TEXT:  
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  1 
   
  ARMY ANTS: TWILIGHT 
   
   
  Issue Number 1; March 2020 
   
  Created by Michael T. Desing 
  Splintered Realms Publishing 
  splinteredrealm.blogspot.com 
   
  Based on the world’s greatest RPG 
   
  Dedicated to Larry Hama:  
  “tanks” for the memories. 
   
  Contents 
  The Story………………Page 2 
  The Game System……...Page 5 
  Open Game License….Page 24 
  ABOUT 
   
  Michael T. Desing’s Army Ants: Twilight is two things: first, it’s 
  an ongoing narrative about a group of ants at the end of the 
  Ant/Wasp War, © Michael T. Desing. It is also a roleplaying game 
  for two or more players, released under the Open Game License 
  (page 24).  
   
  As a reader, you will hopefully decide to follow the exploits of 
  a team of army ants on their greatest, and possibly final, adventure.  
   
  As a player, you will take on the role of an army ant or an allied 
  bug, traversing the wilds. You will join with a team of other bugs to 
  overcome the challenges that the referee places before you. You will 
  use these rules, an assortment of dice, and your imagination to craft 
  a shared tale of your adventures. 
   
   
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  2 
   
  CHAPTER ONE: ONCE MORE UNTO THE BREACH 
   
   
  I have a story to tell you. The story started 25 years ago, with a mini-comic and a group of ants. I’ve 
  already told the first part of it through graphic novels, webcomics, and other games. It’s a story about the 
  ants: their war with the wasp empire; the tournament; honor and prophecy. Now, it’s time for me to tell 
  the rest of it. It’s time to finish the story. 
   
  We crossed the Red Meridian at 0400 Hours. The dark was oppressive. We couldn’t see it, but we could all 
  feel it.  
   
  Phil, our team’s communications operative, sighed, “First time in the backyard in six days. Feels like a 
  lot longer.”  
   
  I nodded. Gunner, our heavy weapons specialist and squad leader, called down, “Guys. Keep your 
  mandibles up. We can’t know what to expect.” He set into the upper lookout position, easing back into the 
  harness and letting his ankle brush the side of my right antenna. 
   
  It was tight inside the Mud Rover. That was what we’d named her. She was a standard-issue ATP-77 
  Frogger 6-wheel amphibious reconnaissance vehicle. AM-17L quad-series engine. 310 snail power. Six-speed 
  elevated torque transmission system. Maximum payload 4000 mg. Top speed 10 meters per minute land, 5 
  meters per minute amphibious. Custom-mounted AM-3 heavy machine gun with triple-capacity belt feeder. 
  Most importantly: full environmental seclusion for up to 48 hours. Standard crew of 2, with maximum 
  deployment of 12. But it felt tight even with just the three of us. 
   
  Gunner’s foot brushed against my head again. I let go of the wheel with my right hand and guided his 
  foot into the stirrup. “Feel that?” He called down, “left side is a little gimpy. I’m thinking that middle tire is 
  leaking again. Let’s be sure to check that in Crossroads. How long ‘til arrival?” 
   
  Phil, sitting to my right, checked one of the many screens he monitored. “Three clicks. So at this speed 
  about 2 minutes.”  
   
  A beat. “Hmf. Let’s hear the recording again, make sure we’re not missing anything. Don’t want us 
  rolling into a trap.” 
   
  He didn’t need to hear the recording again. But I guess maybe he did. Phil cued it up. Play. The familiar 
  hiss. Three bursts of static, and then her voice. 
   
  “This is Honeydew, Senior Agent of the Ladybugs, and acting director of Central Intel. This is a call to 
  all remaining forces to come home. There aren’t many of us left, but we need to organize. This will be the 
  only open communication. If you know where, then you know. If you don’t… well, may the Queen guide 
  your path.” Click. 
   
  Phil shut it down, “Fourteen seconds. Best hacking would need at least fifteen of open line, so it 
  shouldn’t be compromised. Nothing in the transmission to give away location. I doubt it’s a trap.” 
   
  We’d all changed over the last while, but Phil’s transformation was the most stark. He wasn’t a bumbling 
  idiot anymore. He’d lost his clumsy, oh shucks demeanor. And his sense of humor. And his ADHD. He was 
  now the consummate communications operative.   
   
  I missed my old friend. 
   
  I guided the Mud Rover from the thick grass, turning left onto a narrow, broken road. I saw lights 
  ahead. Gunner’s foot flexed, and I heard the safety switch off. “Locked and loaded.” 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  3 
   
   
  “Let’s assume the best,” I said despite present circumstances, straining to see what the light revealed. It 
  silhouetted two bugs who carried red flares. I was trying to make out the non-verbal signal they were 
  making. 
   
  Phil was ahead of me, “universal allied welcome signal. If it’s a trap, they’ve gone to a lot of work to 
  make it look like the real deal.” 
   
  Gunner left the safety off. 
   
  I pulled the Mud Rover to just shy of 3 centimeters away. One of the flare-carriers produced a wand 
  with a dish at the end and approached. He was a cricket. He moved up the passenger side and started 
  sweeping the dish up and down across the side of the Mud Rover, looking for spore contamination I 
  assumed. The other bug, also a cricket, approached my side. He shifted the flare to his off hand and pulled a 
  clipboard from under his right arm. “Welcome to Crossroads. What’s your service number?” 
   
  “DTM-0407,” I said by rote.  
   
  He checked the clipboard, “Hmf. Last Shadow Hill manifest had this as crew of five. Sergeant Gunner, 
  Warrant Officer Zak, Corporals Vince and Phil, Private First Class Slab.” 
   
  “We’re three now.” I kept my eyes forward. 
   
  “Sorry to hear.” He glanced to the back of the Mud Rover. In the rearview mirror, I could see his 
  partner give a thumbs up. He was back to business, “You can follow this road half a meter. Pull into the 
  large warehouse on the right.” I nodded and shifted into gear, and the Mud Rover lurched forward. She was 
  tired, too.   
   
  The warehouse was a rickety old thing in a town full of rickety old things. Its best features were the 
  sagging train depot, the thin row houses, and the watering hole called the Ladybug’s Picnic. It looked like 
  the kind of place gnats would be ashamed to call home. 
   
  Of course, it was all a front. Underneath was the most intricate intelligence hub in Seven Fields. 
   
  Or at least, it used to be. 
   
  As we rolled onto the platform in the middle of the warehouse and started to descend via the hydraulic 
  elevator, the change was obvious. Several halls off the main artery sat entirely dark. Passages were sealed off. 
  Silence had replaced the familiar buzz of activity. 
   
  We came to a rest a half meter below in the motor pool. Somewhere, water dripped against metal. A 
  staleness pervaded the air. Five vehicles sat here. I saw a few jeeps and motorcycles, and a helicopter that 
  was either being taken apart or being put back together. It was impossible to tell. 
      A single ladybug met us. She was unfamiliar. Young. Reminded me of Honeydew when we first met her. 
  Seemed professional. She didn’t say her name. Probably a good idea. Last thing anybody needed was to get 
  personal. Not now. “The commander was pleased to hear of your arrival. She’s waiting for you.” 
   
  She led away briskly. We tried to stretch, having been crunched in our seats for the last two hours, but 
  she didn’t wait. We hustled after her. Gunner was lagging noticeably. I couldn’t blame him. 
   
  We entered the command center. The last time we were here, it was a hub of activity. Then, two dozen 
  high-level ladybug operatives monitored a dozen screens, processing activity from across Seven Fields. 
  Now, there were three ladybugs, and only two screens were active. The whole room shared a dull blue glow. 
   
  “Sorry for the mood killer,” Honeydew said from the middle of the room, standing with her back to us, 
  not looking up from her podium. She was fighting to stand tall, despite the exhaustion that threatened to 
  overwhelm her, “energy conservation is a high priority. We’re down to two days of power.” 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  4 
   
   
  The old Phil would have stammered. This Phil walked up to her and gave her a strong hug. She was 
  surprised, but then returned it. “Hey, Phil.” 
   
  I was next, and she squeezed a “Hey, Honeydew.” out of me. She whispered, “Vince, I’m so sorry.”  
   
  I choked, “Me too.” She held the hug for an extra second. I noticed the ant colonel’s insignia on her 
  shoulder. It looked… heavy. 
   
  “Hey, Dew.” Gunner hadn’t crossed the chamber. 
   
  “Gunner. Good to see you.” She wasn’t looking at him. She turned back to her podium. 
   
  She activated a key on the console. A few graphics popped on a screen, replacing the map with red dots 
  that had been there, “you guys make seven teams that have reported in. That makes 29 army ants. 
    
  29. A regiment of 750 army ants had been stationed at Haven Hill not even two weeks ago. It was too 
  big to think about. “I’ve already dispatched the other six teams. I had given up hope of any others…” she 
  was on the verge of something, but she pulled herself back, “we’ve activated the Twilight Protocol.” 
   
  Gunner finished her thought, “If our Hills should fall, the Twilight Protocol is as follows: forage to live, 
  fight to survive, and find a new queen.” 
   
  She nodded, “and I’m trying to keep us organized. Doing my best. Following up leads. Trying to recover 
  as many resources as we can. Salvaging old depots for ammunition and supplies.” She sighed, “we’re spread 
  pretty thin.” 
   
