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Wasteland Raiders: How to Start

Each area of the Wasteland has its own brand of chaotic bandits, collectively known as Raiders. The chemmed-up Fiends roam the Mojave looking for their next hit. A group of opportunistic kidnappers operate out of The Pitt, capturing people from the Capital Wasteland to toil in their forges. Doesn't matter if they're from the Commonwealth or somewhere else — Raiders are always violent, numerous, and not to be messed with. [Rulebook pg. 79]

All models in a Wasteland Raiders crew must be chosen from the Wasteland Raiders Crew List. [Rulebook pg. 79]

Crew Limits

Tier 1 Tier 2 Tier 3
Upgrade Limit per Model 3 5 7
Champion Limit 3 5 5
Control Limit 5 10 15
Facility Limit 2 4 6

[Rulebook pg. 79; Folio pg. 90]

Playstyle

Wasteland Raiders are a brutal, flexible faction that rewards aggression and chem abuse. The Boss and Butcher both carry Power Armor, giving your Champions durability most factions can't match at their rating tier. Oh Yeah! converts a Chem into a devastating last-ditch berserker turn for any Exhausted Grunt — 3 Bonus Dice on every Attack Action until end of Round, at the cost of Incapacitation. In Moderation offsets the Chem cost by netting a free Rare Chem whenever you Rummage. The training table weights Charisma (4–5) and Intelligence (6–7), reflecting a crew that controls territory through numbers and intimidation more than precision.

Starter Roster

A suggested starting crew from the Rulebook (total: 243 pts). [Rulebook pg. 81] The Rulebook mislabels two entries — "Butcher/Flamer" and "Psycho/Baseball Grenade" are swapped; the roster below uses the correct crew list names.

Unit Weapons Rating
Boss Combat Rifle, Baseball Bat 48
Psycho Flamer 45
Veteran Pipe Pistol, Machete 24
Scavver Automatic Pipe Rifle 20
Scavver Pipe Rifle 18
Butcher Baseball Grenade, Hand Weapon 22
Butcher Baseball Grenade, Hand Weapon 22
Scum Pipe Rifle 16
Scum Pipe Rifle 16
Scum Pipe Revolver, Baseball Bat 12
Total 243

Captive Story Action: Sell Captive

A Wasteland Raiders crew may take the Sell Captive Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Rulebook pg. 79]

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

Score Result Effect
1–2 Escape! The Captive escapes, returning to its original crew. The owner clears the Absent box.
3–4 Fight Pits The Captive is sold to the Fighting Pits. Roll a die and add Caps equal to the result to your Crew Stash. The Captive is removed from its owner's Crew Roster.
5–7 Scrap Mines The Captive is sold to the Steelyards. Roll a die and add Parts equal to the result to your Crew Stash. The Captive is removed from its owner's Crew Roster.
8–9 Two Enter, One Leaves The Captive is pitted against a Raider for entertainment but doesn't last long. The Captive is removed from its owner's Crew Roster and your crew gains 3 XP.
10 We Have... a Winner?! The Captive wins! Randomly choose a model in your crew — they are killed and removed from your Crew Roster. Copy the Captive's statistics and Traits onto your Crew Roster, removing it from the original owner's. If the model you lost had Natural Leader, the new model gains Natural Leader. Otherwise they gain the Outsider Perk.

[Rulebook pg. 63]