TEXT:  
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
  1 
  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
   
  Players’ Guide to 
  TWILIGHT: 20000   (version 1.0) 
  Role-Playing in the Aftermath of World War III 
  Basic information about the Twilight: 2000 role-playing game system. 
   
  The 1980’s were a time of apprehension. With the Soviet Union a super-power co-equal with 
  the United States in world affairs, the globe was locked in a Cold War (and had been since the 
  end of World War II): neither side dared escalate their conflict beyond minor border skirmishes 
  and regional wars. Yet each side maintained massive stockpiles of nuclear weapons as deterrents 
  to World War, and with the associated danger that they would someday use them.  
   
  President Ronald Reagan’s address to the House of Commons set the tone: 
   
  “If history teaches anything, it teaches self-delusion in the face of 
  unpleasant facts is folly. We see around us today the marks of our terrible 
  dilemma-- predictions of doomsday, anti-nuclear demonstrations, an arms race 
  in which the West must, for its own protection, be an unwilling participant. At 
  the same time we see totalitarian forces in the world who seek subversion and 
  conflict around the globe to further their barbarous assault on the human 
  spirit. What, then, is our course? Must civilization perish in a hail of fiery 
  atoms? Must freedom wither in a quiet, deadening accommodation with 
  totalitarian evil?”  
   
  President Ronald Reagan 
  Speech to the House of Commons  
  June 8, 1982 
   
  It was in this pervasive atmosphere of fear of impending doom that Twilight: 2000 burst on 
  the role-playing scene at Thanksgiving, November 26, 1984. Traditionally, the Thanksgiving-to-
  Christmas period was the highest game sales period of the year, and game publisher GDW 
  worked hard to ensure that their new game would be available by Thanksgiving. To make a 
  strong announcement of the game's availability, GDW ran three full-color pages in Dragon 
  Magazine; they appeared for November. 
  The response was gratifying. The initial Twilight: 2000 boxed game print-run of 10,635 was 
  exhausted by March and another print run of 10,000 was ordered for April. 
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
   
  THE CHALLENGE OF MILITARY ROLE-PLAYING 
  Serious role-playing games are built around drama, and there is no situation more dramatic 
  than that of a soldier in wartime, so you might think the military is a natural setting for role-
  playing. However, RPGs work best in anarchic situations--- where the player characters are their 
  own bosses--- and, in the army, discipline and coordinated group action are the keys to success. 
  To get around this, the most successful military RPGs have settings where small groups can act 
  with a large degree of autonomy, on commando raids, during guerilla warfare, or (most popular 
  of all) after civilization has broken down due to holocaust or invasion. 
  The first attempt at military role-playing was Eric Goldberg's Commando (SPI, 1979), which 
  was primarily a board game of small-unit combat that had some role-playing features. The first 
  version of The Morrow Project (Timeline, 1980) was also mainly a set of combat rules, but the 
  designers were perceptive enough to set it in a post-holocaust future where the players could 
  have freedom of action. This was also the case with Aftermath (Fantasy Games Unlimited, 
  1981), a game of paramilitary survival after a nuclear war. 
  These were followed by Behind Enemy Lines (FASA, 1982), a World War II game; Recon 
  (RPG Inc., 1982), set on the fringes of the Vietnam War; and Merc (Fantasy Games Unlimited, 
  1983), which tried to capitalize on the brief public fascination with mercenary soldiers fighting 
  in Third-World nations. None of these games met with sustained success. It looked as there 
  might not really be a steady market for military RPGs until GDW released Frank Chadwick's 
  Twilight: 2000 in 1984. Once again the setting was after civilization was shattered by World 
  War III, but this time background was more believable and worked out in great detail. The rules 
  were unexciting but solid, and GDW supported them with a steady stream of scenarios and 
  supplements that catered to players' fascination with modem military machinery. Other 
  contemporary military systems debuted in 1986 (The Price of Freedom, West End Games; 
  Phoenix Command, Leading Edge Games; Delta Force, Task Force Games; Freedom 
  Fighters, Fantasy Games Unlimited), but none have been able to make much headway against 
  Twilight: 2000, which recently [1988] received a complete updating and revision. 
   
   
   
  Lawrence Schick 
   
   
  Heroic Worlds,  
    
   
  A History and Guide to Role-Playing Games,  
   
   
  Amherst, NY: Prometheus Books 1991 
   
  Game Designers' Workshop began to make a name for itself in modern military war games 
  with the introduction, in 1983, of its Assault tactical war-game series (consisting of Assault, 
  Boots & Saddles, Chieftain, and Reinforcements). Assault dealt with the capabilities of small 
  units and individual armored vehicles in the modern (World War III) military environment. 
  Close on its heels (early 1984) came the Third World War strategic war-game series 
  (consisting of Third World War, Arctic Front, Southern Front, and Persian Gulf), laying out 
  all of Europe in consistent scale maps in four different games. Third World War dealt with the 
  strategic operations of military units in a hypothetical, but genuinely possible, World War III.  
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
  Is it any wonder that board game publisher GDW turned its attention to a military role-playing 
  game? Initially, Frank Chadwick’s design concepts envisioned extreme environments with 
  features of Mel Gibson's Mad Max and Andre Norton's Star Man's Son. Unfortunately, such 
  concepts were already common (and not especially successful) to the market place. The 
  breakthrough came on a long drive back from the Origins Game Convention (Dallas, 1983). In 
  an overloaded rental van, Frank Chadwick, Loren Wiseman, Bill Keith, and Andrew Keith talked 
  for hours about a modern military role-playing game which concentrated on equipment and 
  realistic military situations, and by the end of the trip the concept for Twilight: 2000 was far 
  enough along for specific design to begin in earnest. 
   
   
  The Twilight: 2000 role-playing game system is available as Ebooks at DriveThruRPG.com. 
  They have exclusive arrangements with many top RPG publishers (including us!) for Ebook 
  editions of out-of-print and current role-playing books, adventures, and modules. Ebooks are in 
  secure PDF format (you need Adobe Acrobat 6 with Digital Rights Management activated). 
   
   
   
  The Core Rules for (version 1.0) for Twilight: 2000 are available in a printed, hardcopy 
  format. The softcover book includes all of the materials from the original boxed edition, plus the 
  four Poland adventures (The Free City of Krakow, The Pirates of the Vistula, the Ruins of 
  Warsaw, and the Black Madonna), and the published errata for the core rules. $35.  
   
  Click Here to Order   
  http://www.farfuture.net/ffe/n2099.html 
   
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
  THE TWILIGHT: 2000 CONCEPT 
  Five years ago, the nations of the world began their war for global supremacy.   
  Three years ago, a massive nuclear exchange failed to give any side the decisive advantage 
  they sought.  
  One year ago, the US Fifth Infantry Division launched a drive into enemy-held Poland, part of 
  an offensive to knock the Soviets back to their homeland. 
  It failed. Now the Red Diamond is deep in enemy territory, reduced to small units without 
  support, supply, or reinforcement. The war for Europe has turned into the war for survival.  
   
  Now what? 
   
  GDW presents a new concept in role-playing. World War III began five 
  years ago. It’s still going on, but that’s the least of your problems. A few days 
  ago, you were soldiers in the U.S. 5th Division. Now you’re just fighting to 
  survive while the world falls apart around you. 
   
