The document discusses the release of the 'Grand Survey' for Traveller fans, detailing its features such as world design, survey procedures, and adventure creation. It also highlights the Traveller's Digest magazine, which offers additional content and subscriptions for players. Furthermore, it provides insights into the Mexican Army's structure and equipment before and during a fictional invasion scenario.
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GDW - Challenge #27
The document discusses the release of the 'Grand Survey' for Traveller fans, detailing its features such as world design, survey procedures, and adventure creation. It also highlights the Traveller's Digest magazine, which offers additional content and subscriptions for players. Furthermore, it provides insights into the Mexican Army's structure and equipment before and during a fictional invasion scenario.
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
No.27 TERE
CHALLENGE
GDW’s Magazine of Advemiinena
ler: 2300—
| American Research League,
Roa car
elo lam ate. oon)
Me oesDISCOVER Grand Survey! [AA PRENsaRwriiesnortiens
Ater years of wang, Traveller fans can finally read
GRAND SURVEY —and the waitwas worth This
fultsize, 48:page bookis packed with excitement (Mesa eoys
for both playars and referees,
DESIGN A WORLD: staring wih the basic
‘Travollor UPP fr tho worl, GRAND SURVEY leads
youstep-by-step 1 detaled physical character:
‘tics and an accurate map of the world.
‘SURVEY A WORLD: GRAND SURVEY tells you
everything you need to know, inctuding dotais of
survey procedures, sensors, the DONOSEV Class
Scout Survey Vessol, and landing party equipment.
Ideal for players!
‘ADVENTURE ON AWORLD: a special secton
tall roforece how tb Use the new wealth of werld
information to make adventures more exciting
mete realistic, and more fun.
8.5" x 11", Full color cover, $7
The TRAVELLERS’ DIGEST MAGAZINE
‘THE TRAVELLER'S DIGEST MEANS ADVENTURE
1 you want more rm Traveller? Travelers" Digest has what you want. Jolnobr growing umber of
readers and s20n you" be making comments Ike these
“congratuiatons ona produc that has beaton out everthing else on the market in qualiy, playabity,
and content. rly enjoy every page of your outstanding magazine" - VF
“a superior magazine" - SP
‘aliond showod me your magazino..| must have my own copy" - RP
“excollnt..'am most improssod"- POH
“great magazine" -DLH
tave read ont eat things about your new publication and want to subscribe" IM
Tigh quay" RB
“lam cetghtod..itwas my rare good ftune t encounter your magazine at local games stor...20
‘opt my compliments" - WFS
“an excelent publication. am very pleased. continue the good work" = CJW
‘Aaventure #4: “The Gold of Zarrian” (limited Supply)
Adventure #5: “The Humaniti Experiment” $3.95 each
[Adventure #6: "The Most Valuable Prey" (available September 1)
‘Subscription (4 issues)... $14 Overseas (ait mail, US funds only)..$22
Available at your TRAVELLER dealer today!
(Or send check or money order to: Digest Group Publications, 8979 Mandan Ct, Bois, ID 83708.
Pease includo $1 por order for postage and handling; OVERSEAS orders please include $2.50 for
postage and handing
MasterCard and VISA accepted — Phone (208) 362-3004,
Now Available for MACINTOSH! Computer Programs for TRAVELLER®
Disk 1: WORDGEN/BESTIARY automaticaly produces random wotds (using the procedures in GDW's Allon
Modules) for ASLAN, VARGA, DROYNE, ZHODANI, VILANI, and KKREE, BESTIARY creates animal en
Counter tables; you decide the environment and BESTIARY does the rest, Specily whether you want
MSBASIC source code ora stand-alone version
Disk 2: FORMS and ART centains MacPaint and MacDraw documents, including world, subsector, sector
‘map grids, anda collection of the mare popula lustrations ftom the TRAVELLERS" DIGEST.
{$18.50 oach plus 1.50 postage and handling. Only available dct from DIGEST GROUP PUBLICATIONS.Managing Editor
Loren K. Wiseman
Associate Editor
Timothy B. Brown
Spiritual Advisor
Mare W. Miller
Art Director
Barbie Pratt
Publisher
Game Designers’ Workshop
Artists in this issue: Steve Venters
‘cover, pps 23, 2425, 39; DJ. Barr: pps
1, 18,19, 20,21; Liz Danforth: pp 35;
Tim Bradstreet: pps 3, 6,9, 26, 27,29,
31,32; Dana Reischauer- pp 10;5.S.
Crompton: pp 42; Rob Caswell: pp
Gaming is published quartery, and includes
the uaurnt ofthe Havers" Ai Socety at
‘magazine covet to Tvl.
raver Is Gama Dasignes” Viorksnag's
Twilight! 2000 \s Game Designers
‘ame of rorval in devastated word
Traveller: 2200 ts. Game Designers
‘olapayng game ast n the 24th antury.
Designers’ [Link] inthe USA
Al egits reserved. SSN: 0199-9124. Al
ftoral and general mai shoud be sent to
61702 1686 :
year wubscnstons are #13 im the United
States and Canada, Foteign’subscepions
outside the US and Canada, aut ote APO
payments nS. funds drawn on 3 US
Submissions: We wolome arilas ani
waa rh Chloe, Pe ne
Foreign nutes (except APOIFPO} plea
CHALLENGE
GDW’s Magazine of Adventure Gaming
Adventure Scenario
Chosen at Random, by Gary L. Thomas.
Traveller Articles
Fighter Profile: The Rampart IV and V, by Robert Liebman,
Church of the Chosen Ones, by Gary L. Thomas.
Grandfather's Worlds, by Marc W. Mille...
Journalism and the Stars, by Anders Blixt...
ht: 2000 Articles
‘The Mexican Army: 1998-2000, by Frank A. Chadwick.
The Inland Waterway: Supplementary Material for Twilight: 2000,
by William H. Keith, Jr. i
Target: 2000, The Hit List for WWIII, by Loren K. Wiseman.
Twilight: 2000 Consolidated Price List, by Loren K. Wiseman.
‘Traveller: 2300 Articles
Traveller: 2300 Designer's Notes, by Marc W. Miller.
| ‘The North American Research League, by Timothy B. Brown.
Features
From The Management.
Just Detected.
Ship's Locker: Vargr Grav Platforms, by J. Andrew Keith.
Bestiary: Oegongong, by Joe D. Fugate, Sr. oe
Small Cargos—Three for the Road, by J. Andrew Keit
Casual Encounter: Cain, by Anders Blixt.
Traveller News Service.
Challenge Classifieds.
7
23
26
35
44
Page 6
page 26Challenge
Reader feedback on the new format
hhas begun to taper off everyone who
‘wants to has gotten their two cents in),
and we've had a chance to look it over. By and
large, everyone (well, almost everyone) seems satisfied with
the larger size. No one commented on our new typeface, or
the new page layouts, but we didn’t really expect anyone to
notice (or care very much).
‘As for the combination of Twilight: 2000 and Traveller, about
half of those writing in are players of one game who are in-
terested in seeing about the other. A fair number (about a
{quarter are interested in both games. The rest of those writing
in were dissatisfied with one game or the other being covered
at the expense of their favorite. A minority of this last group
‘wants to see two separate magazines {which is just not feasi-
ble for us now or in the near future)
We have a lot of great articles in this issue, but the one which
will hold the most interest for our readers is the announce-
ment of our new game, Traveller: 2300 (which I'll leave up to
Marc to explain). Loren K. Wiseman
Issue 26 feedbacked as follows:
‘Amber Zone: Tournament. rom
‘Amber Zone: The Tuktaar Connection,
Twilight: 2000 Air Module.
Ref's Notes: Flow Charts...
Cargo: A Merchant Prince Varlant..
Stiiker Weapons Systems Revisited.
Volcanoes...
Military Academy.
From the Management...
Just Detected.
Equipment List.
Contact: The Pr't.
Traveller News Service.
Electronically Exploring the Traveller Universe.
Casual Encounter: Boomer Brankovich,
Challenge Classifieds...
Issue 26 as a Whole.
Gow
JUST DETECTED
CONVENTIONS
Pandemonium IV
January 17, 1987, Ryerson Polytechnical Institute, Toronto,
Ontario, Canada. Role-playing tournaments (including,
‘Traveller, Twilight: 2000), boardgames (including Blue Max),
miniature contests, auctions, dealers, and more. For more in-
formation, contact: The General Staff, PO Box 425, Station A,
Downsview, Ontario, Canada, M3M 348.
Orccon 1987
Februaty 13-16, 1987, Los Angeles Airport Hyatt Hotel, Role-
playing, wargames, miniatures, computer and family board-
game tournaments, flea markets, auction, seminars,
demonstrations, and exhibitor area. For more information,
contact Orccon 1987, C/O DTI, PO Box 8398, Long Beach, CA
90808, or call (213) 420-3675.
DunDraCon XI
February 13-16, 1987, Oakland Airport Hyatt. Open gaming,
con-sponsored games, dealers’ room, seminars, SCA
demonstrations, a flea market, and a figure painting contest.
For information write: DunDraCon XI, 386 Alcatraz Ave,
Oakland, CA 94618.
Montreal Folie-Con ’87
February 27-March 1, 1987, Downtown Ramada Inn, Mon:
treal. Role playing, wargames, miniatures, 24 hour nonstop
video movies, Blue Max, Twilight: 2000, Traveller events (in
French and English). For information write: Folie-Con ‘87,
4651 Berri, Montreal, PO, Canada, H2J 2R6.
MAGAZINES.
Travellers’ Digest
Issue number 6 is in hand, featuring “The Most Valuable
Prey," and “Tech Briefs: Grav Belts.” Single issues are $3.95,
fone year (four issues) subscription is $14.00. Digest Group
Publications, 8979 Mandan Ct., Boise, ID 83709.
