We were huge Twilight: 2000 gamers in college and ran an entire campaign. We just loved this game, the ethos, the alternate history, and the gritty feeling of survival and getting to play with all types of military hardware. We were big Aftermath gamers in the early 1980s, and this game in the 1990s picked up the torch and let you play with all of the cool toys. It is an amazing game, easily a peak GDW game, and reflects some of the best times we had in 1990s gaming.
I wish this game had a larger following today and better community support.
I know Free League has an updated version of the game that uses special dice and a level of abstraction that makes it easier to play and solo. The art is also amazing in the new version. But the immersion into the universe is here: you create a character. Each step is methodical but not hard; you create a unique soldier with a history and abilities, and you are thrust into a world gone mad.
This is very much a simulation game where your character has a lifepath, picks up skills along the way, and is then dropped into the world as-is. Adventures? How about survival? If you are a trained special forces survivor, then we are talking about the daring commando missions and raids, knocking off warlords, and taking the war to the Soviets.
Yes, these are Soviets, and they are the movie Soviets, very capable, deadly, efficient, and they are a formidable enemy. This isn't really historically accurate, given current events, but these were the cool Soviets that scared us during the Cold War, and, oh yeah, their gear mostly works as advertised here, which is another surprise.
And there are no drones to speak of! I know, what is this, science fiction?
No, no drones, this is an alternate timeline where drone technology does not exist. You want recon? You climb a tree or dare to climb the ruins of a teetering building, and use binoculars. Or you send someone on foot, and pray they don't get spotted.
The revision uses a d20 roll-under mechanic with a simple skill-plus-ability score system, and difficulty levels modify the success chance. A level 4 skill with an attribute of 5 is added together to form an "asset" number, 9 in this case, and a simple multiplier is applied: 4X for easy, 2X for average, 1X for difficult, 1/2X for formidable, and 1/4X for impossible. It is a clean, easy, simple system that is also shared by Traveller the New Era.
Strangely enough, this game uses the same d20, d10, and d6 dice as White Box.
The game is dense, with rules for just about everything. Just like Aftermath, you can find a rule for everything in this book, and plenty of basic math is used in calculations and formulas. It isn't that hard, and a simple hand calculator (which was a thing back in the 1990s) makes it quick. I love how complete this set of rules is, and it would make a great fantasy game.
I love the huge Version 2.2 on the cover. It looks tacky and like a cereal box, but the game went through three versions: the first using a d10 resolution mechanic, an unpatched 2.1 with the d20 mechanic and a bunch of bugs, and a final 2.2 where all the errata was incorporated and the final version solidified with some input from the team that made Traveller TNE with these rules.
Oh, and this seems like the first game to use the "roll 10 or less/greater for critical failure/success" rule that Pathfinder 2 resurrected many decades later. Twilight did it first, and it has a connection to Paizo's rules in this regard, and a fun fact.
You do have a huge selection of military hardware to play with, and how available anything is depends on an availability rating and the referee's judgment call. You could play this with brand new tanks and plenty of ammo lying around if you wanted, or practically nothing, where improvised weapons are the way people fight, and town militias are armed with bows, crossbows, and single-shot muskets. They have a baseline starting setup and order of battle in the book, with example military units and how many tanks they have left, so you can go from there.
The world is very much a blasted and apocalyptic wasteland, with most of the world knocked out of the technological age, and the ruins of nuked cities and military targets dotting the wasteland. Radiation and disease are real enemies, along with exposure and starvation. It is a grim, bleak, hard existence, and the whole book needs a trigger warning for many 5E players, since the worst parts of human nature turn the wicked among us into "monsters" of the "Monster Manual." And nothing is rewritten or retconned to make the world an easier, happier, or safer space for players.
Slavers exist here, and they are the reason your ex-Navy SEAL keeps finding easy targets. Humanity is both those you are trying to save and vanquish here, depending on how much they have fallen into barbarism and the worst nature of sin. While the cover may look a little cartoony and gung-ho, the game very much reflects the darker side of human nature.
As for those Soviets? How you handle them is up to you. There could be good ones who reject the war and just want to begin rebuilding and go home. There could be the hardcore communist types who run internment camps, enslave the locals, and seek to conquer surrounding lands and peoples for their evil ways. You could all be survivors, struggling together, united by a common cause of good. Or you could all be opportunists, looking to "get yours" and take advantage of a bad situation. You could be gung-ho types, looking to rally the troops and finish the war.
Or you could be trying to just get home, to a home that doesn't exist anymore.
A solid, throwback, alternate past, Cold War-inspired game of apocalyptic madness and military-grade bang-bang. Highest recommendation.
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