Travel across the Wasteland is dangerous, time-consuming, and resource-intensive. The World Map uses a square grid where each tile represents a region with its own terrain type, potential encounters, and faction control.

Moving between locations requires planning: choosing routes, managing supplies, scouting for danger, and deciding when to rest.


The World Map Grid

The World Map is a 175 × 100 tile grid. Each tile has the following properties:

  • Terrain Type — determines encounter tables, travel time, and detection difficulty
  • Faction Control (optional) — modifies encounter tables and adds faction-specific encounters
  • Fixed Locations (optional) — settlements, dungeons, landmarks, or points of interest
  • Roads (optional) — reduce travel time through the tile

Terrain Types

Terrain Table

TypeDescriptionFoot (Off-Road)Foot (Road)Detection 📊 DC
PlainsFlat, open grassland2 hours2 hours10
WastelandBarren, irradiated desert2 hours2 hours10
HillsElevated terrain, uneven ground3 hours2 hours13
WoodsDense forest, limited visibility3 hours2 hours15
UrbanRuined city blocks, dense buildings3 hours2 hours15
SwampMurky, difficult terrain4 hours2 hours17
MountainsSteep, treacherous terrain5 hours3 hours17
RiverWater crossing, may require fording or bridgeSpecial2 hours (Bridge)12

Rivers: Without a bridge, crossing a river requires an 🏋️ Athletics Test or finding an alternate route. A Bridge tile treats the River as standard 2-hour terrain.

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Roads

Roads overlay terrain types — a tile can be “Woods with Road.” The terrain type still determines encounter tables and detection DC, but roads reduce travel time:

  • Use the Foot (Road) column of the Terrain Table. Roads flatten most terrain to 2 hours; Mountains to 3.
  • Vehicles on roads may gain additional speed benefits (GM discretion)

Faction Control

Some tiles are controlled by factions (raiders, Brotherhood, Super Mutants, etc.). Faction control does not change the terrain type. It changes who is moving around in that terrain, and how much of that movement is hidden from you.

Two independent things describe controlled ground: the faction’s encounter table and its Detection DC.

Both follow the holder’s posture toward the party — what happens when they find you — rather than the bare fact that they own the ground.

PostureEncounter tableDetection DC
Allied — you have standing, safe passage, or their commsAllied control — their patrols are why the road is quiet. More neutral traffic, fewer hostile results than open wasteland+0
Guarded — they hold it, you are unwelcome, but not yet a targetGuarded control — strangers are challenged first; force is a response, not an opening+2
Hostile — you are prey on their groundHostile control — prepared positions, ambushes, checkpoints that are shakedowns+3
Secretive — the ground is managed to hide what is on itusually Guarded, occasionally Hostile+4

On the encounter table. Controlled ground swaps the Standard table for the holder’s, which adds faction-specific results (patrols, checkpoints, ambushes, convoys) and shifts the odds. The practical difference between the tables is how often a tile turns violent: roughly 10% on allied ground, 15% open, 20% guarded, 30% hostile.

On the Detection DC. This is not a tax for standing on someone’s land — it measures how much the holder conceals from you. Allied territory should be easier to read, not harder; where the party has live intel from the holder (patrol reports, a shared radio net), the GM may apply a small negative DC instead.

Note the two axes are independent. The Wardens are the clearest case: they are not hostile to the party, so their ground uses the Guarded table — but Hidebehinds and scouts you never see make them +4 to read. Hostility and opacity are different problems.

Posture is a property of the party’s current relationship, not a fixed trait. A faction that turns on the party stops being +0.

Fixed Locations

Certain tiles contain fixed locations — settlements, dungeons, ruins, camps, or other points of interest. These are permanent features of the map.

  • Fixed locations appear on the map when the party discovers them (through exploration, information gathering, or quest objectives)
  • Entering a tile with a known fixed location gives you the option to enter the location
  • Hostile fixed locations (raider camps, mutant nests) may trigger combat depending on how you approach

Travel Procedure

When the party travels from one tile to an adjacent tile:

Step 1: Declare Movement

The party declares which adjacent tile they are entering. Diagonal movement between tiles follows the same rules as combat grid movement (to be determined based on your diagonal movement decision).

Step 2: Pay Travel Time

Deduct the tile’s travel time from the party’s available hours. Travel time is modified by terrain, roads, vehicles, weather, and time of day.

