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Errata

About Errata Tracking on This Site

This site tracks official errata starting from Version 4 (Q2 2026). Earlier errata versions were not tracked separately — their corrections were incorporated into the game documents before this project began. All citations on this site that read Errata Q2 2026 refer to Version 4 and may also reflect corrections from earlier versions that were consolidated into it.


Faction List Changes

The Operators

  • Boss, Made Man, Scavver — Combat Rifle Weapon Set renamed to Calibrated Combat Rifle throughout.
  • Weapons Table — "Combat Rifle" entry renamed to "Calibrated Combat Rifle".
  • That's Real Professional (Ploy) — Any reference to "Combat Rifle" should read "Calibrated Combat Rifle".

Brotherhood of Steel

  • Aspirant — Combat Rifle cost corrected from 24 to 25. Laser Rifle cost corrected from 25 to 24.
  • Vertibird Drop — Deployment timing corrected: "become the Active player for the first time in Round 2" rather than "become the Active player on Turn 2".

Super Mutants

  • Brute — Laser Rifle cost corrected from 32 to 40.

Survivors

  • Security Guard — Combat Rifle cost corrected from 27 to 25.
  • Some Rain Must Fall (Ploy) — Wording clarified. Full revised text: "Each Friendly model may take an Open Fire or Brawl Action without taking Fatigue. These Actions must be made to Target the Enemy model whose Action Incapacitated the Friendly model. If any other restrictions would not allow this model to be targeted by a Friendly model, then that Friendly model cannot take the Action."

Wasteland Raiders — The Forged

  • Forged — Assault Rifle cost corrected from 24 to 26. Combat Rifle cost corrected from 27 to 25.

Brotherhood Outcasts (Crew Folio, pg. 19)

  • Knight — Weapon Set listing order corrected to: Combat Shotgun (47), Plasma Rifle (53), Shishkebab (56).

New Weapons

Calibrated Combat Rifle

Calibrated Combat Rifle

Rifle
Lvl 1
24"
4P
Maim

Precision Hunting Rifle

Precision Hunting Rifle

Rifle
Lvl 1
24"
3P
Aim (+2)Pierce

Hand Cryojet

Hand Cryojet

Heavy
Lvl 1
6"
3S
Area (2")CQBSlowSuppress (1)

Weapon Changes

  • Automatic Handmade Rifle, Handmade Rifle, Plasma Pistol — "Fast" removed from all levels.
  • Combat Rifle — "Fast" removed from all levels. Base level gains Crackshot (1), loses Maim as critical effect. Third modification: "Fast" removed, Crackshot (1) added, rating corrected from +6 to +3. New fourth modification added: Crackshot (1) / Maim / 5 Parts / +6 Rating.
  • Crusader Pistol — Second modification removed. First modification parts corrected to 3, rating corrected to +7.
  • Hunting Rifle — Aim (+1) moved from the first modification to the base level.
  • Missile Launcher — Test changed from 5S to 4S. Area (3") changed to Area (2") on all levels. Area (2") also added to the second modification's traits.
  • Ripper — "5S" removed from the Test column of the modification.

Weapon Traits

Crackshot (X) (new trait) — 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.


Perks

Hobble — Corrected text: Enemy models Damaged by this model during a Ranged Attack, with a Weapon without the Area (X") Trait, cannot be activated in the following Turn, unless all other models in the Enemy crew are Exhausted or have also been affected by the Hobble Perk.

Stonewall — Replaced. New text: A model Engaged with a model with this perk cannot use the Back Off Action.

Cap Collector — Added restriction: If a model has the Scrapper Perk, it cannot take this Perk.

Scrapper — Added restriction: If a model has the Cap Collector Perk, it cannot take this Perk.

Sprint — Corrected text: When this model makes a Get Moving Action or moves during a Movement Order, it may move an extra 2".

Lend Luck — Corrected text: Attacks without the Area (X") Trait made by Friendly models against Enemy Targets within 3" of this model, may use this model's Luck statistic when creating a Dice Pool, instead of their own Luck.

