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Captive Story Actions

Each faction has a unique method for dealing with captives. During crew creation, record your faction's Captive Story Action on your Story Sheet.

A Captive Story Action cannot be made on a captive taken in your most recent game. [Rulebook pg. 62]

Faction Captive Story Action
Brotherhood of Steel Judge Captive
Super Mutants Devour Captive
Survivors Redeem Captive
Wasteland Raiders Sell Captive
Nuka-World Gangs (Pack, Operators, Disciples) Taken for a Ride
Gunners Detain Captive
Followers of the Winged One Sacrifice Captive
Zetans Abduct Captive
Children of Atom Convert Captive
Trappers Eat Captive
Automatrons Toil for the Mechanist!

Judge Captive (Brotherhood of Steel)

Law demands vigilance. The Brotherhood considers itself the final arbiter of justice in the Wasteland.

Choose a Captive model from another player's Crew Roster, then roll a die.

Roll Verdict Effect
1–2 Innocent Captive is released. Owner clears the Absent box.
3–5 Trial Gain 3 XP. Captive makes a Persuasion Test (1C) or Logic Test (1I). Pass: freed, owner clears Absent box. Fail: executed, removed from owner's Roster.
6–10 Guilty Captive executed. Gain 2 XP. Remove from owner's Roster.

[Rulebook pg. 62]


Devour Captive (Super Mutants)

This crew kills, devours, and destroys their captives, spreading fear throughout the Wasteland.

Choose a Captive model from another player's Crew Roster, then roll a die.

Roll Result Effect
1 Escape! Captive escapes. Owner clears the Absent box.
2–8 Devour Captive removed from owner's Roster. Each non-Absent model in your crew may remove the penalty from one penalized statistic.
9–10 Feeding Frenzy Captive removed from owner's Roster. Choose one non-Absent model in your crew; give it a free Upgrade (no XP cost).

[Rulebook pg. 62]


Redeem Captive (Survivors)

This crew gives folks a second chance.

Choose a Captive model from another player's Crew Roster, then roll a die.

Roll Result Effect
1 Escape! Captive escapes. Owner clears the Absent box.
2–5 Theft Captive flees with supplies. Roll a die; remove that many Caps from your Stash. Remove Captive from owner's Roster.
6 Rehabilitation Leader makes a Recruit Test (4C). 4 Hits = New Crew Member.
7 Rehabilitation Leader makes a Recruit Test (4C). 3 Hits = New Crew Member.
8 Rehabilitation Leader makes a Recruit Test (4C). 2 Hits = New Crew Member.
9 Rehabilitation Leader makes a Recruit Test (4C). 1 Hit = New Crew Member.
10 New Crew Member Copy model's stats and Traits onto your Roster; remove from owner's Roster. Gains Outsider Perk; loses Natural Leader (if had it).

[Rulebook pg. 63]


Sell Captive (Wasteland Raiders)

Prisoners rarely last long in captivity.

Choose a Captive model from another player's Crew Roster, then roll a die.

Roll Result Effect
1–2 Escape! Captive escapes. Owner clears the Absent box.
3–4 Fight Pits Roll a die; add that many Caps to your Stash. Remove Captive from owner's Roster.
5–7 Scrap Mines Roll a die; add that many Parts to your Stash. Remove Captive from owner's Roster.
8–9 Two Enter, One Leaves Remove Captive from owner's Roster. Your crew gains 3 XP.
10 We Have… a Winner?! Remove Captive from owner's Roster. Randomly remove one of your own models. Copy the Captive's stats onto your Roster — gains Natural Leader (if your removed model had it) or Outsider Perk otherwise.

[Rulebook pg. 63]


Taken for a Ride (Nuka-World Gangs)

This crew uses their Captives as entertainment — what's the point in a theme park if you can't have some fun?

Choose a Captive model from another player's Crew Roster, then roll a die. This Action cannot be made on a captive taken in your most recent game. [Folio pg. 33]

Roll Result Effect
1 "The vic got away!" Captive escapes. Owner clears the Absent box.
2–5 "And… they're dead! Next!" Captive removed from owner's Roster. Each non-Absent model in your crew may remove the Penalty from one Penalized statistic.
6–8 "The vic made it to the boss…" Captive removed from owner's Roster. Your crew gains 3 XP.
9–10 "Now there is something you don't see often…" Captive removed from owner's Roster. Randomly choose a Champion in your crew — they roll twice on the Serious Injury Table (re-roll Dead results). Copy the Captive's stats and Traits to your Roster; gains Outsider Perk, loses Natural Leader (if had it).

Detain Captive (Gunners)

This crew had their eyes out for this Captive — they had a price on their head!

