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Twilight : 2000, 4th Edition

Twilight: 2000 Hostile Waters

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I always wanted to go on a boat, you know, before the war. When we reached the Vistula, Top said, “Now’s your chance, kid.” Two-Fer said he did some boating with his brother out on the Gulf, and I guess he meant Mexico because I don’t think he ever served in the desert. I kid you not, an hour later we were being chased by pirates just like in the show. Bullets whizzing above my head. Spray of water in my face. Worst part is – I’m getting used to this life.

Hostile Waters for the new edition of RPG classic TWILIGHT: 2000 is a modular expansion that includes everything you need to play in a marine environment. Hostile Waters is loosely based on Pirates of the Vistula for the first edition of TWILIGHT: 2000 but designed to be used for any waterways.

This boxed set includes new combat and travel rules for marine environments, military watercraft large and small, new factions for the PCs to tangle with, new plots to unravel, and new scenario sites to explore – including the USS Maine Ohio-class nuclear submarine. It also describes the two sample waterways the Vistula river and the Göta Canal. Contents of the boxed set:

104-page full-color book stuffed with new rules and gaming material.
26 new encounter cards, for use on rivers or lakes.
16 modular battle maps for marine environments.
Six scenario site battle maps.
Battle map tokens for boats and ships of various sizes.
A huge double-sided full-color travel map for northern Poland and southern Sweden, connecting the maps in the core RPG set, format 864x558mm.

104 pages, Boxed Set

Published June 1, 2024

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Tomas Härenstam

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Profile Image for Benjamin.
1,464 reviews24 followers
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December 12, 2025
How? Found a copy on sale.

Why buy? For whatever reason, I dig this military RPG alt-history (you play in the aftermath of a Soviet/Nato nuclear exchange). Maybe it's the hope baked in, under the grime?

Why read now? Honestly, it's the only thing on my Free League shelves that wasn't yet read.

What? Like Urban Operations, but for water:

- there's a little overview of the topic post World War III (with oil scarce, train tracks bombed, and planes limited, people have gone back to water as a highway, as well as a resource);
- there's some rules and equipment (and a really delightful set of maps and tokens for boats for when you inevitably get shot at);
- then there's a lot of adventure seeds, in the form of:
- random encounters;
- factions that are on the water (including pirates, villagers just trying to survive, and a traveling theater troupe);
- plots around waterways and water as a resource (including one plot about the last nuclear submarine, which was a whole adventure series in the 1st edition of the game);
- and locations.

Yeah, so? I read a review somewhere of someone who didn't like some of this because of the mistakes made around military equipment, or at least and most egregiously, the submarine. I don't care about that, I just love the art and the world. It's so funny to me, in a way, that every location/group has like one big betrayer or one big revelation that will tear the group apart. I love the idea of PCs stumbling into the theater troupe or hunting after the last submarine.

Now, as with Urban Operations, there's some material here for a long-running story called Operation Reset, which will be the next (and hopefully last!) box in this series. Because as much as I like reading and looking through these books (and maps and random encounter cards), I'm not sure I'll ever get to play them, and space on my shelves is getting dear.
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