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Story Actions

During the Story Phase, each crew may make three Story Actions. The same action can be taken more than once. If one crew was a higher Tier than the other in the previous game, the lower-Tier crew gains one additional Story Action per level of difference. [Rulebook pg. 57]

Quick Reference
Action Requirement Summary
Barter 3C test; gain 3 Caps per Hit (4 with Trader Outpost)
Craft Chems Chem Lab 4I test; Common Chem per standard Hit, Rare Chem per Lucky Hit
Crew Training XP Spend XP to roll on Training Table; gain a Perk on 2nd/4th/6th/8th upgrade
Expand 2 Reach Roll on Facility Table; spend Scouting Points for extra dice
Migrate Become Nomadic; roll 5 dice and add total in Caps to Stash
Modify Weapons Parts Apply modifications to unmodified weapons (Factory: any weapon)
Negotiate Release Captive model Discuss terms with captor; roll on Handover Table if agreed
Open Vault Unopened Vault 2I test; if passed roll on Vault Table and remove Facility
Recruit Caps Buy new models; free if Reputation < 200
Recuperate Injured model 2E test; remove one injury penalty per pass (Infirmary: 1 per Hit)
Scout 2P test; 2 Scouting Points per Hit; fail = model Absent
Set Bounty Rival model Spend Reach; bounty worth 5 Caps per Reach spent
Settle Nomadic crew Settle current location; gain Facilities from last game or raid
Surface Tunnels + Underground Spend 2 Reach; remove Underground status

Barter

The crew spends time trading with the locals.

Choose a model and make a Barter Test (3C). When building the Dice Pool, gain Bonus Dice equal to your crew's Reach. If your crew has 6 or more Reach, lose 1 Reach after rolling. Add 3 Caps per Hit to your Stash.

Trader Outpost Facility: Increases Caps earned per Hit from 3 to 4. [Rulebook pg. 57]


Craft Chems

The crew uses their lab to brew potent Chems.

Requires a Chem Lab Facility.

Choose a model and make a Chemistry Test (4I). For each Hit on a Standard Die, add a dose of any Common Chem to your Roster. For each Hit on a Lucky Die, add a dose of a random Rare Chem. [Rulebook pg. 57]


Crew Training

The crew puts what it has learned to use.

Choose any number of non-Absent models that took part in the last game. Each selected model may purchase one Upgrade (you cannot exceed the crew's Upgrade Limit). The XP cost depends on the model's class and how many Upgrades it already has:

Existing Upgrades Champion Grunt
0 3 2
1–2 4 3
3–4 5 4
5 6 5
6+ 7 6

After spending XP, roll two dice on your faction's Training Table and choose one result to resolve.

Gaining Perks: On a model's 2nd, 4th, 6th, or 8th Upgrade, it also gains a Perk. Choose from the Perks list — Innate Perks cannot be gained this way. If the Perk matches the same S.P.E.C.I.A.L. category as the Upgrade just gained, the crew gains 1 XP.

Statistic Limits: S, P, E, C, I, A max at 9. L maxes at 5. Health can only be Upgraded once. If a stat is rolled at maximum, re-roll that die.

Comfortable Quarters Facility: Re-roll either or both dice on the Training Table. If matching numbers are rolled, gain 1 XP after resolving. [Rulebook pg. 58]


Expand

The crew works to expand their territory and build new facilities.

Spend 2 Reach, then roll one die on the Facility Table. You may spend Scouting Points before rolling to add one extra die per point spent. Choose one rolled result and add that Facility to your Home Turf. You may not add a Facility you already have; re-roll any die that matches an owned Facility.

No crew may have more Facilities than their Facility Limit. [Rulebook pg. 59]


Migrate

The crew packs up and seeks more fruitful territory.

Your crew becomes Nomadic. Roll five dice and add a number of Caps to your Stash equal to the combined total. [Rulebook pg. 59]


Modify Weapons

The crew tinkers in the workshop.

Choose one or more unmodified weapons carried by crew models. Each weapon modification is listed in the Weapon Modifications section — a modification alters the Type, Test, Traits, or Critical Effect of a weapon and costs a set number of Parts from your Stash, as well as increasing the carrying model's Rating.

Factory Facility: May modify any weapon, including previously modified ones. No weapon can be modified more than once per Modify Weapons Story Action, but can receive as many modifications as are available for it. [Rulebook pg. 59]


Negotiate Release

The crew tries to bargain for the return of a captive.

