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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]