War. War Never Changes. Except When it Does?
Fallout Factions is the brand new miniature skirmish game from Modiphius Entertainment, set within the Fallout universe; a franchise that has become a staple of the company’s product range, including a TTRPG and, most relevant here, Wasteland Warfare; their foundational Fallout
miniature game which released back in 2019 and continues to be consistently supported with an expansive range of models and supplementary rules.
With an established Fallout skirmish level game already in existence, one might ask the question why Fallout Factions exists? Factions’ miniatures are shared with Wasteland Warfare (WW), albeit in a more selective capacity and the model count per game is relatively comparable. There are a lot of superficial similarities in game activity; the characters depicted are typically spending their activations moving around, shooting at each other and hunting for caps or other loot. Where the games diƯer though is in the scope, the structure and the mechanisms by which these activities are presented and there is more than enough distinction here for Factions to justify its existence, not least because the intended experience is very distinct. Wasteland Warfare operates almost as a pseudo-RPG at times, as well as a competitive, scenario driven wargame; it has a fairly robust (if occasionally loose) means of solo play, a vast array of equipment, enemies and characters and a clear focus on the narrative of exploration. It’s a holistic experience with a dizzying number of options and fits very much into the idea of the ‘adventure wargame’ (an unofficial term Modiphius sometimes applies); both broad and deep as a ruleset and as a product line that works to cover a lot of different bases. Some amongst the player-base seemingly yearned for a more prescriptive, focused experience that could be played more competitively. Others wanted to double down into the expansive pseudo-RPG route and something seemingly had to give.
Fallout Factions is the apparent response to this; Modiphius both having their rad-soaked cake and eating it by oƯering up a completely new game that lets WW explore its own adventurecentric space, whilst Fallout Factions can cater to a more focused appetite. In many respects it is a more familiar, ‘traditional’ skirmish miniature game; players select their crews from a list of options with various loadouts, choose a set scenario with clear objectives and rewards and then get down to setting up and playing. The scope is fairly tight-knit and gameplay is centrally focused around combat; the narrative of two gangs duking it out over territory or resources (or just to show who’s boss). Players are creating their own crew’s identity and story and specific named characters from the Fallout franchise are relatively rare. There is a campaign system allowing for all that a player familiar with this type of game might expect; injuries, upgrades, weapon modifications, territory bonuses etc., all through the lens of the Fallout world and there has been a clear amount of care taken to make an overall game that is very focused but with enough breathing room to expand, whilst remaining faithful to the source material.
All Aboard the Nuka-Express!
The Battle for Nuka World is the launch box for Factions, designed as a two-player starter set and based on the DLC Expansion for Fallout 4 which takes the player to a pre-war, Disneylandparody theme park under the infamous Nuka Cola brand. As a setting for the launch of Factions,
Nuka World has a lot to offer, being a (sometimes literal) playground for destruction and featuring three raider gangs vying for control of the park’s various regions and their plethora of resources and technology. Each group comes with a distinct identity that transposes very neatly into a clear playstyle and roster for the respective crews. The starter set contains the complete rules for all three but with models for two; Modiphius have done their best to maximise the value of The Battle for Nuka World without a restrictive buy in cost (and it comes in at a fairly attractive price point for a game of this type); keeping at two complete gangs no doubt contributed greatly towards this. Included are The Pack; rowdy brutes who theme themselves after animals and enjoy the noise and chaos of a fight as a means of asserting dominance (and dress in suitably exotic masks and patterns). Opposing them are the Operators, cold-blooded, ruthless but ultimately businesslike in their approach to raiding; they’re here for profit and to look dapper whilst they gun down their rivals to get it.
Irrespective of the quality of Fallout Factions as a game (spoilers for later in the review; it’s good), with this starter set, Modiphius have engineered an absolutely top quality product. Nothing feels like the studio decided to cut corners and every component is of a tangibly high standard. Even down to cracking the lid oƯ a satisfyingly sturdy box, it becomes very apparent that a lot of care and attention has gone into making The Battle for Nuka World a complete launch experience for a player interested in the Fallout setting, or in this tier of miniature skirmish wargames. The box contains (almost) everything a prospective player (or pair of players) would need to have a full campaign, the ‘almost’ being the glue and hobby tools that simply wouldn’t be allowed in the set at retail even had Modiphius wanted to include them.
