United We Stand: a contemporary (military) FKR campaign

Twilight 2000…. The Regiment…. these games DO fascinate me, even though I can’t explain the reason. Regardless. I’m using my FKR Trav rules as base and go from there.

The Situation

Something happened. Nuclear war. Or another catastrophic event that destroyed society, governments and the world as we know them. You are a group of former military and/or civilians trying to get by… or to get home.

Character Creation

Name your character. You can get hit about 4 times. The referee determines the gravity of a hit.  Guns reduce your hits by at least 2 points. Your referee may decide to keep your exact number of hits to themselves.

Attributes

Roll 1d6 twice. Effects are cumulative.

  1. You are strong.
  2. You are dextrous. 
  3. You are tough. 
  4. You are smart. 
  5. You are educated. 
  6. Pick one of the above.

Service

Roll 1d8:

  1. Navy
  2. Marines
  3. Army
  4. Air Force
  5. Civilian
  6. Civilian
  7. Civilian
  8. Civilian

Rank

Roll 1d6:

  1. Navy:
    Roll a d6
    1: Ensign.
    2: Lieutenant.
    3: Lt Cmdr.
    4: Commander.
    5: Captain.
    6: Admiral.
  2. Marines:
    Roll a d6
    1: Second Lieutenant.
    2: Captain.
    3: Major.
    4: Lt Colonel.
    5: Colonel.
    6: General.
  3. Army:
    Roll a d6:
    1: Second Lieutenant.
    2: Captain.
    3: Major .
    4: Lt Colonel.
    5: Colonel.
    6: General
  4. Air Force:
    Roll a d6:
    1: Second Lieutenant.
    2: Captain.
    3: Major.
    4: Lieutenant Colonel.
    5: Colonel.
    6: General.
  5. – 8. Others
    Roll 1d6 for “rank”. This will be used to determine your skills.

Skills

Roll as many skills as you have Rank. You can pick the same skill multiple times – each time you choose it, you get a little bit better at it.

Navy

  1. Ship‘s boat
  2. Fwd Obsvr
  3. Gunnery
  4. Blade Cbt
  5. Gun Cbt
  6. Mechanical
  7. Electronic
  8. Engineering
  9. Medical 
  10. Navigation
  11. Computer
  12. Pilot
  13. Admin
  14. Strong
  15. Dextrous
  16. Tough
  17. Smart
  18. Educate
  19. to 20. roll again

Marines

  1. Blade Cbt
  2. Gun Cbt
  3. Vehicle
  4. Mechanical
  5. Electronic
  6. Tactics
  7. Medical
  8. Computer
  9. Leader
  10. Admin
  11. Strong
  12. Dextrous
  13. Tough
  14. Gambling
  15. Brawling
  16. to 20. roll again

Army

  1. Vehicle
  2. Mechanical
  3. Electronics
  4. Tactics
  5. Blade Cbt
  6. Gun Cbt
  7. Medical
  8. Computer
  9. Leader
  10. Admin
  11. Strong
  12. Dextrous
  13. Tough
  14. Gambling
  15. Educated
  16. to 20. roll again

Air Force

  1. Pilot
  2. Fwd Obsvr
  3. Gunnery
  4. Blade Cbt
  5. Gun Cbt
  6. Mechanical
  7. Electronic
  8. Engineering
  9. Medical 
  10. Navigation
  11. Computer
  12. Pilot
  13. Admin
  14. Strong
  15. Dextrous
  16. Tough
  17. Smart
  18. Educate
  19. to 20. roll again

Civilians

  1. Vehicle
  2. Gambling
  3. Brawling
  4. Bribery
  5. Blade Cbt
  6. Gun Cbt
  7. Streetwise
  8. Mechanical
  9. Electronics
  10. Gambling
  11. Brawling
  12. Forgery
  13. Medical
  14. Computer
  15. Strong
  16. Dextrous
  17. Tough
  18. to 20. roll again

Possessions

Roll one melee and one firearm. 

Melee

  1. Dagger
  2. Knife 
  3. Machete
  4. Club
  5. Stick
  6. Hammer
  7. Ax
  8. Baseball bat

Firearm

  1. Carbine
  2. Rifle
  3. Auto Rifle
  4. Shotgun
  5. SMG
  6. Revolver
  7. Pistol
  8. pick one

Armor

Roll 1d6+Rank. If you roll 7 or more, you also start with armor. This can be a kevlar vest, or ceramic body armor.  

As a group, you get a vehicle.

Roll 1 d12:

  1. Bicycles
  2. Motorbikes
  3. Horses
  4. Hum-Vee
  5. UAZ-469 (Eastern Bloc jeep)
  6. 3/4-ton pickup Truck
  7. 2.5 Ton Truck
  8. 5-ton Truck
  9. Civilian Car
  10. Hovercraft
  11. to 12. no vehicle

Where do you come from?
Flip a coin (heads=1, tails=2) and roll a d12

1-1. Albania
1-2 Belgium
1-3 Bulgaria
1-4 Canada
1-5 Czech Republic
1-6 Denmark
1-7 Finland
1-8 France
1-9 Germany
1-10 Greece
1-11 Hungary
1-12 pick one
2-1 Italy
2-2 Ex-Yogoslavia
2-3 Lithuania
2-4 The Netherlands
2-5 Norway
2-6 Poland
2-7 Romania
2-8 (Former) Soviet Union
2-9 Turkey
2-10 United Kingdom
2-11 United States of America
2-12 pick one



RULES

Love the characters. Respect the genre. Trust your gut feeling. Try to resolve every action by using common sense. Clarify your players’ intentions, then make a judgment.  Feel free to knock out or injure a character if the narration and common sense warrant it. If in doubt, go with the first idea that comes to your mind. If you want to roll dice, ref rolls 2d6 vs. the player’s 2d6.
You can also work with a single target number: 8. Add +1 for each advantage you have (or even +2 if the advantage is huge), and subtract 1 for each disadvantage you have (or subtract 2 if your disadvantage is huge). Try to roll 8 or more to succeed.

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