Your question and answer guide on the rules for Fallout Factions.

A fast-paced two-player miniatures skirmish game set in Nuka-World. Each player commands a raider crew, moves them into position to engage in ranged or melee combat and wins by eliminating the enemy from the battlefield, or by scoring points when members of the enemy crew are eliminated or flee.
Fallout Factions is designed for 2 players.
We include 3 maps to get started, and plan to drop many more in the near future.
Each model in your crew has a stat for Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These stats are used in a variety of ways to determine how many dice to roll, what kinds of dice (Luck, Standard) are rolled, and what values are a Hit!
There are a total of 3 Rounds in each game. During a round players alternate back and forth, taking Actions with one model at a time. At some point you have no more Actions to take, or you may want to go first in the next Round, so you can Pass. After passing you take no more Turns in the Round.
Players take Turns during a Round, one after the other, by taking up to two Actions with each model. For each Turn:
Actions include moving your models, taking shots with ranged weapons, engaging in melee combat, backing off from melee combat and patching up. To take an Action, select a model by pinching your forefinger and thumb together while pointing at the model. The model will highlight indicating it is the Active Model and bring up its radial Action Menu. The Action Menu shows all the Actions currently available to the Active Model. Each Active Model can make 2 Actions in a Turn.
Fatigue measures how much energy your model has after taking Actions:
Fatigue resets each Round. Every model can take up to two actions in the current Round.
To move a model, pinch forefinger and thumb to select it. This will bring up the radial Action Menu. Tap ‘Get Moving” then pick the model up using the same pinching gesture and move it where you want to place it. You will see the Movement Tool show you how far you are traveling. Traveling up to 8” takes 1 Action and earns 1 Fatigue (“Weary”), leaving you free to take a second action, like opening fire. If necessary, travel up to 12” but use both your Actions and end up Exhausted. Special note: The Pack travel lighter and move quicker, traveling up to 10” before becoming Weary!
To move multiple models at the same time tap Movement Orders in the radial Action Menu, a secondary menu option under “Get Moving”. Your Active Model will now show it’s Control Area as a sphere. Any friendly and Unengaged model in the Control sphere can move concurrently with the Active Model up to 8" (or 10” ifi t’s The Pack) and gain a Fatigue. Thisis how you can travel together as a squad.
When it’s time for close-in melee combat, move your Active Model until its base touches the base of your enemy. You are now Engaged. Engaged models cannot shoot and must brawl. If you need to get some distance to use a ranged weapon, tap Back Off to become unengaged and move away in any direction up to 2”.
Tap Back Off in the radial Action Menu to move up to 2" away in any direction making sure not to end up within 1" of any enemies.
To find out whether your combat Actions succeed you will need to roll dice. The game has blue Luck Dice and red Standard Dice. You typically score a Hit when the Standard or Luck die shows a value that is less than or equal to a specific S.P.E.C.I.A.L stat.
The Dice Pool size is determined by the weapon test stat. For instance if you are taking a shot with your trusty handmade rifle it has a test stat of 4P. That means the total numberof dice is four and to score a Hit you will need to roll the dice equal to or under the Active Model’s Perception (P) stat.
The mix of the four dice is decided by your Luck stat and game conditions. If your Luck stat is 2 then two of the four dice are Luck Dice. Luck dice are important because when you roll a Hit with Luck dice it can trigger the chance to reroll for additional damage and to trigger Critical Effects. Hits are important because that is how you cause Harm and Injury to your opponent’s model.
Several game conditions can also trigger the addition of Bonus Dice.
If you are engaged in Ranged Combat:
· Add one Bonus Die for each model that is giving Supporting Fire.
· Add one Bonus Die for each Harm the Target has.
· Add one Bonus Die if the Target is Wide Open and no part of the target model is obscured by terrain or other models.
If you are engaged in Melee Combat:
· Add one Bonus Die if the Active model moved into Engagement with the Target this Turn.
· Add one Bonus Die for each Harm the Target has.
· Add one Bonus Die for each other Friendly model that is Engaged with the Target and is not Engaged with any other Enemy models.
