← Playtest Kit

Source: map-kreslia-port.md (markdown kept in kit)

Kreslia Port Tactical Map — Op 01

EEZ 01: Kreslia Port

Scale: 2x3 km abstraction (table play map)

Scenario: First Contract

Use this as the default tactical map for scenario-01-first-contract.md.


POI Layout

        [POI D: Parking]
              |
[POI A: Warehouse]---[POI B: Office]---[POI C: Yard/Guard + NSV]
              |              |
        [POI E: Loading]   [POI F: Clinic]
              |
         [GATE 7 — EXFIL]

Sector Split (for contractor spawns)

SectorPOIs
1A (Warehouse), E (Loading), F (Clinic)
2B (Office), D (Parking)
3C (Yard), Gate 7

Rival contractors do not spawn in Sector 1.


Turret Placement — POI C (Yard)


Route Notes

RouteRiskNotes
A → B → CHighFast objective line, crosses turret visibility
E → F → CMediumSlower flank, better hard cover
D → BMediumGood contractor flank angle once clock rises
Any → Gate 7VariableAt clock 3, exfil gets contested

GM Quick Use

  1. Place POIs in the layout above.
  2. Declare turret arc before first contact.
  3. Mark at least one dead-ground lane players can discover with WIS/perception.
  4. Keep Gate 7 dangerous at clock 3, but do not place the NSV at Gate 7 for Op 01 playtest.

POI Interiors

Run interiors as zones, not grids. One move = one zone. Most interior fights are Close range (DC 12). Cover listed is what's usable — everything else is concealment at best.

A — Warehouse

[Roller Door]                    [Side Door]
   |                                  |
[FLOOR: open]--[RACKS: 3 rows]--[BACK OFFICE]
                                  (roof ladder → antenna)
ZoneCoverNotes
FloorNone — openRoller door is loud to lift (STR DC 10, ticks clock)
RacksHard cover, blocks sightlines2× Scrapper here, loose loot (1d6×10 CR)
Back officeDoorframeRoof ladder → antenna (Tinkerer mark task)

B — Office

[Front Door]--[LOBBY]--[CUBICLES]--[RECORDS]
                 |
           [Broken Window]
ZoneCoverNotes
LobbyReception deskWindow entry is quiet (DEX DC 12)
CubiclesSoft cover only — desks stop nothing over PEN 11× Bandit holds here
RecordsFiling cabinets (hard)Intel chip, 25 CR. Gunfire here is audible at POI C

C — Yard / Guard Office

[Approach from B]--[OPEN YARD]--[GUARD OFFICE]
                       |            (package)
                  [NSV TURRET]
                  (covers yard, 120°)
ZoneCoverNotes
Open yardScattered crates — hard but sparseTurret arc. Crossing without smoke/suppression = eating a burst
Turret blind sideContainer wallThe dead-ground lane — WIS DC 12 to spot it
Guard officeConcrete walls (stops small arms)1× Perimeter Guard + handler package

D — Parking

[North Edge]--[LOT: vehicle rows]--[Path to B]
ZoneCoverNotes
LotVehicles — hard cover, engine blocks stop rifleEmpty until clock ≥2, then 1× Bandit. Contractor flank lane

E — Loading

[Dock Doors]--[BAYS: 3]--[STORE ROOM]
ZoneCoverNotes
BaysPallet stacks (hard)Quiet entry option from insertion
Store roomDoorframeMed loot: 1× Bandage, 1× Tourniquet

F — Clinic

[Entry]--[RECEPTION]--[EXAM ROOM]--[STORAGE]
ZoneCoverNotes
ReceptionCounterUsually empty — good rally point
Exam roomNone2× Bandage
StorageShelvingSurgical kit (1 use). Locked commercial door — STR/DEX DC 12

Build It Digitally

If you want to remake this map cleanly for online play: