The Story Phase
"What is life if not a story told, my friends? What worth is there in headin' out and fighting folk if you don't have someone to come back to and tell the tale? Life outside of a Vault is hard, of course, but together we can make it something bearable. Together we can build a new life, carve out a piece of the Wasteland for ourselves. We can use these precious moments to prepare ourselves for the hardships ahead and perhaps… perhaps even find new friends. Which… ah, leads me to my next point… You wouldn't be hiring, would you?"
Quick Reference
Before the Story Phase: Each crew earns 1 XP (Experience: Survival).
- Resolve Story Outcomes — resolve each Objective's outcome; if Nomadic, lose half Reach and remove Hazards/Facilities; if Vault opened, roll on Vault Table.
- Treat the Wounded — restore Absent models (not Captured); roll Aftermath Table for each Incapacitated model (class determines column); roll Serious Injury Table on that result.
- Clear Advantages — remove non-permanent Legends, Common Chems, and unspent Bonus Ploys; keep Rare Chems.
- Resolve Quests — first game: choose a Quest; otherwise check Goals and optionally advance Tier (costs: 0 / 100 Caps or 10 Reach / 100 Caps and 10 Reach depending on incomplete Goals). Earn 1 XP per completed Goal.
- Make Story Actions — each player makes 3 Story Actions (lower-Tier crew gains +1 per Tier difference).
- Finishing Touches — recalculate Reputation; Nomadic crews lose 2 Reach (min 1); Monument Facility crews gain 1 Reach.
As soon as a game ends, the Story Phase begins. In this phase, both players resolve the Outcomes of the game and decide what happens with their crew during the period of downtime before their next game. [Rulebook pg. 54]
The Story Phase should be resolved while both players are present. If either player is required to make any dice rolls, the other player should witness them. [Rulebook pg. 54]
Experience: Survival
At the end of each game, before the Story Phase begins, each crew earns 1 XP. [Rulebook pg. 54]
Step 1 — Resolve Story Outcomes
Resolve the Outcome of each Objective chosen during step 4 of Setting Up a Game (see pg. 36). [Rulebook pg. 54]
Nomads
If a player was forced to become Nomadic, their crew loses half their Reach and removes the Hazard and Facility entries from their Crew Roster. If the crew's Home Turf has the Tunnels Facility and the crew is not listed as Underground, they may decide to go Underground instead of becoming Nomadic. [Rulebook pg. 54]
Under New Management
When a crew is made Nomadic, the opposing player will have the option to move into their old home using the Settle Story Action. Before removing Hazard and Facility entries from your Story Sheet, it is a good idea to keep a note of these in case your opponent is looking for some new digs. [Rulebook pg. 54]
Vault
If you opened a Vault during the Story Outcomes, roll a die on the Vault Table below to find out what you discovered. [Rulebook pg. 54]
Vault Table
| Score | Result | Effect |
|---|---|---|
| 1 | Nuka-Cola Storage | Sponsored by Nuka-Cola, the occupants of this Vault died of sugar poisoning! Roll 4 dice and add a number of Caps equal to the result to your crew's Stash. |
| 2 | Idol of Lead | A hundred Vault Dwellers were left with a single gun between them. You find the weapon left on a shrine surrounded by supplicant worshippers. Choose a model in your crew, and Modify a Pistol or Rifle on their Profile, as if using the Modify Weapon Story Action. There is no cost for this Modification. |
| 3 | Wanderer | A single Vault Dweller has escaped, anxious to start their journey in the Wasteland. The Vault Dweller's model entry can be found below. It is taken captive by your crew. When you make a Captive Story Action for this captive, you may choose a result rather than rolling. |
| 4 | Pip-Boy | This Vault was filled with fancy computer bracelets. Choose a model in your crew to gain the V.A.T.S. Perk. |
| 5 | Chems | This Vault is a hedonistic tomb, and it seems you're a little late to the party. In your next game, when calculating your Advantage Budget, gain an additional 20 Caps that can only be spent on Chems. |
| 6 | Peaceful Traders | The Vault Dwellers here are well-armed and fortified but willing to trade an old Power Armor frame they have in storage in return for peace. Choose one model in your crew to gain the Power Armor Perk; this model now uses a 40mm base instead of its original base size. |
| 7 | Satellite Uplink | The people of this Vault were ruled by a computer intelligence who believes it is Louis XIV trapped in a satellite. The intelligence shares what it knows of the Wasteland, but entirely in French. Your crew gains 5 Scouting Points. |
| 8 | Infested | This Vault was broken into long ago. Only radroaches remain. Killing them builds character, at least. Your crew gains 3 XP. |
| 9 | Doctor Handy | You find a skilled variant of Mister Handy that removes all of your crew's Serious Injuries, as described in the Recuperate Story Action. Useful though it was, the robot's poor bedside manner causes one of your crew to dismantle it with a sledgehammer, so it can't be used again. |
| 10 | Supplies | One Vault Dweller lies dead among enough food to feed five hundred. The supplies give your crew enough strength to solidify their control. Your crew gains 4 Reach. |
[Rulebook pg. 54]
Vault Dweller (Grunt)
Vault Dweller (Grunt)
| S | P | E | C | I | A | L | ♥ |
|---|---|---|---|---|---|---|---|
| 4 | 5 | 4 | 4 | 5 | 5 | 3 | 2 |
[Rulebook pg. 54]
Step 2 — Treat the Wounded
Each model that was marked as Absent on your Crew Roster before this game, that has not been Captured, becomes available for use again at this point. Remove any Absent marks from their Profile. [Rulebook pg. 55]
