Fallout: Factions Quickstart Rules
Fallout: Factions Quickstart Rules
Fallout: Factions Quickstart Rules
Quickstart
VAULT DWELLERS
Lead Design James Hewitt Assembly Team Wendy Harris, Elaine Elizabeth Hughes,
Writing James Hewitt Michelle Richards
Editing Georgina Siddle Tool Makers Luke Gill, David Hextall, Anthony Morris
Graphic Design Leigh Woosey Customer Service and Accounts Manager Lloyd Gyan
3D Plastics Designer Colin Grayson Events Manager Gregoire Boisbelaud
3D Designers Joana Abbott, Ben de Bosdari, Community Manager April Hill
Sean Bullough, Domingo Díaz Fermín, Translations and Publishing Manager Matt Timm
Chris ‘Chrispy’ Peacey, Jonny La Trobe-Lewis Distribution and Key Accounts Manager Gary Moore
Art Direction Jon Webb Sales Account Manager Matt Vann-Hinton
Cover Artists Astor Alexander Marketing Coordinator Shaun Hocking
Painters Castle Brush Studios, Callum France Marketing Manager Shareef Dahroug
Terrain Julian Jeratsch. Marketing Assistant Georgie Reeve
Proofreading Georgina Siddle Customer Support Representative Chris Dann
Project Management Ben Maunder Webstore Manager Apinya Ramakomud
Production Management Peter Grochulski Financial Analyst Valya Mkrtchyan
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Shearwood, Sam Steele, David Winpenny
MODIPHIUS ENTERTAINMENT WITH THANKS TO
Chief Creative Officer Chris Birch Brent Keith, Mike Kockis, David Evans, Lauren Szymanski and the Bethesda Design Team
Chief Operations Officer Rita Birch
Managing Director Cameron Dicks
Head of Brand Samantha Webb BETHESDA
Head of Creative Services Jon Webb SPECIAL THANKS
Head of Development Sophie Williams
The Bethesda design team: Michael Kochis, David Evans, Jessica Williams,
Head of Finance Luc Woolfenden Alan Nanes, Matt Daniels, Kurt Kuhlmann, Jon Paul Duvall, Jessica Daniels,
Creative Coordinator Kieran Street Brent Keith, and Emil Pagliarulo.
Logistics and Production Manager Peter Grochulski
Lead Art Director Rocío Martín Pérez
Art Director Ariel Orea
Studio Coordinator Rocío Martín Pérez
Photographer Fátima Martín Pérez
Lead 3D Designer Jonny La Trobe-Lewis
Senior 3D Designers Joana Abbott, Domingo Díaz Fermín,
Chris 'Chrispy' Peacey
Senior 3D Plastics Designer Colin Grayson
3D Designers Ben de Bosdari, Sean Bullough
Studio Painter Callum France
Studio Terrain Designer Julian Jeratsch
Lead Graphic Designer Michal E. Cross
Graphic Designers Stephanie Toro, Chris Webb, Mark
Whittington, Leigh Woosey
Audio and Video Producer Steve Daldry
Editor Bryce Johnston
Games Designer James Hewitt
Community and Design Assistant Dom Westerland
Scheduling and Design Assistant Justin Talsma
2d20 Developer Nathan Dowdell
RPG Design Assistants Andy Douthwaite, Jess Gibbs
Project Management Office Team Lead Błażej Kubacki
Senior Project Manager Gavin Dady
Project Managers Daniel Lade, Jamie MacKenzie, Ben
Maunder, Haralampos Tsakiris
Project Management Assistant Robert Hebblethwaite
Operations Manager John Wilson
Factory Manager Martin Jones
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Lead Production Operative Jake Pink, Miles Turner
Production Operatives Thomas Bull, Rebecca Cartwright, Louis
Hartley-Edwards, Jake Skinner-Guy,
Christopher Leigh
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W E LC O M E TO N U KA -WO R LD!
This document is designed to provide a gameplay demo for This demo will let you set up a basic scenario, and walk you
Fallout: Factions – Nuka-World, the action-packed two-player through a round of play. The aim isn’t to teach you all of the
tabletop miniatures game from Modiphius Entertainment. rules in detail, but rather to show you the basics and give you a
feel for the game, so you can start reading the rulebook armed
In the game, you and your opponent each command a number with a little context!
of detailed plastic miniatures, representing your crew of
hardened Wasteland warriors. You and your opponent will fight You can play through the demo with a friend, or you can take
over a three-dimensional battlefield, making tactical decisions the reins of both crews and switch back and forth each turn.
and relying on dice rolls to determine the outcome of your
attacks. Each time you play, you tell the next chapter of your
crew’s story, charting their journey from wide-eyed nobodies to
Nuka-Town royalty!
