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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.

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

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.

Uploaded by

Sean Bartholome
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
No.27 TERE CHALLENGE GDW’s Magazine of Advemiinena ler: 2300— | American Research League, Roa car elo lam ate. oon) Me oes DISCOVER 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 26 Challenge 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 men cow 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’ Workshop Challenge 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, or Challenge 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 22 Gow 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 47 Gow 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 (RR 14. 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. Wiseman the 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 currently 18 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

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