von BK-Rafael | 05.05.2026 | eingestellt unter: Postapokalypse

Fallout: Factions Errata v4

Modiphius präsentieren eine neue Errata für Fallout Factions.

Fallout Erratav4 1

Fallout Factions: Errata V4

Times are changing in Fallout: Factions. Both the Errata and the C.O.M.P. Kit are getting a shake-up after some intense feedback from members of the community. Thank you so much to those who took part. Even if you didn’t, thank you for engaging with the game, it has all fed into the changes we can bring to you today.

 

We aren’t going to cover every single change in this blog, as some are small fixes to wording and the like. Instead, the tentpole fixes will be looked at in detail so I can explain why they were made. Today, we will talk about the Errata changes, and next week’s blog will  cover the C.O.M.P change.

 

Last thing before we get into the meat – with the release of the Crew Folio, there are no additions to the FAQ for Fallout: Factions, as we didn’t want to invalidate that section of the book. However, the official Modiphius Discord is the place to be for questions between releases. Next time we get to the Errata and FAQ release, it will be chock full of frequently asked questions and frequently given answers. Anyway, to business!

 

We Maim To Please

Combat Rifles, we meet again.

 

We have already looked at the Fallout: Factions workhorse gun once when we removed the Fast Trait from it. It was apparent from discussions online that the gun was proving to be too much of a mainstay to the point it was preventing other Weapon Sets from being taken.

 

The Combat Rifle had range, it had the Pool Size and it could slap two Harm on a foe in one shot. Quite simply, it did too much. Feedback indicated that the Maim Critical Effect was the standout problem here. A fix that played well in our internal tests was replacing Maim with a new Trait.

Crackshot (X): At the end of the Inflict Damage step during an Attack Action with this Weapon, the attacking model can Take Fatigue to have the Target Suffer X Harm. This cannot cause Excess Harm.

 

Generally (apart from one outlier, which we’ll get onto shortly), this change worked across the crews. Combat Rifles were still being taken in our testing, just in fewer numbers. Other Weapon Sets were taken in crews where there were really good tools to use (see Brotherhood of Steel). The change also made sense alongside other weapons like shotguns. You can still have Maim, but it is typically on shorter-range weapons that you need to put more at risk to use.

 

The Operators were the outliers here. After the (deserved, I think it is fair to say) changes to the Missile Launcher, a Ploy, and Fast, the prior lords of Nuka-World had taken a few hits. Replacing Maim with Crackshot (X) on their Combat Rifles turned their power down yet another notch.

 

This became really apparent in games from our external tests. A valid point raised was that Maim was the main way Operators got their long-range punch, whereas other crews had access to tools like the Pierce Trait.

 

This time round, though, the Operators got to keep their toys. They will be the one crew that keeps Maim on their Calibrated Combat Rifles. A change of the name of the Weapon Set, but other than that, same old Operators – even down to the Rating Values. This also gave the Operators a better-defined faction identity. We were concerned in the Dev Office that their gunline playstyle was being diluted by other crews, such as the Minutemen. By keeping Maim, Operators should be able to carve out their niche in the Fallout: Factions ecosystem as a shooty (but inflexible) crew.

 

We’ll close this section out with a few points that this raised in playtesting. Any ‘unique’ or ‘named’ Combat Rifles that you would find on a Legend of the Wasteland are not going to be impacted by Maim changing over to Crackshot (X). The only one in the game at the moment belongs to Overboss Colter. If I am forgetting any, the Fallout General chat on our Discord is a perfect place for a callout. Going forward, some Legends may get Maim, whereas others will get Crackshot (X). It is a lever we can pull to alter the power of any future models.

 

A few crews will have seen adjustments to Rating Values account  for the impact of Crackshot (X).

 

This next one is a bit of a secret. Just between us, okay? One thing that Crackshot (X) does have over Maim is that it applies to shots taken outside of Effective Range. This turns Combat Rifles into a solid long-range threat, provided you are willing to put the resources into them.

 

Discussion is already rife in the Dev Office about other iconic, long-range powerhouses that higher Crackshot (X) values could apply to…

 

It’s All Clover

The other changes will be much quicker to cover.

 

The Perk Four-Leaf Clover has been a terror in campaigns for a while. We even removed it from Bottle and Cappy. Being able to double the output of each remaining Luck Dice in a Dice Pool led to it deciding entire games off the back of an entire roll. The challenge with fixing this Perk was the sheer variance of additional Standard Dice it could generate depending on your roll. In the end, we decided to err on the side of caution. Four Leaf Clover now only grants two Standard Dice on the first remaining Luck Die.

 

More than anything else in this Errata, this is the change I am most keen on having feedback on. It might be too much of a hit, but we will only know that with time and games played.

 

Stabilized Joints is another Perk we changed. This was to fix an oversight from the Designers, so the Armor Perk should now do something. To compensate, it has also taken both a drop in Parts Cost and a Rating Increase to make it a more appealing choice regardless of how you play Fallout: Factions.

 

Outsider has also seen a small addition, but we’ll cover that more later (foreshadowing is a literary device that…).

 

It’s All Over But The Crying

I have already mentioned it, but these changes aren’t all we will see for the game. Like a person dipped in good old FEV, it is always changing. Let us know if you think anything else needs adjusting.

 

It is one thing to read the blog, but if you want to get the real details of these changes, be sure to check out the Fallout: Factions Errata and (the upcoming) C.O.M.P. Kit for yourself.

 

Well, I’d better head back into the vault to start working on the next one. Speaking of which, there are already a few things from the Crew Folio we are keeping our eyes on. The Holy Mothman and the Nightkin with an Incinerator have been scrawled upon the ‘Nerf Question Mark?’ section of the checklist, with the Automatron Robobrain going up on the ‘Buff Question Mark?’ section.

 

May your bloatflies always be carrying combat rifles!

 

The new Errata can be found at https://modiphius.net/pages/fallout-factions-downloads. The app has also been updated with the errata.

 

Join us on the Discord to discuss all the changes!

 

(Jamie the Fallout Factions PM here! I may not have gotten the C.O.M.P doc ready in time, so its release is delayed until Friday, 8th May! I’ll be making apologies on the Discord!)

Quelle: Modiphius

BK-Rafael

Seit 2002 im Hobby mit Mage Knight, gefolgt von Confrontation, um dann bei Warmachine/Hordes hängen zu bleiben. Aktuelle Projekte: OPR, Halo Flashpoint, SW Shatterpoint, SW Imperial Assault, Infinity und Kill Team.

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