Battle for Boston Dev Blog #2: The Institute

Battle for Boston Dev Blog #2: The Institute

By Evie Moriarty, Lead Game Designer
Photo by Fatima Martín Pérez

 

Bogeymen of the Wasteland, the Institute, have their own nefarious plans for Boston and the Commonwealth. Thanks to Battle for Boston, you'll be able to take on that role in Fallout: Factions, confusing, coercing, and cajoling your opponent with all the high-tech tricks of this secretive bunch, just like they do to you in the video game.

 

Let's start with the model selection available to you. Shockingly enough, it's dominated by synths! Gen 1 and Gen 2 synths are our grunts, with Gen 1 Synths some of the most disposable models in the game to date. They're so Disposable they even have that as a perk, meaning that other models won't suffer Confusion when these underlings are taken out of action. Gen 2 Synths are more competent, wielding a range of weaponry that makes them effective combatants.

 

For our champions, we have Scientists, Synth Infiltrators, and Coursers. Scientists are specialists who can patch up other models with the Medic perk, and their hazmat suits make them Rad Resistant, too. Synth Infiltrators are another interesting option, having the Hidden perk baked in, letting them start outside of normal deployment zones, ready to cause chaos. They can act as hidden snipers or up-close brawlers. Regardless, they're disruptive and disorienting, as Fallout 4’s most enduring threat should be.

 

Coursers are your Leader option, and they're maybe the most dangerous model in the game. Not heavily armored like Paladins, and not packing the raw strength of a Super Mutant Master, they make up for it with incredible Perception and Agility (both 7) and the use of the Stealth Boy perk.

 

 

These models are packing a lot of advanced weaponry, the most iconic of which is the Institute Rifle. These special laser weapons come with a brand new critical effect: Flush Out.

 

 

The standard Institute Rifle comes with Flush Out (3), but the Automatic Institute Rifle pushes that to (4), allowing you to manipulate your opponent's miniatures. Move your targets out of cover, into melee range, or off an objective. Board control is something the Institute excels at.

 

What about their Ploys?

 

 

Well, Molecular Relay lets you deploy a pair of Gen 1 or 2 Synths deep outside of your deployment zone. Paired with the Infiltrators, you'll already be everywhere by the time the game starts.

 

Bogeyman of the Wasteland takes a different approach, using the fearsome reputation of the Institute to cause chaos. It makes enemy models take Confusion tests before the game even starts, so they begin with some Fatigue and not at their best. It's just enough to give you an advantage in the early game.

 

Hopefully, this little advance glimpse of what the Institute brings to the table has you excited. But what if you're staring at this article in fear and disgust? What if you need to take this shadowy organisation down? Don't worry, next time we'll take a look at the Railroad, the fiercest foes of the Institute.

 

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