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After the Battle

Six-step Story Phase checklist for the Reach Campaign. ^The Story Phase^

Before Step 1: Each crew earns 1 XP (Experience: Survival).


Step 1 — Resolve Story Outcomes

Resolve each Objective's Story Outcome.

  • If a crew became Nomadic: They lose half their Reach and remove the Hazard and Facility entries from their Roster. (If they have the Tunnels Facility and are not Underground, they may choose Underground instead.)
  • If a Vault was opened: Roll on the Vault Table.

Vault Table

Score Result Effect
1 Nuka-Cola Storage Roll 4 dice; add total in Caps to Stash.
2 Idol of Lead Modify a Pistol or Rifle on one model's Profile for free (as Modify Weapons Story Action).
3 Wanderer A Vault Dweller (Grunt) is taken Captive. When making the Captive Story Action for them, choose a result rather than rolling.
4 Pip-Boy One model gains the V.A.T.S. Perk.
5 Chems In your next game, gain +20 Caps in your Advantage Budget — Chems only.
6 Peaceful Traders One model gains the Power Armor Perk (uses a 40mm base).
7 Satellite Uplink Gain 5 Scouting Points.
8 Infested Gain 3 XP.
9 Doctor Handy Remove all Serious Injuries from your crew (as Recuperate); robot is destroyed after use.
10 Supplies Gain 4 Reach.

Step 2 — Treat the Wounded

  1. All Absent models (except Captured) return — clear their Absent box.
  2. For each model Incapacitated in the game, roll a die and consult the Aftermath Table for their class.
  3. Any non-Absent model may be Put Out to Pasture — remove from Roster; Reputation reduced by their Rating; no Caps gained.

Aftermath Table

Score Grunt Champion Legend of the Wasteland
1 Dead — remove from Roster Captured — held by last opponent's crew Dead — remove from Roster; inform all other campaign players
2 Serious Injury Serious Injury Adios — Legend leaves; remove from Roster
3 Serious Injury Serious Injury Adios
4 Clean Bill of Health Serious Injury Adios
5 Clean Bill of Health Serious Injury Adios
6 Clean Bill of Health Clean Bill of Health Adios
7 Clean Bill of Health Clean Bill of Health Adios
8 Clean Bill of Health Clean Bill of Health Adios
9 Clean Bill of Health Clean Bill of Health Adios
10 Clean Bill of Health Lesson Learned — crew gains 1 XP New Home — spend Caps = Rating to add permanently; gains Outsider Perk; no longer hireable. Otherwise Adios.

Serious Injury Table

Score Injury Effect
1–2 Dead Remove from Roster.
3 Weakened Strength penalized (–1).
4 Impaired Perception penalized.
5 Drained Endurance penalized.
6 Shaken Charisma penalized.
7 Concussed Intelligence penalized.
8 Slowed Agility penalized.
9–10 Resting Up Write "Resting Up" in Absent box; misses this Story Phase and the next game.

Penalized stats stack (–1, –2, etc., minimum 1). Remove penalties with the Recuperate Story Action.


Step 3 — Clear Advantages

Remove in this order:

  1. Non-permanent Legends of the Wasteland → remove from Roster.
  2. All Common Chems → remove from Game Sheet.
  3. Unspent Bonus Ploys → lost.
  4. Rare Chems → stay on Game Sheet for future games.

Step 4 — Resolve Quests

^Quest rules^

  • First game ever: Choose a Quest; copy Tier 1 Goals to Story Sheet.
  • Completing a Goal: Earn 1 XP.
  • Advancing Tier (requires at least 1 completed Goal):
Incomplete Goals in Current Tier Cost
0 Free
1 100 Caps or 10 Reach
2 100 Caps and 10 Reach

Cannot advance past Tier 3. Completing all Tier 3 Goals triggers Ascension next game.


Step 5 — Make Story Actions

Each crew makes 3 Story Actions in any order; same action may be repeated. If one crew was a higher Tier than the other, the lower-Tier crew gains +1 Story Action per Tier difference.

Story Actions Summary

Action Requirement Summary
Barter 3C test; Bonus Dice = Reach; +3 Caps per Hit to Stash (4 with Trader Outpost). If Reach ≥ 6, lose 1 Reach after rolling.
Craft Chems Chem Lab 4I test; Hit on Standard Die = Common Chem; Hit on Luck Die = Rare Chem.
Crew Training XP Spend XP (see table); roll 2 dice on faction Training Table, choose 1 result. Perk on 2nd/4th/6th/8th Upgrade.
Expand 2 Reach Spend 2 Reach; roll 1 die on Facility Table (+1 die per Scouting Point spent); add chosen Facility to Home Turf. Cannot duplicate existing Facilities.
Migrate Become Nomadic; roll 5 dice, add total in Caps to Stash.
Modify Weapons Parts Modify unmodified weapons using Parts from Stash (Factory Facility: any weapon). Each weapon: once per action.
Negotiate Release Captive model Agree terms with captor; roll Handover Table (1 = Dead, 2–9 = Deal, 10 = Escape). No deal: gain 2 XP; captor must make Captive Story Action (does not cost them an action).
Open Vault Unopened Vault 2I test; if Passed, roll on Vault Table and remove facility.
Recruit Caps Buy models from Faction List. Free and doesn't use a Story Action if Reputation < 200.
Recuperate Injured model 2E test; if Passed, remove 1 penalized stat (Infirmary: 1 per Hit).
Scout 2P test; gain 2 Scouting Points per Hit. Fail = scout Absent next game.
Set Bounty Rival model Spend any Reach; model gains Bounty worth 5 Caps per Reach spent.
Settle Nomadic crew Gain Home Turf with last game's Hazard + a Facility.
Surface Tunnels + Underground Spend 2 Reach; remove Underground status.

Step 6 — Finishing Touches

  1. Recalculate Reputation: Sum the Rating of all non-Absent models.
  2. Nomadic crew: Lose 2 Reach (minimum 1).
  3. Monument Facility: Gain 1 Reach.