---------------
FALLOUT TACTICS
---------------
- FAQ V2.96 -
by Guiler (J Novakouski - jnovakouski1@hvc.rr.com)
This guide may be reproduced only with my permission, for non-profit
purposes only. You may download, save, modify, or use this for
personal reasons only, but I would appreciate that you send any
suggestions and updates to me, <guilersk@earthlink.net> to help make
this the best FAQ it can be. If you would like to post a copy of this
on your fansite, email me at <guilersk@earthlink.net>. In addition,
if you do so, I will automatically send you any updates I have made.
FALLOUT TACTICS is (c) 2001 Interplay Entertainment Corp
This is by no means complete, but it ought to help you
play the game. If you know of something that I don't,
drop me a line at <guilersk@earthlink.net> and I'll
credit you for it.
Note that while these people get credit for sending stuff in,
they might not want to be badgered with emails, so you're best off
sending questions and suggestions directly to me at:
<guilersk@earthlink.net>
Special thanx to the following contributors:
a black cat nearby <poocat@rocketmail.com>
"Adam Shahid" <mantispid@technologist.com>
Alastair Hutcheson <ali_qzx@yahoo.com>
"Albert Choy" <alchoy@bellsouth.net>
André Devaux <andre.devaux@iac.unibe.ch>
Andres J. <Orkperson@aol.com>
Andrew Lusk-Hahn <ajlusk@yahoo.com>
Andy Chen <shotgnbob@yahoo.com>
Andy <AndiEQ@gmx.de>
"Angus Lai" <sakuragk@home.com>
Ariel Falgui <chrono_soulslayer@yahoo.com>
ARM Claude <claude.arm@csem.ch>
"Arthur B. Byrne" <abb3w@mindspring.com>
"Ashley K. Lovins" <aklovins@earthlink.net>
Benjamin Winston <lemurking@hotmail.com>
Booga <blaze@cx.net>
Booze Miller <karnovbox@hotmail.com>
brian <brian@natescape.com>
Rafal Kubat <prozacbob@home.com>
chad athey <ice_b_chilly88@hotmail.com>
Chaltione Bonkfriks <chaltione@netcom.no>
Charles J DeVito <rhe1@gte.net>
Chew, Christopher (XSSC SGP) <Christopher.chew@xssc.sgp.xerox.com>
Chris369@aol.com
Chris Calvert <darkw0lf@vampirehunter.com>
Chris Lynch <chris_lynch@cyberus.ca>
"Chris Pendergrass" <cpndrgrs@earthlink.net>
Christoph <veitc000@mail.uni-mainz.de>
Clown <zion99@pacific.net.sg>
Colin <colin2@TOOLKITMAIL.COM>
crayz@singnet.com.sg
"Daniel Caine" <Dan.Caine@btinternet.com>
Danny Hioe <rajasinga@satumail.com>
David Ng <chemgear@hotmail.com>
david.s.jannke@accenture.com
David S. <Pyro139989@aol.com>
Dhany Permana <dhany@dhany.com>
DJ <dj@dj-mac.com>
"Domen Gostincar" <domen.gostincar@siol.net>
<Draconfyre@aol.com>
"Edward Adams" <eadams_01@yahoo.co.uk>
<Epsilitory@aol.com>
Fallen Fallen <fallfromgrace764@yahoo.com>
Ferri <babeh@pacific.net.sg>
Forrest <wee_wee@pacific.net.sg>
Gabriel <arkangyl@bellsouth.net>
Garred Whalen <gfishfunk@hotmail.com>
Garry Upton <unclegarry@cei.net>
Gilkey, Gregory <gsg@lucent.com>
Glenn M. Sanford <sanfordphd@mac.com>
Grev <grevinator1@hotmail.com>
"h.kenward" <h.kenward@tinyworld.co.uk>
Hobbit290@aol.com
Houston Bruck <hbruck321@hotmail.com>
iweird <iweird77@hotmail.com>
Jason Salem <res06fsh@gte.net>
Jason Wang <darkstrangefox@yahoo.com>
"Jean-Philippe Doucet" <jpdoucet@videotron.ca>
Jeffrey Ross <jwr208@is9.nyu.edu>
Jereza Alfred Davy <alvysj@yahoo.com>
Jim "ShowLow" Sorrick <showlo@cybertrails.com>
Joiro Hatagaya <joiro@latnet.lv>
"Jolt - Ganj"
Jonas Karlsson <sweet_jonas@hotmail.com>
Josemaria Hernandez <jmh53@cornell.edu>
"judith york" <ebor@starpower.net>
Justin Cramer <thinredpaste@yahoo.com>
Kam Fung
Keith Steiger <ksteiger@home.com>
Ken Boren <eeroboren@pacific.net.ph>
Kenny Wong <kenjai@netvigator.com>
Kerwin Tsang <kertsang@yahoo.com>
Kevin Weiser <kweiser@themushroom.com>
KittyH
Kulsz <Kulsz@aol.com>
Kyriel <kane255@jps.net>
lobar <lobar@home.com>
Louie Imperial <imperiumsf@hotmail.com>
<Mach1014@aol.com>
<Magical0@aol.com>
"Marcus Robinson" <sucramuk@hotmail.com>
"Mark Allman" <mjallman@attcanada.net>
"Mark Walsh" <m.a.walsh@btinternet.com>
"Matias Zucchi" <matias@zucchi.com.ar>
Matt <mrbilljoe@yahoo.com>
"Matt Thobe" <matt@iyeinteractive.com>
"Matthew wong" <mattwong48@hotmail.com>
MeanJoshGreen@aol.com
"Mighty Atom"
Mike Fletcher <callidus69@hotmail.com>
mike perlewitz <yodawon@yahoo.com>
"Nathos Coolos" <n_coolos@hotmail.com>
Nightfall@mindspring.com
"dr. grass" <nograss1218@hotmail.com>
Pak Chung <pchung@vt.edu>
Paradox <paradox@japan.com>
Patrick Bryan <trickzillion@earthlink.net>
"Patryk" <cymrean@poczta.onet.pl>
Phil Chermak <philchermak@hotmail.com>
Philip L. McMahon <doorguy@doorbot.com>
Phred <phred@guerro.com>
"r wong" <madned@hotmail.com>
Rajmohan Rajagopalan <mohan@math.cornell.edu>
Ray Macey <raymacey@hotmail.com>
Rick Schneider <ras501@hotmail.com>
Rob Healy <sparky501@earthlink.net>
Rob Knebel <robdalajara@yahoo.com>
Robert Luong <kays8yrold@hotmail.com>
ROBERT L BURGESS <CHEPOT@prodigy.net>
"Rodriguez" <vvd@info.com.ph>
sean wilkins <showcase74@hotmail.com>
Sean Yeo da Syko
Shane Feather <xcaliber1999@aol.com>
Shen Borbe <internet_sniper@hotmail.com>
Shirwyn Dalgliesh <shirwyn@vcn.bc.ca>
"Simon Hanly-Jones" <gamma_alpha_beta@hotmail.com>
Snyder, Adam <ASnyder@wmsgaming.com>
"Teoh Siang Swee" <drekan40@hotmail.com>
"Tom Carlsen" <TomCarlsen@citywestwater.com.au>
Tom <vige-mol@village.uunet.be>
"Tomas \"Reveille\" Rodriguez, Jr." <reveille@shinyboxofdogs.com>
<Trickstaar@aol.com>
Uliasea <uliasea@aventa.de>
"Vanni Loriggio" <hakkenshi@hotmail.com>
Wansheng Zhu <wz140@hotmail.com>
WD-40 <wd40@inbox.ru>
"Wright, Stephen J" <Stephen.Wright@unisys.com>
ygdrasil <ygdrasil@bcc.com.uz>
And extra thanks to KJ <batistutaforever@hotmail.com>
for all his help on the special encounters and everything
in general!
