, PO Box 164, Moorabbin, Vic, Australia 3198. Gow Challenge Twilight: 2000 Air Module These rules were designed for use in conjunction with GDW’s upcoming RDF Sourcebook. Players who are used to ‘campaigns set in Europe where the only things in the sky are clouds and birds should find this new dimension challenging, Referees may wish to use the Twilight: 2000 rues to fight pre-1998 batts (either fengagements in WWIII itself, oF other battles using modern equipment). INTRODUCTION In. 2000, functional aircraft are rare. The exception to this rules the Middle East, where a few refineries still turn out a small quantity of petroleum products, in- cluding aviation fuel. Because of the availability of aviation fuel both rotary and fixed wing aircraft still operate in the Middle East, although not at their pre-war levels. Many are the remnants of the various air forces in the region, others were civilian craft “drafted” into military service. PRELIMINARY NOTES Here is a short description of types of aircraft, and a brief rundown on how modern air combat is conducted. Support Aircraft: This category covers transports and observation aircraft These are the the types that are most likely to be encountered by the players. In combat operations these are usually helicopters that fulfil these roles. The availability of these air assets should be determined by the referee based on the ‘group's current mission. Even Medevac helicopters are hard to get because there's not that many of them. Fixed wing support aircraft are primar- ily used to shuttle cargo and passengers. Transport aircraft are also used to air- drop supplies. There are a very small ‘number of tanker aircraft that are used for in-flight refuelling. Observation ait- craft are used for @ variety of patrol duties. Combat Aircraft: These are the aircraft that do the actual fighting. They come in two varieties, ground attack and air superiority. Due to the small number of aircraft available, both sides tend to limit their use of major targets and operations. The average airstrike takes about 15 seconds to execute. The first 5 seconds are spent approaching the target (known in pilot's slang as “rolling in’). During the next 5 seconds the aircraft delivers its’ ordnance (known in pilov’s slang as “hitting the pickle switch” or “hosing ‘em down”). The last seconds are spent in evasion and escape from the target area knoven in anybody's slang as “get- ting the hell outta there”). Helicopter gunships work differently. ‘They hover behind hills and teelnes for cover and concealment. Once a target is acquired, they climb rapidly, engage the target and drop back down out of sight before the other side has a chance to reply. Tis technique is called “popup”. Both sides make extensive use of con- troller. On the ground these are For- ward Observers or Forward Liaison Of- ficers FALO's). Airborne conteollers are referred to as FACS (Forward Air. Con. troller) They fly light aircraft or helicopters ‘This system is used to maximize the effec- tiveness ofthe strike. Helicopters. some- times use a different technique, called a hunterkiller team. It consists of alight ‘observation helicop- ter LOH) and one or two gunships. The LOH finds the targets and vectors in (i. Buides) one or more gunships. While the unshipts) engage the first target, the LOH finds other ones. ‘The LOH is the key to the whole opera tion, a fact not ig nored by the oppos- tion’s anti-aircraft gunners, who single out the LOH for special attention (ince the LOH's ar- mor is only slightly better than that of a lunchbox, it takes 2 special kind of in dividual to crew one of them). On the other hand, antiaircraft guns are a umber one priority target, especially the one shooting at the LOH Air superiority fighters operate under basically the same guidelines. They are vectored to the general area of their targets through either a ground control intercept (GCI) system or an airborne ‘warning and control system (AWACS)air- craft. Once there, they're on their own to accomplish their mission. Air superiority fighters also provide cover for ‘ground attack aircraft and transport ait ‘craft making air drops. ‘Multi-role Aircraft: These are aircraft that are designed for both ground attack and air superiority missions. There is debate as to their effectiveness versus aircraft specifically designed for a single task, but MRCA’s are generally con- Challenge Gow sidered highly valuable due to the flexibility they give air ‘commanders. Blind Strike Capability: This isthe ability to hit a target on the first pass regardless of weather o- visibility conditions. Ths sort of strike requires very high-tech avionics equipment. The ap- proach is usually made nap of the earth (NOB) at subsonic speeds. The target has been previously located and identified “The aircraft then jumps up to low level and acquires the target, usually with a laser designator. The ordnance is released and the aircraft drops back down to NOE level and makes its escape. The entire strike from popup to escape takes 5 seconds. This may not sound like it's too different from a regular strike. The thing isa blind strike is done in conditions where Visibility is virtually nil. Due to the immense technological base necessary for strikes ofthis type, they are very rare in 2000. 4 The aircraft capable of them have either been shot down or their avionics have degraded to the point where such attacks are impossible. FLYING ‘A new skill has been added for the purposes of this air module only. This skil is called Multi:Engine Aircraft Pilot or MEP. Its prerequisite is a LAP skill rating of 40. Itcosts double if itis purchased as a background or education skill The MEP skill covers the flying of medium or heavy aircraft with two or more engines. This is a separate and distinct skill from JP skill. Players who wish to be qualified on a multi-engine jet transport need a minimum of JP 10 in addition to the MEP skill ‘As with RWP ski, the level ofthe LAP, MEP, or JP determines the number of types of aircraft a character is qualified to operate. With a skill level of 10-19, a character will be qualified (on one aircraft of his choice; 20-39, two aircraft; 40-49, three aircraft, 50-59, four aircraft; 60-69, five aircraft; 70 or more, six aircraft. The aircraft must be of the type appropriate tothe skill. ‘A character may become qualified on an aircraft during the course of play by 1) having the appropriate skill, 2) conduct- ing three successful take offs and landings and 3) having 10 hours of flight time (as pilot) in the