Then, each player checks to see how their Incapacitated models recover from their wounds. For each model that was Incapacitated during the last game, their player rolls a die and consults the Aftermath Table. Check the Class of the Incapacitated model prior to rolling the die, as each different class rolls on different columns of the table. Should the Serious Injury result be rolled for a model, consult the Serious Injury Table. [Rulebook pg. 55]
After resolving each roll on the table, you can choose to put any non-Absent model in your crew Out to Pasture, and remove them from your Crew Roster. That crew's Reputation is reduced by the removed crew member's Rating, but no Caps are added to the crew's Stash. [Rulebook pg. 55]
Aftermath Table
| Score | Grunt | Champion | Legend of the Wasteland |
|---|---|---|---|
| 1 | Dead: Remove the model's entry from the Crew Roster. | Captured: This model has been Captured by the crew of your last opponent. | Dead: Remove the model's entry from the Crew Roster. Then inform all other players in your campaign this model can no longer be hired. |
| 2 | Serious Injury: Roll on the Serious Injury Table. | Serious Injury: Roll on the Serious Injury Table. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 3 | Serious Injury: Roll on the Serious Injury Table. | Serious Injury: Roll on the Serious Injury Table. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 4 | Clean Bill of Health: There is no lasting effect. | Serious Injury: Roll on the Serious Injury Table. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 5 | Clean Bill of Health: There is no lasting effect. | Serious Injury: Roll on the Serious Injury Table. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 6 | Clean Bill of Health: There is no lasting effect. | Clean Bill of Health: There is no lasting effect. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 7 | Clean Bill of Health: There is no lasting effect. | Clean Bill of Health: There is no lasting effect. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 8 | Clean Bill of Health: There is no lasting effect. | Clean Bill of Health: There is no lasting effect. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 9 | Clean Bill of Health: There is no lasting effect. | Clean Bill of Health: There is no lasting effect. | Adios: After receiving treatment, the Legend leaves your crew. Remove the Legend from your Crew Roster. |
| 10 | Clean Bill of Health: There is no lasting effect. | Lesson Learned: The crew gains 1 XP. | New Home: The Legend decides to stay! If you can spend Caps equal to the Legend's Rating, you may add them permanently to your Crew Roster. The Legend gains the Outsider Perk, and is no longer available for hire in this campaign. Otherwise, resolve Adios. |
[Rulebook pg. 55]
Penalized Statistics
It's possible for one of a model's S.P.E.C.I.A.L. Test Statistics to be Penalized by a Serious Injury. [Rulebook pg. 55]
When this happens, write "-1" in the box below the Penalized statistic. If it already had a penalty, increase the penalty by 1 (from -1 to -2, for example). Whenever a model makes a Test with a Penalized statistic, the value of the statistic is reduced by the value of the penalty (to a minimum of 1). [Rulebook pg. 55]
Penalized S.P.E.C.I.A.L. Test Statistics can be restored by taking the Recuperate Story Action (see Story Actions). [Rulebook pg. 55]
Serious Injury Table
| Score | Serious Injury | Effect |
|---|---|---|
| 1–2 | Dead | Remove the model's entry from the Crew Roster. |
| 3 | Weakened | The model's Strength is penalized. |
| 4 | Impaired | The model's Perception is penalized. |
| 5 | Drained | The model's Endurance is penalized. |
| 6 | Shaken | The model's Charisma is penalized. |
| 7 | Concussed | The model's Intelligence is penalized. |
| 8 | Slowed | The model's Agility is penalized. |
| 9–10 | Resting Up | Write "Resting Up" in the Absent box on the model's Roster Entry. It won't be able to take part in this Story Phase or the next game. |
[Rulebook pg. 55]
Designer's Note
Due to Injuries, a crew may end up breaking one or more Crew Limitations, found on page 32 or in a particular Faction List. These instances only need to be addressed if the crew takes the Recruit Story Action, where models must be purchased first to address crew limitations before purchasing other models. If a Crew Limitation is broken at this step of the Story Phase, nothing needs to be done to address the discrepancy. [Rulebook pg. 55]
Captured
Throughout a campaign, models may become Captured by other crews. When this happens, that model's player writes down the name of the crew that captured the model in its Absent box (on the Crew Roster). Then, the Capturing Crew lists that model's name in the Captives section of its Story Sheet. That model is now a Captive of the Capturing Crew, and will be Absent from all future games until the model's crew successfully performs either the Negotiate Release Story Action or the Rescue Objective. [Rulebook pg. 55]
While a Captive, the Capturing Crew may deal with the model by performing a Captive Story Actions. Each Faction has a different method of dealing with their Captives, listed in their Faction entry and described in Captive Story Actions. [Rulebook pg. 55]
Step 3 — Clear Advantages
At this stage, each player removes any Advantages purchased before the game, in the following order. [Rulebook pg. 56]
- Any non-permanent Legends of the Wasteland are removed from the Crew Roster. (A Legend can become a permanent addition to a crew via the Aftermath Table, above.)
