Patrol System

//Back to the Codex//  

What is a Patrol?

  Patrols are small, randomly rolled scenarios that are intended to encourage roleplay and provide a simulation of Brotherhood of Steel day-to-day operations. They can be played in groups or solo.   For the Operation hOpe4FUTURE Chapter: These are mini-RP sessions where all the main session rules apply (No mutants allowed, no legendary gear, et cetera...) and are intended to allow players a chance to RP on their own schedule. The first requirement is that you must fly the roleplay public team flag during these events.      

Patrol Classifications

  Solo Patrols (Recon)   These are solo patrols where the player is ordered to reconnoiter a target location. They are meant to give players a way to contribute to a chapter knowledge base even if they are playing alone. For a recon run all you need to do is roll up a target location and go forth into the world to gather information.     Group Patrols (Standard)   These patrols are BoS themed events that are meant to inspire roleplay between small groups of players. Follow all directions in this document if you are trying to set up a standard patrol.     Scientific Field Expeditions (hOpe4FUTURE only)   These are initiated by Scribes who are trying to gain more knowledge about a particular topic. The parameters for these patrols will not be addressed in this document, but handed out by the initiating scribe.      

Follow these steps to determine group patrol type and location

  A. Designate one player to be Patrol Leader (usually the highest ranking character) and then choose, or roll, for patrol type. The Patrol Leader is responsible for organizing and carrying out this patrol. Designate one player to be the Master Looter, they are responsible for looting and recording all items found while out on patrol.     1- Information gathering   Command has ordered that your team is to proceed to the target location, observe the area, and record any information of note ((this includes holotapes, notes, terminal entries, wildlife observations)).     2- Guard Duty   Your team has been ordered to proceed to the target location. Clear the vicinity of any hostiles, and proceed to stand watch. Command has asked that you guard the entrance of this area for at least 20 minutes ((the intent is to provide you an opportunity to roleplay as watch standers while on duty)).     3- Set up supply cache   Command has ordered that a supply cache be set up at the target location. Proceed from nearest staging area and deposit excess aid items and excess ammo in a container or hidden stash ((Container.)) ((This Patrol type requires use of the Cargo Carrying Rules))   Cargo Carrying Rules   Some patrol types require that a player carry an item (or items) that do not actually exist in the game world. They are considered the custodians charged with protecting these Mcguffins for the duration of the patrol.   Designate one member of the patrol team as the cargo carrier. Roll 1d6 every time the cargo carrier is attacked and hit by anything, if it is an odd number the cargo scatters all over Appalachia and is destroyed. If there are multiple items involved and 2 or more supplies are broken while en-route in this way the patrol has failed and no benefit (salvage or otherwise) can be obtained from the patrol.   Cargo Carriers cannot directly engage in combat with the enemy during patrols except to use melee weapons (or their rifle butt) to defend themselves while they are carrying cargo.     4- Humanitarian relief   Command has ordered a relief package delivered to local survivors as a show of good faith. Gather your team and proceed to a nearby ((player)) encampment. Interact with the locals ((other players)) and loiter for a reasonable amount of time, offering assistance to anyone who comes by.     5- Scavenging run   Stores are running low and you have received orders scavenge what you can. Proceed to target location and scavenge any ammo, food, or medical supplies you can find along the way.     6- Sweep and Clear   Your orders are clear, proceed to target location with your team and eliminate all enemies of the Brotherhood, Ad Victoriam!     7- Recon Scope Resupply   Our scribes have worked diligently and have prepared another batch of recon scopes. Your team as been ordered to make your way to Fort Defiance with a the recon scope box with the intent to sync them at the Artillery Battery Terminal. Do not roll for target location on this patrol type, it is Fort Defiance. ((This patrol type requires the use of cargo carrying rules))   Cargo Carrying Rules   Some patrol types require that a player carry an item (or items) that do not actually exist in the game world. They are considered the custodians charged with protecting these Mcguffins for the duration of the patrol.   