Story Actions (Control Campaign)
Quick Reference
Each crew makes 2 Story Actions in Step 4 of the Story Phase (modified by Retreat / Home Turf / enemy Tier). The same Action can be repeated unless stated otherwise.
- Barter — roll dice = Control in a Location; add the highest die (or the sum of tied highest dice) in Caps to the Stash.
- Crew Training — spend XP (see Upgrade Cost Table) to buy Upgrades for models that played the last game; roll on the Faction Training Table. 2nd/4th/6th/8th Upgrade grants a Perk.
- Modify Armor — spend Parts to add an Armor Perk (max one per model per phase). Champions: unlimited; Grunts: one.
- Modify Weapons — spend Parts to add Weapon Modifications; one modification per weapon per action, no cap on total modifications.
- Recuperate — Recuperate Test (2E) per injured Champion; on a Pass remove one Penalized statistic.
- Recruit — buy new models at Rating cost in Caps. Free (doesn't count as an Action) if Reputation < 200.
- Scout — Scout Test (2P); gain 1 Scouting Point per Hit; a Fail marks the model Absent.
This section lists the Story Actions that are available to a crew in each Story Phase. A crew can make the same Story Action more than once in a phase, unless a rule specifically states otherwise. [Battle for Boston pg. 46]
Statistic Limits
A model's Strength, Perception, Endurance, Charisma, Intelligence, or Agility cannot be raised higher than 9. A model's Luck cannot be raised higher than 5. A model's Health cannot be Upgraded more than once. [Battle for Boston pg. 46]
Story Action: Barter
The crew spends some time trading with the locals or, at least, taking their Caps. [Battle for Boston pg. 46]
When a player makes this Action, they choose a Location and roll a number of dice equal to their Control in that Location. [Battle for Boston pg. 46]
Add Caps equal to the highest-scoring die to the crew's Stash. If more than one die scores equally high, add them together and add Caps equal to the total to the Stash. [Battle for Boston pg. 46]
Story Action: Crew Training
Choose any number of non-Absent models that took part in the last game to purchase an Upgrade for. Each model may only be selected once, and you cannot purchase Upgrades for a model if the number of their existing Upgrades matches your crew's Upgrade Limits. Each Upgrade purchased has an XP cost, determined by the number of existing Upgrades the model has and its Model Class. See the Upgrade Cost Table to determine the XP cost. [Battle for Boston pg. 46]
After spending the appropriate amount of XP, roll two dice on your crew's Training Table (found in their Faction Entry) and choose one result to resolve, increasing the model's Rating as required. [Battle for Boston pg. 46]
If a statistic is rolled when it is already at its maximum value, that die can be Re-rolled. [Battle for Boston pg. 46]
Upgrade Limits
Each time an Upgrade is purchased for a model, increase the Upgrades value on its Crew Roster entry by 1. A model cannot have any more Upgrades purchased for it if it already has Upgrades equal to the crew's Upgrade Limit. [Battle for Boston pg. 46]
Upgrade Cost Table
XP cost is set by the number of Upgrades the model already has. [Battle for Boston pg. 46]
| Existing Upgrades | Champion | Grunt |
|---|---|---|
| 0 | 3 | 2 |
| 1–2 | 4 | 3 |
| 3–4 | 5 | 4 |
| 5 | 6 | 5 |
| 6+ | 7 | 6 |
[Battle for Boston pg. 46]
Gaining Perks
When a model receives its second, fourth, sixth, or eighth Upgrade, it also gains a Perk. [Battle for Boston pg. 46]
The player consults the list of Perks and chooses one to add to the Perks box on that model's Crew Roster entry. Innate Perks cannot be gained in this way. [Battle for Boston pg. 46]
Each Perk lists a requisite S.P.E.C.I.A.L. value, such as "Strength 4". A model can only gain a particular Perk if it has at least the specified value in that statistic. Serious Injuries are not considered when checking if a model has the requisite S.P.E.C.I.A.L. statistics. [Battle for Boston pg. 46]
Story Action: Modify Armor
The crew spends time upgrading and modifying the armor one of their models is wearing. When a player chooses this Action, they may spend Parts from their crew's Stash to modify the armor their models are equipped with. This takes the form of Armor Perks — special Perks that a model gains to represent their equipment being upgraded. [Battle for Boston pg. 46]