aircraft. Taking off or landing an aircraft on which a character is qualified is an ESY task. Taking off or landing an aircraft on which the character is not qualified, but in which the controls are labeled in a language the character speaks (LNG > 40) is an AVG task. Taking off or landing an aircraft on which the characteris not qualified and in which the controls are labeled in a language the character does not speak is a DIF task. When taking off or landing, these rolls will simulate the characters struggle to understand the controls and to get the aircraft airborne or bring it down safely. A catastrophic failure indicates a loss of control and a crash. A regular failure in- dicates a less serious mishap such as running off the runway while taking off, or coming in too hard while trying to land. Don't forget the ever popular sport of clipping the treetops during either of these situations, Difficulty level is increased by one if attempting to take off or land in high winds or acon- stricted airfield. A constricted airfield is one that is 5 to 25 ‘meters shorter than the aircraft requires. Taking off or landing. ‘on any strip that is shorter than this will result in an automatic. crash. A character attempting to take off or land an aircraft without the proper avionics will have all difficulty levels in- ‘creased by one, Once airborne, skill rolls are made once per hour of flight, to avoid a mishap. All flight rolls are ESY tasks, regardless of whether or not that pilot is qualified on that particular aircraft. Failure of the skill roll will indicate that the pilot believes that the aircraft is malfunctioning due to misreading the in- struments or the flight characteristics. The pilot will attempt an immediate landing. A catastrophic failure results in loss of Control of the aircraft and is followed by a crash. ‘Most multi-engine aircraft require a co-pilot in addition to the pilot. For purposes of determining the flight rolls, the following formula is used: Flight Roll = Pilot's Skill Level + Co Pilots Skill Level2. This is used for take offs, landings and any hazardous situation while in flight (rough weather, night fly- ing, flying through mountain passes, and so on). ‘There is a certain degree of overlap between LAP and MEP skills, Characters with a high LAP score would at least have a chance of flying a larger transport plane. To determine a character's MEP score, divide his LAP score by 5. This result is used in all of the preceding equations. (Imagine trying to get a C-130 airborne from a hot landing strip when your co- pilot has only 20 hours in a Piper Cub..it can be done but it gets a bit hairy.) The rules and procedures for lying helicopters are covered in Module 1, The Free City of Krakow. Itis presumed the referee is familiar with these rules and procedures, and they will not be repeated here, Characteristics are provided for additional helicopter types at the end of this article. MAINTENANCE Like other vehicles, aircraft require regular maintenance and are subject to breakdowns. Preventive maintenance and tepairs fn aircraft are performed the same way as for other vehicles, except that ACM is used as the asset instead of MEC. Aircraft rely heavily on their avionics. Because of this, aircraft avionics require preventive maintenance separately. Aiccraft avionics require maintenance in hours equal to 10% of their ‘maintenance number. Example: An aircraft with a maintenance ‘number of 40 requires 4 hours of maintenance per week on its avionics. In this case ELC is the asset used. ‘TRAVEL MOVEMENT Like other vehicles, aircraft have a fuel capacity. They may not use any other fuel but avgas. The listings for travel move- ment are for one hour of travel, not a four hour period COMBAT MOVEMENT ‘Combat movement is listed in meters per combat round, the same as for other vehicles. However aircraft have three addi- tional listings that relate to combat movement; Agility, Turn Radius, and Acceleration, ‘Agility is numerical rating from 1 to 10 that indicates how maneuverable an aircratis. The higher the number the more maneuverable the aircraft. There are two ratings given. The one ‘on the left side of the slash is for when the aircraft is fully loaded. The one on the right side of the slash is for when the aircraft is empty. Aircraft with higher agility ratings move before aircraft with lower agility ratings. For game purposes, all sur- face to air missiles are presumed to have an agility of 10. Turn radius is the number of degrees an aircraft can turn Gow during one second combat round. There are two ratings given. The one on the left side of the slash is for when the air- Craft is fully loaded. The one on the right side of the slash is for when the aircraft is clean. Example, an aircraft has a load ed tur radius of 45°. In order for it to make a 180° turn, it ‘would take four combat rounds. A Loaded aircraft is one that is carrying its full underwing stores capacity or its full cargo load. A clean aircraft is one that has dropped its underwing stores or is cartying less than 25% of its cargo capacity. ‘Acceleration is the amount by which an aircraft can increase for decrease its speed during a combat round, ALTITUDE Altitude determines at what range an aircraft will be spot- ted. This in turn determines how much time the people on the ground have to get ready for the incoming aircraft. For pur- poses of these rules, altitude levels are defined as follows: Nap of the Earth (NOB) = up to 30m Low Level = 31-600m ‘Medium Level = 601-3,500m High Level = 3,501-20,000m Aircraft flying at an altitude of more than 20,000 meters are considered to be too far up to have any effect on ground units. DETECTION Aircraft are spotted in one of two ways: electronically or visually. The following table gives the maximum detection range for radar (results are in kilometers). DETECTION RANGE Altitude Max. Range NOE 4 Low 74 Medium w High ay ‘This chart presumes ideal conditions on a flat surface. Very often terrain obstacles and bad weather will reduce these Challenge 5 ranges considerably. The table is based on a radar et operating 2t ground level Spotting an altcaft on radar at NOE level is DIFELC task. potting an aircraft at low level san AVGEELC task, Spoting an aircraft at medium or high level Is an ESY:ELC tas. Ifthe aircraft is using ECM, DM ~20 for Soviet builaircrat, -20 for Western-buil aircraft Rather than go into a lengthy discussion of various makes of radars and thelr mers the generalizations given below will_| be used. These reflect average performance