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
- All Absent models (except Captured) return — clear their Absent box.
- For each model Incapacitated in the game, roll a die and consult the Aftermath Table for their class.
- 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:
- Non-permanent Legends of the Wasteland → remove from Roster.
- All Common Chems → remove from Game Sheet.
- Unspent Bonus Ploys → lost.
- Rare Chems → stay on Game Sheet for future games.
Step 4 — Resolve Quests
- 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
- Recalculate Reputation: Sum the Rating of all non-Absent models.
- Nomadic crew: Lose 2 Reach (minimum 1).
- Monument Facility: Gain 1 Reach.