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Objectives

Objectives dictate the win conditions and special rules for a game.

Ascension

Triggered during the Determine Objectives stage if either (or both) player crews have completed their Tier 3 Goals. Played in the Wasteland. If only one crew has completed Tier 3, they are the Attacker. If both have, the Underdog is the Attacker.

  • Rounds: Add two Round Tracker Tokens (six Rounds total).
  • Deployment Pool: Add six Objective Tokens and six Search Tokens (for a total of eight Search Tokens).
  • Story Outcome (One Crew): The Attacker Ascends into Legend if they have models within Proximity of at least four Uncontested Objectives. Otherwise, they are Annihilated and the Defender gains 10 XP and 2 Reach.
  • Story Outcome (Both Crews): The crew with models within Proximity of the most Uncontested Objectives Ascends into Legend. The other is Annihilated.

Annihilation

Triggered on the 5th game against the same Rival. The Overdog is the Attacker, and the game is played on the Underdog’s Home Turf (or the Wasteland if the Underdog is Nomadic).

  • Rounds: No Round limit. Plays until one crew Retreats or is entirely Incapacitated.
  • Deployment Pool: Add four Search Tokens to the Deployment Pool.
  • Story Outcome: The crew that Retreats or is wiped out first is Annihilated. The winning crew gains 5 XP and 5 Reach.

Raid Objectives

If an Overdog or Underdog Raid is rolled on the Raid Table, the Attacker chooses one of the following Objectives:

Pillage

  • Deployment Pool: Add 4 Search Tokens.
  • Starting Positions: The Defender may place one model in Base contact with each Search Token not within the Attacker’s Setup Area.
  • Special Rules: The Defender's models cannot make the Rummage Action. The Attacker's models may only Rummage if a Search Token is Uncontested.
  • Story Outcome: The Attacker gains 1 XP for each Search Token removed. Unless they Retreated, the Defender gains 1 XP for each remaining Search Token and may immediately Rummage them.

Assault

  • Rounds: Add one Round Tracker Token (five Rounds total).
  • Starting Positions: The Defender deploys within 6" of the center of the Battlefield. The Attacker deploys within 6" of any Battlefield edge.
  • Special Rules: Whenever a model is Incapacitated, if its crew is reduced to half or less of its starting number, every model in that crew must make a Confusion Test (2I).
  • Story Outcome: If the Defender has more Incapacitated/Fled models than the Attacker, they become Nomadic. During the Story Phase, the Attacker may use the Settle Action to claim the Defender's previous Home Turf.

Occupy

  • Set Up the Battlefield: The Defender designates one piece of Major Terrain for each of their Facilities and places them first.
  • Story Outcome: Crews gain 1 XP for each Facility Major Terrain piece they have more models on or within Proximity of. If the Defender gains more XP than the Attacker, they gain 1 Reach. In the next Story Phase, the winner of each Terrain piece controls that Facility's Story Actions.

Rescue

Note: This Objective cannot be chosen unless the Defender has Captives from the Attacker's crew.

  • Starting Positions: After deployment, the Defender places a model for each Captive in Base contact with one of their own models.
  • Special Rules: Captives in Proximity of a Defender cannot be targeted or selected as the Active model by the Attacker. If outside a Defender's Proximity, the Attacker can select them to only make Get Moving or Patch Up Actions.
  • Story Outcome: A Captive is saved if it ends the game in Proximity of an Attacker (and not a Defender), granting the Attacker 1 XP. If in Proximity of a Defender, the Defender rolls 3 dice for their Captive Story Action and chooses the preferred result.

Wasteland Objectives

If a Wasteland Encounter is rolled on the Raid Table, both players roll a die on the Wasteland Objectives Table to determine rules in play (re-rolling ties for the Overdog).

1: Scavenge Chems

  • Deployment Pool: Add 2 Search Tokens (for a total of four).
  • Special Rules: When making the Rummage Action to Find a Chem, you find a Rare Chem on a combined roll of 12 or higher (rather than 18).
  • Story Outcome: The player who added the most Chems via Rummage gains 3 XP. Tie = 1 XP each.

2: Scavenge Caps

  • Deployment Pool: Add 2 Search Tokens (for a total of four).
  • Special Rules: When making the Rummage Action to Find Caps and Parts, the total of both dice is the number of Caps found.
  • Story Outcome: The player who added the most Caps via Rummage gains 3 XP. Tie = 1 XP each.

3: Scavenge Parts

  • Deployment Pool: Add 2 Search Tokens (for a total of four).
  • Special Rules: When making the Rummage Action to Find Caps and Parts, the higher die is Parts, the lower die is Caps.
  • Story Outcome: The player who added the most Parts via Rummage gains 3 XP. Tie = 1 XP each.

4: Hunting Party

  • Story Outcome: The crew that Incapacitated the most Enemy models gains 3 XP and 3 Reach. Tie = 1 XP and 1 Reach each.

5: Search for a Vault Key

  • Deployment Pool: Add 2 Search Tokens (for a total of four).
  • Special Rules: After resolving a Rummage Action, make a Search Test (4L) to find a Code Fragment (represented by an Objective Token).
  • Story Outcome: The player with models in contact with the most Code Fragments rolls on the Vault Table. Tie = Both players make a Decode Test (5I); winner rolls on Vault Table, loser gets 2 Scouting Points.

6: Exert Power

  • Deployment Pool: Add 3 Objective Tokens.
  • Story Outcome: Each crew gains 1 XP for each Uncontested Objective they have a model in Proximity of.

7: Investigate

  • Deployment Pool: Add 3 Objective Tokens.
  • Story Outcome: Each crew gains 3 Scouting Points for each Uncontested Objective they have a model in Proximity of.

8: Secure a Vault

(Exclusive Objective: Only one allowed per Wasteland Encounter)

  • Starting Positions: Identify the piece of Major Terrain nearest the center of the Battlefield as the Vault Door.
  • Story Outcome: The crew with models in Proximity of the Vault Door rolls on the Vault Table. If both crews contest it, both nominate a model to make a Barter Test (5C). The winner rolls on the Vault Table; the loser rolls 2 dice and gains that many Caps.

9: Ambush

(Exclusive Objective: Only one allowed per Wasteland Encounter)

  • Starting Positions: The player who rolled this is the Attacker. The Defender Deploys first, anywhere, at least 6" apart from friendly models. The Attacker then Deploys within 6" of any Battlefield edge.
  • Special Rules: At the start of the first Round, the Defender makes a Surprise Test (2P) for each model. If Failed, the model Suffers 1 Fatigue and moves 3" away from the closest visible Enemy.
  • Story Outcome: The Attacker gains 3 XP if at least half the Defender's crew is Fled or Incapacitated. Otherwise, the Defender gains 3 XP.

10: Duel

(Exclusive Objective: Only one allowed per Wasteland Encounter)

  • Starting Positions: The rolling player is the Attacker. Each player deploys one non-Absent model (Duellist) within 6" of the Battlefield center. All other models Suffer 2 Fatigue after deployment.
  • Special Rules: Duellists cannot attack non-Duellists, and non-Duellists cannot attack Duellists. Crews with a Duellist cannot Retreat.
  • Story Outcome: If the rules were followed and one crew Retreated/had their Duellist Incapacitated, the winner can Upgrade their Duellist for free (no XP cost) using the Crew Training Story Action. Both crews gain 1 XP. If rules were broken, no rewards.