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Prepare to Battle

Nine-step pre-game setup sequence for the Reach Campaign. Each step links to the full rules page. ^Setting Up a Game^


1. Choose Rivals

Record the match on your Story Sheet. The Underdog has the lower Reputation; the Overdog has the higher. Tied Reputation: Roll Off.

  • New Rival: Both add each other to Rivals section, tick first box, both gain 1 Reach.
  • Existing Rival: Tick the next box. If fewer ticks than any other Rival, gain 1 Reach.
  • 5th game vs. same Rival: Annihilation triggers in Step 4.

2. Nominate Leader

Each crew selects a non-Absent model with Natural Leader. If none available:

  1. Absent Natural Leader → select a Champion (or Grunt if no Champion).
  2. No Natural Leader in crew → select a Champion (gains Natural Leader for this game; no Rating change).
  3. If Underdog has no Natural Leader → may hire a Legend with Natural Leader in Step 8.

3. Create Deployment Pool & Round Tracker

Place 4 Round Tracker Tokens beside the Battlefield. Place 2 Search Tokens in the Deployment Pool.


4. Determine Objectives

Check Annihilation and Ascension triggers first. Otherwise, Overdog rolls on the Raid Table. ^Objectives^

Raid Table

Score Result Notes
1–2 Overdog Raid Overdog is Attacker; game on Underdog's Home Turf. If Underdog is Nomadic → Wasteland Encounter instead.
3–5 Wasteland Encounter Both players roll on Wasteland Objectives Table (re-roll Overdog ties). Overdog may spend 2 Scouting Points to convert to a Raid as Attacker.
6–8 Wasteland Encounter Both players roll on Wasteland Objectives Table (re-roll Overdog ties). Underdog may spend 2 Scouting Points to convert to a Raid as Attacker.
9–10 Underdog Raid Underdog is Attacker; game on Overdog's Home Turf. If Overdog is Nomadic → Wasteland Encounter instead.

If Raid: Attacker chooses one Raid Objective. ^Raid Objectives^

Raid Objective Requirement
Pillage
Assault
Occupy
Rescue Defender must hold Captives from Attacker's crew

If Wasteland Encounter: Both players (Underdog first) each roll on the Wasteland Objectives Table. Overdog re-rolls ties. Either player may spend 1 Scouting Point to re-roll their own die. ^Wasteland Objectives^

If Annihilation: 5th game vs. same Rival. Overdog is Attacker; game on Underdog's Home Turf (or Wasteland if Nomadic). ^Annihilation^

If Ascension: Either/both crews completed their Tier 3 Goals. One crew only: that crew is Attacker. Both crews: Underdog is Attacker. Always in Wasteland. ^Ascension^


5. Determine Hazards

^Hazards^

  • Home Turf game: Use the Hazard on the Home Turf crew's Roster.
  • Wasteland game: Underdog rolls on the Hazard Table (may spend 1 Scouting Point to re-roll once).
  • Stand-up Fight: Both players agree to play with no Hazard (Settle Story Action unavailable afterwards).
  • Home Turf Ploy: Defender gains a unique Ploy from their Hazard (not if Nomadic).

Hazard Table

Score Hazard
1 Irradiated
2 Minefield
3 Bog
4 Security Turrets
5 Low Visibility
6 Barren
7 City Ruins
8 Unstable Fuel
9 Harrowed
10 Choose any Hazard

6. Set Up the Battlefield

  1. Major Terrain: Underdog places first, then alternate. All pieces ≥ 3" apart. Aim for 4–6 pieces total.
  2. Minor Terrain: After all Major Terrain, alternate placing up to 2 pieces each. No spacing restrictions.
  3. Decorative Features: Optional; no rules impact.
  4. Place Deployment Pool Tokens: Alternate placing tokens. First of a type: within 6" of center. Subsequent of same type: ≥ 6" from any same-type token, within 9" of at least one same-type token.

Some Hazards and Objectives modify terrain setup.


7. Prepare Crews

Set aside Absent models. Players may declare models Sitting Out (minimum: half of Crew Roster, rounding down, must play). Overdog declares Sitting Out first.


8. Prepare Advantages

Build your budget:

  1. +10 Caps per 10-point Reputation difference (Underdog only, rounded down).
  2. Each player rolls 1 die → add result in Caps.
  3. Each player may add any Caps from their Stash.
  4. Defender is Underdog in an Ascension game → double total budget.

Spend budget secretly:

Purchase Cost Effect
Bonus Ploy 50 Caps +1 Ploy Token in Step 9 (max 3 total)
Rad-X 5 Caps Ignore Radiation effects
Psycho 6 Caps +2 Bonus Dice on one Attack Test
Nuka-Cola 8 Caps +3" Control Area temporarily
Stimpak 9 Caps Recover up to 2 Harm
Steady 10 Caps +1 Perception for one Attack Test
Jet 15 Caps Recover 1 Fatigue
Hired Help Rating Caps Temp Grunt from Faction List (max 2 of same Class+Weapon); gains Outsider Perk; removed in Story Phase
Legend of the Wasteland Rating Caps If available in campaign; gains Outsider Perk; removed in Story Phase

Max 3 doses per Chem per game. Unspent budget Caps are lost when Step 9 begins.


9. Starting Positions

  1. Both players reveal purchases.
  2. If Objective did not name an Attacker → Underdog is Attacker.
  3. Attacker picks a corner as their Setup Area (extends 15" from that corner). Deploy all non-Absent, non-Sitting Out models within it.
  4. Defender deploys in the opposite corner (same 15" rule).
  5. Each player gains Ploy Tokens equal to crew Tier (+1 per Bonus Ploy purchased; max 3).
  6. Attacker gains the Initiative Token and takes the first Turn.
  7. Both players may spend Scouting Points to Reposition models.