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#modular terrain
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I liked the openforge system enough that when I decided to make some more natural terrain, I carved up the foam board and attached individual squares to the bases so I could attach them with magnets and rearrange the battlefield to be different each time. After that, just followed a basic guide to grassy mini bases.
While the lines between tiles are quite distinct, I've found I rather like that as it's easy to judge distance without having to mark a grid or pull out a tape measure. Keeping tiles from 2x2 to 4x4 inches makes it easy to tell how many squares across it is without losing room for detail within the lines.
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trudiblog · 1 year
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https://www.kickstarter.com/projects/creative-emporium/rust-town
We are live and kicking on Kickstarter!
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Photoset of my modular dungeons and dragons tile set that I made. 40pcs in all, it's got dragon claw marks and acid damage as the dragon fight I built it for was an acid breathing dragon so I eroded the pillars to create acid damage. The full tile pieces have moss added to them also.
I'm selling this set now on Etsy as I haven't used it in some time.
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convergencegameparts · 2 months
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Convergence Game Parts
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Website: https://www.convergencegameparts.com/
Address: Colorado Springs, Colorado, USA
Convergence Game Parts specializes in crafting high-quality 3D printed terrain and accessories to enhance your tabletop wargaming experience. From medieval kingdoms for Settlers of Catan to modular palisade wall segments, our products are designed to bring your gaming world to life. Our services include limited runs, custom orders, and educational events on 3D printing to help you personalize your gaming setup.
Facebook: https://www.facebook.com/ConvergenceGameParts
Twitter: https://twitter.com/PartsGame
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jovial-thunder · 3 months
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Lancer on a physical tabletop with Lego minis!
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We finally did the thing! I roped my siblings into playtesting a game of Lancer using Legos and a physical tabletop. The sitrep was to destroy five buildings, marked in red, because the Karrakins were using the installation to track their mobile hidden base (our home campaign is a blatant ripoff of Deserts of Kharak).
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Things that need improvement:
better way to measure tiles. We were doing 4cm/space and had to do a lot of multiplication. Going to try wood dowels with tiles marked + get some kind of grid underlay.
similarly, we need aoe templates
I used too much terrain, it got messy
should get status rings/tokens to mark lock-on, etc
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Things that worked well:
it was sick as hell to be able to physically destroy Lego terrain and mechs as they fell
we used physical dice? For lancer?? And it turns out clicky clack math rocks continue to be inherently great.
witchdice works well on mobile devices for character sheets so not every PC had to have a full laptop
different height-terrain was fun, though it made movement costs tricky to calculate
I'm excited to keep trying out different setups. All the terrain and stuff I've collected is pretty modular (lego makes that easy) so it'll be fun to see how wide a range of map types is possible.
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utilitycaster · 1 year
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So you're playing a D&D class
(had these thoughts while thinking about CR character builds, but relevant to D&D in general).
Here's just a brief list of three questions per class that are intended to be helpful if you're playing that class and are working on fleshing out that aspect of your character. Note that I'm only covering officially published classes for 5e. If you're a blood hunter I am just going to assume you know what you're about, and if you're a mystic then you are beyond help or hope. Also, obviously, there's way more to a character than their class! But understanding why the character is that class is pretty crucial to overall character build.
Artificer:
Did the magic come first or did the tinkering come first?
Did you apprentice or were you self-taught?
What do you dream of creating - or if you don't, what outside goal drives your creations?
Barbarian:
Is rage a cultural or family trait, or is this unique to you?
What do you feel like when you rage?
What do you feel your purpose is, outside of combat? Do you have one or are you not sure? (note - feel free to ask this about other martially focused classes, but barbarians skew especially hard towards combat skills above all others)
Bard:
What led you to be able to tap into the echoes of creation (not guaranteed for all artists!)
What is your medium, and how did you come to it/learn it?
You have a ton of skills - how did you acquire them?
Cleric:
What is your relationship with the deity/entity/concept that grants you your powers?
Since many sources have multiple domains, why this domain specifically?