of the various | classes of radars. RADARS Type Maximum Range Portable Batlefield Radar 10 Km Vehicle-Mtd Weapon Radar 20 km Ground-Based Search Radar 500 Km | Portable battlefield radars are usualy towed on tralers or | "mounted on vehicles. Vehicle-mounted weapons radars are used as fire control systems on selfpropelled antiaircraft vehicles like the Z5U304 or the tracked rapier missile system. Ground-based radars are permanent or semi-permanent | installations. The maximum visual sighting range fora ground observer is 10 kilometers. This is without visual ads. Visually spotting an aircrat at NOE Level s DIFRCN, Spotting an aircraft fying at low level is AVGIRCN, Spotting an aircraft ying at medium or high altitude levels is ESY:RCN, Characters will probably ‘ant to establish postions higher than ground level wherever possible. This will give them as much early warning as pos ble and alow them more time to react. To simulate the eect of added height, add one kilometer to the maximum visual sighting range for each meter thatthe observer isabove ground level Another tactic that characters can use isto designate an air watch. The air watch is a character or characters whose only | job is to watch for approaching aircraft. Usually each vehicle | has at least one crewman or passenger on a watch. Acharacter| ‘om air watch adds 20% to their rolls for spotting aircraft but | they subtract 50% from their ols fr sporting ground targets. Aireraft can spot ground targets. In order todo so, they must_| be at either low or medium altitude levels. The speed of the | aircraft determines the difficulty level ofthe task. For aircraft moving at less than 200 kph the task is ESY:RCN, from 201 t0 400 kph the task is AVG:RCN, and from 401 to 80 kph the task is DIFRCN. Aircraft moving at speeds in exces of 800 kph can- not spot any ground target except for large formations of vehicles or men (6 or more vehicles or 100 or more men in col ‘umn formation) They can also spot large clusters of buildings ‘or medium or large installations inthe open. This isan ESY:RCN task. ‘A manvsized target or small vehicle (5 tons or less) is spotted at double the normal encounter range. Vehicles larger than 5 tons are spotted at triple the encounter range. Fixed installa- tions are spotted at four times the encounter range. Moving vehicles are spotted automatically at four times the encounter range. Aircraft can spot each other while inthe ai. Aircraft a high altitudes can spot each other at 90kilometers. Aircraft at lower tak AMERICA STRIKES BACK! DELTA FORCE — The role-playing game of an elite anti-terrorist commando unit. The terrorists strike without warning, without mercy, taking hostages, issuing their de- mands and threats. Shadowy organizations with names like the PLO, Islamic Jihad and KGB seek to overthrow the West in sneak attacks of blood and terror. But now, America strikes back with Delta Force. Delta Force is the role-playing game of a fictional elite anti-terrorist commando unit based on the U.S. Special Forces Operational Detachment — Delta. Whether it’s an assault on a highjacked 727 in Beirut, the rescue of POWs from a jungle camp or the destruction ofasecret A-Bomb lab in the Lybian Desert, Delta Force is trained and equipped to fight the terrorists on their own ground — and win! Delta Force emphasizes action, playability and weaponry. Designed by William H. Keith, Jr. DELTA FORCE (BASIC SET) — Includes a book of game rules, a book of weapons and ter- rorist organizations, a book of missions, dice and a gamemaster screen. Format — Boxed DELTA FORCE: TERROR AT SEA — A module which includes diagrams of an ocean liner, a mission briefing, special rules and background on the PLF, Format — Folio FROM: Bulg baa 7 i Pattee TASK FORCE GAMES, 1110 N. Fillmore, Amarillo, TX 79107 Gow Challenge altitude levels can spot each other at 10 kilometers. The same difficulty levels for spotting ground targets apply. AIR TO GROUND COMBAT Aircraft can attack ground targets in a variety of ways with a number of different weapon systems. The weapons and the tactics for using them are covered below. | “tron Bombs: These are the bomb equivalent of plain vanilla. They have no homing devices or command guidance systems. They require a good deal of skill on the part of the pilot to | deliver them accurately, since aircrat itself is the guidance system. They are, however, cheap and easy to produce. ‘Smart Bombs: These are bombs with a laser homing device in the nose and variable ballistic fins. They follow the same rules as cannon launched projectiles. The laser designator can bbe mounted in the aircraft itself, or can be with another air- craft or even a ground unit, Smart bombs are usually dropped singly or in pairs. Retarded Bombs: These are bombs with alr brakes that slow the rate of descent. This allows the aircraft dropping them more time to get clear of the blast radius. Napalm: Napalm is made by mixing a petroleum based fuel with a thickening agent, white phosphorus and charcoal. The bomb itself has blunt ends and no fins. Napalm strikes are ex: cuted at low altitude levels. The flaming fuel is scattered over a wide radius, immolating anything it touches. Glide Bombs: These are bombs with wings and some form ‘of command guidance system. They are dropped from medium, or high altitude levels out toa range of 50 kilometers from the target, Glide bombs travel atthe rate of 1300 meters per com bat round, ‘Air to Surface Missile (ASM): There are few of these still around 12000. Those that are lft are used against high priority targets. ‘They are incredibly accurate weapons, Range and speed vary | with missile type. Both glide bombs and ASM's use either one of two types of {guidance systems; semi active laser homing (SALH) or electro- ‘optical homing (EOH) guidance. With SALH, alaser designator marks the target. A sensor in the nose of the weapon picks up the mark and locks the target location into the weapon's, memory system. The weapon is then launched and flies along, a straight line to the target. The launching aircraft can then leave the area, ‘An EOH system works differently. An electro-optical sensor Is located in the nose of the weapon. This in turn is linked to a transmitter/receiver. A visual image of what the weapon sees" is transmitted back tothe aircraft. The weapon system ‘operator then flies the weapon to the target by remote. The Visual image allows him to make any necessary course corrections. EOH systems require a second person be on board the a craft as the Weapons Systems