Travel MethodTime Modifier
On footTerrain Table, Foot (Off-Road) column
On foot with RoadTerrain Table, Foot (Road) column
Vehicle at Low speedBase ÷ 2
Vehicle at Medium speedBase ÷ 4
Vehicle at High speedBase ÷ 8
ConditionTime Modifier
Night travel+1 hour
Rain / Dust Storm+1 hour
Heavy Storm+2 hours

Step 3: Encounter Check

The party makes a Group Test using 👁 PER + 🏕 Survival to scan for encounters in the tile.

The Detection DC is determined by the terrain type, modified by faction control, weather, time of day, and vehicle speed.

Modifier📊 DC Change
Base terrain DCSee terrain table
Faction controlled+0 to +4 by posture
Night travel+4
Dusk / Dawn+2
Vehicle at Medium speed+2
Vehicle at High speed+4
Weather (Overcast/Wind)+1
Weather (Rain/Dust Storm)+2
Weather (Heavy Storm)+4
Scout activity (from previous Long Rest)-2

Step 4: GM Rolls Encounter Table

The GM rolls on the Encounter Table for the tile’s terrain type (modified by faction control). This determines what is actually in the tile, regardless of whether the party detected it.

Step 5: Resolve Based on Detection

The party’s Group Test result determines how they interact with the encounter:

Group Test ResultOutcome
CRIT (Leader CRITs)Full Awareness. Complete information about the encounter. You may engage, avoid, or set up an ambush. Negative encounters can be bypassed entirely. Positive encounters are automatically found.
SuccessDetection. Partial information — you know something is ahead (general type: hostile, neutral, environmental) but not specifics. You may engage cautiously or attempt to avoid (may require a secondary 👤 Sneak or Survival Test for hostile encounters).
FailureUnaware. You stumble into the encounter. Hostile encounters may get a Surprise Round. Positive encounters (caches, friendly camps) may be missed entirely.
CRITFAIL (Leader fails both)Ambushed or Lost. Hostile encounters automatically get the drop on you. The party may also suffer a navigation penalty — lost time, wrong direction, or entering a more dangerous tile. Positive encounters are missed.

Step 6: Resolve Encounter

If an encounter occurs and the party engages (or is forced to engage), resolve it according to its type:

  • Combat encounters transition to the combat map. The terrain type determines the map layout.
  • Social encounters are resolved through 💬 Speech, 💰 Barter, or roleplay.
  • Environmental encounters require Tests (Survival, Athletics, etc.) to navigate.
  • Discoveries provide loot, information, or quest hooks.

Encounter Tables

Each terrain type has its own encounter table. The GM rolls a d20.

There are four tables. Which one a tile uses is set by the posture of whoever holds it — see 🗺 Faction Control above. At a glance:

TableNothingEnvironmentalNeutralHostileDiscovery
Allied Encounter Table40%15%30%10%5%
Standard Encounter Table50%15%15%15%5%
Guarded Encounter Table40%15%20%20%5%
Hostile Encounter Table35%15%15%30%5%

Standard Encounter Table (No Faction Control)

Open ground. Whatever you meet is out here for its own reasons.

Standard Encounter Table

d20CategoryDescription
1-10NothingUneventful travel. No encounter.
11-13EnvironmentalWeather hazard, terrain obstacle, radiation zone, water crossing, collapsed structure
14-16NeutralTraders, travelers, wandering NPCs, animal herds, refugees
17-19HostileHostile creatures, bandits, wild animals, feral Ghouls
20DiscoveryLoot cache, pre-war ruin, unique location, quest hook, mysterious stranger

Faction-Controlled Tiles use their own encounter tables, which increase the chance of Hostile encounters and add faction-specific results. See 🗺 World Map Travel for details.

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Allied-Controlled Encounter Table

Ground held by a faction the party has standing with.

Allied Encounter Table

Proposed — not yet reviewed by GM

AI-generated content. Review and update status to canon once reviewed.

d20CategoryDescription
1-8NothingPatrolled and quiet. Current patrol markers, a maintained stretch of road
9-11EnvironmentalCheckpoints, controlled demolition, marked minefields, decontamination stops
12-17NeutralPatrols, supply convoys, scribes and surveyors, vassal traffic
18-19HostileSomething got through the perimeter, and the garrison is short-handed
20DiscoveryAn 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.

Link to original

Guarded-Controlled Encounter Table

Ground held by a faction that will challenge the party before it shoots.

Guarded Encounter Table

Proposed — not yet reviewed by GM

AI-generated content. Review and update status to canon once reviewed.

d20CategoryDescription
1-8NothingQuiet, but the ground is managed and watched. Boundary marks, tended trails, cut sightlines
9-11EnvironmentalDeliberate obstacles — a closed route, felled timber, a crossing they control
12-15NeutralRangers, vassal traders, locals moving under safe-conduct
16-19HostileChallenged, shadowed, or escorted to the border — enforcement, not predation
20DiscoverySomething the holders would rather you had not found

Used for ground held by a faction that considers the party unwelcome but not yet a target.