What does your worship look like?
Druid:
Is your relationship to nature cultural, or personal?
What drew you to your circle?
How do you feel about wildshape? Is it a tool available to you, or an enjoyable experience?
Fighter:
Who trained you or how did you pick up your skills?
What led you to focus on fighting? Is there something you wished to attack or to protect?
Fighter is REALLY modular/subclass dependent, so dig into your subclass; if you're a champion, the 'what is your purpose outside combat' from Barbarian may apply, but if you're say, an eldritch knight or rune knight, you may have had two teachers and should dig into that.
Monk:
Who trained you?
What does Ki feel like for you?
Not a question, but: with the caveat that I know very little about martial arts, I do think that having a concept of the martial art style your monk uses is a huge help in bringing the character to life.
Paladin:
What drew you to this oath?
What continues to motivate you?
You're in a very versatile role; which part speaks to you the most- do you see yourself more as a protector? a healer? is the versatility itself what matters?
Ranger:
How did you learn your nature skills?
What is your relationship to your magic?
Why are your favored terrain and enemy what they are?
Rogue:
How did you learn to pick locks?
Did your thievery/stealth come as a necessity for survival, or was it a choice?
As with bard - what specifically led you to develop the skills you have?
Sorcerer:
When did your powers first manifest? If it was not when you were very young, what were you doing beforehand?
Are you interested in where your powers came from? How far would you go to learn about them? Or do you already know?
What would you do if your powers disappeared?
Warlock:
What led you to make the pact - even if it was accidental or a trick?
How do you feel about your patron generally?
Because warlock is truly very modular - that is, extremely reliant on the boon and evocations for flavor, analyze the choice of evocations and boon. If you picked agonizing blast, why specifically did your warlock want to make eldritch blast stronger? What drew your character to the blade vs. chain vs. tome?
Wizard:
What role do wizards play in your society?
How were you trained?
What do you most desire to learn or achieve?
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jazzytrait · 1 year
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This ended up being only 5 generations long because... there's only so much you can accomplish exclusively underground... but I left it open ended in case anyone has any ideas! If you take on this challenge please use #VaultTecChallenge so I can see! EDIT: Ok... so a lot of people like this idea! So, I expanded it. Full 10 Gen version here. 👽 Relevant Mods, CC and Downloads below the cut!
-MODS- You need some kind of homeschool mod. The one I found was: Better Schools: Online Schooling by KawaiiStacie A mod that allows your children to attend school via computer. -BUILDS- If you don't want to build your own vault, there are some vaults on the gallery that could easily be gently modified for this challenge. I looked up some builds, but I'm sure there are many more out there. If you build a vault and upload it to the gallery, tag it with #VaultTecChallenge so others doing the challenge can find it! >> Vault 148 by ChillyAcademic - This is by far the most detailed and realistic vault I have found on the gallery thus far. >> Fallout Shelter 14A by Hero_E92 - A really good-sized vault that probably doesn't need a ton of adjustment. >> Bunker by Mariedcause - A really great build that could work for this challenge very quickly. >> User RistoTCT has a set of modular vault rooms built along with a base lot to attach them to. Check their gallery to see them all. >> Fallout Bunker by erinmeakin - This is a large vault that would likely need some adjustment, but many facilities are already done for you.
