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The Forged

The Forged have claimed Saugus Ironworks as their base of operations, plaguing the north eastern Commonwealth with flame-based weaponry and an ingrained drive to prove themselves on the battlefield. [Folio pg. 27]

Differences from the main Wasteland Raiders profile:

  • Boss: Replace Personal Stash (Innate) with Prove Your Worth (Innate). [Folio pg. 27]
  • Remove Butcher from the Faction List. Add Forged (Champion). [Folio pg. 27]
  • Remove Scum from the Faction List. Add Volunteer (Grunt). [Folio pg. 27]

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

The Forged trade the Butcher's cheap, disposable Champions for the Forged — a slightly pricier Champion with access to heavier weapons (Assault Rifle, Flamer) and the same Sticky Fingers perk. Prove Your Worth on the Boss replaces Personal Stash, shifting the crew's economy away from Chem management and toward performance-based rewards. Volunteers replace Scum as the half-limit cheap Grunt, with weaker stats but the Try Outs Endurance perk that can promote them to something sturdier. The overall gameplan remains aggressive and Chem-fuelled, but the Forged rewards those who want more firepower in the Champion slot.

Starter Roster

A suggested crew built around Forged Champions with Flamers and Volunteers as disposable filler (total: 250 pts).

Unit Weapons Rating
Boss Assault Rifle 45
Forged Flamer 33
Forged Flamer 33
Scavver Short Hunting Rifle 16
Scavver Short Hunting Rifle 16
Scavver Short Hunting Rifle 16
Scavver Automatic Pipe Rifle 20
Scavver Automatic Pipe Rifle 20
Scavver Automatic Pipe Rifle 20
Volunteer Machete 7
Volunteer Machete 7
Volunteer Machete 7
Volunteer Pipe Revolver & Baseball Bat 10
Total 250

Captive Story Action: Sell Captive

A Forged 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]