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Glossary

Quick definitions for every term used in Fallout: Factions. Each entry links to the primary rules page for deeper reading. Terms are grouped by topic.

For weapon traits, see Weapon Traits. For critical effects, see Critical Effects. For perks, see Perks.


Model Profile

Term Quick Reference Source
Agility (A) S.P.E.C.I.A.L. stat — governs movement and some special abilities. Rulebook pg. 14
Champion An elite model class; more capable individually than Grunts, subject to Champion Limits, and rolls on the Champion column of the Aftermath Table. Rulebook pg. 14
Charisma (C) S.P.E.C.I.A.L. stat — governs Control Area size, barter, and social tests. Rulebook pg. 14
Endurance (E) S.P.E.C.I.A.L. stat — determines the Harm Limit and is used as the threshold for Damage severity (Harm, Injury, or Incapacitation). Rulebook pg. 14
Grunt A standard model class; makes up the bulk of a crew; less powerful than Champions but fielded in greater numbers. Rulebook pg. 14
Health The number of Injuries a model can sustain before being Incapacitated. Separate from the S.P.E.C.I.A.L. stats. Rulebook pg. 14
Intelligence (I) S.P.E.C.I.A.L. stat — governs Confusion resistance, crafting, and technical tests. Rulebook pg. 14
Leader A Champion with the Natural Leader Perk who leads a crew on the battlefield; every crew must field exactly one. Rulebook pg. 15
Luck (L) S.P.E.C.I.A.L. stat — determines how many dice in a pool are Lucky Dice; max value 5. Rulebook pg. 15
Model Class A model's role category: Leader, Champion, or Grunt. Determines crew limits and Aftermath Table column. Rulebook pg. 14
Perception (P) S.P.E.C.I.A.L. stat — governs ranged attacks, scouting, and visibility-based tests. Rulebook pg. 14
Profile The complete stats, perks, and weapon information for a model as recorded on the Crew Roster. Rulebook pg. 14
Rating The point cost of a model with a specific Weapon Set. Used to calculate Reputation and to purchase models. Rulebook pg. 14
S.P.E.C.I.A.L. A model's seven core statistics: Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck. Each drives test pools and special rules. Rulebook pg. 14
Strength (S) S.P.E.C.I.A.L. stat — governs melee attacks and some perks. Rulebook pg. 14
Training Path A faction-specific Upgrade table used during Crew Training; some factions have multiple paths per model type. Rulebook pg. 68

Dice & Tests

Term Quick Reference Source
Bonus Die An extra die added to a Dice Pool beyond the base stat value; Unlucky Tests cannot benefit from Bonus Dice. Rulebook pg. 16
Critical Effect Triggered on an Attack Test if at least one Luck Die remains in the Pool after removing Duds; activates the weapon's special bonus. Skipped for Unlucky Tests. Rulebook pg. 17
Dice Pool The set of dice rolled for a test; composed of Luck Dice up to the model's Luck stat and Standard Dice filling the remainder to the Pool Size. Rulebook pg. 16
Dud Any die in the Pool that rolls higher than the Test Statistic, or rolls a 10; Duds are removed from the Pool and do not count as Hits. Rulebook pg. 16
Failing Forward A rule awarding 1 XP to a crew the first time they fail a S.P.E.C.I.A.L. Test in a game; each crew may benefit only once per game. Rulebook pg. 16
Fortune Smiles Step 3 of the test sequence: for each Luck Die remaining in the Pool after removing Duds, roll one Standard Die and add new Hits to the Pool. Skipped for Unlucky Tests. Rulebook pg. 17
Hit Any die in the Pool that rolls equal to or lower than the Test Statistic (and is not a 10); Hits remain in the Pool and count toward the Test outcome. Rulebook pg. 16
Lucky Die A die equal to a model's Luck stat added to the Pool first; remaining Luck Dice after removing Duds trigger Fortune Smiles and Critical Effects. Rulebook pg. 16
Melee Attack Test An Attack Test made when a model strikes with a melee weapon, using the weapon's specified S.P.E.C.I.A.L. statistic (typically Strength) and Pool Size. Rulebook pg. 17
Pass / Fail A test Passes if it scores at least one Hit; it Fails if it scores no Hits. Rulebook pg. 15
Re-Roll Roll one or more dice again, replacing the previous results; a die may not be Re-rolled more than once per Test. Rulebook pg. 17
Roll Off A tiebreaker mechanic where each player rolls a single die; the player with the lowest result wins, with ties re-rolled. Rulebook pg. 17
S.P.E.C.I.A.L. Test A dice roll used to resolve any uncertain action; roll a Dice Pool and compare results to a S.P.E.C.I.A.L. stat to determine Pass or Fail. Rulebook pg. 16
Standard Die Any non-Lucky Die in a Dice Pool; Hits count normally but do not trigger Critical Effects. Rulebook pg. 16
Unlucky Test A S.P.E.C.I.A.L. Test that cannot benefit from Bonus Dice and skips the Fortune Smiles and Trigger Critical Effect steps, treating Luck Dice as Standard Dice. Rulebook pg. 17