GDW products (including Traveller) are available through distributors as follows:
West Germany: GDW products are imported and distributed by Fantastic Shop, Kon Kordiastr. 61, Postfach: 3026, 4000 Dusseldorf
1, West Germany. Some titles are translated into German,
Japan: GDW products are printed and distributed by Hobby Japan Co., LTD, 265, 5-Chome, Sendagaya, Shibuya-ku, Tokyo,
Japan. Titles published are translated into Japanese,
United Kingdom: GOW products are imported and distributed by Games Workshop, LTD., Chewton St, Hilltop, Eastwood,
Nottingham, NG16 3HY, UK; by Games, 89 Victoria St, Liverpool, L1 6DG, UK; and by Virgin Games Centre, 41-43 Standard
Rd, London, NW10 6HF, UK.
aly: GDW products are imported and distributed by Pacific Enterprise Italia, Via R. Di Lauria 15, 20149 Milano, Italy.
Swede
Games, Frihamnen S00 56, Stockholm, 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: GDW products are imported and distributed by Jedko Games, PO Box 164, Moorabbin, Vic, Australia 3198.Gow
Challenge
The Mexican Army: 1998—2000
Before the war, the Mexican Army con-
sisted of 100,000 active troops and 60,000
reservists. Active forces comprised a
Presidential Guard Brigade, two
mechanized brigades, three armored
cavalry regiments and 36 regional
brigades. The Presidential Guard Brigade
consisted of three infantry regiments,
Each mechanized brigade consisted of
two mechanized infantry regiments, one
armored recon regiment, and one self-
propelled artillery grupo (battalion). The
armored cavalry regiments were
battalion-sized groups of armored cars
and infantry carried in wheeled armored
personnel carriers. The 36 regional
brigades varied in strength, but their
average strength was one motorized
cavalry regiment, two infantry regiments,
and one battery of artillery. The
mechanized brigades and armored
cavalry regiments were numbered. (All
regiments were organized as a single bat-
talion.) The artillery for the regional
brigades were provided by detached bat-
teries of three numbered artillery
regiments. Regional brigades themselves
were designated by the city or town that
constituted their peacetime station, and
their component regiments also carried
sisted of the Monclova Cavalry, the 1st
and 2nd Monciova Infantry, and the 6th
Battery of the 2nd Artillery.)
Reservists were intended to bring
prewar units up to full strength and to
provide replacements. In actuality, they
were used to form additional infantry
regiments. These regiments were re-
ferred to as Activo regiments and
‘generally carried the designation of the
City or state from which they were
recruited. In many cases, these were
recruited from the same cities as the
peacetime stations of regional brigades,
in which case they assumed the next
available number for infantry regiments
from that region. For example, Brigada
Mexicali had two infantry regiments
before the war. An additional regiment
Of reservists was raised from Mexicali
and designated the 30 Regimento In:
fanteria Activo Mexicali, One additional
light artillery battalion of three batteries
was formed from reservists as well.
EQUIPMENT
Anillery: ach mechanized brigade had
{6 M109 SP 135mm howitzers and 12 M108
105mm SP howitzers. All artillery bat-
teries in the regional brigades were
2 variation ofthat a5 a designation. For | equipped with. 10smm howitzers,
example, the Monclova Brigade com- |
Mobilized reservists manned three bat-
teries of antique 75mm pack howitzers
that had seen duty with the 4th Army in
southeastern Texas.
‘Armored Vehicles: Armored cavalry
regiments and armored recon battalions
included a squadron of seventeen
FRC-90 armored cars and two squadrons
of infantry in VAB armored personnel
carriers (both of French manufacture)
Some motorized cavalry regiments in-
cluded a mixed squadron of VABs and
ERC9Ds (trucks and jeeps carried the
other squadrons of the regiment),
Mechanized infantry regiments includ-
ced forty VAB APCs.
Support Weapons: Each regiment in-
cluded eighteen 60mm mortars (6 per
company) and six jeep-mounted TOW
systems. However, many regiments of
regional brigades had not received TOW
by the outbreak of hostilities. A variety
of obsolete light antitank systems were
also in use, the most common being the
2.75" M9 Bazooka of World War I! vi-
tage. A small quantity of modern light
[AAA guns were also received prior to the
war, and 8 such guns were attached to
each of the three regular brigades. In the
Presidential Guard these were twin
30mm guns, while in the 1a and 2a
brigades these were twin 20mm guns. In
all cases the guns were towed.Challenge
Gow
‘THE INVASION
Invasion forces constituted three major field commands
designated the 20 (2nd), 30 (3rd), and 40 (4th) Armies. The 1o
(Ast) Army controlled forces in the interi
‘The 2nd Army controlled al forces west of the Sierra Madre
Occidental and moved into southern California and Arizona.
‘The right flank of the army consisted of the Nogales Brigade,
which drove north up Interstate 19. The brigade was initially
backed up by the Hermosillo Brigade, but this was soon shifted
‘west along (Mexico) Highway 2 to reinforce the main body of
the army.
‘The 2nd Army's main effort was directed at Southern Califor
nia, The army was spearheaded by the 2nd Armored Cavalry
Regiment and the 1a Brigade (Mechanized). Immediate sup-
port was provided by the Ensenada and Mexicali Brigades, soon
joined by the Hermosillo and La Paz Brigades. Months later
the army was also reinforced with elements of the Culiacan,
and Tepic Brigades, four regiments of reservist infantry, and.
somewhat more than twenty independent companies of Volun:
{aris (ieregulars). In 1999, the Colima Brigade also joined the
2nd Army.
The 3rd Army intially consisted of the 3rd Armored Cavalry
Regiment and the Ciudad Juarez and Chihuahua Brigades. The
‘armor backed up the Ciudad Juarez Brigade ints drive through
EI Paso, but this thrust was soon stalled by troops at Fort Bliss.
The right flank column of the army, consisting of the
Chihuahua Brigade, crossed the Rio Grande at Presidio and,
drove north up Highway 67 toward Odessa. Largely unop-
posed, the brigade made good time and was soon entirely
‘motorized using requisitioned civilian motor vehicles, Faced.
with stubborn resistance at Fort Bliss, the 3rd Army executed.
wide double envelopment. The Chihuahua Brigade remained.
est of the Pecos and drove north to Artesia, New Mexico, then.
turned west to close in on Las Cruces, New Mexico. At the same
time, 3rd Army's main body detached the 3rd Armored Cavalry
and Juarez Motorized Cavalry to move north along the west
bank of the Rio Grande toward Las Cruces. When advanced.
elements of these two forces met, defending U.S. troops at Fort
Bliss began retreating north. Mobile elements of the Mexican,
3rd Army were severely mauled by the breakout of the Fort
Bliss School Brigade, but the infantry of the Ciudad Juarez
Brigade had by now been reinforced by the motorized cavalry
regiments of the Durango and Torreon Brigades (with the in-
fantry battalions of those brigades following on foot). The 3rd.
‘Army was therefore able to feed additional mobile units for-
ward and avoid a crisis
Further east, the ath Army invaded southern Texas on a broad
front. The 3rd Armored Cavalry Regiment, backed up by the
Monterrey Brigade, crossed the Rio Grande at Laredo and.
drove north along Interstate 35 toward San Antonio. Its left
flank was protected by the Monclova Brigade, which crossed.
at Eagle Pass and operated toward San Antonio along highways
57 and 90. The right flank drive of the army (the so-called
"Coastal Column’ consisted of the 2a Brigade (Mechanized),
the Matamoros Brigade, and the Ciudad Victoria Brigade. The
column crossed the Rio Grande at Brownsville and drove up
the coast toward Corpus Christi, Communications were main-
tained between the two main columns by the Saltillo Brigade,
which crossed the Rio Grande at Roma and Pharr
REINFORCEMENTS IN 1999,
‘To meet the US sth Army drive into Texas, the following units
were shifted north and assigned to the 4o Army:
Brigada Tampico, Brigada San Luis Potosi Brigada Queretaro,
Brigada Veracruz, Brigada Zacatecas,
The following brigades remained in the interior in the 1st
‘Army and in two independent commands (the Yucatan Army.
and the Chiapas Army)
First Army
Presidential Guard Brigade, Brigada Guadalajara, Brigada
‘Aguascaliente, Brigada Ciudad de Mexico, Brigada Cuernavaca,
Brigada Chilpancingo de los Bravos, Brigada Tulancingo,
Brigada Puebla, Brigada Morelia, Brigada Oaxaca,
Yucatan Army
Brigada Merida, Brigada Ciudad Chetumal
Chiapas Army
Brigada Villahermosa, Brigada Tuxtla Gutierez, Brigada
Tapachula. |
CURRENT OB
Due to the civil war in Mexico, the various Mexican forces
have splintered, The following represents their organization
as of July, 2000.