TABLE OF CONTENTS:
-Version History
-Character Creation
-Tough Guy Suggestions (NEW! 2.4)
-Weapons Chart (NEW! 2.3)
-Perk Table (NEW! 2.3)
-Enhancer (Drug) Table (NEW! 2.6)
-Recruit List (NEW! 2.7)
-Walkthrough
0.0 SPECIAL ENCOUNTERS
0.1 BROTHERS GRIMM
0.2 COPPERTOPS
0.3 BAZAAR DAY
0.4 EVERREDDY BUNNIES
0.5 TITANIC
0.6 FARMER
0.7 TRADER
0.8 BRAHMIN POKER
0.9 PITCH BLACK
0.10 L33TISTS
0.11 REAVER DANCE
0.12 CANADIAN INVASION
0.13 PHIL THE NUKA COLA GUY
0.14 B-1000
0.15 KOMODO MAN
0.16 SIXTH SENSE
0.17 GAS STATION
0.18 PIPBOY
0.19 UPRISING
0.20 CPF vs. PFC
0.21 BRAHMIN ARMOR
0.22 DEATHCLAW LIBERATION
0.23 4 HORSEMEN OF THE POST-APOCALYPSE
0.24 BRAHMIN TIPPING
0.25 MIR
0.26 AMELIA
0.27 HERMIT
0.28 MERCHANT
0.29 MORTE
0.30 INVASION RECREATIONISTS
1.0 BRAHMIN WOOD
1.1 BUNKER 1
2.0 FREEPORT
2.1 BUNKER 2
3.0 ROCK FALLS
3.1 BUNKER 3
4.0 MACOMB
4.1 BUNKER 4
5.0 PREORIA
5.1 BUNKER 5
6.0 QUINCY
6.1 BUNKER 6
7.0 MARDIN
7.1 BUNKER 7
8.0 ST. LOUIS
8.1 BUNKER 8
9.0 JEFFERSON
9.1 BUNKER 9
10.0 KANSAS CITY
10.1 BUNKER 10
11.0 OSCEOLLA
11.1 BUNKER 11
12.0 JUNCTION CITY
12.1 BUNKER 12
13.0 GREAT BEND
13.1 BUNKER 13
14.0 COLDWATER
14.1 BUNKER 14
15.0 NEWTON
15.1 BUNKER 15
16.0 CANYON CITY
16.1 BUNKER 16
17.0 BUENA VISTA
17.1 BUNKER 17
18.0 SCOTT CITY
18.1 BUNKER 18
19.0 CHEYENNE MOUNTAIN
20.0 VAULT 0
21.0 BONUS MISSION (SPRINGFIELD)
VERSION HISTORY:
1.0- created, missions 1-4 3/25/2001
1.1- added Preoria (mission 5), Macomb mine trick 3/26/2001
1.2- added Quincy (6) and several player suggestions 3/28/2001
1.3- added Mardin (7) 3/30/2001
1.4- added St. Louis 3/31/2001
1.5- added Jefferson 4/1/2001
1.6- added Osceolla and Junction City 4/4/2001
1.7- added Great Bend and Special Encounters 4/8/2001
1.8- added Coldwater and part of Newton 4/8/2001
1.8.5- added a whole bunch of mail and player suggestions 4/11/2001
1.9- added up to the middle of the last mission 4/16/2001
2.0- complete to end of game. Missing bonus mission (soon) 4/17/2001
2.1- added a WHOOOOOOLE lot of suggestions and a littl bit on the
patch 4/23/2001
2.2- added more suggestions (bonus mission coming soon!) Also started
marking updates so you don't have to go looking...4/30/2001
2.3- added bonus mission, weapons table, and perks table 5/12/2001
2.4- updates, added 'bandage' note 5/20/2001
2.5- updates 5/28/2001
2.6- many updates 7/3/2001
2.7- Incremental update 10/14/2001
2.8- Incremental update 12/17/2001
2.9- Incremental update 01/06/2002
2.95-Incremental update 11/25/2002
2.96-Incremental update, removed bonus mission access 04/25/2003
CHARACTER CREATION:
For all you Fallout people:
Much as Icewind Dale was the combat version of Baldur's Gate, so this
is the combat version of Fallout. Your silly skills like science,
repair, and whatnot have little place here. You're much better off
picking skills that allow you to be killin' stuff, so to speak.
For all you Laser Squad/XCOM/Jagged Alliance people:
This is a lot more RPG than you've ever had before. Imagine; you can
actually see the amount of experience you've got, and pick the skills
you want to increase when you level! Because of this customization,
You shouldn't 'throw away' soldiers on suicide missions, as some of
the games listed above need you to do. It's much better to go
cautiously and retreat crippled soldiers from the field of battle.
As this game is made for killing, I naturally have some suggestions on
how to make a killer character. We want you to excel at the death-
dealing on high levels, so I suggest working towards the 'sniper'
and/or 'slayer' perks. On the way you should take Bonus Rate of Fire
(or Bonus HtH if Slayer), Bonus Ranged/HtH Damage (again, depending on
Sniper or Slayer), More Criticals, Better Criticals, and Sharpshooter
(if Sniper). If you can't get these, take Action Boy (essential if
you don't have max agil), Educated, Flexible, Gain (statistic), Swift
Learner, Packrat, Strong Back, Ranger, or Explorer.
UPDATE:
As of 1.0, sniper is worthless, and Better criticals seems worthless too.
I am in the midst of re-evaluating the worth of the perks.
----2.4----
"Kenny Wong" <kenjai@netvigator.com> writes:
Bonus moves perk is useless in CTB mode. Duh! I made a
slayer type char with this thinking he'd close in faster when I
started with TB mode. But in CTB, nothing seems to change.
--------
However, some of these perks have nasty attribute Requirements, which
is a good reason why you should take Gifted. I also suggest Fast Shot,
as Fast Shot and Bonus Rate of Fire means that it costs 2 points to
fire a weapon; with 10 action points, that's 5 shots a round. Keep in mind
that targetted shots, which is what you lose for taking fast shot, can be
mighty useful because they give you an increased chance of critical hit, so
it's really a trade-off; you get more shots, but you don't have a chance to
take more effective shots.
Patrick writes
the Fast Shot trait is not a good one for snipers to take, since
they can't aim. I've found that, even when using just sniper rifles against
robots, a good eye shot (which comes along about 1 in 3 shots with a few
ranks in More Criticals) will dish out 50-100 damage, and usually blind or
knock out a robot in one shot. Also, using a pulse rifle and aiming for the
eyes, I can dish out 150-300 damage to a behemoth.
----2.95----
I suggest the following attributes (with Gifted on):
ST 6 (8 if a Slayer)
PE 8 (absolute minimum 8 if a sniper)
EN 6
CH 5 (more is helpful)
IN 6 (absolute minimum 6 if a sniper)
AG 10(absolute minimum 8 if a sniper or slayer)
LK 6 (for all those critical-based skills)
"Daniel Caine" <Dan.Caine@btinternet.com> adds:
Charisma seems broken, I designed a sniper character (Pe 10) and set
my CH to 2 I still get all three recruits (more since the patch on the
first Bunker) as I did with my previous Character who had CH 5. Those
extra 3 points come in very useful.
----2.3----
On the other hand, since you won't get sniper until the end, you might
want to be a heavy weapons specialist; Fallout Tactics rewards the
heavy weapons person bigtime in this game with the Browning M2,
easily the best long range weapon in the game. The problem is that
it has a strength requirement of 9 and the ammo is hard to come by
and terribly expensive. So in that case, you still want fast shot
(more rounds out per combat turn) but you want more strength (9) and
a bit less of the other stats (endurance can probably suffer here).
UPDATE:
I finally beat the game, and got sniper for the 2nd half of the last
mission. It was totally not worth it; the difference between this and
Fallout 2 is unbelievable; I highly suspect that there is a bug that
prevents sniper from working. None of my guys exhibited any more
critical hits than usual, and far less than I would get with even
targetted shots. Sniper is a crock, and I'm pretty ticked off about
it. So, instead of sniper, take increased critical hits and bonus
rate of fire (bonus rate of fire just might be the best perk in
the game).
The path of melee can be very rewarding. If you get close enough to
hit the enemy without him tearing you to pieces (sneak and cover),
you can really rip it up with them, so to speak. If you're good, you
will likely knock them down and cost them lots of action points, so
many that they will stay down constantly (CTB) or not have enough
action points left to attack you with (TB). This is hard with mutants,
but it can be done.
For Tag skills, small guns is essential, and then later Energy Weapons
and Big Guns if you intend to use stuff like rockets and chainguns.
Big Guns is crucial if you intend to even flirt with the Browning.
Also useful is Lockpick, Unarmed or Melee if you plan to go the Slayer
route, Bartering, and maybe Outdoorsman. Also take Stealth if you're
the Slayer; you need to get close to kill them, so getting close
without being seen is the best way, especially if you have Silent
Death.
Rafal Kubat <prozacbob@home.com> wrote in with this sly trick:
If you want a REALLY good final sniper then
Set up your character as follows, it works great for me
ST 5/6
PE 8/9
EN 2 (i'll explain)
CH 8
IN 9
AG 8
LK 6
The 2 Endurance will harm you at the beginning of the game, but by
exploiting a bug in the game you can get it up to 12 without a problem.
When you find the Gas Station Random Encounter (Usually Located 1
square north, 3 squares west of Bunker Beta), go in there THE FIRST
TIME with everything possible. Trade for the Elixir of Life and
anything else you might find useful, then take the elixir, and put it
on the shelf where the Tool Box is (also put anything else that you want
unlimited of in there)
Then exit the encounter, come back in.
Take all that equipment back, and exit the encounter again.
Come back in, and now all those items that you put on the shelf (and
everything that you sold to the woman, i sold her everything so she cant
even move) is gonna be there for the rest of the game. This is great
cause u can put things such as those much needed shotgun shells and other
ammo as well as a whole s***load of doctors bags/first aid kits. I now
never run out of medical supplies, stim packs, drugs, or elixirs thanks to
this.
Do this a bunch of times an you'll have 12 endurance from the elixirs, and
about 200 hps, (you can drink more elixirs just cause they give u 15 hps a
piece), my guys are invulnerable now, and all this with no official
"cheating".
Note: you can do this with any encounter in the game. You can even drop
the items on the ground like this.
----2.4----
Pawel Adamski writes:
Quick victory.
1. you have to have :-) a good leader created at the beginnieg of the game:
traits - Gifted, Kamikaze
perks - weapons handling
tags - small, big
str. 6
pe. 10
en. 5
ch. 2
in. 10
ag. 10
lk. 2
this guy can use Browning M2 just like a sniper :-)
in this mission he should have big and small at about 120%
you have to put this guy lie in the front of south barricade as a first
line of defense with BrowningM2 in hand. He will shoot every mutie without
hesitation and misses. One guy good in small equipped with Enfield should
go to the north gate and tehe rest of your team should stay at west gate
ducked behind barricades - one of them should be equipped with m249SAW
and others with snipers rifles.
After few minutes mutant attack will be broken. Then you use your leader
to clean southern buildings... just run with Browning and let him fire at
any mutie in sight range. In most of cases one shot will kill one or more
muties.
----2.96----
"Evil Grass" <nograss1218@lycos.com> suggests:
I noticed that your starting equipment depends on your character’s
tagged skill.
The item in the beginning are :
1x stimpak, 1x nuka-cola, 1x happy pie, 1x MP5 H&K,
48x 9mm ammo (ball)
If you tagged these skills, you’ll get :
Small Guns 72x 9mm ammo (ball)
Big Guns 2x booze, 2x happy pie
Energy Weapons 3x doughnuts
Unarmed Brass knuckle, buffout, 3x rot gut
Melee Weapons Knife, broken bottle
Throwing 3x spear, 1x grenade(frag), 10x rock
Sneak Axe handle
LockUse 25 RP, 1x stinky meat platter
Steal 100RP, $ 30
Traps 3x T13 Antipersonnel mine,Explosive Trap
First-aid First aid kit, 2x poison, 1x poison antidote
Doctor Doctor’s bag, 3x fruit, 3x booze, scalpel
Science 4x classic nuka-cola, 3x booze,
clipboard(unknown function)
Repair 4x booze, tool kit, crowbar
Pilot 4x booze, 6x beer, 2x XXXXXbeer, 1x cat’s paw magazine
Barter 1x cat’s paw magazine, 50RP, 4x booze
Gambling $ 500
Outdoorsman 1x Rad-X, 1x healing powder
Tips
Try stealing from own team members, double-click the last item on
the person’s inventory fast and you’ll gain unlimited experience
points that way (you’ll need 4 action points for that)...this
might be a bug.
----2.8----
<Trickstaar@aol.com> writes:
I found out something very interesting using a variation of the item
duplication cheat I found on your FAQ. If you go to a special encounter
that allows you to bring your vehicle(s) in, like L33tists, Deathclaw
Liberation, Merchant, etc., you can leave your vehicle at the encounter
and then come back over and over again to get more of the vehicle you left,a
just like items. I tried this with the Tank at CPF Vs PFC and now I have
two tanks. I unloaded the tank before leaving it, as usually leaving a
vehicle behind deletes the stuff inside, but I am not sure if it would do
that in a special encounter or not. Also I tried to go back with my two
tanks to get a third, but I had some weird graphics error where the turrets
for the tanks where floating away from the tanks. It then kicked me out of
the encounter, but it did leave a circle showing where I had left my tank.
That means I now have three (well four, I tried again to go into the
encounter with two tanks to get a third), but I don't know how to get the
third and fourth while driving my two tanks. It should probably be
suggested to only do this cheat once or at least don't drive two tanks in
to get a third, you could always stock pile the vehicles to the various
bases.
Then:
I tried out the code further and you can leave the vehicle loaded and the
stuff inside gets duplicated as well. Also the vehicles function well in
combat, I ran a fight with my two tanks and it went well (other than not
having a second good pilot or gunner).
--------
UPDATE:
The duplication bug is DEAD in 1.25, according to several sources.
Kenny Wong <kenjai@netvigator.com> writes:
The mutate! perk will change traits. However, if you don't have a trait
to start with, then you just get a free trait. Not so useful for your main
char, but could be useful for your squadies. Imagine a whole team
of gifted squadies....
and
The mutate! perk (getting a trait for nothing) still works in 1.25.
-------------
I have done this. It rocks. I totally recommend it. Do it around L12 so
your skills won't suffer too badly.
Chris Calvert <darkw0lf@vampirehunter.com> suggests:
Here is a tip I came up with that will provide infinite experience
points. This works best if you have at least 30% in lockpicks and a set
of lockpicks as well. Just go to a level with a safe (Rock Falls or
Preoria for example) and move the char equipped with the lockpicks
next to the safe and keep hitting '2' (hotkey for lockpick skill) and
clicking the safe. You will unlock and then lock the safe. Each
successful locking or unlocking will provide a minimum of 15 exp
points. The higher your skill (obviously) the more often you will be
successful. Also you do not always get just 15 points. You can get
more, and it is partly random and partly based on your skill. I had
a char with 30% do this and the max he got was 24 points, but my char
with 80% in the lockpicking skill got a max of 47 points.
-------------
"Mark Walsh" <m.a.walsh@btinternet.com> notes:
Firstly I feel Charisma is a lot more important than people realise.
As is pointed out this is a tactical game so your not going to be
charming anyone and therefore Charisma doesn't count. Better to have
that extra Strength or Agility right?
Wrong, what you get from Charisma is a trade off of a less powerful
character for a more powerful group because that's what a high CHARISMA
gets you. Basically a high Charisma gets you access to more and higher
level NPC's earlier. It allows you to gain ranks/promotions quicker which
allows access to better equipment and NPC's. E.G. after completing the
first mission twice with a CHR 7 and a CHR 2 character, the CHR 2
character had access to about 5-6 first level NPC's to join his group.
The CHR 7 one had access to 11 up to lvl 4! Having an NPC with 99% small
guns straight away obviously helps a lot. Also Charisma allows you access
to a couple of very useful perks:
Leader (CHR 6) : Bearing in mind how important you say Agility is, this
one gives a bonus of +1 AGI and +5 AC to all team members within your
sphere of influence (not yourself though!). +1 AGI to everyone - not bad eh?
Divine Favor (CHR 8): I read that this one gives you +1 to your best stat
even allowing a stat of 11! it also increases your perk rate to 1 every 2
levels! Now that sounds good!
Team Player (CHR 4): +10% to ALL rolls within influence of other team members.
Also on a side note this explains the 'usefulness' of the Brown Noser perk
in getting ranks/promotions quicker and therefore access to NPC's and equipment
above what should be available at that time in the game.
Whilst a powerful killer character is fun, a powerful group as given by a
high Charisma makes life easier and fun too.
----2.7----
Booga <blaze@cx.net> suggests:
There's this odd bug that my friends and I managed to find out. Exploiting
the bug will make the game unfun though.
Here's how it goes. First, you need a vehicle...then, before you exit the
map into the world map, make all your character crawl INTO the vehicle then
exit the map. Whenever you come across a random encounter or next mission,
your characters will start standing, but the values for crawling will still
be there (doesn't work when going back to base or some special encounter).
Keep crawling into the vehicle everytime and the values for the crawl will
stack up onto each other. Keep doing this and even without increasing your
gun skills!! However, this only works for your NPCs. I think the
programmers remembered to reset the main character but not the NPCs. Most
of my NPCs have all guns skills above 500% using this method, but remember,
melee skills WILL suck...(reaching -1000%)
-------------
blaze@storm.cx.net writes:
As of v1.25, the crawl into vehicle bug doesn't work anymore.
----2.2----
But Haifan Lu says:
I just want to say that the glitch about the crawling into vehicle(you
crawl into the vehicle and go to a new mission or special encounter,
now you will be standing and the gun bonus given when you are crawling
will be permanently added to your states, but you will have a decrease
of melee and unarmed skills) still works. Most of my squad members
except the main character have their melee and unarmed skills at negative
value even if they have nothing equipped on or anything in their inventory.
p.s. My game is at version 1.27.
----2.9----
For money problems, <Mach1014@aol.com> suggests:
To help you out with your money problems, simply enlist in the services of
an amazing gambler. In my game, Stumpy has it tagged and it was already
high. If you use him a few times and add all his skill points to gambling,
he should be able to swindle most of the mechanics in the game, the medical
officer and the quartermaster at the gamma outpost. Its all about trial and
error, save and load. if you stock up on everything anyone who gambles has,
and do a decent amount of looting, money should no longer be any issue.
-------------
"Matt Thobe" <matt@iyeinteractive.com> suggests:
When ever you gamble just save before you start and gamble like 1 rp for
1 rp until you win, and count how many times till you win, then reload and
gamble 1 rp till you get the the time when you win, then bet everything,
and its all yours.
----2.6----
This little trick works because (like many games), it saves the random
number seed (and the next couple)to assure that you can't just reload a
game and avoid a nasty fate (usually in combat). Works great for
gambling, though.
"Patryk" <cymrean@poczta.onet.pl> adds:
Advisable in any mission when you cant carry everything you want to keep from
a mission. All the crates, bookshelves, boxes and lockers are there to yield
to you equipment, right??? WRONG. They are there for you to place equipment
inside of them!!! Each has a limited capacity but certainly you can find many
of them. Inserting equipment into boxes is vital to your cause because the
killed enemies have a tendency to dissapear when you leave the mission area.
Not all but almost 70% (approximetly). All those things left in various
lockers will remain for you to come back and claim your rightful share of
the spoils of war.
----2.6----
Pak Chung <pchung@vt.edu> adds:
I found some tricks about gambling that really saved me lots of money, in
bunker gamma ( i think ), the quarter master will gamble with you. so you
merely can some of the most expensive stuffs from this bunker through
gambling.
first of all, you dont really need gambling skill, get as much cash as
possible, lets say you want to get the power armor, it cost it 20000 each,
so lets say this is the first time you gamble with this quater master, put
as much money as u can something around 30000, and even without gambling
skill u can still win neartly 100% of the time, but the drawback is,
everytime the quater master lose, he will change the rate, the next time you
bet with him, for a power armor lets say, he will only bet for like 25000 or
so ( the more money u put for betting the higher chance you win, if u put 1
dollars to bet with his power armor u will never win )
I managed to get 4 power armors and 1 advanced power armor before he drop
the rate to a level that i will never win ( like 12000 to bet for stuffs
worth 20000)
--------
Chaltione Bonkfriks <chaltione@netcom.no> adds:
I have noticed a little bug:
whenever you gamble with ANYONE, you can just put in whatever you want
from them, and put in nothing from your side, and keep clicking on
gamble. Eventually you'll win the gamble. That way i gambled away
everything (4000+ lbs) the quartermaster in bunker gamma had with a
character with only 14% gamble skill and 4 luck. It is still working
with patch 1.25.
----2.3----
Try it out! you'll end up with loads of stuff that way...
Josemaria Hernandez <jmh53@cornell.edu> adds:
I tried using mentats to see if it would help some npcs get perks
like sharpshooter. Does not seem to work unfortunately. Still using
buffouts for your heavy guns guys so they can use Browning's in the
missions before power armor is not a bad thing esp since they last
the whole mission.
Leader is a great perk btw. everyone in the squad under the influence
gets +1 agility and added 5 bonus to armor class (I think).
I would highly recommend just loitering around the wastelands. As
far as I know there is no time pressure to finish the game and
its a great way to load up on stuff and XP. For some reason when
I encounter bots in the waste they are always under gunned, they
fire one or two rounds then run out of ammo. They then rush you
and you can pound them into scrap and get huge XP. One time I ran
across 2 behemoths and 5 or 6 humanoids. I was lucky enough to
critical hit both behemoths before they got into range and knocked
them out. At the end of it all I got 5000 xps for that one encounter.
I have leveled up around 4 or 5 times just wandering the wastes and
am still in Newton but fighting with level 21 characters now. Another
cool trick is just leaving ctb mode on during these random encounters.
When encountering mutants and reavers you should be able to get away
without suffering a hit at all. Pancor's armed with the purple shells
are great against smaller bots; with bonus rate of fire i can fire
twice and by the second burst kill 3 or 4 bots.
-------------
David writes:
After playing the super mutant levels for a while I came across a
disturbing bug/game imbalance, namely that crossfire from burst
weapons ALWAYS hits. For instance, if I put a sniper waaaay out
(just within hunting rifle range, 40ft) from a mutant armed with a
SAW and force fire on it, then the mutant will stupidly return fire
and repeatedly miss. Now if I do the exact same thing, except this
time put two snipers side by side, the sniper that the mutant is not
aiming at will get hit EVERY time by the crossfire while the intended
target is always missed as usual.
This seems to be a pretty stupid gameplay issue, I thought. I mean,
shouldn't there be a random chance that you get hit by stray bullets,
instead of 100% accuracy? Basically it means any group of two or more
people will get chewed up, guaranteed, except for the group member
actually being shot at. It's pretty laughable!
To get around it, only post single people that are very (and I mean
*very*) well spaced out when attacking enemies with burst weapons.
I'm playing with the latest version, 1.27.
----2.95----
Louie Imperial <sfvanguard@yahoo.com> and I have been having a
discussion about the value of the Divine Favor Perk; while it has a
high ability requirement (CHR of 8), he says it pays off handsomely,
as it increases your highest stat by +1 and reduces the number of
levels it takes to get perks (so if you'd normally get one every 3
levels, you get one every 2 levels instead). I have yet to
experiment with this, but he thinks highly of it, so give it a shot.
shirwyn@vcn.bc.ca suggests:
On the Awareness Perk I've noticed that you only need to have one
character with it and they all can use it. The trick is to have
any of your characters get a line of sight on the enemy then click,
just once, on the character bar name of the of the one with Awareness
(even if that charcter is on the other side of the map) and the info
shows up. Probably a glitch but enjoy it while it lasts.
----2.2----
"Robert Luong" <kays8yrold@hotmail.com> writes:
Regarding the Bullhorn call/trap (something like that)...
Weird thing w/ this accessory. Just put it on your hands and you gain
+4 strength and your HP's shoot up to around 7 million(My main had 8str
initially). You don't need to use it, just put it in one of the weapon
slots. But you also become addicted to buffouts. I dunno if that had
any effect cuz it didn't lower any of my stats nor affect my fighting
ability.
Try it out=) You can have a guy w/ a Strength of 3(min to use handgun,
4 is min for rifles/smg) then after the 1st mission buy this thing at
the alpha bunker. Then when you get to beta bunker you can do that
elixer thing for your endurance. Gives you more points to put into
other stats...if you're careful enough that is..
and later...
Basically all I needed to do was brave thru' the 1st mission. Str. of 3 gave
me the ability to use handguns. I did CTB cuz there were some benefits I
could gain from a high agility. With handguns costing 4AP per turn, you can
shoot 3 times before they even get one off.(AP bar slowly regains 1AP in b/w
shots) With kamakaze I hoped after 3 shots they'd die=) You just have to be
very careful in CTB or it's suicidal.
Anyways, after the 1st mission, go back to alpha bunker, buy the bullhorn,
equip on free slot. Automatic 12 Str., 70million HP, and your small arms
goes into 70million% too. it was crazy=) No one ever misses. Every shot is a
critical. Now, only thing you gotta be careful of is when u're addicted you
have a random chance of dying. But I went for months with out dying, then
all of a sudden after I complete a mission I die. I just unequip the
bullhorn for a sec everynow and then just to be safe. Sucks, but only if you
didn't save. I guess that's the only drawback.
I haven't patched the game yet either. So what you said with it not working,
could be cuz you patched it already. I'll give you some screenshots I took
whenever I find out how to transfer them to this comp.
----2.3----
I was not able to get this to work, but I've had it independently confirmed
by Paradox <paradox@japan.com>, so I'm pretty sure it works. Give this one
a shot, although it's sort of an in-game cheat.
"Marcus Robinson" <sucramuk@hotmail.com> adds:
Note that if you hold shift when you click the credits button in the main
menu, just like in Fallout 2 you'll see comments from the makers.
----2.3----
Kam Fung suggests:
The Leadership perk works really well if you have people in you party with 7
(I think...) agility, the +1 your party gains from the perk is enough to
push their action points up to 9/round. This is enough to change stance
twice (up and down) and take a targeted shot, the armour class bonus is
gravy. The thing is, the perk doesn't appear to work when you're in a
vehicle (as of 1.25). Perhaps it doesn't realize your team is in close
proximity when they are in a vehicle?
