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Brotherhood of Steel: How to Start

The lineage of the Brotherhood of Steel can be traced back to the days after the Great War. Its first leader was Roger Maxson, who used his experience in the military to forge a new and united force for an uncertain time. Brotherhood chapters can be found across the Wasteland, each one suited up in the finest pre-War technology and eager to locate further relics from before the bombs dropped. [Rulebook pg. 66]

All models in a Brotherhood of Steel crew must be chosen from the Brotherhood of Steel Crew List. [Rulebook pg. 66]

Crew Limits

Tier 1 Tier 2 Tier 3
Upgrade Limit per Model 4 6 8
Champion Limit 3 4 5
Control Limit 5 10 15
Facility Limit 2 4 6

[Rulebook pg. 66; Folio pg. 9]

Playstyle

The Brotherhood of Steel is a small, elite, high-cost faction. The Paladin is the most statistically dominant Leader in the base game — S7 E7 with Power Armor — but at 67–72 points takes up a large chunk of a starting budget. Knights are the heaviest Grunts in the faction: S6 E6 P5 with Power Armor, costing 50–60 points each. The lower-cost grunts (Aspirants, Initiates) let you pad out your crew with more activations, but they lack the staying power of Knights. The Chain That Binds front-loads an extra action for every Grunt inside a Champion's Control Area at game start — used well, it delivers a devastating first-turn alpha strike. Vertibird Drop lets you keep one model off the table until Turn 2, bypassing deployment entirely to place it at any board edge. The dual Scribe/Soldier training paths mean your Field Scribes develop Intelligence faster, while everything else trends toward raw combat stats.

Starter Roster

A suggested starting crew from the Rulebook (total: 239 pts). [Rulebook pg. 69]

Unit Weapons Rating
Paladin Flamer 67
Field Scribe Crusader Pistol 31
Field Scribe Laser Pistol 21
Knight Laser Rifle 60
Knight Laser Rifle 60
Total 239

Captive Story Action: Judge Captive

A Brotherhood of Steel crew may take the Judge Captive Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Rulebook pg. 66]

Choose a Captive model from another player's Crew Roster on your Story Sheet, then roll a d10 and consult the Verdict Table. This Action cannot be made if the Captive was taken in your last game.

Score Verdict Effect
1–2 Innocent The Captive is released, returning to its original crew. The owner clears the Absent box.
3–5 Trial The Captive is given the opportunity to defend its actions. Gain 3 XP. The Captive may then make a Persuasion Test (1C) or a Logic Test (1I). If Passed, the Captive is freed and the owner clears the Absent box. If Failed, the Captive is executed and removed from its owner's Crew Roster.
6–10 Guilty The Captive is judged guilty and sentenced to death. You gain 2 XP. The Captive is removed from its owner's Crew Roster.

[Rulebook pg. 62]