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:
- Absent Natural Leader → select a Champion (or Grunt if no Champion).
- No Natural Leader in crew → select a Champion (gains Natural Leader for this game; no Rating change).
- 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
- Major Terrain: Underdog places first, then alternate. All pieces ≥ 3" apart. Aim for 4–6 pieces total.
- Minor Terrain: After all Major Terrain, alternate placing up to 2 pieces each. No spacing restrictions.
- Decorative Features: Optional; no rules impact.
- 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:
- +10 Caps per 10-point Reputation difference (Underdog only, rounded down).
- Each player rolls 1 die → add result in Caps.
- Each player may add any Caps from their Stash.
- 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
- Both players reveal purchases.
- If Objective did not name an Attacker → Underdog is Attacker.
- Attacker picks a corner as their Setup Area (extends 15" from that corner). Deploy all non-Absent, non-Sitting Out models within it.
- Defender deploys in the opposite corner (same 15" rule).
- Each player gains Ploy Tokens equal to crew Tier (+1 per Bonus Ploy purchased; max 3).
- Attacker gains the Initiative Token and takes the first Turn.
- Both players may spend Scouting Points to Reposition models.