NATIONALISTS (ENM)
10 Ejercito (Central Mexico)
Brigada Guardia Presidencial: 1,200 men
Brigada Cuernavaca: 1,300 men
Brigada Chilpancingo de los Bravos: 1,500 men, 2 AFV
Brigada Oaxaca: 1,400 men, 4 AFVs
Brigada Guadalajara: 1200 men
Regimento Infanteria Activo Jalisco: 200 men
Regimento Caballeria Activo Salamanca: 100 men
Regimento Infanteria Activo Zamora: 100 men
30 Ejercito (Southern Chihuahua)
30 Regimento Caballeria: 300 men, 2 AFVs
Brigada Durango: 400 men, 3 AFVs
40 Ejercito (Texas)
2a Brigada: 500 men, 4 AFVs (Austin)
Brigada Saltilo: 200 men (Beeville)
Brigada Tampico: 600 men (McAllen—Harlingen)
‘Agrupacion Jimenez: 300 men, 3 AFVs (Near Laredo); formed
from detachments of the Saltillo and Tampico brigades)
Brigada Queretaro: 800 men (Waco)
Ejercito Yucatan (Yucatan) |
Brigada Cuded Chetumal: 0 men, 2 PVs |
‘Agrupacion Garcia: 200 men (local conscripts)
Ejercito Sonora (Sonora and Southern Arizona)
Brigada Colima: 1100 men, 4 AFVs |
Brigada Mexicali: 600 men, 4 AFVs
Brigada Culiacan: 800 mencow
Challenge 5
| Se
Regimento Infanteria Activo Los Mochis: 200 men
Regimento Infanteria Activo Guaymas: 100 men
|| Blercito Chiapas (Chiapas)
Brigada Villahermosa: 600 men, 1 AFVs
‘Agrupacion Montoya: 100 men (local conscripts)
| Ageupacion del Sur: 200 men (local conscripts)
FRMP
Southern Texas
Bandera Simon Bolivar: 200 (formed from elements of various,
Nationalist defectors and local guerrillas; no fixed location)
| Bandera Benito Juarez: 50 (formed from elements of various
Nationalist defectors and local guerrillas; Gonzales area)
Central Mexico
Bandera Berardo O'Higgins: 500 (formed from elements of
various Nationalist defectors and local guerrillas)
| CONsTITUTIONAUISTS MO)
| ercito del Norte Southern Texas)
| 40 Regimento Caballeria: 300 men, 3 AFVs (Carrizo Springs)
| Brigada Monciova: 300 men (Cerralvo)
| Brigada San Luis Potosi: 600 men (Rio Grande City—
| FalfurrasRaymondvile)
Brigada Veracruz: 800 (Crystal Cty-Pearasall—Uvalde)
|
|
|
Fjercito de Mexico Central (Central Mexico)
Brigada Ciudad de Mexico: 1,200 men
Brigada Tulancingo: 1,400 men
Regimento Infanteria Activo Jalisco: 300 men
‘Agrupacion de Caballeria: 500 men, 4 AFVs
fees ce nara ele eae
| 20 Regimento Caballeria: 500 men, 2 AFV
| Brigada Nogales: 600 men, 1 AFV
|
Ejercito de los Pecos (South New Mexico, West Texas, North
Chihuahua)
Brigada Chihuahua: 800 men, 2 AFVs
20 Regimento Infanteria Torreon: 300 men
Regimento Infanteria Activo Hidalgo del Parral: 100 men
Ejercito del Sud (Yucatan)
Brigada Tapachula: 600 men
Regimento Infanteria Activo Campeche: 200 men
ALLIANCE (ANAMEL)
Southern Texas
Tercio Vanguardia: 400 men, 2 AFVs (near Laredo; formerly
Brigada Monterrey of the Nationalist Army)
Tercio Liberdad: 50 (Corpus Christi) (formed from defectors
from the Nationalist Brigada Saltillo)
Yucatan
Tercio Cuauhtemoc: 700 men, 4 AFVs (formerly Brigada
Gutierrez of the Nationalist Army)
Southwestern New Mexico
Tercio Torreon: 600 men, 1 AFVs (formerly Brigada Torreon
Of the Nationalist Army) |
-MARAUDERS
Southern Texas
Bandera Matamoros: 300 men @rownsville) (nominally |
Nationalist)
Bandera Rodriguez: 200 men (Kingsville formerly Nationalist |
Brigada Victoria)
Central Mexico
Brigada Aguascaliente: 1,200 men, 2 AFVs (now broken up |
Into numerous small banderas)
‘Bandera Zapata: 800 men, 1 AFV (remnants ofthe former Na-
tionalist Brigada Puebla)
Bandera Morelia: 500 men (formerly Nationalist Brigada
‘Morelia, now nominally Alliance)
Southern California
Brigada Tepic: 1000 men, 1 AFV (now broken up into
numerous small banderas)
Brigada Ensenada: 800 men (now broken up into numerous
small banderas)
New Mexico
Brigada Ciudad Juarez: 600 men (now broken up into
numerous small banderas)
Yucatan
Brigada Merida: 300 men (now broken up into numerous
small banderas) Frank A. Chadwick
ULSTER IMPORTS, LTD.
PO Box 1748
Champaign tL
Makes available 20mm figures from Platoon 20, for uso
with Twilight: 2000
MODERN US. INFANTRY
and
MODERN SOVIET INFANTRY
Send SASE for list or $1.00 [check or money order! for
list and a sample figure.
Warning: Figures contain lead and are not recommend
ed for children under 12.
Twillght: 2000 is a trademark of Game Designers’
WorkshopChallenge
The Inland Waterway:
Gow
Supplemental Material
for Red Star/Lone Star
This article presents supplementary material to GDW's
Twilight: 2000 module Red Star/Lone Star. It gives players of
that particular scenario another means of travel, and provides
more information and rumors for the PCs to work with in ac
‘complishing their goal
BACKGROUND
This article describes travel along the Intracoastal Waterway
between Port Lavaca and Brownsville, a strip of water sheltered
from the Gulf of Mexico by a string of low, narrow, sandy
islands. It affords a relatively quick and easy way to travel along
‘the Gulf Coast. Conversely, there will be fewer encounters and
less chances to pick up rumors and information from the locals
‘TRAVEL AND COMBAT
Obviously, travel along the Intracoastal Waterway is possi-
ble only by boat. The characters will be presented with several
‘opportunities to find a boat: in Port Lavaca, in Aransas Pass
near Corpus Christi, in Baffin Bay near Kingsville, and in
Brownsville.
‘The Twilight: 2000 supplement Pirates of the Vistula gives
rules for movement and combat involving boats. The referee
should be able to construct an appropriate vessel from this
module.
‘The referee should use the map provided with Red Star/Lone
‘Star to chart the characters’ movement along the Waterway.
Use the map scale to estimate the distance covered based on
the number of four-hour periods spent traveling and the speed
of the boat.
This article describes features of, and gives encounter tables
for, the entire length of the Intracoastal waterway from Port
Lavaca to Brownsville, The referee can use this information to
‘add to the adventure, combining it with details given in the
‘module for various areas ashore. For example, if the adven-
turers sail south from Port Lavaca, they may choose to land
near Corpus Christi to engage LaMarr’s marauders on land,
oF they may become involved in a firefight with the outpost
con the JFK bridge to Padre Island.
THE INTRACOASTAL WATERWAY
‘Towns and landmarks: Matagorda Island Airforce base, San
Antonio Bay, Copano Bay, Aransas Pass, JFK Bridge, Padre
Island, Baffin Bay, Port Mansfield, Brazos Santiago Pass and.
Lighthouse.
RUMORS AND INFORMATION
Rumor A: There have been strange vessels prowling up and
down the waterway lately, especially at night, There are rumors
of strange signals, flares, flashing lights, and of bands of men
slipping ashore in small boats. It could be the Russians get-
ting ready to invade to support their army inland.
Rumor B: Something really strange is going on down
Brownsville way. There have been stories about the Mexican
army teaming up with marauders and a criminal syndicate—
the Huerra-Gonzales familyfor some realy big project.
Rumor C: They've found millions of gallons of olin storage
tanks down in Brownsville. It must've been overlooked by the
‘Americans when they pulled out and the Mexicans when they
marched in.
Rumor D: Grady LaMarr is one of the most feared of the
‘marauder band leaders in the area. He's got something big go-
ing down in Brownsville.
Rumor E: Grady LaMarr has his own boat—a 70-foot oil rig
‘motor launch he found and fixed up when he moved into Cor-cow
Challenge z
marauders, or troops. NPCs sighted ashore may, atthe referee's
Pus Christi I's said he has the cannon off an old tank mounted
aboard, and that he’s blown fishing trawlers clean to match-
‘wood with it
Rumor F: The Russians are in Brownsville. Maybe they/re go-
ing to use it as a port to bring in more troops.
Rumor G: Colonel Rodriguez, the leader of a big, mean
‘marauder band in Kingsville, has been murdered. His second-
in-command is worse than he is, so things'll be getting a mite
lively down Kingsville way.
Rumor H: The pirate Jean Lafitte buried a fortune in
plundered treasure somewhere on Padre Island underneath
millstone inscribed with the words “dig deeper.” That
treasure has never been found,
Rumor I: Some rough types down Brownsville way have been
living high lately. In Port Lavaca, which has a silver-based
economy, they were turning in bar silver for script and spend-
ing a fortune on food, drink, and women. Elsewhere, they've
been spreading trade goods around and acting like big
spenders. Where'd they get a stake like that?
Rumor J: Fishing and shrimping boats have been vanishing
in the Laguna Madre. Some say it's the Russians...maybe with
their submarines. Others say there’s a monster in the
Madre...some great, hungry mutant spawned by the radiation
from Galveston and Corpus Christ
(GENERAL ENCOUNTER TABLE | TABLE OF RUMORS AND.
2D6 Results INFORMATION
2 No encounter 205 Results
3 Wreck 2 Rumor A
4 No encounter 3 Rumor B
5 No encounter 4 Rumor C
6 Fishing/shrimp boat | 5 — Rumor D
7 No encounter 6 Rumor E
8 No encounter 7 Rumor F
9 Shore sighting | 8 Rumor G
10 Danger! 9 Rumor H
11 Attack | 10 Rumor 1
12 Fishinglshrimp boat | 74 Rumor J
13 Wreck
14 Freighter
Roll 206 once each period
the boat is under way. If roll
Is made near Port Lavaca or
Brownsville, implement a DM
of +2.