Here's something to try when you have a whole whack of one item (like AK47's
or SAW's) and they just don't bring home the bacon anymore: don't just sell
them to the quartermaster, the mechanic and the healer will both give you
great prices for items they don't have. It also appears that the
quartermasters at all the bases have the same stuff, so selling to different
bases for more money doesn't appear to work. Similarly, traders will give
you better prices than the quartermasters if they don't have a lot of an
item. I find I can usually sell about 10 of an item before the value starts
to drop a lot.
----2.3----
André Devaux <andre.devaux@iac.unibe.ch> writes:
1) I've noticed that the starting equipment of your main character depends
partially on your tag skills. If you tag some skills, you get additional
items to start with. I haven't tried out every skill yet, but here is
what I found out:
-Gambling nets you 500 BOS scripts
-Doctor gives you a doctors bag (yay!)
-Throwing adds a few spears, some rocks and one fragmentation grenade
The following skills give no bonus items: Stealth, Lockpick,
Big Guns, Energy Weapons
2) In answer to Daniel Caine: charisma has no effect on which NPCs
you can hire. It soley depends on your rank (you can hire NPCs of the
same or lower rank than you). BUT: Promotions seem to depend on your
CH score. Higher charisma seems to let you gain ranks quicker. For
example, my CH 2 character got promoted to senior initiate only after
the second mission while another one with a charisma score of 7 got
promoted after the first. I've tried this several times and solved
the first mission always in the same way.
----2.5----
Ariel Falgui <chrono_soulslayer@yahoo.com> writes:
Having a 100 pts. Outdoorsman Skill will enable you to
ignore all enemy encounters.
----2.6----
Andy Chen <shotgnbob@yahoo.com> writes:
THE CHEAT
I discovered a cheat, rather a bug, in the game
(version 1.27). It concerns weapons with multiple
firing settings. This bug allows you to fire a burst
shot for the ammunition/action point expenditure of a
single shot. I play in Squad Turn Based, and I think
it only works with ranged weapons.
What you do is this:
1. Click on the squadmate you want to perform this
trick.
2. Make sure the weapon is selected on burst (or multi
shot mode like "triple" on the pistols)
3. Select a target and click... here is the tricky
part.
4. Before your squadmate actually shoots at the
enemy(as in, before it shows the animation), you have
to rightclick on the weapon to change its mode to
single shot.
5. The weapon will sound like it fired a single shot,
but will have actually fired a burst - the character
animations will show that as well as the enemy's death
animation.
Naturally, it seems like this bug works better outside
of vehicles.
This is really great because it saves a lot of ammo
and gives you that extra action point that everyone
needs. What I think actually happened inside the
program:
Because the "Burst" mode was selected, that
information was sent into the program. The game then
calculates the to-hit rolls and the damage. After
that, it subtracts the necessary ammounts of ammo and
action points. However, due to an oversight by the
programmers, by changing the firing mode right after
it has done its calculations and before it makes the
subtractions from your resources you can cheat the
system.
I may have discovered this little bug, but I send it
in for, heh, novelty purposes. Cheating is dumb
unless you are just screwing around anyway.
----2.7----
"Matias Zucchi" <matias@zucchi.com.ar> suggests:
Stacking
Use this to open doors when you don't know what may be
lurking behind them. Make sure you pick the lock or use
a key on the door first if you have to. Lay one guy down,
and move him right up to the door. Put another guy in
the kneeling position, and move him behind the guy
laying down. Stand a guy up and move him behind the guy
kneeling down. Now you have three guys ready to fire
through the doorway once you open it. Put everybody on
"agressive" mode, your guns on burst, and use the guy
laying down to open the door. anything in the immediate
line of sight turns into a bloody mess. Raider bosses
die quick this way.
Extra Money
Go to the recruiter in a Brotherhood of Steel base,
recruit team members, exit the recruit screen, take
the armor off the new character(s), and give them to
your squad leader. Return to the recruiter and remove
the new recruit(s). You can then get different new
recruits for more suits of armor. After you leave the
recruiter, the recruits you removed will reset -
allowing you to get their armor again.Repeat this until
you have as many suits as you can carry and still walk.
Go to the quartermaster and sell the armor. Repeat this
until you have as much money as needed.
----2.7----
"dr. grass" <nograss1218@hotmail.com> adds:
To increase a member's lockpick skill highly, put both
side of the weapon slot with lockpicks, advanced
lockpick or electronic lockpicks.
----2.7----
Jereza Alfred Davy <alvysj@yahoo.com> suggests:
When u find yourself in a mission where you cant carry
all the loot you want then just stock them up
sumwhere. If you know where the exit grids will
appear at the end of the mission its best to place the
items there or close to it. You can even leave them
all stacked up on one place on the floor since you
wont be leaving without them thus they wont disappear
while your gone. Continue on with the mission and
drop items off with where u left the first ones. When
you have finished the mission and collected all your
loot place one or more of your squadmates onto the
exit grid but keeping atleast one outside. This will
prevent the game from moving into the world map. If
the loot is on the exit grid simply let the one of
squadies pickup all the items. He can pick them all
even if overweight since it only prevents him from
walking. If the loot is outside the exit grid, use
the squadie outside the grid to pick up the items upto
his max then pass it to a squadie within the grid.
Once u get all the items, move the rest of your
suadies into the grid to go to the world map.
Eventhough some of your men will be overweight your
squad can still travel the world map. Head straight
for a bunker and when your team appears within it the
squadies who are overwight will be there too though
they cant walk. So once there you can sell your loot
little by little or just stock em up in you lockers or
vehicles by having members carry all it little by
little.
----2.7----
UPDATE 2.4: The 'Bandaged' Debacle
Now, I have been getting a lot of questions about the 'bandaged' state. I'd
like to write something definitive about it here so I don't get any more
questions about it. If you are bandaged, you must use the doctor bag to
remove that state. Put the doctor bag in the hand of the character with
the highest 'Doctor' skill. Click on the bag icon (in your hand) and then
click on the poor guy who is 'bandaged'. Note; this can include the doctor
himself!
Now, prior to the 1.25 patch, you had to have been damaged; that is,
missing at least 1 hit point. After the 1.25 patch, this is fixed, and
you may successfully use it on someone who is not damaged.
TOUGH GUY SUGGESTIONS (UPDATE 2.4):
Andy <AndiEQ@gmx.de> wrote in with some suggestions for Tough Guy mode:
Perks:
Dont pick a perk until lvl 9 because if u cancel the perk dialog u wont
loose the ability to choose later, so wait until lvl 9 and than look what perks u
want, the best perks are avaible in lvl 6 and 9 and 12, u can easy work
without perks up to lvl 9. Pick the mutate perk first and choose gifted if u want
have some extra perks avaible. If u safed all perks to lvl 9 u will be able
to choose mutate first and than get new perks avaible and still have 2 perks
left to spend.
It is also wise to pick the Fast Shot skill from mutate if your char has
already good stats.
Teams and char buliding: i tryed first play with a full sniper team (high PE
and AGI + Ranged DMG Bonus perks and or sniper perk).... worked well up to
mission 8, but than with all the rocket luncher guys and long range hard
hitting weapons i did loose in that mission over and over and over ...... dont ask
how long i tryed this mission....
finaly i figured that i had spend more points into sneak ... so i had could
sneak behind the hard guys and fire them down at 1 burst... even with 6
sneaking snipers u wont be able to kill 2 rocked guys ... so i started over and
well teh new team was a blast :-)
new team: 4x sneaker (tag skill from lvl 1 and pushed sneak fast to 121)
2 of the sneaker are special in small and 2 in big guns (think of sneaking
with 2 rocket luncher and fire them on a hard guys from back ... no chance
hehe)
2x long range heavy weapon/sniper combo .. (heavy weapon/small weapon/ maybe
engery as tag skill and high perception or at least with the perk/gifted
trick able to get sharpshooter in 9 and get so to PE 8 or 9.... start with 6 PE
... mutate .. gifted ... get 7 PE + Sharpshooter than 9 PE ... so look for
nice guys with at least 5 LK and 5 Agi/Int and 6 PE + Tag combo)
normal use your 4 sneakes against hard guys and burst them from the back so
they cant even get 1 round or rocket out on u.... pick hit the deck in lvl 12
as perk, because it lower the chance to get killed from rocket guys or
mines. Pick ranged bonus dmg or sharpshooter also for all and awerness this helps
to keep u informed. i also choosed night vision for all in my team, because u
get a big range advantage at night and sneak also work better. Because u
cant save in hard mode, u want realy fight at night so that the chance is bigger
u dont get killed if u run into traps or hidded guys and get killed in first
encounter.
I did equiped the 4x sneaker team with long range or long range burst
weapons (hunter rifle, ak47, m16, sniper rifle) in primary mode and 2x SAW/rocket
lancher and 2x CAWs for burst mode.
