The Hex Crawl System defines the core loop: movement, resources, encounters, factions. It tells you what a hex crawl is. It gives you six steps and a checklist for sector design.
This guide goes deeper. Every section ends with something you can write down. By the last page, you have a playable sector.
You will build a hex grid, key locations, write factions, design encounters, and draft mission seeds. Each step produces a usable artifact. No theory without output.
Every hex needs a reason to enter it and a reason to leave it. If a hex has neither, cut it.
A tight six-hex sector with four keyed hexes will play better than a sprawling twenty-hex grid where twelve of them are filler.
Reasons to enter: resources, intel, contacts, shortcuts, mission objectives.
Reasons to leave: danger, resource drain, time pressure, exposure, hostile territory.
If you cannot name both for a hex, that hex does not belong in your sector.
Be honest about how much prep you want to do. Pick your scale before you start drawing hexes.
| Scale | Hexes | Keyed | Factions | Prep Time | Sessions |
|---|---|---|---|---|---|
| One-shot | 4-6 | 3-4 | 2 | 2-3 hours | 1-2 |
| Short campaign | 8-12 | 5-7 | 3 | 4-6 hours | 3-5 |
| Full campaign | 12-20 | 8-12 | 4 | 8-12 hours | 6+ |
Start with the one-shot scale. If it works, expand. A six-hex sector that plays well is worth more than a twenty-hex sector that sits in your notebook.
Every territory has a dominant environmental pressure. This shapes every decision: movement costs, resource drain, available cover, what kills you if you stop moving.
Pick one. Write it at the top of your notes. Every hex you build answers this question: how does this pressure show up here?
Flooding - Water depth tiers, contamination, structural collapse, boats as transport.
Radiation - Exposure timers, contaminated zones, gear degradation, denied zones.
Surveillance - Detection grids, drone patrols, facial recognition, signal intercept.
Heat/Exposure - Water scarcity, movement windows (dawn/dusk only), heat casualties.
Urban Density - Vertical movement, crowds as cover and obstacle, building-to-building.
Extreme Cold - Exposure timers, equipment freeze, limited extraction, fuel consumption.
Your pressure is not decoration. It is the engine of resource drain. If your pressure does not cost the operators something measurable every phase, it is flavor text, not a system.
Start with 6 hexes. You can always add more. You cannot easily remove hexes players have already seen.
[A1: Insertion] [B1: Contested]
[A2: Denied Zone] [B2: Faction HQ]
[A3: Resupply] [B3: Objective]
Direct route: A1 > B1 > B2 > B3. Passes through faction territory at B2. Detour around the Denied Zone adds one phase of travel. The resupply hex at A3 is one hex off the direct route.
This layout forces a choice on the first move. Go direct through contested ground, or swing south toward resupply and approach the objective from a different angle. That choice is the hex crawl.
Every hex gets a terrain type. The terrain type determines movement cost, cover, and environmental checks. Use the types from the core system or create territory-specific variants.
| Terrain | Movement | Cover | Stealth | Notes |
|---|---|---|---|---|
| Urban | 1 Phase | Full | TACT vs 3+ | Buildings, streets, infrastructure |
| Open | 1 Phase | None | TACT vs 5+ | Fields, clearings, exposed ground |
| Difficult | 2 Phases | Partial | TACT vs 4+ | Rubble, jungle, flooded streets |
| Denied | 2+ Phases | Variable | Special | Radiation, deep water, active fire |
| Elevated | 1 Phase | Full (height) | TACT vs 3+ | Hills, towers, ridges. Sightline advantage |
Territory-specific terrain should modify these types, not replace them. Flooded London adds water depth tiers on top of the base types. The Forbidden Zone adds radiation exposure. Layer your pressure. Do not rebuild the table.
Every keyed hex uses five lines. Write them in this order.
Territory: Neo-Tokyo. Pressure: Surveillance.
Hook: The only signal-dead zone in three city blocks. If you need to make a call nobody hears, this is where you go.
Visible: A pachinko parlor with a broken neon sign. The building runs a signal jammer that creates a 200-meter dead zone. Every faction knows it exists.
