Wasteland Objectives
Quick Reference
| # | Objective | One-line summary |
|---|---|---|
| 1 | Scavenge Chems | Most Chems found via Rummage wins 3 XP. Rare Chem threshold reduced to 12+. |
| 2 | Scavenge Caps | Most Caps found via Rummage wins 3 XP. Both dice added for Caps total. |
| 3 | Scavenge Parts | Most Parts found via Rummage wins 3 XP. High die = Parts, low die = Caps. |
| 4 | Hunting Party | Most Enemy models Incapacitated wins 3 XP and 3 Reach. |
| 5 | Search for a Vault Key | Most Code Fragments wins a roll on the Vault Table. |
| 6 | Exert Power | 1 XP per Uncontested Objective Token held at game end. |
| 7 | Investigate | 3 Scouting Points per Uncontested Objective Token held at game end. |
| 8 | Secure a Vault (Exclusive) | Crew in Proximity of the Vault Door rolls on the Vault Table. |
| 9 | Ambush (Exclusive) | Attacker surprises the Defender; wins 3 XP if half the Defender's crew is out. |
| 10 | Duel (Exclusive) | Nominated Duellists fight; winner may Upgrade their Duellist for free. |
1: Scavenge Chems
Chems are the grease that helps a crew to stay friends… or rip the arms off their enemies. [Rulebook pg. 47]
Deployment Pool
Add two Search Tokens to the Deployment Pool. [Rulebook pg. 47] [Errata Q2 2026]
Special Rule
When making the Rummage Action to Find a Chem, you find a Rare Chem on any combined roll of 12 or higher, rather than 18. [Rulebook pg. 47]
Whenever a player adds a Chem to their Crew Roster due to the Rummage Action, they should track how many times they have done so to determine the Story Outcome. [Rulebook pg. 47]
Story Outcome
At the end of the game, each player reveals how many times they have added a Chem to their Crew Roster due to the Rummage Action. The crew of the player who found the most Chems gains 3 XP. If both players found the same amount, then both crews gain 1 XP. [Rulebook pg. 47]
2: Scavenge Caps
A fistful of caps makes the world go round, the sun rise, and life worth living. [Rulebook pg. 47]
Deployment Pool
Add two Search Tokens to the Deployment Pool. [Rulebook pg. 47] [Errata Q2 2026]
Special Rules
The Rummage Action option, Find Caps and Parts, is altered to read as below until the end of the game. Whenever players add Caps to their Stash, they should track the number of Caps to determine the Story Outcome. [Rulebook pg. 47]
- Add both dice together; the total is the number of Caps you find. Add this number to your crew's Stash.
Story Outcome
At the end of the game, each player reveals how many Caps they added to their Stash due to the Rummage Action. The crew of the player who found the most Caps gains 3 XP. If both players found the same amount, then both crews gain 1 XP. [Rulebook pg. 47]
3: Scavenge Parts
One man's trash is another's treasure, and pre-war trash is treasured most of all. [Rulebook pg. 48]
Deployment Pool
Add two Search Tokens to the Deployment Pool. [Rulebook pg. 48] [Errata Q2 2026]
Special Rules
The Rummage Action option, Find Caps and Parts, is altered to read as below until the end of the game. Whenever players add Parts to their Stash, they should track the number of Parts to determine the Story Outcome. [Rulebook pg. 48]
- The die with the higher result is how many Parts you find. The die with the lower result is how many Caps you find. Add both to the crew's Stash.
Story Outcome
At the end of the game, each player reveals how many Parts they added to their Stash due to the Rummage Action. The crew of the player who found the most Parts gains 3 XP. If both players found the same amount, then both crews gain 1 XP. [Rulebook pg. 48]
4: Hunting Party
An act of ultra-violence will show the Wasteland that your crew is not to be crossed lightly. [Rulebook pg. 48]
Story Outcome
At the end of the game, the crew that Incapacitated more Enemy models gains 3 XP, and 3 Reach. If both Crews Incapacitated the same number of models, both gain 1 XP, and 1 Reach. [Rulebook pg. 48]
5: Search for a Vault Key
Following a lead to a Vault-Tec database, your crew hopes to uncover and decode a Vault key. [Rulebook pg. 48]
Deployment Pool
Add two Search Tokens to the Deployment Pool. [Rulebook pg. 48] [Errata Q2 2026]
Special Rules
After a model has resolved a Rummage Action, make a Search Test (4L). If Passed, the model has found a Code Fragment, a piece of the key needed to enter a Vault. Place an Objective Token in Base Contact with that model; this is the Code Fragment. [Rulebook pg. 48]
When an Unengaged model moves while in Base Contact with the Code Fragment, at the end of the move place it into Base contact with the moving model. [Rulebook pg. 48]
Story Outcome
At the end of the game, the player who has models in contact with the most Code Fragments wins the race to unlock the Vault. [Rulebook pg. 48]
That player may now roll on the Vault Table (pg. 54) and resolve the listed effect. [Rulebook pg. 48]
If both players have models in contact with the same number of Code Fragments, they both make a Decode Test (5I) (Using their crew Leader's statistics). The player with the most Hits (Re-roll ties) may now roll on the Vault Table and resolve the listed effect. The player with the least hits gains 2 Scouting Points. [Rulebook pg. 48]
If neither player has models in contact with any Code Fragments, neither crew opens the Vault. [Rulebook pg. 48]
6: Exert Power
You own what you're standing on, as long as no one can push you off of it. [Rulebook pg. 48]
Deployment Pool
Add three Objective Tokens to the Deployment Pool. [Rulebook pg. 48]
Story Outcome
At the end of the game, each crew gains 1 XP for each Uncontested Objective they have a model in Proximity of. An Objective is Uncontested for a player if only Friendly models are within Proximity of it. [Rulebook pg. 48]
7: Investigate
Getting the lay of the land will allow us to get a leg up on our enemies. [Rulebook pg. 48]
Deployment Pool
Add three Objective Tokens to the Deployment Pool. [Rulebook pg. 48]
Story Outcome
At the end of the game, each crew gains 3 Scouting Points for each Uncontested Objective they have a model in Proximity of. [Rulebook pg. 48]
An Objective is Uncontested for a player if only Friendly models are within Proximity of it. [Rulebook pg. 48]
8: Secure a Vault
Rumors of a Vault not opened since the war has drawn more than one crew to this region. [Rulebook pg. 48]
Exclusive Objective
If a game already has an Exclusive Objective, a second one cannot be chosen.