-CC- There is a TON of Fallout cc out there to make your gameplay more true to the source material. I will try to list a lot here just to get you started. 👽
Hancock Sim by @remussims Kitchen of Tomorrow by @surely-sims House of Yesterday by @surely-sims Vault-Suits by @wastelandwhisperer Fallout Billboards by @wastelandwhisperer Nuka-Cola Jumpsuits by @wastelandwhisperer Fallout 4 Chems by @llazyneiph Fallout Toys by @llazyneiph Fallout Playground by @avunde Vault Bedroom Set by @avunde Fallout 3 TV by @avunde Fallout Diner Set by @avunde Motorcycle and Eyebot by @avunde Fallout Walls Floors and Terrain by @avunde Fallout Mini Fan Pack by @litttlecakes Nuka Cola Shirt by SuperNerdyLove (TSR) Port-A-Diner Buffet Table by @biguglyhag (simsworkshop) Fallout 3 Jukebox by @biguglyhag (simsworkshop) Synth Eyes by @gen-sim The Fallout Collection by Cheoola (TSR) Vault Suits and Pip-Boy 3000 by @plazasims Fallout 4 Computers by @veranka-s4cc Radio by @veranka-s4cc Nuka-Girl Posters by Hannahgaskarth (TSR) Vault-Tec Table Lamp by Hannahgaskarth (TSR) Vault-Tec Welcome Mat by Hannahgaskarth (TSR) Vault-Tec Shorts (female) by Hannahgaskarth (TSR) Tiny Living Vault Tec Lamp by Hannahgaskarth (TSR) Tunnel Snakes Jacket by Hamfluff13 (TSR) Fallout Cola Art by @georgies-porgies
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dreamchaserguild · 6 months
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We recently backed a project on Kickstarter and I wanted to ramble about that.
(This is not paid promotion and I have no association with the team making this project. This is just me gushing about something I think is cool.)
I grew up playing Heroscape. This game was my childhood. If you don't know what Heroscape is, here you go:
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It was a simple tactical minis tabletop battle game where you make a team of different heroes with their own unique abilities. But what really sold this game was the landscape you could build yourself.
I used to have a table that sat out on our front porch that was filled with Herocape stuff as I constructed and deconstructed and reconstructed my maps.
And I didn't just have the starter set you see above. (Above is actually several starter sets. You don't get quite that many pieces from one box. I'm guessing it's three starter sets since there are six ruins, and Heroscape only came with two.) No. I had the ice set, the volcano set, the castle set, a Marvel set. The second starter set with swampy environment.
Heroscape was an amazing part of my childhood. Then Hasbro let it die.
They tried to revive it in the form of Arena of the Planeswalkers, a knock-off with a flat cardboard battlefield. But it got cancelled after two expansions. They're going to try again, but I have no faith that they'll stick with the Heroscape revival.
Which brings us to SOURCE.
SOURCE is a hex system made by indie-developers who themselves were Heroscape fans and inspired by Heroscape. Rather than connecting at the sides like Heroscape, the SOURCE tiles are held together by edges as you can see here. (I sure hope they don't mind me lifting the images from their kickstarter.)
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A disadvantage to this is that you lose some of the modularity in being able to build in any shape you want. The advantage though is that it allows for terrain to easily be added and removed throughout gameplay.
(They're also working on special grip mats for those who just really want to build in any shape they want without being confined to shapes of the edges.)
And in my opinion, the detail looks way better than Heroscape ever did. Just compare the lava tiles above to Heroscape's:
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There's no contest.
The SOURCE hexes aren't just the same thing in different colors. They're actual works of art.
And I'm not saying this to put Heroscape down. Like I said, it was my childhood and was fantastic for its time.
The game on the Kickstarter, Timestrike, is very similar to Heroscape. But with so much more stacked onto Heroscape's foundation.
Characters have move, range, attack and defense like Heroscape. You have the six-sided dice where three sides are swords and two are shields. Only now there is a special lucky sword and a lucky shield. These aren't relevant for most characters, but some characters will have abilities where they'll gain some bonus on lucky rolls.
If that's not enough, there's also a Contest mechanic where you can push another player's figure. This is great if someone is on a ledge and you want to cause them fall damage, or if you just want to steal the high ground from them to increase your attack.
You can also mine materials, build roads with the materials you mined, and go fishing for buffs. (Literally. You can stand near water and try to fish. If you succeed, you take a card from the fishing deck.)
There are wild monsters you can try to tame. There are even large figures you can mount and ride. See this guy:
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That's a base on his back for you to place a smaller miniature on and ride him around!
The game is centered around not just beating each other, but also fighting a boss called a Sentience with space for three figures on its back.
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(Note: the Gorilla Brute is not part of this first set, and will likely come with a future expansion.)