Lucky Charm — Corrected text: When this model's controller uses a Ploy when this model is on the Battlefield, if this model's crew has no Ploy Tokens, they may make a Luck Test (4L). If Passed, the crew gains 1 Ploy Token.

Four Leaf Clover — Corrected text: During the Fortune Smiles Step of a S.P.E.C.I.A.L. Test, this model rolls 2 Standard Dice for a single Luck Die remaining in the Pool, instead of one. Each other Luck Die in the Pool rolls a Standard Die as normal.

Beast — Corrected text: This model cannot be a crew's Leader and never gains Perks, other than the Outsider Perk.

Outsider — Additional text appended to the second paragraph: If this model has the Leader Class, it does not count towards the number of Leaders your crew can have. A model can gain this Perk even if it would otherwise not be able to gain Perks.

Programmed — Second sentence corrected to: It also cannot gain Perks (other than the Outsider Perk) or Experience. (Previously stated it could not gain any Perks.)

Stabilized Joints — Corrected text: When this model drops down from Terrain, its move does not end if the difference in elevation is greater than the model's Agility statistic in inches. Parts Cost corrected from 4 to 3. Rating Increase corrected from 8 to 6.


Legends

  • Bottle and Cappy — All Fizzed Up — "Fast" removed from the Splattercannon. Four Leaf Clover Perk removed.
  • The Ghoul — Perception and Agility statistics decreased from 6 to 5. "Fast" removed and One & Done added to The Ghoul's Rifle traits. Bloody Mess Perk removed.
  • Mags Black — "Fast" removed from the Suppressing Handmade Rifle.
  • Mason — "Fast" removed from the Heavy Combat Shotgun.
  • Nisha — "Fast" removed from the Plasma Pistol.
  • Overboss Colter — "Fast" removed from the Powerful Combat Rifle.
  • Fist — Rating corrected from 72 to 85.

Companions

  • Nukatron — Security Unit Weapon Set cost corrected from 30 to 32.

Errata Log

Fallout Miniatures Hollywood

  • The "Hiring Models" and "Trading Bonus Ploys" sections are removed (see Control Campaigns FAQ for the replacement rules).
  • Pushback (X) critical effect — Corrected text: At the end of the Inflict Damage step, the opposing player rolls X dice. For each one that scores higher than the Target model's Strength, the Target is moved 1" directly away from the Active model. If the Target model cannot move this full distance, it moves as far as it can.
  • Tranquilize (X) critical effect — Corrected text: At the end of the Inflict Damage step, the opposing player rolls X dice. For each one that scores higher than the Target model's Endurance, it suffers one Harm, with Excess Harm causing an Injury. Should this Injury Incapacitate the Target model, do not roll for it during the Treat the Wounded step of the Story Phase, it instead gains the Clean Bill of Health result.
  • The One & Only and Wasteland Wanderer Perks — Removed from the "New Innate Perks" section and removed from Lucy, CX404, and Maximus.

Raiders — The Disciples

  • Waster — P, E, C, I, and A statistic values corrected to 3. L statistic corrected to 1.

Spooktober Pack

  • Super Mutant Behemoth — Pick Up (pg. 22) — Added after the first sentence: A model can use a Weapon with this Trait for Open Fire Actions whilst Engaged.

Rulebook

Playing a Game

  • p.9 — "Playing the Game" diagram: the "Yes" arrow out of "Has the other Player Passed?" connects to "Does the Active player want to Pass?" (not "Does the Active player want to Retreat?").
  • p.17 — S.P.E.C.I.A.L. Test Examples, Example One: Brick's Pool Size is 6 dice, not 4 dice.
  • p.18 — Oddball Cases: added rule for models at different elevations. Models whose Bases are at different heights can still be Engaged, as long as the elevated model's Base is no higher than the uppermost point of the lower model (ignoring any protruding elements).
  • p.21 — Wide Open and Obscured: "Obscured" definition extended. A model is Obscured if any part of it is hidden by any part of another model from the same crew or a Terrain Feature. A model's Base is ignored when determining Obscured, as are weapons, equipment, and protruding pieces of clothing.
  • p.22 — Confusion: added to the end of the last paragraph. Some instances (such as Attacks with the Area (X") Trait) may cause a model's player to make multiple Confusion Tests. In these cases, each Confusion Test must be resolved before moving on to the next one. A model can be affected by multiple Confusion Tests in one turn.
  • p.23 — Passing: added to the start of the second paragraph: The first player to Pass takes the Initiative Token (or keeps it, if they already have it). Added after the first sentence: Note that this does not count as the second player Passing, so they do not take the Initiative Token.
  • p.26 — Action: Rummage: "within 1" of the Active model" corrected to "within 1" (both vertically and horizontally) of the Active model".