  Welcome to 2000 AD. Your equipment was brand new in 1995; now it’s wearing out. Gasoline 
  is rare, so your vehicles run on alcohol you distill yourself. And 5th Division’s cavalry—when 
  there was a 5th Division—rode horses. There’s not much government left in central Europe, just 
  warlords, marauders, and free cities. Even the major powers are collapsing; some units, even 
  whole divisions, are refusing orders and heading home.  
  Your division is gone, and you’re hundreds of kilometers inside enemy territory; fortunately, 
  the Soviets aren’t in much better shape than you are. 
  Your job is to stay alive, find enough fuel and spare parts to keep moving, get home (wherever 
  that is), and maybe even strike at the enemy. 
   
  The real trick in designing a role-playing game is to produce detailed, accurate effects with 
  simple systems. That takes inspiration and a lot of work, and that’s what we did. Twilight: 
  2000’s comprehensive rules cover combat, skills, survival, encounters, and more with easy-to-
  use and flexible but well-defined systems. 
   
   
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
  Canon. noun. A body of rules or principles generally accepted as authoritative and fundamental in a 
  field or art or philosophy: for example, "the neoclassical canon"; "canons of polite society."  
   
  THE TWILIGHT: 2000 CANON 
  The canon (the “official” texts for the Twilight: 2000 role-playing game) consists of the rules, 
  adventures, and sourcebooks published by Game Designers' Workshop, either directly or through 
  Challenge Magazine. A few select materials have become apocryphal (that is, contemporaneous, 
  but not quite official): City of Angels (3W), and three Finnish language Twilight: 2000 
  modules, Erikoisjoukot, Pohjoismaat, and Kööpenhaminaan! (FGH). 
  Twilight: 2000 has three authoritative game rules systems. Version 1.0 is the original rules set 
  (1984) associated with stock numbers in the 500 series. Version 2.0 is the revision (circa 1988) 
  associated with stock numbers in the 2000 series. In an effort to enhance compatibility between 
  game systems, GDW ultimately produced Version 2.2 (1991) which conformed to the GDW 
  “house” system which made it compatible with the Traveller: The New  Era game system. 
   
  TWILIGHT: 2000 Version 1 
  0500 v1.0 Boxed Set 
  97,518 
  0501 Free City of Krakow 
  33,037 
  0502 Pirates of the Vistula 
  20,186 
  0503 Ruins of Warsaw 
  20,367 
  0504 US Army Vehicle Guide 
  35,170 
  0505 The Black Madonna 
  13,220 
  0506 Going Home 
  16,184 
  0507 Red Star, Lone Star 
  15,183 
  0508 RDF Sourcebook 
  15,360 
  0509 Armies of the Night 
  9,972 
  0510 Allegheny Uprising 
  10,195 
  0511 Airlords of the Ozarks 
  10,011 
  0512 Gateway to the Spanish Main 
  10,172 
  0513 King's Ransom 
  10,219 
  0514 Soviet Vehicle Guide 
  20,320 
  0515 Urban Guerilla 
  10,150 
  0516 Small Arms Guide 
  21,150 
  0517 The Last Submarine 
  10,500 
  0518 Kidnapped 
  10,586 
  0519 Howling Wilderness 
  10,300 
  0520 Mediterranean Cruise 
  10,100 
  0521 Boomer 
  10,000 
  0522 Satellite Down 
  11,250 
  0523 Return to Warsaw 
  6,300 
  0524 Bear's Den 
  7,275 
  0525 Heavy Weapons Guide 
  10,200 
  0526 NATO Vehicle Guide 
  10,500 
  0527 White Eagle 
  5,100 
  0528 Survivors' Guide to the UK 
  7,110 
  0551 Last Battle 
  8,063 
  0552 Twilight Encounters 
  6,030 
  TWILIGHT: 2000 Version 2 
  2000 V2.0 Rules (includes 7,757  v2.2) 
  39,937 
  2001 V2.0 Boxed Set 
  5,240 
  2002 Infantry Weapons 
  14,743 
  2003 US Vehicle Guide 
  10,237 
  2004 Soviet Vehicle Guide v2 
  12,240 
  2005 Merc: 2000 
  10,073 
  2006 Bangkok 
  5,000 
  2007 NATO Vehicle Guide v2 
  7,000 
  2008 Merc Gazetteer 
  7,544 
  2009 Nautical and Aviation Handbook 
  9,940 
  2010 Twilight Nightmares 
  7,113 
  2011 Heavy Weapons Handbook 
  10,323 
  2012 Special Operations 
  7,572 
  2014 Castle by the Sea 
  5,000 
  2015 Referee's Screen 
  7,219 
  2016 Operation Crouching Dragon 
  5,000 
  2017 Eastern Europe Sourcebook 
  4,100 
  2018 Rendezvous in Krakow 
  4,450 
  2019 Death on the Vistula (unpublished) 
  0 
  2020 Warsaw Phoenix (unpublished) 
  0 
   
  THE APOCRYPHA 
  5401 City of Angels 
  2,000 
  0101 Erikoisjoukot (= Special Units)  
  1,000 
  0102 Pohjoismaat (= Scandinavia)  
  1,000 
  0103 Kööpenhaminaan! (= Copenhagen) 
  1,000 
  0000 Twilight: 2000 (Paragon) (computer) 
  23,730 
  These listings include stock number, title, and total 
  units printed (and theoretically sold). Data was taken 
  from printing records (GDW-published material) and 
  royalty reports (3W and FGH). 
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
  COMPARING THE MODULES 
  The published Twilight: 2000 modules were rated in a survey of 42 players and owners who were asked to rate 
  each module on a scale from 1 to 10 (10 is best). No specific criteria were specified; the assumed criteria being 
  "general satisfaction." The responses were tabulated to create a set of uniform ratings for the modules. 
  Normed Ratings: Some respondents clustered their ratings in the 7-8-9 range; others used the entire range of 
  values from 1 to 10. To account for these differences, each set of responses was "normed." Each respondent’s 
  ratings were averaged. Responses above average were re-stated in equal one-fifth increments between average and 
  10, and responses below average were restated in equal one-fifth increments between 1 and average. For example, 
  "John's" ratings averaged 8. That 8 is normed to 5, and all 9's become 7.5 and all 10's become 10. "Bill's" ratings 
  averaged 4. That 4 is normed to 5 and all 5's become 5.8, all 6's become 6.6, all 9's become 9.1, and all 10's remain 
  10. Average rated modules are shown here as 5's: their highest rated modules are similarly high, their lowest rated 
  modules are similarly low. Zero or no response ratings were ignored.  
  For the entire range of modules shown, a normed 5 is the equivalent of a raw 7.36. If one new rating of 10.0 for a 
  module were to be received, the ranking would be increased by approximately 0.15. If one new rating of 1.0 were to 
  be received, the ranking would be decreased by approximately 0.15. 
  Interpreting These Results. Any rating less than 5 is below average. By definition, half of all modules are below 
  average. For example, Rendezvous in Krakow (3.3) received the lowest rating of the group; its raw average rating 
  was 4.0. RDF Sourcebook (7.9) received the highest rating of the group; its raw average rating was 9.0. 
   