The sentience takes full advantage of the destructible terrain, leveling any space he lands on.
And they're tossing in solo and co-op rules for people who don't want to fight each other and just want to fight the boss alone, or to team up to fight the boss.
Oh! And it comes with STACKABLE WALLS!
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That's a small thing, but it's a cool thing. (Okay, this is technically a stretch goal for $200,000 that they haven't put on the official Kickstarter, but $200K feels likely to me.)
The creators also seem genuinely committed to making this a reality and keeping it going for a long time, with talk of several expansions in the pipeline, introducing more playable characters, more rideable Brutes, and more bosses which will each have their own abilities and their own solo/co-op modes.
And possibly boats.
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That's a picture of a prototype boat that can fit three figures and will NOT be included in this Kickstarter. But it is planned for a future expansion.
I don't know if the boats will come to fruition. I don't know if they'll look like that when they are released or if they'll look completely different by then since that would be a long way off.
But I appreciate knowing that there are plans to make this a long-term investment. I'm not worried that the creators will give up on SOURCE and Timestrike like Hasbro did Heroscape and Arena of the Planeswalkers.
And it's not just Timestrike. The SOURCE terrain can be purchased on its own and the SOURCE system is intended to be used for a variety of games by different creators. And it's already naturally compatible with Heroscape, Arena of the Planeswalkers, Battletech and other hex-based games.
I am incredibly excited and hopeful for the future of this project!
Here's the Kickstarter for anyone who wants to see more of this.
And here's a video review going over the Timestrike rules and how it plays:
youtube
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cityof2morrow · 9 months
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NetworkMAT: Streets of 2morrow
Published: 7-21-2023 | Updated: 9-28-2023
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SUMMARY The Network Materials (NetworkMAT) (Simmons, 2023) series includes assets for building modern road networks in Sims 2. Use these items to enhance your city’s streets, walkways, highways, skyways, bridges, and so on.
Streets of 2morrow (Simmons, 2022-2023) adds intricate, modern road networks to your game with a look inspired by SimCity: Cities of Tomorrow (EA, 2013). It includes winter-ready road replacements, 40+ road overlays, and 130+ modular floor tiles. The road defaults contain no visible grass/dirt, so they’ll work with all terrains. Road overlays come with several recolors for a variety of projects, including bike lanes and narrow roads.
DETAILS Requires ALL EPs/SPs. Blue, gold, white, and A/B tiles should be used together respectively. There are left- and top-aligned versions to maintain the hex pattern across all tiles. Some corner tile seams will be visible - this is a default game quirk - but they’re hardly noticeable when used with other tiles.
No new driveway recolors are included. To create matching driveways, combine the floor tiles with invisible driveway/extension objects such as these by RoddyAeixo (2006).
When in lot view, the neighborhood roads at the edges of the lot appear darker. This is another default quirk, but they match perfectly in hood view.
Since there are no grass/dirt medians, you’ll need to move the mailbox, trashcan, and/or phone booth at least two tiles from the front of the lot.
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ITEMS Cost: §9-11 | Floors > Misc and Deco > Misc
130+ Floor Tiles (create crosswalks, gutters, divisions, zones, alt. lanes, etc.). DOWNLOAD (includes collection file) from SFS | from MEGA
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Road Defaults (2-way straight, 2-way turn, 3-way stop, 4-way stop, cul-de-sac) – winter-ready, for all terrains. DOWNLOAD from SFS | from MEGA
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40+ Road Overlays (2-way straight, 2-way turn, 3-way stop, 4-way stop, cul-de-sac) – winter-ready, conforms to sloped terrain. DOWNLOAD from SFS | from MEGA
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CREDITS Thanks: Help with “white edges of sorrows and doom” (@catherinetcjd), @lordcrumps. Sources: Hex Pattern (Savoretti, 2019), Road Overlay (Wedingo, 2017; CuriousB, 2012), SimCity: Cities of Tomorrow (EA/Maxis, 2013), Snow (NNNNatali, 2007), Terrain Default Replacements Ver 1.0 (@peppermint-ginger, 2017), Ultimate Road Default Replacement (@tvickiesims, 2021).
