"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Wednesday, September 7, 2011

US Army Vehicle Guide - GDW, Wizard's Flash

The 1980s were a different time. I was recently reminded of that  by reading "A Colder War". It is a short story that was  recommended on Stargazer's World. We may never know how many times  we came close to living out the game Twilight 2000. I am sure if  we knew we would probably be better people or at least I have to  hope that. If you have not read "A Colder War" I really suggest  you do.

Twilight 2000 which was released in 1984 is already 11 years in  the past. The game setting which seemed like a sure thing never  came to pass. GDW struggled with this and they could not keep up  with the ever changing political landscape as they tried to keep  the game current. They eventually fixed that in the final version  and they went out of business just as it was being released or  just after.

The first edition of the guidebooks are woefully out of date for  obvious reasons. Still there is a certain charm to them. It is  also possible to play the game as an alternative history game.  The problem would be some of the technology they predicted was  out paced by what really happened. Still I am glad to have the  guidebooks.

The US Army Vehicle Guide was never as interesting to me as was  the Soviet version. I guess I just wanted to know what the  "enemy" would be using. I was shocked to see that I may not have  the NATO edition of the books. I will have to shop eBay soon.  Below is information on the US Army version published in 1986.

What does the remote turret on an M1A2 look like? When the  Sergeant York air defense gun was withdrawn from production, what  happened to the vehicles already built and what replaced it? What  were the organization and equipment levels of an armored  division? A light infantry division? What was the basis of issue  of the LAV-75?

The U.S. Army Vehicle Guide is designed to answer these and many  other questions raised by Twilight: 2000 players. It also serves  as a comprehensive future projection of current armored vehicle  design trends. For both game players and AFV buffs, the Vehicle  Guide is a gold mine of information. It includes:

    * Eight pages of color plates; thirty-six full color vehicles  in all.
    * Complete game statistics for all combat vehicles in U.S.  service in the year 2000.
    * A global U.S. order of battle as of the summer of the year  2000. Every division and separate brigade; its manpower and  combat vehicle strengths, and its current loyalties.
    * Pre-war tables of organization and equipment, showing which  vehicles were assigned to which units and in what quantities.
    * Hints on modeling vehicles for use in miniatures games.



Spell:

Wizard's Flash


Level: Second
Range: 9"
Duration: None
Ares of Effect: 6" Sphere
Components: V,S
Casting Time: 1 Segment
Saving Throw: Negates

With the casting of this spell the magic user causes a large  blinding flash to occur. The flash will also be accompanies with  a with an audible concussion effect. This will have the effect of  first stunning and then disorienting those who fail their save.

Those in the area of effect will be stunned for the round that  the spell goes off. This will occur even if a save is made.  Creatures that are stunned will be unable to perform any action  other than defend themselves. Any weapon or items in hand will be  dropped as they affected move their hands to either their eyes or  their eyes. They will be able to retrieve items at the end of the  round. Those who make their save will be able to function  normally the following round.

Those who fail will be debilitated longer than the initial round.  They will still be able to retrieve any dropped items but they  will be disoriented for 3-5 rounds. During this time period they  will be unable to do more than defend themselves. They will have  their effective armor class worsened by four. Any saving throws  they might need to make will also be reduced by two.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

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