ENCOUNTERS
Fishing/Shrimp Boat: The characters sight a fishing vessel
Under way. Its crew of 206+2 men will be wary but willing,
to heave to and talk or trade if approached cautiously. A con-
versation allows two rolls on the rumors table for the Water-
way. If attacked, the crew will defend themselves vigorously
with rifles, shotguns, and automatic weapons.
Shore Sighting: The referee determines the nature of the
sighting depending on the area the vessel is passing. A roll an
bbe made on that area’s encounter table, or the referee can ar
arily determine what is seen. Possible sightings include
typical shore encounters such as: game, civilians, refugiados,
useful. Examples includ
discretion: open fire on the boat; hal the characters in order
to talk, request help, oF ask fora ride; or ignore them. Soldiers
might ty to requisition the boat for their own use.
Danger: Like the danger category for shore encounters, this
refers to any of a large number of possible accidents or
dangers. n this case, however, the threat is aboard ship or
atloat. Possible dangers at sea include:
—The boat, old and rusty, has sprung a leak and is sinking.
—The boat suffers a collision with a submerged rock and
sinking,
—The boat runs aground on a sand bar.
=A storm threatens.
Stacked cargo shifts with a swell and falls on someone.
—The boat's engine dies and the vessel drifts aground.
—An early morning fog makes cruising hazardous.
Both the nature and the ease of resolution ofthe danger are
left othe referee. In many cases the problem will be simple,
the danger slight or nonexistent, but they should serve to com
plicate things for the players.
One of the greatest dangers which can threaten a small craft
at seas storm. The approach ofa storm should be presented
dramatically, allowing the characters to watch it building up
‘over a period of hours. The danger fcom a storm will be far
less ifthe characters can anchor inside a sheltered bay, but
there will still be a chance of breaking an anchor line, of eun-
ning aground, or of being swamped.
‘Attack: The vessel comes under attack. At the referee's op-
tion this could be an attack from shore with hidden marauders
firing on the boat in an attempt to make it run aground, or
it could be an attack from a marauder-crewed vessel—possibly
Cone disguised as a harmless fishing trawler. Another possibilty
is the approach of a motor launch similar to the characters’
vessel, manned by Mexican soldiers.
Wreck: The characters sight a wreck. This could be a ground-
led vessel or one which has sunk in shallow and protected water
with the superstructure stil above water. It could also refer
toa vehicle or building close to the shore, abandoned and in
poor repair. At the referee's discretion, the wreck, whatever
its nature, could be a source of spare parts for repairs to the
engine or other machinery aboard—such as the stil. Characters
should use SCR skill to locate needed pars.
Freighter: The characters sight a freighter—possibly the Sao
Sebastiao or another like her. The ship willbe leaving or enter
ing a nearby port and will not stop for the characters. At night,
twilight, or in a fog, the characters’ vessel will bein danger
of being rammed and sunk
MATAGORDA ISLANDIMATAGORDA ISLAND AIR FORCE BASE
Matagorda Island is a 55-kilometer-long strip of sand dunes
and grass enclosing Espiritu Santo Bay. It is 22 km from Port
Lavaca to Port O'Connor (now abandoned) at Cavallo Pass, and
‘another 18 km to Matagorda Island Airforce Base at the north
‘ern end of Matagorda Island,
‘The island is now completely deserted. The air base was
stripped and blown up when U.S. forces retreated from the
area. Nothing remains but crumbling brick shells and the char
red frameworks of empty Quonset huts and hangars.
Characters may, at the referee's discretion, search the ruins
for small bits of machinery or equipment which might prove
sngths of pipe or tubing, valves, orChallenge
cow
plumbing fixtures or fittings, a small electric generator, space
heaters, first aid kits, maps of the area, nails, tools, hand carts,
‘or cargo pallets. There is a great deal of debris scattered among
the burned-out buildings, and with enough time to search,
almost any reasonable artifact could be found. Weapons, fuel,
explosives, vehicles, or more than a few stray ammunition
‘magazines will not be found, however.
The island itself is desolate, exposed, and deserted,
SAN ANTONIO BAY
San Antonio Bay is an enclosed and shallow bay sheltered
from the Gulf by Matagorda Island. The mouth of the bay is
20 km from Matagorda Island Air Force Base. The area is in-
hhabited by ranchers and farmers, many of them Grange
members, most of them willing to trade or exchange news.
Make two rolls on the rumor table included in this article for
‘each contact. Characters will find game on a.2D6 roll of 2 or
3 made each 4 hours they are out, or it will be an AVG:RCN
task to hunt and kill it.
‘Make one roll on the general encounter table (Intracoastal
Waterway) each eight hours the characters remain anchored
in the bay. Treat wreck as no encounter.
The southern headland of San Antonio Bay is the Aransas,
National Wildlife Reserve, described on page 21 of Red
Star/Lone Star. The referee should refer to that entry if the
characters put ashore here.
‘COPANO BAY
‘The mouth of Copano Bay lies 35 km south from San An-
tonio Bay, almost hidden behind narrow peninsulas of land.
‘which nearly cutit off from Aransas Bay. The cove is sheltered
by San Jose Island, which is as deserted as nearby Matagorda
Island.
Copano Bay isthe site of the capture of three Spanish cargo
vessels by a mounted detachment of Rangers during the Mex-
ican Revolution..the origin of the old joke about Horse
Marines. It is also supposed to be one of the hideouts used.
by the pirate Jean Lafitte. Before the current war began, it was
2 recreational area renowned for its excellent hunting and
fishing.
State Highway 35 runs across the mouth of Copano Bay on
2 causeway, but there is a bridge span under which vessels
‘such as the characters’ launch can pass.
Use the general encounter table in this article while the
‘characters are aboard their boat in Copano Bay. Make 1 roll
for each 8 hours they are anchored, and treat Wreck as No En-
counter. Use the general encounter table of section 1 (Red
Star/Lone Star, page 16) for forays ashore to hunt or to trade
with the local inhabitants.
There is plentiful fish and game in the area. Finding itis an
ESV:FSH or ESY:RCN task.
[ARANSAS PASS
The port of Aransas Pass is 20 km south of the mouth of
‘Copano Bay. This town is described more fully in Red Star/Lone
Star (pages 27-28), and that description can be used if the
characters arrive at Aransas Pass by boat
‘Aransas Pass is joined by a bridge and causeway with Har-
bor Island, which is mostly swamp. A ferry once connected
Harbor Island with the town of Port Aransas at the northern
tip of Mustang Island. A lighthouse stands on Harbor Island,
abandoned but still intact.
MUSTANG ISLAND/PORT ARANSAS.
‘Mustang Island is 21 km long and stretches across the mouth
of Corpus Christi Bay. A road runs the entire length of the
island,
‘Mustang Island was once a vacation and recreational area,
‘Much of Port Aransas was devoted to beachiront motels and
the tourist industry. An airfield and a Coast Guard Station lay
(on the outskirts of the town. Farther south, Mustang Island
State Park was the recreational playground for millions of Tex-
ans and tourists every year.
The entire island is completely deserted now. Both the air-
field and the Coast Guard Station were looted and partly
burned when the area was evacuated, and there was some
‘damage from the Corpus Christi firestorm, but the referee may
allow the characters to find sought-after machine parts, tools,
Cr other small items other than weapons, fuel, or ammo in the
town, station, or airfield.
Since the road on Mustang Island connects with the JFK
Causeway, the characters may consider using Port Aransas or
Mustang Island as a base from which to attack the Causeway
‘or the marauder camp at Corpus Christi Naval Air Station.
There is no game on the island, but fishing is an ESY:RCN
task
JFK CAUSEWAY
This bridge and causeway connects the road to the Corpus
Christi Naval Air Station with the northern tip of Padre Island,
The causeway is guarded by marauders armed with light
automatic weapons, grenade launchers, and an M60
machinegun. The causeway and its defenses are described in
Red Star/Lone Star (page 28), and the referee should refer to
that descripton if the characters attempt to crass it by boat or
land.
The causeway itself is 8 km long, and the mainland end is
3 km south of the Naval Air Station. The causeway road splits
at the northern end of Padre Island, one fork going south along,
the length of Padre Island, the other going north across shallow
channels and swampy land to Mustang Island,
PADRE ISLAND
Padre Island is 180 km long, and for its entire length its five
kilometers wide or less. It is a desolate, windswept expanse
of beach, sand, and dune grass—literally a desert island.
dune grass—literally a desert island,
Before the war, most of the island was part ofthe Padre Island
National Seashore. A paved road extends 14 kilometers south
from the JFK Causeway. Beyond that there is only sand, Tracked
cr four-wheel drive vehicles are necessary to negotiate the ter-
rain, The entire island is deserted.
‘One hundred forty km south from the causeway there is a
man-made break in the island opposite the ruins of Port
Mansfield. The narrow strip of sand south of this break is called
South Padre Island. It too is deserted,
BAFFIN BAY
The mouth of Baffin Bay lies 40 km south of the JFK
continued on page 22Gow
Challenge
Target 2000: The “Hit List” for WWII
Players and referees of Twilight: 2000 are understandably
curious to know the specifics of the nuclear attack on the
United States in the last quarter of 1997. This article contains
a state-by-state breakdown of the major target points, along
with notes on why each particular location was a target. The
severity of the attack on each target point is represented by
the megaton (Mt) rating of the weapons exploded there (not
necessarily asa single weapon). With certain exceptions, only
places that received .5 megaton or more are covered here. All
detonations are air bursts unless otherwise noted.
The target list was determined based on information con-
tained in the Office of Technology Assessment’ 1979 study
“The Effects of Nuclear War,” supplemented by other sources.
