Perks
Perks are special rules that apply to a model. [Rulebook pg. 15]
Gaining perks: A model gains a Perk on its 2nd, 4th, 6th, and 8th Upgrade. The player chooses any non-Innate Perk the model meets the stat minimum for. Innate Perks cannot be gained this way — they are granted only by special events or by starting profile. [Rulebook pg. 58]
Stat minimum: Each non-Innate Perk lists a Requisite S.P.E.C.I.A.L. value in parentheses, e.g. "Strength 4." A model can only gain that Perk if it currently has at least that value. Serious Injuries are not counted when checking requirements. [Rulebook pg. 58]
Bonus XP: If the chosen Perk is from the same S.P.E.C.I.A.L. category as the Upgrade just gained, the crew also gains 1 XP. [Rulebook pg. 58]
No duplicates: A model can never have the same Perk more than once. [Rulebook pg. 15; Folio FAQ pg. 110]
Strength Perks
Strong Back (3)
Once per Turn, during its activation, this model may make the Rummage Action without Taking Fatigue. [Rulebook pg. 104]
Basher (4)
When this model makes a Melee Attack, if the Weapon has the Pushback Critical Effect, increase its value by 2 until the Attack has resolved. Otherwise, the weapon gains the Pushback (4) Critical Effect until the Attack has resolved. [Rulebook pg. 104]
Big Leagues (4)
When creating a Dice Pool for a Melee Attack, this model increases its Luck by 1 until the Attack has resolved. [Rulebook pg. 104]
Drag (4)
After this model makes the Back Off Action, its controller may make a Drag Test (3S). For each Hit rolled, move one model that was Engaged with the moving model at the start of the Back Off Action into Base contact with the moving model. Normal movement rules apply and the dragged model cannot be placed within 1" of an opposing model unless it can also be placed into Engagement with that model. [Rulebook pg. 104]
Steady Aim (4)
When this model creates a Dice Pool for a Ranged Attack with a Rifle or Heavy Weapon, if it has not moved this Turn, it gains 1 Bonus Die. [Rulebook pg. 104]
Charge (5)
After performing a Get Moving Action, if this model is Engaged with an Enemy model, it may make a Brawl Action without Taking Fatigue. [Rulebook pg. 104]
Mancatcher (5)
After this model Incapacitates an Enemy Champion with a Melee Attack, its controller may make a Capture Test (1S). If Passed, the Incapacitated model is Captured and becomes a Captive — it does not roll on the Aftermath Table during the Story Phase. Otherwise, the model is Incapacitated as normal. [Rulebook pg. 104]
Grenadier (6)
This model increases the Effective Range of Grenade Weapons it is armed with by 3". [Rulebook pg. 104]
Wide Swings (6)
When creating a Dice Pool for a Melee Attack, this model gains 1 Bonus Die for each Enemy model it is Engaged with, beyond the first. [Rulebook pg. 104]
Iron Fist (7)
This model gains the Iron Fist Weapon profile in addition to its existing Weapon Sets. [Rulebook pg. 104]
Iron Fist
MeleeFreight Train
This model can take the Get Moving Action while Engaged. [Rulebook pg. 134]
Perception Perks
Hobble (3)
Enemy models Damaged by this model during a Ranged Attack with a Weapon without the Area (X") Trait cannot be activated in the following Turn, unless all other models in the Enemy crew are Exhausted or have also been affected by the Hobble Perk. [Rulebook pg. 105; Errata Q2 2026]
Wayfinder (3)
When Scouting as part of a Scout Story Action, this model makes the Scout Test at (3P), rather than (2P). [Rulebook pg. 105]
Overwatch (4)
When this model makes a Ranged Attack, if the Target Model moved in the previous Turn, it is Wide Open until the Attack has resolved. [Rulebook pg. 105]
Sniper (4)
When this model makes a Ranged Attack with a Rifle Weapon, Enemy models cannot be Obscured by intervening models. [Rulebook pg. 105]
Spotter (4)
Friendly models within the Control Area of one or more models with this Perk may re-roll one die when making the Rummage Action. [Rulebook pg. 105]
Penetrator (5)
When this model makes a Ranged Attack with a Weapon without the Area Trait against a Target with Endurance 5 or more, reduce the Target's Endurance by 1 until the Attack has resolved. [Rulebook pg. 105]
Pickpocket (5)
When this model makes a Back Off Action, its controller may make a Pickpocket Test (3P). If Passed, the opposing player removes one dose of a Chem from their Crew Roster — it has been stolen — and the Active player adds one dose of the same Chem to their own Roster if they have capacity. If the Test scores 3 or more Hits, the Active player may choose which Chem is stolen, instead of the opposing player. [Rulebook pg. 105]