Starting Positions
Identify the piece of Major Terrain nearest the center of the Battlefield. This is the Vault Door. [Rulebook pg. 48]
Story Outcome
At the end of the game, before removing any models from the Battlefield check the following to determine what happens with the Vault Door: [Rulebook pg. 48]
-
If only one crew has models within Proximity of the Vault Door: That crew's player may now roll on the Vault Table (pg. 54) and resolve the listed effect.
-
If both crews have models within Proximity of the Vault Door: Both players elect one friendly model in Proximity of the Vault Door to make a Barter Test (5C). The player that rolls the most Hits may now roll on the Vault Table (pg. 54) and resolve the listed effect. The other player rolls 2 dice and adds that many Caps to their crew's Stash. If both players roll the same number of Hits, they roll off.
9: Ambush
Not. One. Breath. Hold your fire until you can see the bloodshot-red of their eyes. [Rulebook pg. 49]
Exclusive Objective
If a game already has an Exclusive Objective, a second one cannot be chosen.
Starting Positions
Whichever player rolled or selected this Objective is the Attacker in this game. During 9. Starting Positions, the Defender Deploys their models first. Defender models may be Deployed anywhere on the Battlefield, but must be placed at least 6" away from any other friendly model. Once the Defender has Deployed their models, the Attacker may Deploy each of their models within 6" of any Battlefield edge. [Rulebook pg. 49]
Special Rules
At the start of the first Round, the Defender must make a Surprise Test (2P) for each of their models. [Rulebook pg. 49]
- If the Test Passes: No effects.
- If the Test Fails: The model Suffers 1 Fatigue, and must move 3" away from the closest visible Enemy model.
Story Outcome
If at least half the Defender's crew has Fled or is Incapacitated, the Attacker gains 3 XP, otherwise the Defender gains 3 XP. [Rulebook pg. 49]
10: Duel
Call out their strongest fighter for a fair fight, and keep your knives sharp. [Rulebook pg. 49]
Exclusive Objective
If a game already has an Exclusive Objective, a second one cannot be chosen.
Starting Positions
Whichever player rolled or selected this Objective is the Attacker in this game. Each player chooses one non-Absent model in their crew as their Duellist. Each player then Deploys their Duellist within 6" of the Battlefield centre. All other models are Deployed as usual. After each model has been deployed, all non-Duellist models Suffer 2 Fatigue. [Rulebook pg. 49]
Errata
No models can be moved at this point by any means, such as Scout: Repositioning. Additionally, "all non-Duellist models Suffer 2 Fatigue" should read "all non-Duellist models Take 2 Fatigue." [Errata Q2 2026]
Special Rules
This game begins as a Duel between the two chosen Duellists. Each crew may follow the rules of the Duel, which are: [Rulebook pg. 49]
- A Duellist may not make an Attack Action against a non-Duellist model.
- A non-Duellist model may not make an Attack Action against a Duellist model.
- A crew with a Duellist may not Retreat.
- If a Duellist is Incapacitated by another Duellist, the Duel ends and the rules of the Duel no longer apply.
If either crew breaks the above rules, the duel ends and the Objective no longer applies. [Rulebook pg. 49]
Story Outcome
If the rules of the duel were not broken, and the crew of an Incapacitated Duellist Retreated, both crews gain 1 XP. The player who controls the non-Incapacitated Duellist may now use the Crew Training Story Action to Upgrade their Duellist. This Upgrade has no XP cost. [Rulebook pg. 49]
If the rules of the duel were broken, there are no rewards for this Objective. [Rulebook pg. 49]
Exclusive Objectives
If a game already has an Exclusive Objective, a second one cannot be chosen. If this means a player cannot choose either of the Objectives they rolled, they should Re-roll both dice. [Rulebook pg. 49]