Officer. Most EOH guidance systems are used with airtosurface:missiles since the missle’s speed cuts down the amount of time an. ircraft must remain, in the target zone. Rockets: Rockets are area effect weapons. They are carried cn launch rails or in pods. Rocket attacks are made at low level. Rockets ar fired in pairs from each wing. This is done to pre- vent the aircrat from becoming unbalanced. Guns: These are machine guns or small bore autocannon mounted on the aircraft. Attacking with these weapons is called strafing. Strafing runs are made at low or NOE altitude level Strafing runs are generally made as a last resort TACTICS Aircraft have various means of delivering their weapons. These are described below. Dive Bombing: Dive bombing is a very accurate (but very, dangerous) method of hitting the target. The aircraft goes in- toa steep dive (20° to-45° angle) over or near the target, dives to low level, releases its’ load and then pulls up. The bombs continue to the target, with a very high chance of hitting. Al dive bombing attacks must be made at low level. The pilot ‘must make an AVG skill roll on the approach. A failure indicates that he failed to acquire the target and must abort the dive and make another approach. A catastrophic failure indicates ‘a mechanical problem resulting in a loss of control ofthe ait craft (and subsequent impact with the ground). After the approach is completed, the pilot drops his bombs. The formula for determining if a bomb hits is ESY{HW + Pilots’ ‘kill2, Failure indicates thatthe pilot released too soon or too late and missed the target completely. For failures, the distance of the deviation is per the basic rules deviation diagram, with results of 4, 5,6, or 8 being re-rolled. A catastrophic failure in- dicates that one or more of the bombs have gotten “hung up” and failed to release. This effects all subsequent skill rolls by increasing the difficulty level by one. ‘Once the bombs have been released, the pilot then makes, an AVG vs Pilot skill roll for exiting the target area. Failure in- dicates that the aircraft was caught in the fringes of the bomb blast and takes 6D6 worth of hits. Use the “Other” column con the aircraft damage table. A catastrophic failure indicates that the pilot lost control and flew into an obstacle (or some similar event). Low Angle Bombing: Low angle bombing is another method, used for delivering bombs. In this tactic, the aircraft comes in at low level on a straight line to the target. The dive angle is much shallower than a dive bombing run, usually 10° to 15°. ‘The bombs are released and the aircraft continues on its' way. ‘Allow angle attacks must be made at low altitude. The pilot ‘must make an AVG skill roll on the approach. A failure indicates that the pilot failed to acquire the target and must make another approach. Catastrophic failures are ignored ‘After the approach is made, the pilot drops his bombs. The formula for determining if the bombs hit their target is ANG:(HW + Pilots’ skll2) Failure indicates that the pilot re- leased too soon or too late and missed the target completely. For failures, the distance of the deviation is 1D10x30 meters. ‘The direction is rolled for on the scatter diagram with results of 4, 5, 6, oF & being re-olled. As with dive bombing runs, a ‘catastrophic failure indicates that one or more of the bombs have failed to release and the aircraft departs from controlled flight. The penalties are the same. Once the bombs have been released, the pilot then makes an ESY roll for leaving the target area. Failure indicates that the aircraft was caught in the fringe of the blast and takes 6D6 worth of hits asin a dive bombing attack. catastrophic failure has the same result as a catastrophic failure for dive bombing. Level Bombing: Level bombing isa rarely used tactic. In this, type of attack, the aircraft approaches the target at met altitude at an angle of 5° oF less, drops is’ bombs and con- tinues on its’ way. Al level bombing runs must be made at medium altitude level. The pilot must make an ESY skill rll on the approach, ‘failure indicates that the pilot failed to find the target area ‘ catastrophic failure indicates the pilot is completely lost After the approach is made, the pilot drops the bombs. The formula for determining accuracy is as_ follows: DIFHW + Plots’ skill2. Failure indicates thatthe bombs have missed the target completely. The distance of deviation is 110% 250 meters. The direction is rolled for normally on the scatter diagram. Catastrophic failure indicates that ether the bombs ae hung up in the rack (or cargo compartment) or that they've hit friendly positions. The referee should decide whatever is more appropriate ‘Once the bombs have been released, exiting the target area requires an ESY skil rll, Level bombing attacks are the only kind of attacks that transport aircraft are allowed to make. Aircraft usually drops more than one bomb during a run. They are dropped in multiples of two or more. This is called a stick. To determine the path of the stick, first calculate where the first bomb lands, taking into account deviation. The other bombs will fall ina line in font ofthis. The distance between bombs is 1D6x5 meters fora dive bombing or low angle a tack and 1D1010 meters fora level attack, Is possible to walk a stick of bombs onto the target. Retarded bombs are often used in dive bombing or low angle attacks, because their slow rate of descent makes them more accurate. Addl 20% to the skill rol for hitting the target during a dive bombing oF low angle attack using retarded bombs. Aecrat using retarded bombs also have more time to escape from the target area before the bomb hits. This negates the effects ofa regular failure while exiting the target area. The formula for determining wether or not a stand-off weapon hits depends on the guidance system Used. For Semi Active Laser Homing (SALH), a character must make an SY: (HW + CMP2 skill roll forthe bomb or missile to the point in dicated by the laser designator, it will automatically follow the laser spot. For Electro-Optical Homing OH), the formula for guiding the weapon to is’ target is AVC:(HW + ELC +CMPA). In order to execute a napalm strike, the aircraft must make alow angle attack approach, Because ofthe shape of a napalm Canister, ll ols to hit are made at ~20%. Each napalm canister produces a20 meter wide by 100 meter long “footprint Any uunarmored cargo vehicle caught in this footprint. will automatically suffer 1D10% 10% damage to its suspension system. tracked AFV