tactical-hints-and-terrain-generation
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tactical-hints-and-terrain-generation [2025/09/19 14:33] – [TERRAIN GENERATION] fantasyadmin | tactical-hints-and-terrain-generation [2025/09/19 16:05] (current) – [(4)FIELD] fantasyadmin | ||
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| 41-50 | Wood | Wood | Wood | Wood | Wood | | | 41-50 | Wood | Wood | Wood | Wood | Wood | | ||
| 51-60 | Wood | Wood | Scrub | Wood | Jungle | | 51-60 | Wood | Wood | Scrub | Wood | Jungle | ||
- | | 61-70 | Hill | Hill | Hill | Hill | Hill | | + | | 61-70 | Hill< |
- | | 71-80 | Steep Hill | Steep Hill | Steep Hill | Steep Hill | Steep Hill | | + | | 71-80 | Steep Hill< |
- | | 81-90 | Village | Village | + | | 81-90 | Village< |
- | | 91-100 | + | | 91-100 |
+ | ===== (1) HILL ===== | ||
+ | |||
+ | If a hill is rolled the player controlling the area must roll one D6 to see if the hill has a | ||
+ | secondary feature: | ||
+ | - Hill is bare | ||
+ | - Hill is strewn with rocks and counts as rough ground | ||
+ | - Hill is covered with scrub | ||
+ | - Hill is also a wood | ||
+ | - Hill has a rune stone on it | ||
+ | - Hill also counts as broken ground in Northern / Hill is bare in Median / Hill is covered in scrub in temperate / Hill is also jungle in Southern. | ||
+ | |||
+ | ===== (2) STEEP HILL ===== | ||
+ | |||
+ | If a steep hill is rolled the player controlling the area must roll one D6 to see if it has a | ||
+ | secondary feature: | ||
+ | - The hill also counts as rough ground | ||
+ | - The hill also counts as a wood | ||
+ | - The hill is bare | ||
+ | - The hill is covered with scrub | ||
+ | - The hill also counts as rough ground | ||
+ | - The hill is covered with scrub | ||
+ | |||
+ | ===== (3) VILLAGE ===== | ||
+ | |||
+ | If a village is rolled it must be placed in the centre of the area. It will stand on a road running | ||
+ | from A — H, B — G or C — F, whichever is relevant. A D6 must then be rolled and on a roll | ||
+ | of 5 or 6, the village will stand on a crossroads, with the second road running from I — E or J — D, | ||
+ | whichever is relevant. If two villages or more are rolled for, they will automatically be connected by | ||
+ | roads to each other, and then one will have a road going north off the play area, while another must | ||
+ | have a road going south off the play area. If a road encounters a wood, scrub or rough ground it will | ||
+ | travel straight across it. | ||
+ | |||
+ | If it encounters a wall, hedge or fence it will pass through and create a gap. If it encounters bog. fen, | ||
+ | swamp, jungle, hills or steep hills it will go round them. Roll one D6. On 1 — 3 it skirts round to the | ||
+ | left, on 4 — 6 it skirts round to the right. After skirting the terrain feature, the road will return to its | ||
+ | original course. | ||
+ | |||
+ | ===== (4) FIELD ===== | ||
+ | |||
+ | If a field is rolled for the player must roll one D6 to see how it is enclosed: | ||
+ | - The field is open | ||
+ | - It is enclosed by a fence | ||
+ | - It is enclosed by a hedge | ||
+ | - It is enclosed by a wall | ||
+ | - It is enclosed by a fence | ||
+ | - It is enclosed by a wall | ||
+ | |||
+ | If the field is enclosed, and no road passes through it, roll one D4 to determine on which side there is | ||
+ | an opening, unless a village is on the table, in which case the opening will face the village. | ||
+ | - Opening is on North side | ||
+ | - Opening is on East side | ||
+ | - Opening is on South side | ||
+ | - Opening is on West side | ||
+ | |||
+ | ===== RIVERS ===== | ||
+ | |||
+ | Roll one D100 and if you score 25% or under a river runs across the play area. If there is a river roll | ||
+ | one D100 again to determine its course: | ||
+ | |||
+ | ^ Die Roll ^ Course ^ Die Roll ^ Course ^ | ||
+ | | 1-2 | A — J | 50-51 | H — I | | ||
+ | | 3-5 | A — I | 52-54 | H — J | | ||
+ | | 6-8 | A — G | 55-57 | H — E | | ||
+ | | 9-11 | A — F | 58-60 | H — D | | ||
+ | | 12-14 | A — E | 61-63 | G — I | | ||
+ | | 15-17 | A — D | 64-66 | G — J | | ||
+ | | 18-20 | B — J | 67-69 | G — D | | ||
+ | | 21-23 | B — D | 70-72 | G — E | | ||
+ | | 24-26 | B — I | 73-74 | F — E | | ||
+ | | 27-29 | B — E | 75-77 | F — D | | ||
+ | | 30-32 | B — H | 78-80 | F — J | | ||
+ | | 33-35 | C — J | 81-83 | F — I | | ||
+ | | 36-38 | C — I | 84-86 | J — E | | ||
+ | | 39-40 | C — D | 87-89 | I — D | | ||
+ | | 41-43 | C — E | 90-93 | J — D | | ||
+ | | 44-46 | C — G | 94-96 | B — F | | ||
+ | | 47-49 | C — H | 97-100 | ||
+ | |||
+ | |||
+ | |||
+ | If the course of the river crosses an area of broken ground, wood, scrub, swamp, fen, bog, or jungle, | ||
+ | the river will continue straight through it. | ||
+ | |||
+ | If the course of the river crosses a hill, steep hill, village or field, it will skirt the obstacle. Roll one | ||
+ | D6. On 1 — 3 it skirts round to the left, on 4 — 6 it skirts round to the right. After skirting the terrain | ||
+ | feature, the river will return to its original course. If a river crosses a road roll one D6. On a roll of 1 - | ||
+ | 4 there is a bridge there, on a 5 — 6 there is a ford there. The players must agree at least one ford, away | ||
+ | from any roads, along the length of the river. The ford should be at least 28 cms in length. |
tactical-hints-and-terrain-generation.1758285204.txt.gz · Last modified: 2025/09/19 14:33 by fantasyadmin