Positioning

Term Quick Reference Source
Base The physical base that a model stands on; used as the reference point for all positioning, movement, and measurement. Rulebook pg. 18
Base Contact Two models touching bases; required for Engagement and for interacting with some tokens. Rulebook pg. 18
Climbing Moving up or down a Terrain Feature; the vertical distance traveled counts toward the model's movement allowance. Rulebook pg. 19
Control Area The zone extending from a model's Base equal to its Charisma in inches; Friendly models within this area can receive Movement Orders and Supporting Fire. Rulebook pg. 21
Elevation The height of a model's Base above the playing surface, used to determine climbing distance and Engagement eligibility. Rulebook pg. 19
Engaged A model whose Base is touching the Base of an Enemy model, triggering special action restrictions and removing its Proximity. Rulebook pg. 18
Engagement The state in which two models from different crews have their Bases touching. Rulebook pg. 18
Gap An opening in terrain; a model can cross it only if the gap is narrower than the model's Base. Rulebook pg. 19
Line of Sight A clear visual path from attacker to target; blocked by terrain or Obscuring models. Rulebook pg. 20
Obscured Visibility state where the target is partially obscured by a Terrain Feature or another model; ranged attacks are not possible unless specified otherwise. Rulebook pg. 20
Proximity The 1" zone surrounding each Unengaged model; Enemy models cannot voluntarily enter it unless moving into full Engagement. Rulebook pg. 18
Stable Footing The requirement that a model's Base be as level/flat as possible on the surface or Terrain Feature it occupies. Rulebook pg. 18
Take a Look The practice of getting a model's-eye-view to determine Visibility; a Roll Off resolves any remaining disagreement. Rulebook pg. 21
Unengaged A model that is not currently touching an Enemy model's Base; maintains its Proximity zone. Rulebook pg. 18
Vertical Distance The height component of a model's movement when climbing; counted toward movement distance only when the model would need to use both hands. Rulebook pg. 20
Visibility Range In Low Visibility games, the maximum distance at which a model can target enemies (2 × Perception in inches). Rulebook pg. 50
Wide Open Visibility state where an unobstructed line can be drawn to all parts of the target; grants 1 Bonus Die to ranged attacks. Rulebook pg. 20

Fatigue

Term Quick Reference Source
Exhausted The state of a model that has 2 Fatigue; it cannot Take or Suffer any further Fatigue. Rulebook pg. 21
Fatigue A resource tracking how much strain a model has accumulated, shown by a Fatigue Token next to its Base. Rulebook pg. 21
Fatigue Token A double-sided token (Weary/Exhausted) placed next to a model's Base to track its current Fatigue level. Rulebook pg. 21
Recover Fatigue Reducing a model's Fatigue by flipping the Fatigue Token to its lower face, or removing it entirely if the model had only 1 Fatigue. Rulebook pg. 21
Suffer Fatigue Involuntarily gaining Fatigue as a negative consequence of a game effect or Enemy Action. Rulebook pg. 21
Take Fatigue Voluntarily gaining Fatigue as the cost of performing an Action or gaining a bonus. Rulebook pg. 21
Weary The state of a model that has 1 Fatigue. Rulebook pg. 21