  “What’s the civilian status?” I asked. I already knew the answer, but I had to hear it. 
   
  “Bad,” she admitted, “after we took out Valhalla Complex, the Wasp Empire activated the Doomsday 
  Directive. We estimate that the spores wiped out all five ant hills and their queens, 80% of insect life in the 
  backyard, and we think upwards of 50% across all of Seven Fields. The lack of rain for two weeks was a 
  killer. Literally.”   
   
  “Our science division is in shambles, but they’ve been able to glean this much - the carrier is a 
  microscopic parasite. Attacks the mind in ways we are still trying to understand. Produces spores, infects 
  insects, makes them savage, infects others, kills in days - more spores, more contamination. Round and 
  round. Affects most insect species – has hit ants the hardest, but many others are decimated, too.” 
   
  “Can it be stopped?”  
   
  “Negative. It may be running its course, but we cannot be sure. Quarantines seem to have helped. But 
  there are pockets where we know there’s still a lot of contamination. Unfortunately, one of our high-priority 
  targets is also heavily contaminated.” 
   
  The weight of the silence pressed against us. Honeydew broke it, “So, you guys come by to shoot the 
  snot, or you ready to get back to work?”  
   
  Gunner perked up for the first time in days. A mission. This would give us something. Purpose. Better 
  than driving around the western wilds for a week like we had been, just trying to stay alive, brooding in our 
  hopelessness, “what do you have for us? I know that there’s an old radio station seven clicks from here…” 
   
  “Already have a team on that. They set out a few hours ago. No. I’ve been holding on to a mission 
  that’s… delicate.” 
   
  Phil, surprisingly, was the first to speak, “we’ve got it. What’s the target?” 
   
  Honeydew picked up a folder and flipped through it. She offered it forward. I took it. 
   
  “I need you to go back to Shadow Hill.” 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  5 
   
  THE WORLD OF THE ANTS 
  The ants and their ilk live in an area called Seven Fields. Seven Fields has seen constant upheaval over the 
  last several years, as various species ebb and flow in power; each winter brings a cease to activity, and each 
  spring brings shifts to the power dynamics at play as some species come to prominence as others fade.  
   
  RECENT HISTORY 
   Two Years Ago. Ants from Haven Hill spread out across Seven Fields, establishing four other military 
  posts. They faced direct challenge by the Fly Confederacy, the reigning power of Seven Fields. The two 
  sides engaged in a series of skirmishes that were characterized by guerilla warfare. At first snowfall, the 
  two sides declared peace, as the flies agreed to allow the ants to establish a series of hills, while the flies 
  could maintain their network of affiliated city states and fortresses without challenge.   
   One Year Ago. A new Wasp Empress established a hive in the backyard, unifying a dozen different 
  wasp and beehives under a single banner. This combined force imposed tyrannical law, directly 
  confronting the fledgling Ant Republic, and diminishing the power of the Fly Confederacy, which saw a 
  sudden and steep decline, as its confederacy of nation states fell into internal conflict. The spring saw a 
  massive Fly Civil War, while the latter part of the summer and early autumn saw the Wasp Empire pick 
  apart fly infrastructure, fracturing the once mighty nation. The ants rose to challenge them, establishing 
  a series of strongholds as winter approached.  
   This Spring. The Ant/Wasp War renewed with the arrival of spring. Both forces emerged from winter 
  engaged in a protracted and bloody conflict that drew the 
  entirety of Seven Fields into war.   
   This Summer. The war reached its peak, as the wasps 
  launched a series of direct attacks against ant hills, using 
  advanced weapons systems to level several ant 
  fortifications. The ants retaliated with a series of clandestine 
  operations. One of these led to the death of the Wasp 
  Empress, and the fall of the mighty Valhalla Complex. With 
  the death of the Empress, her final order was triggered: The 
  Doomsday Directive. Dozens of wasp agents spread a 
  biological agent that ravaged insect life across Seven Fields, 
  starting a time called the Calamity. The flies responded by 
  setting off “dirty bombs” that poisoned food sources and 
  spread low-level radiation in many places.  
   Now. It is autumn. The ants and their allies who remain 
  endeavor to pick up the pieces. Winter looms. Hope is 
  fading. Desperately, teams traverse Seven Fields striving to 
  follow the last order of the High Queen, the Twilight 
  Protocol: Forage to Live; Fight to Survive; Find a New Queen.  
   
  ANT SCALE 
  The perspective of ants and their allies differs greatly from our 
  own. To immerse yourself in the game, it will be helpful to 
  consider ant scale. Everything is smaller. To an ant, a millimeter 
  is a foot. Six meters is a mile. Time is also compressed. Since an 
  army ant lives only three years, an hour is like a day, a day is like 
  a month, and a month is two years. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  6 
   
  CORE RULES: CHARACTERS 
  Specialties represent a combination of the species and vocation of an insect. Attributes are the six primary 
  physical and mental traits that define your bug. These are rated from 1 to 18. Each rating has a companion 
  modifier that is used instead of the attribute rating in some situations. While you add STR 13 to checks to 
  lift a stone, add your +3 modifier to attack and damage rolls in melee, and to attack rolls with heavy 
  weapons. Attempt checks against a default difficulty target (DT) of 20. An active check (i.e. to kick a 
  door open) takes one action, but a resistant check (i.e. to hold breath) does not. 
   
  THE ATTRIBUTES 
  Attribute 
  Rating added to checks to 
  Modifier added to 
  Strength (STR) 
  Apply physical strength 
  Melee attack/damage rolls; heavy weapons 
  attack rolls 
  Intelligence (INT) 
  Apply knowledge and learning 
  Skills involving tech; known languages 
  Wisdom (WIS) 
  Apply insight and understanding  Any roll to heal. 
  Dexterity (DEX) 
  Apply quickness and accuracy 
  Armor Class; most ranged attack rolls 
  Constitution (CON) 
  Apply physical endurance 
  Hit Points rolled every level 
  Charisma (CHA) 
  Apply personality and charm 
  Followers’ morale; access to psionics 
   
  ATTRIBUTE RATINGS 
  Rating Descriptor 
  Modifier 
  0-1 
  Impaired 
  -3 
  2-3 
  Poor 
  -2 
  4-5 
  Below Average 
  -1 
  6-7 
  Average 
  +0 
  8-9 
  Good 
  +1 
  10-11 
  Excellent 
  +2 
  12-13 
  Remarkable 
  +3 
  14-15 
  Incredible 
  +4 
  16-17 
  Amazing 
  +5 
  18-19 
  Insect Peak 
  +6 
  20-21 
  Predator 
  +7 
  22-23 
  Large Predator 
  +8 
  24-25 
  Huge Predator 
  +9 
  26 
  Alpha Predator 
  +10 
   
  Levels rate relative power. A level 1 bug is 
  inexperienced, while a level 6 bug is exceptionally 
  experienced, skilled, and powerful. You improve 
  in level by earning Experience Points (XP). 
  With each level, you amass more Hit Points (hp), 
  which measure how much damage you can 
  sustain. Keep track of your current hp. Your level 
  is your base attack modifier. You have a total 
  number of general Talents equal to your level. 
  You act a number of times each round equal to 
  your level. Add your level to your armor class. 
  LEVELS 
  Level 
  XP Required 
  Hit Dice 
  FEAT 
  1 
  0 
  2d6 
  +7 
  2 
  100 
  4d6 
  +8 
  3 
  300 
  6d6 
  +9 
  4 
  1,000 
  8d6 
  +10 
  5 
  3,000 
  10d6 
  +11 
  6 
  10,000 
  12d6 
  +12 
   
  FEATs reflect a general measure of your overall 
  skill. Your FEAT modifier is a base of +6 +level. 
  Attempt a FEAT in a wide range of situations; you 
  may be asked to attempt a FEAT to test one of 
  your talents (talent FEAT), to resist an enemy’s 
  ability (resist FEAT), or to notice something 
  unusual (sense FEAT).  
  When you attempt a FEAT, roll 1d20 +your 
  FEAT modifier against the default difficulty 
  target (DT) 20. When someone rolls a FEAT to 
  resist an ability you use, the foe rolls 1d20 +FEAT, 
  with a DT of 20.  
  Some creatures have abilities that impose a 
  penalty or bonus to your FEAT attempt. A 
  creature with sense +2 causes you to take -2 to 
  your FEAT attempt when using sneak against that 
  foe, also taking +2 to its own sense FEATs. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  7 
   
  GAMEPLAY BASICS 
  Dice. Resolve situations by rolling dice, which range from 
  four-sided (d4) to twenty-sided (d20). For a percentage (d100), 
  roll 2d10; count the first result in the 10s column, the second 
  in the 1s column; 00=100. 
   