A 3x2ft paper mat, styled as a wasteland oƯers a perfectly satisfactory and thematic surface to play a game on and is durable enough to endure any basic wear and tear of playing on it, as well as being a very practical option in terms of storage; the eternal bane of any miniature hobbyist. What’s more, should the players choose to create a more ambitious game board in future, then the reverse side of the mat is a very collectable Nuka Cola poster. It’s the small but playercentric touches like this example within this starter set that speak to the care Modiphius have taken with The Battle for Nuka World and make it such a gratifying experience. Alongside the mat is the terrain included within the box in the form of a generous amount of cardstock flatpack buildings, fences and decorative elements that are all loaded with Fallout style. As well as being practical, there is, again, a satisfying sturdiness and heft to the cardstock used here, with the buildings being simple enough to assemble and disassemble if needed without concern that they’ll get damaged and oƯering confidence that they’ll support the weight of models placed on the without issue. Themed Nuka-Cola D10s, thick card tokens and even a neat little Nuka tape-measure reinforce the blend of practicality with fun, wasteland charm that makes the set so comprehensive and accessible.
Building the Crew
Battle for Nuka World contains twenty miniatures (ten each for the Operators and the Pack respectively) which is more than enough to play through a large number of games (and possiblya full campaign) for two players. The models are multipart HIPS plastics, something of a recent
area of expansion for Modiphius who are more typically known for highly detailed cast resins. The change lends itself well to a modern starter box for a wargame, where the cost for resin would be prohibitive and harder to work with for newer hobbyists. The shift to plastic has also allowed for a myriad of weapon and build options on the sprues, which also come loaded with extra pouches, holstered pistols, trophies to decorate bases with etc. Modiphius have invested in specialised artists and engineers to work in this medium and it’s clear that the experienc they’ve brough on board is paying dividends in terms of the quality of these miniatures. Whilst no plastics are likely to ever hold fine detail quite as well as resin, these raider models (along with the Disciples which are available separately) hold up extremely well and are comparable to some of the best on the market.
Despite having an array of options and poses, the actual build process is not complex for thesekits; most models will only have five to six components, generous contact surfaces and everything fits together neatly. I could have had some minor concerns about mould lines and joins given how (relatively) new Modiphius are to multi-part plastic models but there was nothing of note that made the process diƯicult. There was surprisingly little clean up and even less need to fill gaps on the joins. One note of warning (as opposed to an actual criticism) is the dual-purpose o the kits included in the box; these models are designed to also be used in Wasteland Warfare so there are some weapon options that simply aren’t available in Factions. This is actually called out in the book and players are advised to read the rules and get a handle on the available gear for their chosen faction before building the models in order to avoid mistakes. The box also doesn’t include physical instructions to build the models; instead there is a QR code linking to the Downloads page of Modiphius’ site which contains all the necessary documents. This is becoming a more prevalent practice within the hobby industry but may well catch some players picking up the box unawares if they’re, understandably, expecting a physical instruction booklet in the box. Another potential note of caution for newer hobbyists (or those more accustomed to Games Workshop or AMG) is the scale of the models; Modiphius tends to produce miniatures nominally to the 28-32mm ranges but proportioned to be fairly realistic, meaning that, even with these plastics, there’s a fair amount of finer detail when it comes to painting. Regardless, on their own merits these are excellent kits whose design and execution add a great deal to the impact of Factions as a complete hobby experience and I’m excited to see Modiphius’ range of these sets grow (with further iconic Fallout groups such as The Brotherhood of Steel and Supermutants already confirmed to be getting their model ranges refreshed with hard plastic core sets in the coming months, which will dovetail with their full rules release for Factions).