  No.  Title 
  Rating 
  0508 RDF Sourcebook 
  7.37 
  0506  Going Home 
  6.65 
  0514  Soviet Vehicle Guide 
  6.36 
  0501  Free City of Krakow  
  6.31 
  0500  v1.0 Boxed Set  
  6.30 
  0528  Survivors' Guide UK 
  6.21 
  0519  Howling Wilderness 
  6.17 
  2001  v2.0 Boxed Set 
  5.84 
  0526  NATO Vehicle Guide 
  5.75 
  0504  US Army Vehicle Guide 
  5.72 
  2008  Merc Gazetteer 
  5.67 
  0521  Boomer 
  5.64 
  0515  Urban Guerilla 
  5.58 
  5401  City of Angels (by 3W) 
  5.54 
  0512  Gateway to Spanish  
  5.49 
  2012  Special Operations 
  5.47 
  2003  American Vehicle Guide 
  5.44 
  2017  Eastern Europe SB 
  5.41 
  0505  The Black Madonna  
  5.40 
  2011  Heavy Weapons Handbook 
  5.38 
  0509  Armies of the Night 
  5.37 
  0511  Airlords of the Ozarks 
  5.36 
  2002  Infantry Weapons 
  5.23 
  2004  Soviet Vehicle Guide v2 
  5.23 
  2007  NATO Vehicle Guide v2 
  5.15 
  2006  Bangkok 
  5.14 
  0516  Small Arms Guide 
  5.09 
  2000  v2.2 Rule Book 
  5.09 
  0502  Pirates of the Vistula  
  5.07 
  0507  Red Star, Lone Star 
  5.04 
  No.  Title 
  Rating 
  0000  Average Module 
  5.00 
  2005  Merc: 2000 
  4.98 
  2009  Nautical Aviation Handbook 
  4.97 
  2010  Twilight Nightmares 
  4.97 
  0524  Bear's Den 
  4.95 
  0517  The Last Submarine 
  4.95 
  0520  Mediterranean Cruise 
  4.90 
  0525  Heavy Weapons Guide 
  4.87 
  0513  King's Ransom 
  4.77 
  0522  Satellite Down 
  4.66 
  0518  Kidnapped 
  4.65 
  0551  Last Battle 
  4.62 
  0510  Allegheny Uprising 
  4.59 
  0503  Ruins of Warsaw  
  4.52 
  2015  Referee's Screen 
  4.35 
  0552  Twilight Encounters 
  4.16 
  0523  Return to Warsaw 
  4.03 
  2016  Operation Crouching 
  3.90 
  0527  White Eagle 
  3.77 
  2014  Castle by the Sea 
  3.60 
  2018  Rendezvous in Krakow 
  3.41 
  2019  Death on the Vistula (unpublished) 
  0.00 
  2020  Warsaw Phoenix (unpublished) 
  0.00 
   
   
   
   
   
   
   
   
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
  THE TWILIGHT MODULES 
  Version 1.0 of the Twilight: 2000 series includes the Core Rules set and 28 supplementary modules numbered 
  501 through 528.  
   
   
    
   
   
  0500  
  Twilight: 2000 v1.0 Boxed Set  
  6.30 
  Twilight: 2000 is a complete role-playing system for survival in a devastated post-holocaust world. Rules cover 
  character generation, living off the land, encounters, combat, skills and skill improvement, medicine, vehicles, 
  ammunition, trade and much more. 
  The combat rules are a major breakthrough. One general combat resolution procedure covers all types of combat: 
  hand-to-hand, melee weapons, small arms fire and fire against armored vehicles. Once the basic three-step combat 
  sequence is understood (Did you hit? Where did you hit? How hard did you hit?), combat is quick and easy to 
  resolve, but the wide range of weapons values keeps the system rich in detail. 
   
   
  (What are those stickers on some of the covers? 0508, 0511, 0512 for example) 
  GDW routinely commemorated the publication of each new product by marking the first ten copies off the 
  assembly line with a signed sticker. The labels were numbered 1 of 0, 2 of 10, etc, and carried the title, date of 
  publication, and the signature of the designer. Copies were given to the designers, to staff at GDW, and placed in the 
  company archives. 
  The cover scans for many of the modules shown were made from copies in the archives, and thus bore the first 
  publication stickers. 
   
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0501  Free City of Krakow  
  6.31 
  To the survivors of the US 5th Division, Krakow 
  sounded like a city out of a fairy tale… a castle, an 
  evil king, even a flying carpet. Krakow seemed an 
  island of peace in a war-torn world. 
   
  The reality was different… 
  The Free City of Krakow is an adventure module 
  for Twilight: 2000. Krakow has been spared the 
  worst of the war’s devastation, and has declared 
  itself a free city. The war is banished, and 
  individuals are free to come and go … so long as 
  they leave the war behind.  
  Background material includes street maps with 
  points of interest noted, from Wawel Castle to the 
  “Wojo” munitions plant. Over a dozen important 
  non-player characters are described in detail. The 
  Krakow ORMO and the marauder bands in the 
  surrounding countryside are detailed as to 
  manpower, equipment, and deployment. The city’s 
  economy and the atmosphere of life there form an 
  important part of this model.  
  Using this as a backdrop, the module lays out 
  several adventures which can take place in or 
  around Krakow, and suggests more.  
   
   
  0502  Pirates of the Vistula  
  5.07 
  The mighty Vistula River sets the stage for a journey 
  from Krakow to the remains of Warsaw aboard the 
  river tug Wisla Krolowa. But the Vistula has seen better 
  days. The river has been left untended for years as the 
  war raged around it, and now is overcome with debris 
  and sandbars. 
  All of the important forces along the river, the bandit 
  and marauder units and the vicious river pirates are 
  described in terms of organization, equipment, and 
  motivations. 
  The module itself is not just one adventure, but 
  several. Together they represent life along the river, 
  such as it is after the nearly complete destruction left in 
  the wake of the war. Separately, they provide many 
  adventures, from rescuing cities from tyrannous 
  marauders to choosing sides between warring bandit 
  kings to simply staying alive as the river pirates draw 
  ever nearer. 
  In addition, Pirates of the Vistula provides complete 
  rules for a new type of warfare in the world of Twilight: 
  2000 - riverine combat. New rules allow the resolution 
  of battles quickly and easily. 
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0503  Ruins of Warsaw  
  4.52 
  Warsaw had been nuked, and nuked hard. Nearly 
  everyone there had been killed. But still, the ruins 
  had things to offer - raw materials such as metal 
  and stone, and protection from the marauders who 
  surrounded it. 
  Warsaw was levelled by six NATO nuclear 
  devices in 1997. The city itself was in ruins, 
  smashed into dust and debris. And the people were 
  dead. Those who survived the blast were killed in 
  the firestorm or by the disease and starvation which 
  followed. Practically no one is alive who 
  remembers the event. 
  But time has passed. As the rads died away, the 
  settlers moved in. The city provided some 
  protection against the bandits who ruled the 
  countryside. they dug up the old city parks, 
  exposed them to the light of day for the first time in 
  three years, and planted their crops.  
  The Black Baron came to Warsaw, as well. At 
  the head of his terrible legion of marauders, Baron 
  Czarny moved into the city, taking as his own the 
  former Palace of Culture and Sciences. From this 
  new Twierdza Czarny (black fortress), the evil 
  Baron  
   