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salmontheking · 1 year
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electronic warfare organism
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The electronic warfare organism's maw is a powerful emitter in radio and microwave frequencies, modulating the signal with a vocal tract altered for electromagnetic radiation rather than sound. It acts as a radar, communications and jamming platform. It can also emit short intense pulses to fry electronics. It comes with modular prosthetic feet to fit a variety of terrains, a preprogrammed mud wallowing maneuver to help mask the heat signature, and a hood to keep dust off and make civilians slightly less scared.
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the-rockers · 4 months
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Hakita's strongest asset in ULTRAKILL is absolutely Dante's inferno. It's helpful to have a pre-existing framework of hell to work with, sure, but crucially it gives modularity. The layer-oriented structure encourages experimentation with how hell is presented in every way, from the color of the terrain to the shape of the enemies to the soundscape to the skybox. Looking at concept art from Violence really reflects this because none of it fits in with the enemy design or scenery of Wrath or Greed (although there are consistent underlying elements) but it works well together, while still fitting in with ULTRAKILL as a whole.
(and when I say "none of it fits in", that's absolutely not a bad thing. The ferryman in Heresy is a good example of this: in terms of the Heresy layer, he sticks out like a sore thumb, but in terms of ULTRAKILL as a whole he's consistent with his surroundings. It's... Brilliant!)
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One of my first experiments with 3d printed terrain- modular dungeon tiles by Masterwork tools using the open forge system. I've added quite a bit to my collection since then, but those basic walls and dungeon stone floors are solid placeholders for anything artificial or cavernous.
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kwimii999 · 2 years
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Le Marché d’Oli (Oli’s Market) - Grocery Store
Lot Size: 40 x 40
Packs: Into the future + University + Ambitions + World Adventures + Late Night + Supernatural 
Price: . . . Expensive.
The grocery store can be set up in two ways
1 - Non-Functional Grocery Store: Used as a normal community lot with a custom grocery rabbithole rug. (I’ve already placed one on the lot) and if you have World Adventures, you can buy groceries with the Food register :)
2 - Functional Grocery Store: Your sim is able to buy grocery items (with ani’s merchant mod + Ani’s ration box mod) that gives them random fruits, vegetables,  fish and meat to then be able to cook (with the cook with any ingredients Mod).+ (Placed Rabbithole already on the lot)
More detail on how to make a functional grocery store
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Lot:
Mediafire | .sims3pack 
Mediafire | .package Note: since I’ve completly moved on from updating this build and working on a better grocery store with more functionalities than this one, I will no longer update this one - but if there’s cc missing that I’ve forgotten to link, do so tell me :)
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Custom Content List (In parentheses is what you have to download):
Inside (ATS3, armiel ): 
Rainy Day (Rainy Day Puddle) 
Janitor Cart & Cleaning Stuff (Janitor Sign) 
Grocery Furniture (Food Register + Cash Register Surface + Grocery Shelf + Grocery Baskets + Shelf Signs + Grocery Poster) 
Base Counter OMSP 
Get To Work: Police (Fire Extinguisher) 
Build Set - DIY (Basic Column Thick 4)
Exit Lamp
Outside (GrandeLama, ATS3, Cycloneuse, bioniczombie, Martassimsbook,hudy777DeSign): 
Street Curbs, Curbs 
Viaduct Build Set 
Road & Sidewalk Flooring Set 1 
Pavement Terrain Paint 
Useful Walls 
Food Ads 
Road Signs (Road Sign Round) 
Vehicle Vol. 1 (truck4 ) 
Camping Objects (Camping Trash) 
Caravan & Other Camping Stuff (Camping Plastic Chair) 
Trashes (Dumpster Empty + Trash Pile 3) 
Comfort Misc (Park Bench Wave) 
Outdoor Lights( 2nd Row, Third one) 
Music Festival (Festival Tent) 
Ilona Likes IKEA ( Ilona’s Bathroom Rug ) 
Newspaper Kiosque (Newspaper Stand x1) 
Flower Market (Flower Shelf 1 + Flower Market Flower 2-4-5 + Flower Market Plant 1-2-3-4-5) 
Jynx Residential Rabbithole (Grocery Rabbithole)
Wall Signs (Signature Sign, The one that doesn’t light up at night)
Modern Line Windows (Full v.1 + Modular counter top v.1 (all) )
Steel And Glass Double Door
Grocery Items (ATS3, omedapixel): 
Fruits & Vegetables Displays (Supermarket Displays, Style 3)
This & That (Vegetable Stand)
Bread Displays, Bakery Items (Empty Cooler)
Grocery Items #1, Grocery Items #2
Supermarket Trolley
Grocery Bags (Tote Bag + Delivery Cardboard Box)
Vending Machines (University)
If there’s anything missing/wrong with the links, notify me in the comments.