Running the Gauntlet
The rules for Fallout Factions have been developed by a team led primarily by James Hewitt, an industry veteran and previous Games Workshop employee who, most pertinent to this topic, was a lead writer for their 2017 reboot of their classic Necromunda; a game with a fairly similar
scope and scale. For any player familiar with ‘Munda’, particularly its recent incarnation, there will be some familiar fingerprints with the core rules for Factions. Some of which are simply hallmarks of a lot of modern skirmish wargame rulesets; alternate activations, two actions per round per model (sort of; more on that later), stat-lines with various attributes to make skill tests against, weapon traits etc. but there is a readily apparent throughline in terms of the structure with some of James’ prior work. Much of this is superficial however as the fundamental mechanics of Fallout Factions oƯers up some original ideas within this crowded design space and there is a neatness and elegance to the system which creates enough granularity to reward clear thought and planning in a game, whilst maintaining an overall experience that is refreshingly fluid and accessible. As might be expected for a game set in the Fallout universe; the character statistics are based on the video games’ S.P.E.C.I.A.L system; an instant touchstone with the franchise and giving anyone familiar with it a reasonable expectation of what each statistic does (e.g. Strength typically governs a model’s ability with melee weapons, Endurance how durable they are etc.).
The activation system is a particularly unique way of players operating their crews throughout any given round. All the models, rather than having a rigidly set number of actions, have threshold for Fatigue (normally this number being two) with most actions giving a single point of Fatigue and the model becoming Exhausted once they’ve reached their threshold (at which point they can no longer perform actions). Whilst in practice this will nominally mean that most models do perform two actions, they don’t have to perform both within the same activation. This creates a huge amount of tactical depth and decision making for players as they could, for example, move a model at the start of a round (gaining them a Fatigue) but then leave them in position until much later in that round to perform an attack if a more opportune target presents itself. It’s a mechanically simple system that feels almost both familiar and refreshing to anyone experienced with skirmish level wargames. Attacks are likewise straightforward in many respects; each weapon states the number of dice rolled and the statistic the roll is checked against, some of which may be Luck dice that allow for a given weapon’s special eƯects to potentially trigger. The cover system neatly sidesteps a lot of the issues similar games deal with by just assuming that all models will be in cover most of the time and only oƯering a bonus (to the attacker) when it’s very clear that there is no obstruction at all between them and their target.
Each crew class has a series of set equipment loadouts, chosen at recruitment which they then keep throughout and customization is limited primarily to a handful of weapon modifications; ancillary equipment beyond expendable chems don’t really feature in this game which keeps
bookkeeping at a minimum. Progression is somewhat more comprehensive, with experience offering statistic upgrades and access to perks; which feels very much in line with the Fallout franchise and gang-wide bonuses depending on how far along they are in their individual campaign; a feature that’s somewhat similar to Warcry and is less reliant on a regular gaming schedule. There’s nothing intensely deep or intricate but there’s enough to be satisfying and feeds into the general style of Factions as a punchy ruleset with dynamic combat and enough detail to make a campaign feel like a worthwhile undertaking.
Ad Victorium
In summation, Fallout Factions is a tight, structured skirmish game that does its utmost to not get bogged down in minutia and manages to oƯer a relatively ‘light’, refreshing experience with enough depth and built-in narrative hooks to drive the desire to play forwards. Dovetailed with
the Fallout franchise, there is clarity to what Modiphius wants this game to be. Even down to the name Factions, the focus being on the identity and playstyle of the respective crews available and their options, ploys (once per game faction abilities) and the relative freedom and simplicity of the game mechanics allow this to come to the forefront of the experience.
The Battle for Nuka World, as previously mentioned, is an excellent product to launch this new game with. The Nuka World setting caters perfectly to what the game is trying to achieve and allows for starter crews (with the three raider gangs) that are similar enough in tech level and stat-lines to oƯer a degree of inherent balance between them, creating something of a baseline faction identity to build upon for future releases with a more exotic scope such as the Brotherhood or Super Mutants. The execution of this starter set is a great achievement for Modiphius and the sheer quality of its contents, the multitude of little touches that speak to the care and aƯection for the franchise and the desire to create an enjoyable, comprehensive experience for the players is evident throughout. It is a game I hope has a bright future and, in terms of the strength of this set, should be on the road to a great start