When this Story Action is performed, a player can modify the armor of any number of models, but no more than one Armor Perk can be purchased for each model in each Story Phase. Armor Perks may require a model to already possess a different Armor Perk before they are purchased. [Battle for Boston pg. 46]
Each Armor Perk gives a specific benefit, just like any other Perk. It also shows how many Parts it will cost, and how much a model's Rating is increased by when the Perk is purchased for it. [Battle for Boston pg. 46]
Some Armor Perks can also be accessed through the Crew Training Story Action. You can acquire these through either method, but you cannot acquire a Perk more than once. If you purchase an Armor Perk through the Modify Armor Story Action, you don't have to meet the normal prerequisites for it. Champions can have any number of Armor Perks, but Grunts may only have one. [Battle for Boston pg. 46]
Armor Perks Already on Models
Some models may already have one of the Armor Perks listed below when they join the crew. These do count for prerequisites when selecting other Armor Perks, but do not count towards the total number of Armor Perks that a model may possess. [Battle for Boston pg. 47]
When purchasing an Armor Perk, follow these steps: [Battle for Boston pg. 47]
- Add the Perk to the model. Underline the name of the Perk on the Crew Roster, to show that it is the result of a Modify Armor Story Action. [Battle for Boston pg. 47]
- Reduce the Parts total in the crew's Stash by the Parts Cost for the chosen Armor Perk. [Battle for Boston pg. 47]
- Increase the model's Rating by the Rating Increase value for the chosen Armor Perk. [Battle for Boston pg. 47]
Armor Perks
Full rules for each of these Perks are in the Perks compendium. [Battle for Boston pg. 47]
| Armor Perk | Prerequisite | Parts | Rating |
|---|---|---|---|
| Burly* | – | 4 | +8 |
| Hardy* | – | 5 | +8 |
| Rad Resistant* | – | 5 | +8 |
| Padding | – | 3 | +6 |
| Stabilized Joints | – | 4 | +8 |
| Kinetic Dynamo | Power Armor | – | +14 |
| Reactive Plates | Power Armor | – | +8 |
| Prism Shielding | Power Armor | – | +8 |
[Battle for Boston pg. 47]
*If a model has all three of these Perks (Burly, Hardy, and Rad Resistant), and is not a Super Mutant, then it is considered to have the Power Armor Perk for the purposes of prerequisites for other Armor Perks. [Battle for Boston pg. 47]
Suit Up
If you're lucky enough to find some Power Armor out in the Wasteland and improve the armor of one of your models so they're wearing it, then you should probably make sure they look the part! It's strongly encouraged that you substitute the model for a new miniature wearing Power Armor. [Battle for Boston pg. 47]
Story Action: Modify Weapons
Choose one or more unmodified weapons carried by models in your crew to modify. Each Modification a weapon can accept is listed in the Weapon Modifications section. A Modification alters either the Type, Test, Traits, or Critical Effect of a weapon and costs a set number of Parts from the crew's Stash — as well as increasing the model's Rating by the stated number in the Modification Profile. After spending Parts, increase the carrying model's Rating accordingly, and update the weapon to the Profile with the Modification. [Battle for Boston pg. 47]
No weapon can be modified more than once per the Modify Weapons Story Action, but a weapon can have as many Modifications as are available for it. [Battle for Boston pg. 47]
When a Modification is selected, amend the Test, Type, or Range of the weapon if a new value is presented. If there are new Traits or Critical Effects listed, these are granted in addition to those in the base Profile of the weapon. If the same Trait or Critical Effect is listed with a new value, amend the value of this Trait or Critical Effect to the new value. If a Trait or Critical Effect would be removed, it will be shown with a strikethrough. [Battle for Boston pg. 47]
Example: Pipe Rifle
The Pipe Rifle Modification Profile below shows how Modifications are read. The first row is the base Profile; each subsequent row is a Modification. Empty cells in a Modification row mean that value is unchanged from the base Profile. [Battle for Boston pg. 47]
