Ploys
Ploys are tactical surprises players can enact using Ploy Tokens. A player takes a number of Ploy Tokens equal to their crew's Tier at the start of the game. A Ploy can never be used more than once per game (except Lucky Break).
In addition to faction-specific ploys, all crews have access to the following Standard Ploys:
Standard Ploys
Teamwork
You may Enact this Ploy at the end of your Turn. Take another Turn. When choosing an Active Model, you cannot choose the Active model from the prior Turn.
Second Wind
You may enact this Ploy at the start of your Turn. When choosing your Active model, you may choose an Exhausted model. If you do, it Recovers 1 Fatigue.
Lucky Break
You may enact this Ploy while making a S.P.E.C.I.A.L. Test for a model, after "Roll the Pool and Remove Duds", but before the "Fortune Smiles" Step. You may Re-roll all Duds in the Pool.
Legend Ploys
These ploys are unlocked by hiring a specific Wasteland Legend. They use a Ploy Token like any other ploy.
Nuka-nuke Launcher (King of the Park)
Enact at the end of any Round if a Friendly 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
HeavyHiring King of the Park also grants the crew access to the Nuka-World Gangs Ploys below.
[Rulebook pg. 90]
Nuka-World Gangs Ploys
Available to any crew that has hired King of the Park (via the King of the Castle perk). [Folio pg. 36, 42, 48]
The Pack
Brutality
Enact this Ploy when a Friendly model Incapacitates an Enemy model with an Attack Action.
Your opponent must make Confusion Tests for any of their models within 5", rather than 3". For each of these Tests, they count as Failing if they score fewer than two Hits.
[Folio pg. 36]
Pack Hunters
Enact this Ploy when a Friendly Champion makes a Get Moving Action.
You can give Movement Orders to any models in your crew, even if they are outside of the Champion's Control Area. All other restrictions apply as normal.
[Folio pg. 36]
The Operators
That's Real Professional
Enact this Ploy when selecting a model with either a Combat Rifle or a Handmade Rifle as the Active model.
A Combat Rifle or Handmade Rifle held by the Active model gains the Fast Trait until the end of the Turn (if the weapon didn't already have that Trait). Until the end of the Turn, when creating a Dice Pool for an Open Fire Action using this weapon, the Active model gains 1 Bonus Die.
[Folio pg. 42]
Prepared For Anything
Enact this Ploy at the start of any of your Turns.
You immediately add Common Chems to your Stash with a combined cost of up to 18 Caps.
[Folio pg. 42]
The Disciples
Thrill Kill!
Enact this Ploy when a Friendly model Incapacitates an Enemy model, but before removing it from play.
Each of your models within 4" of the Enemy model Recovers 1 Fatigue.
[Folio pg. 48]
Thin the Herd
Enact this Ploy when a Friendly model is Incapacitated.
Until the end of the Round, any Tests made by Friendly Champions gain 3 Bonus Dice.
[Folio pg. 48]
Super Mutants Ploys
Surging Advance
You may enact this Ploy at the start of any Round except the first.
Each Unengaged model in your crew may be moved up to 4". During this move, no model can move into the Proximity of an Enemy model.
[Rulebook pg. 73]
The Next Stage
You may enact this Ploy at the start of any of your Turns.
You may Recover 1 Harm on each of your models. Until the start of the next Round, increase each of your models' Endurance by 1.
[Rulebook pg. 73]
Zetans Ploys
Invaders from Beyond
You may enact this Ploy when one of your models makes a Get Moving Action.
During this Get Moving Action, Friendly models that Hurry do not Take Fatigue (in addition to any already taken for the movement), and ignore the Proximity of Enemy models.
[Folio pg. 70]
Tractor Beam
You may enact this Ploy at the start of any of your Turns.
Move an Enemy non-Leader model up to 4".
[Folio pg. 70]
Automatrons Ploys
You Will Rue the Day!
You may enact this Ploy at the start of any Round.
Until the end of the Round, when a Friendly model with the Machine Perk would be Incapacitated, a Friendly Leader model Recovers 1 Fatigue.
[Folio pg. 91]
The Flesh is Weak but Steel is Strong!
You may enact this Ploy if a Friendly model with the Machine Perk would be Incapacitated.
The Friendly model Recovers all Harm and an Injury.
[Folio pg. 91]
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. Requires the Fat Man Launcher Automatron Perk — not available by default.
Fat Man
Heavy[Folio pg. 136]
Followers of the Winged One Ploys
I Die for the Mothman!
You may enact this Ploy at the start of a Round.
Until the end of the Round, you may Recover 1 Fatigue from a Friendly Holy Mothman each time a Friendly model with the Offerings Innate Perk is Incapacitated.
[Folio pg. 63]
Expel Them from Our Lands!
You may enact this Ploy when a Search Token is about to be removed by the opposing player.
Place a Friendly Holy Mothman or Mothman Hatchling from anywhere on the Battlefield to within 1" of the Search Token.
[Folio pg. 63]
Children of Atom Ploys
Revelations
You may enact this Ploy at the start of any Round after the first.
For this Round, all effects triggered by a model being within 3" of a Radiation Token instead apply to any model within 6" of a Radiation Token.
[Folio pg. 77]
Be Not Afraid
You may enact this Ploy at the start of any of your Turns.
Select an Enemy model with the Machine, Rad Resistant, or Power Armor Perk. The following effect from these Perks is ignored for that model for the rest of the game: "This model is unaffected by Radiation Tokens".
[Folio pg. 77]