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Heyo, I run a lot of sandbox hexcrawl campaigns, and I was wondering if there was any setting-neutral fantasy generators I could use to help build them on the fly - especially ones that can add settlements and the like as people explore?
THEME: Hexcrawl Generators
Hello friend. When it comes to hex crawls, I understand that pre-written worlds are different from hex-crawl generators. Pre-written hex crawls can be modular, but the setting usually pretty pre-established. On the other hand, there’s plenty of world-generating games that can be pretty setting-agnostic and rather focus on providing oracles to make discovery exciting and somewhat unpredictable. So let’s tackle some of each piece of your list, and maybe we’ll find something that works!
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The Undying Sands and Bottled Sea, by Games Omnivorous.
The Undying Sands is a weird desert setting in a weird format. Heavily inspired by Antiquity  and sprinkled with sci-fi elements from Mad Max and Jodorowsky’s Dune, the Undying Sands is a lost decaying civilization. Its glorious past long gone, the Sands are now a wasteland of sorts, dotted with crumbling ruins, antiquated temples, lost technology, and pristine natural wonders beyond the reach of most.
The Bottled Sea is an alternate dimension, where ships and sailors from across history are sucked inadvertently into, through strange wormholes and foul circumstance. Locked in a timeless state, the Sea is a flooded realm of buoyant wastes, coral-reefs of multiversal debris, floating wrecks, and makeshift technology, littered with sunken vestiges of a world that was or could yet be. Four factions with competing agendas vie for control over the Harborage, a suspended port city of rubble and ruin in the very centre of the endless waters.
Both of these games are modular hex tiles, so the lore is pre-written, but because the tiles are drawn randomly, nobody knows where they’ll be heading next until they get there! The games come with a GM screen full of helpful tips and information, and there will be special dungeons and encounters on certain tiles. The designers also have expansions for both of these games available in pamphlet form on their website. This can provide the random generation you’re looking for, as long as you are excited about the setting provided.
Hexcrawl Tool, by Horoscope Zine.
This is a simple tool to help you hexcrawl.
When it comes to finding something that is truly setting-agnostic, this tool is probably what you’re looking for. The tool provides two different ways to determine what lies in the next hex, and uses a simple oracle to tell you what kinds of terrain you’ll be walking into. You can use ideas from other world building games to flesh it out, or even hack it using oracles such as the Hey What’s That Planet oracle from junkgolem, or point-crawl adventures such as The Gardens of Ynn, by Dying Stylishly games. 
The creator has a number of their own system-neutral sandboxes and dungeons, so you can also browse their shop for ideas!
Gen:Hex by marchcrow.
Gen:Hex is a two-page sheet that has several tables to help you generate exotic locales, storied cities, fascinating NPCs and more - on the go! Fits nicely in the back of an A5 journal. Can be used for solo RPG play or collaborative. The parts aren't interlocking so you can use what helps you propel your story forward. 
This is perhaps the best-fitting oracle for some of the above hex map generators, allowing you to fill in the gaps that you’ll find with some of the other generators on this list. It’s two pages of tables with lists of encounters, landscapes, features, troubles and more. 
