Conflict Zone Map Templates or Examples

I was wondering if anyone has a collection of, or knows where to find a collection of, various zone maps that could be broadly applicable for various types of conflict? I am mostly interested in ones for espionage, warfare and intrigue. Could be from other games that use similar rules, not just Dune specific. For example, Diaspora.

You could look for maps relating to Fate or Infinity (see bottom image), they both use the same zone concept. I couldn’t find an online collection off hand, though.

I created Irkalla below for my game for an Espionage/Warfare conflict, but in Skirmish I’ve generally just used a normal map and eyeballed zones.

Do you think a set of zone maps would be a useful resource to put together?

I agree Fate maps would be a good thing to look for. I had briefly googled, but also didn’t immediately find a lot. There was a few, but not a repository of a bunch. Not like when you google your standard D&D maps. There are tons of standard battle maps, and I agree, just easier to use those for skirmish.

I think it would be very useful to have a set of zone maps. Even if just for inspiration.

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You’ll also find a few more zone maps in the GMs Toolkit and Agents of Dune as well

First attempt at a custom map for a long diplomatic conflict to gain favor with the various Sietches. Not play tested yet.
Arrakis - Sietch Conflict Map - V1.pdf (2.0 MB)

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Interesting, let us know how it works out in practice. My group are about 15 game-years away from Arrakis, or thereabouts, so unlikely to be needing something like this is near future…

Another conflict Map based on the Agents of Dune starter conflict. Just trying things out.
Base Infiltration Conflict Map - Agents of Dune Sample Conflict.pdf (2.7 MB)

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This is a slightly more complex duel map based on a Kanly. I am trying to produce some basic map options for the various type of conflicts. More to come.

Duel Conflict - Kanly.pdf (852.9 KB)

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@Tonnie2na Can you give some explanation of how this more complex duel map works?

I am going to play test it next week and can provide more updates then. But I was thinking that one would have their weapon assets that can move between left and right hand, then high and low guard. Move along the lines to adjacent zones. From guard, I figured you’d be able to defend adjacent zones with assets. I just wanted more routes for a weapon asset to take to get to shield asset at the target.

@Tonnie2na Perhaps its obvious and I am missing it, but I’m not sure from the graphic where you intend weapon assets to be able to move. For example, there is a line connecting the opponent’s right guard to their left guard, and a line that appears to connect the right guard from one duelist to the right guard of the other duelist. But there are no lines that connect to the high guards at all. So, can I move my own weapon from my low guard to my high guard? Or, do I need to move it through my regular guard first, so going from low guard to high guard counts as moving 2 spaces? Do I need to move my weapon back to my target zone in order to get it to the high guard? If I am in the high/low guard, what are my options for moving my weapon against my opponent? Can I only go like to like, i.e. low guard to opponent low guard, high to high? Or, do I have other options.

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I will definitely post an update once I have figured out how this will work. I can see how it is a little ambiguous, i will try and update to be more clear in next draft.

But the lines on the circles themselves act to connect adjacent zones. Lines of adjacent circles are meant to connect only if they are next to each other (you can’t snake passed a zone like moving directly from high to low guard, or right mid guard to left low guard).

Basically the only zone you are slightly limited in would be High Guard, from which i intended players to only move to 3 zones connected by the lines of the zones themselves (Opposite hand high guard, Same hand Mid guard, and self target zones). But the benefit here is that potentially High Guard can act to defend adjacent zones. Not sure yet though how that would actually manifest. Same concept with Low Guard, you can defend or attack adjacent zones.

Some other examples (everyone might see slightly different paths, just come up with a ruling that makes sense to you):
From Target Zone, you have 6 move options. (Left/Right; High, Mid, Low all self zones)
From Mid Guard you have 6 options. (Low, high of same hand; self target zone or opposite hand; opponent left/right guard).
From Low Guard: you have 3 options (mid guard of same hand, or self target zone; Opponent mid guard)
Duel Kanley - Complex Duel Conflict 2024.3.11.pdf (363.7 KB)

The updated version clears it up tremendously. Thank you. I’m curious how the playtest goes.

The duel went pretty well and we were able to come up with some rulings as noted on this updated version. The PCs still kicked my butt due to their Decisive Action talant, but it seems like this is moving in the right direction. Let me know if you have any questions.

Duel Kanly - Complex Duel Conflict - v3.pdf (1.1 MB)