The Operators: How to Start
Caps — we all want 'em, and no one's got enough of 'em, 'cept maybe the Operators. Practical lot, probably the most sane ones around Nuka-World — not to say that they wouldn't shoot you as soon as look at ya, but only if there was somethin' in it for them. Fans of smart moves and brutal shootouts, the Operators weigh up the cost of every bullet against the profit of killing their target. They're all smooth as hell, and you gotta envy how much they've got their stuff together. [Folio pg. 40]
All models in an Operators crew must be chosen from the Operators Crew List. [Folio pg. 40]
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 | 3 | 5 | 6 |
[Folio pg. 40]
Playstyle
The Operators are a precision ranged faction that rewards careful resource management and weapon upgrades. That's Real Professional turns any activation with a Combat Rifle or Handmade Rifle into a burst of extra speed and firepower. Prepared For Anything lets you stock Chems mid-campaign without spending Story Actions, keeping your models buffed for key engagements. Their Training Table weights Perception (2–3) and Intelligence (6–7), reinforcing a crew that wins through superior range, accuracy, and planning. The high Facility Limit (3/5/6) supports a well-developed Home Turf, and Best-Kept Secrets rewards building Scouting infrastructure early.
Starter Roster
A suggested crew built around ranged firepower and the precise Made Man champion (total: 248 pts).
| Unit | Weapons | Rating |
|---|---|---|
| Boss ★ | Marksman's Handmade Rifle | 44 |
| Made Man ★ | Combat Rifle | 33 |
| Psycho | 10mm Pistol | 15 |
| Psycho | 10mm Pistol | 15 |
| Psycho | 10mm Pistol | 15 |
| Scavver | Handmade Rifle | 23 |
| Scavver | Handmade Rifle | 23 |
| Scavver | Handmade Rifle | 23 |
| Waster | Baseball Bat | 10 |
| Waster | Baseball Bat | 10 |
| Waster | Baseball Bat | 10 |
| Waster | 10mm Pistol & Hand Weapon | 13 |
| Waster | Handmade Rifle | 14 |
| Total | 248 | |
Captive Story Action: Taken for a Ride
An Operators crew may take the Taken for a Ride Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Folio pg. 40]
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]