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Vocabulary

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


Model Profile

Term Quick Ref Source
S.P.E.C.I.A.L. A model's seven core statistics: Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck. Each is a value from 1–9 (Luck 1–5) and drives test pools. RB pg. 14
Strength (S) S.P.E.C.I.A.L. stat — governs melee attacks and some perks. RB pg. 14
Perception (P) S.P.E.C.I.A.L. stat — governs ranged attacks, scouting, and visibility-based tests. RB pg. 14
Endurance (E) S.P.E.C.I.A.L. stat — governs damage resistance and recovery tests. RB pg. 14
Charisma (C) S.P.E.C.I.A.L. stat — governs Control Area size, barter, and social tests. RB pg. 14
Intelligence (I) S.P.E.C.I.A.L. stat — governs Confusion resistance, crafting, and technical tests. RB pg. 14
Agility (A) S.P.E.C.I.A.L. stat — governs movement and some special abilities. RB pg. 14
Luck (L) S.P.E.C.I.A.L. stat — determines how many dice in a pool are Lucky Dice; max value 5. RB pg. 15
Health (♥) The number of Injuries a model can sustain before being Incapacitated. Separate from the seven S.P.E.C.I.A.L. stats. RB pg. 14
Harm Limit The maximum Harm a model can hold; equal to its Endurance. Harm beyond this limit causes an Injury. RB pg. 22
Rating The point cost of a model with a specific Weapon Set. Used to calculate Reputation and to purchase models. RB pg. 14
Model Class A model's role category: Leader, Champion, or Grunt. Determines crew limits and Aftermath Table column. RB pg. 14
Leader A Champion with the Natural Leader perk who leads a crew on the battlefield; every crew must field exactly one. RB pg. 36
Champion An elite model class; subject to Champion Limits and rolls on the Champion column of the Aftermath Table. RB pg. 14
Grunt A standard model class; up to five Grunts allowed per Champion in the crew. RB pg. 14
Profile The complete stats, perks, and weapon information for a model as recorded on the Crew Roster. RB pg. 14
Training Path A faction-specific Upgrade table used during Crew Training; some factions have multiple paths per model type. RB pg. 68

Dice & Tests

Term Quick Ref Source
Dice Pool The set of dice rolled for a test; built from the relevant S.P.E.C.I.A.L. stat value, plus any Bonus Dice. RB pg. 15
Hit A die result that meets or beats the target number (set by the test). Hits count successes. RB pg. 15
Dud A die that rolls a 1; Duds can never be Hits and cannot be re-rolled unless a rule explicitly allows it. RB pg. 15
Lucky Die A golden die in the pool; a Lucky Die scoring a Hit also triggers a Critical Effect. Number of Lucky Dice equals the model's Luck stat. RB pg. 15
Standard Die Any non-Lucky Die in a Dice Pool; Hits count normally but do not trigger Critical Effects. RB pg. 15
Fortune Smiles When all Lucky Dice in a pool score Hits, the result is exceptional — some rules trigger on this outcome. RB pg. 15
Critical Effect A weapon's special bonus triggered when a Lucky Die scores a Hit on an Attack test. RB pg. 15
Unlucky Test A roll where every die in the pool scores a Dud; treated as an automatic failure with additional consequences. RB pg. 16
Roll Off Both players roll a die; highest result wins the tie (re-roll on a further tie). RB pg. 16
Re-roll Roll one or more dice again, replacing the previous result(s). RB pg. 16
Bonus Die An extra die added to a Dice Pool beyond the base stat value. RB pg. 16
Pass / Fail A test Passes if it scores at least one Hit; it Fails if it scores no Hits. RB pg. 15