   
  0504  US Army Vehicle Guide 5.72 
  What does the remote turret on an M1A2 look like? 
  When the Sergeant York air defense gun was 
  withdrawn from production, what happened to the 
  vehicles already built and what replaced it? What were 
  the organization and equipment levels of an armored 
  division?  
  The U.S. Army Vehicle Guide is designed to answer 
  these and many other questions raised by Twilight: 
  2000 players. It also serves as a comprehensive future 
  projection of current armored vehicle design trends. For 
  both game players and AFV buffs, the Vehicle Guide is 
  a gold mine of information. It includes: 
  • Eight pages of color plates; thirty-six full color 
  vehicles in all. 
  • Complete game statistics for all combat vehicles in 
  U.S. service in the year 2000.  
  • A global U.S. order of battle as of the summer of 
  the year 2000. Every division and separate brigade; its 
  manpower and combat vehicle strengths, and its current 
  loyalties. 
  • Pre-war tables of organization and equipment, 
  showing which vehicles were assigned to which units 
  and in what quantities. 
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0505  The Black Madonna  
  5.40 
  The icon known as Our Lady of Czestochowa 
  (commonly called the Black Madonna because of 
  the dark patina which covers it) is the symbol of 
  Poland's religious, cultural, and national identity. 
  For centuries the icon's image has been a rallying 
  standard 
  of 
  Polish 
  nationalism, 
  of 
  Polish 
  independence. 
  To some men, the Madonna was a light that 
  would lead Poland from the darkness. To others, 
  however, the Madonna represented a different kind 
  of hope. The owner of the Madonna could 
  command the loyalty of the Polish people. To these 
  men, the Madonna represented power and wealth 
  beyond imagining. 
  The Black Madonna is an adventure module for 
  Twilight: 2000. Silesia, in southern Poland, is the 
  backdrop for a quest for a religious icon of great 
  value. Was the icon taken east by the Soviets? Was 
  it hidden in a cave by Polish patriots? Was it 
  destroyed when Czestochowa was bombed? Did 
  the NATO forces who occupied the city briefly 
  carry it west with them? Or, does it rest beneath the 
  ruins of Czestochowa? There is only one way to 
  know for sure... 
   
   
  0506  Going Home 
  6.65 
  It came as quite a surprise when we 
  finally confirmed it. What remained of the big brass in 
  Europe decided that it was time for everybody to get 
  out of the pool, so they arranged for a few ships to take 
  us back to America. Problem was, nobody believed that 
  the ships would have enough room for everybody. We 
  decided this was the last ride going our way, and it was 
  time to go home. The ships were leaving on November 
  15, and there were no reserved seats...what with thirty 
  or forty thousand people looking for seats, it could be 
  quite a game of musical chairs. 
  Going Home is an adventure for use with GDW's 
  post World War III role-playing game Twilight: 2000. 
  In Going Home, the players are presented with the 
  challenge of getting across most of Poland and north-
  central Germany to catch the last ship heading back to 
  the US for quite a while. 
   
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0507  Red Star, Lone Star 
  5.04 
  Red Star/Lone Star pits a group of American 
  soldiers against the different factions of troops and 
  marauders vying for control of the Texas gulf coast 
  and its wealth. The entire coast is covered in detail, 
  including maps, troop strengths (for the American, 
  Soviet, and Mexican forces still functioning), and 
  plans for Gulfwind Forty, an offshore oil platform 
  which may figure prominently in the adventure. 
  Jammed with excitement and intrigue, Red 
  Star/Lone Star welcomes our boys back from 
  Europe. 
   
   
   
  0508 RDF Sourcebook 
  7.37 
  When we got to Bremerhaven, we found that instead 
  of going to America, we could ship out to the Persian 
  Gulf and join the U.S. Central Command (the RDF, 
  some still call it).  
  I should have known better... especially when he 
  started talking about needing "experienced combat 
  veterans, like you men." 
  RDF Sourcebook is different from other Twilight: 
  2000 publications. It is not an adventure in itself, but 
  instead, sets the stage for a series of adventure modules. 
  The RDF Sourcebook contains:  
  A map of southern Iran.  
  Character generation tables for Americans (USMC, 
  USN, and USAF), British, Iranians, Iraqis, and others.  
  An Order of Battle for the remaining forces in the 
  area: U.S., Soviet, Iranian, Iraqi, Saudi, and the British, 
  among others.  
  Details and specifications in Twilight: 2000 terms, of 
  over 30 vehicles and weapons, including selected 
  French, Israeli, British, German, and Brazilian 
  equipment.  
  Short descriptions of the major personalities and 
  organizations opposing each other in the Persian Gulf. 
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
   
  0509  Armies of the Night 
  5.37 
  It didn't sound too bad, at first. Milgov wanted to 
  re-establish what the orders called a "presence" on 
  Manhattan. "Deal with criminal elements" they 
  said, 
  "Register 
  salvage 
  operations...taxes 
  in 
  kind...organize 
  a 
  census..."-that 
  all 
  sounded 
  peaceful enough. We were just supposed to go in, 
  scout out the land, find a base of operations, and 
  generally get things ready for Uncle Sugar to come 
  back to the Big Apple big time. Piece of cake... 
  right? 
  Then I got to the bottom of the orders, and saw 
  there were one or two little things the brass wanted 
  us to find while we were in the neighborhood: a 
  few tons of gold bars, and some trace of the last 
  eight expeditions... 
   
   
   
  0510  Allegheny Uprising 
  4.59 
  Allegheny 
  Uprising. 
  When 
  the 
  Civilian 
  US 
  government stuffed the ballot box in Pennsylvania, the 
  eastern counties declared their independence. But can 
  they make it stick against hired mercenaries and 
  returning army veterans? 
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0511  Airlords of the Ozarks 
  5.36 
  The Ozark Mountains of Arkansas, 2001: On a 
  mission through some of the most rugged terrain in 
  the central states, player characters must infiltrate 
  and gather information on New America, a bizarre 
  right-wing organization determined to build an 
  empire from the ashes of the United States. 
  As a means toward that end some of their 
  elements have taken to the air in ultralight aircraft 
  and 
  dirigibles 
  they 
  have 
  found 
  or 
  made 
  themselves-the airlords now have control of the 
  skies over the Ozarks from which they enforce 
  their will. The player characters will also discover 
  Operation Eaglestrike, a plot involving salvaged 
  cruise missiles. 
   
   
   
  0512  Gateway to Spanish  
  5.49 
  The Southern Caribbean, 2001: In the '90s, a replica 
  of the U.S. S. Constitution was constructed by a 
  California film company, complete with masts, rigging 
  and phony cannon. Who would have suspected at the 
  time that that vessel would have a serious role in a real-
  life adventure in the Caribbean just a few years later. 
  As crewmembers on the new Constitution, the player 
  characters become embroiled in a kidnapping plot and 
  the various intrigues on Grenada in the southern 
  Caribbean islands. From stranded Cubans to retired 
  American Marines, from the pirates of Carriacou to the 
  hardy crew of the new Constitution, a great host of 
  diverse people are caught up in this exciting tale of 
  piracy, plunder, and adventure on the high seas of the 
  Spanish Main. $7.00. 
   
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0513  King's Ransom 4.77 
  The Iranian Crown Jewels. For years they rested 
  in the vaults of the Markasu Bank in Tehran, where 
  they backed Iran's legal tender, but when the 
  National Emergency Council governing Iran in 
  mid-1996 abandoned Tehran and retreated to 
  Esfahan, they toll the Crown Jewels with them. 
  In the first half of 1997, the NEC elected to 
  move again, this time from Esfahan to Shiraz. The 
  Iranian Crown Jewels were left behind just long 
  enough for preparations to be made to secure them 
  in Shriaz. Other considerations, such as the fact 
  that even Shiraz became cut off by further Soviet 
  advances, soon occupied the Council's collective 
  mind. 
  But as Esfahan looked in imminent danger of 
  falling to the Soviets, a desperate mission to move 
  the Crown Jewels was launch. The mission never 
  returned; Esfahan was quickly captured by Soviet 
  forces; and the Jewels were lost in the shuffle. The 
  Soviets assumed the NEC had them. The Council 
  believed that they had been captured by the 
  Soviets. But rumors began to circulate that the 
  jewels had simply disappeared. 
   