Damage

Term Quick Reference Source
Confused A model that failed a Confusion Test and must flee away from the nearest Friendly model or Take Fatigue. Rulebook pg. 22
Confusion A morale effect triggered when a Friendly model is Incapacitated; nearby Friendly models within 3" must pass a 2I test or Flee or Take Fatigue. Rulebook pg. 22
Damage Resolution The sequence of comparing Damage inflicted to a model's Endurance to determine whether the model suffers Harm, an Injury, or Incapacitation. Rulebook pg. 22
Effective Range The maximum distance at which a ranged weapon can target; attacks beyond this range are Unlucky Tests. Rulebook pg. 24
Excess Harm Harm that cannot be held because the model is at its Harm Limit; excess Harm causes Injuries instead. Rulebook pg. 22
Harm Minor wounds accumulated on a model as tokens; grants Bonus Dice to attackers targeting that model equal to the Harm amount; excess Harm beyond the Harm Limit causes Injuries. Rulebook pg. 22
Harm Limit The maximum Harm a model can hold; equal to its Endurance. Harm beyond this limit causes an Injury instead. Rulebook pg. 22
Incapacitation Occurs when Injuries equal Health or from a single large damage burst; model is removed from play and may roll on the Aftermath Table. Rulebook pg. 22
Injury A significant wound marked on a model's Injury box; when Injuries equal Health the model is Incapacitated. Rulebook pg. 22
Penalized Statistic A S.P.E.C.I.A.L. stat reduced by a Serious Injury result; applies a –1 (or greater) modifier to tests using that stat until removed via Recuperate. Rulebook pg. 55

Game Structure

Term Quick Reference Source
Active Model The model chosen by the Active Player at the start of their Turn to perform Actions. Rulebook pg. 23
Active Player The player whose Turn it currently is. Rulebook pg. 23
Crew A group of models controlled by one player during a game, all belonging to the same Faction. Rulebook pg. 14
Crew Roster The pair of sheets (Game Sheet + Story Sheet) that record all information about a player's crew. Rulebook pg. 12
Deployment Pool The collection of tokens assembled during Setup that are placed onto the Battlefield one at a time by alternating players. Rulebook pg. 36
Enemy Any model belonging to a different crew, even if from the same Faction. Rulebook pg. 14
Friendly Any model belonging to the same crew as the model in question. Rulebook pg. 14
Game Sheet The in-game reference sheet listing model entries, Tier, Reputation, and Chems for a crew. Rulebook pg. 12
Initiative Token A token held by one player that determines who takes the first Turn each Round; also used to declare a Retreat. Rulebook pg. 23
Objective Token A marker representing a scored location for certain Objective rules. Rulebook pg. 44
Passing A player declaring, at the start of their Turn before choosing an Active Model, that they will take no further Turns this Round; the first player to Pass takes the Initiative Token. Rulebook pg. 23
Retreat A player voluntarily removes their crew from the battlefield, declaring so when Passing; removes all models at the end of that Round and immediately ends the game. Rulebook pg. 27
Round One full cycle of alternating player Turns; games last a default of four Rounds tracked by Round Tracker Tokens. Rulebook pg. 23
Round Tracker Token A token placed beside the battlefield to count Rounds; one is removed at the end of each Round. Rulebook pg. 36
Search Token A marker placed on the battlefield that models can Rummage at to find resources. Rulebook pg. 24
Setup Area The 15"-deep corner zone selected by the Attacker (and mirrored by the Defender) within which models are deployed at the start of a game. Rulebook pg. 42
Sitting Out A model declared inactive before a game; it cannot participate but may still take part in the Story Phase. Rulebook pg. 41
Starting Positions The final sub-stage of Preparing to Play in which players reveal Advantage purchases, deploy models, receive Ploy Tokens, and the Attacker claims Initiative. Rulebook pg. 42
Story Sheet The between-games tracking sheet recording Caps, Parts, Scouts, Reach, XP, Limits, Rivals, Quests, Home Turf, and Captives. Rulebook pg. 12
Turn A single player's activation within a Round, during which they pick one Active Model and make one or more Actions. Rulebook pg. 23