Hex Kit, by Cone of Negative Energy.
Hex Kit is a multi-platform desktop application for building hex maps to be used with table top role playing games. Rather than being bogged down by features and complications, Hex Kit is built to be intuitive and quick to use with an emphasis on art.
This is an application, rather than a game, so it’s probably more useful for making your hex look uniform in some way after you generate it. The application comes with a number of basic tools, but the creator’s storefront has a number of additional tiles that you can import, and you can get additional hexes from other creators, such as the HPS Cartography Kit, and The Tiles of Xark, by Highland Paranormal Society.
These tools don’t come with oracles for the hexes - it’s up to you to decide what each hex means. If you want to see something that makes use of this application (and you want some random tables), you can check out Hexception, a mega-hexcrawl by kumada1.
If you bought the Bundle for Racial Justice and Equality back in 2020, you already own Hex Kit and HPS Cartography Kit!
Games I’ve Recommended in the Past
Wonderfall, by Catscratcher Studio. (Technically solo but has great generators for locations, encounters, people and quests.)
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titanomancy · 6 months
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Part deux of the Ash Wastes terrain focus is up, and since now I'm paranoid that anything I don't control directly is likely to be disappeared off the internet, I've elected to simply archive it in its entirety below the fold.
[H3] LADDERS, HATCHES AND RAILINGS
As any good ganger will tell you, a good vantage point is key to getting the drop on your rivals. To help fighters clamber around your Habs and gantries, the Thatos Pattern kits come with a host of extras - including a versatile set of ladders.
These ladders are modular, to allow for alternate strut heights. They're separated into a top section, plus short and long middle sections that allow any combination. They also can hang freely on the bars of the platforms, allowing you to combine them with whatever terrain configuration you have gone with.
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These curved railings, vital for any sniper lurking near the edge of a significant drop, are also very easy to add to any build. These can be attached without glue, and will sit on the curved bar on the platforms.
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Want to add some additional details to the underside of your platforms? Both of the platforms and the Hab have fittings on the underside to attach accessories from the Sector Mechanicus terrain kits – such as cables, chains, and ladders – further adding to the variety of build options on offer.
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The platforms are also the same thickness as Sector Mechanicus floors, which allows for the Sector Mechanicus railings to be used on them.
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For that little bit of extra detail – not to mention more cover – the underside of the roof has fittings for a long ladder section (D39, for those of you checking your construction guides) to glue into, giving gangers easy access to the roof.
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Speaking of extra detail, each Hab comes with four tension cables that attach to slots on the central strut. These can be assembled in two ways – down to the base, or up to the Hab. Or if your strut is tall enough, and you’ve got cables spare… both!
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Need to clamber up a stack of Habs? You can add a ladder attachment (D40) to the bottom of a ladder. This allows it to neatly and gluelessly join two curved bars, giving you an easy way to access a roof, a second Hab, or a mounted platform.
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The Habs were designed to allow for easy movement of models – the roof sections don’t need glue, so you can easily take them on and off, and there are plenty of wide openings in the sides of the Habs. The kit also comes with panels, however, allowing you to fill some of these openings in. Combined with the careful placement of ladders, this can make for an interesting battlefield where fighters must climb and dodge their way through a maze of modules and walkways.
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Need to keep the sun off your face… not to mention that pesky rain of radioactive dust? The awning can be built in 2 ways. It can attach to a balcony piece (A18), or you can attach two parts (D13 & D14) Which will let it attach to the curved bar.
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The Hab walls have fittings for aerials, a hanging lamp, or an anemometer… which is useful to let you know when a storm is on the horizon!
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The kit also comes with a shelf of stowage, and an electrical box, which can be glued onto the blank wall or blank panel. These kinds of details are great for marking out some Habs as workshops, armouries, or Rogue Doc chop shops.
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There are several separate components, such as aerials, a searchlight, and radar, which can be glued on the corresponding fittings found on several other parts. Much like the stowage, these can mark out a vox-equipped Hab, or a full comms centre.