Called Shot (6)
When this model makes a Ranged Attack with a Pistol or Rifle, if the Weapon has the Aim Trait, increase its value by 2 until the Attack has resolved. Otherwise, the weapon gains the Aim (+2) Trait until the Attack has resolved. [Rulebook pg. 105]
Rifleman (6)
When creating a Dice Pool for a Ranged Attack with a Rifle Weapon, this model increases its Luck by 1 (to a maximum of 3) until the Attack has resolved. [Rulebook pg. 105]
Awareness (7)
When a Friendly model makes an Open Fire Action, this model can provide Supporting Fire even if it is not within the Attacking model's Control Area. All other restrictions still apply. [Rulebook pg. 105]
Endurance Perks
Selfless (3)
If this model is a Target of an Attack from a Weapon with the Area (X") Trait, before the Attack Test is made, its controller may declare it is Shielding Others. If they do, the Attack is resolved with this model as the only Target, and the Dice Pool gains a Bonus Die. [Rulebook pg. 105]
Stonewall (3)
A model Engaged with this model cannot use the Back Off Action. [Errata Q2 2026]
Errata
Original text (Rulebook pg. 105): "This model's Proximity area is 2\", rather than 1\"." Fully replaced by Errata Q2 2026.
Immortal (4)
When rolling on the Serious Injury Table for this model, roll an extra die and choose which result to apply. [Rulebook pg. 105]
Rad Resistant (4)
This model is unaffected by Radiation Tokens. [Rulebook pg. 105]
Bullet Magnet (5)
When making a Ranged Attack against your models, Enemy models must Target this model if it is the closest Visible Friendly model that can be Targeted. A model with the Unassuming Perk cannot take this Perk. [Rulebook pg. 105]
Cannibal (5)
When a model is Incapacitated while in Base contact with this model, this model Recovers all Harm. [Rulebook pg. 105]
Odd Anatomy (5)
When this model is the Target of an Enemy Attack, during the Trigger Critical Effect step its controller may make a Shrug Test (2E). If a number of Hits are rolled equal to, or greater than, the number of Luck Dice in the Attacker's Dice Pool, no Critical Effects can be triggered until the Attack has resolved. [Rulebook pg. 105] See Open Questions for a known ambiguity in this perk's wording.
Toughness (6)
The first time that this model would be Incapacitated each game, its controller may make a Toughness Test (2E). If Passed, this model takes Harm up to its Harm Limit but is not Incapacitated. If this model would have been Incapacitated by an Injury, that Injury is removed from the Injury Box on the model's Roster Entry. [Rulebook pg. 105]
Unending Stamina (6)
Once per Round, when this model is Exhausted, its controller may declare it is performing a Relentless Action at the beginning of their Turn, before choosing an Active Model. If they do, this model becomes the Active Model (ignoring the standard rules for selecting an Active Model) and may perform 1 Action without Taking Fatigue. At the end of the Relentless Action, this model Suffers 1 Injury. [Rulebook pg. 105]
Lifegiver (7)
At the start of each Round, this model Recovers 2 Harm. [Rulebook pg. 105]
Charisma Perks
Fast Talker (3)
If this model is Captured or becomes a Captive, its controller may make a Charm Test (2C). If Passed, the model talks their way out of it and does not become a Captive — it is not listed on the opponent's Captives Roster, and is not listed as Absent on the controller's Crew Roster. [Rulebook pg. 106]
Warden (3)
When a player makes a Captive Story Action, if their crew possesses one or more non-Absent models with this Perk, they may roll twice when determining the Score on their Faction's Captive Table, picking whichever of the two results they choose. [Rulebook pg. 106]
Inspirational (4)
Increase this model's Control Area by 2". [Rulebook pg. 106]
Lieutenant (4)
During the Story Phase, if no model in the crew has the Natural Leader Perk, this model loses this Perk and gains the Natural Leader Perk. The controller may then Upgrade this model twice, as described in the Crew Training Story Action. These Upgrades do not cost any XP and do not count toward the model's Upgrade Limit. [Rulebook pg. 106]
Lone Wanderer (5)
When creating a Dice Pool for any test for this model, if there are no other Friendly models in its Control Area, add 2 Bonus Dice to the Pool. [Rulebook pg. 106]
Partyboy/girl (5)
When a Chem is used on this model, it may either Recover all Harm, or Recover 1 Injury. [Rulebook pg. 106]