Positioning

Term Quick Ref Source
Engagement / Engaged Two models from opposing crews that are in base-to-base contact; engaged models have restricted actions. RB pg. 18
Proximity A 1" area surrounding an Unengaged model; enemy models cannot voluntarily enter without moving into full Engagement. RB pg. 18
Control Area An area extending from a model's base equal to its Charisma in inches; used for Movement Orders and Supporting Fire. RB pg. 19
Base Contact Two models touching bases; required for Engagement and for interacting with some tokens. RB pg. 18
Unengaged A model not currently in base-to-base contact with any enemy model. RB pg. 18
Crossing Gaps Rules for moving over gaps between terrain features; models may cross gaps up to 1" wide. RB pg. 19
Elevation Height above the battlefield surface; models 2" or more higher than their target gain a Bonus Die on ranged attacks. RB pg. 19
Line of Sight A clear visual path from attacker to target; blocked by terrain or Obscuring models. RB pg. 20
Visibility Range In Low Visibility games, the maximum distance at which a model can target enemies (2 × Perception in inches). RB 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. RB pg. 20
Obscured Visibility state where another model from the same crew blocks part of the target; ranged attacks cannot be made. RB pg. 20

Fatigue

Term Quick Ref Source
Fatigue A resource representing a model's weariness; accumulated by performing actions and used as a cost for special abilities. RB pg. 21
Weary A model that has 1 or 2 Fatigue; can still act normally. RB pg. 21
Exhausted A model with 3 Fatigue; cannot be selected as the Active Model unless all other models in the crew are also Exhausted. RB pg. 21
Take Fatigue Voluntarily add 1 Fatigue to a model (e.g., to use Aim or Hurry). RB pg. 21
Suffer Fatigue Have Fatigue added by an external effect (e.g., a weapon's Suppress Critical Effect or a failed Confusion Test). RB pg. 21
Recover Fatigue Remove 1 or more Fatigue from a model (e.g., via the Patch Up Action or a Chem). RB pg. 21

Damage

Term Quick Ref Source
Harm Minor accumulated damage; a model gains Harm up to its Harm Limit, after which additional Harm causes Injuries. RB pg. 22
Injury Serious damage marked in a model's Injury box; a model is Incapacitated when its Injuries equal its Health. RB pg. 22
Incapacitation Occurs when Injuries equal Health or from a single large damage burst; model is removed from play and rolls on the Aftermath Table. RB pg. 22
Confusion A test (2I) triggered when a friendly model is Incapacitated within a model's Control Area; failure causes the model to flee or Take Fatigue. RB pg. 22
Excess Harm Harm that cannot be held because the model is at its Harm Limit; excess Harm causes Injuries instead. RB pg. 22
Inflict Damage The step in an attack where Hits are converted into Harm and Injuries against the target model. RB pg. 23
Effective Range The maximum distance at which a ranged weapon can target; attacks beyond this are Unlucky Tests. RB pg. 24
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. RB pg. 55

Game Structure & Actions

Term Quick Ref Source
Round A complete cycle of turns; most games last four Rounds, tracked with Round Tracker Tokens. RB pg. 8
Turn One player's activation of a single model (the Active Model) to perform Actions. RB pg. 8
Active Model The model currently performing its Turn; selected at the start of each Turn. RB pg. 8
Active Player The player whose Turn it currently is. RB pg. 8
Pass A player declines to activate a model; initiative passes to the opponent. RB pg. 9
Initiative Token A physical marker showing which player acts first; the player holding it starts the first Turn each Round. RB pg. 42
Round Tracker Token A token placed beside the battlefield to count Rounds; one is removed at the end of each Round. RB pg. 36
Deployment Pool The collection of tokens added during Preparing to Play that will be placed on the battlefield. RB pg. 36
Setup Area A 15" corner zone where a crew deploys its models at the start of a game. RB pg. 42
Sitting Out A model declared inactive before a game; it cannot participate but may still take part in the Story Phase. RB pg. 41

