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tactical-hints-and-terrain-generation [2025/09/19 14:33] – [TERRAIN GENERATION] fantasyadmintactical-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<sup>1</sup>     | Hill<sup>1</sup>               | Hill<sup>1</sup>   | Hill<sup>1</sup>                | Hill<sup>1</sup>     | 
-| 71-80    | Steep Hill | Steep Hill     | Steep Hill  | Steep Hill      | Steep Hill | +| 71-80    | Steep Hill<sup>2</sup> | Steep Hill<sup>2</sup>     | Steep Hill<sup>2</sup>  | Steep Hill<sup>2</sup>      | Steep Hill<sup>2</sup> 
-| 81-90    | Village | Village       | Village | Village            | Village    | +| 81-90    | Village<sup>3</sup> | Village<sup>3</sup>       | Village<sup>3</sup> | Village<sup>3</sup>            | Village<sup>3</sup>    | 
-| 91-100   | Field | Field           | Field | Field              | Field      |+| 91-100   | Field<sup>4</sup> | Field<sup>4</sup>           | Field<sup>4</sup> | Field<sup>4</sup>              | Field<sup>4</sup>      |
  
 +===== (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   | I — E  |
 +
 +
 +
 +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

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