Twilight: 2000
4th EditionBest For
Groups who want a gritty military survival sandbox where managing ammunition, fuel, food, and shelter matters as much as combat, set against a Cold War-gone-hot alternate history.
Core Mechanic
Roll one attribute die and one skill die, each rated as a step die (d6, d8, d10, or d12). A result of 6+ on either die is a success; 10+ counts as two successes. Rolls can be pushed for extra dice at the cost of damage or stress. Ammo dice track ammunition expenditure during firefights, degrading with use.
Resolution rolls an attribute die and a skill die as step dice, counting 6+ as success. The signature is survival logistics: ammo dice that deplete, plus encumbrance and the constant threat of lethal damage. Pushing rolls trades safety for extra dice. The resource tracking is what asks for study before play.
- Free to tryNothing freeNo free rules or starter
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Highlights
Hex-based travel and exploration system with structured daily tasks (march, forage, scrounge, rest), detailed but playable firearms and vehicle rules with real-world military equipment, ammo dice mechanic abstracts ammunition management without individual round tracking, base-building rules for establishing and upgrading a home settlement
Considerations
Combat lethality can frustrate players attached to their characters, large core set with multiple booklets and maps to manage, narrow post-apocalyptic military premise limits campaign variety, step dice mechanic produces a flat probability curve with high variance on individual rolls
Rules license Year Zero Engine FTL
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