The 2x heavy snipers with 2 SAWs/M2/rocket lancher.
my own char:
STR: 9 (for use M2 at 5 feet in sneak mode ... hehe)
PE: 7 (to upgrade to sharpshooter + bonus dmg)
EN: 6
CH: 2
INT: 10 (more skills)
AGI: 7 (8 Action points are enough ... fast shot rocks)
lK: 6 (sharpshooter/dmg bonus)
Fast Shot + Gifted
heavy weapons + doctor + sneak
perks:
night vision
comprensive (read all books)
bonus ranged dmg/sharpshooter
hit the deck
thats a good start at lvl 12
i choose doctor because there isnt realy 1 nice doc with sneak and usefull
stats, with 10 int u will also be able to get small guns fast up to 114 and
than u can start put more into heavy guns and doc skill... also u need a doc in
first line if sneak fail and u get under heavy fire and your friends get
blinded or crippled.
----2.4----
"Evan LeCarde" <kislev01@hotmail.com> suggests:
wouldn't it be a good idea to have the Big Bruiser and Small frame
traits? it seems like to get the benifits of both, and the negitives of
each are canceled out... dont know if the game had something built in which
would stop that
and
I checked out the stats, and the bonuses stayed
the same. Check it out, it may be a helpful bonus ...
----2.8----
Clifton writes:
#1---
The recruit Sharon (starts off at level 3, with the perk Flower Child,
oooooo...) actually can make for one hell of a barterer. She has a 8CH, so
I saved up all of her points from level 3 to level 12, and applied the
following:
Mutate! (Chemical Resistant -> Good Natured)
Tag! (Barter)
All points available to Barter (skill -> 172%)
Master Trader
#2---
I noticed some funny XP numbers that appeared and disappeared in the recruit
pool. Sometimes, recruits I've never used had odd experience values (i.e.
not ending in 00), and sometimes they'd go back down to their original
numbers. I played around with this, and found the following:
Looked at all unused recruits, noted several of their experience values.
Went out and mashed on a few monsters, gaining approximately 20kxp.
Returned to base
Saved game
Looked at all unused recruits - all of their XP went up by the
aforementioned ~20kxp
Closed recruit screen
Looked again at all unused recruits - all of their XP went back to their
starting values
Reloaded game
Looked at all unused recruits - all of their XP was +20kxp
Removed one character from the party
Added each recruit to the party, and removed them again
Closed recruit screen
Looked again at all unused recruits - their XP stayed at the +20kxp level
(!!!)
Of course, this caused them to autochoose their abilities and point
distributions, which is definately not ideal (who the hell would choose
snakeeater?!). I think, if you have used the recruits once before, the game
will not adjust their skill levels or choose perks when it applies the XP to
them. I'll have to check this out later.
#3---
This, I think is by far the most useful thing I'd like to contribute to your
FAQ - How to sell guns at their maximum price.
After a bit of experimentation, I discovered that the quartermaster gives
the same price for the first 15 of any item - and this is not dependent on
barter skill (I compared it with my original Barter 12%, with my new Barter
172%) However, it goes rapidly down from there. I'm at a point where 15
AK-47s will net me a whopping $500.
During the course of the game though, I found items that already had ammo
loaded in them (!). I found that if you use the "drag item between hands to
reload" trick, then the weapon you replace will drop into your inventory
still loaded. And of course, weapons that have even one bullet in them, are
classified as different than empty weapons. I tried selling those weapons
with one bullet to the quartermaster, and lo-and-behold, they're considered
new! He'll take up to 15 of these before the price starts dropping. Now
the best part about this, is if you close the barter window and talk to him
again, he unloads all of the weapons (of course, the ammo disappears to
/dev/null), and you can sell another 15-one-bullet-full weapons to him.
With this, I was able to rack up like $200k, then blow it all on his ammo
stock, armor, traps, thrown, energy weapons, and kits, with some change to
spare. =)
----2.95----
Jeremy writes:
I tried one of the things you suggested in your guide with a mixture of
results. I tried waiting till lvl 9 before getting perks. I would do
this but there is one warning. If you send a person back to the recruiter
for any reason it will choose a perk for you. I had Farsight with Heave
Ho!. A real bummer.
----2.95----
WEAPONS CHART (UPDATE 2.6)
Thanks greatly to André Devaux <andre.devaux@iac.unibe.ch> for providing
this chart; he did all of it, so all of the credit is his! It's missing
some of the guns later on in the game, but those will be added pretty
soon.
<AndiEQ@gmx.de> writes in with some general observations about weapons:
some infos to weapons and how to compare the dmg/range/ammo
so how u choose the best weapon for your team ?
just by the displayed dmg of the weapon ? NO !
some infos to weapons in BOS in general:
all weapons with a burst mode arnt so precision like the single shot mode
weapons even if they have the same range !
example: the ak47 or m16 have nice range in single shot mode, but with a
huting rifle u will still get a higher percantage for aiming than with a burst
weapon of the same range ! In burst mode a weapon do much more dmg than it is
displayed. Displayed is always the single shot mode, burst mode need to be
calced !
how to compare single shot and energy weapons:
just by range and dmg that is displayed. But think of the armor types,
normal energy dmg will get more absorb than normal dmg, so normal weapons can do
more dmg against a well armored guy !
It is also a good idea to not compare the max dmg a single shot weapon do,
just compare the minimum dmg.
how to compare burst weapons:
compare the range than the normal burst dmg displayed, now u need calc the
ammo and how many rounds per burst are driven out.
Example:
SAW can hold 30 rounds and u can shot 3 times.. ergo 10 rounds per burst of
7.62 mm and 20-30 dmg displayed
Vindicator can hold 100 rounds and u can shot 4 times .. ergo 25 rounds per
burst of 7.62mm and 16-25 dmg displayed
M60 can hold 50 rounds and u can shot 5 times .. ergo 10 rounds per burst of
7.62mm and 18-26 dmg displayed
wich weapon is better now ?
for ammo/dmg the vindicator is best, even if the saw have higer dmg
displayed, but the vindicator get out more than twice of the same ammo than the saw !
Since the M60 and SAW have same ammo/burst rate the saw wins over the M60 in
ammo/dmg
how to compare ammo:
I did not notice a difference between the ammo types in general if no
special dmg or penetration factor is displayed. The only thing i notice is the
shotgun shells do more dmg than other burst weapons compared for his burst/ammo
mode. Also shotgun shells have a nice area effect in hurt groups. So a CAWs or
a Jackhammer are very deadly weapons on short range and with the special dmg
bonus ammo they can kill 3 low armored mutants in short range at 1 burst
even if only 2.5 shells are pumped out at 1 burst !
I did not notice any difference between ammo types like 50mm, 5.56mm or
7.62mm or .303mm. So just compare the dmg displayed. 9mm ammo is the worst
because the normal ball get dmg and penetration penalty. U should choose your ammo
so that the dmg/penetration is average and/or u have some types of special
ammo avaible for your gun, so the shotgun weapons are the best for
dmg/ammo/burst in short range because u have 3 types of ammo to load and the dmg done
with just 2.5 shells in 1 burst is awesome.
best ranged heavy burst weapons in game:
Gaus Minigun: weapon from hell !!!! (could not test it yet but stats sounds
damm nice)
Vindicator: high dmg / high range / ammo sucker (cant shot in prone mode)
M2: high dmg / high range / heavy like hell
SAW: good dmg / high range / good overall power
M60: good dmg / med range / nice magazine of ammo
avenger: fair dmg / med range
best small burst weapons in game:
Jackhammer: high dmg / low range / good overall power
CAWs: high dmg / low range / good overall power
Fn Fal: good dmg / nice range / good overall power
Neostead: good dmg / low range
Ak47: good dmg / med range
M16: fair dmg / good range
happy bursting :-)
----2.5----
Fallout Tactics - Weapon and Armor Chart (v2.0)
===============================================
Small Guns (Note: all revolvers cost 1 AP less to fire)
=======================================================================
Ammo Type: 2mm EC
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
PPK12 Gauss Pistol 22-32 50 12 5 Single 1
M-72 Gauss Rifle 60-80 50 20 6 Single 1
Ammo Type: .303mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
M-14 7-16 32 20 5 Burst 8
8-18 40 Single 1
Ammo Type: 44. Mag
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Desert Eagle 15-23 25 8 4 Single 1
Mark XIX
44 M29 Revolver 14-21 18 6 4 Single 1
Ammo Type: .45
Name Damage Range Clip Min Str Modes ROF
----------------------------------------------------------------------
Thompson Gun 7-28 25 50 6 Burst ?
8-32 32 Single 1
Colt 45 12-18 17 12 3 Triple 3
22 Single 1
Casull Revolver 13-18 15 6 4 Single 1
Ammo Type: 5.56mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Enfield XL-70E 14-26 28 20 5 Burst ?
