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Wasteland Raiders Quests

Reach Campaign Quests

Ours for the Taking (Reach) [Rulebook pg. 88]

Progression Ability
When this crew progresses a Tier, roll 10 dice and add Caps equal to the total result to your Crew Stash. Then, your crew Leader gains a Bounty worth 5 Caps. If your crew Leader already had a bounty, it increases by 5 instead.
Ascension Ability
Thievery — At the start of the Story Phase after a Raid game, if this crew was the Attacker, roll a die. The Defender loses the rolled amount of Caps from their Crew Stash, and you add that amount to your Crew Stash.

  • Goal A: You play a Pillage Objective as the Attacker (Target: 2)
  • Goal B: Your crew has at least 6 Scouting Points at the end of a Story Phase (Target: 1)
  • Goal C: A model in your crew makes a Rummage Action (Target: 10)
  • Goal A: You play an Ambush Objective as the Attacker (Target: 2)
  • Goal B: You play a game as the Underdog (Target: 2)
  • Goal C: A model in your crew makes a Rummage Action (Target: 10)
  • Goal A: You have at least 100 Caps in your Stash (Target: 1)
  • Goal B: You have 6 Facilities on your Home Turf (Target: 5)
  • Goal C: A model in your crew makes a Rummage Action (Target: 10)

It's Party Time! (Reach) [Rulebook pg. 88]

Progression Ability
When this crew progresses a Tier, roll three times on the Rare Chems Table, adding each rolled Chem to your Game Sheet.
Ascension Ability
Use It or Lose It — During the Prepare Advantages step, roll on the Rare Chems Table, adding the Chem rolled to your Game Sheet. During the Clear Advantages step of the Story Phase after a game you played in, both players remove all Rare Chems from their Game Sheet.

  • Goal A: The crew earns 1 XP using Failing Forward (Target: 3)
  • Goal B: A model in the crew uses a Chem (Target: 16)
  • Goal C: You play a game with the Scavenge Chems Objective (Target: 2)
  • Goal A: You have a Chem Lab on your Home Turf (Target: 1)
  • Goal B: Your crew purchases a Common Chem during the Prepare Advantages step (Target: 5)
  • Goal C: You find a Rare Chem while making a Rummage Action (Target: 3)
  • Goal A: You use a Wasteland Raiders Ploy (Target: 8)
  • Goal B: Your crew makes the Craft Chems Story Action (Target: 4)
  • Goal C: Your crew uses a Rare Chem (Target: 6)

Make Them Fear Us! (Reach) [Rulebook pg. 89]

Progression Ability
When this crew progresses a Tier, you may add a Wasteland Raider Grunt from your Faction List to your crew (following the standard Crew Limit rules). Once added, Upgrade that model as described in the Crew Training Story Action. This Upgrade has no XP cost, but does not count towards the model's Upgrade Limit.
Ascension Ability
Raider Superiority — At the end of the Story Phase, gain 1 Reach if your crew is from the Wasteland Raiders Faction.

  • Goal A: You take the Sell Captive Story Action (Target: 1)
  • Goal B: You Upgrade a model (Target: 5)
  • Goal C: A model in your crew Incapacitates an Enemy model (Target: 10)
  • Goal A: The crew takes the Recruit Story Action (Target: 4)
  • Goal B: You modify a weapon (Target: 4)
  • Goal C: You Incapacitate an Enemy model with at least 3 of your models within 6" (Target: 4)
  • Goal A: An Enemy model Fails a Confusion Test (Target: 10)
  • Goal B: You force another crew to become Nomadic (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

Ours for the Taking (Control) [Folio pg. 14]

Progression Ability
When this crew progresses a Tier, roll 10 dice and add Caps equal to the total result to your Crew Stash. Then, your crew Leader gains a Bounty worth 5 Caps. If your crew Leader already had a bounty, it increases by 5 instead.
Ascension Ability
Thievery — At the start of the Story Phase after a Raid game, if this crew was the Attacker, roll a die. The Defender loses the rolled amount of Caps from their Crew Stash, and you add that amount to your Crew Stash.

  • Goal A: Your crew has at least 6 Scouting Points at the end of a Story Phase (Target: 2)
  • Goal B: A model in your crew makes a Rummage Action (Target: 10)
  • Goal C: You have at least 50 Caps in your Stash (Target: 1)
  • Goal A: You win a game as the Attacker (Target: 4)
  • Goal B: You play a game where your opponent benefits from The Leg Up (Target: 2)
  • Goal C: Your crew has at least 3 Control in three different Locations (Target: 1)
  • Goal D: A model in your crew makes a Rummage Action (Target: 10)
  • Goal A: You have at least 100 Caps in your Stash (Target: 1)
  • Goal B: You win a game on your Home Turf (Target: 5)
  • Goal C: Your crew has at least 10 Control in any Location (Target: 1)

It's Party Time! (Control) [Folio pg. 14]

Progression Ability
When this crew progresses a Tier, roll three times on the Rare Chems Table, adding each rolled Chem to your Game Sheet.
Ascension Ability
Use It or Lose It — During the Prepare Advantages step, roll on the Rare Chems Table, adding the Chem rolled to your Game Sheet. During the Clear Advantages step of the Story Phase after a game you played in, both players remove all Rare Chems from their Game Sheet.

  • Goal A: Your crew earns 1 XP using Failing Forward (Target: 5)
  • Goal B: A model in your crew uses a Chem (Target: 16)
  • Goal C: You start a game with more models in your crew than the opposing crew (Target: 10)
  • Goal A: You spend at least 1 Scouting Point on Stashed Goods (Target: 4)
  • Goal B: Your crew purchases a Common Chem during the Purchase Common Chems step (Target: 5)
  • Goal C: You play a Scenario other than Skirmish (Target: 8)
  • Goal D: Your crew adds a dose of Rare Chems to your Stash (Target: 3)
  • Goal A: You use a Wasteland Raiders Ploy (Target: 8)
  • Goal B: You take the Barter Story Action (Target: 6)
  • Goal C: A model in your crew uses a Rare Chem (Target: 8)
  • Goal D: You play a game on your Home Turf (Target: 4)

Make Them Fear Us! (Control) [Folio pg. 15]

Progression Ability
When this crew progresses a Tier, you may add a Wasteland Raider Grunt from your Faction List to your crew (following the standard Crew Limit rules). Once added, Upgrade that model as described in the Crew Training Story Action. This Upgrade has no XP cost, but does not count towards the model's Upgrade Limit.
Ascension Ability
Raider Superiority — At the end of the Story Phase, gain 1 Reach if your crew is from the Wasteland Raiders Faction.

  • Goal A: You win a game (Target: 2)
  • Goal B: You Upgrade a model (Target: 5)
  • Goal C: A model in your crew Incapacitates an Enemy model (Target: 10)
  • Goal A: Your crew earns 1 XP using Location Domination (Target: 2)
  • Goal B: You take the Recruit Story Action (Target: 5)
  • Goal C: You modify a weapon (Target: 3)
  • Goal D: A model in your crew gains a Charisma Perk (Target: 4)
  • Goal A: In a game against you, an Enemy model Fails a Confusion Test (Target: 10)
  • Goal B: You win a game as the Attacker (Target: 4)
  • Goal C: A model in your crew attains a S.P.E.C.I.A.L. statistic of 9 (Target: 1)