Preparing to Play

  • p.44 — Ascension, Rounds: corrected to read that an Ascension game lasts six Rounds unless one of the two Story Outcomes has not been reached, in which case additional Rounds are played until a Round ends where one of the Story Outcomes has been reached.
  • p.46 — Assault, Special Rules: added at the end: This Confusion Test is made instead of the regular Confusion Test for when a model is Incapacitated.
  • p.47–48 — Scavenge Chems, Scavenge Caps, Scavenge Parts, Search for a Vault Key: "Add two Search Tokens to the Deployment Pool, for a total of four" corrected to "Add two Search Tokens to the Deployment Pool."
  • p.49 — Duel, Starting Positions: added after deploying models: No models can be moved at this point by any means, such as Scout: Repositioning. Also corrected: "Suffer 2 Fatigue" changed to "Take 2 Fatigue".
  • p.50 — Security Turret profile: Luck statistic corrected from 0 to 1.
  • p.51 — Barren Hazard, Special Rules: "Ranged Attack Action" corrected to "Open Fire Action".

The Story Phase

  • p.54 — Vault Dweller: has a Rating of 25 for any rules that check Rating value.
  • p.61 — Negotiate Release: the Captive Story Action is triggered only providing that the Captive was not taken in the last game.
  • p.63 — Redeem Table: each "Rehabilitation" result adds: If the Test is Failed, the model remains a Captive.

Appendix

  • p.84 — "Ours By Right", Tier One Goals: "You build a Facility" target changed from 2 to 1.
  • p.88 — "It's Party Time", Tier Three Goals: "You use a Raiders Ploy" corrected to "You use a Wasteland Raiders Ploy".
  • p.95 — Ripper: "5S" removed from the Test column of the modification.
  • p.96 — Crusader Pistol: second modification removed.
  • p.98 — Hunting Rifle: Aim (+1) removed from the first modification's traits; added to the base row above.
  • p.99 — Precision Hunting Rifle added between Pipe Bolt-Action Rifle and Precision Pipe Rifle (see New Weapons above).
  • p.103 — Hydra (Rare Chem) — Corrected effect: During the Story Phase, when rolling on the Serious Injury Table, you may spend a dose of Hydra to Re-Roll a result. You can spend up to three doses of Hydra this way for each model you roll for on the Serious Injury Table. This does allow dice to be Re-Rolled multiple times but you cannot use the result of a previously Re-Rolled dice if you use multiple doses.
  • p.107 — Sprint Perk: applies when the model makes a Get Moving Action or moves during a Movement Order (previously only the Get Moving Action).

Crew Folio

  • p.2 — Contents, page 55 reference: "Gunners Ploys" corrected to "Gunners Resource Points".
  • p.19 — Brotherhood Outcasts: Knight Weapon Set order corrected (see Faction List Changes above).

Gangs of the Wasteland

  • p.58 — "Take the High Ground", Tier One Goals: first goal corrected to "Your crew earns at least 4 XP in a single game" (previously "Your crew has at least 2 Scouting Points in three different Locations"). Target corrected from 1 to 3.
  • p.66 — "Heralds of Ill Omen", Tier Three Goals: second goal corrected to "You win a game on the opposing crew's Home Turf" (previously "Your crew gains the most XP from a game on the opposing crew's Home Turf").
  • p.79 — "In Atom's Glow", Tier Three Goals: second goal corrected to "You win a game on the opposing crew's Home Turf" (same correction as above).
  • p.94 — "An Age of Robots", Tier One Goals: third goal corrected to "You play a game as the Defender" (previously "You take the Expand Story Action").