Designate one member of the patrol team as the cargo carrier. Roll 1d6 every time the cargo carrier is attacked and hit by anything, if it is an odd number the cargo scatters all over Appalachia and is destroyed. If there are multiple items involved and 2 or more supplies are broken while en-route in this way the patrol has failed and no benefit (salvage or otherwise) can be obtained from the patrol.   Cargo Carriers cannot directly engage in combat with the enemy during patrols except to use melee weapons (or their rifle butt) to defend themselves while they are carrying cargo.     8- Fort Defiance Munitions Resupply   We have received reports that the ASAM turret and the artillery battery at Fort Defiance are in need of resupply to maintain operational readiness. Your team has been selected to resupply this vital Ordnance.   ((This patrol type requires the use of cargo carrying rules. Assign two cargo carriers. The selected personnel must remain close to each other to approximate carrying the ammunition. The ordnance crate may be "set" down by one of the carrying members making a declaration to that effect, but doing so risks damaging it's contents. When picking it back up roll 1d6, if a 5-6 is rolled the contents are destroyed and the patrol is a failure Do not roll for target location on this patrol type, it is Fort Defiance))   Cargo Carrying Rules   Some patrol types require that a player carry an item (or items) that do not actually exist in the game world. They are considered the custodians charged with protecting these Mcguffins for the duration of the patrol.   Designate one member of the patrol team as the cargo carrier. Roll 1d6 every time the cargo carrier is attacked and hit by anything, if it is an odd number the cargo scatters all over Appalachia and is destroyed. If there are multiple items involved and 2 or more supplies are broken while en-route in this way the patrol has failed and no benefit (salvage or otherwise) can be obtained from the patrol.   Cargo Carriers cannot directly engage in combat with the enemy during patrols except to use melee weapons (or their rifle butt) to defend themselves while they are carrying cargo.     9- Atlas Observation   Your team has been assigned the watch. Proceed to Fort Atlas and patrol both the grounds and surrounding Vicinity. You are authorized to engage any hostiles encountered. If locals are encroaching politely warn them that this location is under the control of the Brotherhood of Steel.     10- Feed the People   Our perishable supplies are overflowing. Command has ordered your team into action to bring our excess supplies to Foundation to show our appreciation for their diligence. These excess supplies have been stashed at the target location. Your team is to proceed to the pickup location and transport them to Foundation. ((This patrol type requires the use of cargo carrying rules))   Cargo Carrying Rules   Some patrol types require that a player carry an item (or items) that do not actually exist in the game world. They are considered the custodians charged with protecting these Mcguffins for the duration of the patrol.   Designate one member of the patrol team as the cargo carrier. Roll 1d6 every time the cargo carrier is attacked and hit by anything, if it is an odd number the cargo scatters all over Appalachia and is destroyed. If there are multiple items involved and 2 or more supplies are broken while en-route in this way the patrol has failed and no benefit (salvage or otherwise) can be obtained from the patrol.   Cargo Carriers cannot directly engage in combat with the enemy during patrols except to use melee weapons (or their rifle butt) to defend themselves while they are carrying cargo.     11- Search and Rescue   This patrol requires at least 4 people. Reroll if there are fewer than 4 players available.   A patrol team has gone missing. Your team has been ordered to provide the rescue attempt. The lost patrol last known radio contact location is your target.   ((Missing patrol team needs to be 2+ in number. Search team needs to be 2+ in number. Each member of the missing team must roll on the //casualty system table// to determine the severity of their wounds. To make this more realistic the missing team can not use water/food/stimpaks, only have one clip of ammo, and must survive in or near the location for the duration of the patrol.))   ((The search team objective is to reach the missing Patrol team. The leader of search team must pick safe location to take missing team to for Evac. Missing team can not enter combat on escort to safe zone. HUD must be switched off, both teams need be in separate parties. No members of missing team can be downed in order to succeed.))     12- patrol4FUTURE   We have received reports that another batch of scorchbeast DNA samples are ready to make their way to Vault-Tec University. The DNA has been stashed at the target location. Your team is to proceed there and use it as a staging ground, gather the package and proceed to the university. ((Roll 1d6 every time the DNA carrier is attacked and hit by anything, if it is an odd number one of the samples was destroyed. If 2 or more samples are broken while en-route the patrol has failed and we are that much further away from figuring out how to end the scorched.   