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

TypeDescriptionBase Travel TimeDetection DC
PlainsFlat, open grassland4 hours10
WoodsDense forest, limited visibility4 hours15
UrbanRuined city blocks, dense buildings4 hours15
WastelandBarren, irradiated desert4 hours10
HillsElevated terrain, uneven ground5 hours13
SwampMurky, difficult terrain5 hours17
MountainsSteep, treacherous terrain6 hours17
RiverWater crossing, may require fording or bridgeSpecial12

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:

  • Road reduces travel time by 1 hour (minimum 2 hours on foot)
  • 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 but modifies the encounter table:

  • Increases the chance of hostile encounters specific to that faction
  • Decreases the chance of nothing happening
  • May add faction-specific encounters (patrols, checkpoints, ambushes)
  • Increases the Detection DC by +2 to +4 depending on how entrenched the faction is

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 footBase travel time
On foot with RoadBase - 1 hour (minimum 2)
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.

ModifierDC Change
Base terrain DCSee terrain table
Faction controlled+2 to +4
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.

Standard Encounter Table (No Faction Control)

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

Faction-Controlled Encounter Table (Example: Raider Territory)

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

The GM should create encounter tables for each faction that controls territory in the campaign. The tables should reflect the faction’s behavior, resources, and tactics.


Daily Travel Schedule

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

On Foot (Sustainable Pace)

ActivityHours
Travel Tile 14 hours
Travel Tile 24 hours
Travel Tile 34 hours
Travel Tile 44 hours
Long Rest8 hours
Total24 hours

This allows 4 tiles per day at a sustainable pace with no downtime between travel and rest. The party walks for 16 hours and rests for 8.

Pushing beyond 4 tiles means skipping or delaying the Long Rest, which risks gaining Exhaustion. A party can choose to push to 5 or 6 tiles but will accumulate Exhaustion if they don’t eat, drink, and rest properly.

With Road Access

Roads reduce travel time by 1 hour per tile (minimum 2 hours). A party traveling entirely on roads can cover up to 8 tiles per day (16 hours ÷ 2 hours per tile).

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.

Acquiring Fuel

  • Settlements — purchase fuel from merchants (price varies by settlement and demand)
  • Scavenging — find fuel in urban tiles, at gas stations, or from wrecked vehicles (Survival or Repair Test)
  • Carrying extra — fuel cans are items that occupy Inventory slots. They can be stored in the vehicle’s cargo or a Pack Brahmin.

Fuel Conservation

The party should plan routes around fuel availability. Long journeys through remote wilderness may require carrying extra fuel or planning refueling stops at settlements along the way.


Night Travel

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

Time of DayLight LevelDetection DC ModifierTravel Time Modifier
DayBright+0+0
Dusk / DawnDim+2+0
NightTotal Darkness+4+1 hour per tile

Characters with Night Vision or the Night Person perk treat darkness as one tier brighter for detection purposes (reducing or eliminating the DC modifier).

Night travel may also affect encounter types — some creatures are nocturnal (more dangerous at night), while some human factions may have reduced patrols (less dangerous at night). The GM adjusts encounter tables as appropriate.


Weather

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

d20WeatherDetection 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 tileVehicle Pilot Tests required, extreme visibility loss
20Radiation Storm+2+0All exposed characters take RAD damage per tile traversed. Must find shelter or push through.

Radiation Storms are the signature Fallout weather event. The party must decide: push through and take radiation damage, or find shelter and wait it out (costing time). Ghouls are immune to the radiation damage and may even benefit from it, creating an interesting party dynamic.


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 (New Rest Activity)

During a Long Rest, a character may choose to Scout the surrounding area instead of sleeping, repairing, or reading.

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

  • You do not Sleep — no HP recovery or injury mending
  • 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):

  • 4 tiles per day (16 hours travel + 8 hours Long Rest)
  • Roads: up to 8 tiles per day
  • Pushing beyond 4 tiles risks Exhaustion

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%