The distinction from the Hostile Encounter Table is the opening move. Force here is a response, not an invitation: a Hostile result should begin as a challenge, a warning shot, a shadowing escort, or an order to leave — and only become a fight if the party pushes, lies, or is caught somewhere it shouldn’t be. A party that answers honestly and turns around can usually walk out of a Hostile result on guarded ground. That is the whole point of the table.

Against the Standard Encounter Table, hostile results rise from 15% to 20% and neutral traffic rises from 15% to 20%. Guarded ground is busier and touchier than open wasteland, because somebody is actually patrolling it.

See 🗺 Faction Control for how a faction’s posture selects its table and Detection DC.

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Hostile-Controlled Encounter Table

Ground held by a faction that attacks on sight.

Hostile Encounter Table

d20CategoryDescription
1-7NothingUneventful but tense. Signs of raider activity.
8-10EnvironmentalRaider traps, blocked roads, burning wreckage
11-13NeutralNervous traders, refugees fleeing raiders, scavengers hiding
14-19HostileRaider patrol, raider ambush, raider checkpoint
20DiscoveryRaider cache, captured prisoner, hidden raider hideout
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Daily Travel Schedule

A full day is 24 hours. Characters must balance travel, rest, and encounters.

On Foot (Sustainable Pace)

A 🏕 Long Rest takes 6 hours and can only be taken once per 24 hours. That leaves 18 hours in the day for travel, encounters, and a 🏕 Short Rest. How many tiles the travelling hours buy depends entirely on the terrain crossed:

TerrainHours per TileTiles per 18-hour Day
Plains, Wasteland29
Hills, Woods, Urban36
Swamp44
Mountains53

Those are ceilings, not schedules — they assume the party spends every waking hour walking. Resolving an encounter, taking the party’s one 🏕 Short Rest (1 hour, plus any crafting time), or scavenging all come out of the same 18 hours.

Mixed routes are simply added up — the budget is hours, not tiles. Night travel and bad weather spend against the same budget, so a storm-bound night in the Mountains can cost a party most of a day’s progress.

Once 18 hours have passed since the last Long Rest, a 6-hour rest no longer fits inside the 24-hour window. Pushing past that means missing the rest and risking 😫 Exhaustion.

With Road Access

Roads flatten most terrain to 2 hours per tile (Mountains to 3). A party traveling entirely on roads covers up to 9 tiles per day through ordinary country.

In Vehicles

Vehicles dramatically increase daily range:

Vehicle SpeedTime per Tile (Plains)Tiles per Day (16 hours)
Low2 hours8 tiles
Medium1 hour16 tiles
High30 minutes32 tiles

At High speed, a vehicle can cross the entire 175-tile width of the map in roughly 5-6 days. But detection penalties mean the party is likely to miss encounters (both dangerous and beneficial), and fuel consumption limits range.


Fuel System (Vehicles)

Vehicles consume 1 fuel per tile of World Map travel, regardless of speed. Faster speed doesn’t burn more fuel — it just gets you there faster.

Each vehicle has a fuel capacity listed on its stat block. When fuel reaches 0, the vehicle is Stopped and cannot move until refueled.


Night Travel

Traveling at night is possible but more dangerous due to reduced visibility.

Time of Day Table

Time of DayHoursLight LevelDetection DC Modifier
Dawn04:00 – 06:00Dim+2
Day06:00 – 18:00Bright+0
Dusk18:00 – 20:00Dim+2
Night20:00 – 04:00Total Darkness+4

Travel time is paid in hours, so the clock moves as the party moves — a leg that sets out in daylight can arrive after dark. Use the band the party is in when they set out for both the travel time and the Detection DC; if a leg crosses a boundary, the GM may instead resolve the check against the band they arrive in.

Night travel also costs +1 hour per tile (see 🗺 World Map Travel). Dawn and Dusk cost no extra time.

Link to original

Darkness is judged per character, so each participant in the detection Group Test applies the modifier for the light level they perceive:

  • 👥 Night Vision — one tier brighter. Night counts as Dim (+2); Dawn and Dusk count as Bright (+0).
  • 🎖 Night Person — darkness is ignored entirely. Every hour counts as Bright (+0).

Neither changes how visible the party is — only how well that character sees.


Weather

The GM may roll for weather once per day or as the narrative demands.