   
  0514  Soviet Vehicle Guide 
  6.36 
  The perfect companion piece to the U.S. Army 
  Vehicle Guide, detailing and illustrating a plethora of 
  Soviet and Warsaw Pact equipment. The Soviet Vehicle 
  Guide contains: 
  Details of the T-80 and T-90 main battle tanks, the 
  BMP series of armored personnel carriers, the BT-76 
  Soviet light tank, the SO-120, an automatic 120mm 
  turret-mounted mortar, the OT-65 light scout car, the 
  SAU-203 self-propelled gun, the SA-13 ADA rocket 
  launcher vehicle, and several hovercraft in the KVP 
  series (including both transport and combat variants). 
  Additional information on the latest Soviet weapons 
  and armor enhancements, such as the AT-8 and reactive 
  armor (just now coming into service in Western 
  Europe). Many of these vehicles are illustrated in full 
  color on eight pages of color plates, or in the black and 
  white line drawings accompanying the descriptions. 
  Soviet Vehicle Guide also includes the complete 
  worldwide order of battle for all the Soviet divisions 
  and several brigades and regiments as of July 2000, 
  brief divisional histories, tables of organization and 
  equipment from battalion to division for Soviet military 
  units, and notes on the use of hovercraft in Twilight: 
  2000. 
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0515  Urban Guerilla 5.58 
  It's like this: there's this bunch down in St. Pete 
  called the New Americans. They're into that 
  "natural aristocrat" stuff about the superior man 
  ruling the rest, and they decide who's superior 
  Urban Guerilla is a module for use with 
  Twilight: 2000, GDW's post-World War III role-
  playing game. The module takes players into 
  central Florida, now controlled by New America. 
  Members of the Natural Aristocrats of the St. 
  Petersburg cell control the area around Tampa Bay 
  and plan to use it as a springboard for conquest. 
  The players must join the desperate war as 
  freedom fighters who pit their lives against a 
  powerful state being built. 
  ` 
   
   
  0516  Small Arms Guide 
  5.09 
  The Small Arms Guide is a sourcebook for Twilight: 
  2000 which contains a consolidated listing of every 
  personal firearm in the basic game, as well as additional 
  material of interest to both players and referees. 
  Each weapon entry contains an illustration of that 
  particular firearm, a few short descriptive remarks, and 
  full details for the incorporation of the weapon into the 
  game. The Small Arms Guide expands the ammunition 
  covered in Twilight: 2000, including the ever-popular 
  .375 and .44 magnum rounds. 
  The guide also includes a consolidated price and 
  equipment listing for all weapon and ammunition types 
  covered in Twilight: 2000. Special essays in the Small 
  Arms Guide cover topics such as reproduction black-
  powder firearms and the special low-tech autorifle, the 
  M16EZ. 
   
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0517  The Last Submarine 
  4.95 
  I don’t know why I stayed with the team. They 
  offered to let any of us out who wanted out -- just 
  say so and you’re a civilian. But then the chief 
  gave us a pitch about how we came through the 
  war without a loss because we worked as a team, 
  and how we might be able to keep the authorities 
  rebuild our country by staying together. We were 
  all a little euphoric over being back in the states 
  after so many years on the sharp end. Frankly, if 
  I’d known what was coming up, I think I’d have 
  stayed overseas. 
  The Last Submarine covers a group of characters 
  operating out of New London, Connecticut. This 
  lucky group must recapture the USS City of 
  Corpus Christi, a Los Angeles-class, fast attack 
  submarine which has somehow found its way into 
  the hands of a New England warlord. The warlord 
  has managed to scrape up the necessary spare parts 
  to repair the boat, a moderately knowledgeable 
  crew to do the repairing and sail her once she is 
  repaired and a nefarious scheme which will 
  seriously upset governmental plans along the 
  whole eastern seaboard. 
   
   
  0518  Kidnapped 
  4.65 
  Finding this Hughes guy is certainly going to be a 
  trick. For all we know he looks nothing like this picture 
  we've got, and every indication is that he has barricaded 
  himself into a personal fortress which makes Crystal 
  Mountain look easy. Not only that, Caldwell has us 
  under specific orders not to grease the guy, just to 
  capture him. Caldwell mentioned something about slow 
  torture for all of us if we off the dude. 
  But even all that doesn't scare me half as much as this 
  drought. There hasn't been any rain around here for 
  months, and, if it doesn't change, there ain't gonna be 
  any country left to fight over. 
  Kidnapped is an adventure module for Twilight: 
  2000, GDW's post-World War III role-playing game. In 
  Kidnapped, the characters, must travel through the 
  drought-stricken countryside to locate and abduct the 
  leader of New America. 
   
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0519  Howling Wilderness 
  6.17 
  The chaos is only beginning.... 
  World War III's expected nuclear winter never 
  materialized; instead, the exchange has altered our 
  weather patterns. Howling Wilderness is a 
  sourcebook 
  describing 
  America's 
  impending 
  struggle with drought, famine, and plague. 
  That civilization, which has been revitalizing, 
  will have new complications as pestilence and 
  marauders overrun the lower 48 states. Also 
  included in Howling Wilderness is a complete 
  citymaker, with geomorphic city map blocks which 
  can be easily and quickly arranged to map any 
  town. 
   
   
   
  0520  Mediterranean Cruise 
  4.90 
  After the war, the At1antic has become an 
  insurpassable barrier. 
  However, the City of Corpus Christi, a Los Angeles 
  class submarine obtained in the adventure The Last 
  Submarine, can make the journey easily. Your mission 
  is to travel to Constanza, Romania. Why? The 
  government won't tell you, but it does ask you to pick 
  up an agent in Greece who will explain it to you. You 
  can bet it must be important because the government 
  wouldn't send the last submarine halfway around the 
  world to pick up a pizza. On the way, you'll also have 
  to find a few remaining DIA agents in such places as 
  Spain, Libya, and Sicily. Best of luck. Accompany the 
  sub's next voyage across the sea to aid in a covert 
  military operation in the Balkans! Part two of The Last 
  Submarine trilogy, complete with new ship to ship 
  combat rules, is based on those presented in Pirates of 
  the Vistula. 
   
   
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0521  Boomer  
   
  5.64 
  Pittsburg!" Sarge's shout woke me. "How can a 
  sub be stuck in the ice near Pittsburg?" 
  MacDonald had that "Lord, what an idiot" look 
  she gets sometimes when she is talking to us. "Not 
  Pittsburg," she said, "Spitsbergen. S-P-I-T-S-B-E-
  R-G-E-N. It's an island about 500 klicks north of 
  Norway." 
  I thought back to Mrs. Parker's geography class. 
  I didn't think there was anything north of Norway. 
  The crew of Corpus Christi discovers a chilling 
  fact: A Soviet Typhoon-class nuclear missile 
  submarine is alive and well. Worse, it still has three 
  of its missiles and their warheads. 
  Information presented in this module includes: 
  Source material and maps for Norway and the 
  Svalbard Archipelago. Background details on how 
  the Soviet sub came to be trapped in the ice and on 
  the operation undertaken to recover it.Rules for 
  traversing the arctic ice pack, and a discussion of 
  the special dangers and encounters to be found 
  there. 
  Boomer is the dramatic climax to the Last 
  Submarine trilogy and brings the series to a close 
  with a daring assault over the polar ice. 
   