Situation: Three groups currently use the dead zone on rotation. A Black Reach courier runs drops here at 0200. A local fixer takes meetings in the back room. An SCA surveillance team is trying to locate the jammer without entering the dead zone. They are parked two blocks east.
Threat: The fixer's bodyguard (Elite tier, armed, suspicious of new faces). SCA drone coverage on adjacent hexes. Entering the dead zone flags your last-known position. The building's owner is selling access schedules to anyone who pays.
Asset: Signal-dead communication. The fixer can source equipment, documents, and introductions. The courier's drop schedule is worth money to three different factions.
Five lines. One hex. Everything a GM needs to run it cold.
Not every hex needs the full five-line treatment. In a 10-hex sector, key 4-6 hexes. The rest get:
Unkeyed hexes still trigger Exposure rolls and encounter tables. They are not empty. They just do not have a story waiting inside them.
After you write the five lines, write one more thing: the Under-System. This is the hidden mechanism driving the hex. The thing players can discover, exploit, or get crushed by.
The pachinko parlor's jammer runs on a stolen military power cell. The cell has 72 hours of charge left. The building owner does not know this. When the jammer fails, the SCA surveillance team will triangulate the building within 20 minutes, and every faction that used the dead zone will know it is compromised. The fixer will relocate. The courier will not show for the next drop. The hex loses its Hook.
Named NPCs with four fields.
CAN GET: What this person can provide to operators.
WANTS: What they need. Points at something operators can deliver.
FEARS: What they are trying to avoid. This is their pressure point.
CURRENT PRESSURE: The timer. What will change about this contact if players do not interact with them soon.
MAKO (Fixer, Independent)
CAN GET: Forged transit documents, clean weapons, introductions to faction middlemen.
WANTS: The SCA surveillance team's patrol schedule. She needs to know when the dead zone is being watched.
FEARS: The building owner selling her meeting schedule to Black Reach. If they know when she is in the building, she is a target.
CURRENT PRESSURE: The building owner approached Black Reach two days ago. If no one intervenes within 48 hours, Mako's schedule is compromised and she disappears from the sector.
Write separate conditions for day and night. Different economy, different risk, different faction presence.
If day and night play identically, you do not need the split. Save the effort for hexes where the cycle matters.
For keyed hexes with heavy traffic: write a D6 encounter table for Day and a D6 for Night. These are micro-situations, not combat encounters. At least half should present a decision that does not involve weapons.
Pachinko Parlor Hex, Neo-Tokyo
D6 table. Tag each entry TRUE, FALSE, or PARTIAL. Mix the tags. Players should never trust the table's output without verification.
FALSE rumors should be plausible enough to act on. TRUE rumors should be uncomfortable enough that players wish they were not true.
Every faction uses five lines.
The factions create the hex crawl's pressure. Without them, it is just a map with terrain penalties.
Before each session, advance every faction's Move by one step. This is non-negotiable. The world moves. If players spend two sessions in the north zone, the south zone's politics have shifted by the time they arrive.
The faction clock is the single most important prep tool in the hex crawl. Five minutes before session: advance each faction's Move. Write the new state. That is your session prep done.
Extend each faction with two more lines:
These are the transaction layer. Players do not work for factions because the GM told them to. They work for factions because factions have things they need.
SCA District Command
Offers: Transit passes (24-hour validity), confiscated equipment, charges dropped for detained associates.
Demands: Location of the signal jammer. Names of anyone using the dead zone. Active cooperation against Black Reach operations in the district.
Write one paragraph per faction: what happens to the hex crawl if this faction is weakened or removed. This tells you how much structural weight each faction carries.
If nothing changes, the faction is decoration.
Surveillance collapses across Hexes B1 and B2. The drone grid goes offline. Black Reach moves openly in daylight. The pachinko parlor's dead zone becomes irrelevant because there is nothing to hide from. The hex loses its Hook. Three contacts lose their CURRENT PRESSURE. The entire sector's tension drops because nobody is watching.