Cargo Carrying Rules   Some patrol types require that a player carry an item (or items) that do not actually exist in the game world. They are considered the custodians charged with protecting these Mcguffins for the duration of the patrol.   Designate one member of the patrol team as the cargo carrier. Roll 1d6 every time the cargo carrier is attacked and hit by anything, if it is an odd number the cargo scatters all over Appalachia and is destroyed. If there are multiple items involved and 2 or more supplies are broken while en-route in this way the patrol has failed and no benefit (salvage or otherwise) can be obtained from the patrol.   Cargo Carriers cannot directly engage in combat with the enemy during patrols except to use melee weapons (or their rifle butt) to defend themselves while they are carrying cargo.     13- Containment Duty   Your team is to proceed to the active fissure site closest to the target location and stand watch until three waves of scorched have been eliminated. The mission fails if a scorchbeast escapes containment.     14- Hunting Party   Food supplies are running low. Command has ordered your team to form a hunting party and proceed to the target location. ((characters must be armed with either a hunting rifle, pump shotgun, double barrel shotgun, crossbow, or bow. Hunt for edible meat and gather edible vegetation in the area until at least 10 food items have been found. Make survival checks on the first instance of each individual animal or plant harvested during the patrol))   For the Operation hOpe4FUTURE chapter: Follow report filing instructions pinned in the the report-room if information is not already recorded in the scrolls. If successful all participants may roll to advance their sneak and survival skills.     15- Defense and Infiltration Training   Your team has been flagged in our database as overdue for objective defense training. Split into into two teams. One team will be designated as the defense team. They will be tasked with defending the target location from the attackers. Defenders will be issued specially modified AER-9 rifles with Beta Wave tuners for this mission for target designation purposes. Clear out any hostiles at the training location prior to proceeding with the exercise.   Infiltration team Objective:   Infiltration team Objective: Proceed to the center of the target location and fire off a flare to announce that the location has been infiltrated. The team cannot use any weapons during their infiltration attempt. All infiltrators must have a flare gun in their possession.   Defending Team:   The objective will be to stop the infiltrators by shooting them (with the modified AER-9) before they reach their goal.   All members on both teams must have their HUD turned off (slider down to 0 in visual effects.) Infiltrators that are shot will sit the rest of the patrol out playing dead.   For the Operation hOpe4FUTURE chapter: Defenders will use area chat, infiltrators can use the radio for communication. Infiltrators will earn a sneak skill check improvement roll at the end of the session, defenders that catch infiltrators will earn an energy weapons roll.     16- Ammo Collection   Our scouts have reported a large cache of ammo has been found at the target location. Your team has been tasked with collecting it. Proceed directly to target location, collect the cache, and return the ammunition to Fort Atlas.   ((This patrol type requires the use of cargo carrying rules. Assign two cargo carriers. The selected personnel must remain close to each other to approximate carrying the ammunition. The ordnance crate may be "set" down by one of the carrying members making a declaration to that effect, but doing so risks damaging it's contents. When picking it back up roll 1d6, if a 5-6 is rolled the contents are destroyed and the patrol is a failure Do not roll for target location on this patrol type, it is Fort Defiance))   Cargo Carrying Rules   Some patrol types require that a player carry an item (or items) that do not actually exist in the game world. They are considered the custodians charged with protecting these Mcguffins for the duration of the patrol.   Designate one member of the patrol team as the cargo carrier. Roll 1d6 every time the cargo carrier is attacked and hit by anything, if it is an odd number the cargo scatters all over Appalachia and is destroyed. If there are multiple items involved and 2 or more supplies are broken while en-route in this way the patrol has failed and no benefit (salvage or otherwise) can be obtained from the patrol.   Cargo Carriers cannot directly engage in combat with the enemy during patrols except to use melee weapons (or their rifle butt) to defend themselves while they are carrying cargo.         B. Roll a 1D6 for target region     1 - Savage Divide