Unassuming (5)
When making a Ranged Attack against your models, Enemy models cannot Target this model if there is a closer Visible Friendly model that can be targeted. A model with the Bullet Magnet Perk cannot take this Perk. [Rulebook pg. 106]
Animal Friend (6)
At the start of a game, deploy a Dog in Base contact with this model. It is treated as a Friendly model for the rest of the game, counts as a crew member, but is removed at the end of the game. [Rulebook pg. 106]
Intimidation (6)
When an Enemy model is subjected to a Confusion Test while within this model's Control Area, the Enemy model's Intelligence is reduced by 1 until the Confusion Test has resolved. [Rulebook pg. 106]
Cap Collector (7)
When this model makes the Rummage Action to Find Caps and Parts, after rolling the dice, double the number of Caps received. When performing the Barter Story Action, if the crew has one or more non-Absent models with this Perk, double the Caps received. A model with the Scrapper Perk cannot take this Perk. [Rulebook pg. 106; Errata Q2 2026]
Intelligence Perks
Adaptable (3)
Once per game, when creating this model's Dice Pool for a S.P.E.C.I.A.L. Test, you may use this model's Intelligence in place of any other Statistic for that Test. [Rulebook pg. 106]
Informant (4)
When Setting up a Game, after completing the Starting Positions step, if this model is on the Battlefield, its controller may Reposition a number of Friendly models equal to its Luck statistic. If both crews have a model with this Perk, the player with the Initiative Token may choose who Repositions their models first. [Rulebook pg. 106]
Savant (4)
When performing the Crew Training Story Action to purchase an Upgrade for this model, reduce the XP cost by 2. [Rulebook pg. 106]
Scrapper (4)
When this model makes the Rummage Action to Find Caps and Parts, after rolling the dice, double the number of Caps and Parts added to the crew's Stash. A model with the Cap Collector Perk cannot take this Perk. [Rulebook pg. 106; Errata Q2 2026]
Chemist (5)
When Setting up a Game, at the Preparing Advantage step, if a crew contains this model and it is not Absent, its controller may add a single dose of any Common Chem with a Caps cost of 10 or less to their Crew Roster. [Rulebook pg. 106]
Strategist (5)
When a crew containing one or more non-Absent models with this Perk would spend 1 or more Scouting Points, the controller may make a Strategy Test (1I). If Passed, the crew gains 1 Scouting Point. [Rulebook pg. 106]
Coroner (6)
During the Treat the Wounded Step of the Story Phase, if a crew has one or more non-Absent models with this Perk, whenever a Friendly model rolls either the Broken (Aftermath Table) or Dead (Serious Injury Table) result, its controller may make an Autopsy Test (2I). If Passed, the crew gains 1 XP for each Hit rolled. [Rulebook pg. 107]
Medic (6)
When this model makes a Patch Up Action, instead of recovering 2 Harm from itself, it may either Recover 3 Harm, or Recover 3 Harm from a Friendly model within 1". In addition, when performing the Recuperate Story Action, if one or more non-Absent models in the crew have this Perk, add 1 Bonus Die to any Recuperate Tests. [Rulebook pg. 107]
Trigonometry (6)
When creating the Dice Pool for a Ranged Attack with this model, if it is at least 2" higher in elevation than its Target, add 2 Bonus Dice to the Pool. [Rulebook pg. 107]
Gun Nut (7)
At the end of the Make Story Actions step of the Story Phase, if a crew has one or more non-Absent models with this Perk, its controller may spend Parts to Modify a single Weapon. [Rulebook pg. 107]
Agility Perks
Sprint (3)
When this model makes a Get Moving Action or moves during a Movement Order, it may move an extra 2". [Rulebook pg. 107; Errata Q2 2026]
Blitz (4)
After this model completes a Brawl Action, its controller may move it up to 3". [Rulebook pg. 107]
Hidden (4)
This model does not need to be deployed as normal. At the start of the first Round, its controller may place this model anywhere on the Battlefield that isn't within an Enemy model's Control Area. [Rulebook pg. 107]
Parting Shot (4)
After making a Back Off Action to move out of an Enemy model's proximity, this model may make a Ranged Attack using a Pistol Weapon against that model, without Taking Fatigue. [Rulebook pg. 107]
Gunslinger (5)
This model increases the Effective Range of Pistol Weapons it is armed with by 4". [Rulebook pg. 107]
Fire and Move (6)
