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Wasteland Raiders — Demo Crew

Wasteland Raiders 151 pts
Boss Champion, Leader 40 pts
S5
P5
E6
C5
I5
A5
L3
H
Perks: Natural Leader, Personal Stash, Power Armor
WeaponTypeRangeTestTraitsCritical
.44 PistolPistol14"4AAim (+1)Pierce
MacheteMelee4SMaim
Butcher Champion 45 pts
S5
P5
E5
C4
I4
A5
L2
H
Perks: Power Armor, Sticky Fingers
WeaponTypeRangeTestTraitsCritical
FlamerHeavy6"4SArea (2"), CQBIgnite (3)
Scavver ×2 Grunt 16 pts each
S3
P4
E4
C3
I3
A3
L2
H
Perks:
WeaponTypeRangeTestTraitsCritical
Short Hunting RifleRifle14"3PPierce
Psycho ×2 Grunt 17 pts each
S4
P3
E4
C3
I3
A4
L2
H
Perks:
WeaponTypeRangeTestTraitsCritical
Pipe RevolverPistol12"3AAim (+1), CQBPierce
Baseball BatMelee3SWind UpSuppress (1)
Perks
Natural LeaderFriendlies in Control Area may use your Intelligence.RB 108
Power ArmorCannot Suffer Fatigue. Harm Limit 4. Immune to Radiation.RB 109
Personal StashReduce Common Chem costs by 3 Caps.RB 108
Sticky FingersWhen finding a Chem via Rummage, add a second Chem with cost ≤ total dice result.RB 109
Weapon Traits
Aim (+X)Take Fatigue to add X Bonus Dice to the attack pool.Folio pg. 132
Area (X")Target a point; all models within X" are hit. Single test, no Bonus Dice.Folio pg. 132
CQBCannot target models beyond Effective Range.Folio pg. 132
Wind UpGain 2 Bonus Dice (instead of 1) when moving into Engagement this Turn.Folio pg. 133
Critical Effects
PierceTarget's Endurance treated as 1 lower (min 1).Folio pg. 130
MaimTarget suffers 1 Harm.Folio pg. 130
Ignite (X)Opponent rolls X dice; each above target's Agility adds 1 Damage.Folio pg. 130
Suppress (X)Opponent rolls X dice; any above target's Intelligence → target Suffers 1 Fatigue.Folio pg. 131

Round Structure

The game lasts 4 Rounds. Each Round:

  1. Player with Initiative Token activates first.
  2. Players alternate activating one non-Exhausted model at a time.
  3. Each model takes one or more Actions per Turn.
  4. Continue until all models have activated.
  5. End of Round: remove all Fatigue tokens; first player to Pass takes the Initiative Token; advance Round tracker.

Each Action costs 1 Fatigue. A model with 2 Fatigue is Exhausted.

Actions

Unengaged
Get MovingMove up to 8" (or 12" if Hurrying — take extra Fatigue).
Open FireMake a Ranged Attack.
Patch UpRecover 2 Harm from yourself.
Engaged
BrawlMake a Melee Attack.
Back OffMove up to 3" to leave Engagement.

Models cannot take the same Action twice in one Turn (except with the Fast weapon trait).

Making an Attack

Ranged

  • Target must be Visible — trace line to any part of the model.
  • Wide Open (all parts visible): +1 Bonus Die.
  • Outside Effective Range: attack is Unlucky (no Luck dice, no Bonus Dice).
  • +1 Bonus Die per Harm on target.

Melee

  • +1 Bonus Die if moved into Engagement this Turn.
  • +1 Bonus Die per Harm on target.
  • +1 Bonus Die per other Friendly Engaged with target.

Damage

Compare total Hits to the target's Endurance (E):

HitsResult
Less than E1 Harm
Equal to E or more1 Injury + 1 Harm
Double E or moreIncapacitated

Harm Limit: 3 (or 4 with Power Armor / Burly). Harm beyond the limit → 1 Injury.

Injury: mark one H circle. When all H circles are filled, model is removed from the battlefield. Grunts have 1 circle — one Injury takes them out.

Dice

  1. Create Pool: dice count from the test notation (e.g. the "4" in "4S"), replacing up to L with Luck dice.
  2. Add Bonus Dice (Wide Open, Aim, etc.).
  3. Roll: each die ≤ Test stat = Hit; all others = Dud.
  4. Remove Duds.
  5. Fortune Smiles: each remaining Luck Die → roll 1 extra die.
  6. Count Hits. Trigger Critical Effect if any Luck Die remains.

Fatigue

Taking Fatigue: most Actions add 1 Fatigue token to the model.

Exhausted: 2 Fatigue tokens → model cannot be activated this Round.

Recovering Fatigue: all tokens removed at the end of each Round.