Actions

Term Quick Reference Source
Back Off Move the Active Engaged model up to 2"; cannot end within an Enemy model's Proximity. Rulebook pg. 24
Brawl A melee attack action against an Engaged enemy model. Rulebook pg. 24
Get Moving Move the Active model up to 8"; may issue Movement Orders to Friendly Unengaged models within the Control Area. Rulebook pg. 24
Hurrying Declare at the start of a Get Moving Action; Hurrying models Take Fatigue and may move up to 12" instead of 8". Rulebook pg. 24
Makeshift Weapon An improvised melee attack (2S) available to any model when making a Brawl without a melee weapon. Rulebook pg. 24
Movement Orders Instructions given at the start of a Get Moving Action to Friendly Unengaged models within the Control Area; each model Takes Fatigue and moves up to 8". Rulebook pg. 24
Open Fire A ranged attack action against a Visible target within Effective Range. Rulebook pg. 24
Patch Up The Active Unengaged model Recovers up to 2 Harm. Rulebook pg. 24
Reposition Spending Scouting Points before a game begins to move models within the Setup Area. Rulebook pg. 27
Rummage An action for a model in Base Contact with a Search Token to search for resources (Caps, Parts, or Chems). Rulebook pg. 24
Supporting Fire A bonus letting a Friendly model within the Active Model's Control Area add 1 die to an Open Fire Dice Pool. Rulebook pg. 24

Advanced Rules

Term Quick Reference Source
Chem A consumable item that grants a one-off bonus to a model when used; can be Common (purchasable) or Rare (found via Rummage). Rulebook pg. 25
Common Chems Chems available for purchase before any game via the Advantage Budget: Rad-X, Psycho, Nuka-Cola, Stimpak, Steady, Jet. Rulebook pg. 41
Dose A single use of a Chem, tracked with a diagonal mark on the Game Sheet; a crew may have up to three doses of each Chem per game. Rulebook pg. 25
Floating Chem Any Chem available to the crew as a whole, usable by any model regardless of which model found it. Rulebook pg. 26
Gift-Wrapped Goods Standard Ploy — place a Search Token within 6" of a Friendly model before the first Round. Rulebook pg. 27
Home Turf Ploy A unique Ploy granted to the Defender when a game is played on their Home Turf, as described by the active Hazard; Nomad Defenders do not receive it. Rulebook pg. 39
Lucky Break Standard Ploy (usable more than once per game) — enacted during a S.P.E.C.I.A.L. Test to re-roll all Duds in the Pool. Rulebook pg. 27
Ploy A faction special ability enacted by spending a Ploy Token; resolved immediately when triggered. Rulebook pg. 27
Ploy Token A limited resource (equal to crew Tier) spent to use Ploys; crews start each game with one per Tier. Rulebook pg. 27
Radiation Token A Battlefield token that reduces Endurance of all models within 3" by 1 (minimum 1, cumulative); placed when a Rummage die shows a 10. Rulebook pg. 26
Rare Chems More powerful Chems found via the Rummage Action or Craft Chems Story Action; type determined by the Rare Chem Table. Rulebook pg. 103
Second Wind Standard Ploy — at the start of your Turn, choose an Exhausted model as your Active model and recover 1 Fatigue from it. Rulebook pg. 27
Standard Ploy One of several Ploys available to all crews regardless of faction: Teamwork, Second Wind, Lucky Break, and Gift-Wrapped Goods. Rulebook pg. 27
Teamwork Standard Ploy — enacted at the end of your Turn to immediately take another Turn with a different model. Rulebook pg. 27