Once you’ve played the demo and read the rulebook, you’ll be
in a much better position to decide how you want your own
crews to be armed, and assemble your models accordingly.
The other player will take The Wolfpack, who aren’t so subtle.
They’re part of the Pack, a brutal and animalistic Raider
Faction that feels right at home in Nuka-World’s Safari
Adventure park. Husker, the crew’s Alpha, believes in a
potent mix of beastly cunning and raw aggression, and this
is reflected in the fighters that have gathered to his cause.
Once you’ve gathered the miniatures and Rosters for both crews, You will need a tape
you can start setting up to play. measure or ruler that’s
marked in inches ("). There’s
The first step is to define your Battlefield. This is the area one included in the starter
within which the game will take place. It’s normally a rectangle box, or you can pick one
measuring 24" (inches) by 36", but this demo only needs an area up from a hardware or
around 18" by 18". Mark the corners in some way so each player stationery store.
knows where the boundaries of the Battlefield are.
8"
THE
OPERATORS
START IN TIP: Take Cover
THIS AREA
When you’re setting up your models, try not to leave them out
18" in the open! It’s good to position them at the edges of buildings,
behind low walls or ruined vehicles, and in other positions
where they can duck into cover when the bullets start flying!
8"
THE Finally, the Diamondbacks player takes the
PACK Initiative Token (shown to the right) and
START IN
THIS AREA places it in front of them. This shows that
they will be the first to take their Turn.
Once they’re done, the Wolfpack player does the same, but at the
opposite corner.
Tip: Action Economy When a model makes a Get Moving Action, you can move it up
to 8" in any direction. There are a few to bear in mind:
In other words, each model can make up to two Actions per
Round – but they don’t have to make both Actions at the same ★ The model can’t move within 1" of an Enemy model, unless it
time. As you’ll find out, there are other things that can cause a ends the move so that their Bases are touching.
model to take Fatigue, so it’s not always that straightforward… ★ In the full game, you can climb onto and over Terrain. For
now, just move around it.
★ You can break your move down into multiple shorter moves,
as long as the model doesn’t move more than 8" in total.
THE AIM OF THE GAME
Whenever you play Fallout: Factions, each player has an Go ahead and move Eddie. Try to put him in a position so that
Objective – something they are trying to achieve. In this demo, he’s not near any Wolfpack models, but you can draw a clear line
both crews have the same simple Objective: hold the Objective from his head to any part of at least one of them. (If this isn’t
Token in the middle of the Battlefield. possible, there’s a chance you’ve got too much Terrain on your
Battlefield – remove a couple of pieces, then start again.)
At the end of each Round, each crew scores one point for each of
its models that is within 1" of the Objective Token (measure from After you’ve finished moving Eddie, his first Action is over.
the closest point of each model’s Base.) Use a pencil to keep track Remember, making an Action gives a model Fatigue, so place a
of the points each crew scores on its Roster. Weary Token next to his Base (as shown at the top of the next page).
After three Rounds, the game ends and the crew with the most If you want, you could end your Turn there, and let the
points is the winner! Wolfpack take a Turn with one of their models… but Eddie’s not
Exhausted yet. Let’s make another Action!
ACTION 2: OPEN FIRE carrying. Go ahead and take your pick. To keep things running
Each model’s row on the Crew Roster shows information about smoothly, don’t choose Husker; we’re saving him for the next
the weapon(s) it is carrying. In this demo, a model can make an step of the demo.
Open Fire Action as long as one of its weapons is a Pistol or
Rifle, as shown in the Type column. In the example shown here, Eddie can see Moon, Echo and Kiki,
even though he can’t see all of Moon or Echo. Any one of those
Sure enough, Eddie has a Rifle, so he’s free to open fire! (We can three could be chosen as a Target.
also see that it has a Range of 18", but we’ll worry more about
that later.) Viggo, on the other hand, is hugging some cover. Eddie can see a
THE WOLFPACK
corner of his Base, and the end of his Sledgehammer, but no part
Step One: Pick a Target of his actual body – which means he can’t be chosen as a Target.
