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Faction road patrol
| Group size | Aims for 2 guards, with a 30% chance to aim for 3. Placement can leave fewer. |
|---|---|
| Starting stat bands | One band is rolled for the whole squad. Band 1: 18 health, 5 melee damage, 8 normal vision. Band 2: 25 health, 7 melee damage, 9 normal vision. Band 3: 35 health, 10 melee damage, 10 normal vision. |
| Frontier strength | Local danger tier increases health and melee damage. Deep-frontier ranks appear on the patrol label, while the guard keeps a personal name. Detection and pursuit ranges do not increase with this stat scaling. |
| Roads and room | The patrol starts at a road anchor. Its route follows nearby roads, and the individual guards can stand on suitable open ground beside them. The initial anchor must be unseen, outside a settlement and at least 20 horizontal and vertical steps in total from every player. |
| Nearby crowd check | In the active area, a new road group is blocked when 4 or more patrol members are already within 50 horizontal and vertical steps in total of any player. Warband members also count. This checks before the new group arrives, so it is not a hard limit of 4 guards. |
| Theft news | A patrol can carry a snapshot of theft awareness from a nearby settlement of its faction to another. News is only taken from Alert awareness or worse. After arriving within 12 tiles of the destination, including diagonals, it waits 200 turns before delivery. |
| Fighting behaviour | Faction and alliance standing govern hostility towards you. These guards can also engage nearby hostile creatures. The Diplomat's Crown can suppress unprovoked standing-based hostility for a posted cave guard, while an ordinary road patrol keeps its standing-based hostility. |
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