Wastelanders
Get You By Lists allow players that already have some Fallout:Wasteland Warfare miniatures to use those miniatures in Fallout Factions. They are not complete lists like those found in the full Fallout Factions Nuka-World release.
Crew Limits
The Crew’s Tier imposes a number of limits on it, as explained in the rules for creating a custom Crew (pg.31 of the Fallout Factions “Battle for Nuka-World” rulebook).
Crew Limits | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Upgrade Limit per Model | 3 | 5 | 7 |
Total Control Limit | 5 | 10 | 15 |
Champion Limit | 3 | 4 | 5 |
Classes
Protagonist (Champion, Leader)
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
4 | 5 | 5 | 6 | 6 | 5 | 3 | 3 |
Perks
- Inspirational (Charisma)
- Natural Leader (Innate)
- Take Me Home (Innate)
Weapon Sets
- 10mm Pistol and Hunting Rifle (44)
Companion (Champion)
Each Specialist is either a Hunter, Medic or Trader. Choose one when purchasing the model, and use the relevant Weapon Sets and Perks.
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
3 | 5 | 4 | 5 | 5 | 4 | 2 | 2 |
Perks
- Take Me Home (Innate)
- Choose one from the following; Sniper (Perception), Scrapper (Intelligence) or Fortune Finder (Luck).
Weapon Sets
No more than two Companions in a crew can have the same Weapon Set.
- Sawn-off Shotgun and Baseball Bat (23)
- Combat Shotgun and Hand Weapon (26)
- Assault Rifle (31)
Mercenary (Grunt)
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
3 | 4 | 5 | 3 | 3 | 4 | 2 | 1 |
Perks
- Take Me Home (Innate)
Weapon Sets
No more than three Mercenaries in a Crew can have the same Weapon Set.
- Combat Shotgun (17)
- Combat Shotgun and Hand Weapon (18)
- Assault Rifle (22)
Regular Joe (Grunt)
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
3 | 4 | 3 | 3 | 4 | 3 | 1 | 1 |
Perks
- Take Me Home (Innate)
Weapon Sets
No more than three Regular Joes in a Crew can have the same Weapon Set.
- Pipe Pistol (7)
- 10mm Pistol (8)
- Double-barrelled Shotgun (12)
- Hunting Rifle (13)
Good Boy (Grunt)
No more than half of the Grunts in a Crew can be Good Boys.
S | P | E | C | I | A | L | ♥ |
---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 4 | 1 | 1 |
Perks
- Beast (Innate)
- Sic 'Em (Innate)
- Take Me Home (Innate)
Weapon Sets
- Claws & Jaws (7)
Wastelanders Ploys
A Wastelanders Crew can choose from the Ploys here in addition to those listed on pg. 26 of the Fallout Factions “Battle for Nuka-World” rulebook.
I Don’t Want To Set the World on Fire
Enact this Ploy when an enemy model completes a Get Moving action.
Nominate a piece of Terrain. Until the end of the round, when an enemy model moves within 3” of this Terrain, their controlling player makes an Evade Test (2A). If the model fails the test, it suffers 3 Damage.
Some Rain Must Fall
Enact this Ploy when a friendly model is Incapacitated by an enemy model.
Every friendly model may make an Open Fire or Brawl action without taking Fatigue against the enemy model that made the Action that Incapacitated the friendly model.
Wastelander Weapons
Weapon | Type | Test | Traits | Effect |
---|---|---|---|---|
Baseball Bat | Melee | 3S | Wind Up | Suppress (1) |
Claws & Jaws | Melee | 4S | Fast | Suppress (1) |
Hand Weapon | Melee | 3S | Fast | |
10mm Pistol | Pistol (10") | 4A | CQB | |
Pipe Pistol | Pistol (8") | 4A | CQB | |
Assault Rifle | Rifle (20") | 4P | Storm (1) | Maim |
Combat Shotgun | Rifle (10") | 4P | Storm (1) | Maim |
Double-barrelled Shotgun | Rifle (12") | 3P | Storm (2) | Maim |
Hunting Rifle | Rifle (22") | 3P | Aim (+1) | Pierce |
Sawn-off Shotgun | Rifle (8") | 4P | CQB, Storm (2) | Maim |