Skip to content

Diamond City Security Quests

Reach Campaign Quests

Dear Hearts and Gentle People (Reach) [Rulebook pg. 86]

Progression Ability
When this crew progresses a Tier, choose a model in the crew and increase its Charisma statistic by 2 (to a maximum of 9).
Ascension Ability
Let's Try Talking — During the Story Phase, you may make the Negotiate Release Story Action for free. In addition, any crew who has a Captive held by a Survivors crew may take the Negotiate Release Story Action for free during the Story Phase, provided they are negotiating the release of that Captive.

  • Goal A: A model in the crew uses the Patch Up Action (Target: 8)
  • Goal B: A Rare Chem is added to the Crew Roster (Target: 2)
  • Goal C: You purchase a Modification for a Pistol or Rifle (Target: 3)
  • Goal A: Your crew takes the Barter Story Action (Target: 4)
  • Goal B: You use the No Place Like Home Survivors Ploy (Target: 3)
  • Goal C: You Upgrade a model (Target: 4)
  • Goal A: You end a game with fewer Incapacitated models than your opponent (Target: 3)
  • Goal B: A Champion recovers from Serious Injuries (Target: 5)
  • Goal C: Your crew has 5 Champions (Target: 1)

My Home Town (Reach) [Rulebook pg. 86]

Progression Ability
When this crew progresses a Tier, gain 1 Reach for each Facility in your Home Turf.
Ascension Ability
Stalwart Defense — When acting as the Defender in a Raid Objective, or the Underdog in an Annihilation game, gain an additional 20 Caps when determining your Advantage budget.

  • Goal A: You build a Facility using the Expand Story Action (Target: 1)
  • Goal B: You have at least 50 Caps in your Stash (Target: 1)
  • Goal C: You use a Survivors Ploy (Target: 3)
  • Goal A: Your crew Incapacitates an Enemy model (Target: 10)
  • Goal B: A model in your crew gains a Charisma or Intelligence Perk (Target: 4)
  • Goal C: The crew takes the Recruit Story Action (Target: 5)
  • Goal A: Your crew has at least 10 Reach (Target: 1)
  • Goal B: You take the Redeem Captive Story Action (Target: 2)
  • Goal C: An Enemy model Fails a Confusion Test (Target: 6)

Every Time That I Return (Reach) [Rulebook pg. 87]

Progression Ability
When this crew progresses a Tier, your crew becomes Nomadic (you cannot use the Tunnels Facility to avoid this). Add 20 Caps to your Crew Stash, and 6 Scouting Points and 4 Reach to your Story Sheet.
Ascension Ability
Travellers — At the start of the Story Phase, Nomadic Survivor crews may roll two dice on the Facility Table, and may spend any number of Scouting Points before rolling, adding one additional die to the roll per Scouting Point spent. After rolling, choose two of the rolled Facilities, and until the end of the Story Phase you may add those Facilities to your Home Turf, removing them at the end of the Phase.

  • Goal A: Your crew earns at least 4 XP in a single game (Target: 3)
  • Goal B: You modify a weapon (Target: 3)
  • Goal C: You take the Scout Story Action (Target: 3)
  • Goal A: You take the Settle Story Action (Target: 3)
  • Goal B: You Upgrade one of your models (Target: 5)
  • Goal C: Your crew Incapacitates an Enemy model with a Ranged Attack (Target: 10)
  • Goal A: A model in your Crew resolves a 7+ on the Crew Training Table (Target: 4)
  • Goal B: You rescue a Captured model in a Rescue Objective (Target: 1)
  • Goal C: A model in your crew attains a S.P.E.C.I.A.L. statistic of 9 (Target: 1)

Control Campaign Quests

Dear Hearts and Gentle People (Control) [Folio pg. 12]

Progression Ability
When this crew progresses a Tier, choose a model in the crew and increase its Charisma statistic by 2 (to a maximum of 9).
Ascension Ability
Let's Try Talking — During the Story Phase, you may make the Negotiate Release Story Action for free. In addition, any crew who has a Captive held by a Survivors crew may take the Negotiate Release Story Action for free during the Story Phase, provided they are negotiating the release of that Captive.

  • Goal A: A model in your crew uses a Patch Up Action (Target: 8)
  • Goal B: Your crew finds a dose of Rare Chems (Target: 2)
  • Goal C: You purchase a Weapon Modification for a Pistol or Rifle (Target: 3)
  • Goal A: You take the Barter Story Action (Target: 4)
  • Goal B: A model in your crew gains a Perception Perk (Target: 4)
  • Goal C: You Upgrade a model (Target: 4)
  • Goal D: You have at least 20 Parts in your Stash (Target: 1)
  • Goal A: A model in your crew Incapacitates an Enemy model with a Ranged Attack (Target: 10)
  • Goal B: You have at least three different Chems and/or Rare Chems in your Stash (Target: 1)
  • Goal C: A Champion in your crew recovers from Serious Injuries (Target: 5)
  • Goal D: Your crew has 5 Champions (Target: 1)

My Home Town (Control) [Folio pg. 13]

Progression Ability
When this crew progresses a Tier, gain 1 Reach for each Facility in your Home Turf.
Ascension Ability
Stalwart Defense — When acting as the Defender in a Raid Objective, or the Underdog in an Annihilation game, gain an additional 20 Caps when determining your Advantage budget.

  • Goal A: You play a game as the Defender (Target: 3)
  • Goal B: You have at least 50 Caps in your Stash (Target: 1)
  • Goal C: You use a Survivors Ploy (Target: 4)
  • Goal A: You win a game on your Home Turf (Target: 3)
  • Goal B: A model in your crew Incapacitates an Enemy model (Target: 10)
  • Goal C: A model in your crew gains a Charisma or an Intelligence Perk (Target: 4)
  • Goal D: You take the Recruit Story Action (Target: 5)
  • Goal A: Your crew has at least 10 Control in the Location containing your Home Turf (Target: 1)
  • Goal B: You win a game as the Defender (Target: 3)
  • Goal C: A model in your crew gains a Perception Perk (Target: 4)
  • Goal D: In a game against you, an Enemy model Fails a Confusion Test (Target: 6)

Every Time That I Return (Control) [Folio pg. 13]

Progression Ability
When this crew progresses a Tier, your crew becomes Nomadic (you cannot use the Tunnels Facility to avoid this). Add 20 Caps to your Crew Stash, and 6 Scouting Points and 4 Reach to your Story Sheet.
Ascension Ability
Travellers — At the start of the Story Phase, Nomadic Survivor crews may roll two dice on the Facility Table, and may spend any number of Scouting Points before rolling, adding one additional die to the roll per Scouting Point spent. After rolling, choose two of the rolled Facilities, and until the end of the Story Phase you may add those Facilities to your Home Turf, removing them at the end of the Phase.

  • Goal A: Your crew earns at least 3 XP in a single game (Target: 3)
  • Goal B: You modify a weapon (Target: 3)
  • Goal C: Your crew has at least 2 Scouting Points in three different Locations (Target: 1)
  • Goal A: Your crew has at least 3 Control in three different Locations (Target: 1)
  • Goal B: You win a game as the Attacker (Target: 4)
  • Goal C: You Upgrade a model (Target: 5)
  • Goal D: A model in your crew Incapacitates an Enemy model with a Ranged Attack (Target: 10)
  • Goal A: A model in your crew resolves a 7+ on the Crew Training Table (Target: 4)
  • Goal B: You play a Scenario other than Skirmish (Target: 8)
  • Goal C: A model in your crew attains a S.P.E.C.I.A.L. statistic of 9 (Target: 1)