One table per terrain type in your sector. Ten entries. Each entry is a situation, not a stat block.
| D10 | Encounter |
|---|---|
| 1 | Faction A operation in progress. They do not know you are here. |
| 2 | Environmental pressure event. Immediate check required. |
| 3 | Civilians in trouble. Helping costs time. Not helping costs something else. |
| 4 | Faction B patrol. Routine. One member is distracted. |
| 5 | A body. Recent. Equipment present. Something does not match. |
| 6 | Another operator team. Different mission. Paths crossing. |
| 7 | Supply opportunity. Costs something other than money. |
| 8 | Faction C asset in transit. Vulnerable. Valuable. Not yours. |
| 9 | Intel opportunity. Someone is talking who should not be. |
| 10 | Something wrong. The terrain does something it should not. Nobody has an explanation. |
A good encounter entry fits in two sentences. If you need three, cut the weakest clause.
Name what is happening. Do not name what players should do about it.
Every encounter should change at least one resource: Supply, Noise, Intel, Ammo, Morale, or Fatigue. If nothing changes, it was scenery.
Every mission seed has three components.
Write a one-page briefing sheet. Include the territory, the objective, and just enough intel to make the first decision. One piece of intel is accurate. One piece is not. Do not tell them which is which.
TERRITORY: [name]
ENVIRONMENTAL PRESSURE: [one sentence]
INSERTION: Hex [ID], [method]
EXTRACTION: [planned / unplanned / denied]
OBJECTIVE: [one sentence]
KNOWN FACTIONS: [names and posture]
SUPPLY: [rating] / AMMO: [rating]
INTEL AGE: [hours since last confirmed report]
BRIEFING NOTE: [one true fact, one unverified claim]
The expanded sector checklist. Every item produces a usable artifact. If you cannot check a box, the sector is not ready.
Roll or pick. Your pressure shapes every hex in the sector.
| D8 | Pressure | Resource Drain |
|---|---|---|
| 1 | Flooding | Clean Water, Fuel, structural collapse |
| 2 | Radiation | Exposure timer, gear degradation |
| 3 | Surveillance | Noise Signature, electronic countermeasures |
| 4 | Extreme heat | Water, movement windows, heat casualties |
| 5 | Urban density | Noise, vertical movement, crowd cover |
| 6 | Extreme cold | Fuel, exposure timer, equipment freeze |
| 7 | Biological hazard | Contamination, medical supplies, quarantine |
| 8 | Political instability | Faction shifts, checkpoint changes, curfew |
| D10 | Hook |
|---|---|
| 1 | The only source of [critical resource] in three hexes. |
| 2 | A faction's hidden operation that nobody else knows about. |
| 3 | A chokepoint that every route passes through. |
| 4 | A dead zone. No surveillance, no faction control, no rules. |
| 5 | Something underground that should not be accessible. It is. |
| 6 | A neutral meeting point that all factions use. Fragile truce. |
| 7 | A ticking environmental hazard that will change the map. |
| 8 | A person everyone is looking for lives here. |
| 9 | The last place a previous operator team was seen. |
| 10 | Something from before the Upheaval that still works. Nobody knows why. |
| D8 | Want |
|---|---|
| 1 | Recover a specific asset from a contested hex. |
| 2 | Eliminate a rival faction's presence in one hex. |
| 3 | Establish a checkpoint on a critical route. |
| 4 | Recruit or extract a specific person. |
| 5 | Suppress information about their operations. |
| 6 | Secure a supply line before it is cut. |
| 7 | Document evidence of another faction's wrongdoing. |
| 8 | Control a communications asset. |
| D10 | Complication |
|---|---|
| 1 | A second faction wants the same thing. |
| 2 | The intel is wrong. The situation on the ground does not match the briefing. |
| 3 | Someone on your team is transmitting to an unknown party. |
| 4 | The objective is in a structurally compromised building. |
| 5 | A civilian population is between you and the objective. |
| 6 | The clock is shorter than you were told. |
| 7 | The extraction plan no longer works. |
| 8 | An ally faction just changed posture. |
| 9 | The objective is not what you were told it was. |
| 10 | The person who hired you is lying about why. |