caught inthe footprint wll automatically suffer 1010x196 damage to is’ suspension system. In addi- tion, any externally mounted equipment such as laser range finders, pintle mounted MGs, etc, will sufer 1D1010% damage immediately. Characters caught in the footprint are ‘treated asf they were exposed to a chemical blood agent (per Challenge page 7 of the referee's manual) with the following exceptions: —The character receives 206 hits to each area of his body (arms, legs, head, and so on). —The character is considered exposed for 206 turns after he leaves the footprint, and cannot avoid injury by holding his breath. Gas masks and other NBC protective gear have no protec: tive effects, Characters in radiologically shielded vehicles suf fer half damage Strafing runs are carried out during dive bombing or low angle attacks. They may be in conjunction with any other at tack, The formula is AVG: (HW + Pilots’ Skill2) if made alone. I made in conjunction with another form of attack, the di ficulty level is increased by one. The range is considered to be short. The point of impact moves ahead of the aircraft for a distance equal to 10% of the aircraft's’ current speed. The shots will strike anything in this path. Rocket attacks are conducted during a low angle or dive bombing attack. The procedures are the same as outlined in the helicopter section of The Free City of Krakow module. BOMB DAMAGE ‘Anything or anyone caught in the blast radius of a bomb takes full damage. Anything out to 2 times the blast radius takes “2. damage, out to 4 times the blast radius, 1/4 damage, and —_ ‘out to 8 times the blast radius, 1/10 the damage. Bombs have a knockdown radius (KDR) of 10 times their blast radius. Fragmentation: Bombs also produce fragmentation damage. Inside the blast radius, targets have a 100% chance of being hit by fragments. Out to twice the blast radius, the chance is {80%. Out to 4 times the blast radius, the chance is 60%. Out to 8 times the blast radius, the chance is 20%. If a character rolls less than half the required number to hit, he suffers mult- ple hits: roll 1D6 to determine the total number of hits. Roll hit location separately for each hit. The number of hits each fragment causes depends on the size of the bomb and how far away the target is from the blast radius. The number of hits is as follows: Inside the blast radius, full frag damage. Out to twice the blast radius, 1/2 damage. (Out to four times the blast radius, 1/4 damage. Out to eight Gow cow Fragments from white phosphorus and thermite bombs are burning particles that will cause burn damage. Instead of the above procedure, each fragment inflicts 1066 hits out to twice the blast radius. Incendiary fragments have an armor ‘multiplier of 10. Contact Damage: Contact damage is the damage resulting from a direct hit by the bomb, Its resolved in the same way as damage from a hit by a non-explosive round. ‘Cluster Bomb Units: Cluster bomb units (CBU) are treated in the same manner as ICM, per page 6 of the referees manual, FIRING AT AIRCRAFT Firing at aircraft is conducted in the same way as firing at most other vehicles. Any weapon can fire at an aircraft. Any aircratt flying NOE is assumed to be partially obscured (see the target obscured rule on page 21 of the play manual). Aircraft ‘making dive bombing, low angle, or level bombing attacks are not considered partially obscured. RF: Only anti-aircraft weapons systems may use their RF against aircraft. No other RF applies. Heat Seeking SAMs: The rules for using heat seeking surface- to-ir missiles are the same as on page 40 of The Free City of Krakow. SALH SAMs: The target aircraft is painted with a laser designator. The SAM has a laser designator to the target. The laser must be kept on the target until the missile hits. Using an SALH requires an AVG:HW skill rol. SARH SAMs: The target aircraft is painted with a radar beam. The SAM homes in on the radar signature. Should the target aircraft fly out of the radar cone, the missile automatically misses. Firing an SARH missile requires an AVG:(ELC-+ HW/2) skill roll, Semi Active Command Line of Sight SAMs: The target aircraft Is visually sighted through a rangefinder. The missile is launched, and the gunner must keep the aircraft in the ‘crosshairs of the rangefinder until the missile hits. Course cor- rections are broadcast to the missile by radio. Firing a SACLOS missile requires an AVG:ELC + HW/2) skill roll, ‘SAMs can acquire and lock on a target in one combat round. This is a task, SY:HW). Hyper Velocity Rocket Systems: An HVRS works like a giant shotgun. A number of unguided rockets are fired into the ait craft's flight path. To lock on to a target is a task, AVGHELC-+HWI2). For each rocket fired there is a 5% ‘cumulative chance of scoring a hit on the target aircraft. The base hit number is calculated in the same way as for other direct fire weapons, For every 10% that the number is made by, one hit is scored on the target aircraft. All fractions are rounded down. Example, A character is prepared to fire an HV rocket pod at an $u-25 that is attacking his position. He has HW of 70 and an ELC of 50. Using the formula, we find that his chance to acquire the target is 60%. He rolls a 34 and ac- quires the target. He then fires a full salvo of rockets (19) at close range. Multiplying 19%5 gives us a base change of 95. Using the multiplier for close range (.6), we multiply 95 x.6 for a final result of 57. The character rolls a 36, scoring 2 hits on the $u25,, ‘The statistics on the US 2.75" and Soviet 57mm Rocket Pods are given on page 41 of The Free City of Krakow. Challenge 9 ‘10 damage. All fragments have an armor multiplier of x2. | Agility: Among other things, agility indicates an aircraft's abi ity to “jink,” that is, to make small lateral movements to throw | off gunnér’s aim. To simulate this, multiply the aircraft's cur rent agility by 3. The result is used as a negative modifier to allfire directed against. If the aircratjinks during its’ attack run, the modifier is applied against all rolls made by the pilot for approach, ordnance release, and ext rolls. inking i gener- ally used when approaching or exiting the target area COMPONENT AND PERSONNEL DAMAGE After the aircraft has been hit, refer to the appropriate hit location chart provided with this acticle, depending on what parto the aircraft has been hit. Then refer to the appropriate damage location chart. Each damage location chart is set up to reflect a basic type of aircraft configuration. Components and personnel associated