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Need an ash wastes objective or just an interesting piece of terrain? The strut top made from D15 and D16 has the same fittings as the Hab, to allow for two of the aerials to attach to it and create a communications array.
Strut D17 actually has six fittings to attach aerial accessories to, allowing for plenty of customisation and stacking.  
There are two aerial features (D33 and D34) – a wind gauge and a communication emitter – that will both fit onto the top of the vertical aerials.
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Want to connect a Hab roof to a Sector Mechanicus walkway or Zone Mortalis level? Like the platforms, a Hab roof has curved bars – and with the Hab being the same height (to the curved bar) as a Zone Mortalis column, this means it is the correct height to place floors.
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A Zone Mortalis walkway will sit onto the vertical bars on the platforms and the Hab roofs. With these being curved, they can pivot and tilt at different angles.
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Like the railings from Sector Mechanicus, Zone Mortalis and the Gang Stronghold, the railings will fit onto both of the other terrain set floors and vice versa.
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The walkways fit the same gap as Sector Mechanicus floors. Use C15 (not C16) to attach the two together – this allows for several walkways to join two Habs or platforms.
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That’s all for now – hopefully, these articles have given some insight into the versatility of the Thatos Pattern terrain sets, and inspired you to plan your very own ash wastes outposts!
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jovial-thunder · 2 months
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More IRL Lego Lancer!
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We played the Tomb of Delios one-shot by Katherine Stark. Some NPC comp / sitrep spoilers ahead.
I used the backs of old trivial pursuit boards for grids, egg cartons, poster tubes, and a big Roomba box + insert for terrain.
I coated the cardboard with this flour and glue paste recipe I found on youtube.
I found a bunch of cheap-ish large lego octogons and walls online for the modular buildings, then greebled them with misc urban details I collected from my local bricks & minifigs bulk by-volume bins.
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Our PCs were a Swallowtail artillery (callsign Bandit; an SSC plant in the union auxilliaries), Störtebeker striker (callsign Roadkill, silver-nanite kintsugi'd mechromancer), and Black Witch support (callsign Egret, disgraced princess (gotta be one of my favorite genders)).
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The elite cataphract ended up playing trapdoor spider for most of the game; hiding in a magical healing forest (thank u support o7) and grappling PCs back into the forest with it.
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Its scariest turn was popping out, structuring the Bandit and destroying his siege stabilizers, and lassoing it back into the forest. Egret came to the rescue and finally did the cataphract in with perimeter command plate/impact lance/crit thrown tactical knife overwatch combo.
The Swallowtail never took any voluntary movement after deploying its siege stab round 1, but between rainmaker knockback, the aforementioned trapdoor spider incident, and allied ferrous lashes, and a few rams, it was pingponged around the map pretty significantly.
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"Come out Rainmaker, I just want to talk."
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The final threat to the objective was when a bastion clambered up onto the pipeline to contest them. The Störtebeker (whose mini was having trouble standing up on the pipeline) pulled an indiana jones and just shot it down.
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For the pre-battle narrative section, I made two 4-step clocks out of lego and a minimap as the party visited various districts of the city. Both were totally unnecessary but I think added a lot to the IRL experience.
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All in all, it was a lot of fun! Things that worked well/could be improved on:
The aforementioned mini stability. I should add more baseplates to the minis to making moving and standing them up less finicky.
As cool as the egg carton bottoms are, having flat surfaces is just better. Going to stick with the tops going forward.
The grid ground floor worked great. I should trace more grids onto the egg cartons and larger boxes. I also made a few measuring sticks out of dowels and that was super handy.
Witchdice on phones continues to work well for PC character sheets.
I made a handful of status tokens that we could put next to mechs. They were handy for consumable statuses like lock-on, but less so for memorable ones like exposed and hidden.
We needed more little indicators for misc systems like Javelin Rockets and Iceout Drone.
It was fun to be able to follow up "how do you want to do this" with "you may now destroy the mini".
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