  Action Rolls. You attempt an action by rolling 1d20 + 
  modifiers. For attacks, the DT is the foe’s AC.  
   When attempting a melee or heavy weapons attack, add 
  your level, STR modifier, and any special modifiers. 
   When attempting a thrown weapon attack, add your 
  level, STR modifier, and any special modifiers. 
   When attempting a ranged weapon attack, add your level, DEX modifier, and any special modifiers. 
   When attempting an action to check one of your six attributes, roll 1d20 +your attribute rating. For 
  example, you roll 1d20 +STR to lift a blocked trap door, or 1d20 +CHA to deceive an enemy.  
   An attack roll of a natural 20 is a critical hit; deal +1d6 damage. An attack roll of 1 is an automatic 
  miss; attempt a FEAT or lose your remaining actions for the rest of the round. For actions, FEATs and 
  checks: 20 always succeeds; 1 always fails.  
   Note: You attempt a total number of actions each round equal to your level; as an ant 4, you act 4x per 
  round. 
   
  Damage Rolls. After a successful attack, determine damage by rolling the appropriate die +any modifiers. 
   When resolving melee weapon damage, roll the weapon’s die type +your STR modifier.  
   When resolving any thrown or ranged weapon damage, roll the weapon’s die type +any modifiers.  
   
  SUFFERING DAMAGE  
  At 0 hp, you are stunned (unable to act); at a negative value of hp equal to your CON rating, your bug dies. 
  You recover hp with aid kits, through mysticism, or through rest. Every turn of rest restores 1d4 +CON 
  modifier hp. You can never recover to more than your starting hp, but your hp increase every level. 
  BUILDING A CHARACTER 
  1. Roll 2d6 six times, rerolling 1s, for the starting ratings of your six attributes. 
  2. Select a specialty (see page 9) and assign attribute scores as appropriate to that specialty. 
  3. Roll your hit points. Roll 2d6 +your CON modifier. Re-roll 1s. 
  4. Select one general talent (see page 10), a focused area of expertise or training. 
  5. Roll for starting gear, as indicated by your specialty. See page 12.  
  6. Determine your armor class (AC). Your AC is a base of 10 +your level +your armor’s modifier 
  +your DEX modifier (possibly limited by the type of armor you wear). Your AC is the DT for a foe 
  to strike you with a direct physical attack. With AC 17, a total attack result of 17+ hits you. 
  7. Determine your attack and damage ratings for your various attacks, based on your attributes. At 
  level 1 with DEX 10 (+2) and an AM-16 (1d8), your ratings with that weapon are +3/1d8. You roll 
  1d20+3 to hit, and you roll 1d8 for total damage on a successful hit. 
  8. Record your FEAT modifier (+7 at level 1, possibly modified by your specialty or talents). 
  9. Pick a demeanor. Your demeanor is one word that exemplifies your personality. It could be a word 
  such as brave, clever, diligent, helpful, kind, thrifty, tough, or vengeful. This should guide roleplaying. 
  10. Develop a quote. Your quote is your catch phrase, philosophy, or famous last words. 
  11. Give your character a name and a serial number. Ant serial numbers are ##-##### format. 
  LEVEL UP! 
  When you earn the XP total required 
  for the next level, you level up.    
  Increase your FEAT modifier +1, add 
  +2d6 +CON modifier to your total hit 
  points, add +1 to AC, act 1 more time 
  each round, learn 1 general talent, and 
  earn the abilities of the next level for 
  your specialty.  
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  8 
   
   
  SPECIALTY 
  A specialty is a unique combination of a species (red ant, ladybug, etc.) and field of training (commando, 
  ranger, etc.). Each specialty provides an assortment of abilities that sets it apart from all others. 
  Each level, members of that specialty receive additional abilities. The listed bonuses are cumulative; at 
  level 3, Vince (red ant infantry) elects to add an additional +1 to DEX, beyond the +1 he took at level 1 (for 
  a total cumulative bonus of +2, taking his starting DEX score of 8 to 10). He also gets to select two more 
  talents (1 for increasing in level, +1 bonus because of his specialty). 
   
  ABOUT MYSTICAL TALENTS 
  The mystical talents of wilding and psionics are unlocked when bugs attain ratings of 14 or better in WIS 
  or CHA, respectively. At these ratings, a bug transcends normal insects, elevating perception into the 
  supernatural world. This means that some red ant rangers will learn wilding relatively early in their careers, 
  while some may never unlock this ability at all. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  9 
   
  RED ANT COMMANDO 
  Start With 
  Security; Small Arms; Sneak; Garrote; Tinkering; Move 4 
  Progression DEX +1 (levels 1, 2, 3, 5); CON +1 (levels 3, 6);  
  +1d4 sneak attack damage (levels 1, 3, 5); sense +1 (levels 2, 4, 6) 
  Gear 
  Pistol; Starter Gear; Garrote 
   
  As a red ant commando, you are among a rare breed. You want the dangerous missions. While you are not 
  the most formidable in a straight-up fight, your ability to strike quickly and silently is without parallel. You 
  cannot wear better than light field armor. Sneak attack damage is cumulative; at level 5, you deal +3d4 sneak 
  attack damage. 
   
  RED ANT HEAVY WEAPONS 
  Start With 
  Small Arms; Heavy Weapons; Tinkering; Move 4 
  Progression STR +1 (levels 1, 2, 4, 5); CON +1 (levels 3, 6); +1 to all damage rolls (levels 1, 3, 5);  
  AC +1 (levels 2, 4, 6) 
  Gear 
  Machine Gun; Starter Gear 
   
  As a red ant heavy weapons specialist, you carry machine guns into combat, dealing unparalleled damage.  
   
  RED ANT INFANTRY 
  Start With 
  Small Arms; Tinkering; Move 4 
  Progression +1 to one attribute as desired (see below); +1 bonus talent each level  
  Gear 
  Rifle; Starter Gear 
   
  As a member of the red ant infantry, you are the most adaptable member of the military. You may allocate 
  your +1 attribute point as desired each level, but you may not increase any attribute to a rating of better than 
  13. You learn two talents each level, instead of the standard 1. 
    
  RED ANT RANGER 
  Start With 
  Small Arms; Sneak; Recon; Tinkering; Move 4 
  Progression WIS +1 (levels 1, 2, 4, 5); CON +1 (levels 3, 6); sense +1 (levels 1, 3, 5); move +1 (levels 
  2, 4, 6); unlock wilding at WIS 14+ (see page 10). 
  Gear 
  Rifle; Starter Gear 
   
  As a red ant ranger, you become one with the wild, able to use nature as an ally. If you attain WIS 14+, your 
  natural connection extends to include the supernatural talent of wilding. 
   
  LADYBUG INFILTRATOR  
  Start With 
  Security; Small Arms; Garrote, Covert Ops; Sneak; Tinkering; Move 4 
  Progression DEX +1 (levels 3, 6); CHA +1 (levels 1, 2, 4, 5); sense +1 (levels 1, 3, 5); bonus talent 
  (levels 2, 4, 6); unlock psionics at CHA 14+ (see page 10). 
  Gear 
  Pistol; Starter Gear; Garrote 
   
  As a ladybug infiltrator, you are a master of secrecy and manipulation. You cannot wear better than light 
  field armor. If you attain CHA 14+, your mental affinity extends to include the supernatural talent of 
  psionics.
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  10 
   
  TALENTS 
  Talents include the skills, abilities, and supernatural powers your bug possesses. Specialty talents are only 
  available to certain specialties that get them; general talents may be purchased as you advance in level.  
    
  SPECIALTY TALENTS  
   Covert Ops allows you to attempt a FEAT to take a variety of actions, such as swipe objects without 
  being seen, forge documents, and assume fake identities. A foe’s sense may modify the DT of covert 
  ops attempts. While sneak is used in combat situations, covert ops is used in non-combat situations. 
   Heavy Weapons allows you to carry machine guns into combat. You use STR instead of DEX for 
  attack rolls with machine guns. 
   Recon allows you to attempt a WIS check to track a creature, identify an 
  unknown plant or animal, or intuit direction in the wild.  
   Security allows you to attempt a FEAT to pick a lock, disarm a trap, or foil 
  a security device.  
   Sneak allows you to attempt a FEAT to sneak past or upon a foe. If 
  successful, you gain surprise (see page 16). A foe’s sense may modify the 
  DT of sneak attempts. While sneak is used in combat situations, covert 
  ops is used in non-combat situations. 
   Tinkering allows you to maintain, repair, modify, and upgrade your 
  primary weapon. You have a total number of bonus points to allocate to 
  your weapon equal to your level. You may modify the accuracy (granting 
  bonuses to hit), damage (granting bonuses to damage rolls) and/or range 
  (granting bonuses to range increment), up to a maximum of +3 each. As a 
  bug 4, you have 4 points to allocate. You could increase your weapon’s 
  accuracy +3 and damage +1, or you might give +2 to damage and range.    
   Two Weapons you wield two weapons (pistols or melee weapons). Take 
  one bonus attack each round. Both weapons must be one-handed (pistols 
  or melee weapons). You cannot tinker your second weapon. 
   