with a particular location inthe at- craftare listed in random order. The referee should roll once per component or occupant in the damaged section in any order he wishes. ‘Wing and Tail Damage: Damage to wings and tall of an air craft cause a cumulative reduction in speed and maneuverabit- ity. For each 10% damage an aircraft takes to these areas, reduce all speeds by 10% and reduce agility by 1 point. The percent damage tothe tal or wings isthe percentage chance the aircraft has of going out of conteol and crashing. This is checked every combat turn. For example: An aircraft has 9% damage done to is! right wing, 4% damage to its left wing | and 8% damage to its tal, therefore it has a cumulative 21% chance of crashing each combat tuen. For extended flights {limping back to base), this need only be checked once per hour of flight and again just before landing. Engine Damage: If an aircraft's engine is damaged, it will lose power and lit, and be less able to fly. Engines that sutfer more than 10% are considered to have become non-functioning For twin engine aircraft, each engine lost will reduce all perfor- mance by 608. For four engine aircraft, the percentage is 30% per engine lost Pylon Damage: Pylon damage is handled the same as for helicopters using the rules on page 40, of The Free City of Krakow. Crashes: Aircraft crashes are handled the same as helicopter | crashes. Use the rules on page 41 of The Free City of Krakow. Bailing Out: Characters in a damaged aircraft may wish to parachute to safety. To bail out of an aircraft without an ejec- tion seat is a task, AVG:AGL+PARI2). Using an ejection seat reduces the difficulty by one level (all of this assumes the character has a parachute). AIRCRAFT HIT LOCATION CHART Die Front — Rear Other ere RF FF 2 F RF FF 3 OF RF cr 4 fF v cr 3 OFF v v 6 FF v v 7 OF oF RF 8 ov cr RF 9 ov a v wm Vv v v 10 Challenge FF =front fuselage, C V=Wing, | =Tail ental Fuselage, DAMAGE CHART A DAMAGE CHART B FRE,C,R,N,D FEC, R,N,D. CFS, PW. CFS, PF, W RFS, PJ RFS, PJ vem ViEF DAMAGE CHART C FEC, RN, D, WA ChE, FM RFS, PJ vim FIXED-WING AIRCRAFT Abbreviations used below are per the basic rules and The Free City of Krakow, except for the following: TO Run: Take off runway; Land Run: Landing runway. short range transport. Special Features: All weather ice: $2,000,000 (R/R) RF: none IR: +40 Armament: ‘none Ammo: none Tr Mov: 435 Com Mov: 600 Agility: 2/1 Tuen Radius: 0/20 Acc: 400 Fuel Cap: 5500 Fuel Cons: 1100 We: 15 tons TO Run: 1240 m Land Run 1740 m Cargo: 4500 kg Load: 10,000 kg Mnt: 30 Crew: 5+38 Armor: FF25), CF25), RF), W(30), T20) Damage Chart: B. MIG 29 FULCRUM. {A Soviet fighter. Special Features: All weather avionics. Two ‘outboard wing pylons at 500 kg each. Two inboard wing pylons «at 500 kg each. Two pylons under engine air duct at 500 kg each. Price: $2,500,000 (R/R) RF: +40 IR: +40 Armament: 30mm ‘Autocannon Ammo: 70 x:30mm Tr Moy: 1700 Com Mov: 1285 Agility: 10/5 Turn Radius: 100/50 Acc: 1200 Fuel Cap: 4000 Fuel Cons: 2500 Wt: 12.7 tons TO Run: 2000 m Land Run: 1500 m Cargo: none Load: 6000 kg Mn: 50 Crew: 1 Armor: FF(0), CF(30), RF(GO), WS), T@25) Damage Chart: C. SU-25 FROGFOOT AA Soviet ground attack fighter. Spec Features: All weather avionics. Price: $2,500,000 (R/R) RF: +40 IR: +30 Armament: 30mm rotary cannon, 10%500 kg pylons Ammo: 100 x 30mm Tr Mov: 2120 Com Mov: 750 Agility: 6/3 Turn Radius: 30'15 Acc: 500 Fuel Cap: 4000 Fuel Cons: 1430 Wt: 8 tons TO Run: 1000 m Land Run: 800 m Cargo: none Load: 8000 kg Mnt: 40 Crew: 1 ‘Armor: FF(40), CF(40), RF(40), WO), T 30) Damage Chart: C. C234 AUS. transport. Special Features: All weather avionics. Price: $2,000,000 (RIR) RF: none IR: + 40 Armament: none Ammo: none ‘Tr Mov: 621 Com Mov: 400 Agility: 2/1 Turn Radius: 40/20 Acc: 300 m Fuel Cap: 3500 Fuel Cons: 1400 Wt: 6.68 tons TO Run: 1200 1m Land Run: 1000 m Cargo: 3400 kg Load: 5582 kg Mnt: 30 Crew: 2++30 Armor: FF(20), CF20), (20), V20), (15) Damage Chart: B. F-16C (FIGHTER) AUS. single seat lightweight fighter. Spec Features: APC-68 Rear fuselage, | Radar, all weather avionics 1x CF pylor cow 000 kg, 2x inboard wing pylons at 2000 kg each, 2x
20m Tr £1285 Ag 105 Turn Radu: 10050 Ace: 1285 Fuel Cape 3162 Fuel Cons: 2875 WE 7 tons TO Run: 2000 rm Land Run 1500 m Cargr none Loa S400 kg Mnt 40 Crew: | 1 armor: FF0, CFO), RFG0), V2), (5) Damage Char: F/A-18 (FIGHTER) A US. strike fighter. Special Features: APG-65 Radar, all weather avionics 2x wingtip pylons at 200 kg each, 2 outboard ‘wing pylons at 300 kg each, 2 inboard wing pylons at 1500 kg each, 2 nacelle pylons at 750 kg each one center line sta- tion at 1500 kg. Price: 5,500,000 RF: +40 IR: +80 Armament: 20mm Cannon Ammo: 190% 20 mm Tr Mov: 2074 Com Mov: 1250 i 1000 Fuel Cap: 5000 Fuel 200 m Land Run: 1000 m ‘Cargo: none Load: 12,000 kg Mnt: 40 Crew: 1 Armor: FF(30), (CFG0), RFGO), V20),J(15) Damage Char 530MG DEFENDER ‘A US light multimission helicopter with excellent hot LMP, 2x HMP, 130mm chain gun Am- mo: Basic pod loads, 200 x 30mm HEAT Tr Move: 255 Com Mov: 350 Mave: 15 Acc: 110 Fuel Cap: 1100 Fuel Cons: 440 Wt. 3:9 tons ‘Cargo: 200 kg Load: 2445 kg Mnt: 30 Crew: 2 Pilot, Gunner) Ar mor: FF(20), CF(15), RF(15), RB(15). | | AH-1V KING COBRA | | | (CH-S3F TARHE ‘The standard heavy helicopter of the United States armed forces, the CH.53F is the largest helicopter produced outside the USSR. The CH-53F is used primarily by the Marines and the Navy. Special Features: none Price: $2,500,000 (RIR) RF: none, IR: +50, Armament: none Ammo: none Tr Move: 275 Com mov: 380 Mave: 120 Acc: 60 Fuel Cap: 3850 Fuel Cons: 287 WE: 15 Tons ‘Cargo: 13600 kg Load: 17,450 kg Mnt: 32 Crew: 3+ 55 (Pilot, Co- pilot, Flight Engineer), Armor: FF(30), CF(25), RF(20), RB(IS). Gow Challenge " | As 355 ecuneUIL 2 | The AS 355 was designed to replace the Alouette in French | service. Iisa light helicopter designed mainly for scouting | and security patrols. The name Ecureuilis French for squirrel Special Features: none Price: $150,000 (RIR) RF: +20 IR: +20, ‘Armament: 1 LMP Ammo: Standard pod load, Tr Me Move: 300 Mnvr: 20 Acc: 100 Fuel Cap: 730 Fuel Cons: 1.3 tons Cargo: 1125 kg Load: 2400 kg Mnt: 20 Crew 2 + 4 (Pilot, Observer/Gunner) Armor: FF(15), FF(I5), RF(I0), RB(1). SA 365M DAUPHIN 2 ‘The Dauphin 2is a French high speed assault transport also. used by Saudi Arabia. There is a naval version, the SA 365N, available with a high powered search radar in place of the nose mounted thermal sight, and armed with four AS 1STT anti- shipping missiles. Special Features: Thermal