Chems

Term Quick Reference Source
Jet Common Chem (15 Caps) — Recovers 1 Fatigue from any model before choosing an Active Model. Rulebook pg. 103
Nuka-Cola Common Chem (8 Caps) — increases a model's Control Area by 3" for the Turn. Rulebook pg. 103
Psycho Common Chem (6 Caps) — adds 2 Bonus Dice to an Attack Dice Pool. Rulebook pg. 103
Rad-X Common Chem (5 Caps) — lets a model ignore Radiation Token penalties for the Round. Rulebook pg. 103
Steady Common Chem (10 Caps) — increases the Active Model's Perception by 1 for one Ranged Attack. Rulebook pg. 103
Stimpak Common Chem (9 Caps) — Recovers up to 2 Harm from the Active Model. Rulebook pg. 103

Terrain

Term Quick Reference Source
Cover Concealment or protection provided to a model by a Minor or Major Terrain Feature, affecting attacks against it. Rulebook pg. 11
Decorative Terrain A purely aesthetic piece of terrain with no rules effect; can be moved aside or removed if it obstructs a model. Rulebook pg. 11
Major Terrain Large terrain pieces (buildings, ruins) that block Line of Sight and act as climbing obstacles. Rulebook pg. 10
Minor Terrain Smaller terrain pieces (walls, crates) that break up open ground and can make models Obscured. Rulebook pg. 10
Terrain Feature Any piece of scenery placed on the Battlefield, categorised as Major, Minor, or Decorative. Rulebook pg. 10

Campaign Concepts

Term Quick Reference Source
Absent The status of a model that is injured or captured and therefore unavailable for games but still counts toward Crew Limits. Rulebook pg. 32
Advantage Budget Caps available before a game (from Reputation difference plus a die roll) to buy temporary Advantages. Rulebook pg. 41
Bounty A reward placed on a specific enemy model via the Set Bounty Story Action; paid out to any crew that causes the target to die. Rulebook pg. 61
Caps The campaign currency; used to buy Chems, hire models, fund Advantage Budgets, and trade. Rulebook pg. 32
Captive A model captured by an enemy crew after failing their Aftermath roll; listed Absent on the owner's Crew Roster and in the captor's Captives section. Rulebook pg. 55
Champion Limit The maximum number of Champions allowed in a crew at a given Tier. Rulebook pg. 32
Facility A significant crumbling building within a crew's Home Turf that unlocks or improves specific Story Actions during the Story Phase. Rulebook pg. 30
Facility Limit The maximum number of Facilities a crew's Home Turf may have at a given Tier. Rulebook pg. 31
Hazard An environmental condition describing a crew's Home Turf that modifies terrain and adds special rules when the crew defends that location; also grants the Defender a unique Home Turf Ploy. Rulebook pg. 30
Hired Help Temporary Grunts purchased with the Advantage Budget; gain the Outsider Perk and are removed from the Crew Roster after the next Story Phase. Rulebook pg. 42
Home Turf A crew's base of operations, defined by a Hazard and one or more Facilities. Rulebook pg. 29
Legends of the Wasteland Named individual models available for temporary hire via the Advantage Budget, or permanently via the Aftermath/Ascension Tables. Rulebook pg. 42
Nomadic A crew without a settled Home Turf; loses 2 Reach per Story Phase (minimum 1) and cannot hold Hazard or Facility entries. Rulebook pg. 29
Outsider A perk held by Hired Help, Legends, and some Captive recruits; these models are not counted as permanent crew. Rulebook pg. 42
Overdog The crew with the higher Reputation in a game; often the Attacker in Raid scenarios. Rulebook pg. 36
Parts A Stash resource spent to modify weapons during the Modify Weapons Story Action. Rulebook pg. 32
Rating Limit The maximum total Rating a crew may spend during crew creation (250 standard, 300 if Nomadic). Rulebook pg. 32
Reach A campaign resource representing a crew's influence; spent to advance Tiers, build Facilities, and take certain Story Actions. Rulebook pg. 30
Reputation The total Rating of all non-Absent models in a crew; used to determine Underdog/Overdog and as the Advantage Budget base. Rulebook pg. 32
Rival An opposing crew recorded on a player's Story Sheet; tracking games against Rivals can trigger Annihilation or grant bonus Reach. Rulebook pg. 36
Scouting Points A campaign resource spent to modify deployment or take certain Story Actions; tracked globally in Reach Campaigns. Rulebook pg. 27
Stand-up Fight A mutual agreement to skip the Hazard roll and play on a Hazardless Wasteland Battlefield, forfeiting the ability to take the Settle Story Action afterward. Rulebook pg. 39
Stash A crew's stored Caps and Parts; tracked on the Story Sheet between games. Rulebook pg. 32
Tier A crew's progression level (1–3); determines Crew Limits, Ploy Tokens, Facility Limit, and Quest goals. Rulebook pg. 12
Underdog The crew with the lower Reputation in a game; often benefits from Advantage Budget bonuses. Rulebook pg. 36
Underground A state a crew with the Tunnels Facility can enter instead of becoming Nomadic; requires the Surface Story Action to exit. Rulebook pg. 31
Upgrade Limit The maximum number of Upgrades any single model may have at a given Tier. Rulebook pg. 58