| Type | Test | Traits | Critical Effect | Parts | Rating |
|---|---|---|---|---|---|
| Rifle (20") | 3P | Aim (+1) | Suppress (1) | ||
| Rifle (24") | 3 | +6 | |||
| 4P | 3 | +6 |
[Battle for Boston pg. 47]
Reading the table above: the base Pipe Rifle is a Rifle (20") with a 3P Test, the Aim (+1) Trait, and the Suppress (1) Critical Effect. The first Modification (3 Parts, +6 Rating) extends the range to Rifle (24") and leaves everything else unchanged. The second Modification (3 Parts, +6 Rating) changes the Test to 4P and leaves everything else unchanged. [Battle for Boston pg. 47]
Story Action: Recuperate
The crew spends some time patching up their wounds and taking it easy. [Battle for Boston pg. 47]
When a player makes this Action, they make a Recuperate Test (2E) for each Champion in their crew that has a Serious Injury. If Passed, select one Penalized statistic and remove the penalty from its Model Entry. This process may be repeated for any number of models in your crew, but only once per model. [Battle for Boston pg. 47]
Story Action: Recruit
The crew puts out word that they're looking for new members. When a player makes this Action, they can purchase new models for their crew. [Battle for Boston pg. 48]
If a crew has a total Reputation of less than 200, they may make this Action without it counting towards the number of Actions they may make in the Story Phase. [Battle for Boston pg. 48]
Models are purchased from the crew's Faction List, spending Caps from their Stash equal to its Rating for each one. This follows all of the same rules as purchasing models when creating a new crew. [Battle for Boston pg. 48]
Crew Limits still apply at this stage. For example, Grunts cannot be purchased if they would mean that a crew has more than five Grunts for each Champion. If the number of Grunts for each Champion has risen above five (for example, because a Champion has been killed) then you must purchase a new Champion to correct this before purchasing any additional Grunts — but you do not lose Grunts from your crew or otherwise alter the composition of your crew in the meantime. These rules also apply to other restrictions (such as the number of Gen 1 Synths in a crew). [Battle for Boston pg. 48]
Creating Legacy Crews
When a crew completes its Tier 3 Quest, it disbands as the Leader finds their place among the upper echelons of their Faction, or heads out to seek their fortune elsewhere in the Wasteland. The crew can no longer be used, but the controlling player can choose to create a Legacy Crew and continue its story with a new Quest. [Battle for Boston pg. 48]
Creating a Legacy Crew follows the standard process for creating a custom crew, but the player can include a small number of models from the Parent Crew (the one that has completed its Tier 3 Quest). [Battle for Boston pg. 48]
When choosing models for the new crew, the player can choose up to one Champion and up to two Grunts from the Parent Crew. Each one is copied to the new Crew Roster and Caps equal to their Rating are deducted from the new crew's Budget. Particularly experienced models can really eat into a new crew's budget, and can leave them outnumbered for their first few games, so players should consider this carefully. [Battle for Boston pg. 48]
If a Champion is copied across, the player can choose to give them the Natural Leader Perk. If they do this, the player cannot include any other models that have the Natural Leader Perk in the crew. (For example, if a Brotherhood of Steel player copies across a Scribe from the Parent Crew and gives them the Natural Leader Perk, they cannot also choose a Paladin.) [Battle for Boston pg. 48]
Story Action: Scout
A crew member heads out to get a good look at a Location. [Battle for Boston pg. 48]
When a player makes this Action, they choose both a model from their crew to go Scouting, and a Location they will Scout. [Battle for Boston pg. 48]
Then they make a Scout Test (2P) for the model. For each Hit, the crew gains 1 Scouting Point in the chosen Location. If the model Fails, they are waylaid; mark them as Absent. [Battle for Boston pg. 48]