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)
| Sector | POIs |
|---|
| 1 | A (Warehouse), E (Loading), F (Clinic) |
| 2 | B (Office), D (Parking) |
| 3 | C (Yard), Gate 7 |
Rival contractors do not spawn in Sector 1.
Turret Placement — POI C (Yard)
- Emplacement: NSV static turret overlooking the open yard lane.
- Arc: 120° toward central open ground and approach from POI B.
- Dead ground: Warehouse wall side (A→B cover chain) and low crate lane near clinic route.
- Playtest intent: force route planning and suppression choices, not hard-lock exfil.
Route Notes
| Route | Risk | Notes |
|---|
| A → B → C | High | Fast objective line, crosses turret visibility |
| E → F → C | Medium | Slower flank, better hard cover |
| D → B | Medium | Good contractor flank angle once clock rises |
| Any → Gate 7 | Variable | At clock 3, exfil gets contested |
GM Quick Use
- Place POIs in the layout above.
- Declare turret arc before first contact.
- Mark at least one dead-ground lane players can discover with WIS/perception.
- 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)
| Zone | Cover | Notes |
|---|
| Floor | None — open | Roller door is loud to lift (STR DC 10, ticks clock) |
| Racks | Hard cover, blocks sightlines | 2× Scrapper here, loose loot (1d6×10 CR) |
| Back office | Doorframe | Roof ladder → antenna (Tinkerer mark task) |
B — Office
[Front Door]--[LOBBY]--[CUBICLES]--[RECORDS]
|
[Broken Window]
| Zone | Cover | Notes |
|---|
| Lobby | Reception desk | Window entry is quiet (DEX DC 12) |
| Cubicles | Soft cover only — desks stop nothing over PEN 1 | 1× Bandit holds here |
| Records | Filing 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°)
| Zone | Cover | Notes |
|---|
| Open yard | Scattered crates — hard but sparse | Turret arc. Crossing without smoke/suppression = eating a burst |
| Turret blind side | Container wall | The dead-ground lane — WIS DC 12 to spot it |
| Guard office | Concrete walls (stops small arms) | 1× Perimeter Guard + handler package |
D — Parking
[North Edge]--[LOT: vehicle rows]--[Path to B]
| Zone | Cover | Notes |
|---|
| Lot | Vehicles — hard cover, engine blocks stop rifle | Empty until clock ≥2, then 1× Bandit. Contractor flank lane |
E — Loading
[Dock Doors]--[BAYS: 3]--[STORE ROOM]
| Zone | Cover | Notes |
|---|
| Bays | Pallet stacks (hard) | Quiet entry option from insertion |
| Store room | Doorframe | Med loot: 1× Bandage, 1× Tourniquet |
F — Clinic
[Entry]--[RECEPTION]--[EXAM ROOM]--[STORAGE]
| Zone | Cover | Notes |
|---|
| Reception | Counter | Usually empty — good rally point |
| Exam room | None | 2× Bandage |
| Storage | Shelving | Surgical kit (1 use). Locked commercial door — STR/DEX DC 12 |
Build It Digitally
If you want to remake this map cleanly for online play:
- Quick run: Owlbear Rodeo with tokens + fog.
- Measured VTT: Roll20 with dynamic lighting and drawn walls.
- Drafting: Figma or Dungeon Scrawl for the POI blockout.
- Team planning board: Miro for route overlays and GM notes.