   
  0522 Satellite Down 
  4.66 
  Remember that slogan they used to use to entice 
  young sprouts like us into the service, before the recent 
  unpleasantness reinstituted the draft? "Join the army 
  and see the world," wasn't it? At least this time we get 
  to go someplace warm, looking for a fallen star. 
  Seems this Soviet weather satellite decided it was 
  time to come down and picked one of the most remote, 
  out-of-the-way locales to land in that I've ever seen 
  (and I've seen some weird ones lately). The question of 
  where we were going wasn't foremost on our minds, 
  though. Why was what we wanted to know. What was so 
  flamin' important about some commie satellite? 
  Here's the answer we got, verbatim: "Because that 
  little electronic box recorded every action of war--every 
  nuclear strike, as well as the most current and up-to-
  date information on wind patterns and radiation spread 
  over the whole damn world, not to mention ozone 
  dispersion and other weather data. Whoever has this 
  satellite will be years ahead of the other nations in 
  terms of knowing the extent of the climatic changes 
  coming up." 
  As it turned out, the most important question, which 
  none of us asked, was "Who?" 
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0523  Return to Warsaw 
  4.03 
  Return to Warsaw is the first in the Return to 
  Europe series of Twilight 2000 adventures 
  modules. The adventures will take the characters 
  back to the Polish city of Warsaw, east to the city 
  of Lvov in the Ukraine then back to Poland again, 
  this time to Silesia. Although these three Modules 
  are linked, and designed in sequence, each is an 
  independent adventure in and of itself and can be 
  played separately.  
  This book contains:  
  Revised street maps of the relevant portion of 
  downtown Warsaw.  
  Updated histories of the Warsaw communities 
  and the baron.  
  Orders of battle for the various combatants, 
  including the remnants of the Soviet 10th Guards 
  Tank Division.  
  Information for adapting the larger battles for 
  resolution using Last Battle GDW's board game of 
  modern future close combat.  
   
   
   
  0524  Bear's Den 
  4.95 
  I'd always thought that when I finally got into the 
  Soviet Union, it would be on a recon for some massive 
  NATO force. Well, there aren't any of those now, and 
  here I am. 
  I thought it would look different, smell bad or 
  something, but I didn't even know we were there until 
  Sarge said, "Welcome to the bear's den, lads. This is the 
  Ukraine. Look alive!" He laughed and spat out the 
  piece of burlap he had been chewing on. Nobody else 
  was crazy enough to try making their way through the 
  blizzard. 
  In Bear's Den, expatriate Soviet General Anton 
  Chelkov battles to control Lvov and the surrounding 
  area. The 27th NATO Division is approaching through 
  the Carpathian Mountains to the south, and partisans 
  attack from every direction. Chelkov desperately needs 
  fuel and food to weather the winter assault, but he 
  remains confident. Hidden in his castle in Olesko is a 
  Scud B nuclear missile. 
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0525  Heavy Weapons Guide 4.87 
  The Heavy Weapons Guide is a resource and 
  guidebook to more than 110 mortars, grenade 
  launchers, recoilless rifles, mines, hand grenades, 
  rifle grenades, SAMs, and other support weapons. 
  The latest in antitank missiles are described and 
  illustrated, including BILL, ACCP, Eryx, and Tank 
  Breaker. Mortars range from the American M224 
  60mm up to the Soviet M-55 240mm. Grenade 
  launchers include the older American M79 
  "Thumper" and the latest Soviet underbarrel AK-
  GL. In addition, the game includes eight pieces of 
  recoilless artillery, 26 rockets and rocket launchers, 
  20 mines, and more than 30 grenades covering all 
  types currently in service and a few that haven't 
  been adopted yet. 
  As a special bonus, the Heavy Weapons Guide 
  also includes descriptions, illustrations, game 
  statistics, and rules for the use of flame weapons in 
  Twilight: 2000, including flamethrowers and the 
  ever-popular home-made firebomb called the 
  "Molotov cocktail." 
   
   
   
   
  0526  NATO Vehicle Guide 
  5.75 
  NATO Vehicle Guide fills a need for Twilight: 2000 
  referees who want to incorporate vehicles from West 
  Germany, the UK, Canada, and other NATO countries 
  into their campaigns. More than 30 vehicles are detailed 
  and described in the game terms, including the West 
  German Luchs, Fuchs, and Leopard series of tanks, the 
  British Chieftain and Challenger tanks, the 
  Scimitar/Scorpion family of vehicles and dozens more. 
  Thirty important vehicles are illustrated in eight pages 
  of full-color paintings, in addition to the many vehicles 
  that are depicted in black-and-white line drawings 
  throughout the text. 
  NATO Vehicle Guide also contains organizational 
  data for the armies of Denmark, Norway, The 
  Netherlands, the UK, West Germany, and Turkey, as 
  well as orders of battle for these nations as of July 1, 
  2000. Whether you are a referee, player, modeler, or 
  modern vehicle enthusiast, NATO Vehicle Guide is one 
  reference work you can't afford to be without. 
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0527  White Eagle 
  3.77 
  Powerful forces are struggling to control a 
  nation. The armed might of King Julian of Silesia 
  is matched against the equally powerful economic 
  force of the free city of Krakow. Opposing them 
  both is the Wojsko Ludowa (People's Army) of 
  Father W. Niekarz, whose only weapons are a deep 
  patriotism 
  and 
  the 
  Black 
  Madonna 
  of 
  Czestochowa, a religious icon and a powerful 
  symbol of Polish nationalism. Surrounded by a sea 
  of bandits, marauders, homeless soldiers from a 
  half dozen nations, and an increasingly hostile 
  environment, these three groups are engaged in a 
  struggle that will determine the future of Poland-
  that will decide whether the country will begin a 
  long, slow recovery, or rapidly sink into a mire of 
  chaos. The characters hold the key to victory in 
  that struggle. White Eagle is both a sourcebook of 
  southern Poland in the early 21st century and as an 
  adventure (or series of adventures) taking place 
  there.  
   
   
   
  0528  Survivors' Guide UK 
  6.21 
  From Land's End to Dover, from the Channel islands 
  to the Shetlands, the Survivors' Guide to the United 
  Kingdom describes what happened to the United 
  Kingdom during the war and afterward. It explains just 
  what the word “England” means in 2000, discusses the 
  fate of the North Sea oil platforms, and covers 
  organizations ranging from H.M. Government to the 
  Soviet GRU. 
  Survivors’ Guide contains a detailed order of battle 
  for the British army, updating previous versions and 
  implementing several major changes, bringing the OB 
  up to 1 January 2001. It presents British-oriented 
  character generation tables and a consolidated reference 
  for British military equipment, including many obsolete 
  vehicles and weapons found in use only by local 
  militias and marauder bands.  
  Survivors’ Guide opens broad new vistas for 
  European adventure in Twilight: 2000, whether the 
  players wish to be Americans or British. Survivors’ 
  Guide can be used as a springboard for a British-
  oriented campaign, or used to give additional spice and 
  realism to European campaigns involving British 
  characters. 
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
   
  0551  Last Battle 
  4.62 
   
  World War Three has begun. 
  The 20th century could not placate man's 
  seeming desire for warfare. Once again, every 
  nation of Earth has been drawn into a global 
  contest for land, resources, and power. What is 
  different this time is the sophisticated technology 
  of the tanks, aircraft, personal weapons.  
  Last Battle is two distinct games: 
  • 
  A system for resolving combat in the role-
  playing game Twilight: 2000. 
  • 
  A stand-alone boardgame. 
  As a Twilight: 2000 boardgame, Last Battle 
  quickens vehicle and troop combat  resolution 
  while preserving the detail and flavor which has 
  made the role-playing  game so popular. As a 
  complete, stand-alone boardgame, Last Battle is 
  the ultimate simulation of immediate post-
  holocaust warfare.  
   
   
  0552  Twilight Encounters 
  4.16 
   
  This product is a thorough revision and expansion of 
  the encounter system for Twilight: 2000. Beyond that, 
  it also includes the second edition combat system for 
  the game. This system is the result of considerable 
  thought, research, and customer feedback, and was not 
  undertaken lightly. The section on combat rules 
  contains extensive commentary designed to explain our 
  thinking behind the changes and make them easier to 
  understand. We hope you will feel, as we do, that the 
  inconvenience of change is more than offset by a 
  system which is both more realistic and easier to use 
  than the first edition combat system. 
   