2 - Cranberry Bog

3 - The Mire

4 - The Forest

5 - Toxic Valley

6 - Ash Heap       C. Roll for Target Location   Savage Divide - Roll 1d86 to determine target Location (See Appendix A for target location)

Cranberry Bog - Roll 1d48 to determine target Location (See Appendix C for target location)

The Mire - Roll 1d44 to determine target Location (See Appendix B for target location)

The Forest - Roll 1D2 to determine if you are rolling on Forest chart 1 or Forest chart 2. 1d100 on chart 1 to determine target Location or 1d40 for chart 2 (See Appendix D for target location)

Toxic Valley - Roll 1d35 to determine target Location (See Appendix E for target location)

Ash Heap - Roll 1d50 to determine target Location (See Appendix F for target location)   Consult appropriate region appendix for target location. If result is a workshop all parties must agree on patrol location. Reroll if someone would rather not be in a PVP area.   Proceed to The Scrolls //LOCATIONS// section of the website to see if the target location has been explored. This will not only educate you on what the chapter knows of the location, but it save you effort when writing your report if we already have holotapes and notes logged. It is imperative that you write a report at the end of the patrol if there is no entry here.       D. Choose patrol starting location   All patrols start at Fort Atlas, Camp McClintock, Foundation, or a player camp in good lore standing with an article on the website (Smirnovia, Atlas Listening Post, ETC…) closer to location. All players involved at patrol muster at location and proceed to target location as a group. This is here shows all canon camp starting locations //List of Canon Camps//         E. Write and post in-character After action report. VERY IMPORTANT!!!   Choose a member of Patrol to file a report detailing the mission and results in the mission-board so our scribes can record results using the After Action Report Template, and then post the results in the report room docs channel in Guilded.   If you do not file a report the data will be considered corrupted or lost and will not be entered into the scrolls.   This whole step can be skipped if the patrol was to a location that was already in the Scrolls (check) and there was nothing new or interesting to report. If you have come across a new creature, or new information a report must be filed. Simple post in the Report-room that a patrol was performed and what resources were found if a report can be skipped.      

Appendix A: Savage Divide Locations

      1- 98 NAR Regional
2- Ammo Dump
3- Fort Atlas
4- Autumn Acre Cabin
5- Bailey Family Cabin
6- Beckwith Farm
7- Big Fred's BBQ Shack
8- Blackwater Mine
9- Central Mountain Lookout
10- Cliffwatch
11- Converted Munitions Factory (Workshop)
12- Dent and Sons Construction
13- Devil's Backbone
14- East Mountain Lookout
15- Emmett Mountain Disposal Site
16- Federal Disposal Field HZ-21 (Workshop)
17- Hopewell Cave
18- Huntersville
19- Ingram Mansion
20- Investigator's Cabin
21- Johnson's Acre
22- Lake Eloise
23- Lucky Hole Mine
24- Middle Mountains Cabins
25- Monongah
26- Monongah Mine
27- Monongah Overlook
28- Monongah Power Plant
29- Monongah Power Plant Yard (Workshop)
30- Monongah Power Substation MZ-01
31- Monongah Power Substation MZ-02
32- Monorail Elevator
33- Mountainside Bed and Breakfast
34- National Isolated Radio Array
35- National Radio Astronomy Research Center
36- New Appalachian Central Trainyard
37- North Cutthroat Camp
38- North Mountain Lookout
39- Palace of the Winding Path
40- Pleasant Valley Cabins
41- Pleasant Valley Ski Resort
42- Pleasant Valley Station
43- Pumpkin House
44- R an G Processing Services
45- R and G Station
46- Red Rocket Mega Stop (Workshop)
47- Relay Tower EL-B1-02
48- Relay Tower LW-B1-22
49- Ripper Alley
50- Safe 'n Clean Disposal
51- Scenic Overlook
52- Seneca Gang Camp
53- Seneca Rocks
54- Seneca Rocks Visitor Station
55- Site Alpha (Do not enter Silo)
56- Site Bravo (Do not enter Silo)
57- Site Charlie (Do not enter Silo)
58- Skullbone Vantage
59- Solomon's Pond
60- Sons of Dane Compound
61- South Cutthroat Camp
62- South Mountain Lookout
63- Spruce Knob Campground
64- Spruce Knob Channels
65- Spruce Knob Lake
66- Sugar Grove
67- Sunnytop Ski Lanes
68- Sunnytop Ski Lanes Base Lodge
69- Sunnytop Station
70- Sylvie and Sons Logging Camp
71- The Freak Show
72- The Sludge Hole
73- The Vantage
74- Top of the World
75- Toxic Larry's Meat 'n Go
76- Twin Lakes
77- US-13C Bivouac
78- Vault 94
79- Vault 96
80- Wendigo Cave
81- West Tek Research Center
82- Whitespring Lookout
83- Whitespring Station
84- The Bounty
85- Sacrament
86- Vault 79      

