System Primer

Twilight 2000 4th Edition uses a stat + skill system with values ranging between d6, d8, d10, and d12, also known as Levels D, C, B, or A, respectively.

Task Resolution

Any roll of 6 or greater is a success. Any roll of 10 or greater counts as 2 successes. If you don't have any level in a skill, you can still roll the associated attribute in most cases (some actions may not be possible without at least 1 level of the necessary skill).

Pushing Your Roll

If you fail your initial roll or need more successes than you got, you can push your roll. Pick up any dice that neither rolled a 1 or a success (6 or greater) and re-roll them. Pushing a roll immediately causes you a point of damage (if for STR or AGL) or a point of stress (if for INT or EMP) and if you're using a piece of gear (a weapon or vehicle, for instance), the piece of gear will take the damage instead of you and it will also suffer a reduction in its reliability rating.

Odds of Success

Initial Roll
Attribute / Skill d6 d8 d10 d12
-- 17% 38% 50% 58%
d6 31% 49% 59% 65%
d8 49% 61% 69% 74%
d10 59% 69% 75% 79%
d12 65% 74% 79% 82%
  Pushed Roll
Attribute / Skill d6 d8 d10 d12
-- 31% 62% 75% 82%
d6 52% 74% 83% 88%
d8 74% 85% 90% 93%
d10 83% 90% 93% 96%
d12 88% 93% 96% 97%

Bonuses or Penalties

Bonuses or penalties (due to task difficulty, range, equipment, etc.) are in the form of pluses or minuses (+1, -2, etc.) and you apply them by shifting 1 of your dice up or down in size. Sum all modifiers to a final bonus or penalty before shifting (a +2 and a -1 is a net +1 bonus). You try to keep the dice balanced, too. So if you had a d12 stat and a d8 skill and had to apply a -1 penalty, you would reduce your d12 to a d10 and not your d8 to a d6.   You can never go above 2 d12's or below a single d6. If you have to downstep below 2d6, you remove 1 of them, instead.

Group Rolls

When a group of characters is facing a task, only 1 gets to roll. If the others are capable of helping, whoever is rolling gets a +1 modifier per person helping, to a max of +3.  

Opposed Rolls

For normal rolls, 1 success is sufficient to succeed at your task. In an opposed roll, you must score more successes than your opponent to win the opposed task and succeed. Every success the loser rolls subtracts 1 success from the winner's total.


As Twilight 2000 is a survival game, characters have to manage their food, water, sleep, and warmth. Encumbrance must also be managed; you can only carry so much and where you're carrying something (on your combat gear or in your backpack) affects how quickly you can retrieve it in an emergency. Your equipment, particularly weapons and vehicles, require maintenance and can break down if abused (by pushing a roll or suffering a mishap). Scrounging for spare parts and tools, in addition to ammo, food, water, and fuel, are a core part of the game.   Radiation and disease are ever-present dangers, as well.


Time passes in Twilight 2000, generally speaking, in 1 of 3 increments:  
Unit Duration Primary Use
Round 5-10 seconds Combat
Stretch 5-10 minutes Repairs
Shift 5-10 hours Travel

Character Improvement

You earn experience points by participating in the game session, adhering to your moral code despite risk to yourself or your group, risking or sacrificing for your big dream, exploring new parts of the map, overcoming dangerous events, and risking your life for your buddy. Whenever you rest or sleep, you can spend XP.   Your attributes cannot be improved after character generation. However you can increase your skills, buy new skills, and buy new specialties with XP. To raise a skill or buy a new skill, you must have used the skill successfully at least once since your last increase (or simply at least once to buy a new skill at Level D). As an alternative to successful skill use, you can be instructed for 1 shift by someone with a higher skill level than you. Learning a specialty always requires a teacher.




  • Heavy Weapons
  • Close Combat
  • Stamina
  • Driving
  • Mobility
  • Ranged Combat
  • Recon
  • Survival
  • Tech
  • Command
  • Persuasion
  • Medical Aid
There are a variety of specialties for each skill, as well. A specialty gives you a +1 modifier when using that skill in certain circumstances.
  Hit Capacity: How much physical damage you can take   Stress Capacity: How much mental/emotional stress you can take   Coolness Under Fire: How well you keep your cool in stressful situations, like firefights   Unit Morale: The overall morale of the PC group. Used with Coolness Under Fire, typically


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