Weapons of the Wasteland

  • p.117 — Crusader Pistol: second modification removed.
  • p.126 — Hand Cryojet added after the Gatling Laser (see New Weapons above).
  • p.138 — Offerings Perk: added to the end of the first sentence: This option cannot be chosen if the model did not Take Fatigue for this Rummage Action. Added to the end of the bullet point: This additional option can be chosen if a Scenario or Objective would normally prevent the Rummage Action and in these instances, the Search Token is not removed.

FAQ

Playing a Game

Q: Proximity is ignored whilst models are Engaged. Does this mean that Enemy models could stop moving closer to an Engaged Enemy model than normal? What would happen to the model that stopped if the Engaged Enemy model regained their Proximity?

A: Yes, this means that Enemy models could finish moving closer than 1" away from an Engaged Enemy model. If Proximity was regained by a previously Engaged model, the previously Engaged model would be moved to Engage the other model.


Q: Can a model finish a move on the base of another model?

A: No.


Q: Can a model move through the base of an Enemy model?

A: A model can never move through an Enemy model's base, even if they have no Proximity.


Q: Some rules require a model to move directly either towards or away from another model, Search Token or a point on the Battlefield. How does moving directly differ from other forms of moving?

A: If a model is required to move directly towards or away from something, it must do so in a straight line using another model, Search Token or a point on the Battlefield as a starting point. When asked to move a model directly, take this straight line from the middle of the other model, Search Token or point on the Battlefield. The actual distance measured is still taken from the edge of the models or Search Token as normal.


Q: Can a model drop down from terrain in a manner where it would move further than it could normally?

A: Yes.


Q: How do Wide Open and Obscured interact?

A: They effectively don't. Wide Open and Obscured are two different states that can be applied based on certain visibility conditions. Being Obscured is not the opposite of being Wide Open. There are, in effect, three states of visibility: Wide Open, normal visibility, and Obscured.

A model being Obscured only matters for the fact that another model in the same crew can block the shot.

If a model makes a ranged attack against an enemy model that is engaged with a friendly model that is in the way, the target will not be Obscured by that model (they're not from the same crew) but will also not be Wide Open.


Q: Is a model within its own Control Area?

A: Yes. This means certain Perks like Power of Prayer and Spotter will affect the model with the Perk itself. Others like Sermons will not though, so read each Perk carefully.


Q: The rules for Control Area only mention when Friendly models are inside of a Control Area. When are Enemy models counted as being within a Control Area?

A: An Enemy model is only ever considered to be within the Control Area of a model from an opposing crew when a special rule or Perk (such as Intimidation) would require the model to be within the Control Area in order for that special rule or Perk to function. Otherwise, only Friendly models can be within a Control Area.


Q: A model can't make the same Action more than once each Turn, but can it make the same Action more than once in a Round, on different Turns?

A: Yes. A model could make a Get Moving Action once in a Turn and then use their other Action to do something else. The model could also make one Get Moving Action, wait for another Turn, and then make a second Get Moving Action.


Q: Does the move granted via a Movement Order count as a Get Moving Action?

A: No. It is a bonus within a Get Moving Action, rather than a further example of the action itself.


Q: Can an Engaged Enemy model be the Target of a Ranged Attack?

A: Providing that the Target is Visible to the Active model, yes.


Q: Would I alter the Pool Size for an Attack Test as part of a Ranged Attack where the Target is Engaged?

A: No, the Pool Size would not be impacted purely based on the Target being Engaged. Other factors would alter the Pool Size as normal.


Q: Can a model use multiple Chems in one Turn?

A: Yes.


Q: Where on my Crew Roster should I mark Rare Chems?

A: Rare Chems should be marked in the spare boxes beneath the Common Chems, marking the boxes as normal.


Q: I have a game where the outcome requires a winner but winning isn't defined. How should I define the winner in these instances?

A: The winner would be whoever earns the most XP in total.


Getting Started

Q: Do Leaders count towards a crew's Champion Limit?

A: Yes, because they are Champions.