Appendix B: The Mire Locations

      1- Abandoned Bunker
2- Abandoned Waste Dump
3- Abbie's Bunker
4- Berkeley Springs
5- Berkeley Springs West (Workshop)
6- Big B's Rest Stop
7- Big Maw
8- Braxon's Quality Medical Supplies
9- Camp Venture
10- Carson's Family Bunker
11- Crashed Plane
12- Crevasse Dam
13- Dabney Homestead (Workshop)
14- Dolly Sods Campground (Workshop)
15- Dolly Sods Lookout
16- Dolly Sods Wilderness
17- Dyer Chemical
18- Ella Ames' Bunker
19- Excelsior Model Home
20- Freddy Fear's House of Scares
21- Gnarled Shallows
22- Gulper Lagoon
23- Harpers Ferry
24- Haven Church
25- Hawke's Refuge
26- Highland Marsh
27- Hunter's Shack
28- KMAX Transmission
29- Mosstown
30- Raleigh Clay's Bunker
31- Ransacked Bunker
32- Southern Belle Motel
33- Southhampton Estate
34- Sunday Brothers' Cabin
35- Tangara Town
36- Thunder Mountain Power Plant
37- Thunder Mountain Power Plant Yard (Workshop)
38- Thunder Mountain Substation TM-01
39- Treehouse Village
40- Treetops
41- Valley Galleria
42- Blake's Offering
43- Bloody Frank's
44- Moth-Home
45 - Vault 94  

Appendix C: Cranberry Bog Locations

    1- Abandoned Bog Town (Workshop)
2- AMS Corporate Headquarters
3- Appalachian Antiques
4- Big Bend Tunnel East
5- Bootlegger's Shack
6- Cranberry Glade
7- Creekside Sundew Grove
8- Drop Site C2
9- Drop Site G3
10- Drop Site V9
11- Firebase Hancock
12- Firebase LT
13- Firebase Major
14- Fissure Site Prime
15- Flooded Trainyard
16- Fort Defiance
17- Forward Station Alpha
18- Forward Station Delta
19- Glassed Cavern
20- Kerwood Mine
21- Lost Home
22- Mac's Farm
23- NAR Repair Yard
24- Old Mold Quarry
25- Overgrown Sundew Grove
26- Pylon V-13
27- Quarry X3
28- Ranger District Office
29- Ranger Lookout
30- RobCo Research Center
31- Sparse Sundew Grove
32- Superior Sunset Farm
33- Sunrise Field
34- The General's Steakhouse
35- The Thorn
36- Thunder Mountain Substation TM-02
37- Veiled Sundew Grove
38- Watoga
39- Watoga Civic Center
40- Watoga Emergency Services
41- Watoga Estates
42- Watoga High School
43- Watoga Municipal Center
44- Watoga Shopping Plaza
45- Watoga Station
46- Watoga Transit Hub
47- Crimson Prospect
48- Watoga Underground          