Choose a Captive model from another player's Crew Roster, then roll a die. This Action cannot be made on a captive taken in your most recent game. [Folio pg. 60]

Roll Result Effect
1 Escape! Captive escapes. Owner clears the Absent box.
2 You Don't Mess With the Gunners! Captive escapes. Owner clears the Absent box. You may take the Set Bounty Story Action for free, targeting the escaped model.
3–6 The Target, as Promised. Choose another player in your campaign (not the Captive's owner) to receive the Captive. Agree on Terms per the Negotiate Release Story Action. If no other player will accept, resolve Contract Fulfilled instead.
7–10 Contract Fulfilled Captive removed from owner's Roster. Add Caps equal to half (rounding down) of the Captive's Rating to your Stash.

Sacrifice Captive (Followers of the Winged One)

This crew offers their Captives as tribute to the Holy Mothman!

Choose a Captive model from another player's Crew Roster, then roll a die. This Action cannot be made on a captive taken in your most recent game. [Folio pg. 67]

Roll Result Effect
1 Escape! Captive escapes. Owner clears the Absent box.
2–6 Blessed Captive removed from owner's Roster. Choose one: gain 3 XP; remove all Penalized statistics from a Friendly Holy Mothman; gain a Rare Chem of your choice; or gain 2 Scouting Points.
7–10 Bountiful Blessings Captive removed from owner's Roster. Choose two options from the Blessed result above, OR add a Holy Mothman for free to your Roster (following Champion Limits).

Abduct Captive (Zetans)

This crew subjects their Captive to alien experimentation.

Choose a Captive model from another player's Crew Roster, then roll a die. This Action cannot be made on a captive taken in your most recent game. [Folio pg. 74]

Roll Result Effect
1 Escape! Captive escapes. Owner clears the Absent box.
2–4 Came Back Wrong Captive returns to its crew but seems off. Your crew may benefit from one Facility on the Captive's owner's Home Turf (stops applying if the Captive is removed from the Roster). Owner clears the Absent box.
5–7 Why Are You Beeping? Captive returns, but now emits a shrill beeping noise. Choose one Perk or Upgrade the Captive gained during the campaign — add it to a model in your crew (following normal Rating/Requisite rules; Innate Perks excluded). Owner clears the Absent box.
8–10 Donated to Science Captive removed from owner's Roster. Choose a non-Absent model in your crew — Upgrade it as per the Crew Training Story Action at no XP cost.

Convert Captive (Children of Atom)

This crew attempts to induct their Captive into Atom's flock.

Choose a Captive model from another player's Crew Roster, then roll a die. This Action cannot be made on a captive taken in your most recent game. [Folio pg. 81]

Roll Result Effect
1 Escape! Captive escapes. Owner clears the Absent box.
2–5 Profane Captive does not acclimatise to Atom's teachings and is executed. Removed from owner's Roster.
6–8 Believer Captive joins the Church. Removed from owner's Roster. Your crew gains 3 XP.
9–10 Devout Captive takes up arms in Atom's name. Copy stats and Traits to your Roster; remove from owner's Roster. Gains Outsider Perk; loses Natural Leader (if had it).

Eat Captive (Trappers)

This crew uses their Captives as one (or more) quick snacks.

Choose a Captive model from another player's Crew Roster, then roll a die. This Action cannot be made on a captive taken in your most recent game. [Folio pg. 88]

Roll Result Effect
1 Escape! Captive escapes into the Fog. Owner clears the Absent box.
2–5 A Little Stringy… Captive removed from owner's Roster. Each non-Absent model in your crew may remove the Penalty from one Penalized statistic.
6–10 A Feast Fit for a King! Captive removed from owner's Roster. The next time you take the Recruit Story Action, you may roll on the Nourishment Table (re-rolling Skin and Bones results). If your Home Turf already has a Food Store, resolve the Potential result without rolling.

Toil for the Mechanist! (Automatrons)

The Mechanist puts captives to work — or worse.

Choose a Captive model from another player's Crew Roster and check if it has the Machine Perk, then roll a die. This Action cannot be made on a captive taken in your most recent game. [Folio pg. 95]

Machine Perk models:

Roll Result Effect
1–2 Escape! Captive escapes. Owner clears the Absent box.
3–6 Parts Roll a die and add that many Parts to your Stash. Captive removed from owner's Roster.
7–10 New Friend Copy the Captive's stats and Traits to your Roster; remove from owner's Roster. Gains Outsider Perk; loses Natural Leader (if had it).

Non-Machine Perk models:

Roll Result Effect
1–2 "You have escaped... for now." Captive escapes. Owner clears the Absent box.
3–6 "Yes! Yes! My forces grow stronger!" Roll a die and add that many Parts to your Stash. Captive removed from owner's Roster.
7–10 "All shall tremble at the robotic rule of the Mechanist!" Roll two dice and add Parts equal to the highest result to your Stash. Captive removed from owner's Roster.