Weather Table

d20WeatherDetection 📊 DC ModifierTravel ModifierSpecial
1-12Clear+0+0None
13-15Overcast / Wind+1+0Minor visibility reduction
16-17Rain / Dust Storm+2+1 hour per tileReduced visibility, difficult terrain
18-19Heavy Storm+4+2 hours per tile🚗 Pilot Tests required for vehicles, extreme visibility loss
20Radiation Storm+2+0All exposed characters take RAD damage per tile traversed. Must find shelter or push through.

Ghouls and Radiation Storms: A Ghoul’s immunity to radiation creates an interesting party dynamic during a Radiation Storm. The Ghoul can continue traveling safely while the rest of the party must shelter or suffer. This may lead to split-party scenarios where the Ghoul scouts ahead while the others wait out the storm.

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Resting While Traveling

The party must 🏕 Long Rest at least once every 24 hours or risk 😫 Exhaustion.

Resting in Safe Tiles

Tiles without faction control or known threats allow normal rest procedures:

  • Camp setup Group Test (END + 🏕 Survival)
  • Normal rest activities (Sleep, Repair, Read, Scavenge, Lookout)
  • Standard food and drink requirements

Resting in Hostile Tiles

Resting in faction-controlled or dangerous tiles is more risky:

  • Camp setup Group Test has increased CRITFAIL Range (+1 to +3 depending on the threat level)
  • Hostile encounters are more likely to occur during rest
  • The Lookout activity becomes especially important — without a Lookout, ambushes are almost guaranteed in hostile territory

Scout Activity

During a 🏕 Long Rest, a character may choose Scout as their 🏕 Rest Activity instead of sleeping, repairing, or reading.

Scout: You spend the rest exploring adjacent tiles and gathering information about the area.

  • You do not Sleep — your 🏕 Recovery roll is not upgraded (1d8 + END MOD instead of 1d20 + END MOD) and you do not mend your own injuries
  • You may eat and drink normally
  • Benefit: For the next 24 hours, the party’s PER + Survival Group Tests for encounter detection gain -2 DC (encounters are easier to detect)
  • The GM may also provide general information about adjacent tiles (terrain type, signs of faction activity, approximate danger level)

This makes Scouting a valuable pre-travel activity, especially before entering unknown or hostile territory.


Supplies and Resource Management

Long-distance travel requires supplies:

Food and Water

Each character needs 1 food + 1 drink per Long Rest to avoid 😫 Exhaustion. A 5-day journey for a party of 5 requires 25 food items and 25 drink items. This creates real logistical planning — the party must buy, scavenge, or hunt for supplies before long expeditions.

The 🎯 Wasteland Survivor milestone (Survival +5) allows hunting, foraging, and cooking during travel, reducing the need to carry all supplies from the start.

Ammunition and Medical Supplies

Combat encounters during travel consume ammunition, Stimpaks, and other consumables. The party should budget for expected encounters when planning supplies.

Vehicle Fuel

See Fuel System above. Vehicle range is limited by fuel capacity.

Carry Capacity

All supplies must fit within the party’s combined Carry Capacity, vehicle cargo, and Pack Brahmin inventory (if available). The 🎖 Strong Back perk and trade assets from the 🎯 Businessman milestone help with logistics.


Quick Reference

Travel Procedure:

  1. Declare destination tile
  2. Pay travel time (base time ± terrain/road/vehicle/weather modifiers)
  3. Group PER + Survival Test vs Detection DC
  4. GM rolls Encounter Table (d20)
  5. Resolve encounter based on detection result
    • CRIT: Full awareness, can avoid anything
    • Success: Partial info, can attempt to avoid
    • Failure: Stumble in, possible Surprise
    • CRITFAIL: Ambushed or lost

Daily Travel (On Foot):

  • A 6-hour Long Rest once per 24 hours leaves 18 hours for everything else
  • At most that’s 9 tiles in Plains, 6 in Woods/Hills/Urban, 4 in Swamp, 3 in Mountains
  • Roads: up to 9 tiles per day
  • Encounters and the party’s one Short Rest come out of the same 18 hours
  • Past 18 hours since the last rest, a 6-hour rest no longer fits — Exhaustion risk

Vehicle Speed:

SpeedTime/TileDetection PenaltyFuel
LowBase ÷ 2+01/tile
MediumBase ÷ 4+2 DC1/tile
HighBase ÷ 8+4 DC1/tile

Encounter Odds (Standard, No Faction):

  • Nothing: 50% | Environmental: 15% | Neutral: 15% | Hostile: 15% | Discovery: 5%