  MYSTICAL TALENTS 
  Mystical talents are unlocked when a bug reaches CHA 14 (psionics) or WIS 
  14 (wilding). Foes of higher level than you are allowed a FEAT to resist your 
  mystical talent attempts, as applicable. Range is usually 3. 
   Psionics allow you to attempt a CHA check once per turn to perform a 
  supernatural action related to mentalism. You can charm a neutral or 
  enemy bug for 1 turn (forcing the bug to attempt a FEAT or view you as 
  an ally for 1 turn; no CHA check required), telekinetically move an 
  object with your mind (using CHA as STR for 1 turn, affecting objects up 
  to range 3), or read an object you touch, discerning 1 useful fact about it.  
   Wilding allows you to attempt a WIS check once per turn to perform a 
  supernatural action related to nature. You can heal with your touch 
  (restoring 1d6 +level +WIS modifier damage), charm a natural predator 
  (forcing the creature to attempt a FEAT or view you as a friend for 1 turn; 
  no WIS check required) or commune with nature (asking one question of 
  the natural world that may receive a cryptic reply).  
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  11 
   
  GENERAL TALENTS 
  These talents are available for purchase as you 
  advance in level; receive 1 general talent each 
  level. You may not take any general talent more 
  than once. 
   Aim. Add +1 to ranged weapon attack rolls. 
   Expert. Add +2 to attempts with one of your 
  other talents that requires a FEAT or attribute 
  check, or in an area that does not have a 
  unique talent (for example: driver, digger, 
  swimmer, climber…) 
   Artillery. You have training in field artillery 
  such as grenade launchers, bazookas, and 
  mortars. Those without this training use such 
  weapons at -4. 
   Fortitude. Add +5 to hit points. 
   Hurler. Add both +DEX and +STR bonuses 
  to thrown weapon attack rolls. Add you STR 
  modifier to thrown weapon range. 
   Leadership. You have a pool of points equal 
  to your CHA modifier every round. You may 
  add these to actions, attacks, and FEATS 
  attempted by allies that you can communicate 
  with. You may allocate points after dice are 
  rolled. You receive no bonuses. 
   Martial Arts. Add +2 to melee attack rolls 
  and deal 1d4 base unarmed damage. 
   Mechanic. You can add your level to one 
  aspect of your team’s vehicle, increasing its 
  Armor Class, its hit points, decreasing its 
  control DTs, or improving its weapon system 
  as with tinkering. For instance, as an ant 4, 
  you could increase the Frogger’s AC by 
  maintaining a custom-made set of armor 
  plating. You can synergize with other ants, 
  working together to increase several parts of 
  your vehicle. Any maximum modifier 
  is +4. 
   Medic. While all ants have basic 
  training in first aid, able to use aid 
  kits to restore damage to themselves 
  or allies, you are a cut above. When 
  you use an aid kit, add +2 to the hits 
  you restore. 
   Moxy. You may reroll any one 
  action, resist, result, or FEAT roll you 
  make each turn. 
   Parry. Add +1 to AC for each melee weapon 
  you wield. 
   Precision. Add +1 to all weapon damage 
  rolls. 
   Resilience. Ignore the first damage you 
  suffer from every attack that hits you equal to 
  your CON modifier.  
   Saboteur. You understand explosives, 
  engineering, and mechanics, able to sabotage 
  vehicles or set/disarm explosives. Attempt an 
  INT check to sabotage. You can also set 
  improvised devices with tripwires and 
  grenades. See the example on page 23. 
   Savagery. You may enter a primal rage, 
  taking a bonus to all attacks equal to your 
  level. This lasts for 1 turn. You may do this 
  one time each day for free, but each additional 
  attempt requires a successful FEAT. Once you 
  activate savagery, you cannot leave battle 
  unless you are stunned, or all enemies fall. 
   Sharpshooter. Shift all ranged weapon 
  damage up one die (ex: 1d6 becomes 1d8). 
   Sniper. Once per turn, you may make one 
  attack against a foe that has not seen you, 
  using a ranged weapon. If you hit with the 
  attack, attempt a FEAT. If successful, you 
  automatically kill that target. Targets must be 
  equal or below your level. You cannot use 
  sniper against foes of higher level. 
   Technology. You may use, modify, and 
  operate technology. See technology sidebar. 
   Toughness. Add +1 to your AC. 
   Unscathed. Once per turn, use a free action 
  to attempt a FEAT. If successful, you 
  completely ignore damage from one attack or 
  event.
  Sidebar: Technology 
   
  Technology is a flexible talent with many potential 
  applications. Any time you use your technology talent, attempt 
  an INT check. The referee sets the DT based on the difficulty 
  of what you attempt. You could attempt to send a 
  communication, decode or block communications, scour a 
  computer for encrypted files, jam radar systems, or manipulate 
  power systems such as generators, electric grids, and batteries. 
  Technology relies on the player to think creatively about how 
  this talent may apply in a circumstance. The overall 
  technology level of the game evokes the early 1980s. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  12 
   
  GEAR 
  Gear includes a wide range of useful items. In the past, ants were able to requisition whatever they might 
  need from the quartermaster. Now, even relatively common gear is hard to come by. Your specialty 
  indicates what primary weapon you begin with. You also have starter gear (see below). Any additional gear 
  must be found on your missions. 
   
  WEAPONS, MILITARY 
  You start with one weapon, based on your specialty. You empty a clip or finish a belt on your first attack 
  roll of 1 each turn. Keep track of clips, because you cannot use your weapon when you run out of ammo. 
   
  PISTOLS (ROLL 1D6) 
   (1-4) AM-45 Pistol (1d6/range 3). The standard-bearer of sidearms, the AM-45 is a dependable, 
  efficient weapon. Users receive +1 tinkering point to place as desired. 
   (5-6) AM-UZ Auto Pistol (+1/1d6+1/range 3). This automatic pistol deals significant damage. 
   
  RIFLES (ROLL 1D6) 
   (1-4) AM-16 Assault Rifle (1d8/range 5). The weapon at the heart of the ant military. This is the most 
  versatile weapon Ant Munitions ever crafted. Users receive +1 tinkering point to place as desired. 
   (5-6) AM-G3 Assault Rifle (+1/1d8+1/range 4). A newer weapon being deployed for the short-range 
  fighting that was becoming prevalent, the AM-G3 has more power and accuracy than the AM-16. 
   
  MACHINE GUNS (ROLL 1D6) 
   (1-4) AM-60 Machine Gun (1d10/range 6). This is the workhorse of heavy weapons for the ant 
  military. Users receive +1 tinkering point to be placed where desired. 
   (5-6) AM-G1 Machine Gun (1d10+2/range 6). This beast requires STR 10+ to carry into combat. It 
  was originally meant for vehicles, but quickly became popular among the heavy weapons corps. 
   
  ARTILLERY (ROLL 1D6) 
   (1-4) Grenade Launcher. Fires a specially-designed grenade (comes with 2d4 grenades; roll 1d4 for 
  explosive types, page 13), range 6. 
   (5-6) Mortar. Fires a specially-designed grenade (comes with 2d4 grenades; roll 1d4 for explosive types, 
  page 13), range 10. 
   
  STARTER GEAR 
  Your starter gear is a random assortment of loot that you were able to scrap together. In addition to your 
  weapon, you have 1 suit of combat fatigues; 1 survival knife (deals 1d6 melee damage), a backpack, and 
  the following: 
   
    1d4+4 clips or belts of ammunition for your primary weapon. 
    1d4 explosives (roll for each on the table on page 13). 
    1d4 pieces of general gear (roll for each on the list on page 13). 
   
   
   
   
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  13 
   
  ARMOR, EXPLOSIVES, AND WEAPONS 
  Roll Armor 
  Explosives 
  Weapon 
  1 
  Helmet  
  (+1 AC)  
  Any may wear. 
  Fragmentation Grenade. Deals 2d6 damage to all in a 4 
  cm square; targets may attempt a FEAT for half damage. 
  Simple Melee Weapon 
  (axe, sword, spear) 1d6 
  damage 
  2 
  Light Tactical 
  Suit (+1 AC) 
  (a) 
  High Explosive Grenade. Deals 3d6 damage to all in a 
  1 cm square; targets may attempt a FEAT for half 
  damage. 
  Simple Ranged 
  Weapon (bow, sling); 
  1d6 damage; range 3 
  3 
  Light Tactical 
  Suit (+1 AC)  
  Concussive Grenade. Forces all creatures in a 4 cm 
  square to attempt a FEAT or be stunned 1d6 rounds.  
  Pistol  
  (includes 1d4 clips) 
  4 
  Flak Jacket 
  (+2 AC) (b) 
  Incendiary Grenade. Deals 2d6 damage to all in a 1 cm 
  square; targets may attempt a FEAT for half damage. 
  Flammables will start on fire. 
  Rifle  
  (includes 1d4 clips) 
  5 
  Flak Jacket 
  (+2 AC) 
  Dynamite (1d6 sticks and 1d4 timed detonators). Each 
  stick deals 1d10 damage to all in a 4 cm square; targets 
  may attempt a FEAT for half damage.  
  Machine Gun  
  (includes 1d4 belts) 
  6 
  Heavy Tactical 
  Armor (+3 
  AC) (c) 
  Plastic Explosive (1d6 lumps and 1d4 remote 
  detonators). Each lump deals 1d12 damage to all in a 4 
  cm square; targets may attempt a FEAT for half damage. 
  Artillery  
  (includes 1d4 pieces of 
  ammunition) 
   
  (a) With a light tactical suit, add +1 to armor class. You have no limit to your DEX bonus to AC. 
  (b) With a flak jacket, add +2 to armor class. Your maximum DEX bonus to AC is +2. 
  (c) With heavy tactical armor, add +3 to armor class. Your maximum DEX bonus to AC is +1. 
   