Core Actions

Term Quick Ref Source
Get Moving A model moves up to 6"; may instead issue Movement Orders to models in its Control Area. RB pg. 9
Movement Orders Instructions given to one or more models within the Active Model's Control Area, moving each up to 4". RB pg. 9
Hurrying Taking Fatigue during a Get Moving Action to move an additional 2". RB pg. 9
Open Fire A ranged attack action against a Visible target within Effective Range. RB pg. 10
Supporting Fire A bonus that lets a Friendly model within the Active Model's Control Area add 1 die to an Open Fire Pool. RB pg. 10
Brawl A melee attack action against an Engaged enemy model. RB pg. 11
Makeshift Weapon An improvised melee attack (2S) available to any model, used when making a Brawl without a melee weapon. RB pg. 11
Patch Up An action to Recover 1 Harm from any Friendly model within 1"; costs 1 Fatigue. RB pg. 12
Back Off An action for an Engaged model to break away 3" from its opponent(s) without triggering a free attack. RB pg. 12
Rummage An action for a model in Base Contact with a Search Token to search for resources (Caps, Parts, or Chems). RB pg. 13
Reposition Spending Scouting Points before a game begins to move models within the Setup Area. RB pg. 27
Retreat A player voluntarily removes their crew from the battlefield, ending the game. RB pg. 13

Tokens

Term Quick Ref Source
Search Token A marker placed on the battlefield that models can Rummage at to find resources. RB pg. 13
Objective Token A marker representing a scored location for certain Objective rules. RB pg. 44
Radiation Token A hazard marker; models within 3" at the end of their Turn lose 1 Endurance for tests until the start of the next Round. RB pg. 26
Ploy Token A limited resource spent to use Ploys; crews start each game with Tokens equal to their Tier. RB pg. 27

Weapon Traits

Term Quick Ref Source
Aim (+X) Take Fatigue when creating the attack Dice Pool to add X Bonus Dice. RB pg. 102
Area (X") Target a point rather than a model; all models within X" of the point are targeted by a single attack roll. RB pg. 102
Big Swing (X") Take Fatigue to increase the weapon's Effective Range by X" for one attack. RB pg. 102
Bladed Adds a Bonus Die when using a Makeshift Weapon in melee. RB pg. 102
CQB (Close-Quarters Battle) Weapon cannot target models outside its listed Effective Range. RB pg. 102
Crackshot (X) After Inflict Damage, Take Fatigue to have the target Suffer X Harm; cannot cause Excess Harm. Errata Q2 2026
Creative Projectiles Spend Parts when attacking to increase the Test value and Critical Effect of the weapon. RB pg. 102
Distress Signal Grants a special action to move a Friendly model up to 2". RB pg. 102
Duel A model Engaged with a model carrying this weapon cannot use the Back Off Action. FO pg. 132
Fast A model may make up to two Open Fire or Brawl Actions in one Turn, both using this weapon. RB pg. 102
Irradiate Places a Radiation Token on or near the target after the attack resolves. RB pg. 102
Non-Lethal This weapon can never inflict an Injury, whether via Damage or Excess Harm. FO pg. 132
One & Done After one use, this weapon cannot be fired again this game. RB pg. 102
Overwhelm When another Friendly model makes a Brawl Action, add 1 Bonus Die to the Pool if this model is also Engaged with the target. FO pg. 132
Pulse Hits every model currently Engaged with the attacker; single attack roll, no Bonus Dice, damage resolved separately for each. FO pg. 132
Running Shot Can be used during movement (specific weapon-level rule). FO
Selective Fire (X) Choose one of the listed alternative Traits before rolling the attack. RB pg. 102
Silenced After Inflict Damage, the attacking model may move up to 2" without entering enemy Proximity. FO pg. 132
Slow This weapon may only be used once per Round. RB pg. 102
Storm (X) Add X Bonus Dice to the attack pool if the target is within half the weapon's Effective Range. RB pg. 102
Unwieldy (X) If the attacking model's Strength is below X, the Dice Pool cannot receive Bonus Dice. RB pg. 102
Wind Up Add 2 Bonus Dice (instead of 1) if the Active Model moved into Engagement with the target this Turn. RB pg. 102