Quest Lines

Q: Does XP earned during the Story Phase (such as via Achievement Unlocked) count towards Quest Goals that require a certain amount of XP to be earned in one go?

A: No, because this XP is earned outside of the game during the Story Phase.


Q: I have a Quest Goal that requires a model in my crew to pass a Confusion Test, like in the Super Mutant Quest Line "Ours By Right". If a model automatically passes Confusion Tests (such as via the Natural Leader Innate Perk), can I mark a Progress box for this Quest Goal?

A: Yes.


Control Campaigns

Q: How can I hire Legends of the Wasteland for my crew during a Control Campaign?

A: Each player can hire a single model from a "Legends" section of a Fallout Factions product at the start of the Purchase Common Chems Step. To hire a Legend, a player reduces their Crew's Caps Stash by the model's Hiring Fee, then adds the model's Profile to an empty row of their Roster. A player can reduce the cost of hiring a model by trading in any number of Bonus Ploys for the upcoming game — for each Bonus Ploy traded in, the model's Hiring Fee is reduced by 50, to a minimum of 0. Legends have no effect on Crew Limits and are always removed from a Crew's Roster at the start of the Story Phase.


Reach Campaigns

Q: A Nomadic crew has taken one of my models Captive. Can I choose a Rescue Objective in an attempt to get them back?

A: No, because Nomadic crews do not have a Home Turf. You would need to use the Negotiate Release Story Action instead.


Q: I have a game containing the Scavenge Caps and Scavenge Parts Objectives. How do the Special Rules for these two Objectives work together?

A: After deciding to Find Caps and Parts, you would decide to either find Caps or Parts.


Q: I have a game containing the Duel Exclusive Objective. My Duellist Incapacitated the other Duellist but was then Incapacitated later in the game. Can I still use the free Crew Training rewarded by this Objective's Story Outcome?

A: Yes.


Q: Do I lose Reach whenever I become Nomadic?

A: No, only when you are forced to do so — such as retreating from a Raid.


Q: I am rolling on the Legend of the Wasteland Aftermath Table for a model with an Innate Perk (like Beast or Programmed) that prevents Perks from being gained. I roll the "New Home!" result, which would cause the model to gain the Outsider Perk. Would these Innate Perks prevent the Outsider Perk from being gained?

A: Yes. This would then cause you to resolve the Adios result instead.


Q: In the Brotherhood of Steel Quest Line "Protect Humanity From Itself", when would I check for progression towards completing the Goal for having 6 Facilities on my Home Turf?

A: At the end of the Story Phase.


Critical Effects

Q: One of my models has successfully triggered the Maim Critical Effect against a Target that has reached their Harm Limit. Would the additional Harm generated from Maim be applied to the Target?

A: No, because the Target has reached its Harm Limit which makes it Excess Harm. Excess Harm normally does not cause any additional effects to be triggered, unless a rule specifically calls it out such as the third entry on the damage table.


Q: Do Critical Effects like Poison (X) or Suppress (X) count as S.P.E.C.I.A.L. Tests for the purpose of earning 1 Experience from Failing Forwards?

A: No. Failing Forward only counts on S.P.E.C.I.A.L. Tests, which Poison and Suppress are not.


Chems

Q: Does Psycho add Bonus Dice to the Attack Test of Ranged Attacks and Melee Attacks?

A: Yes.


Perks

Q: Can a model have the same Perk multiple times?

A: No. Each model can only have each Perk once.


Q: A model has the Penetrator Perk and triggers the Pierce Critical Effect. Could both of these happen during an Attack and reduce an Enemy model's Endurance statistic by 2?

A: Yes, providing that all the criteria for the Perk and the Critical Effect have been met.


Q: One of my models is making a Ranged Attack. One of the potential Targets has both the Stealth Boy and Bullet Magnet Perks. This potential Target is the closest Enemy model to my model but it is also outside of that model's Perception range. How would I resolve the situation caused by this combination of Perks?

A: The Stealth Boy Innate Perk would take precedent. Your model would be outside of the Perception range of the model with the two Perks, therefore the Bullet Magnet Perk would not apply. This means the Active model should choose a different Target for the Attack.