Primary targets included oil refining and storage facilities, oil
distribution facilities, military and civilian command centers,
and certain key industrial areas. Secondary and tertiary targets
included electrical generation plants (nuclear, hydroelectric,
and conventional) and lesser industrial facilities. Major popula
tion centers were not targets in and of themselves, but many
sustained damage because of their proximity to targeted in:
stallations. Likewise, only the central command and control
facilites of missile and bomber wings were targeted, not the
individual weapon silos or hangers.
EFFECTS
Total casualties in the attack were 135.2 million, or 52% of,
the population of the United States in 1997. Ths includes both
initial fatalities and subsequent deaths from injuries, in addi-
tion to deaths from disease, starvation, and civil unrest up to
July 2000
The exclusion of a city from this list does not mean that it,
is intact. Civil unrest, hostile military action, and other factors
hhave caused severe damage in regions otherwise untouched
by the war. For example, the Alaska Pipeline and the oil storage
facilities at Valdez Bay and the North Slope were damaged dur-
ing the Soviet invasion of Alaska, and are currently inoperable,
even though they were not targets of nuclear bombs.
The main effect of the attack was the destruction of over 60%
of the country’s oll refining capacity. Ths, in combination with
the other destruction, effectively eliminated electrical power
generation and industrial facilities. Food shortages, disease,
and civil unrest following the strikes destroyed American socie-
ty as it existed before the war.
‘TARGET LIST
Geographic locations are given in terms of the nearest large
City or the place most commonly associated with a particular
target. Ground zero can be quite some distance from the center
of the community listed. Alaska and Hawali have been omit-
ted from the map since there was only one strike in each of
these states. Target points in Canada are not shown. The size
Of the dots used does not represent the area of damage for
« particular location. State abbreviations are conventional, AFB
stands for Air Force Base.
Elmensdorf AFB, AK: Alaskan Air Command Headquarters (1
Mo.
Biytheville AFB, AR: 42nd Air Division Headquarters, 97th
Strategic Bombing Wing (1 Mt).
EI Segundo, CA: Oil refining and storage facilities (1.75 MW).
Richmond, CA: Oil refining and storage facilities (one 1.5 Mt.
Carson, CA: Oil refining and storage facilities (75 KO.
‘Avon, CA: Oil refining and storage facilities (5 Mt)
‘continued on page 47Gow
Challenge
u
Twilight: 2000
Consolidated Price List
This listing is a consolidation of all
prices for equipment contained in the
basic game price list, the game errata,
The Free City of Krakow, U.S. Army Vehi-
cle Guide, Red Star/Lone Star, Challenge
25 and 26, and The RDF Sourcebook. It
also contains the aircraft listings from the
Twilight Air Module in Challenge 26, and
the helicopters from Going Home and
The Free City of Krakow.
This article is intended to be
photocopied and used by the referee
and the players as a consolidated
reference (specific permission is given to
copy this article for private use)
[Note that not all ofthese items are like-
ly to be avallable at any one location, and
that exact price and availability must be
determined by the referee in accordance
with individual campaign conditions.
WEABOR pee ene ee
Magazines: Except where noted, the
price for a magazine is $1 per shot.
Bows
Longbow: $300 (CIC).
Crossbow: $350 (CIO).
‘Automatic Pistols
‘9mm Parabellum: $150 (VIS)
9mm Makarov: $150 (SIV).
7.62mm Tokarev: $100 (RIC)
380 Automatic: $100 (CIS).
22 Automatic: $50 (CIO).
45 Automatic: $100 (SiR).
Revolvers
38 Special Revolver: $140 (RIR).
‘Submachineguns
‘Sterling: $600 (CiS).
Uzi: $500 (VIC)
Ingram M10: $350 (C!S).
Mini-Uzi: $600 (CIS).
(M231: $300 (VIC).
MPS: $400 (CIS).
-MPSSD: $1,000 (CIS).
CAR-T5: $750 (SIR).
AKR: $300 (SIC).
V224: $300 (IS).
Skorpion: $250 (RIS)
G11: $400 (CAR).
Viking SMG: $1,000 (S/R).
MAT-48: $700 (SIR).
‘AMD-65: $1,000 (SIR).
Assault Rifles
(MI6A2: $400 (VIC).
AKMR: $300 (CI).
AK-74: $300 (CIC)
IW: $500 (S/R.
AKM: $300 (CIV).
FA:MAS: $500 (RIR)..
Galil ARM: $500 (CIS).
Galil SAR: $600 (C/S).
Valmet M82: $1,000 (S/R)
Battle Rifles
FAL $600 (SiR).
G3: $500 (CAR.
Sniper Rifles
‘Mé0: $700 (RIR).
(M21: $400 (SIR).
SGI: $600 (RIR).
La2: $400 (RR).
Parker-Hale: $400 (RR).
SVD: $500 (RIS).
254: $300 (RR).
Galil Sniper Rifle: $500 (SiR).
FR-F2: $1,000 (S/R).
Barret 82: $2,000 (RI).
Sporting Rifles
30:30 Lever Action: $250 (C/S).
30-06 Bolt Action: $300 (CIS).
22 Bolt Action: $150 (CIC),
22 Semi-Auto: $100 (CIC)
‘Mauser Bolt Action: $150 (CIC).
Shotguns
Double Barrel: $200 (VN).
Pump: $300 (VIC)
HK CAW: $800 (CIR).
‘Automatic Rifles
(M249: $1,500 (SIR).
LSW: $1,500 (IR).
RPK.74: $1,000 (SIC).
Max 100: $800 (SiR.
Melee Weapons
Knife: $5 (VIN).
Bayonet: $20 (CIC)
Spear: $10 (VM.
Club: $0 (Viv).
Hatchet: $20 (VIN).
‘Axe: $50 (VIM.
Machete: $20 (CIC).
Machineguns
‘M60: $1,500 (S/R).
(M60E3: $2,000 (S/R)
(MG3: $1,700 (SIR).
(MAG: $1,500 (S/R),
PK: $2,000 (R/S
259: $1,500 (R/R).
AAT-52: $400 (RR)
BRG-15: $3,000 (SIR).
NSV: $4,000 (5).
K-21: $2,500 (SIR).
Heavy Machineguns
‘M214: $10,000 (R/R).
M2HB: $1,600 (VIC).
DShK: $2,000 (CIV).
PY: $3,000 (S/C).
Grenade Launchers |
'M203: $500 (CIS).
K-69: $500 (S/R).
GS-17: $3,000 (RIS). |
‘Mark-19: $5,000 (SiR), |
IMI MGL-40: $1,200 (RIR). |
Rocket Launchers
‘M202: $2,000 (S/R).
RPG-16: $1,000 (SIC),
Armbrust: $200 (S/R).
8.300: launcher) $1,500 (C/S), (rocket)
$800 (CIS).
LRAC 89: (launcher) $2,000 (S/R),
(rocket) $800 (S/R).
DARD 120: (launcher) $3,500 (S/R.
(rocket) $7,000 (SIR).
‘Antitank Missile Launchers
Tank Breaker: $5,000 (SiR).
AT-4: $3,000 (SIC).
TOW It: $10,000 (S/R).
AT-5: $6,000 (RIS).
Milan: $3,000 (SIC).
Antiaircraft Missiles
‘Chaparral (AGM87A): $1,500 (S/R).
Roland 1: $2,500 (RI).
FIM92B Stinger: $1,200/case (R/R).
Large Caliber Guns
125mm (Rapira-3) Gun: $50,000 (RS).
20mm PIVAD (towed): $75,000 (RR).
ZU2: $15,000 (SIC).
ASP 30mm Autocannon: $15,000 (S/R)
40mm Autocannon (towed): $60,000
GR.
‘57mm $60 Autocannon: $40,000 (5)
100mm M1955 Gun (towed): $40,000
®S)
130mm M1946 Gun (towed): $75,000 |
®S). |
|
Howitzers
M202 105mm How (towed): $50,000
ik) |
122mm (0-30) Howitzer: $50,000 (SIC). |
155mm How: $75,000 (SIR)12
Challenge
Gow
Mortars
‘60mm: $5,000 (CIS).
‘81mm: $10,000 (CIS).
‘82mm Vasilek: $20,000 (RIS).
107mm (4.2") mortar: $12,000 (C15).
120mm: $15,000 (CIC)
Thikons see ee
NLT (Nato Light Tripod): $200 (C19).
MT (Nato Medium Tripod): $200 (SIR).
NHT (Nato Heavy Tripod): $350 (CIS).
PLT (Pact Light Tripod): $250 (SIC).
PMT (Pact Medium Tripod): $300 (SiC)
PHC (Pact Heavy Carriage): $1,000 (R/S).
AMMUNITION.
Small Arms & Machinegun
Longbow Arrow: $50/24 (CIC)
Crossbow Bolt: $30/24 (CIC)
47 Cs: $1,300/case of 600 (SiR).
5.45 B: $100Icase of 280 (C/V),
5.56 N: $100/case of 280, $200/335-shot
drum (VIO,
22 IR: $225icase of 1,600 (CIS).
7.62 T: $250/case of 840 (R/S).
7.62 S: $80lcase of 220 (SIC).
30-30: $170/case of 300 (CIS).
7.62 N: $65Icase of 200 or 165 belted
C!S).
7.62 L: $7O/case of 200 or 165 belted
(IC).
30-06: $80Vcase of 150 (SIR)
32 ACP: $150/case of 800 (S/S).
4mm M: $30/case of 100 (S/S).
380 ACP: $125icase of 480 (CIS).
‘3mm M: $200/case of 480 (SIC).
‘3mm P: $225/case of 480 (VIC).
