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 |