Facilities

Term Quick Reference Source
Chem Lab Facility — enables the Craft Chems Story Action. Rulebook pg. 31
Comfortable Quarters Facility — allows re-rolling dice on Training Tables and grants 1 XP for matching Training Table rolls. Rulebook pg. 31
Factory Facility — allows already-modified weapons to be modified again during Modify Weapons. Rulebook pg. 31
Food Store Facility — allows a roll on the Nourishment Table when recruiting new models. Rulebook pg. 31
Infirmary Facility — adds a Bonus Die to Recuperate Tests and allows healing multiple Penalized stats per Hit. Rulebook pg. 31
Lookout Facility — adds 4 Bonus Dice to the Scout Test during Scout Story Actions. Rulebook pg. 31
Monument Facility — grants 1 Reach at the end of each Story Phase. Rulebook pg. 31
Trader Outpost Facility — increases Caps earned per Hit during Barter from 3 to 4. Rulebook pg. 31
Tunnels Facility — allows the crew to go Underground instead of becoming Nomadic. Rulebook pg. 31
Unopened Vault Facility — allows the Open Vault Story Action. Rulebook pg. 31

Story Phase

Term Quick Reference Source
Aftermath Table The post-game recovery table rolled for each Incapacitated model; Grunts and Champions use different columns. Rulebook pg. 55
Ascend into Legend The conclusion of a crew that has finished all Tier 3 Goals; the crew Disbands and its Champions roll on the Ascension Table. Rulebook pg. 45
Ascension Ability A campaign-wide bonus unlocked when a crew completes its Tier 3 Quest and Ascends into Legend; usable by any crew of the same Faction in the campaign. Rulebook pg. 45
Captured A campaign state in which a model has been taken by an opposing crew; the model is Absent until released via Negotiate Release or the Rescue Objective. Rulebook pg. 55
Disband What happens to a crew when it Ascends into Legend — the Crew Roster is removed and Champions roll on the Ascension Table. Rulebook pg. 45
Goal An individual progress target within a Quest; marked when its Progress Condition is met. Rulebook pg. 56
Innate Perk A Perk a model has from creation; cannot be chosen via Upgrades and has no S.P.E.C.I.A.L. minimum. Rulebook pg. 108
Out to Pasture A voluntary action during the Story Phase to permanently remove a model from the Crew Roster. Rulebook pg. 55
Perk A special ability gained at the 2nd, 4th, 6th, and 8th Upgrade, or held Innately; chosen from the Perks list based on S.P.E.C.I.A.L. requirements. Rulebook pg. 58
Progress Condition The event or achievement that earns a mark in a Goal's progress boxes. Rulebook pg. 56
Progression Ability A bonus activated each time a crew advances a Tier; specific to the chosen Quest Line. Rulebook pg. 56
Quest One Tier's worth of Goals within a Quest Line; completing all Goals allows the crew to advance a Tier. Rulebook pg. 56
Quest Goal A specific objective within a Quest Tier that tracks crew progress via Progress Conditions and Progress boxes; completing it earns 1 XP. Rulebook pg. 56
Quest Line A crew's chosen narrative arc (selected after the first game), broken into three Tiers of Goals. Rulebook pg. 56
Quest Tier One of three progressive stages of a crew's Quest Line; each Tier contains Goals to complete before the crew can advance and unlock the next Tier's content. Rulebook pg. 56
Resting Up A Serious Injury outcome placing a model Absent for the next game. Rulebook pg. 55
Serious Injury A lasting wound result from the Aftermath Table that penalizes one of a model's S.P.E.C.I.A.L. stats until removed via Recuperate. Rulebook pg. 55
Serious Injury Table A die-roll table consulted when the Aftermath Table produces a Serious Injury result; applies a Penalized Statistic or Resting Up. Rulebook pg. 55
Story Action An activity a crew may perform during the Story Phase; three may be taken per Story Phase (more if lower Tier). Rulebook pg. 57
Story Phase The post-game sequence in which both players resolve game outcomes, treat wounded models, clear Advantages, advance Quests, and take Story Actions. Rulebook pg. 52
Upgrade A model improvement gained via Crew Training (increasing a S.P.E.C.I.A.L. stat or gaining a Perk); each costs XP based on existing Upgrades. Rulebook pg. 58
Wiped Out What happens to a crew that is Annihilated — Champions roll on the Annihilation Table and the Roster is removed. Rulebook pg. 45
XP Experience Points — a campaign resource earned from games, Quest Goals, and special achievements; spent during Crew Training to Upgrade models. Rulebook pg. 54