Get down low and take a look from Eddie’s perspective – imagine
♥
you’re looking (CLASS)his eyes.SWhich
through
NAME P Wolfpack
E C modelsI canA heLsee? ♥ WEAPON TYPE TEST TRAITS
Husker
You can pick a model to be your Target as long as Eddie can Handmade rifle Rifle (18”) 4P Fast
5 its Base
see any part of it, not counting 5 5or any
6 weapons
6 5 it’s 3 3
(Alpha) baseball Bat Melee 3S Wind up
Moon
4 4 4 3 4 4Viggo2 1 Sawn-off Shotgun Rifle (18”) 4P CQB, Storm (2)
(Scavver) PSYCHO
KiKi Echo
10mm Pistol
WASTER Pistol (10”) 4A CQB,
4 3 4 4 3 5 2 1
Moon (Psycho) baseball bat Melee 3S wind up
SCAVVER
kiki
PSYCHO
Viggo
4 3 4 4 3 5 2 1 Sledgehammer Melee 4S Wind Up
(Psycho)
Echo
3 3 3 4 3 3 1 1 Pistol revolver Pistol (12”) 4A AIm (+1), CQB
(Waster)
eddie
SCAVVER
In the example shown here, Eddie can see Moon, Echo and Viggo, on the other hand, is hugging some cover. Eddie can see a
Kiki, even though he can’t see all of Moon or Echo. Any one of corner of his Base, and the end of his Sledgehammer, but no part
those three could be chosen as a Target. of his actual body – which means he can’t be chosen as a Target.
Tina
Bobby Ray 10mm Pistol
Marksman’s
43 43 4 4 35 35 2 1
Handmade Rifle
(Scavver)
(Psycho) Hand Weapon
BobbyRick
Slick Ray 10mm Pistol
43 3 43 4 3 35 21 1 Handmade Rifle
(Psycho)
(Waster) Hand Weapon
Slick Rick
3 3 3 4 3 3 1 1 Handmade Rifle
(Waster)
So, with that in mind, let’s resolve this Action, depending on how
many Hits you rolled. Read down this list, and resolve whichever
Finally, when you make an Attack Roll, you may be able to add one applies:
some Bonus Dice. These are additional standard dice that are
added beyond the standard size of the Dice Pool. ★ If you scored no Hits, Eddie fudged his shot. Maybe the sun
got in his eyes, maybe his Target ducked into cover at the last
If the Target you chose is Wide Open – that is, Eddie can see second, or maybe he’s just having a bad day.
every part of the model, not counting its Base or any weapons it’s
carrying – add a single Bonus Die. If not, your Pool stays at two ★ If you scored at least as many Hits as the Target
Luck Dice and two standard dice. model’s Endurance, they suffer an Injury, and they’re
Incapacitated. Pick the Target model up and remove it from
the board – it will play no further part in this battle. (If you’d
been shooting at Husker, there would have been another step,
but we’ll worry about that later.)
Okay, here we go. Pick up all of the dice in the Pool, and roll them! ★ If you scored fewer Hits than the Target
model’s Endurance, they take one Harm
Step Three: Count your Hits instead. To show this, take a 1 Harm Token
Because the Test Statistic was 4P, we’re going to compare the (shown to the right) and place it next to the
dice to Eddie’s Perception (P). (If it was 4A, we’d be comparing model’s Base. This will add a Bonus Die to
it to his Agility.) Looking at his entry on the Roster, we can see any subsequent attacks that target this model.
that he has a Perception of 4.
Whatever the outcome of the attack was, this Action is now over.
Go through the dice you rolled, one by one. Each die that scored Flip Eddie’s Weary Token to its Exhausted side, showing that
higher than 4 (so a 5, 6, 7, 8, 9, or 10) is a Dud. Remove it from he can’t make any more Actions this Round.
the Pool. Each die that’s left is a Hit.
As Eddie’s all done, your Turn is over. It’s time for the Wolfpack
As an example, the image to the right Hit to retaliate
shows how the roll could go.
dud
For each Luck Die that scored a Hit, take another standard die
and roll it. Set any Duds aside, and add any Hits to the Pool.
Hit
One Luck Die scored a Hit, so the player
rolls one more standard die. It scores a 2,
so they add it to the Pool, for a total of 3
Hits.
Hit
THE WOLFPACK
can’t have an Exhausted Token, and they need to be within the Target. If neither of these are possible, you can end the Turn and
Active Model’s Control Area. come back to him later for another Action.
♥
To measureNAME (CLASS)ControlSArea,
Husker’s P look E up C I A L
his Charisma ♥ WEAPON TYPE TEST TRAITS
(C) on your Roster. You’ll see that it’s 6, meaning you can give
Husker
Movement Orders to any of your other models that are within Handmade rifle Rifle (18”) 4P Fast
5 5 5 6 6 5 3 3
THE WOLFPACK
6" of him before he moves. (As before, measure the distance baseball Bat Melee 3S Wind up
(Alpha)
between the models’ Bases, to and from the closest points.)
