Campaign Currencies
The Reach Campaign uses five distinct currencies. Each one serves different purposes — missing a source means leaving advancement on the table.
| Currency | Tracked on | Primary Use |
|---|---|---|
| XP | Story Sheet | Upgrade models via Crew Training |
| Caps | Stash (Story Sheet) | Recruit models, purchase Chems, advance Tiers |
| Parts | Stash (Story Sheet) | Modify weapons |
| Scouting Points | Story Sheet | Reposition, re-roll dice during setup |
| Reach | Story Sheet | Advance Tiers, build Facilities, Set Bounty |
XP
Earning XP
Every game:
- +1 XP — First failed S.P.E.C.I.A.L. Test of the game (Failing Forward; once per crew per game). [Rulebook pg. 41]
- +1 XP — Your Champion is Incapacitated (once per crew per game). [Rulebook pg. 67]
- +1 XP — End of any game (always). [Rulebook pg. 220]
Story Phase:
- +1 XP — Complete a Quest Goal. [Rulebook pg. 236]
- +1 XP — Crew Training: chosen Perk matches the stat category of the Upgrade just gained. [Rulebook pg. 243]
- +1 XP — Crew Training: Comfortable Quarters Facility and matching dice on the Training Table. [Rulebook pg. 241]
- +2 XP — Negotiate Release refused (captor gains this, then must take Captive Story Action for free). [Rulebook pg. 255]
Objective rewards:
- +1 XP each — Uncontested Objective at game end (Control objective, both players). [Rulebook pg. 188]
- +1 XP per Search Token removed — Loot objective (Attacker). [Rulebook pg. 168]
- +1 XP per Search Token remaining — Loot objective (Defender, if not Retreated). [Rulebook pg. 168]
- +1 XP per 2 Attacker Incapacitations — Hold the Line, if Attacker has more casualties. [Rulebook pg. 170]
- +1 XP per Major Terrain controlled — Domination objective (both players); Defender also gains 1 Reach if they score more XP this way. [Rulebook pg. 172]
- +3 XP — Most Caps found via Rummage (Cap Hunt); +1 XP each on a tie. [Rulebook pg. 181]
- +3 XP — Most Chems found via Rummage (Chem Hunt); +1 XP each on a tie. [Rulebook pg. 179]
- +3 XP — Most Parts found via Rummage (Parts Hunt); +1 XP each on a tie. [Rulebook pg. 183]
- +3 XP + 3 Reach — Most Incapacitations (Annihilation objective); +1 XP + 1 Reach each on a tie. [Rulebook pg. 184]
- +1 XP — Captive rescued (Attacker, Rescue objective). [Rulebook pg. 176]
- +5 XP + 5 Reach — Annihilation game winner. [Rulebook pg. 163]
- +10 XP + 2 Reach — Defender when Attacker fails Ascension. [Rulebook pg. 158]
- +1 XP each — Duel ended cleanly (both crews, Duel objective). [Rulebook pg. 198]
Vault Table:
- +3 XP — Infested result (8). [Rulebook pg. 54]
- +1 XP — Lesson Learned result on Aftermath Table (Legend column). [Rulebook pg. 227]
Captive Story Actions:
- +3 XP — Gauntlet result 6–8 (Nuka-World Gangs). [Folio pg. 33]
- +3 XP — Sacrifice Captive, Blessed result (one of four options). [Folio pg. 67]
Spending XP
- Crew Training — 2–7 XP per Upgrade, based on model class and number of existing Upgrades. See Crew Training. [Rulebook pg. 58]
- Tier Advancement — All Goals complete: free. One incomplete Goal: spend 100 Caps or 10 Reach. Two incomplete Goals: spend 100 Caps and 10 Reach. [Rulebook pg. 56]
Caps
Earning Caps
Crew creation:
- Leftover Rating (Rating Limit minus starting Reputation) converts to Caps. [Rulebook pg. 32]
During a game:
- Rummage Action (Find Caps and Parts) — Higher die = Caps, lower die = Parts. [Rulebook pg. 26]
Story Phase:
- Barter — 3 Caps per Hit (4 Caps with Trader Outpost Facility). Number of Bonus Dice = current Reach. [Rulebook pg. 57]
- Recruit (2–8 result) — Roll a die, add Caps to Stash. [Rulebook pg. 60]
- Flee (become Nomadic) — Roll 5 dice, add combined total as Caps. [Rulebook pg. 60]
Advantage Budget (pre-game):
- Base: both players roll a die, add that many Caps to budget. [Rulebook pg. 25]
- Underdog bonus: +10 Caps per 10 Reputation points below Overdog. [Rulebook pg. 25]
- You may add any number of Caps from your Stash into the budget. Unspent budget Caps are lost. [Rulebook pg. 25]
Vault Table:
- Nuka-Cola Storage (1) — Roll 4 dice, add Caps equal to the total. [Rulebook pg. 54]
- Chems (5) — Gain +20 Caps for your next Advantage Budget (Chems only). [Rulebook pg. 54]
Open Vault Story Action:
- Losing player rolls 2 dice and adds Caps to their Stash. [Rulebook pg. 59]
Captive Story Actions:
- Sell Captive (3–4, Fight Pits) — Roll a die, add Caps. [Rulebook pg. 63]