38 Special: $175/case of 300 (S/R).
45 ACP: $63/case of 300 (SIR.
12.7 B: $35Icase of 34 belted (SIC),
50 BMG: $35/case of 35 belted (CIS).
50 SLAP: S60/case of 35 belted (S/R)
145 B: $30/case of 33 belted (SIC).
15 SLAP! or BMG: $40lbelt of 33 (SiR.
Hand Grenades
Fragmentation: $4, $100/case of 30
(cio,
‘CHEM (HC Smoke): $3, $4lcase of 16 (CI).
CHEM (Iritant Cas: $5, $0Icase of 16 (SIR
Antitank: $10, $120/case of 15 (R/S).
Concussion: $4, $70/case of 20 (CIS),
Thermite: $10, $140/case of 16 (SIR.
WP: $20, $280/case of 16 (S/S)
Grenade Launcher Rounds
30mm HE: $3, $75/29-shot drum (R/C).
40mm HE: $4, $200/case of 72 (CIS)
40mm HEDP: $5, $250/case of 72 (Si).
40mm CHEM (Irritant Gas): $4,
$150/case of 44 (SIR).
40mm ILLUM: $6, $225Icase of 44(SIR). |
40mm HVHE: $6, $250/case of 50 belted
(SR).
40mm HVHEDP: $10, $400Icase of 50
belted (SiR).
Rockets
‘8.3mm HEAT: $5, $125/case of3 (RI). |
{66mm HEAT: §250/4shot clip SR)
66mm WP: $400/4-shot clip (SIR). |
122mm HES6O0 each (iS).
“om HES600 each (5).
‘60mm HE: $2,500/case (RR). |
160mm ICM: $2 500/ase (RI).
160mm CHEM: $2,500Icase (Ri).
227mm HE: $3,000/case (RR)
227mm ICM: $3,000/case ().
227mm ILLUM: §3,000/ase (RI).
227mm CHEM: $3,000/case (RR).
Rifle Grenades
HEAT: $12, $100!case of 10 (S/R).
WP: $25, $200/case of 10 (SIR)
140mm RAW HE: $50 (SIR,
140mm RAW HEAT: $100 (SIR).
Antitank Missiles
Tank Breaker: $1,000 (SIR).
TOW Il: $1,500 (SIR).
Hellfire: $2,000 (S/R)
ADATS: $2,500 (RR)
AT: $750 (RS).
AT-5: $1,200 (RS).
Milan: $750 (RIS).
Large Caliber Rounds
20mm HE: $450/case (SIR).
20mm AP: $450i/belt (S/R).
23mm API: $50bIcase of 33 belted (SIC)
23mm HE: $500/case of 33 belted (S/C).
25mm API: $650/case of 33 belted (CIS).
25mm HE: $650/case of 33 belted (Cis).
25mm APFSDSDU: $2,50b/case of 33
belted (SiR).
25mm Oerlikon HE: $s0d/case (RR).
25mm Oerlikon AP: $500/case (RR).
30mm API: $750/case of 33 belted (SIC).
30mm HE: $750icase of 33 belted (S/C).
30mm Bofors HE: $520/case (R/R)
30mm Bofors AP: $520/case (RR).
40mm HE: $6,000Icase of 64 (CIS).
40min HEPXPF: $8,000/case of 64 (RR).
57mm APFSDS: $400/case of 4 (RIR). |
57mm APHE $400/case of 4(R/R). |
57mm HE: $400/case of 4 (RR).
60mm APFSDS: $300/case of 3 (RR).
60mm HE: $300/case of 3 (RI). |
75min HE: $250 (CIS).
75mm WP: $500 (RIR).
75mm APFSDS: $600 (SIR).
76.2mm_APFSDS:$600 (RIS).
76.2mm HE: $600 (RIS).
76.2mm HEAT: $600 (R/S).
90m APDS: $500 (RIR).
90mm HE: $500 (RIR).
90mm HEAT: $500 (RR)
90mm APERS: $500 (RR)
90mm WP: $500 (RIR).
‘100mm HE: $550 (RR).
00mm HEAT: $550 (RR)
100mm APHE: $550 (RIR.
‘100mm APC: $550 (RI).
105mm HEAT: $600 (CIS).
‘05mm APFSDS: $600 (SIR)
‘105mm APFSDSDU: $1,000 (R/R).
105mm WP: $1,000 (RI).
‘120mm HEAT: $800 (C/S).
115mm APDS: $700 (RIR).
115mm HEAT: $700 (RIR).
"120mm APFSDS: $800 (S/R).
‘120mm APFSDSDU: $1,500 (RR).
120mm WP: $1,000 (RIR).
120mm LTTAS APDS: $1,200 (RIR).
‘120mm LTTAS HEAT: $1,100 (RR).
‘125mm HE: $800 (SIC).
125mm HEAT: $800 (RI).
‘125mm APFSDS: $800 (S/R).
125mm APFSDSDU: $1,500 (R/R).
125mm Powder Charge: $80 (SIC).
130mm HEAT: $850 (RIR).
130mm HE: $850 (R/R)
130mm APFSDS: $850 (RR)
130mm CHEM: $850 (RR).
165mm HEP-T: $2,000 (RR)
Howitzer Rounds
‘T0smm HE: $600 (RR.
105mm ICM: $600 (RIR).
105mm WP: $600 (RI).
122mm HE: $350 (SIC).
122mm HEAT: $500 (RI).
‘122mm ICM: $2,000 (RR).
122mm WP: $700 (RIS).
‘122mm CHEM: $350 (RIS).
122mm ILLUM: $350 (RR).
122mm Powder Charge: $40 (CN).
152mm HE: $500 (SIC).
152mm HEAT: $750 (RIS)
152mm ICM: $3,000 (RR).
‘152mm WP: $1,000 (RIS).
152mm WP: $1,000 (RIS).
152mm CHEM: $500 (RIS).
152mm ILLUM: $500 (RVR).
152mm Powder Charge: $60 (C/V)
155mm HE: $500 (CIS).
155mm HEAT: $750 (CIS).
155mm [Link]: $3,000 (RIR).
155mm WP: $1,000 (S/R).Gow
155mm CHEM: $500 (S/R).
155mm ILLUM: $500 (SIR).
155mm CLGP: $5,000 (RIR).
155mm FASCAM: $5,000 (RIR).
155mm Powder Charge: $60 (VIC).
203mm HE: $900(SIR),
203mm ICM: $900 (S/R).
203mm ILLUM: $900 (SiR).
203mm CHEM: $900 (S/R),
203mm WP: $900 (SIR).
203mm Powder Charge: $600 (SiR).
Mortar Rounds
‘60mm HE: $300/case of 12 (CIS).
‘60mm WP: $600Icase of 12 (SIR).
60mm ILLUM: $300/case of 12 (S/R).
‘81mm HE: $150/case of 3 (CIS.
‘81mm WP: $300/case of 3 (S/R),
81mm ILLUM: $150Icase of 3 (S/R).
‘82mm HE: $300/5-shot clip (SIC),
‘82mm HEDP: $60015-shot clip (R/S).
82mm WP: $300/case of 3 (RI)
‘82mm ILLUM: $150/case of 3 (R/S).
42” HE: $200/case of 2 (CIS).
4.2" ICM-DP: $2,000/case of 2 (RR).
4.2” WP: $400Icase of 2 (SiR)
4.2” CHEM: $200/case of 2 (SIR)
42” ILLUM: $200/case of 2 (SIR).
‘120mm HE: $200/case of 2 (ViV).
120mm WP: $400/case of 2 (SIS).
120mm CHEM: $250Icase of 2 (S/).
120mm ILLUM: $200/case of 2 (SIR).
VEHICLES
Unarmored Cargo Vehicles |
Bicycle: $1,000 (VIN)
Givilian Car: $6,000 (VIV).
HMMWV (Hum-Vee): $20,000 (CIS).
HMMWV FSV: $30,000 (Ci). |
FAV (Fast Attack Vehicle}: $15,000 (RIR).
UAZ-468: $8,000 (SIC).
Renault VIM: $5,000 (C/S).
Land Rover LWB: $8,000 (CIS).
‘Motorcycle: $5,000 (ViV).
Yoton truck: $15,000 (C!S).
2¥ston truck: $15,000 (CIC),
S:ton truck: $20,000 (S/S).
[Link] truck: $30,000 (SIS).
3écton truck: $10,000 (S/S).
Wagon: $1,000 (VN),
Cart: $500 (VIM.
5,000iter (S:ton) tank truck: $15,000
«clay,
10,000-iter ([Link]) tank truck: $25,000
is).
‘on cargo trailer: $1,000 (VIN).
1,0004iter (7-ton) tank trailer: $1,000
wm.
(MSi#8 6-ton Cargo Carrer: $50,000 (S/R).
M648 10.t0n Cargo Carrer: $250,000 SiR).
Challenge
Armored Personnel Carriers
(M2 Bradley: $200,000 (SiR)
M2A3 Bradley Hl: $200,000 (S/R).
M3 Devers: $200,000 (S/R)
MTT: $75,000 (SIR).
‘MIT3A3: $75,000 (SIR).
MIT3A3 ACCY: $75,000 (SIR).
MITSAT ACV: $75,000 (SIR).
Commando V-150: $70,000 (SIR).
‘AAVP9: $80,000 (RIR).
‘BMP-B: $150,000 (RIS)
‘BMP-C: $175,000 (RIS).
BTR-70: $75,000 (SIO.
(OT-64: $80,000 (S/O.
FV 103 Spartan: $70,000 (S/R).
‘MCV.80: $250,000 (SIR).
Ze’ev IFV: $15,000 (RR.
‘AMX-TOP: $100,000 (S/R).
EE-TT Urutu: $50,000 (RR)
Light Combat Vehicles
LAV-25: $100,000 (SIR).
LAY-75: $250,000 (RR).
MS77A1 CP: $90,000 (S/R).