Requires a model in your crew to be a Captive of another crew.

Choose an Absent model that is being held captive. Discuss terms with the captor's player — terms can include Caps, Rare Chems, Parts, or temporary use of Facilities.

  • If terms are agreed: Roll on the Handover Table.
  • If terms cannot be agreed: Gain 2 XP. The captor must make their Captive Story Action, though doing so does not cost them a Story Action.
Roll Result Effect
1 Catastrophe The handover went sour. The captive is Dead — remove from Roster.
2–9 Deal Remove agreed price from your Roster. Clear the Captive's Absent box. Captor adds the price to their Roster.
10 Escape! The Captive escapes! Clear the Absent box. You keep the agreed price; the captor gets nothing.

Note

If the capturing crew no longer exists (retired or left the campaign), clear the Absent box with no roll needed. [Rulebook pg. 61]


Open Vault

The crew attempts to crack the Vault in their territory.

Requires an Unopened Vault Facility.

Choose one model and make a Decode Test (2I). If Passed, roll on the Vault Table and remove the Unopened Vault Facility. If Failed, the Action may be attempted again in a future Story Phase. [Rulebook pg. 59]


Recruit

The crew puts the word out for new members.

Note

If the crew's total Reputation is less than 200, this Action is free and does not count against the three Story Actions for this Story Phase.

Purchase new models from your Faction List. Select a Model Class and Weapon Set, then spend Caps equal to the Weapon Set's Rating from your Stash. You may purchase multiple models in the same Recruit Action, following all rules from Recruit Models.

Crew Limits still apply — the faction's maximum number of Champions, and no more than five Grunts per Champion.

Hiring a Champion: When adding a new Champion to your crew, they may take one Companion Perk (Roboteer or Creature Tamer) at the same time. The chosen Companion's Rating is added to the Champion's Rating. See Companions for the full companion rules.

Food Store Facility: Roll on the Nourishment Table when adding a new model.

Roll Result Effect
1 Skin and Bones Roll on the Serious Injuries Table (re-roll Dead). May spend 5 Caps for a free Upgrade (no XP cost).
2–8 Standard Recruit Roll a die; add that many Caps to the Stash.
9–10 Potential May Upgrade this model for free (no XP cost).

[Rulebook pg. 60]


Recuperate

The crew patches up their wounded.

Choose a model with a Serious Injury and make a Recuperate Test (2E). If Passed, select one penalized statistic and remove the penalty. This can be done for any number of models, but only once per model.

Infirmary Facility: Adds a Bonus Die to all Recuperate Tests. May remove one penalized statistic per Hit instead of just one. [Rulebook pg. 60]


Scout

A crew member heads out to survey the terrain.

Choose a model and make a Scout Test (2P). For each Hit, gain 2 Scouting Points. If the test is Failed, the scout is waylaid and marked Absent.

Lookout Facility: Adds 4 Bonus Dice to the Scout Test. [Rulebook pg. 60]


Set Bounty

The crew looks to enact revenge.

Choose a model in a crew your crew has marked as a Rival, and spend any amount of Reach. Post the name and crew of that model somewhere visible to all campaign players. The model now has a Bounty worth 5 Caps per Reach spent.

When a model with a Bounty is Incapacitated by any crew other than yours and rolls on the Aftermath Table, it rolls two dice and must choose the worst result. If it dies, the crew that caused the Incapacitation adds the Bounty to their Stash.

A single model may have multiple Bounties, increasing the total value. [Rulebook pg. 61]


Settle

The crew finds somewhere to call home.

Requires a Nomadic crew that either: did not Retreat in their last Wasteland game, OR won a Raid and the opposing crew became Nomads.

The crew settles the current location as their Home Turf, which gains the Hazard present in the last game, plus a Facility:

  • Last game was in the Wasteland: Roll a die on the Facility Table (spend Scouting Points for extra dice; choose any one result).
  • Last game was a Raid where the opposing crew became Nomads: Add all of the opposing crew's Facilities to your Home Turf. [Rulebook pg. 60]

Surface

The crew emerges from their tunnels.

Requires a Tunnels Facility and Underground status.

Spend 2 Reach. The crew is no longer Underground; remove Underground from your Story Sheet. [Rulebook pg. 60]


Captive Story Actions

Each faction handles captives differently. During crew creation, record your faction's Captive Story Action on your Story Sheet. See the Captive Story Actions page for all faction-specific actions. [Rulebook pg. 62]