  GENERAL GEAR 
  General gear includes a wide range of useful items. Roll 1d20.   
   
  1. Ait Kit, Standard. Use 1 full round to restore 
  1d4 + WIS modifier hp to yourself or an ally 
  nearby. Each aid kit can only be used once. 
  2. Aid Kit, Advanced. Use 1 full round to restore 
  2d4 + WIS modifier hp to yourself or an ally 
  nearby. Each aid kit can only be used once. 
  3. Armor. Roll on table above. 
  4. Binoculars. See clearly to 10 meters. 
  5. Climbing Spikes. Add +4 to climbing checks. 
  6. Communications Kit. Allows communication 
  up to 25 meters; allows technology checks to 
  jam or intercept (see sidebar on page 11).  
  7. Entrenching Tool. Shovel/spade. 
  8. Flares. Illuminates a 4 cm square. 
  9. Flare Pistol.  Fires a flare (as above) up to 1 
  meter. Comes with 2d4 flares. 
  10. Grapple. Attempt a thrown weapon attack vs. 
  AC 10 to hook this to a fixed point. Includes 5 
  cm of rope. 
  11. Gas mask. The wearer is immune to gas 
  attacks but takes -1 to all actions. 
  12. Flashlight. Casts light to 5 cm. 
  13. Parachute. Keeps you from taking falling 
  damage from heights better than 1 meter. 
  14. Rope. 3d6 cm of rope. 
  15. Scope. Attach to a weapon to increase its range 
  increment by +4. (1 in 4 also has night vision). 
  16. SCUBA gear. Breathe underwater for 4 hours. 
  17. Tent. For 2d4 insects. 
  18. Utility Knife. Contains many simple tools. 
  19. Walkie Talkie. Allows communication to 10 
  meters. 
  20. Wet Suit. Swim at your full normal move.
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  14 
   
  RANK AND PROMOTION 
  Honeydew, the acting head of Central Command, was granted the rank of Colonel of the Ant Army just 
  before the Calamity. In this role, she has authority to grant rank and to promote insects within the Ant 
  Army. She understands the importance of rank in maintaining the morale of troops; they need to believe 
  that things can get better, and that the army can return. She takes this responsibility seriously.  
   
  STARTING RANK 
  During character creation, roll a CHA check to see where your bug starts. If the check result is 19 or lower, 
  your bug is an enlisted soldier; at 20-23, your bug is a warrant officer; at 24+, your bug is an officer. 
   
  EARNING A PROMOTION 
  A bug is considered for promotion every 100 XP. At this time, his or her record is evaluated, and the bug 
  attempts a CHA check. The bug receives a bonus or penalty of up to +4/-4 to the check, depending on 
  behavior during the time since the last review (as determined by the referee). For example, if the bug 
  ignored an order and was reckless during one mission, he might suffer a -2 penalty to the check; if he was an 
  exemplary soldier and made sacrifices for his team, he might add +4 to the check. Note: The CHA bonus 
  listed is for interactions with allies, not for future rank promotion rolls; this CHA bonus applies to 
  interactions with allies and to morale checks of those under your command. 
   
  ENLISTED SOLDIERS 
  Rank 
  DT 
  Notes 
  A-1 Private 
  N/A You are a grunt. Take nothing and be grateful. 
  A-2 Private First Class 
  21 
  Add +1 to applicable CHA checks. 
  A-3 Lance Corporal 
  22 
  Add +2 to applicable CHA checks. 
  A-4 Corporal 
  23 
  Add +2 to applicable CHA checks. 
  A-5 Sergeant 
  24 
  Add +3 to applicable CHA checks. 
  A-6 Staff Sergeant 
  25 
  Add +4 to applicable CHA checks. 
  A-7 Master Sergeant 
  26 
  Add +4 to applicable CHA checks. 
  A-8 Sergeant Major 
  27 
  Add +5 to applicable CHA checks. 
  A-9 Command Sgt. Major 
  28 
  Add +6 to applicable CHA checks. 
   
  WARRANT OFFICERS 
  Rank 
  DT 
  Notes 
  W-C Cadet 
  N/A 
  Add +1 to applicable CHA checks. 
  W-1 Petty Warrant Officer 
  21 
  Add +2 to applicable CHA checks. 
  W-2 Deputy Warrant Officer 
  24 
  Add +4 to applicable CHA checks. 
  W-3 Warrant Officer 
  27 
  Add +6 to applicable CHA checks. 
  W-4 Chief Warrant Officer 
  30 
  Add +8 to applicable CHA checks. 
   
  OFFICERS 
  Rank 
  DT 
  Notes 
  O-1 2nd Lieutenant 
  N/A 
  Add +2 to applicable CHA checks. 
  O-2 1st Lieutenant 
  22 
  Add +4 to applicable CHA checks. 
  O-3 Captain 
  25 
  Add +6 to applicable CHA checks. 
  O-4 Major 
  28 
  Add +8 to applicable CHA checks. 
  O-5 Lt. Colonel 
  32 
  Add +10 to applicable CHA checks. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  15 
   
  VEHICLES 
  At one time, a strong corps of vehicles was at the heart of the ant war effort. Those days are gone. Now, a 
  small number of vehicles remains in service, and the availability of fuel to power those vehicles, much less 
  personnel to maintain them, is at a premium. Out of this, smaller, more easy-to-maintain vehicles have come 
  to the fore. Primary among these is the ATP-77 Frogger 6-wheel amphibious reconnaissance vehicle. The 
  default assumption of the game is that the team of bugs has one of these as their mobile base of operations. 
  All vehicles have a basic walkie-talkie hookup with a range of 25 meters and a basic set of tools. 
   
  VEHICLE STATISTICS 
   Armor Class sets the CR for foes to attack 
  the vehicle.  
   Roll Hit Dice to find how much damage (hit 
  points) the vehicle can sustain. If you use a 
  vehicle to ram another object or creature, roll 
  Hit Dice for damage dealt to both the vehicle 
  and target (with maximum damage equal to 
  move). All vehicles also have resilience, 
  ignoring the first points of damage suffered.  
   Move (MV) is the maximum travel rate of the vehicle. Typical cruising speed is Move -2.  
   Control sets the CR for checks to operate the vehicle through difficult circumstances or maneuvers. 
  Attempt a control check to maneuver the vehicle at full speed in any adverse conditions. 
   Weapons may grant a bonus to hit (via targeting). Operators attempt ranged attacks using DEX. 
   Crew lists the number of operators and passengers, and/or amount of cargo (Driver + Crew). 
   Fuel Consumption gives the number of meters the vehicle can travel per ml of fuel. 
   Capacity gives the total capacity of the fuel tank, in ml (range is calculated as capacity x consumption). 
   
  ATV 
  AC 15; HD 2d6 (Res 1); MV 10; Control 18;  
  Driver +1; Fuel: 25 m/ml; 4 ml (100m range) 
   
  COMBAT JEEP 
  AC 16; HD 2d8 (Res 2); MV 12; Control 20; 
  Driver +3; Fuel: 20 m/ml; 8 ml (160m range) 
   
  LIGHT SCOUT CAR 
  AC 17; HD 2d8 (Res 3); MV 12; Control 22; 
  Cannon (1d10/range 8); Driver +2 
  Fuel Consumption 20 m/ml; 10 ml (200m range) 
   
  HEAVY SCOUT CAR 
  AC 18; HD 2d10 (Res 4); MV 12; Control 24;  
  Cannon (2d6/range 10); Driver +3 
  Fuel Consumption 15 m/ml; 10 ml (150m range) 
   
  MEDIUM TANK 
  AC 20; HD 4d10 (Res 5); MV 10; Control 30;  
  Cannon (3d10/1 meter); Driver +3 
  Fuel Consumption 5 m/ml; 15 ml (75m range) 
   
   
  ATP-77 FROGGER 
  AC 16-20; HD 2d10 (Res 3); MV 10 (5 water); 
  Control 21-24; Top-Mounted Heavy Machine 
  Gun (+1/2d6/5) 
  Driver +1; up to 10 passengers/comparable cargo 
  Fuel: 10 m/ml; 10 ml (100m range) 
  2 fuel cans (3 ml each).
  SWEET RIDE! 
  Your team starts the game with an ATP-77 Frogger. 
  Roll for its starting armor class (1d4+15), hit points 
  (2d10) and control (1d4+20). It begins with 1d6+4 
  ml of fuel, and 2d4 belts of ammo for the machine 
  gun. The fuel cans are empty. It is yours to upgrade 
  (through vehicle tinkering) and maintain. If your 
  vehicle is damaged, you must spend 1 turn fixing it, 
  per hp recovered. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  16 
   
  ENCOUNTERS 
  Encounters include any interaction with a creature, an obstacle, or a situation. This section provides an 
  overview of the rules governing encounters. 
   
  TIME 
  Measure combat time in rounds of 3 
  seconds and turns of 1 minute. Each 
  round is broken into phases; a phase 
  includes all activity by one participant in the 
  combat round. On your phase, attempt a 
  number of actions equal to your level. 
  Grenades always go off at the end of your phase, 
  regardless of when they were activated. 
   