Story Actions

Term Quick Reference Source
Barter Story Action — make a Charisma test (3C + Reach Bonus Dice) to add Caps to the Stash. Rulebook pg. 57
Captive Story Action A faction-specific Story Action for dealing with Captives (Judge, Devour, Redeem, Sell, etc.). Rulebook pg. 62
Craft Chems Story Action — requires Chem Lab; make an Intelligence test to produce Common and Rare Chems. Rulebook pg. 57
Crew Training Story Action — spend XP to Upgrade models and potentially gain Perks. Rulebook pg. 58
Expand Story Action — spend 2 Reach to roll on the Facility Table and add a new Facility to Home Turf. Rulebook pg. 59
Migrate Story Action — crew voluntarily becomes Nomadic and rolls for bonus Caps. Rulebook pg. 59
Modify Weapons Story Action — spend Parts to apply Weapon Modifications, increasing a model's Rating. Rulebook pg. 59
Negotiate Release Story Action — negotiate with the capturing crew for the return of a Captive model. Rulebook pg. 61
Open Vault Story Action — requires Unopened Vault Facility; make an Intelligence test to roll on the Vault Table. Rulebook pg. 59
Recruit Story Action — spend Caps to add new models from the Faction List; free if Reputation is under 200. Rulebook pg. 60
Recuperate Story Action — make an Endurance test to remove Penalized Statistics from an injured model. Rulebook pg. 60
Scout Story Action — make a Perception test to gain Scouting Points; failure marks the model Absent. Rulebook pg. 60
Set Bounty Story Action — spend Reach to place a Caps bounty on a specific enemy model. Rulebook pg. 61
Settle Story Action — a Nomadic crew that met the requirements claims a new Home Turf with a Facility. Rulebook pg. 60
Surface Story Action — requires Tunnels Facility and Underground status; spend 2 Reach to resurface. Rulebook pg. 60

