Survivors: How to Start
Regular Joes won't last too long on their own in the Wasteland, so they band together for safety. From small farmsteads to large settlements, like Diamond City or Megaton, Survivors share the fruits of their labors and skills to make a 'normal' life together. Chances are an irradiated critter or a super mutant still spells one's doom, but you've got a much better chance of making it to tomorrow with someone you can trust at your side. [Rulebook pg. 74]
All models in a Survivors crew must be chosen from the Survivors Crew List. [Rulebook pg. 74]
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 |
[Rulebook pg. 74; Folio pg. 9]
Playstyle
Survivors are a well-rounded, resilient faction built around mutual support. The Local Leader is among the most capable leaders in the game — Charisma 6, Intelligence 6, Survivalist, and Inspirational, making every model within their Control Area harder to shift. Specialists let you tune your crew's secondary role at build time: the Hunter adds long-range Aim dice, the Medic keeps Champions in the fight, and the Trader keeps caps flowing. Grunt selection rewards thinking about ratios — Settlers and Good Boys both carry half-limits, so you need a solid core of Security Guards and Swatters before leaning into them. No Place Like Home and Some Rain Must Fall are reactive ploys that punish opponents for trading casualties with you, making the Survivors better in wars of attrition than in alpha-strike matchups.
Starter Roster
A suggested starting crew from the Rulebook (total: 250 pts). [Rulebook pg. 77]
| Unit | Weapons | Rating |
|---|---|---|
| Local Leader ★ | Combat Rifle | 45 |
| Specialist (Hunter) ★ | Precision Hunting Rifle | 35 |
| Specialist (Medic) ★ | Hand Weapon | 20 |
| Security Guard | Hunting Rifle | 22 |
| Security Guard | Hunting Rifle | 22 |
| Security Guard | Hunting Rifle | 22 |
| Swatter | Sawn-off Shotgun, Hand Weapon | 27 |
| Swatter | Sawn-off Shotgun, Hand Weapon | 27 |
| Settler | Double-barreled Shotgun | 15 |
| Settler | Double-barreled Shotgun | 15 |
| Total | 250 | |
Captive Story Action: Redeem Captive
A Survivors crew may take the Redeem Captive Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Rulebook pg. 74]
Choose a Captive model from another player's Crew Roster on your Story Sheet, then roll a d10 and consult the Redeem Table. This Action cannot be made if the Captive was taken in your last game.
| Score | Redeem | Effect |
|---|---|---|
| 1 | Escape! | The Captive escapes, returning to its original crew. The owner of the Captive clears the Absent box. |
| 2–5 | Theft | The Captive breaks free, stealing enough supplies to try and make their own way in the Wasteland. Roll a die, and remove that many Caps from your Crew Stash. The owner of the Captive removes it from their Crew Roster. |
| 6 | Rehabilitation | Your Leader makes a Recruit Test (4C). If you roll 4 Hits, resolve the New Crew Member result below. |
| 7 | Rehabilitation | Your Leader makes a Recruit Test (4C). If you roll 3 Hits, resolve the New Crew Member result below. |
| 8 | Rehabilitation | Your Leader makes a Recruit Test (4C). If you roll 2 Hits, resolve the New Crew Member result below. |
| 9 | Rehabilitation | Your Leader makes a Recruit Test (4C). If you roll 1 Hit, resolve the New Crew Member result below. |
| 10 | New Crew Member | Copy the model's statistics and Traits onto your Crew Roster, then remove it from the original owner's Crew Roster. This model gains the Outsider Perk and loses the Natural Leader Perk (if they had it). |
[Rulebook pg. 63]