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OT_TABLETOP // HEX_CRAWL_CREATION_GUIDE // GM_REF // v1 // ALIGNED_WITH_RULES_v4.0 // LIVE

HEX CRAWL
CREATION GUIDE

// GM REFERENCE | BUILD YOUR SECTOR | REQUIRES: HEX CRAWL SYSTEM v2
OPERATOR TACTICS // HEX CRAWL CREATION GUIDE
PART I
Before You Build

What This Guide Does

The system tells you what to build. This guide shows you how to build it so it works at the table.

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.

The One Rule

The One Rule

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.

Time Budget

Be honest about how much prep you want to do. Pick your scale before you start drawing hexes.

ScaleHexesKeyedFactionsPrep TimeSessions
One-shot4-63-422-3 hours1-2
Short campaign8-125-734-6 hours3-5
Full campaign12-208-1248-12 hours6+

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.

PART II
The Hex Grid

Step 1: Pick Your Pressure

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?

Environmental Pressures

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.

Step 2: Draw the Grid

Start with 6 hexes. You can always add more. You cannot easily remove hexes players have already seen.

Rules for the Grid

Example: 6-Hex Sector Layout
    [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.

Step 3: Terrain Types

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.

TerrainMovementCoverStealthNotes
Urban1 PhaseFullTACT vs 3+Buildings, streets, infrastructure
Open1 PhaseNoneTACT vs 5+Fields, clearings, exposed ground
Difficult2 PhasesPartialTACT vs 4+Rubble, jungle, flooded streets
Denied2+ PhasesVariableSpecialRadiation, deep water, active fire
Elevated1 PhaseFull (height)TACT vs 3+Hills, towers, ridges. Sightline advantage
Design Note

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.

PART III
Keying Hexes

The Five-Line Format

Every keyed hex uses five lines. Write them in this order.

  1. Hook. Write this first. Why do operators care about this hex? What draws them in? If you cannot answer in one sentence, the hex does not have a Hook yet.
  2. Visible. What operators see from adjacent hexes or on approach. This is what triggers the decision to enter.
  3. Situation. What is actually happening here. The conditions on the ground. Who is present, what they are doing, what is about to change.
  4. Threat. What can hurt the operators. NPC forces, environmental hazards, time pressure, political consequences.
  5. Asset. What operators can get here. Supplies, intel, contacts, position, power.
Worked Example: Building a Hex

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.

Keyed vs. Unkeyed

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.

The Under-System

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.

Rules for Under-Systems

Example Under-System

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.

Contacts

Named NPCs with four fields.

Contact Format

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.

Rules for Contacts

Example Contact

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.

Day/Night Cycle

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.

Day Conditions

  • Civilian traffic provides crowd cover
  • Faction patrols at regular strength
  • Surveillance cameras active
  • Market economy operational

Night Conditions

  • Empty streets, no crowd cover
  • Reduced patrols, heavier response
  • Thermal detection active
  • Black market economy operational

Encounter Tables Per Hex

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.

Example: Hex Encounter Table (D6 Day / D6 Night)

Pachinko Parlor Hex, Neo-Tokyo

Day (D6)

1
A drunk salaryman stumbles out. He is muttering about a courier.
2
Two SCA plainclothes agents walk past. They are counting paces.
3
The building owner is arguing with a delivery driver about payment.
4
A faction runner drops a note in the trash can outside. Retrieval opportunity.
5
Power flicker. The jammer drops for 8 seconds. Signals flood in.
6
Mako's bodyguard is standing outside. He is watching your direction.

Night (D6)

1
The courier arrives early. She is nervous. Something changed.
2
An unknown vehicle idles on the next block. Engine running. Lights off.
3
The jammer whines. The power cell is failing. The owner does not hear it.
4
A Black Reach operative enters through the back. Armed.
5
Mako sends a runner to find you. She has a job. It expires at dawn.
6
SCA drone passes overhead. Its search pattern has changed.

Rumors

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.

Example Rumor Table (D6)
1
"The jammer runs on a military power cell. It will last for months." FALSE
2
"Mako is working with Black Reach. She is feeding them information." FALSE
3
"The SCA has a mole inside the parlor. One of the regulars reports to them." TRUE
4
"The building owner is selling access schedules. He does not care who buys." TRUE
5
"There is a second jammer two blocks north. Nobody uses it because of the rats." PARTIAL
6
"The courier works for the SCA. The drops are bait." PARTIAL
PART IV
The Faction Layer

The Five-Line Faction Format

Every faction uses five lines.

  1. Controls. What hexes, routes, or resources they hold.
  2. Want. What they are trying to get this week. Specific. Actionable.
  3. Fear. What they are trying to prevent. This is their vulnerability.
  4. Move. What they are doing right now. This advances whether players engage or not.
  5. Posture. How they treat operators. Hostile, transactional, cautious, cooperative.
Example: SCA District Command
State security. Surveillance-first doctrine.
Controls: Hexes B1, B2. Drone coverage on A1 and A2. Signal intercept on all non-jammed frequencies.
Want: Locate and disable the signal jammer in the pachinko parlor. This week.
Fear: An operator team using the dead zone to coordinate an action against their district HQ.
Move: Deploying a plainclothes team to map the jammer's signal boundary. Will attempt entry within 72 hours if mapping succeeds.
Posture: Hostile. Shoot-on-sight for known operators. Detain-and-interrogate for unknowns.

