C.O.M.P. V2 Update

C.O.M.P. V2 Update

Apinya Ramakomud

By Dom Westerland, Designer and Errata/Playtest Lead

 

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 that 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 are going to be looked at in detail so I can explain why they were made. 

 

The Wastelanders That Live Inside My C.O.M.P.uter

 

With the Errata changes covered last week, we shift our focus onto the new C.O.M.P. Kit. There are more changes here than in the Errata, but most of them are fixes to things we missed (the kit now determines who has the job at a tourney of choosing the order of the Scenarios, for one!) or updates to include new releases.

 

For the first time, we have made changes to the Rating Values of some Perks and a single Chem. Going into this process, we thought we would be upping the Value of more Perks. Most of these Perks were either locked out of C.O.M.P. play (see Luck Perks) or were essential to make certain playstyles function (see Charge).

Stimpaks also got a very small Rating increase. Much like the changes to Combat Rifles, this was an attempt to widen the options players could take during C.O.M.P. events. Taking two Stimpaks was just too appealing. It is worth keeping in mind that these Perk and Chem changes do not affect campaign play, as you have to work a lot harder to obtain them there.

 

Additional rules have been added for Game Losses, along with changes to the Scenarios themselves.

 

He’s A Legend, He’s A Leader, He’s A Doll

 

There is a small addition I wanted to call out for how it will impact list building. It also raised its head in the Dev Office whilst we were cooking up the next patch of Fallout: Factions goodness.

 

If you add a Legend of the Wasteland into your Crew for a C.O.M.P. event, they now gain the Outsider Perk. This will not make a huge difference most of the time unless the Legend has the Natural Leader Perk. You can still pick them to lead your crew, but they will not be able to lend their Intelligence value to others. On a positive note, they themselves will still pass Confusion Tests, and they do not take up a Leader slot in your crew. This allows you to make a highly elite crew with a Legend and a normal Leader model (remember the change I mentioned to the Outsider Perk earlier?).

 

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 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!

 

Errata and C.O.M.P Kit can be found at https://modiphius.net/pages/fallout-factions-downloads.

 

(Jamie the Fallout Factions PM here! I may have not gotten the C.O.M.P PDF ready for this blog going live. It will be up shortly I promise!)

 

Join us on the Discord to discuss all the changes!

 

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