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
  THE DESIGNERS 
  Twilight: 2000 was a continuing game design project within Game Designers’ Workshop. Work began in earnest 
  1983, with the first title published in 1984. The last title in the Twilight: 2000 series (Rendezvous in Krakow) was 
  published in 1994. Over that decade, primary responsibility for the game system lay with designer Frank Chadwick, 
  and designer/developer Loren Wiseman handled day-to-day responsibility for development and continuity. 
   
  Frank Chadwick was the lead 
  and system designer for Twilight: 
  2000. 
  Chadwick, a founding partner in 
  Game Designers’ Workshop, 
  established his reputation as a 
  designer producing complex, 
  detailed war games in the 1970’s. 
  At a time, when SPI (Simulations 
  Publications, Inc.) dominated the 
  market for military simulations, 
  Chadwick did them one better… 
  designing games that were more 
  complex, more detailed, and better 
  researched. His design talent shaped 
  the massive Europa Series, 
  reproducing World War II at the 
  division level and below. His 
  fascination with historical warfare 
  led him to design games on topics 
  no one had previously explored: 
  Torgau, Crimea, and Guilford 
  Courthouse. He pioneered role-
  playing with the innovative En 
  Garde! He dominated modern 
  military war games with his Assault 
  and Third World War game 
  systems. 
  In 1991, he authored the best-
  selling Desert Shield Fact Book, 
  and later, the Gulf War Fact Book.  
  Frank has designed over 60 
  published historical games, and has 
  received over 30 awards for 
  excellence in game design. He has 
  appeared as a military commentator 
  on CNN. He is a founder and past 
  president of the Game 
  Manufacturers Association 
  (GAMA). In 1989, he was inducted 
  into the Adventure Gaming Hall of 
  Fame in 1989. 
   
  William H. Keith, Jr. was a 
  major writer/designer for the 
  Twilight: 2000 system. 
  Keith was literally “present at the 
  creation;” he was in the rental van 
  with fellow designers Chadwick and 
  Wiseman when the initial concepts 
  for the game system were 
  hammered out. 
  Keith started as out as an artist 
  and illustrator, producing hundreds 
  of classic and iconic images for the 
  Traveller role-playing game 
  system. He is (today; 2006) an 
  award-winning novelist with more 
  than sixty books published or on the 
  way (and ranging from science 
  fiction to action-adventure to 
  military techno-thrillers).  
  But in the years in between, he 
  was a game designer. His role-
  playing game Behind Enemy Lines 
  won the 1982 H.G. Wells Award for 
  Best Role-Playing Game. He wrote 
  7 of the 46 Twilight: 2000 modules. 
  Loren Wiseman was the game 
  designer responsible for continuing 
  development of the Twilight: 2000 
  series. 
  Wiseman, a founding partner in 
  Game Designers’ Workshop, 
  developed virtually every Twilight: 
  2000 module, and wrote 21 of them 
  (8 for version 1.0 and 13 for version 
  2.0). He was also editor of the 
  Journal of the Travellers’ Aid 
  Society and its successor Challenge 
  Magazine. 
  His role-playing module Going 
  Home, won the 1986 H.G. Wells 
  Award for Best Role-playing 
  Adventure. 
   
   
   
  
   
   
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  Copyright © 1984-2006 Far Future Enterprises. 
   
  THE TWILIGHT: 2000 ADVENTURE 
  Once the four Polish adventures have been played out, the award-winning Going Home 
  module marks the beginning of an epic series of adventures that carries the soldiers of Twilight: 
  2000 back to North America and across the continent. The Twilight adventure modules can be 
  played in the following order (interspersing mini-adventures from Challenge Magazine, if 
  available). A typical route is shown on the map. 
   
  0506  Going Home 
   
  NY 
  0509 Armies of the Night 
   
  NY 
  A 
  A Rock in Troubled Waters 
  42-04 
  NJ 
  B 
  Strangers in A Strange Land 
  48-13 
  NJ 
  C 
  Pennsylvania Crude 
  49-06 
  PA 
  0510  Allegheny Uprising 
   
  PA 
  D 
  Lima Incident 
  56-06 
  OH 
  E 
  A Little Recon Mission 
  58-06 
  OH 
  0518  Kidnapped 
   
  MD 
  F 
  Westward Ho! 
  57-06 
  TN 
  G 
  Avery's Raiders 
  69-06 
  GA 
  H 
  Crossburn 
  44-06 
  GA 
  0512  Gateway to the Spanish Main 
   
  FL 
  0515  Urban Guerilla 
   
  FL 
  I 
  Tyger, Tyger, Burning Bright 
  37-03 
  FL 
  J 
  The Inland Waterway: 
  27-06 
  AL 
  0507  Red Star, Lone Star 
   
  TX 
  0511  Airlords of the Ozarks 
   
  AR 
  K 
  The Mexican Army: 1998-2000 
  27-03 
  MX 
  0522  Satellite Down 
   
  CA 
  COA City of Angels 
   
  CA 
  L 
  The Rocket's Red Glare 
  77-06 
  CA 
  M 
  Going on Safari 
  52-06 
  CAN 
  O 
  Water Rights 
  50-10 
  WY 
  P 
  Crazy Horse 
  73-06 
  SD 
  N 
  Red Maple 
  36-03 
  CAN 
  P 
  Rifle River 
  39-04 
  MA 
  0517  The Last Submarine 
   
  CT 
  Letters indicate Challenge Magazine articles with 
  issue and page number. Issues 25 to 45 supported 
  Twilight: 2000 version 1.0; Issues 45 through 77 
  supported Twilight: 2000 version 2.0.
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
  25 
  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
  Index for  
  CHALLENGE MAGAZINE TWILIGHT: 2000 ARTICLES 
  Challenge Magazine had its origins in the Journal of the Travellers’ Aid Society, created in 1979 to support the 
  Traveller science-fiction role-playing game system. By the time JTAS had reached issue 24, GDW’s role-playing 
  lineup had expanded to include Twilight: 2000, and so the Journal was transformed into Challenge Magazine. 
  Challenge concentrated on GDW published materials, but deliberately included coverage of games by other 
  publishers. 
  Challenge, in recognition of its roots in the Journal of the Travellers’ Aid Society, continued its issue numbers in 
  sequence from the Journal; its first issue was No. 25. It continued through No. 77 (an Issue 78 was planned but never 
  published). 
  Shown here are all Challenge Magazine articles for the Twilight: 2000 role-playing game system. Each reference 
  includes Title, Author (last name first), and Issue-Page Number. 
   