To take a shot at the enemy chose a model with a ranged weapon. Select the model by pinching your forefinger and thumb while hovering the model and the Action Menu will appear. Tap “Open Fire” to take your shot and all enemies in the range of the Active Model’s weapon will highlight red. Select a highlighted target from the radial menu. Your Dice Pool will be created and presented in the Dice Tray. To roll the dice use the pinching gesture to grab them, and then toss them as you would in real life. The values of each of the dice will appear on the face of the dice and will also be presented in the display above the battlefield. Any values that are less than or equal to the test value will be Hits and create Damage.
To have your crew lend Supporting Fire during your attack choose a model with a ranged weapon as with Open Fire. Select additional avaiable models from the “Supporting Fire” section, which you will see as a secondary menu option after selecting your target. Your Active Model will now show it’s Control Area as a sphere. Any friendly and unengaged model in the sphere can add Supporting Fire but will take 1 Fatigue (“Weary”) for doing so. The benefit is that the Active Model will now add 1 Bonus Dice for each crew member lending Supporting Fire.
Your Active Model’s weapon range is displayed automatically when you tap “Open Fire” and all enemies in range are highlighted. If you want to select a target beyond your weapon’s range this is considered Unlucky and no Luck Dice are added to the Dice Pool, eliminating the chance to trigger a Critical Effect. Some weapons have the CQB trait (“close quarters battle” trait) which cannot target beyond their range at all.
To engage in close-in combat, select a model with a melee weapon and use Get Moving to position your Active Model base-to-base with the enemy model. With your second Action select Brawl. The Dice Pool will be created depending on the melee weapon of the Active Model. Get Bonus Dice if you moved into Engagement with the enemy model for the first time. To roll the dice use the pinching gesture to grab them, and then toss them as you would in real life. The values of each of the dice will appear on the face of the dice and will also be presented in the display above the battlefield. Any values that are less than or equal to the test value will be Hits and create Damage.
Some models don’t have a melee weapon, and if they get Engaged and stuck in a melee fight, they need to use what they have whether that’s the butt of a rifle or even fists. These are considered a Makeshift Weapon and use a 2S Test. In this case the Dice Pool will be 2 Dice with no Luck Dice and you will need to roll less than or equal to that model’s Strength stat to score a Hit.
Weapon traits are special attributes of weapons that canmake them more potent. Traits you will find in the game include:
In addition to Traits, that can make weapons more lethal, most weapons also can generate Critical Effects. Critical Effects are triggered when you scorea Hit with a Luck Dice and can create even more damage. Critical Effects you will find in the game include:
Think of Harm as minor wounds and weariness, wearing your enemy down in combat and making them more likely to get an Injury in alater attack. You inflict Harm when your Hits during an attack total less than the target model’s Endurance (E). You will see a Harm token above each model’s head with how many Harms that model has suffered (and each Harm gives the attacker a Bonus Die when attacking). Most models cannot suffer more than 3 Harms without it turning into an Injury.
Injury is taking significant wounds. You inflict Injury when your Hits during an attack are equal to or greater than the target model’s Endurance (E). Since lower level Psychos and Scavvers are allowed only 1 Injury, a single Injury can be enough to make them Incapacitated.
A model is Incapacitated when they take on more Injury than they are allowed and they are removed from the battlefield. A model is Incapacitated when your Hits are double the target model’s Endurance (E), or the target model suffers more Injury than the total Injury allowed. For low level Scavvers and Psychos a single Injury is enough to render them Incapacitated.
Combat is chaos! When bullets start flying and people start dropping, it’s not easy to keep a cool head! If your model is Incapacitated then all models within 3” of the Incapacitated model must make a Confusion Test. For each of the models a Dice Pool is created of two dice and you must roll both dice with values less than or equal to that model’s Intelligence (I) stat. If you do, the model passes the test and stays where it is. If you don’t, the model fails the test and becomes Confused. The model takes 1 Fatigue. Exhausted models that become Confused cannot take Fatigue, so they are automatically removed.
To heal your models you can use 1 Action and tap Patch Up to remove up to 2 Harm if the model is not Engaged.
The objective of the game is to eliminate your enemy from the battlefield! To do so enemy models must be Incapacitated or flee the battlefield because of a failed Confusion Test. If neither side can eliminate the other in the 3 Rounds, then the game is decided by whoever earned the most points. For each enemy model rendered Incapacitated the player earns +3 points, and for each fled due to Confusion earns +1 point.