Moon
♥ NAME (CLASS) S P4 E4 C4 I3 A4 L4 ♥2 1 If WEAPON
you
Sawn-off an Open Fire
makeShotgun TYPEAction, TEST
Rifle (18”)follow 4P TRAITS
the steps
CQB,from Eddie’s
Storm (2)
(Scavver) turn. Husker has a higher Luck value, so you’ll roll three Luck
Husker Handmade rifle
Dice and Rifle
one standard die(18”)
(or two, if4Pthe Target Fast
is Wide Open).
5 5 5 6 6 5 3 3
KiKi (Alpha)
Also,
10mm his
baseball Bat Perception
Pistol is 5, not 4,
Pistol
Melee so only
(10”)
3S dice
4Athat score
Wind a 6 or
upCQB,
4 3 4 4 3 5 2 1 higher will be removed as Duds.
(Psycho) baseball bat Melee 3S wind up
Moon
Each model that receives 4 Movement
4 4 3Orders 4 can 4 move
2 up1 to Sawn-off make a BrawlRifle
If youShotgun Action,
(18”)follow4Pthese steps instead:
CQB, Storm (2)
Viggo (Scavver)
8", as though they were making a Get Moving Action of their
4 3 4 4 3 5 2 1 Step
own. Then, each one takes Fatigue, so mark each one with a
Sledgehammer
One: Pick a Target
Melee 4S Wind Up
(Psycho)
KiKi Token.
Weary 10mmJust like an Open Fire
Pistol (10”) a Brawl
Action,
Pistol 4A ActionCQB, needs a Target
4 3 4 4 3 5 2 1 model. In this case, it has to be an Enemy model that’s Engaged
Echo (Psycho) baseball bat Melee 3S wind up
Engagement 3 3 3 4 3 3 1 1 with
Pistol Husker, so this will
revolver really
Pistollimit
(12”)your4A
choices.AIm (+1), CQB
Husker is pretty scary in a fight! If possible, use this Action
(Waster)
Viggo
to get him Engaged with one of the Diamondbacks’ models. A Step Two: Roll the Dice Pool
4 3 4 4 3 5 2 1 Sledgehammer Melee
model is Engaged with another model when the edges of their Once again, it’s time for an Attack Test.
4S Wind Up
(Psycho)
Bases are touching. (Remember, this is the only time you can
move a model within 1" of an Enemy.) Looking at the Test column on the Wolfpack Roster, we can see
Echo
3 3 3 4 3 3 1 1 Pistolthat Husker’s Baseball
revolver has “3S”,
Bat(12”)
Pistol Dice
4Aso the AIm Pool
(+1), CQBis made up
A model that’s Engaged can’t make Open Fire Actions, so
(Waster) of three dice – all of them Luck Dice, as Husker has a Luck (L)
this is a great way to tie up some of the Diamondbacks who of 3. Any dice that score higher than Husker’s Strength (S) are
are carrying Ranged weapons. Also, it’s good to Engage an Duds.
Enemy with more than one model at a time, as you’ll see in
the next Action.
Don’t roll yet, though. First, a couple of Bonus Dice are going to
extend the Pool.
Now that you’ve gathered your Pool, go ahead and roll it. JOE & THE DIAMONDBACKS
over – flip his Weary Token to its Exhausted side. This ends
your Turn. Back to the Diamondbacks!
If a weapon has the Fast Trait, a model can make two Open Fire
or Brawl Actions with it in the same Turn.
At any point, a player can decide to Pass instead of taking their Turn. UNENGAGED
The model targets a visible Enemy
They might have run out of things to do, or it may suit their strategy MODELS Open Fire
with a Ranged Attack.
to pass early. Once a player has Passed, they will not take any more
Turns in the Round; instead, the other crew takes any number of
The model takes a moment to
remaining Turns, one after the other, and then the Round ends. Patch Up
recuperate.
Viggo
4 3 4 4 3 5 2 1 Sledgehammer Melee 4S Wind Up
(Psycho)
Echo
3 3 3 4 3 3 1 1 Pipe revolver Pistol (12”) 4A AIm (+1), CQB
(Waster)
Viggo Echo
PSYCHO WASTER
JOE & THE DIAMONDBACKS
♥ NAME (CLASS) S P E C I A L ♥ WEAPON TYPE TEST TRAITS
Eddie
3 4 4 4 5 3 2 1 Handmade Rifle Rifle (18”) 4P Fast
(Scavver)
Tina Marksman’s
3 4 4 4 5 3 2 1 Rifle (30”) 2p AIm (+3)
(Scavver) Handmade Rifle
Slick Rick
3 3 3 4 3 3 1 1 Handmade Rifle Rifle (18”) 4P Fast
(Waster)
®
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