After this model completes an Open Fire Action, its controller may move it up to 4". [Rulebook pg. 107]
Guns Akimbo (6)
When this model makes an Attack Action with a Pistol, if that Weapon does not have the Fast Trait, it gains the Fast Trait until the Attack has resolved. [Rulebook pg. 107]
Hit the Deck (6)
When making a Ranged Attack against your models, Enemy models cannot Target this model, unless it is either Wide Open, or has a Fatigue Token. [Rulebook pg. 107]
Moving Target (7)
When this model becomes the Target of an Enemy Attack, its controller may declare it is Dodging. If they do, this model Takes 1 Fatigue, but increases its Endurance by 2 until the Attack has resolved. [Rulebook pg. 107]
Reflexes (7)
When an Enemy model moves into this model's Proximity, this model may make a Reaction Test (2A). If Passed, this model may make a Ranged Attack with a Weapon without the Slow Trait against the Enemy model. [Rulebook pg. 107]
Luck Perks
Fortune Finder (2)
After this model resolves a Rummage Action, its controller rolls a die and gains Caps equal to its result. [Rulebook pg. 107]
Malfunction (2)
If an Enemy Ranged Attack Targeting this model scores 0 Hits, the Attacking model Suffers 1 Harm. [Rulebook pg. 107]
Ricochet (2)
If an Enemy Ranged Attack Targeting this model scores 0 Hits, this model's controller may choose a different model within 6" to become the Target of a Ricochet. The Attacker re-rolls the Attack Test against the Ricochet Target, as if it were the original Target of the Attack. [Rulebook pg. 107]
Bloody Mess (3)
If this model Incapacitates an Enemy model with an Attack, each other Enemy model within 2" of the Incapacitated model Suffers 1 Harm. [Rulebook pg. 108]
Four Leaf Clover (3)
During the Fortune Smiles Step of a S.P.E.C.I.A.L. Test, this model rolls 2 Standard Dice for a single Luck Die remaining in the Pool, instead of one. Each other Luck Die in the Pool rolls a Standard Die as normal. [Rulebook pg. 107; Errata Q2 2026]
Errata
Original text: "Roll 2 Standard Dice for each Luck Die during Fortune Smiles." Changed so only one Luck Die gets the bonus; all others remain at 1 die.
Lend Luck (3)
Attacks without the Area (X") Trait made by Friendly models against Enemy Targets within 3" of this model may use this model's Luck statistic when creating a Dice Pool, instead of their own Luck. [Rulebook pg. 107; Errata Q2 2026]
Lucky Charm (3)
When this model's controller uses a Ploy when this model is on the Battlefield, if this model's crew has no Ploy Tokens, they may make a Luck Test (4L). If Passed, the crew gains 1 Ploy Token. [Rulebook pg. 107; Errata Q2 2026]
Better Criticals (4)
When this model triggers a Critical Effect with a numerical value (such as Ignite (X)), increase that value by 2 until the Attack is resolved. [Rulebook pg. 108]
Grim Reaper's Sprint (4)
When this model Incapacitates an Enemy model with an Attack, if at least two Luck Dice Hit, this model Recovers 1 Fatigue. [Rulebook pg. 108]
Mysterious Stranger (4)
At the start of each Round after the first, this model's controller may make a Mysterious Stranger Test (1L). If Passed, that player deploys a Friendly Mysterious Stranger model in Base contact with the edge of the Battlefield closest to this model. Once a player has passed a Mysterious Stranger Test, they may not attempt it again that game. The Mysterious Stranger is counted as part of its controller's crew but is removed from the roster at the end of the game. [Rulebook pg. 108]
Innate Perks
Innate Perks can occasionally be gained through special events (Vault Table, Aftermath Table, etc.) but cannot be selected during Crew Training. [Rulebook pg. 108; Folio pg. 137]
All the Toys
When taking the Crew Training Story Action with this model, you spend Parts rather than XP to purchase Upgrades. This model gains Automatron Perks rather than regular Perks. [Folio pg. 137]
Atom's Glow
When this model makes an attack against an Enemy model, and either this model or the Target are within 3" of a Radiation Token, treat this model's Luck as being 1 higher. [Folio pg. 137]
Beast
This model cannot be a crew's Leader and never gains Perks, other than the Outsider Perk. [Rulebook pg. 108; Errata Q2 2026]
Burly
This model's Harm Limit is 4 instead of 3. [Rulebook pg. 108]
Burrowing
This model is unaffected by the proximity of Enemy models and can also move through all Terrain Features as long as they do not Climb at any point during that movement. [Folio pg. 137]
Cheater
This model can make the Get Moving, Open Fire, Patch Up, and Rummage Actions while it is Engaged. [Rulebook pg. 93]