16-30 35 Single 1
Ruger AC556F 14-26 18 20 5 Burst ?
16-30 22 Single 1
Steyr AUG 13-26 24 40 5 Burst ?
15-30 28 Single 1
M16A1 8-19 36 24 5 Burst 8
10-22 42 Single 1
Ammo Type: 7.62mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
7.62 FN FAL 21-32 28 20 5 Burst 5
24-36 35 Single 1
Sniper Rifle 14-36 50 6 5 Single 1
AK47 10-22 28 24 5 Burst 5
12-25 35 Single 1
Hunting Rifle 8-20 40 10 5 Single 1
Ammo Type: 9mm
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
FN P90C 13-21 18 50 4 Burst 5
16-25 22 Single 1
MP38 10-21 16 30 4 Burst 6
12-24 20 Single 1
Sten Gun 14-21 16 32 4 Burst 3
16-24 18 Single 1
MP5 H&K 8-17 20 30 4 Burst 6
10-20 25 Single 1
Calico Liberty 100 8-17 17 50 5 Burst ?
10-20 22 Single 1
Walther MPL 10-17 20 32 5 Burst 4
12-20 25 Single 1
Scorpio 8-16 18 32 4 Burst 4
9-18 22 Single 1
Uzi 7-14 16 25 4 Burst 5
8-16 20 Single 1
P220 Sig Sauer 7-15 19 9 3 Triple 3
24 Single 1
9mm M9FS Beretta 8-15 17 15 3 Triple 3
22 Single 1
9mm Calico M-950 7-15 17 50 3 Triple 3
24 Single 1
Browning HP 7-14 16 12 3 Triple 3
20 Single 1
9mm HSI Mauser 6-14 28 7 3 Single 1
Zip Gun 6-12 22 1 3 Single 1
Ammo Type: 12 gauge
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Pancor Jackhammer 20-32 30 10 5 Single 1
17-28 24 Burst 3
H&K CAWS 18-28 30 10 6 Single 1
16-25 24 Burst 3
Neostead Combat SG 15-25 22 12 6 Single 1
13-22 17 Burst 3
Pump-action Shotgun 14-24 14 5 5 Single 1
Beretta 470 Silver- 12-22 14 2 4 Single 1
hawk 10-19 Double 2
Ammo Type: 30.06
Name Damage Range Clip Min Str Modes ROF
----------------------------------------------------------------------
Browning Auto Rifle 18-32 28 20 5 Burst ?
18-32 35 Single 1
M1 Garand 12-24 40 8 5 Single 1
Ammo Type: Flamer
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Flamer Pistol 22-45 5 3 4 Burst 1
Ammo Type: HCl Acid
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Water Gun 5-25 24 10 5 Single 1
Ammo Type: Grenade
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
M-79 Grenade 20-45 32 1 5 Single 1
Launcher
Ammo Type: Needler Cartridge
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Needler Pistol 13-27 30 10 3 Single 1
+Poison
Ammo Type: Speargun Bolts
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Spear Gun 3-15 25 1 4 Single 1
=======================================================================
Big Guns
=======================================================================
Ammo Type: 2mm EC
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Gatling Gauss 60-80 35 80 6 Burst ?
Ammo Type: .303
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Lewis Gun 22-32 45 47 7 Burst ?
Bren Gun 20-30 40 30 7 Burst ?
Ammo Type: 5.56mm
Name Damage Range Clip Min Str Modes ROF
--------------------------------------------------------------------
Avenger MiniGun 7-11 35 120 7 Burst 40
Ammo Type: 7.62mm
Name Damage Range Clip Min Str Modes ROF
--------------------------------------------------------------------
M-249 SAW 20-30 40 30 6 Burst 10
M60 18-26 35 50 7 Burst 10
Vindicator MiniGun 16-25 45 100 8 Burst 25
Ammo Type: 50 cal.
Name Damage Range Clip Min Str Modes ROF
--------------------------------------------------------------------
Browning M2 40-50 45 90 9 Burst 10
Ammo Type: Flamer Fuel
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Flamer 45-90 5 5 6 Burst 1
Ammo Type: Rockets
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Rocket Launcher 60-120 40 1 6 Single(5) 1
=======================================================================
Energy Weapons
=======================================================================
Ammo Type: Small Energy Cells
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
YK32 Pulse Pistol 32-46 20 5 3 Single(3) 1
Plasma Pistol 15-35 20 16 3 Single(3) 1
Spasm NeuroDisruptor 10-24 30 10 4 Single 1
Laser Pistol 10-22 35 12 3 Single(3) 1
Ammo Type: Microfusion Cells
Name Damage Range Clip Min Str Modes ROF
-----------------------------------------------------------------------
Pulse Rifle 54-78 30 12 6 Single 1
Pulse Rifle Proto. 42-64 30 10 3 Single 1
Plasma Rifle 35-60 35 10 6 Single(6) 1
Sunbeam Laser Rifle 23-50 45 12 6 Single 1
Gatling Laser 20-40 30 30 6 Burst(6) ?
=======================================================================
Ammo
=======================================================================
Type Damage mod Penetration mod
------------------------------------------------------
Speargun Bolts 0 0
9mm Ball -11% -20%
9mm JHP +60% -20%
9mm AP -25% +50%
7.62mm 0 0
.45 0 0
12 gauge 0 0
12 gauge flechette +60% -20%
12 ga. Slug Shells -11% +31%
12 ga. EMP Shells 0 0 (great against robots)
.44 magnum Ball -11% -20%
.44 magnum JHP +60% -20%
Small Energy Cell(SEC) 0 0
Large Energy Cell (LEC) 0 0
5.56 0 0
30.06 0 0
Explosive Rocket +60% +11%
.50 Cal DU 0 +50%
HN Needler Cartridge 0 0
Flamer Fuel 0 0
=======================================================================
Melee Weapons (Add ST bonus to both min and max damage)
=======================================================================
Name Damage Range Clip Min Str Modes
--------------------------------------------------------------------
Dynamite Spear 10-30 2 - 4 Thrust (4)
Ripper 15-22 1 30 (SEC) 4 Swing (4)
Diamond Spear 15-20 2 - 4 Thrust (4)
Cattle Prod 12-20 1 20 (SEC) 5 Swing (4)
3-6 Overload (3)
Micro-Sledge 8-20 1 - 5 Swing (4)
9-21 2 Thrust (4)
Piston Spear 6-20 2 - 4 Thrust (4)
Monkey Wrench 8-18 1 - 5 Swing (3)
Combat Knife 7-18 1 - 1 Thrust (3)
6-14 Swing (4)
Claw Hammer 4-16 1 - 5 Claw (4)
3-10 Head (4)
Dak Targ 5-15 1 - 1 Thrust (4)
4-12 Swing (3)
Club 5-15 2 - 4 Swing (3)
5-15 Thrust (4)
Crowbar 3-15 1 - 4 Swing (3)
3-15 Thrust (4)
Machete 3-15 1 - 4 Swing (4)
Cleaver 6-14 1 - 4 Swing (4)
Knife 1-14 1 - 1 Thrust (4)
1-11 Swing (4)
Axe Handle 4-12 2 - 4 Swing (4)
Scalpel 3-12 1 - 1 Thrust (4)
3-10 Swing (4)
Iron Pipe 2-12 1 - 5 Swing (4)
Slugger 3-11 2 - 4 Swing (4)
3-11 Thrust (4)
Serrated Blade 8-10 2 - 4 Thrust (4)
Deco-Filament 3-10 1 - 1 Swing (3)
Snake Spear 3-10 2 - 4 Thrust (4)
+Strong Poison
Festering Spear 3-10 2 - 4 Thrust (4)
+Poison
Spear 3-10 2 - 4 Thrust (4)
Barbed Spear 7-8 2 - 4 Thrust (4)
Throwing Knife 3-6 1 - 1 Thrust (3)
Switchblade 2-5 1 - 1 Swing (3)
2-6 Thrust (4)
Sharpened Pole 2-5 2 - 4 Thrust (4)
Shiv 1-5 1 - 1 Swing (3)
1-6 Thrust (4)
Broken Bottle 1-5 1 - 1 Swing (3)
1-6 Thrust (4)
Plunger 1-4 2 - 1 Swing (4)
1-4 Thrust (4)
=======================================================================
Hand-to-Hand Weapons (Add ST bonus to both min and max damage)
=======================================================================
Name Damage Range Clip Min Str Modes
---------------------------------------------------------------------
Power Fist 12-24 1 25 (SEC) 1 Punch (3)
Razor Claws 6-24 1 - 1 Punch (3)
Punch Gun 10-20 1 3 (12 gauge) 1 Punch (3)
Impact Gloves 8-16 1 - 1 Punch (3)
Punch Dagger 5-14 1 - 1 Punch (3)
Mace Gloves 6-10 1 - 1 Punch (4)
Lacerators 5-10 1 - 1 Punch (3)
Tiger Claws 4-6 1 - 1 Punch (3)
Sappers 4-6 1 - 1 Punch (3)
Shredders 3-6 1 - 1 Punch (3)
Brass Knuckles 2-5 1 - 1 Punch (3)
=======================================================================
Throwing Weapons (Add ST bonus to both min and max damage)
=======================================================================
Name Damage Range Min Str Mode
-----------------------------------------------------------------------
Diamond Spear 22-30 8 4 Throw (5)
Dynamite Spear 10-30 8 4 Throw (5)
Piston Spear 9-30 8 4 Throw (5)
Serrated Blade 9-12 8 4 Throw (5)
Snake Spear 3-12 8 4 Throw (5), St. poison
Festering Spear 3-12 8 4 Throw (5), Poison
Spear 3-12 8 4 Throw (5)
Fantasy Ball 8-10 15 1 Throw (2)
Boomerang 7-10 15 1 Throw (1)
Barbed Spear 8-9 8 4 Throw (5)
Powder Bag 4-7 16 1 Throw (2), Stuns
Chakram 4-6 15 1 Throw (2)
Dart 3-6 16 1 Throw (2)
Throwing Knife 3-6 16 1 Throw (5)
Throwing Star 2-6 15 1 Throw (2)
Sharpened Pole 2-6 8 4 Throw (5)
Rock 1-4 15 1 Throw (2)
=======================================================================
Grenades (uses throwing skill)
=======================================================================
Name Damage Range Min Str Notes
-----------------------------------------------------------------------
Pulse Grenade 105-155 15 4 Only against Robots
Plasma Grenade 41-91 15 4
Incendiary 41-61 15 4 Fire damage
Acid Grenade 31-61 15 4
Fragmentation 31-51 15 4
Boom Bugs 11-26 15 4
Molotov Cocktail 9-21 18 1 Fire damage, 2AP
Flash Grendades 4-10 15 4 Stuns
=======================================================================
Armor
=======================================================================
Name AC Normal Fire Gas Expl. Energy Elec.
