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How to Start Playing

So, what is a wargame? At its most basic, it's a game in which you use models and dice to create exciting stories of warfare on the tabletop. There are a huge variety of tabletop wargames out there, each based around a specific setting: some fictional, some historical. In Fallout: Factions, you can recreate the world of the Fallout video game series. [Rulebook pg. 05]

What is Fallout: Factions?

Some players are drawn to painting and collecting miniatures to use in games, creating colorful gangs of models. Other players focus more on the tabletop aspect of the hobby, enjoying the tactical challenge of competitive warfare. At its best, wargaming transforms a table into an irradiated battlefield filled with the rattle of guns fired by desperate Factions struggling to impose their future onto the Wasteland. [Rulebook pg. 05]

A single game lasts about an hour for new players, but will usually take less time once you have some experience under your belt. [Rulebook pg. 05]

A single game of Fallout: Factions is only one part of the bigger picture. Each Crew has its own story to tell and you'll follow your crew's ascent to glory (or descent into ruin) over the course of multiple games during what is called a Campaign. [Rulebook pg. 05]

As a crew plays more games, its members become experienced, growing increasingly proficient and picking up new abilities. They might also suffer long-term injuries that impact future games, or even be killed outright! [Rulebook pg. 05]

This ongoing narrative is tracked separately for each crew, so you don't have to stick with the same group of gamers throughout your crew's entire story — although many players find this is a more satisfying way to play. [Rulebook pg. 05]

The Books

Publication Role
Battle for Nuka-World The original starter set rulebook. Contains the Control Campaign rules currently in use.
Rulebook The main rulebook. Covers all core mechanics, the four original Factions, and the Reach Campaign format.
Crew Folio Expands the game with subfaction options for existing Factions, introduces 7 new Factions, and provides Control Quest Lines for all factions.
Errata Q2 2026 Official corrections and clarifications. Supersedes conflicting text in the Rulebook and Folio.

When rules conflict, the most recently published source always takes precedence: Errata > Folio > Rulebook.

Battle for Boston (upcoming)

The upcoming Battle for Boston rulebook will contain a fully revised Control Campaign that supersedes the Battle for Nuka-World version. This site will publish Control Campaign rules once Battle for Boston is released.

Game Modes

Fallout: Factions supports two campaign formats:

  • Reach Campaign — The campaign format from the Rulebook. Crews compete to establish dominance across a region of the Wasteland, tracking progress through a Story Phase between games. This is the recommended starting point.
  • Control Campaign — Introduced in the Battle for Nuka-World starter set. A simpler campaign format built around controlling territory. Rules will be published here when the Battle for Boston revision is released.

What You Need

This section details the components that you need to play a game of Fallout: Factions. All of these are available from the Modiphius website and in the Fallout: Factions Battle for Nuka-World starter set. You can also use proxies and generic components, as long as it is clear to both players exactly what these things represent. [Rulebook pg. 06]

Tokens

Token Quantity Notes
Initiative and Retreat 1 (double-sided) Not used on the Battlefield — any size and shape works.
Harm ~30 Larger denominations (2, 3, 4 Harm) are useful to have.
Weary/Exhausted ~30 (double-sided) One side shows Weary (1 Fatigue), the other Exhausted (2 Fatigue).
Search 8 (30mm diameter) Some players use barrel or crate scenery pieces instead.
Radiation 8 (30mm diameter) Starter Set cardboard Search Tokens double as Radiation Tokens.
Objective 6 (20mm diameter) Must be clearly distinguishable from Search and Radiation Tokens.
Ploy Up to 3 per player Not used on the Battlefield — any design works. Some players customize these to match their Faction.
Round Tracker 5 (double-sided) Not used on the Battlefield — any size and shape works.

