Facilities
A Facility describes a significant building within the crew's Home Turf. Facilities affect the options available during the Story Phase. Each crew starts with one Facility and may build more over the course of a campaign, up to the Facility Limit set by their faction and Tier. [Rulebook pg. 30–31]
Facility Table
| Score | Facility |
|---|---|
| 1 | Unopened Vault |
| 2 | Factory |
| 3 | Trader Outpost |
| 4 | Chem Lab |
| 5 | Infirmary |
| 6 | Food Store |
| 7 | Lookout |
| 8 | Comfortable Quarters |
| 9 | Tunnels |
| 10 | Monument |
Unopened Vault
[Rulebook pg. 31]
The area contains a pre-war Vault, a useful cache... if you can work out how to open it. A crew with an Unopened Vault Facility may take the Open Vault Story Action. [Rulebook pg. 31]
Factory
[Rulebook pg. 31]
Tools and materials are needed for the fine work of upgrading weapons. A crew with a Factory Facility improves their Modify Weapons Story Actions. [Rulebook pg. 31]
Trader Outpost
[Rulebook pg. 31]
A peaceful settlement trades with nearby settlers, but also acts as a target for Raiders. A crew with a Trader Outpost Facility improves their Barter Story Actions. [Rulebook pg. 31]
Chem Lab
[Rulebook pg. 31]
A pre-war pharmacy or a modern clinic, this location has access to rare distilling methods. A crew with a Chem Lab Facility may take the Craft Chems Story Action. [Rulebook pg. 31]
Infirmary
[Rulebook pg. 31]
Many medical techniques were lost to the bombs, but necessity is the mother of invention. A crew with an Infirmary Facility improves their Recuperate Story Actions. [Rulebook pg. 31]
Food Store
[Rulebook pg. 31]
Pre-packaged food is high in additives, and low in rads! A crew with a Food Store Facility improves their Recruit Story Actions. [Rulebook pg. 31]
Lookout
[Rulebook pg. 31]
Watchtowers or natural vistas give a unique vantage point over nearby regions. A crew with a Lookout Facility improves their Scout Story Actions. [Rulebook pg. 31]
Comfortable Quarters
[Rulebook pg. 31]
Pre-war hotels provide a level of comfort as rare as any tech. A crew with a Comfortable Quarters Facility improves their Crew Training Story Actions. [Rulebook pg. 31]
Tunnels
[Rulebook pg. 31]
This region has plenty of underground areas, allowing for covert travel. If this crew would become Nomadic for any reason, they may instead move Underground, preventing them from becoming Nomads. While Underground, if subjected to another effect that would cause this crew to become Nomads, they cannot resist the effect. This crew may use the Surface Story Action to move out of the Tunnels.
If a crew with Tunnels is attacked as an Assault, the attacking crew cannot make this location their Home Turf. [Rulebook pg. 31]
Monument
[Rulebook pg. 31]
Be it discarded obelisks of the old world or symbols of post-war progress, this area fills the people living here with pride. A crew with a Monument Facility gains 1 Reach at the end of each Story Phase. [Rulebook pg. 31]