Critical Effects

Term Quick Ref Source
Pushback (X) Roll X dice after damage; each die higher than the target's Strength moves it 1" away. RB pg. 101
Tranquilize (X) Roll X dice after damage; results higher than Endurance cause Harm (Injuries on excess); Incapacitation from this rolls a Clean Bill of Health. RB pg. 101
Ignite (X) Roll X dice at the start of damage; results higher than the target's Agility each add 1 to the Damage inflicted. RB pg. 101
Maim The target suffers 1 additional Harm after the Inflict Damage step. RB pg. 101
Meltdown Target makes a Meltdown Test (2E); if Hits scored are fewer than current Harm, the target suffers an Injury. RB pg. 101
Pierce During Inflict Damage, treat the target's Endurance as 1 lower (minimum 1). RB pg. 101
Poison (X) Roll X dice after damage; results higher than Endurance each cause 1 Harm (Excess Harm causes Injuries). RB pg. 101
Haul (X) Roll X dice after damage; each die equal to or lower than the attacker's Strength moves the target 1" directly toward the attacker. FO pg. 130
Showstopper If damage dealt equals or exceeds the target's Endurance, any Excess Harm causes an Injury (rather than being capped). FO pg. 130
Seize After Inflict Damage, the attacker makes a free Back Off Action (no Fatigue); then the target is moved into Base Contact with the attacker. FO pg. 130
Suppress (X) Roll X dice after damage; if any result exceeds the target's Intelligence, it Suffers 1 Fatigue. RB pg. 101

Chems

Term Quick Ref Source
Chems One-use consumables purchased before games or found via Rummage; each dose is tracked on the Crew Roster with up to three doses per type per game. RB pg. 25
Common Chems Chems available for purchase before any game via the Advantage Budget (Rad-X, Psycho, Nuka-Cola, Stimpak, Steady, Jet). RB pg. 41
Rare Chems More powerful Chems found via the Rummage Action or Craft Chems Story Action; type determined by the Rare Chem Table. RB pg. 103
Rad-X Common Chem (5 Caps) — lets a model ignore Radiation Token penalties for the Round. RB pg. 103
Psycho Common Chem (6 Caps) — adds 2 Bonus Dice to an Attack Dice Pool. RB pg. 103
Nuka-Cola Common Chem (8 Caps) — increases a model's Control Area by 3" for the Turn. RB pg. 103
Stimpak Common Chem (9 Caps) — Recovers up to 2 Harm from the Active Model. RB pg. 103
Steady Common Chem (10 Caps) — increases the Active Model's Perception by 1 for one Ranged Attack. RB pg. 103
Jet Common Chem (15 Caps) — Recovers 1 Fatigue from any model before choosing an Active Model. RB pg. 103

Ploys

Term Quick Ref Source
Ploy A faction special ability enacted by spending a Ploy Token; resolved immediately when triggered. RB pg. 27
Ploy Token A limited resource (equal to crew Tier) spent to use Ploys; maximum of three per game. RB pg. 27
Standard Ploy A universal Ploy available to all factions (listed in the core rules). RB pg. 27
Gift-Wrapped Goods Standard Ploy — place a Search Token within 6" of a Friendly model before the first Round. RB pg. 27
Scouting Points A campaign resource (tracked per Location in Control Campaigns or globally in Reach Campaigns) spent to modify dice rolls during setup or Story Actions. RB pg. 27

Terrain

Term Quick Ref Source
Major Terrain Large terrain pieces (buildings, ruins) that block Line of Sight and act as climbing obstacles. RB pg. 10
Minor Terrain Smaller terrain pieces (walls, crates) that provide Obscured cover but don't fully block movement. RB pg. 10
Decorative Terrain Cosmetic terrain with no rules effect. RB pg. 40
Battlefield The play surface on which a game is conducted. RB pg. 10

