Proposed — not yet reviewed by GM
AI-generated content. Review and update status to
canononce reviewed.
| d20 | Category | Description |
|---|---|---|
| 1-8 | Nothing | Patrolled and quiet. Current patrol markers, a maintained stretch of road |
| 9-11 | Environmental | Checkpoints, controlled demolition, marked minefields, decontamination stops |
| 12-17 | Neutral | Patrols, supply convoys, scribes and surveyors, vassal traffic |
| 18-19 | Hostile | Something got through the perimeter, and the garrison is short-handed |
| 20 | Discovery | An unclaimed cache, a patrol that never reported in, salvage flagged for pickup |
Used for ground held by a faction the party has standing with — the Brotherhood around Bunker Alpha, or a vassal settlement’s approaches.
The character of this table is traffic, not threat. Most rolls put people in front of the party: someone to be recognised by, questioned by, traded with, or asked for a hand. Their patrols are the reason the road is quiet — hostile results fall to 10%, the lowest of any table and below open wasteland, while neutral traffic doubles to 30%.
A Hostile result is not the holders turning on the party. It is a breach of their security — something came through the perimeter — and the party is the nearest body available to answer it. Played that way, a Hostile roll on allied ground is a favour asked at gunpoint rather than an ambush, and is one of the cleaner ways to hand out a quest hook mid-journey.
Allied ground also costs +0 Detection DC: patrol markers, cleared roads, and shared comms are information, not obstacles. See 🗺 Faction Control.