The Khans
Perhaps the most infamous Raider gang is The Khans. Emerging from New California and striking out as far as New Vegas, these Raiders prize strength above all else, and, despite several bloody conflicts with the New Californian Republic, have proved themselves too tough to wipe out. [Folio pg. 27]
Differences from the main Wasteland Raiders profile:
- Boss: Replace all Weapon Sets with Hunting Rifle (45), Flamer (52), Missile Launcher (68). [Folio pg. 28]
- Remove Butcher from the Faction List. Add Survivalist (Champion). [Folio pg. 28]
- Replace the Oh Yeah! Ploy with Shrug It Off. [Folio pg. 28]
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 Khans reorient the Boss into a dedicated heavy-weapons platform — Hunting Rifle for range, Flamer for close pressure, Missile Launcher as the high-cost area threat. The Survivalist replaces the Butcher as the secondary Champion: its Innate perk deflects incoming Harm to a fresh nearby Friendly, letting it absorb punishment while keeping itself combat-ready. Shrug It Off (enacted at the start of any Round) grants Odd Anatomy to every model within the Leader's Control Area until end of Round, converting critical hits into near-misses when the crew clusters together. The Khans reward tight coherency and defensive positioning — keep your models in the Leader's bubble, use the Survivalist to intercept punishing hits, and let the Boss's heavy weapons dictate engagement range.
Starter Roster
A suggested crew featuring the heavy-weapon Boss and the Survivalist Champion (total: 244 pts).
| Unit | Weapons | Rating |
|---|---|---|
| Boss ★ | Hunting Rifle | 45 |
| Survivalist ★ | Automatic Pipe Rifle | 32 |
| Veteran ★ | Pipe Pistol & Hand Weapon | 23 |
| 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 |
| Scum | Pipe Revolver & Baseball Bat | 12 |
| Scum | Pipe Revolver & Baseball Bat | 12 |
| Scum | Pipe Revolver & Baseball Bat | 12 |
| Total | 244 | |
Captive Story Action: Sell Captive
A Khans 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]