This section lists some special rules that, long ago, I was able to playtest with some success.
Use at referee's discretion (or, in particularly free-form campaigns, perhaps, without referee discretion).
Expanding on the "Reservists" rules in Version 2.2 to add types of part-time and national service soldiering found around the world.
How do you cross an ocean without airplanes, nuclear energy or fossil fuel? With good old-fashioned wind power, that's how! Try out these rules for long-distance sailing.
Bored stiff with campaigns where every single player character is an SEAL or Spetznaz? I tried some carrots and sticks from this set of incentives, and wound up with a bumper crop of mechanics and combat engineers!
I have a few suggestions for skills to add to the Twilight universe to make things a little more realistic.