To use the generator, select the PCs' travel mode, terrain and territory type, and region of the world, then click the Generate Encounter button. If you don't see the text change when you click the button, something is probably broken in the code.
Note: This version of the generator contains expanded encounter results beyond those described in the core book's random encounter tables, and much of its flavor text assumes a European setting. For the version of the generator that conforms strictly to v2.2 rules, click here. To show/hide the debugging controls for force-generating specific encounter types, .
The PCs are traveling through terrain in a(n) region of .
-- encounter will be generated here --
- selections debug -
- encounter rolls debug -
Departures From Standard Rules
Note that some results may be vaguely nonsensical outside the European theatre. Also, be warned that some additions may not align with a given play group's vision of the Twilight: 2000 setting.
|Cargo||A greater variety of cargo is present for your players' looting pleasure.|
|Vehicle types that imply a specific kind of cargo should usually carry that cargo.|
|Crater||In addition to nuclear impact craters, persistent nerve agent contamination and minefields join the list of hazardous areas the war has left for the unwary.|
|Abandoned bunkers and fighting positions of various types are also scattered across the map.|
|Derelict convoy||All derelict convoys have a minimum of 2 vehicles (book minimum 1).
A few derelict convoys are wrecked trains. A very few of these contain significant unlooted cargo.
|Dogs||Hunters, farmers, stragglers, and slavers may be accompanied by their best friends.|
|Derelict vehicle||Derelict vehicles encountered solo or in repair yards fixed, rather than rolling multiple types and inviting the referee to select one.|
|5% of lone derelict vehicles will be crashed aircraft with a possibility of some intrinsic value beyond scrap metal.|
|Heavy weapons||ATGMs are less common. Recoilless rifles and flamethrowers are added.|
|Large unit||All large military units have a minimum of 2 subunits (book minimum 1).|
|Subunits with AFVs receive only one vehicle (book calls for 2 rolls).|
|Artillery results include rocket artillery. Additionally, subunits with artillery have carrier or tow vehicles for their doomtubes.|
|5% of large units will be armor units (this may be an unrealistic percentage for mid-2000...).|
|5% of large units will be artillery units.|
|Merchant convoy||All merchant convoys have a minimum of 2 subunits (book minimum 1).|
|2% of individual merchant groups will be traveling religious groups.|
|2% of individual merchant groups will be traveling entertainers.|
|6% of individual merchant groups will be skilled tradespeople.|
|Some merchant convoys will be escorted by an irregular combat vehicle.|
|Military convoy||All military convoys have a minimum of 2 subunits (book minimum 1).|
|5% of military convoys will be military engineering units with appropriate vehicles.|
|5% of military convoys will be military medical units with appropriate vehicles.|
|Some military convoys will be escorted by AFVs or irregular combat vehicles.|
|NPC Motivations||Many group encounter results include NPC motivation card draws for the group leader, should your players be interested in non-ballistic interactions.|
|Refugees||Refugee bands can have any number of people between 2 and 30 (book standard 5 to 30 in multiples of 5).|
|River travel||River travelers will encounter more items and fewer hazards than the standard encounter table mandates.|
|Excursions on 2000's scenic waterways now can encounter many river-specific groups and items of interest.|
|Smugglers||Smugglers may be more competent and well-armed than the book suggests. Also, their contraband is detailed.|
|Special Encounters||Low-percentage chances of the following special additions are attached to some group and item results:
|Vehicles||The range of possible vehicles is significantly expanded from the book's standard results, and many encounters provide more detail on the vehicles in the scene.|
|Suggested vehicle damage results are provided for derelicts and vehicles in repair yards.|
|Villages||Villages are considerably more detailed based on locale, population, and other standard generation rolls.|