  MOVEMENT 
  You may travel up to your move rate (in 
  cm) in one action. Travel up to your move 
  in meters per turn over good roads. Travel 
  your move in cm per turn while exploring and 
  mapping a new environment.  
   
   
   
   
   
  RANGE & DISTANCE 
   Melee weapons require you to be within 1 cm 
  of the foe to attack. 
   Ranged weapons have a range increment 
  measured in cm. Each increment imposes -2 
  to the attack. A weapon with range 3 attacks 
  at -2 from 4-6 cm, at -4 from 7-9 cm, etc. 
   All thrown weapons (including grenades) have 
  a range increment of 1 +STR modifier. A 
  grenade that ‘misses’ lands or bounces into an 
  adjacent 1-cm square. Roll 1d8 and count 
  clockwise from the opposite square from the 
  target. If that ends in a wall or other barrier, it 
  bounces back into the target square, and 
  doesn’t really miss! 
   
  MORALE 
  Creatures who suffer a significant loss (the loss of 
  their leader, the defeat of half of their forces, an 
  important symbolic loss) may be required to 
  attempt a morale FEAT. If the creatures fail, they 
  turn and flee. Creatures who flee grant full XP as 
  if they were slain. The player bugs never roll 
  morale, although their referee-controlled allies 
  may. Creatures add the CHA modifier of their 
  leader to this check. 
   
  SEQUENCE OF COMBAT 
  1. Determine if either side is surprised. If one side clearly 
  catches the other unawares, grant surprise. Surprise wins 
  initiative, with +2 to attack rolls made in the first round. 
  2. Roll initiative if there is no surprise. All participants 
  attempt a FEAT, acting in order from highest to lowest. 
  Continue this rotation throughout combat. On your 
  phase, you attempt a number of actions equal to your 
  level. With one action, you can travel your move in cm, 
  fire a weapon, attack with a knife, throw a grenade, or 
  attempt a check/FEAT. 
  3. Combat continues until one side is defeated or fails 
  morale and flees. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  17 
   
   
  AMMUNITION 
  Remember that you must keep track of 
  ammunition. If your weapon uses ammunition, 
  you empty a clip on your first natural 1 each turn. 
  Keep track of when you empty a clip or finish a 
  belt of ammo and subtract that from your 
  available ammo. There are two universal sizes for 
  ammunition – small arms ammo (in clips) and 
  machine gun ammo (in belts). Because ammo is 
  so hard to find, most enemies only carry a few 
  extra rounds, and rarely carry multiple clips. 
   
  REACTIONS 
  A creature that is not inherently aggressive may 
  react positively. The bug interacting attempts a 
  CHA check, DT 20. Success suggests the target 
  views the bug favorably; failure suggests conflict. 
   
  STRUCTURAL DAMAGE AND AOE 
  Many weapons and explosives deal AOE (area of 
  effect) damage. In general, consider the following 
  when determining the effect of such damage on 
  an environment. Damage below the listed amount 
  is generally ignored; either you blast through the 
  stone wall or you knock a few chunks from it. 
   Breakables (glass, normal windows) are 
  destroyed at 1+ damage. 
   Soft targets (most furniture, weeds, grass) are 
  destroyed at 5+ damage. 
   Medium targets (heavy windows, doors) are 
  destroyed at 10+ damage. 
   Heavy targets such as walls are breached, 
  floors cave in, and ceilings collapse at 15+ 
  damage. 
   Reinforced barriers, stone, and brick are 
  compromised at 20+ damage. 
   
  OTHER SITUATIONS 
   Blindness (including from darkness) imposes 
  -4 to attacks and checks requiring sight. 
   Climbing requires a STR or DEX check 
  every 3 cm (use the better attribute). 
   Cover grants +2 AC (minor cover) or +4 AC 
  (full cover) when a bug can find it. 
   Crawling imposes -2 to move (min. 1). 
   Falling deals 1d6 damage per 3 cm fallen 
  (maximum 3d6 for bugs). Bugs may attempt a 
  FEAT for half damage. 
   Food. All bugs are natural foragers, and it is 
  assumed they eat once per hour. Bugs can 
  find food pretty much anywhere. In extremely 
  hostile environments, bugs may have to 
  attempt a FEAT to forage enough food for the 
  hour. Each hour that goes by without eating 
  imposes a cumulative -1 to CON. A bug dies 
  at CON 0. 
   Languages. Each species has its own unique 
  language, but all bugs also speak concord, a 
  common trade language. A bug knows 
  concord, his/her native language, and a total 
  number of additional languages equal to 
  his/her INT modifier. 
   Stunned creatures are unable to act and have 
  an effective armor class of 10 while stunned. 
   Swimming imposes -2 to move (min. 1). 
   Unarmed bugs deal 1 point of damage, + 
  modifiers (STR applies; min. 1 point). 
   Vision. Bugs cannot see past 1 meter. 
   
  THE CONTAGION 
  The Contagion is a dangerous mystical plague 
  released by the wasps as part of the Doomsday 
  Directive. A bug exposed to the Contagion 
  must attempt a CON check or contract it, 
  becoming a mindless cannibal that eats its own 
  kind. The Contagion sets in 1d6 hours after 
  exposure. The victim gets +1 STR and CON 
  every day, but suffers -1 WIS, INT, and CHA. 
  When any of those reaches zero, the bug dies. 
   
  EPIC CHECKS 
   
  Some things you may try to do are so 
  incredible that they defy reason. With an attribute 
  rated at 14 or better, you may attempt an epic 
  check. Epic checks have a DT of 30. An epic 
  check might allow you to rip a dandelion from its 
  roots (STR), run across a thread (DEX), or 
  compel an entire army with your voice (CHA). 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  18 
   
  THE REFEREE 
  As the referee, you have an important role. You keep track of the action, play all NPBs (non-player bugs), 
  and direct the team through its missions. The players bring their bugs to life; you animate everything else! 
   
  INTERPRETING DICE 
  The dice help to tell the story; seek to 
  interpret dice in ways that keep the 
  story moving forward in a fun way. 
   
  CHALLENGES 
  You will place a variety of challenges 
  before the bugs. These challenges 
  include physical barriers to overcome as 
  well as foes or predators to be defeated. 
  Sample creatures appear starting on 
  page 20. Challenges may include: 
   Doors can be locked or barred, 
  requiring a security FEAT to bypass 
  or a STR check to force open. 
   Barriers can include barbed wire 
  (dealing 1d4 damage per round of 
  contact), gates, pits, and a variety of 
  security systems, both mundane and 
  technological. 
   Puzzles require luck, skill, or both.   
   Traps can be hidden anywhere – 
  floors, ceilings, doors, and stairs, or 
  along paths and foliage. Traps are 
  found with a successful sense FEAT, 
  requiring a security FEAT to disarm. 
   
  COMMON TRAPS (ROLL 1D4) 
  Roll Trap  
  1 
  Explosive traps deal 1d8 
  damage per level of the trap in a 
  1 cm radius. All targets may 
  attempt a FEAT for half damage. 
  2 
  Pits deal falling damage (page 
  17). Pits may have spikes at the 
  bottom, dealing +1d6 damage.  
  3 
  Poison Gas traps force all 
  creatures in a 1 cm radius to 
  attempt a FEAT or suffer 1d6 
  damage per level of the trap.   
  4 
  Spring Weapons require a FEAT 
  to evade, dealing 1d6 damage per 
  level of the trap to one target. 
  SETTING DTS 
  You may be required to set DTs for unexpected situations. 
  Most of the time, the DT is 20. For simple tasks, set the DT 
  at 16. For an especially rigorous challenge, set the DT at 24. 
   
  THE ENVIRONMENT 
  This is an unpredictable, ever-changing place. A sudden 
  rainstorm can transform a field into a massive sea; strong 
  winds can ravage a field of dandelions. 
   The Wilds encompass the vast regions of Seven Fields 
  and beyond. There are wide swaths of grassland (with 
  blades of grass that tower over the ants), dense jungle-
  like gardens, patches of clover, muddy ravines, and 
  puddles that can be a meter across.  
   Roads are plentiful, as land-traveling bugs traverse 
  common trails, and many rough dirt roads crisscross in 
  all directions. Few finished, paved roads exist. 
   Ruins are scattered about, the remains of communities 
  and fortresses that have been wiped out through warfare 
  or disease. Many of these are ripe for exploration, still 
  holding the resources that their former inhabitants may 
  have left behind. 
   Settlements include civilian towns and villages, rural 
  communities, minor strongholds, or massive fortresses.   
   
  ECONOMICS 
  At various times, currencies circulated by flies, wasps, and 
  ants have provided economic stability for Seven Fields. 
  Those times have passed. While some places still accept any 
  (or all) of these currencies, most bugs have reverted to a 
  barter economy in the last several weeks, trading goods and 
  services for comparable items. At this point, it is more 
  valuable to be paid in fuel or gear than in fly rubles. 
   