  A Little Recon Mission, Riegel, Paul T, 58-06 
  A Question of Identity, Crofts, R D, 59-06 
  A Rock in Troubled Waters, Geibel, Adam, 42-04 
  Achtung! Minen!, Sweeney, Mike, 66-08 
  Advanced Infantry Weapons, Vortisch, Hans-Christian, 
  72-06 
  Air Module II, Frey, Frank, 28-03 
  All that Glitters, Borelli, Andrew, 67-12 
  Attack of the Mud Men, Wiseman, Loren, 46-06 
  Avery's Raiders, Borelli, Andrew, 69-06 
  Babysitters, Patton, Glenn & Dirk Folmer, 76-06 
  BAGS: Body Armor Generation System, English, Jason, 
  45-12 
  Barbados, Wiseman, Loren, 48-07 
  Battlesight Zero, Mulkey Captain US Army (Retired), 
  Thomas E, 63-12 
  Black Siberia, Kane, Thomas M, 51-06 
  Buildings: Optional Rules for Urban Locales, Wiseman, 
  Loren, 29-12 
  Canada: 2000, McRae, Legion G, 30-13 
  Choose Your Weapon, Anderson, J Dean, 78-
  unpublished 
  Citymaker, Wiseman, Loren & Timothy B Brown, 35-04 
  Combat Examples, Smith, Lester & Loren Wiseman, 31-
  07 
  Crazy Horse, Barnes, Robert, 73-06 
  Crossburn, Andron, Roman J, 44-06 
  Equipment for Armor Crews, Kiesche III, Frederick Paul 
  & Loren Wiseman, 32-03 
  Equipment for Armor Crews, Toy, Robert Paul, 36-12 
  Equipment List, Arrowsmith, Steve & Paul Emerson, 33-
  06 
  Equipment List, Wiseman, Loren & Legion G McRae, 38-
  08 
  Falling Fragments of a Dream, Portree, David S F, 44-18 
  False Knight on the Road, Ford, John M, 25-09 
  German Combat Equipment, Vortisch, Hans-Christian, 
  77-11 
  Goin' Up the Country, Christensen, Robert James, 71-10 
  Going on Safari, McRae, Legion G, 52-06 
  Goodrich Hill, Mulkey Captain US Army (Retired), 
  Thomas E, 70-12 
  Handgun Alternatives, Casquilho, Daniel, 64-06 
  Haute Cuisine a la 2000, Kiesche, Fred C, 33-03 
  Heavy Weapons Guide Preview, Wiseman, Loren, 40-04 
  HOW TO: Obtain Maps for Gaming, Wiseman, Loren, 
  49-16 
  If You Go Into the Woods Today, Geibel, Adam, 50-06 
  Indian Pacific, Adams, Darryl, 78-unpublished 
  Infantry Weapons Special Preview, Wiseman, Loren, 48-
  16 
  Inside an M1, Martin, Harold, 29-08 
  It Was Unlikely..., McRae, Legion G, 65-08 
  Lima Incident, Riegel, Paul T, 56-06 
  Military Electronics in Twilight, Riegel, Paul T, 38-06 
  Mobile Artillery -- Mortars, Martin, Harold, 34-06 
  Murder Century, Mulkey Captain US Army (Retired), 
  Thomas E, 61-10 
  Native Canadian Ranger Regiment, Geibel, Adam, 32-
  08 
  Naval Rules for Twilight: 2000, Berg, Mitch, 53-06 
  New Equipment, Bluck, Kevin J, 53-12 
  New Vehicles, Potter, Keith, 55-06 
  Operation Boomerang, Swann, John T, 67-08 
  Operation: Point Man, Swann, John T, 69-14 
  Our Friend Albania, Geibel, Adam, 47-06 
  Pennsylvania Crude, Schwartz, Mitchell K, 49-06 
  Poppies, Borelli, Andrew, 68-06 
  Red Maple, McRae, Legion G, 36-03 
  Ref's Notes: Flow Charts for Manageable Campaigns, 
  Sowards, Steve, 26-13 
  Ref's Notes: On the Use of NPCs, Frey, Frank, 25-14 
  Rifle River, Johnson, Karl, 39-04 
  Runners, Andron, Roman J, 70-06 
  Sabre Rattling, Garbee, Allen Ray, 72-08 
  Sailing, Berg, Mitch, 60-06 
  Seeing is Believing, McRae, Legion G, 54-06 
  Shell Game, Geibel, Adam, 30-03 
  Sheltie Holiday, Wiseman, Loren, 43-06 
  Small Patrol Craft, Groteboer, Jeff, 32-09 
  Standard Operating Procedures, Mulkey Captain US 
  Army (Retired), Thomas E, 51-13 
  Strangers in A Strange Land, Geibel, Adam, 48-13 
  Taking a Stand in Kurdistan (Merc: 2000), Christensen, 
  Robert James, 56-10 
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
  26 
  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
  Target: 2000, The Hit List for WW III, Wiseman, Loren, 
  27-09 
  Terror in the Light, Herbert, George William, 65-12 
  The Baltic Coast: A Looter's Guide, Groteboer, Jeff, 25-
  03 
  The Compleat NPC, Andron, Roman J, 34-08 
  The Inland Waterway: Supplementary Material for, 
  Keith Jr, William H, 27-06 
  The Mexican Army: 1998-2000, Chadwick, Frank, 27-
  03 
  The Rocket's Red Glare, Herbert, George William, 77-
  06 
  The Stoner 63 Weapon System, Wiseman, Loren, 40-08 
  The Village, Acre, Daniel, 41-04 
  Things Got Weirder, Sheeley, Craig, 62-12 
  Tools of the Trade, Kallenbach II, Chuck, 71-06 
  Twilight II: The Adventure Continues, Wiseman, Loren, 
  45-06 
  Twilight Miniatures Rules, Chadwick, Frank, 25-21 
  Twilight Survey, Wiseman, Loren, 33-11 
  Twilight: 2000 Air Module, Frey, Frank, 26-03 
  Twilight: 2000 Consolidated Price List, Wiseman, Loren, 
  27-11 
  Tyger, Tyger, Burning Bright, Mulkey Captain US 
  Army (Retired), Thomas E, 37-03 
  Ultralights: A Closer Look, Keith Jr, William H, 28-11 
  Umpiring Twilight, White, Kim, 38-04 
  Used Car Lot, English, Jason, 47-15 
  USSR: 2000, Hay, Brad R, 31-03 
  USSR: 2000, Part II: The Hit List, Frey, Frank & Loren 
  Wiseman, 33-09 
  Water Rights, Sofian, Terry Neal, 50-10 
  Weather, Schwartz, Mitchell K, 29-03 
  Westward Ho!, Acre, Daniel, 57-06 
  What Do We Do Now?, Brown, Timothy B, 25-05 
  Wilderness Travel and Pursuit, Keith Jr, William H, 28-06 
  Yearning for Antiquity, Csakany, Chris, 66-12 
   
  Articles in Bold are part of the Twilight Adventure.
  
   
   
  Players’ Guide to the Twilight: 2000 role-playing game system. 
  27 
  20060901 
   
  Copyright © 1984-2006 Far Future Enterprises. 
  Who We Are… 
  Once upon a time, Game Designers’ Workshop produced award-winning 
  wargames and role-playing games. In fact, they produced an average of 
  one new title every 22 days for 22 years. They won every major award for 
  design excellence, and inducted two of their designers (Frank Chadwick 
  and Marc Miller) and one of their RPG systems (Traveller) into the 
  Adventure Gaming Hall of Fame. GDW closed its doors in 1996. 
   
   
   
   
   
  Far Future Enterprises, established in 1996, is the successor to GDW and publishes in reprint 
  format some (but not all) of the game systems which originated with GDW. FFE published the 
  Classic Traveller reprint series, the Classic Twilight: 2000 reprint series, and is preparing the 
  Classic 2300 AD reprint series. 
   
   
   
  Click Here to Access FFE's General Site 
  http://www.farfuture.net/index.html 
   
   
  Click Here to Access FFE’s CDROM Site 
  http://www.farfuture.net/cdrom/ 
   
   
  Click Here to Access Our Ebook Site 
  http://www.drivethrurpg.com/catalog/index.php?cPath=21&osCsid=011ba28a7e249a60d6a386a17b8af6ea 
   
   
  
SOURCE: textdata/thevault/Twilight 2000/Twilight 2000 v1/Twilight 2000 - Corebook - Player's Guide {FFE2098}.pdf