Terrain is randomly generated in six mile diameter map hexes using the following Terrain Generation Table.

This table is divided into three columns:

Ground.

Surface Water, and Foliage.

In the initial map hex the type of Ground is determined by rolling a 00-99 percentile.

When generating adjacent hexes.

there is a 90% chance it will be of the same Ground type as the previous hex and a 10% chance it will change one step up or down (i.e.

Low Mountains become Hills or Peaks).

Once the Ground type is determined the Surface Water and Foliage are determined by the roll of two 00-99 percentile numbers.

To the right of the Foliage entry is the Movement Modifier (MM) and terrain Envi- ronment (E).

The E rating is used by the Hunting skill entry of the Action/Reaction table (section 3.3) to determine wilderness survival odds.

The Movement Modifier (MM) determines the time required to traverse the hex.

This transit time, in hours, is the MM divided by the Effective Speed taken from the following table.

Movement Rate Effective Speed Sustained March Speed (8 hours/day) CS Quick March (up to 5 hours) 2 x CS Fast]og (up to 1/2 hour) 3 x CS Mounted Sustained Speed (8 hours/day) 5 Trot (up to 2 hours) 15 Canter (up to 45 minutes) 30 Gallop (up to 10 minutes) 50

09.01-terrain_generation_and_travel_times.txt