Building Faction Pressure

The factions create the hex crawl's pressure. Without them, it is just a map with terrain penalties.

Rules

The Faction Clock

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.

Five-Minute Session Prep

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.

What They Offer / What They Demand

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.

Example Transaction Layer

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.

If Damaged

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.

Example: If SCA District Command Is Removed

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.

PART V
Encounter Tables

The D10 Territory Table

One table per terrain type in your sector. Ten entries. Each entry is a situation, not a stat block.

Rules

Template: D10 Territory Encounter Table

D10Encounter
1Faction A operation in progress. They do not know you are here.
2Environmental pressure event. Immediate check required.
3Civilians in trouble. Helping costs time. Not helping costs something else.
4Faction B patrol. Routine. One member is distracted.
5A body. Recent. Equipment present. Something does not match.
6Another operator team. Different mission. Paths crossing.
7Supply opportunity. Costs something other than money.
8Faction C asset in transit. Vulnerable. Valuable. Not yours.
9Intel opportunity. Someone is talking who should not be.
10Something wrong. The terrain does something it should not. Nobody has an explanation.

Encounter Design Principles

Encounter Design Rules

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.

PART VI
Mission Seeds

The Three-Part Seed

Every mission seed has three components.

  1. Objective. What operators are hired to do. One sentence.
  2. Clock. How long they have. Specific. Measured in hours or sessions.
  3. Complication. Why it is not simple. Another faction, a hidden cost, bad information, or a second objective that conflicts with the first.

Mission Design Rules

Template Seed A Recovery
Objective: Recover [specific item] from [specific hex] before [faction] gets there first.
Clock: [Hours]. [Faction] has a team [distance] away. They left [time] ago.
Complication: The item is in a building with [collapse risk / environmental hazard]. [Different faction] controls the only safe access route and is not cooperating.
Template Seed B Escort
Objective: Escort [person] from [hex A] to [hex B] without being detected by [faction].
Clock: [Hours]. [Faction] begins [action] at that time, which makes the route impassable.
Complication: [Person] is carrying something they have not told you about. [Third party] knows they are moving and has a different destination in mind.
PART VII
The Session Zero Briefing

What Players Need Before Hex One

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.

Operational Briefing Template

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]

What the GM Needs Before Session One

The expanded sector checklist. Every item produces a usable artifact. If you cannot check a box, the sector is not ready.

Sector Readiness Checklist
  • Hex grid drawn. Terrain assigned to every hex.
  • Denied Zone placed. Resupply point placed.
  • 4-6 hexes keyed using the five-line format. Hook written first.
  • Under-Systems written for every keyed hex.
  • 2-3 contacts per keyed hex (CAN GET / WANTS / FEARS / CURRENT PRESSURE).
  • 2-4 factions with five-line profiles.
  • Faction Moves written for the next 3 sessions.
  • D10 encounter table per terrain type.
  • Mission objective placed 3-5 hexes from insertion.
  • Briefing sheet written.
  • Noise Signature starting value set.
  • Alert Level baseline set.
PART VIII
Quick-Build Tables

Territory Pressure (D8)

Roll or pick. Your pressure shapes every hex in the sector.

D8PressureResource Drain
1FloodingClean Water, Fuel, structural collapse
2RadiationExposure timer, gear degradation
3SurveillanceNoise Signature, electronic countermeasures
4Extreme heatWater, movement windows, heat casualties
5Urban densityNoise, vertical movement, crowd cover
6Extreme coldFuel, exposure timer, equipment freeze
7Biological hazardContamination, medical supplies, quarantine
8Political instabilityFaction shifts, checkpoint changes, curfew

Hex Hook Generator (D10)

D10Hook
1The only source of [critical resource] in three hexes.
2A faction's hidden operation that nobody else knows about.
3A chokepoint that every route passes through.
4A dead zone. No surveillance, no faction control, no rules.
5Something underground that should not be accessible. It is.
6A neutral meeting point that all factions use. Fragile truce.
7A ticking environmental hazard that will change the map.
8A person everyone is looking for lives here.
9The last place a previous operator team was seen.
10Something from before the Upheaval that still works. Nobody knows why.

Faction Want Generator (D8)

D8Want
1Recover a specific asset from a contested hex.
2Eliminate a rival faction's presence in one hex.
3Establish a checkpoint on a critical route.
4Recruit or extract a specific person.
5Suppress information about their operations.
6Secure a supply line before it is cut.
7Document evidence of another faction's wrongdoing.
8Control a communications asset.

Complication Generator (D10)

D10Complication
1A second faction wants the same thing.
2The intel is wrong. The situation on the ground does not match the briefing.
3Someone on your team is transmitting to an unknown party.
4The objective is in a structurally compromised building.
5A civilian population is between you and the objective.
6The clock is shorter than you were told.
7The extraction plan no longer works.
8An ally faction just changed posture.
9The objective is not what you were told it was.
10The person who hired you is lying about why.