  FACTIONS 
  With the breakdown of the military super-powers, several 
  factions have arisen to fill the void. These include cults that 
  worship powerful predators, clans of mutant bugs that 
  patrol the wilds, conspiracy-driven wanderers who follow 
  the ramblings of strange prophets, or cabals of warlord 
  zealots who leverage the chaos for their own benefit. Some 
  even believe that spirits of dead insects now roam the wilds.    
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  19 
   
  ADJUDICATING MYSTICISM 
  Mysticism should be mysterious and 
  unpredictable. When a bug attempts to use either 
  wilding or psionics, you should be flexible in your 
  interpretations of rules. Let the players try! In 
  general, mysticism effects last no longer than 1 
  turn, and any effort to use mysticism against a 
  more powerful foe (one of higher level) should at 
  a minimum permit a FEAT to resist. 
   
  MUTATIONS 
  A series of natural and supernatural events have 
  led to a generation of bugs (and some predators) 
  being born with strange mutations. It appears as 
  many as 1 in 4 bugs have such mutations. Some 
  common mutations are listed below. 
   
  SAMPLE MUTATIONS (ROLL 1D8) 
  Roll Mutation 
  1 
  Regenerate 1 hit point per round. 
  2 
  Amphibious, with gills and scaly shells. 
  3 
  Radiated. Force all within 3 cm to attempt 
  a FEAT or suffer -1 CON for 1d4 hours. 
  4 
  You randomly change color every 1d4 
  turns to match nearby objects. 
  5 
  Poison touch. Touch deals 1 point of 
  poison damage, no resist allowed. 
  6 
  Darkvision, but light sensitive  
  (suffer -1 to actions in full daylight).  
  7 
  Every 1d6 hours, one attribute randomly 
  increases or decreases 1d4 points.  
  8 
  You die at -1 hp, spontaneously combust, 
  and deal 2d6 damage in a 1 cm radius. 
   
  MISSIONS 
  Missions are self-directed or come from Central 
  Command. Missions fall into three types: 
   Seek/Recover. The team is sent to find 
  something. They may have to simply prove it 
  exists (“establish contact with the lightning 
  bugs”), restore it (“get the pipeline repaired”) 
  or bring it back (“we need that egg!”). 
   Destroy. The team is sent to get rid of 
  something. This could be a hard target (“take 
  out the bridge”) a creature (“that frog has to 
  be eliminated”) or even data (“destroy all the 
  files on the hard drive”). 
   Defend. The team is sent to protect 
  something. This could be a creature (“prevent 
  an assassination attempt against the cricket 
  ambassador”), a location (“those mosquitoes 
  must not cross the pavement line”) or a 
  vehicle (“don’t let those gnats hijack the 
  train”).  
   
  AWARDING XP 
  XP is earned based on the foes defeated and 
  missions accomplished. Each creature listing gives 
  an XP value, which is divided among all the bugs 
  who participated in the battle with that creature. 
  Each mission objective gives XP awards, divided 
  in the same way. The bugs may complete all, 
  some, or none of the mission objectives. 
   
  RECOVERING LOOT 
  Bugs may find a variety of loot on their missions. 
  Roll 1d8 each time loot is recovered. 
   
  LOOT RECOVERED (ROLL 1D8) 
  Roll 
  Loot Recovered 
  1 
  Armor (1 suit, roll on page 13) 
  2 
  Explosives (1, roll on page 13) 
  3 
  Weapon (1, roll on page 13) 
  4-5 
  General Gear (1 piece, roll on page 13) 
  6 
  Fuel (2d4 ml) 
  7 
  Ammunition, Small Arms (1d4 clips) 
  8 
  Ammunition, Machine Gun (1d4 belts)  
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  20 
   
  CREATURES 
  Creatures are the predators, foes, and potential allies that the bugs encounter. A creature’s entry includes: 
   Its perspective, size, and level. For bugs, their lifespan is given in parenthesis.  
   Perspective indicates whether the creature is an ally, neutral, an adversary, or a predator. Allies are 
  naturally inclined to help and support the ants; any CHA check when interacting with an ally is made 
  with the rank bonus. Neutrals are neither inclined towards or against the ants. Adversaries are 
  antagonistic towards ants, and often attack without provocation. Any CHA check when interacting with 
  an adversary is made at -4. Predators hunt ants for food, and generally cannot be reasoned with. 
   Minions are level 0 creatures with 1 hit die; they act once per round. Sizes include small (under 3mm 
  tall; HD d4), Medium (4-9 mm tall; HD d6), Large (1-3 cm tall/long; HD d8), Huge (4-10 cm tall/long; 
  HD d10), Massive (11-25 cm tall/long; HD d12), and Colossal (26+ cm tall/long; HD d20). Creatures 
  are rated with stars indicating relative power: (*) = exceptional; (**) = superior; (***) = legendary 
   Armor Class rating; Hit Dice (roll hit points for each creature individually): FEAT modifier; Movement 
  rates (MV), and XP value (awarded for defeating this creature). Flight, burrowing, and swimming give 
  their independent movement rates. 
   A short description of the creature’s habits and abilities. All predators have darkvision. 
   About creature weapons and gear: Each militaristic bug has a level in 10 chance of carrying an extra clip 
  of ammo, and a level in 10 chance of having one piece of miscellaneous gear.  
   
  CREATURE ABILITIES  
   Acid Spit provide a pool of dice available to the creature each turn. This pool is the same as the 
  creature’s Hit Dice. Up to half of total dice may be used in any one spit action. All targets within the 
  area of effect will be hit; those affected may attempt a FEAT for half damage. 
   Amphibious creatures can breathe underwater and are equally at home in or out of water. 
   Poison forces the prey suffering damage from the applicable attack to attempt a FEAT or suffer damage 
  as indicated, typically 1d4 hp per level of the creature. 
   Tongue strike is a melee attack against a target at range. A successful tongue strike deals the listed 
  damage and pulls the target in for an immediate bite attempt at +2. Once a creature has been captured 
  via tongue strike, the target suffers automatic bite damage once per round, every round, until one of the 
  creatures dies. Tongue strikes are only usable against targets smaller than the creature using it. 
   Wall Crawling allows the creature to move along walls and ceilings at its full movement. 
   
  BUGS 
  Bugs are the other intelligent, organized, and often militaristic insect species that interact with the ants. 1 in 
  4 bugs has also been affected by a mutation (see page 19).  
   
  AMBUSH BUG 
  Adversary Medium Insect 2 (30 weeks) 
  AC 12; HD 4d6; FEAT +8; MV 4; XP 10 
  Light rifle (+4/1d6+1/4); Recon; Sneak 
   
  These excellent trackers are routinely 
  employed as hitmen and bounty hunters. They are 
  social, often working in teams of 2d6 bugs. 
   
   
  ANT LION 
  Adversary Large Insect 2 (4 weeks) 
  AC 13; HD 4d8; FEAT +8; MV 5; XP 10 
  Spear (+4/1d8+1) + Bite (+4/1d6) 
   
  These savage, primitive bugs hunt ants and 
  their ilk. They bite and carry spears into combat. 
  An ant lion carries 1d4 spears and will keep one on 
  hand for melee combat. It bites and spears each 
  round, attacking once with each attack. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  21 
   
  APHID 
  Neutral Medium Insect Minion (4 weeks) 
  AC 10; HD 1d6; FEAT +4; MV 2; XP 1 
  Simple tools (+1/1d4) 
   
  These simple, peaceful bugs are plentiful, living 
  as farmers and common traders. They often rely 
  on ants for protection. 
   
  ASSASSIN BUG  
  Adversary Medium Insect 4* (50 weeks) 
  AC 17; HD 9d6; FEAT +8; MV 5; XP 90 
  Rifle (+9/1d10+2/6); Knife (+9/1d6+1/poison) 
  Covert Ops; Poison; Recon; Sneak; Sneak Attack 
   
  These rare, elite bugs undertake the most 
  challenging operations, commanding top dollar. 
  Their sneak attack deals +2d4 damage. Their 
  venom is poisonous, and though they can bite 
  (+9/1 dmg/poison), they are more likely to poison 
  their knives. Targets must attempt a FEAT or 
  suffer 4d6 additional poison damage. 
   
  COCKROACH 
  Adversary Large Insect 3** (50 weeks) 
  AC 18; HD 7d8; FEAT +15; MV 6; XP 70 
  Machine Gun (+7/1d12/5); wall crawling 
   
  These thick-shelled bugs often serve as 
  mercenaries. Some fancy themselves would-be 
  overlords, trafficking in illegal goods. Their hard 
  shells provide resilience 2. They are incredibly 
  hardy, hence their high FEAT rating. 
   
  CRICKET MILITANT 
  Ally Medium Insect 1 (10 weeks) 
  AC 13; HD 2d6; FEAT +7; MV 4 (leap 10); XP 3 
  Light rifle (+2/1d6/4) 
   
  These allied insects form loose-knit 
  communities. They have a military, but it is poorly 
  organized, consisting of bands of companies that 
  operate essentially independently. Due to short 
  lifespans, they tend to be foolhardy and immature.   
   
  DOODLEBUG 
  Adversary Medium Insect Minion (1 day as larva) 
  AC 10; HD 1d6; FEAT +4; MV 1; XP 1 
  Bite (+1/1d4) 
   
  This larval form of ant lion nests in shallow, 
  loose dirt or sand. The doodlebug emits a hum 
  that forces any other bug to attempt a FEAT (DT 
  20) or be drawn towards the sound. A bug moving 
  within 1 cm of a doodlebug nest must attempt a 
  DEX check (DT 20) or slide into the lair of the 
  doodlebug. There, the target takes -4 to attacks 
  until the doodle is dead. The doodle attacks with a 
  bite. 
   