- All Common Chems are removed from the crew's Game Sheet.
- Unspent Bonus Ploys are lost.
- Rare Chems obtained in the game remain on the Game Sheet, for use in later games.
[Rulebook pg. 56]
Step 4 — Resolve Quests
If this is the crew's first game, they must choose a Quest. The player turns to their Faction's Quest pages and chooses one of the Quests for their Faction. Once chosen, the player copies each of that Quest's Goals for Tier 1 into their Story Sheet. Choosing a Quest is a narrative decision, so you should pick the one that resonates most with your crew. [Rulebook pg. 56]
If a player has a Quest with at least one completed Quest Goal, that player may choose to advance to the next Quest Tier by spending resources:
- If a crew has completed all three of their current Tier's Goals, they may advance to the next Tier for free.
- If the crew has one incomplete Goal in their current Tier, they may spend either 100 Caps or 10 Reach to advance to the next Tier.
- If a crew has two incomplete Goals in their current Tier, they must spend both 100 Caps and 10 Reach to advance to the next Tier.
Note that a player cannot advance further than Tier 3. Once they have completed all their Tier 3 Goals, the next game this crew plays will have the Ascension Objective. [Rulebook pg. 56]
Advancing a Tier
When a player's crew advances a Tier, they must do the following: [Rulebook pg. 56]
- Update the crew's Tier on the Game Sheet.
- Adjust the Crew Limits section on the Story Sheet with the crew's new Limits (as shown on their Faction List).
- Copy the Goals for the next Quest in the Quest Line onto the Story Sheet.
- Activate the Progression Ability for the completed Quest.
Quest Lines
A Quest is the narrative your crew is following to complete their Wasteland schemes. Some crews want to become fully fledged settlements, others want to go out with a bang, and many have ulterior motives. [Rulebook pg. 56]
Each crew has a Quest Line, which is chosen after its first game. This choice provides a selection of long-term Goals, which the crew gradually completes over the course of multiple games. [Rulebook pg. 56]
A Quest Line is broken into three Quests, each corresponding to a separate Quest Tier. The crew's first challenge is to complete the Goals for the Tier 1 Quest. Once they have done so, they are ready to progress to Tier 2, which activates a Progression Ability, increases their Crew Limits, and unlocks the next part of their Quest Line. [Rulebook pg. 56]
Completing the Tier 2 Quest allows the crew to advance to Tier 3 and activate the same Progression Ability again. [Rulebook pg. 56]
Completing the Tier 3 Quest completes the Quest Line and unlocks the Ascension Objective. [Rulebook pg. 56]
Goals
Each Quest has its own section on the Story Sheet, with a space for each of its Goals. [Rulebook pg. 56]
Each Quest Goal has a Progress Condition, which indicates when a Progress box should be marked for that Goal. Progress Conditions are quite varied — some call for specific in-game achievements, while others can be fulfilled before or after a game. [Rulebook pg. 56]
Once a Progress box has been marked, it is permanent, even if the Progress Condition ceases to apply. [Rulebook pg. 56]
Achieving a Goal
Once the number of marked Progress boxes for a Goal equals its target value, the Goal has been achieved and no more boxes can be marked. [Rulebook pg. 56]
When all of a Quest's Goals have been achieved, the Quest has been completed and the crew is ready to advance to the next Tier in the Story Phase. [Rulebook pg. 56]
Experience: Achievement Unlocked
Whenever a crew completes a Quest Goal, it also earns 1 XP. [Rulebook pg. 56]
Step 5 — Make Story Actions
Now, each player may make three Story Actions for their crew. Story Actions can be completed by players in any order, and the same Story Action can be made multiple times by the same player. If, in the previous game, one crew was a higher Tier than the other, the lower-Tier crew gains one additional Story Action per level of difference. [Rulebook pg. 57]
Step 6 — Finishing Touches
At the last step of the Story Phase, each player should do the following to prepare for their next game: [Rulebook pg. 57]
- Recalculate the crew's Reputation by adding together the Rating Value of all non-Absent models in the crew.
- Nomadic crews lose 2 Reach (to a minimum of 1).
- Crews with the Monument Facility gain 1 Reach.
The Story Phase is now complete! [Rulebook pg. 57]
House Rule
Retirement: Sometimes a player will not be able to play any more games or wishes to make a new crew. If this becomes the case, they may retire. The player must tell the group that their crew is retiring, and then remove their Crew Roster from the campaign, and may create a new crew. [Rulebook pg. 57]