Peacekeeper Armored Car:
(9).
(M750 AC: $50,000 (SIR).
Commando AC: $85,000 (SIR).
Commando 90 AC: $95,000 (S/R)
‘Scorpion Mk 2/90: $90,000 (SiR).
Scimitar Mk 2 ():$60,000 (SIR).
Fox AC: $50,000 (SIR)
3: $25,000 (SiR)
EE9 AC: $70,000 (RIR).
amta RAM MKS: $30,000 (SIR).
Ze'ev MAGS: $200,000 (S/R).
Ze'ev MAGS-60: $180,000 (SIR).
Ze'ev MAGSIAA: $150,000 (SI).
AML-90: $40,000 (RR).
‘AMX-TORC: $100,000 (PUR).
BT-76: $70,000 (RS).
BT-57: $75,000 (WS).
BRDM.3: $50,000 (SIC)
O65: $45,000 (SIC)
$35,000
Engineer Vehicles
(M728 CEV: 600,000 (RI).
‘MI AVLB: $200,000 (RR).
‘M60 AVLB: $175,000 (RI),
Main Battle Tanks
‘M1 $600,000 (IRI.
MIAT: $650,000 (RR).
MIA2 Abrams Ill (Giraffe): $700,000
@R,
[M60A4: $400,000 (SIR).
Cadillac Gage Stingray: $800,000 (RR).
1-72: $400,000 (RIR).
7-80: $500,000 (RIR).
1-90: $600,000 (RIR).
13.
T-55A: $200,000 (R/S).
T-62M: $300,000 (R/S).
Leopard Ill: $700,000 (RR).
‘AMX-40: $500,000 (RI).
‘AMX-308: $400,000 (RR).
Chieftain MkB: $600,000 (RIR).
Challenger Mkt: $600,000 (RR).
Challenger MKIIA: $850,000 (R/R)
Vickers MBT Mk#: $425,000 (RR).
Vickers Valiant MK1/120: $750,000 (RR).
‘Super Centurion: $300,000 (S/R).
‘Merkava MkiI: $800,000 (SiR.
‘Merkava Mkill: $900,000 (SIR).
Self-Propelled Artillery
LAV-PIVAD: $100,000 (SIR).
MI7 LAVAA: $100,000 (RIR).
MIB Mortar Carrier: $200,000 (S/R).
M$8 Chaparral: $150,000 (SIR).
(M106 Mortar Carrer: $75,000 (SIR).
'MI09A2: $300,000 (R/R)
MT10A2 SP: $375,000 (RUR).
/Me91 Diana: $700,000 (RiR)
IM741A6 PIVAD: $75,000 (RR).
(M757 Blazer: $200,000 (RIR).
‘M901 ITV: $75,000 (SiR).
‘M917 ADATS: $225,000 (R/R).
/M920 Hellfire AT Vehicle: $200,000 (SR)
‘M348 LARS: $225,000 (S/R).
'M975A3 Roland II: $300,000 (RIR).
M990 ADA: $250,000 (RI).
M993 MERS: $250,000 (RI).
‘M988: $100,000 (RI).
-MPGS-90: $250,000 (RR).
‘SAU-T22: $200,000 (RR)
'SAU-152: $250,000 (Ri)
ZSU-306: $100,000 (RR).
'SA-9 Gaskin: $40,000 (RIS)
SA-13 Gopher: $50,000 (R/R).
‘SU-130: $250,000 (R/S).
BM 21: $45,000 (SIC),
BM 14: $25,000 (R/S).
Crotale: $35,000 (RS).
Rapier: $45,000 (RR).
Helicopters
MH? Hip H: $600,000 (RR)
Mir26 Halo: $3,500,000 (RI).
Mi27 Hind E: $750,000 (Ri).
Mz28 Havoc: $1,000,000 (RI).
PZL W.3 Sokol: $100,000 (RR)
OH.58 AHIP: $120,000 (RR).
UH-60 Blackhawk: $500,000 (RR).
‘AH-64 Apache: $1,000,000 (2).
530 MG Defender $130,000 (RI).
AH-AV King Cobra: $75,000 (RR).
CHS3F: $2,500,000 (RR).
AS 355 Ecureuil 2: $150,000 (RR)
SA 365M Dauphin 2: $750,000 (RR)
SA 330H Puma: $500,000 (RR14.
Challenge
cow
SA J4TFIM Gazelle: $750,000 (RR).
Westland 30.300: $750,000 (RR).
Westland Lynx-3: $1,000,000 (R/R)
MBB/Kawasaki BK 117: $200,000 (RR).
MBB BO-105 CB/P: $125,000 (RIR).
Aircraft
'AN-26: $2,000,000 (®/R).
‘MIG-29 Fulcrum: $2,500,000 (RIR).
‘SU.25 Frogfoot: $2,500,000 (Ri).
‘C-23A: $2,000,000 (RI).
F-16C: $5,000,000 (RR).
F/A-TB: $5,500,000 (R/R).
ANIMALS
Horse (broken): $2,000 (S/S).
Horse (unbroken): $1,000 (S/S).
‘Mute: $600 (SIS).
(Ox: $600 (CIO,
MISCELLANEOUS
Explosives
Dynamite Stick: $10, $750(case of 100
| co.
Plastic Explosive Block: $30, $650/case
of 20 (SiR).
Mine, Antipersonnel: $50, $200/case of
4110,
Mine, Anti-Tank: $100, $200/case of 2
(si9)
Mine, Claymore: $250, $800Icase of 6
(SiR.
Engineer Demo Kit: $750 (CIO)
EQUIPMENT__
Generators
1.5 kilowatt: $200 (CIO)
5 kilowatt: $700 (CIC)
10 kilowatt: $1,200 (S/9).
60 kilowatt: $8,000 (S/S).
100 kilowatt: $15,000 (RIR).
500 kilowatt: $50,000 (RR).
stills
‘Small: $500 (VIV).
Medium: $2,500 (VIN).
Large: $200,000 (CI)
Heaters & Coolers
Freezer, small: $100 (SIS).
Freezer, large: $1,000 (SIS).
Portable Heater: $200 (CIC),
150 liter water heater: $1,500 (CIO)
Refrigerator, small: $100 (CIC).
Refrigerator, large: $1,000 (SIS)
Field Cooker, military: $1,000 (CIC)
Hand Tools
Basic Too! Kit: $200 (VIN).
Power Hand Tools: $500 (C/C).
Wheeled Vehicle Tools: $500 (CIC).
Tracked Vehicle Tools: $1,000 (SIS).
Aircraft Tools: $2,000 (RR).
Excavating Tools: $300 (VN).
Construction Tools: $500 (C/O).
Small Arms Tools: $200 (S/S).
Heavy Ordnance Tools: $750 (S/S)
Hlectrical Repair: $500 (CIO).
Electronic Repair: $1,000 (S/S).
Arc Welder: $500 (S/S).
Portable Machine Shop: $75,000 (RR).
Lockpick Tools: $20 (VN).
Radios
2-km Hand: $250 (CIO.
5/25 km ManpackVehicular: $500 (SIS).
5/25 km Secure [Link].: $2,000 (RI).
50 km Vehicle: $1,500 (SIS).
50 km Secure Vehicle: $6,000 (RR).
Rangefinders
Portable Laser RF: $1,000 (RIR).
Vehicle Laser RF: $1,500 (S/S).
Portable Coincidence RF: $500 (S/S)
Vehicle Coincidence RF: $7,000 (CIC).
Vehicle Laser RF with Ballistic Com-
puter: $10,000 (RIR).
Reticle Gunsight: $10,000 (RVR).
Vision Devices
‘4x Binoculars: $100 (VIN).
25x Image Intensitier: $2,500 (SIS).
Starlight Scope: $1,000 (RIR).
JR Goggles: $250 (C/O.
IR Spotlight: $150 (CIC).
White Light Spotlight: $100 (VN).
Thermal Sight: $5,000 (RIR).
Radars
Ground Surveillance: $40,000 (SiR).
‘Mortar Counter-Battery: $100,000 (SIR).
Anillery Counter-Battery: $200,000 (RR).
Laser Designators
‘Man Portable: $1,000 (SIR).
Vehicle Mounted: $2,000 (S/R).
NBC Equipment
‘Chemical Sniffer: $500 (CIC).
Optical Chemical Sensor: $2,000 (SIR).
Geiger Counter: $500 (CIC),
Gas Mask: $150 (VV).
‘Steam Decontamination Trailer: $5,000
(iO.
‘Chemical Defense Suit: $1,000 (SIC).
Medical Supplies
‘Anesthetic, Total: $1,000/100 units (RR).
‘Anesthetic, Local: $1,000100 units (RR.
Antibiotic, Liquid (+, ~, & +)
'$500/100 units (RR.
Antibiotic, Oral (+,
units (RR)
‘Anti-fever: $500/100 units (RR).
Atropine, Liquid: $500/100 units (RI).
Atropine Auto-Injector: $75/10 (Ri).
& =) $750/100
Pairrreliever, Mild: $500/100 units (R/R). |
Sedative, Mild: $500/100 units (RI),
Sedative, Strong: $500/100 units (RR)
Blood, Whole: $25/1 unit (8/5).
Plasma: $1001 unit (S/S).
Surgical Instruments: $2,500 (RI).
Personal Medical Kit: $100 (CIO)
Doctor's Medical Kit: $1,000 (S/S).
Food
MRE: Sélkg. (SIR).
Domestic: $4lkg (CIC).
Wild: $21kg (CIC).
Fuel
Gas $48 (RI.
‘Avgas $60 (RIR)
Diesel $40 (RR).
Ethanol $8 (CIO.
‘Methanol $4\VIV).
Body Armor
Kevlar Flak Jacket: $800 (CIS).
