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The first edition of the guidebooks are woefully out of date for obvious reasons.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 When the Sergeant York air defense gun was withdrawn from production, what happened to the vehicles already built and what replaced it?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.
"Go to the sign of Marvel'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
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