  GNAT MERCENARY 
  Adversary Medium Insect Minion (1 week) 
  AC 12; HD 1d6; FEAT +5; MV 3 (fly 6); XP 1 
  Light rifle (+1/1d6/3) 
   
  These minor bugs are common in mercenary 
  forces as foot soldiers and basic militia. 
   
  LIGHTNING BUG 
  Neutral Medium Insect 2 (50 weeks) 
  AC 14; HD 4d6; FEAT +8; MV 4 (fly 12); XP 10 
  Light rifle (+4/1d6+2/4) 
   
  These military bugs are fiercely independent, 
  and often serve as mercenaries. They emit light in 
  darkness (without 
  intending to) 
  making it 
  impossible for 
  them to sneak.  
  Once per turn, 
  they may flash as 
  a free action, 
  forcing all 
  creatures within 3 
  cm to attempt a 
  FEAT or be blinded for 1d4 rounds, taking -4 to all 
  actions. Lighting bugs are immune to flash effects. 
   
  MOSQUITO  
  Adversary Large Insect 2* (6 weeks) 
  AC 13; HD 4d8; FEAT +8; MV 3 (fly 10); XP 15 
  Assault rifle (+4/1d8+1/5); wall crawling 
   
  These tall, gangly insects tend to be antisocial. 
  Drinking blood will do that. Mosquitoes tend to 
  carry disease; coming into close contact with a 
  mosquito forces any non-mosquito bug to attempt 
  a FEAT. Failure means that the bug gets sick for 
  1d4 days, suffering -2 to CON during that time.
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  22 
   
  PREDATORS 
  Predators are the big, instinct-driven beasts that hunt ants and other insects. Unless otherwise noted, 
  predators only take one action per round. 1 in 10 predators are awakened, gaining insect-level intellect and 
  the ability to speak, sometimes lording over bugs; 1 in 6 have been affected by a mutation (see page 19). 
    
  CHICKADEE 
  Huge Predator Bird 4 
  AC 16; HD 9d10; FEAT +10; MV fly 40; XP 60  
  Bite (+9/4d8); Fly 
   
  These yellow birds feast on insects. 
   
  CHAMELEON, PYGMY 
  Huge Predator Reptile 3** 
  AC 17; HD 7d10; FEAT +8; MV 10; XP 70 
  Bite (+7/3d8); Recon; Sneak; Acid Spit 
   
  These clever reptiles are excellent hunters; 
  their acid spit is a stream 6 cm long. 
   
  FIELD MOLE  
  Huge Predator Mammal 3 
  AC 15; HD 7d10; FEAT +9; MV 20 (burrow 10); 
  XP 1; Bite (+7/3d8); Burrowing 
   
  These large garden pests have been known to 
  wipe out entire insect communities. 
   
  GECKO 
  Large Predator Lizard 2 
  AC 13; HD 4d8; FEAT +8; MV 8; XP 10 
  Bite (+4/2d6) 
   
  These lizards are somewhat docile and have 
  been trained as steeds. In the wild, they will attack 
  bugs but are not particularly aggressive. 
   
  MINNOW 
  Massive Predator Fish 4* 
  AC 15; HD 9d12; FEAT +10; MV Swim 25; XP 90 
  Bite (+9/4d10); Water Breathing 
   
  These aggressive fish patrol shallow waters for 
  insects. They swallow whole on a critical hit. 
  SHREW  
  Huge Predator Mammal 2 
  AC 14; HD 4d10; FEAT +8; MV 20 (burrow 10); 
  XP 10; Bite (+4/2d8); Burrowing 
   
  These common garden pests feed on insects. 
   
  SPARROW 
  Massive Predator Bird 5 
  AC 18; HD 10d12; FEAT +11; MV fly 50;  
  XP 100; Bite (+10/5d10); fly 
   
  These huge birds evoke fear and wonder in 
  bugs. 
   
  STRANGLE WEED 
  Colossal Predator Carnivorous Plant 4** 
  AC 16; HD 8d20; FEAT +10; MV 0; XP 120 
  Tendrils (+8/1d12 per round automatic) 
   
  A patch of strangle weed can spread out over 
  dozens of centimeters, attacking a number of bugs 
  at one time equal to its HD. It attacks by 
  squeezing targets, dealing 1d12 damage each round 
  automatically once it binds a foe. It constricts until 
  destroyed. Constricted foes take -2 to actions.  
  Fire deals double damage to strangle weed. 
   
  TREE FROG  
  Huge Predator Amphibian 4 
  AC 17; HD 9d10; FEAT +10; MV 4 (leap 25);  
  XP 60; Bite (+9/4d8); Tongue Strike (+9/1d8) 
  Amphibious; Leap; Sneak 
   
  These amphibians subsist on a regular diet of 
  insects. 
   
  VENUS FLY TRAP 
  Massive Predator Carnivorous Plant 3* 
  AC 15; HD 6d12; FEAT +9; MV 0; XP 50 
  Bite (+4/2d8); Acid; Sneak 
   
  These legendary plants disguise themselves, 
  snapping shut with a powerful bite, dealing 1d6 
  acid damage per round automatically until either 
  the fly trap or target is dead.
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  23 
   
  RELAY STATION BRAVO 
  This is an introductory adventure for a team of 3-5 level 1 bugs. 
   
  Mission Brief: Relay Station Bravo went offline two weeks ago. Your team has the following mission 
  objectives: 1) secure the station, neutralizing any hostiles; 2) recover any generators and batteries that 
  remain at the station; and 3) re-activate the relay tower, if possible.  
   
  The Approach. The rise leading up to the relay station is relatively steep, requiring a vehicle control check 
  at -2 to ascend. If failed, the vehicle gets stuck in the mud just west of A, and the shrew attacks. It will take 
  2d6 turns to dig the frogger out, and another check is required every 3 cm going up the road. The frogger is 
  likely to get stuck driving up – several times. 
   
  A. The Shrew. A young shrew (hp 10 – wounded from a battle with crickets) nests at the bottom of the 
  rise. It has been digging up and eating doodlebugs and also had a big snack of crickets (see B) but it is 
  taking a rest before finishing its meal. It is easy to surprise if the bugs are on foot (+4 to surprise 
  attempts), but it will hear a vehicle coming within 20 cm and will investigate. It has a few things that were 
  on the crickets – two fragmentation grenades and a med kit – in its shallow cave. 
  B. Doodlebug Field. The Ant Lion (Area C) nested here. There were 20 larva this morning, but only 6 
  doodlebugs (hp 2 each) remain. Each bug crossing has a 5 in 6 chance of coming within range of a 
  doodlebug’s singing. One of the doodles is currently fighting with a cricket (hp 9) named Gustav, and he 
  is yelling for help. Gustav was part of a team of crickets that had tracked the two ambush bugs (area C) 
  here. His fellow crickets are dead, eaten by the shrew. The doodles have nothing of value. 
  C. Relay station. This building is currently commandeered by two ambush bugs who were chased here by a 
  team of crickets. They have set up a defensible position, and plan to go down fighting. 
  C1. Entry. The ambush bugs hastily hewed a hole in the floor and nailed down 
  a carpet in the middle of the room. A sense FEAT (DT 20) is required to 
  notice the trap. The first bug stepping on it will rip through it and fall into the 
  basement, suffering 1d6 damage. The stairs are also trapped, with a tripwire 
  and fragmentation grenade. Finding the tripwire requires a sense FEAT (DT 
  20). If failed, the grenade explodes, with damage centered on the third stair. 
  C2. Basement.  This was used for storage by the relay team. An ant lion (hp 
  19) is hiding here; she created nests outside and was hiding here, waiting for 
  them to hatch, when they ambush bugs arrived and she ducked for cover. 
  They do not know she is here. She will attack any creature falling through the 
  hole in C1 or coming down the stairs. There is one generator here. It will be 
  damaged beyond repair if it suffers 5+ damage. 
  C3. Tower. The stairs ascend 5 cm. The 2 ambush bugs (hp 15, 19) are 
  hiding here. Each has rudimentary cover (granting +2 to AC). They will fire 
  upon anyone coming up through the trap door (staying partway in the trap 
  door grants +2 to AC). Any bug thinking of just fragging this whole room is 
  allowed an INT check (DT 20) to realize this would also make it impossible 
  to fix the station; if the room takes 5+ points of area of effect damage, the 
  relay station console is completely destroyed. Another generator is stored 
  here as well. Restoring the console requires technology and a successful INT 
  check (DT 20) to get the station up and running. In addition to all enemies, 
  each generator recovered is worth +3 XP, clearing the station is worth +10 
  XP to the team, and restoring the relay station to power is worth an 
  additional +15 XP to the team. 
  
   
   
  MICHAEL T. DESING’S ARMY ANTS: TWILIGHT, ISSUE 1 
  24 
   
  OPEN GAME LICENSE  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.; Michael T. Desing’s Army Ants Copyright 2020, Michael T. Desing. 
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