Plate Insert Jacket: $400 (CIC).
Ballistic Nylon Helmet: $100 (CIS).
Steel Helmet: $50 (CIO.
Personal Gear
Fatigues: $50 (VM).
Rucksack: $20 (VIN).
Flashlight: $20 (CIC)
Combat Webbing: $10 (VIN).
Shelter Half: $25 (CIO)
Sleeping Bag: $50 (CIC).
Thermal Fatigues: $100 (SIS).
Parka: $150 (CI).
Other Equipment
Blazer Reactive Armor: $5,000 for 20
units (RR).
‘2olter Jerrycan: $25 (VN).
4man Tent: $100 (CIC).
Foxman Tent: $250 (SIS)
Bayonet: $50 (VIN).
Horse Tack: $50 (CIC).
Pack Saddle: $40 (CIC).
‘Aqualung: $300 (CIC)
Air Tank: $100 (CIC).
Rebreather: $400 (RR).
Rebreather Recharge Kit: $100 (R/R)
Air Compressor: $200 (RI).
Skis, Cross-Country: $250 (CIC).
—lLoren K. Wisemanthe
JOURNAL
of the Travellers’ Aid Society®
Bestiary: The Oegongong
roe
Grandfather's Worlds
am ae
Chosen at Random
aoa‘Twuicut: 2000
MINIATURES FROM GRENADIER MODELS
Okay, you grunts! Fall in
and listen up!
Jus’ cause a big chunk o” 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
serews 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. 4403's
got Polish Infantry to keep things hopin’ in
Warsaw. In a 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
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 rurinin’ 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 0” the grave.
D-I-I-I-I-I-S-MISSED!
Twilight: 2000 is Game Designers’ Workshop's trademark for its role-playing game of survival in a devasted world.Gow
JTAS
17.
Chosen at Random:
A Vargr
Scenario
“Chosen at Random” is a scenario
designed for use by four to ten Varge
player characters, citizens of Dzen Aeng,
Kho, the Society of Equals in Gvurrdon
Sector.
PLAYER'S INTRODUCTION
“For once, | thought [had it made,
There was this new merchant corp.,
see, starting up on Aegadh—well, it
wasn’t new, exactly itjust had never set
up a branch office on Aegadh before
“Anyway, they wanted to expand, so they
had hired a bunch of us to run a
warehouse for them, and they were buy-
ing a ship for the Aegadh route.
“it wasn't the greatest work in the
world, nor the greatest pay. ! mean, all
wwe did was move vace crates around,
mostly, but we thought when the loan
came through that we'd all be working
‘onthe ship. Some of us had done some
starhopping and a few hadn't, but we
were all looking forward to it.
“The loant Oh, yeah, this firm—
Gvaeghi Merchant Alliance—they didavt
have the cash up front to buy a ship or
I guess they would have before. But
‘Aegadh has been trying to boost trade
$0 they've got this new program where
they'll put up the down payment and all
you have to do is make regular
payments.
*'S0 Erzinokh—he ran the company—
he was here on Aegadh a lot, filing out
paperwork and talking with alot of guys
‘wearing fancy clothes. And 1 guess
everything checked out because one day
‘we all showed up for work and here was
this merchant liner sitting in the bay.
What a rush, It wasn’t the nicest ship in
the world; | mean, it looked like it had
already carried its share of cargo, but in
a way it was our ship,
""Erzinokh was in a hurry then, so we
loaded up the ship and he took off.
{guess he had already picked a crew, but
to tell you the truth I never saw any of
those guys around the warehouse
before. He said that Uerangetssae—he
was second in charge—would be in the
next day to give us new assignments
Well, we didn’t see hide nor hair of
anybody. And our paychecks were due,
too!
‘The cargo? | know now, but | didn't
know when we were loading it in the
ship. Erzinokh told us it was phar-
maceuticals. None of us knew it was
highleaf until you guys raided the place
and found the crate we missed loading.
I don’t know how it got left behind. 1
_Buess it was just in the wrong place. If
we'd known, we all could have retired
without any old ship.
"So that's all | know about the thing,
except what you guys have told us. We
didn’t know that there was no such thing.
as Gvaeghi Merchant Alliance. | mean,
we'd been getting regular paychecks un-
til they skipped with the ship. Il tll you
fone thing though—'m going to be a lot
more careful who | work for from now
‘on. Nobody makes me a sucker more
than once.”
—Transcript of police interview
The player characters for this adven-
ture are former employees of Gvaeghi
Merchant Alliance. Several of them have
decided to work together for the time be-
ing to locate Erzinokh and the ship. At
the least, they might get the money owed
them, and besides that, the government
of Aegadh has posted a substantial
reward for additional information or the
ship’s return,
The only real clue thatthe players have
is that Erzinokh came from Lloursouth,
a world 4 parsecs away. Erzinokh was
familiar with one of the player
characters, and told him about some
other members of his family who still
lived in the backwoods of Lloursouth,
The player thinks he could find this area
if the group could get to the world. The
missing ship itself was scheduled to ar
rive at Ngoerrgh (1216 E22065A.7), but it
never arrived
Both Aegadh and Lloursouth are part
of Dzen Aeng Kho, the Society of Equals,
a coalition of more than 50 Vargr worlds
in the central area of Gvurrdon Sector.
REFEREE'S SYNOPSIS.
Erzinokh and his colleagues are start-
ing a new company, but i's a company
Of pirates rather than a company of mer-
chants. To this end, they have travelled
‘around the sector stealing ships by pos-
ing as subsidized merchants. The ships
have been taken to Gurzueng where
they are being outfitted with weapons.
Erzinokh’s band is skilled at piracy, and
they are neither careless nor un-
prepared, so the party will encounter
significant danger in this adventure.
Erzinokh’s ancestral home on Llour-
south Is now an armed adjunct of the
‘Church of the Chosen Ones; strangers
asking questions will not be welcome. A
bank on Lloursouth is currently18
STAS
cow
wilh
investigating Erzinokh because he pulled a similar scam on his
homeworld. Two private investigators had been sent from there
to Gurzueng and both died in air/raft accidents.
This adventure follows the “nugget” format used in Alien
Realms. Each nugget of information deals with one item of in=
terest for the scenario, The players may discover information
in any of several orders, depending upon which path they travel
through the adventure. As the referee, you should familiarize
yourself with all of the nuggets before play begins.
AEGADH.
‘Aegadh (1317 B737AEC-B) is an unusual world in that itis
ruled by officials of the Church of the Chosen Ones. The
planetary government does not levy any taxes, but it does col-
lect regular tithes from Church faithful and any other residents.
of the system.
The Church does not tolerate any activities of which it does
not approve. Police supervision of the population is almost con-
stant, and infractions are dealt with severely. Fortunately, there
are few things which can be said to be “anti-Church,” so the
population does enjoy a relatively high freedom, notwithstand-
ing the continual intrusion of police into private affairs.
‘An investigation into the details of Erzinokh’s plot will show
that he is indeed skilled in forgery. Company documents were
good enough to fool the Aegadh lending institutions that put
Up the subsidy money. When they requested more informa-
tion about his company from its home world, Kfolaell (1421
BB6AAAG-®), they received a reply showing an excellent credit,
history. Authorities now know that the intersystem mail was
tampered with for Gvaeghi Merchant Alliance never existed,
NGOERRGH
‘The tral to Ngoerrgh (1216 £22065A.7) isa false one, and this,
backwater world has little to recommend it. Its government
uses computers to make important decisions. If the govern-
ment had better technology, the citizens would be a lot hap-
pier and the standard of living would be a lot higher.
‘THE MISSING SHIP
Erzinokh’s crew included an electronics expert who busily
spent the time in jump disabling the stolen ship's transponder.
Thus, its signal is different, and authorities in systems through
which it travels will not have a record ofits passage. The new
signal, however, does leave its own trail, and if the
clever they may be able to follow it. At each starport they can
receive a list of ships in system at the appropriate time, and
by cross-matching these lists they could discover the new
transponder signal of the ship they are seeking. Starport
authorities at worlds with higher law levels will nt release this
information readily.
‘THE HIGHLEAF TRAIL
‘One way that the characters can check their route is by ask-
ing around at each stop as to the availability of highleat,
Erzinokh’s route took him through 1417, 1616, 1717, and 1816,
to 2015. Characters can discover that at each stop there was
a sudden influx of the potent drug, but that the supply quick-
ly dried up, showing that a permanent source had not been
established. The time periods of these supplies will correspond,
to the times of Erzinokh’ flights with the stolen ship. Erzinokh,
was careful not to sell his entire cargo at any one world, so
as to keep demand (and the price) high.
Characters might want to remember that highlea is restricted
‘on most worlds. Their inquiries must be carefully made or the
party is apt to find itself in trouble with the law. One solution
to this problem, in fact, would be for them to approach local
authorities directly, explaining their situation and why they
want to know about recent drug levels.
Although highleaf has litle effect on K’kree, its abuse by
humans can be both exciting and devastating. The drug's in-
ital thrills can yield a bitter harvest of addiction or permanent
health impairment. Both the intoxicating effects of the drug
and its dangers to health are applicable to Varger as well as to
humans.
LUNG
Ling (1417 8261866-9) isa rich world controlled from Aegadh,
The influence of the Church of the Chosen Ones is small here
and the inhabitants of Ling show surprisingly litle unrest, for
Vargr rules from afar. Lling is not a large planet, but even so,
its population density is one-tenth that of Aegadh,
Within the Society of Equals, Ling is renowned for its fine
art The skill ofits engravers is particularly well-known for they
hhave succeeded in blending laser technology with art to pro
‘duce beautiful miniature designs. The motifs created by these
craftsmen are popular with Vargr everywhere.
party is