Disposable
This model does not cause Confusion Tests when removed from the Battlefield. [Folio pg. 137]
Every Minimum Acceptable Safety Standard Met
This model has no Harm Limit. [Rulebook pg. 91]
Eye Catching
This model always counts as being Wide Open. [Folio pg. 138]
Greater Numbers
When you add a Pack Hound to your Crew Roster, you add two models instead of one, though you only pay the Hiring Fee once. Each model acts independently of the other and is treated as a separate model for all rules. If a rule would reference a model's Rating, each Pack Hound is considered to have a rating of 21. [Folio pg. 104]
Hardy
This model cannot Suffer Fatigue. It can still Take Fatigue by performing Actions or other effects. [Rulebook pg. 108]
Kaboom!
This model gains the following Action:
Uranium Fever (Unengaged/Engaged): All models (Friendly and Enemy) within 3" Suffer sufficient Harm to reach their Harm Limit. This model is Incapacitated. This model does not roll on the Aftermath Table; it rolls only on the Serious Injury Table. [Folio pg. 138]
Keep Up!
After a Friendly Champion model in Base contact completes a Back Off or Get Moving Action, this model may move into Base contact with that Friendly Champion model. [Folio pg. 138]
King of the Castle
Crew may use the Nuka-nuke Launcher Ploy: at the end of any Round, if King of the Park is on the Battlefield and not Incapacitated, King of the Park makes a Ranged Attack Action using the Nuka-nuke Launcher.
Nuka-nuke Launcher
HeavyCrew may also use the Nuka-World Gangs Ploys (The Pack, The Operators, The Disciples). [Rulebook pg. 90]
Know Your Enemy (Faction)
When creating the Dice Pool for an Attack Action against an Enemy model from the specified Faction, this model gains 1 Bonus Die. Choose the applicable Faction when the Perk is gained. [Rulebook pg. 108]
Machine
This model always passes any Confusion Test it is required to make. When this model is Incapacitated, it does not trigger Confusion Tests for other models. In addition, Chems cannot be used on this model, and it is unaffected by the Poison (X) and Tranquilize (X) Critical Effects. This model is unaffected by Radiation Tokens. [Rulebook pg. 108]
Making a Withdrawal
When this model would cause an Enemy model to Suffer an Injury or Harm, the opposing player may reduce their Stash by 5 Caps per Injury and Harm. For every 5 Caps removed, this model's crew gains 5 Caps and the Enemy model Suffers one less Injury or Harm, as appropriate. [Folio pg. 138]
Mind Control
This model can make an Open Fire Action using weapons carried by an Enemy model within its Control Area. Visibility is checked from the Enemy model with the weapon being used. During this Open Fire Action, this model uses its own Luck statistic and the appropriate Test statistic value from the Enemy model. Weapons with the One & Done Trait cannot be used via this Perk. [Folio pg. 138]
Mythical
At the start of each Round, this model Takes 2 Fatigue. When this model becomes Confused as a result of Failing a Confusion Test, its controller does not choose between Flee or Take Fatigue. Instead it must Take Fatigue if it is able to do so. If it is unable to Take Fatigue, no additional effects happen. [Folio pg. 138]
Natural Leader
This model automatically Passes Confusion Tests. When making an Intelligence Test for a Friendly model within this model's Control Area, you can choose to use this model's Intelligence value instead of the model's own value. When choosing a Leader at the start of a game, this model must be chosen if possible. If more than one model has this Perk, the player must choose one of them. [Rulebook pg. 108]
Offerings
This model gains the following additional option when taking the Rummage Action:
Find Offerings: Recover Fatigue from a Friendly Holy Mothman model. Discard the results of the two dice used. This option cannot be chosen if the model did not Take Fatigue for this Rummage Action. This additional option can be chosen if a Scenario or Objective would normally prevent the Rummage Action; in these instances the Search Token is not removed. [Folio pg. 138; Errata Q2 2026]
Omens
Enemy models within this model's Control Area treat all tests as Unlucky. [Folio pg. 138]
On the House
When hiring this model, your crew gains one dose of Whiskey. Whiskey — When creating a Dice Pool for a Strength or Endurance Test, you may spend a dose of Whiskey to increase either the Active model's Strength or Endurance by 2 until that Test is resolved. [Folio pg. 105]