- Sell Captive (10, We Have a Winner?!) — Copy Captive stats to your Roster. [Rulebook pg. 63]
- Detain Captive (7–10, Contract Fulfilled) — Add Caps equal to half the Captive's Rating. [Folio pg. 60]
Bounty:
- When a model with a Bounty is Incapacitated by another crew, that crew collects the Bounty as Caps. [Rulebook pg. 61]
Spending Caps
- Recruit Story Action — Pay Caps equal to the new model's Rating. [Rulebook pg. 60]
- Tier Advancement (1 incomplete Goal) — 100 Caps or 10 Reach. [Rulebook pg. 56]
- Tier Advancement (2 incomplete Goals) — 100 Caps and 10 Reach. [Rulebook pg. 56]
- Hire Legend permanently — Pay Caps equal to the Legend's Rating. [Rulebook pg. 227]
- Recruit (Skin and Bones result) — 5 Caps for a free Upgrade on the new model. [Rulebook pg. 60]
- Advantage Budget: Common Chems — Listed Caps cost per Chem. [Rulebook pg. 25]
- Advantage Budget: Bonus Ploy — 50 Caps for +1 Ploy Token. [Rulebook pg. 25]
- Advantage Budget: Hired Help — Rating in Caps per temporary Grunt. [Rulebook pg. 25]
- Advantage Budget: Legend — Rating in Caps per temporary Legend. [Rulebook pg. 25]
- Negotiate Release — Any Caps offered as ransom terms. [Rulebook pg. 61]
Parts
Earning Parts
- Rummage Action (Find Caps and Parts) — Lower die = Parts, higher die = Caps. [Rulebook pg. 26]
- Sell Captive (5–7, Scrap Mines) — Roll a die, add Parts. [Rulebook pg. 63]
Spending Parts
- Modify Weapons Story Action — Weapon modification cost in Parts (listed per modification). [Rulebook pg. 57]
- Negotiate Release — Can offer Parts as ransom terms. [Rulebook pg. 61]
Scouting Points
Earning Scouting Points
- Scout Story Action — Scout Test (2P); +2 Scouting Points per Hit. Failure = scout is marked Absent. [Rulebook pg. 60]
- Objectives: 3 SP per Uncontested Objective — Specific objective type at game end. [Rulebook pg. 189]
- Vault Table (Satellite Uplink, 7) — Gain 5 Scouting Points. [Rulebook pg. 54]
- Decode Code Fragments (tied result) — Player with fewer Hits gains 2 Scouting Points. [Rulebook pg. 186]
- Sacrifice Captive (Blessed result, one option) — Gain 2 Scouting Points. [Folio pg. 67]
Spending Scouting Points
Before a game:
- Reposition a model — 1 SP for the first model, +1 SP for each additional repositioned model (move up to 3" from deployment). [Rulebook pg. 27]
- Re-roll Objective die — 1 SP. [Rulebook pg. 36]
- Re-roll Hazard die — 1 SP (Underdog only, Wasteland games). [Rulebook pg. 39]
During a game:
- Rummage Action: re-roll one die — 1 SP. [Rulebook pg. 26]
- Rummage Action: re-roll both dice — 2 SP. [Rulebook pg. 26]
Story Phase:
- Expand Facility: add dice to Facility Table roll — 1 SP per extra die. [Rulebook pg. 57]
- Settle: add dice to Facility Table roll — 1 SP per extra die (Wasteland game path only). [Rulebook pg. 60]
Reach
Earning Reach
Crew creation:
- Roll doubles on Hazard table = +2 Reach. [Rulebook pg. 30]
- Roll doubles on Facility table = +2 Reach. [Rulebook pg. 30]
Pre-game:
- New Rival — Both crews gain +1 Reach when added to each other's Rivals list. [Rulebook pg. 36]
- Least-played Rival — Gain +1 Reach when marking a game against a Rival you've played fewer times than any other Rival. [Rulebook pg. 36]
End of game:
- Annihilation game winner — +5 Reach (and +5 XP). [Rulebook pg. 163]
- Defender in failed Ascension — +2 Reach (and +10 XP). [Rulebook pg. 158]
- Domination: Defender controls more terrain than Attacker — +1 Reach. [Rulebook pg. 172]
- Annihilation objective winner — +3 Reach (and +3 XP); tie = +1 Reach each. [Rulebook pg. 184]
Story Phase:
- Monument Facility — +1 Reach at end of each Story Phase. [Rulebook pg. 57]
Vault Table:
- Supplies (10) — +4 Reach. [Rulebook pg. 54]
Losing Reach
- Nomadic crews — Lose 2 Reach (minimum 1) at end of each Story Phase. [Rulebook pg. 57]
- Barter with 6+ Reach — Lose 1 Reach after the Barter roll. [Rulebook pg. 57]
- Become Nomadic — Lose half current Reach. [Rulebook pg. 54]
Spending Reach
- Tier Advancement (1 incomplete Goal) — 10 Reach or 100 Caps. [Rulebook pg. 56]
- Tier Advancement (2 incomplete Goals) — 10 Reach and 100 Caps. [Rulebook pg. 56]
- Expand Facility Story Action — 2 Reach. [Rulebook pg. 57]
- Surface Story Action (exit Underground) — 2 Reach. [Rulebook pg. 60]
- Set Bounty — Any amount of Reach; Bounty = Reach spent × 5 Caps. [Rulebook pg. 61]