Campaign Concepts

Term Quick Ref Source
Reputation The total Rating of all non-Absent models in a crew; used to determine Underdog/Overdog and as the Advantage Budget base. RB pg. 32
Rating Limit The maximum total Rating a crew can spend when creating it (250 for standard crews; 300 for Nomads). RB pg. 32
Caps The campaign currency; used to buy Chems, hire models, fund Advantage Budgets, and trade. RB pg. 32
Parts A Stash resource spent to modify weapons during the Modify Weapons Story Action. RB pg. 32
Stash A crew's stored Caps and Parts; tracked on the Story Sheet between games. RB pg. 32
Reach A campaign resource representing influence; spent to advance Tiers, build Facilities, and take certain Story Actions. RB pg. 30
Home Turf A crew's base of operations; defined by a Hazard and one or more Facilities. RB pg. 29
Hazard An environmental condition applied to a game; if on Home Turf it also grants the Defender a unique Ploy. RB pg. 39
Facility A Home Turf feature that improves or unlocks specific Story Actions; up to a Facility Limit per Tier. RB pg. 31
Nomadic / Nomad A crew without a Home Turf; starts with a higher Rating Limit (300) but loses Reach each Story Phase. RB pg. 29
Underground A state a crew with Tunnels can enter instead of becoming Nomadic; requires Surface Story Action to exit. RB pg. 31
Tier A crew's progression level (1–3); determines Crew Limits, Ploy Tokens, and Quest goals. RB pg. 56
Absent A model that cannot take part in the next game due to Capture, Serious Injury (Resting Up), or other effects. RB pg. 32
Captive A model captured by an enemy crew; listed Absent on the owner's Crew Roster and in the captor's Captives section. RB pg. 55
Rivals Crews that have been matched against each other before; tracked on the Story Sheet to enable Annihilation and Reach bonuses. RB pg. 36
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. RB pg. 61
Out to Pasture A voluntary action during the Story Phase to permanently remove a model from the Crew Roster. RB pg. 55
Champion Limit The maximum number of Champions (excluding the Leader) allowed in a crew at a given Tier. RB pg. 32
Upgrade Limit The maximum number of Upgrades any single model may have at a given Tier. RB pg. 58
Facility Limit The maximum number of Facilities a crew's Home Turf may have at a given Tier. RB pg. 31
Advantage Budget Caps available before a game (from Reputation difference plus a die roll) to buy temporary Advantages. RB pg. 41
Hired Help Temporary Grunts purchased with the Advantage Budget; removed after the next Story Phase. RB pg. 42
Legends of the Wasteland Named individual models available for temporary hire via the Advantage Budget, or permanently via the Aftermath/Ascension Tables. RB pg. 42
Outsider (Perk) A perk held by Hired Help, Legends, and some Captive recruits; these models are not counted as permanent crew. RB pg. 42

Facilities

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

Story Phase

Term Quick Ref Source
Story Phase The post-game phase where players resolve outcomes, tend wounds, advance quests, and take Story Actions. RB pg. 53
XP (Experience Points) A campaign resource earned from games, Quest Goals, and special achievements; spent during Crew Training to Upgrade models. RB pg. 54
Upgrade A model improvement gained via Crew Training (increasing a S.P.E.C.I.A.L. stat); each costs XP based on existing Upgrades. RB pg. 58
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. RB pg. 58
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. RB pg. 108
Aftermath Table A die-roll table consulted in the Story Phase for each Incapacitated model; Grunts and Champions use different columns. RB 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. RB pg. 55
Resting Up A Serious Injury outcome placing a model Absent for the next game. RB pg. 55
Quest Line A crew's chosen narrative arc (selected after the first game), broken into three Tiers of Goals. RB pg. 56
Quest One Tier's worth of Goals within a Quest Line; completing all Goals in a Quest allows the crew to advance a Tier. RB pg. 56
Goal An individual progress target within a Quest; marked when its Progress Condition is met. RB pg. 56
Progress Condition The event or achievement that earns a mark in a Goal's progress boxes. RB pg. 56
Progression Ability A bonus activated each time a crew advances a Tier; specific to the chosen Quest Line. RB pg. 56
Ascension Ability A campaign-wide bonus unlocked when a crew completes its Tier 3 Quest and Ascends into Legend. RB pg. 45
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. RB pg. 45
Disband What happens to a crew when it Ascends into Legend — the Crew Roster is removed and Champions roll on the Ascension Table. RB pg. 45
Wiped Out What happens to a crew that is Annihilated — Champions roll on the Annihilation Table and the Roster is removed. RB pg. 45

