The Disciples: How to Start
The Disciples — oh, the Disciples. Blood-crazed nutters who only really care where the next kill is coming from. Now, the Pack, they love the fight. Well, the Disciples love the kill — the moment when the lights go out and everything goes red. Knives, machetes, or anything that'll leave a nasty cut tends to end up in their hands. One thing you can never call 'em — apart from sane — is boring. Every murder, mutilation, and massacre is a work of art for them, always trying to one-up each other, elevate beyond what they all consider "normal" and others consider over the top. [Folio pg. 46]
All models in a Disciples crew must be chosen from the Disciples Crew List. [Folio pg. 46]
Crew Limits
| Tier 1 | Tier 2 | Tier 3 | |
|---|---|---|---|
| Upgrade Limit per Model | 3 | 5 | 7 |
| Champion Limit | 3 | 4 | 5 |
| Control Limit | 5 | 10 | 15 |
| Facility Limit | 2 | 4 | 6 |
[Folio pg. 46]
Playstyle
The Disciples are a close-range faction built around melee kills and momentum. Thrill Kill! lets your models Recover Fatigue directly from Incapacitating enemies, rewarding aggressive play and keeping your crew active deep into a game. Thin the Herd flips a model's Incapacitation into a powerful burst for your Champions, making trades dangerous for the opponent. Psychos have the highest Strength of any Nuka-World grunt (S5), making them lethal in melee. Their Training Table matches The Operators — Perception and Intelligence weighted — but the playstyle is entirely different: the Disciples use those stats to pick targets and control timing, not to outshoot. The Blooded Blade quest rewards pouring upgrades into melee weapons, while Let Them Know Fear's ascension (Better Start Runnin'!) gives double rolls on the Gauntlet Table, making the Taken for a Ride story action far more reliable.
Starter Roster
A suggested crew built around the high-Strength Psycho grunts and melee-focused Tormentor (total: 250 pts).
| Unit | Weapons | Rating |
|---|---|---|
| Tormentor ★ | .44 Pistol & Machete | 47 |
| Butcher ★ | Syringer & Hand Weapon | 28 |
| Psycho | Short Hunting Rifle & Hand Weapon | 20 |
| Psycho | Short Hunting Rifle & Hand Weapon | 20 |
| Psycho | Short Hunting Rifle & Hand Weapon | 20 |
| Scavver | Handmade Rifle | 21 |
| Scavver | Handmade Rifle | 21 |
| Scavver | Handmade Rifle | 21 |
| Waster | 10mm Pistol & Hand Weapon | 14 |
| Waster | 10mm Pistol & Hand Weapon | 14 |
| Waster | 10mm Pistol & Hand Weapon | 14 |
| Waster | Short Hunting Rifle | 10 |
| Total | 250 | |
Captive Story Action: Taken for a Ride
A Disciples crew may take the Taken for a Ride Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Folio pg. 46]
Choose a Captive model from another player's Crew Roster on your Story Sheet, then roll a d10 and consult the Gauntlet Table. This Story Action cannot be made if the Captive was taken in your last game.
| Score | Result | Effect |
|---|---|---|
| 1 | "What?! This isn't meant to happen! The vic got away!" | The Captive escapes, returning to its original crew. The owner clears the Absent box. |
| 2–5 | "And... they're dead! Next!" | The Captive meets a grisly end in the Gauntlet. Remove the Captive from its owner's Crew Roster. Each non-Absent model in your crew may remove the Penalty from one Penalized statistic, as per the Recuperate Story Action. |
| 6–8 | "The vic made it to the boss and... well, that was grim." | The Captive is removed from its owner's Crew Roster. Your crew gains 3 XP. |
| 9–10 | "Now there is something you don't see often..." | The Captive bests a high-ranking member of your crew! Randomly choose a Champion — they must roll twice on the Serious Injury Table, re-rolling any Dead results. Copy the Captive's statistics and Traits onto your Crew Roster, removing it from the original owner's. The model gains the Outsider Perk and loses Natural Leader (if they have it). |
[Folio pg. 33]