One Rule
All Friendly models within this model's Control Area have the Blitz Perk. [Rulebook pg. 93]
Outsider
This model's weapons cannot be modified using the Modify Weapons Story Action and they cannot be upgraded using the Crew Training Story Action. This model does not count toward or affect any Crew Limits. If this model is a Champion, it does not allow a crew to take 5 more Grunts. In addition, the model does not count as a Friendly model for the purposes of Confusion Tests. If this model has the Leader Class, it does not count towards the number of Leaders your crew can have. A model can gain this Perk even if it would otherwise not be able to gain Perks. [Rulebook pg. 108; Errata Q2 2026]
Personal Stash
If a crew has one or more non-Absent models with this Perk, when purchasing Common Chems, reduce their costs by 3 Caps. [Rulebook pg. 108]
Point Blank
This model can take the Open Fire Action while Engaged. [Folio pg. 138]
Power Armor
This model cannot Suffer Fatigue (can still Take Fatigue). This model's Harm Limit is 4 instead of 3. This model is unaffected by Radiation Tokens. The Power Armor Perk confers the effects of the Rad Resistant, Hardy, and Burly Perks — it does not stack with any of these Perks. [Rulebook pg. 109]
Power of Prayer
If a Friendly model is within this model's Control Area, treat it as having the Rad Resistant Perk. [Folio pg. 139]
Praise Be!
While this model is on the Battlefield, the Mythical Innate Perk makes models Take 1 Fatigue rather than Take 2 Fatigue. If a Friendly model chooses Find Offerings as part of a Rummage Action while within this model's Control Area, do not remove the Search Token. [Folio pg. 139]
Programmed
This model cannot be a crew Leader, nor take the Crew Training Story Action. It also cannot gain Perks (other than the Outsider Perk) or Experience. [Folio pg. 139; Errata Q2 2026]
Prove Your Worth
Friendly Grunt models within this model's Control Area gain the Bullet Magnet Perk. If a model has the Unassuming Perk, it cannot gain the Bullet Magnet Perk this way. [Folio pg. 139]
Recruiter
If at the end of a game this model was not Incapacitated, its crew may make the Recruit Story Action once for free during the next Story Phase. [Rulebook pg. 91]
Self-Destruct
When this model is Incapacitated, each other model within 3" of it Suffers 1 Harm. [Folio pg. 139]
Sermons
At the beginning of this model's Activation, you may choose for it to Take Fatigue. If it does, apply one of the following until the end of the Round to another Friendly model within its Control Area: (1) Once per Turn, may make the Rummage Action without Taking Fatigue (does not stack with Strong Back). (2) When making a Ranged Attack with a Rifle, Enemies can't be Obscured by intervening models. (3) If targeted by an Area (X") attack, controller may declare Shielding Others — the attack resolves with this model as the only Target and the Dice Pool gains a Bonus Die. (4) Enemy models cannot Target this model when making Ranged Attacks, unless it is Wide Open or has 1 Fatigue Token. [Folio pg. 106]
Sic' Em
When a Friendly model makes a Get Moving Action, this model can be given Movement Orders even if it is not within the Active model's Control Area. All other restrictions still apply. [Rulebook pg. 109]
Stealth Boy
This model may not be Targeted by Ranged Attacks unless it is within Perception range of the Attacking model. [Folio pg. 139]
Sticky Fingers
When this model makes the Rummage Action to Find a Chem, after adding a Chem to the Crew Roster, they may add a second Chem with a Cap cost no greater than the total result of the two rolled dice. [Rulebook pg. 109]
Survivalist
Whenever this model would Suffer Harm from an Attack, and there is another Friendly model within 3" that has no Harm, the Friendly model may Suffer that Harm instead. [Rulebook pg. 109]
Swarm
When this model is taken as a Companion, you may add up to three models to your crew, instead of one, adding the Rating of each individual Companion to your Champion's Rating. [Folio pg. 139]
Try Outs
When this model makes an Attack Action, increase its Strength and Agility statistics by 2 if this model has line of sight to a Friendly Leader model. [Folio pg. 139]
Unstoppable
At the start of each Round, add the corresponding Perk to this model's Roster Profile for the rest of the game: Round 1 — Toughness (Endurance); Round 2 — Iron Fist (Strength); Round 3 — Wide Swings (Strength). [Folio pg. 103]
V.A.T.S.