Appendix D: The Forest locations

  CHART 1   1- Aaronholt homestead
2- Alpine River Cabins
3- Anchor farm
4- Archery set
5- Arktos Pharma
6- Arktos Pharma biome lab
7- Billboard junk camp
8- Billings homestead
9- Biplane crash
10- Birdhouse ridge
11- Black Mountain Ordnance Works
12- Bleeding Kate's Grindhouse
13- Blood Eagle camp
14- Bolton Greens
15- Burdette Manor
16- Camp Adams
17- Camp Adams lookout
18- Camp McClintock
19- Charleston
20- AVR Medical Center
21- Charleston Capitol Building
22- Charleston Fire Department
23- Charleston Herald building
24- Hornwright Industrial headquarters
25- Charleston landfill
26- Charleston station
27- Charleston trainyard
28- First Friends Church
29- Clancy Manor
30- Cliffwatch
31- Cow Spots Creamery
32- The Crosshair
33- Cultist totem
34- Darling sister's lab
35- Deathclaw island
36- The Deep
37- Duncan & Duncan Robotics
38- East Kanawha lookout
39- Flatwoods
40- Flatwoods lookout
41- Green Country Lodge
42- Friendly
43- Gauley mine
44- RobCo auto-cache 001
45- Gauley mine exit
46- Gauley River
47- The Giant Teapot
48- Gilman lumber mill
49- Gorge junkyard
50- Greg's Mine Supply
51- Groves family cabin
52- Helvetia
53- Hillfolk Hotdogs
54- Horizon's Rest
55- Hornwright summer villa
56- Hunter's Ridge
57- I-59
58- Isolated cabin
59- J. Schram's house
60- Kanawha County Cemetery
61- Kanawha Nuka Cola Plant
62- The Kill Box
63- Lady Janet's Soft Serve
64- Lakeside Cabins
65- Landview Lighthouse
66- Lewis & Sons Farming Supply
67- Limousine crash
68- Marigold Pavilion
69- Moonshiner's shack
70- Morgantown
71- Big Al's Tattoo Parlor
72- Fraternity Row
73- Eta Psi House
74- Pi House
75- Mama Dolce's Food Processing
76- Fujiniya Intelligence Base
77- Morgantown Airport
78- Morgantown Airport terminal
79- Morgantown High School
80- Morgantown station
81- Morgantown trainyard
82- Red Rocket
83- Shadowbreeze Apartments
84- Vault-Tec University
85- New Gad
86- New River Gorge Bridge - East
87- New River Gorge Bridge - West
88- New River Gorge Resort
89- New River Gorge ropes course
90- North Kanawha lookout
91- Ohio River
92- Ohio River Adventures
93- Orwell Orchards
94- Overlook cabin
95- Overseer's camp
96- Overseer's home
97- Point Pleasant
98- Mothman Museum
99- The Pigsty
100- Portside Pub
CHART 2   1- Poseidon Energy Plant WV-06
2- Poseidon power substation PX-01
3- Poseidon power substation PX-02
4- Priblos' Curios
5- Prehistoric bones camp
6- Red Rocket (Flatwoods)
7- Relay tower EM-B1-27
8- Relay tower HN-B1-12
9- Riverside Manor
10- Safecracker's shack
11- Silva homestead
12- Silver Bridge
13- Slocum's Joe
14- Sugarmaple
15- Summersville
16- Summersville Lake
17- Summersville Dam
18- Summersville Docks
19- Sunshine Meadows industrial farm
20- Sutton
21- Sutton station
22- Torrance House
23- Transmission station 1AT-U03
24- Twin Pine Cabins
25- Tygart water treatment
26- Tyler County Dirt Track
27- Tyler County fairgrounds
28- Vault 51
29- Vault 76
30- Vault-Tec Agricultural Research Center
31- Wade Airport
32- The Wayward
33- White Powder Winter Sports
34- The Whitespring Resort
35- The Whitespring bunker
36- The Whitespring golf club
37- The Whitespring service entrance
38- Wilson Brother's Auto Repair
39- Wixon homestead
40- WV Lumber Co.      