[Rulebook pg. 06]

Dice

The game uses standard ten-sided dice of two different colors. You will want at least eight of one color and four of another. If you do not already own a set of ten-sided dice, the Modiphius webstore offers a host of Faction-specific sets. [Rulebook pg. 06]

Other Components

In addition to the Tokens and dice listed above, you need something that can measure in inches. You can use a ruler, but a retractable tape measure is recommended. [Rulebook pg. 06]

Each player also needs a printed Crew Roster, a pencil, and an eraser. Crew Rosters can be downloaded from the Modiphius website, or photocopied from the back of the Rulebook. [Rulebook pg. 06]

Getting Started

If this is your first wargame, we recommend the Fallout: Factions starter set, Battle for Nuka-World. This set contains all the tokens and dice you need to play, as well as models to get you started with building a crew. [Rulebook pg. 05]

Fallout: Factions is mostly played with 28mm tall plastic figures, which are referred to as models. Each player needs a set of around ten models to make up their crew before they can play. Models can be found on the Modiphius website to start making your own crews! [Rulebook pg. 05]

Before diving into assembling your models, you should read through the first couple of chapters of the Rulebook and figure out how the game works. You can also watch battle reports online, available on Modiphius' YouTube channel. Most Fallout: Factions models can be assembled in a number of different ways and you should wait until you can make an informed decision before you choose which options to use. [Rulebook pg. 05]

Painting models is an optional, but highly rewarding, part of the hobby. It allows players to personalize their crew, no matter whether you want them to match the look of the Fallout video games or try something entirely unique. [Rulebook pg. 05]

Community & Resources

  • Official Modiphius Shop: Buy miniatures, dice, battlemats, books, and starter sets.
  • Official Downloads & Errata: Downloadable content, including rosters and the latest Errata. Note that some files may be slightly outdated but can still be used for reference.
  • r/wastelandwarfare: The Reddit community for both Fallout: Wasteland Warfare and Fallout: Factions.
  • Dice Rolling App: A handy digital dice roller for Fallout: Factions.

Rules of the Table

Take a seat, glad you could join us. Before we begin properly, there are a few things we'd like to get straight. This game might be a little different from some of the others you're used to, and while this entire book could be considered advice for having fun, everything here runs smoother if you keep the following in mind. [Rulebook pg. 07]

Rule No. 1: Be a Good Sport

Fallout: Factions is a competitive game, meaning you're going to be pitting your crew directly against other players' crews, trying to blow them up before they do the same to you. This means there are going to be moments when things don't go your way, either due to the will of the dice or your opponent's big 'ol brain. At these times, it's important to revel in the narrative, take a breath, and fight on to the best of your ability. [Rulebook pg. 07]

Similarly, the campaign system included in this book offers a ton of opportunities for rivalry, competition, and consequences. Some players will end up with tougher crews while others might end up with captured prisoners and unlucky injury rolls. Everybody loves an underdog, and the best stories are comeback tales of snatching victory from the jaws of defeat. [Rulebook pg. 07]

Rule No. 2: Use Common Sense

A lot goes on in a Fallout: Factions campaign. There's a chance you might find yourself in a situation where the rules don't quite match the circumstances, or where you cannot find the answer to a rules question right away. If this happens, you should discuss things with your opponent (or gaming group) and work out a common sense solution. It's important to keep the game moving and not get bogged down! You can always do some in-depth research once the game's over. [Rulebook pg. 07]

In a similar vein, you may find yourself wanting to do something narratively in your campaign that isn't covered in the rules. In all instances, you can simply discuss the situation with your group and decide a fair (and fun!) outcome. [Rulebook pg. 07]

Rule No. 3: No Cheating!

The Wasteland isn't fair. Sorry! Some crews will find Vaults, caps, and glory while others find only death. In the face of all this, it would be super easy to fudge a few numbers on your Crew Roster between games, but stop and ask yourself... who are you really cheating? Beating the odds and exploring the narrative ride that Fallout: Factions has to offer is all part of the fun! [Rulebook pg. 07]

One small thing to note is that breaking the rules isn't cheating as long as everyone agrees to it. In those instances, it becomes a house rule. House rules are modifications to the game that you and your group agree make it better. Maybe you want new crews to start with more Caps or you want to add your own entries to the Aftermath Table. Maybe you want to create Battlefield-specific Ploys, or special Objectives and Hazards! Whatever your dreams may be, they are a simple conversation and agreement away from becoming reality! [Rulebook pg. 07]