vision for pilot and thermal sight for gunner. Price: $750,000 (R/R) RF: +30 IR: +20 ‘Armament: 2 hmp Ammo: Standard pod load Tr Move: 260 ‘Com Move: 360 Mnvr: 30 Acc: 100 Fuel cap: 1140 Fuel cons: 345 Wt: 2 tons Cargo: 2000 kg Load: 3140 Mnt: 24 Crew: 2+8 Pilot and Co-pilot/Gunner) Armor: FF(20), CF(15), RFS), RBS), B(15). WESTLAND 30-300 ‘An enlarged version of the British Westland Lynx, the 30-300 Is used as a tactical transport, battle field support, and medevac carrier. Special Features: none Price: $750,000 (R/R) RF: none IR: +20 Armament: 2 MAG doorguns Ammo: 363 «7.62 N (belted) ‘Tr Move: 220 Com Mov: 300 Mnvr: 30 Acc: 100 Fuel Cap: 1080 Fuel Cons: 540 Wt: 3 tons Cargo: 1800 kg Load: 3444 Mnt: 24 Crew: 2+14 (Pilot and Co-pilot) Armor: FF(15), CF(15), RF(10), RBIS). WESTLAND LYNX-3 AA British built anti-tank helicopter, the Lynx-3 is an advanc- ced version of the Westland Lynx used by Jordan, Iran, and Kuwait. Special Features: Thermal vision for pilot and thermal sight for gunner, laser rangefinder and target designator, ther- mal sight and laser target designator mounted on overhead mast. Price: $1,000,000 (RIR) RF: + 40 IR: 0 Armament: 2 x HMP ‘Ammo: Standard pod load Tr Move: 280 Combat Move: 380 Mnvr: 15 Accs 120 Fuel Cap: 1040 Fuel Cons: 416 Wt: 3 tons Cargo: 1500 kg Load: 2900 kg Mnt: 32 Crew: 2+4 (Plot and Co-pilot/Gun- nner) Armor: FF(20), CF(15), RF(15), RB(15). MBB/KAWASAKI BK 117 The BK 117 is a multi-role twin turbine helicopter, built as a joint West German-Japanese venture. The BK 117 was in the inventories of several Middle East countries when the war broke out, including Iran, Iraq, and Kuwait. Special Features: none Price: $200,000 (R/R) RF: +20 IR: +-20 Armament: 2x HMP ‘Ammo: Standard pod load Tr Move: 230 Com Move: 320 Mnvr: ‘10 Ace: 100 Fuel Cap: 600 Fuel Cons: 200 Wt: 1.6 tons Cargo: 1250 kg Load: 3000 kg Mnt: 22 Crew: 2+5 (Pilot, Gunner/Observer) Armor: FF@0), CF(15), RF(15). MBB BO-105 CB/P A light West German helicopter, the BO-105 frst saw action in the Iran-Iraq War, in an anti-tank role. By 2000, there are very few of them still flying due to lack of spare parts and poor Imalntenance, The ones that ares operational ae used manly for scouting Special Features Roof mounted sight that lows hellopter to remaln partly iden behind crest or tre ine Pricer $125000 (RR) RF: +30 IRe--40 Armament 2x hp Are | tne Standard pod load tr Move 220 Com Mat 310 Mire 25 ‘ee: 0 Fuel Cap 580 Fel Con: 190 WE: 12 tos Cage 50 kg. | Lond 1200 ky Mat 30 Crews? +3 (Plot, Gunner) Armor: FS) PZL W-3 SOKOL (FALCON) The PZL W-3 isthe standard medium multi-role helicopter Of the Soviet Army and some of its allies. tis unique in that it's the only helicopter in Soviet service that is not builtin the USSR. It isa refinement and upgrading of the Mi-2 that was designed and built in Poland. It corresponds roughly to the American UH-1 "Huey" in purpose. Itis the Soviet helicopter ‘that will be most frequently encountered by the players. Special Features: none Price: $100,000 (R/R) RF: +5 IR: +40 ‘Armament: 2 RP, 2 PK MG doorguns Ammo: Basic pod load, 300 x7.62 L Tr Moves 220 Com Move: 310 Mnvr: 30 Acc: 40 Fuel ‘Cap: 1700 Fuel Cons: 250 Wt: 3.3 tons Cargo: 2000 kg Load: 3100 kg Mnt: 22 Crew: 2+ 12 Pilot, Co-Pilot), Armor: FF(10), CF(10. MIL M26 HALO The Mi26 Halo isthe largest helicopter in service anywhere in the world. It is used by the Soviet military as a heavy lift | transport helicopter. Special Features: none Price: $3,500,000 | (@R) RF: none IR: +60 Armame one Te Mov: | 54110 Pilot, Co-pilot, Flight Engineer, Navigator, Loadmaster) ‘Armor: FFG5), CF(35), RF(30), RBQO). U.S, HELICOPTER ARMAMENT SYSTEMS | le Pod: Carries two Tank Breaker missiles. Can be attached to any light or heavy missile pylon on any U.S. | helicopter. Wt: 20 kg Price: $1500 (SIR). | MAGSAT Missile Pods Caries four Tank Breaker missiles. Can be attached to any heavy missile pylon on any U'S. helicopter. | We: 40 kg Price: $3200 (S/R) | | Frank Frey ‘Twuuicu MINIATURES FROM Okay, you grunts! Fall in and listen up! Jus’ cause a big chunk 0” the world’s gone kablooey, ain’t no reason to let discipline slip! I’m only gonna give these orders once and anybody else that screws up is gonna find my boot in his backside. Got it? Your mission is: To hit your local hobby shop and get yourself some Twilight: 2000 miniatures from Grenadier, the best blood- and-guts miniatures this side 0° Moskow, all in 20mm/HO scale so’s you can use ’em with model trains, tanks, towns, whatever! Whadda they got? Gluckman, only you would hafta ask that! Okay, hold onto yer hand grenades and listen up. Pack #401 has five U.S. Infantry for Twilight: 2000 characters. On the other side of the war are the Soviet Infantry in #402. #403°s got Polish Infantry to keep things hoppin” in Warsaw. Ina tight spot? Send a courier out to get some Partisans from pack #404 For the heavy artillers, Grenadier’s giving you #405—U.S. Support Weapons and #406—Soviet Support Weapons, both with enough operators to keep the enemy pinned down. Pack #407 has Soviet Cavalry on horseback. It's back to the At your local hobby shop or write: GRENADIER MODELS Price and Pine Sts. Holmes, PA 19043 Dealer Inquiries also Invited r:2000 GRENADIER MODELS good ole U.S.A. for pack #408 — U.S Assault Squad and #409 U.S. Heavy Weapons. #410 gives the Reds an even chance (lotta good it'll do ’em) with Soviet Heavy Weapons. Polish Paratroops have landed in Twilight: 2000 Blister #411 and three mounted Polish Lancers hit the trail in #412 ‘At $2.50 a pack, you can afford to raise a pretty good-sized fightin’ force and besides, when yer runnin’ fer yer life in a nuclear winter, it’s nice ta have a bunch o” well-armed guys around ya ta keep off the chill o” the grave. D-1-1 I-S-MISSED! Twilight: 2000 is Game Designers’ Workshop's trademark for its role-playing game of survival in a devasted world. cow STAS. 13. Flow Charts for Manageable Campaigns The universe is a lace of infinite possibilities. For adventure gaming players (and their characters), this i all for the best, as it frees them to role-play subject only 10 Ref’s PCS aie ap proached by Ine Givar rebels referee, however, the infinite can be a source of nightmarish problems. In Traveller or Twilight: 2000, a dozen or more destinations (whether worlds or village) frequently lie within a few days’ travel for a party of adventurers—and can be reached in only a few minutes of gaming time. However, no referee (or at least none I've ever met) can properly prepare ‘so many situations. Ifthe players choose