Appendix E: Toxic Valley locations

    1- Becker farm
2- Black Bear Lodge
3- Carleton Mine
4- Clarksburg
5- Clarksburg Shooting Club
6- Toxic dried lakebed
7- Cobbleton farm
8- Colonel Kelly monument
9- Eastern Regional Penitentiary
10- Grafton
11- Grafton High School
12- Grafton Pawn Shop
13- Grafton station
14- Grafton Dam
15- Grafton Lake
16- Grafton Steel
17- Grafton Steel Underground
18- Grafton Steel yard
19- Graninger farm
20- Hemlock Holes
21- Hemlock Holes maintenance
22- Hilltop pylon camp
23- Kiddie Corner cabins
24- Knife Edge
25- Philippi Battlefield Cemetery
26- Pioneer Scout camp
27- Pioneer Scout lookout
28- Poseidon power substation PX-03
29- Prickett's Fort
30- Smith farm
31- Toxic pond and wreckage
32- Wavy Willard's Water Park
33- Willard Corporate Housing
34- Woods Estate
35- Makeshift Vault    

Appendix F: Ash Heap Locations

    1- Abandoned mine shaft 1
2- Abandoned mine shaft 2
3- Abandoned mine shaft 3
4- Abandoned mine shaft 4
5- Abandoned mine shaft 5
6- Abandoned mine shaft 6
7- Abandoned mine shaft Elaine
8- Abandoned mine site Kittery
9- AMS testing site
10- Beckley
11- Beckley mine exhibit
12- Big Papa Moe's Lip Smackin' Sandwich Shack
13- Joe's Spuckies
14- Sal's Grinders
15- Belching Betty
16- Big Bend Tunnel campsite
17- Brim Quarry
18- The Burning Mine
19- Camden Park
20- Garrahan Estate
21- Garrahan Mining Headquarters
22- Hornwright air purifier site 01
23- Hornwright air purifier site 02
24- Hornwright air purifier site 03
25- Hornwright air purifier site 04
26- Hornwright testing site 2
27- Hornwright testing site 3
28- Hornwright testing site 4
29- Janelle's camp
30- Lake Reynolds
31- Lewisburg
32- Lewisburg station
33- Pleasant Hills Cemetery
34- Mount Blair
35- Mount Blair trainyard
36- Nicholson's End
37- Pylon ambush site
38- Relay tower HG-B7-09
39- Red Rocket filling station
40- Riverside cottage
41- Rollins labor camp
42- The Rusty Pick
43- The Sludge Works
44- Striker Row
45- Unfinished mansion
46- Van Lowe Taxidermy
47- Vault 63
48- Welch
49- Welch station
50- Widow's Perch    

Appendix G: Special Case Patrol Rules

    Cargo Carrying Rules   Some patrol types require that a player carry an item (or items) that do not actually exist in the game world. They are considered the custodians charged with protecting these Mcguffins for the duration of the patrol.   Designate one member of the patrol team as the cargo carrier. Roll 1d6 every time the cargo carrier is attacked and hit by anything, if it is an odd number the cargo scatters all over Appalachia and is destroyed. If there are multiple items involved and 2 or more supplies are broken while en-route in this way the patrol has failed and no benefit (salvage or otherwise) can be obtained from the patrol.   Cargo Carriers cannot directly engage in combat with the enemy during patrols except to use melee weapons (or their rifle butt) to defend themselves while they are carrying cargo.   //Back to the Codex//