Story Actions

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

Objectives

Term Quick Ref Source
Objective The overarching mission for a game; determines scoring, XP, and Story Outcomes. RB pg. 36
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. RB pg. 37
Raid An Objective type where the Attacker raids the Defender's Home Turf; includes Pillage, Assault, Occupy, and Rescue. RB pg. 37
Wasteland Encounter An Objective type played in neutral territory; both players roll for Objectives from the Wasteland table. RB pg. 38
Exclusive Objective An Objective that cannot coexist with another Exclusive Objective in the same game. RB pg. 48
Annihilation (Objective) Triggered when two crews have played five games against each other; no Round limit, game ends when one crew is wiped out or retreats. RB pg. 45
Ascension (Objective) Triggered when a crew has completed all Tier 3 Goals; a six-Round game with upgraded rewards and Epilogue outcomes. RB pg. 44
Attacker / Defender Roles in Raid Objectives; the Attacker is raiding the Defender's Home Turf or the Wasteland. RB pg. 37
Overdog The crew with the higher Reputation in a game; often the Attacker in Raid scenarios. RB pg. 36
Underdog The crew with the lower Reputation in a game; often benefits from Advantage Budget bonuses. RB pg. 36
Uncontested An Objective or token where only Friendly models are within Proximity; used to determine Objective scoring. RB pg. 44
Duellist A model designated for the Duel Objective; special combat restrictions apply during the Duel. RB pg. 49
Vault Table A random rewards table rolled when a crew opens a Vault during a game or via the Open Vault Story Action. RB pg. 54

Campaign Types (Folio)

Term Quick Ref Source
Reach Campaign The standard campaign system from the Rulebook; crews compete for Reach and build Home Turfs. FO pg. 9
Control Campaign A simpler campaign system where crews compete for Control Points at named Locations. FO pg. 9
Control A resource in Control Campaigns representing strategic dominance at specific Locations. FO pg. 9
Control Limit The maximum Control a crew may accumulate at each Tier in a Control Campaign. FO pg. 9
Location A named strategic point tracked in Control Campaigns; crews accrue Scouting Points and Control per Location. FO pg. 9

Subfactions (Folio)

Term Quick Ref Source
Subfaction A variant of a base faction with modified unit availability and/or additional rules, introduced in the Folio. FO pg. 16

Companions (Folio)

Term Quick Ref Source
Companion A secondary model attached to a Champion via a Companion Perk; absent when the Champion is Absent, never rolls on the Aftermath Table. FO pg. 97
Roboteer A Companion Perk taken for free when recruiting a Champion; adds one Robot Companion to the crew. FO pg. 97
Creature Tamer A Companion Perk taken for free when recruiting a Champion; adds one Creature Companion to the crew. FO pg. 97
Robot Companion A machine Companion (Eyebot, Mr. Handy, Protectron, Securitron, etc.) attached to a Champion with the Roboteer Perk. FO pg. 98
Creature Companion An animal Companion (Brahmin, Deathclaw, Mongrel, Yao Guai, etc.) attached to a Champion with the Creature Tamer Perk. FO pg. 100
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. FO pg. 135

Automatron Perks (Folio)

Automatron Perks are a special category available only to certain robot models, each granting a weapon, ability, or new rule.

Term Quick Ref Source
Automatron Perk A special upgrade available to robot models; each grants a unique weapon, rule, or new Ploy rather than a stat increase. FO pg. 136
Self-Destruct Innate Perk — when this model is Incapacitated, it explodes, dealing damage to nearby models. FO pg. 136
Swarm Innate Perk — used by insect Companions; grants specific swarm-movement rules. FO pg. 100
Burrowing Innate Perk — used by burrowing Companions; grants specific underground-movement rules. FO pg. 100

C.O.M.P. Kit Terms

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