to go “oti the edge” of the created universe, the game stops while the referee ca ches up. This is not good. The simplest solution is the “carrot-and-stick” approach: an, inresistibly attractive goal, combined with coercive penalties for any deviation off course. While this method makes a good ‘golf-course, it makes a bad adventure game. Sooner or later, the referee's chosen lure will fail to attract the players, and ‘when that happens the difficulty which the players encounter in pursuing their own ends will lead to frustration or boredom, Somehow, the players must be allowed to exercise “free will” and the ability 1o make really significant choices, without bury- ing the referee in excessive preparation, much of which is destined never to be used. ‘One solution is flow:charting, a common technique in com- puter programming which allows simple depiction of a whole system including alternative paths and choices. If we read campaign’ for “system,” the applications become obvious. ‘Computer flow-charting uses specialized symbols; campaign flow-charting can be handled with a simple arrangement of boxes and arrows which depict possible events. In some situa- tions, developments will follow almost inevitably, in a linear fashion: vehieh| Tosa break: |__| needed down parts plan and] aude oF ‘execute fight off theft pursuers ‘At other times, player characters will have a variety of legitimate choices, all of which should be made available by the referee (see diagram 2) Note that the results of different choices can sometimes con- verge, so that the same NPCs and scenario backdrops can be employed, even though what happens in each “box” will vary according to the party's previous decisions. Situations involving major PC choices frequently become convenient stopping points in the game. A referee can aN PC s agree to smuggle arms Notes 1 es [PCs decide to] ‘act as poles informants [Poe teave) offer dozens of alternative paths to his players without ex- cessive work, so long as he or she has to make detaled prepara- tions for only one selected choice between sessions. The results Cf that choice then become the subject of the next gaming ses sion, concluding with other major decision point. In practice, an experienced referee can often prepare a linear series of boxes which lack real alternatives, on the basis of the party's known tastes, The PCs will not know which situations involve significant choices from the referee's perspective, and their sense of “free will” will not be reduced just because the referee correctly guesses that they will pursue a given path ‘which he has already prepared. Its also possible to lead the party ina given direction, by offering a variety of choices which ‘eventually converge: ‘ ge (es) eal NS Va In this way, some unneeded preparation can be “recycled” for later use: the unselected patron can logically reappear as, ‘a rival or rescuer, for example, ‘The longstanding success of a certain fantasy role-playing {game isa testimony to the power of flow-charting to promote playability. The typical dungeon, with its treasure rooms and, diverging corridors, is nothing but a flow chart made concrete. GDW’s Annic Nova, with its suspenseful exploration of a derelict starship, takes advantage of the same features. The ex- tension of flow-charting to whole campaigns merely involves the recognition ofthe intangible walls and intersections at work in the world at large. Steven Sowards ial cargo |— 14 STAS cow Equipment List Equipment List is one of the new features in Challenge which will be devoted to Twilight: 2000. We have given the feature this name because itis intended to describe additional items ‘of equipment for the use of Twilight: 2000 players and referees, ‘We start off with a vehicle from the French army, which many players have run into while Going Home. VAB APC: An amphibious armored personnel carrier, ‘manufactured in both 44 and 6x 6 versions (speed is the main difference between the two). There are two doors on each side cof the front of the vehicle, a driver's hatch on the forward deck, and a commander's hatch in the center of the deck. Two doors (on the back facilitate loading and unloading of passengers. ‘There are three firing ports on each side of the vehicle, and fone in each of the rear doors. The commander's hatch is sometimes fitted with a cupolamount M2HB MG, or (more rarely) with a 25mm autocannon similar to that in the U.S. M2 Bradley, although these have often been replaced with other weapons such as the Mark 19. Price: $75,000 (S/R) Armament: 1x M2HB MG (C) Ammo: 175 x.50 BMG belted Tr Mov: 6x 6: 180160; 4x 4: 180770 Com Mov: 6 x6: 6025; 4x 4: 60/30 Fuel cap 200 Fuel cons: 70 Fuel Type: D, A Load: 2 tons Veh Wt: 10 tons Mant: 6 Crew: 2+10 ERC-90 Armored Car: A 6% 6 amphibious armored car, with ‘a 90mm gun as standard armament. The layout is conventional: centrally mounted turret contains the commander (who also serves as loader) and the gunner (each with a hatch on the tur- ret deci) the driver isin the forward portion of the hull (with a hatch on the forward deck). The commander's MG is on a pintle mount (equivalent to an NHT). The turret originally had three smoke dischargers on each side, but these have usually been removed by 2000. Characteristics for the 90mm gun are given in U.S. Army Vehicle Guide. Price: $80,000 (RIR) RF: +40, ‘Armament: 190mm gun, MAG MG, MAG MG (C). Ammo: 36x 90mm Tr Mov: 200/80 Com Mov: 70/30 Fuel cap: 300 Fuel ‘cons: 75 Fuel Type: G, A Load: 400 kgs Veh Wt: 7.4 tons Mat: 6 Crow: 3 VEHICLE DAMAGE LOCATION CHARTS VAB APC Re LH(30), G(60), HBC) EP : LHG0), G30), HB(15) DR R: TRO), TBO) X.NW C: THO), TBO) X.W.NC L TRO), TBO) NwW.c 30) CNWX F: HSG0) DEF C: HsGq) csp B: HS(30) SP FO(10) DEF 0) X,W.NC BDA) Ps Note: If the commander's hatch does not have a cupola, mounted MG, count all turret hits (except TD hits) as misses. TD hits are: TDIOGP. ERC-90 ARMORED CAR R: LH40), (40, HBTS) EF,P LE LH@O), G40), HB(15)._D,R,C R: T20), TBO) XNW C: TF20), TB(20) X.W.N,G L-TF2M, TB20) NWG 5020) GNWX F: HS40) DEF c: HS(40) GSP B: HS(40) SP. FDA) DEF TDI15) XW D115) PS ULSTER IMPORTS, LTD. PO Box 1748 ‘Champaign IL Makes available 20mm figures from Platoon 20, for use ‘with Twilight: 2000 MODERN US. INFANTRY and MODERN SOVIET INFANTRY Sond SASE for list or $1.00 (check or money order) for list and a sample figure. Warning: Figures contain lead and are not recommand: for children under 12. Twilight: 2000 is @ trademark of Game Designers’ Workshop.

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