Objectives

Term Quick Reference Source
Annihilated The fate of a crew that Retreats or is entirely Incapacitated during an Annihilation or Ascension game; the Crew Roster is removed and Champions roll on the Annihilation or Ascension Table. Rulebook pg. 45
Annihilation The Objective triggered when two rival crews have played five games against each other; no Round limit, game ends when one crew is wiped out or retreats. Rulebook pg. 45
Ascension The Objective triggered when a crew completes all Tier 3 Quest Goals; a six-Round game with upgraded rewards and Epilogue outcomes. Rulebook pg. 44
Attacker The crew designated as the aggressor for a given game, as specified by the Objective rules (e.g., the Overdog in Raids, the crew that completed Tier 3 in Ascension). Rulebook pg. 44
Contested An Objective Token or Search Token is Contested when models from more than one crew are within Proximity of it. Rulebook pg. 46
Defender The crew designated as the defending side for a given game; typically the Underdog or the crew that did not trigger the Objective. Rulebook pg. 44
Duellist A model designated for the Duel Objective; special combat restrictions apply during the Duel. Rulebook pg. 49
Exclusive Objective A Wasteland Objective (8: Secure a Vault, 9: Ambush, or 10: Duel) of which only one may be in play per game. Rulebook pg. 49
Objective The overarching mission for a game; determines scoring, XP, and Story Outcomes. Rulebook pg. 36
Raid An Objective type where the Attacker raids the Defender's Home Turf; includes Pillage, Assault, Occupy, and Rescue. Rulebook pg. 37
Story Outcomes The results and rewards resolved at the end of a game based on Objective outcomes; processed in Step 1 of the Story Phase. Rulebook pg. 37
Uncontested An Objective Token or Search Token is Uncontested for a player if only Friendly models are within Proximity of it. Rulebook pg. 44
Vault Table A random rewards table rolled when a crew opens a Vault during a game or via the Open Vault Story Action. Rulebook pg. 54
Wasteland Encounter An Objective type played in neutral territory; both players roll for Objectives from the Wasteland table. Rulebook pg. 38

Campaign Types

Term Quick Reference Source
Control The campaign resource competed for in Control Campaigns; crews attempt to hold key locations to accumulate Control. Folio pg. 9
Control Campaign A simpler campaign mode in which crews compete for Control of key strategic locations, without Home Turf or Facility building. Folio pg. 9
Control Limit The maximum amount of Control a crew can hold at one time; Tier 1: 5, Tier 2: 10, Tier 3: 15 for Rulebook crews. Folio pg. 9
Location A named strategic point tracked in Control Campaigns; crews accrue Scouting Points and Control per Location. Folio pg. 9
Reach Campaign The standard campaign mode from the Rulebook; crews compete for Reach and advance through Quest Tiers while building their Home Turf. Folio pg. 9
Subfaction An optional variant of a Faction List that replaces certain elements (Weapon Sets, Ploys, models) while keeping others the same. Folio pg. 17

Companions

Term Quick Reference Source
Animal Friend A Perk that lets a model deploy a Dog as a Friendly model at the start of a game; the Dog is removed at the end of the game. Folio pg. 135
Automatron Perk A special upgrade available to robot models; each grants a unique weapon, rule, or new Ploy rather than a stat increase. Folio pg. 136
Burrowing Innate Perk — used by burrowing Companions; grants specific underground-movement rules. Folio pg. 100
Companion A secondary model attached to a Champion via a Companion Perk; Absent when the Champion is Absent, never rolls on the Aftermath Table. Folio pg. 97
Creature Companion An animal Companion (Brahmin, Deathclaw, Mongrel, Yao Guai, etc.) attached to a Champion with the Creature Tamer Perk. Folio pg. 100
Creature Tamer A Companion Perk taken for free when recruiting a Champion; adds one Creature Companion to the crew. Folio pg. 97
Robot Companion A machine Companion (Eyebot, Mr. Handy, Protectron, Securitron, etc.) attached to a Champion with the Roboteer Perk. Folio pg. 98
Roboteer A Companion Perk taken for free when recruiting a Champion; adds one Robot Companion to the crew. Folio pg. 97
Self-Destruct Innate Perk — when this model is Incapacitated, it explodes, dealing damage to nearby models. Folio pg. 136
Swarm Innate Perk — used by insect Companions; grants specific swarm-movement rules. Folio pg. 100

Tournament Play

Term Quick Reference Source
C.O.M.P. Kit The tournament rules framework (Competition Organization and Management Protocols); introduces tournament-specific rules not used in campaigns. Folio pg. 7