After declaring an Attack Action with this model, but before creating the Dice Pool, you may declare the number of Hits you expect to roll. During the Remove Duds step, if your declared number matches the number of Hits left in the Pool, then each Hit counts as 2 Hits instead. [Rulebook pg. 109]
Visions
At the beginning of this model's first Activation of the Round, you may choose for it to Take Fatigue. If it does, place a Radiation Token anywhere on the Battlefield that is not within 3" of a Search Token, a model, an Objective Token, or another Radiation Token. [Folio pg. 139]
Zip of Nuka-Cola
When this model would be Incapacitated, if a crew has a model within 2" of this model, they add a dose of Nuka-Cola to their Crew Roster. [Rulebook pg. 91]
Automatron Perks
Automatron Perks are gained by models with the All the Toys Innate Perk on their 2nd, 4th, 6th, and 8th Upgrade (spending Parts rather than XP). They replace regular Perks for those models. [Folio pg. 136]
Cluster Bombs
After performing a Get Moving Action, this model may use the Cluster Bombs weapon without Taking Fatigue. [Folio pg. 136]
Cluster Bombs
GrenadeFat Man Launcher
This model's crew may use the Fat Man Ploy. [Folio pg. 136]
Ploy: Fat Man — You may enact this Ploy at the end of any Round if a Friendly model with the Fat Man Launcher Automatron Perk is on the Battlefield and is not Incapacitated. A Friendly model with the Fat Man Launcher Automatron Perk makes a Ranged Attack Action using the Fat Man weapon.
Fat Man
HeavyFlight
This model is unaffected by the Proximity of Enemy models and can take the Get Moving Action while Engaged. This model does not count vertical movement towards its total allowed when climbing, and is always considered to have an Agility greater than the elevation difference when dropping from a Terrain Feature. [Folio pg. 137]
Gas Launcher
When an Enemy model Engages a model with this Perk, the Enemy model's controller rolls two dice. If any score higher than the Enemy model's Intelligence, it Suffers 1 Fatigue. [Folio pg. 137]
Hook Arm
This model's Melee weapon gains the Duel Trait. [Folio pg. 137]
Radiation Coils
This model counts as a Radiation Token. [Folio pg. 137]
Recon Sensors
When another Friendly model within 3" of this model makes a Ranged Attack with a Rifle, it adds an additional Bonus Die to the Dice Pool. [Folio pg. 137]
Regeneration Field
When a Friendly model without the Regeneration Field Perk is selected as the Active model, if that Friendly model is within 3" of a model with the Regeneration Field Perk, it Recovers a Harm. [Folio pg. 137]
Sensor Array
During Step 2 of an Open Fire Action, this model uses the Charisma of the crew's Leader instead of its own when declaring Supporting Fire. The models that give Supporting Fire do not Take Fatigue. [Folio pg. 137]
Unstable
This model suffers 1 Harm rather than Taking Fatigue for its first Action each Round. [Folio pg. 137]
Companion Perks
Companion Perks are a special Perk type available to any Champion (including Leaders) when recruiting them or creating a new crew. Unlike standard Perks, they are paid for at the time of hiring and add a new model to your crew. No Champion may have more than one Companion Perk. [Folio pg. 137]
Creature Tamer (Companion)
When recruiting a Champion, it may gain this Perk at no cost. When a model gains this Perk, you may choose one Companion from the Creature Companions list to add to your Crew Roster. The Rating of the selected Companion is added to this Champion's Rating. This Perk may only be taken once per model. [Folio pg. 137]
Roboteer (Companion)
When recruiting a Champion, it may gain this Perk at no cost. When a model gains this Perk, you may choose one Companion from the Robot Companions list to add to your Crew Roster. The Rating of the selected Companion is added to this Champion's Rating. This Perk may only be taken once per model. [Folio pg. 137]