-----------------------------------------------------------------------
Advanced Power Armor 35 18/60% 15/65% 7/45% 10/50% 17/55% 0/0%
Power Armor 30 13/55% 13/60% 5/30% 10/50% 16/50% 0/0%
Tesla Armor 15 4/35% 7/45% 0/0% 4/20% 15/80% 0/0%
Environmental Armor
MkII 10 6/40% 5/42% 20/90% 9/45% 6/60% 0/0%
Environmental Armor 10 5/40% 4/40% 13/70% 6/40% 5/55% 0/0%
Metal Armor MkII 15 4/35% 4/20% 0/0% 4/30% 4/45% 0/0%
Metal Armor 10 4/30% 4/15% 0/0% 4/25% 3/37% 0/0%
Leather Armor MkII 20 3/25% 1/17% 0/0% 1/25% 1/30% 0/0%
Leather Armor 15 2/25% 0/15% 0/0% 0/20% 0/25% 0/0%
Ghoul Armor 10 0/20% 0/10% 0/0% 0/20% 0/25% 0/0%
Notes: - The first number of each category is the damage absorption, the
second the damage resistance.
- Absorption is first substracted from the damage roll of any
attack.
- Then the remaining damage gets reduced by the amount of damage
resistance you have.
- Metal Armor and Metal Armor MkII: -25% Stealth.
-
- Ghoul Armor can only be worn by ghouls.
=======================================================================
PERKS TABLE (UPDATE 2.3):
André Devaux <andre.devaux@iac.unibe.ch> has come through again and
provided a perk table (something which I admittedly should have done
some time ago)! I have added occasional comments to it, but the main
body of the work is his. Keep in mind that it is very useful sometimes
to save a perk (say, at lvl 3) and spend it later (to get 2 lvl 6
perks).
Perk List
=========
Rating follows this scale: useless, bad, average, good, very good,
must have.
Please note that this rating is solely based on my opinons. If you
like one perk, then by all means take it regardless of my rating!
One last thing: take the "one time bonus to skills" perks only if
there's nothing else around or you really need those skill points.
But there's nearly always something more useful to take...
Level 2: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Brown Noser CH 5, IN 6 1? Useless?
Die Hard EN 6, 1 Useless
First Aid 40%
Level 3: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Awareness PE 5 1 Average, only one char. needs it
(GUILER SAYS: I'd say good, but it's
true that only 1 person should have it)
Bonus HtH Damage ST 6, AG 6 3 Very good for Slayers
Comprehension IN 6 1 Average
(GUILER SAYS: I usually give all my books
to the main char. If you save your books
until you get this, or get it early, this
is OK, but you will get enough books in
the game that you will never really need
it)
Drunken Master Unarmed 60% 1 Bad
(GUILER SAYS: Jackie Chan, yes. FT,
maybe not)
Faster Healing EN 6 3 Useless
Flower Child EN 5 1 Must have if you like using drugs
Gunner AG 6, 1 ?
Small Guns 40%
(GUILER SAYS: Not many missions with
vehicles...)
Healer PE 7, AG 6, IN 5, 2? Good, but only for your medic
First Aid 40%
Here and Now None 1 Useless, too weak a bonus
Lead Foot PE 6, AG 6, 1 Not very useful
Piloting 60%
Night Vision PE 6 1 Average (good for snipers)
Quick Pockets AG 5 1 Average
Rad Child EN 6, Ghouls only 1 ?
Road Warrior IN 6, LV 12, 1 Not very useful. Do you fire from vehicles
Piloting 60% that often? Often enough to warrant a perk?
Scout PE 7 1 Bad
Stat! AG 6, 1 Useless, it's better to use stimpack during
First Aid 75%, combat. And outside of combat you have as
Doctor 50% much time as you want.
Stonewall ST 6 1 Bad
Strong Back ST 6, EN 6 3 Average to good (depends on carry cap.)
Survivalist EN 6 1 Bad
Outdoorsman 40%
Swift Learner IN 4 3 Very good, take it early
Linerunner <linerunner1@mindspring.com> writes:
I noticed in your guide (and other places) for FT:BOS that the Swift Learner perk is
highly rated. I disagree with this. Let's say you take a level of this each chance
you get... after fighting and gaining what would be 100,000 experience points, your
total would be 115,000. A mere 15,000 extra experience! Once you hit level 8 or so
+, it takes 10,000 or more per level so this bonus is unlikely to have much impact
on your level, yet cost you all those perks. Each time you take it, you throw away
another 2-4 levels it took to gain another perk and even at +15% you won't have
made that up! IMHO, Swift Learner belongs in the "useless" category for perks.
----2.7----
Linerunner has a point here; in previous versions, it was a good idea to get it
once because it worked for the whole team (a bug). But now that the bug is fixed,
it isn't necessarily as good. It can be good if you intend to 'build up' in the
wasteland later on, and it may help you get to the next perk levels faster, but
it probably shouldn't be 'very good' at this point.
Team Player CH 4 1 Good
"Kenny Wong" <kenjai@netvigator.com> adds:
Team player is bugged. It doesn't work at all! Should work the opposite
of Loner, where all your skills get +10% and go blue when near someone,
but nothing happens.
----2.4----
I've actually seen it work before; but I am inclined to believe it only
works near other team players.
Thief None 1 Average
Toughness EN 6, LK 6 3 Bad
"Kenny Wong" <kenjai@netvigator.com> adds:
Toughness is actually pretty good (IMO) 3 Toughness + advanced power
armor = 90% damage resistance. Even with 1 Toughness you still get
70%. Probably most usefull if you're playing Tough Guy.
----2.4----
Level 4: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bracing EN 5, 1 Good (if you have low ST)
Big Guns 60%
Death Sense IN 5, 1 ?
Deathclaw only
Flexible AG 6 1 Average
"Kenny Wong" <kenjai@netvigator.com> adds:
Felixble is good only in turn based, and pre-1.25 at that, when the
computer didn't go into overwatch.
----2.4----
Hit the Deck AG 6 1 Average to good
Leader CH 6 1 Very good
Loner CH < 5, 1 Bad
Outdoorsman 40%
"Kenny Wong" <kenjai@netvigator.com> writes:
Loner is currently bugged. The bonus is on all the time even when you're
standing next to someone. This actually makes it pretty good as you get
+10% to all skills at all times! Unfortunately, you need a low CH, which
conflicts with Divine Favour. Bummer.
----2.4----
Steady Arm ST 6, 1 Must Have?
Mutants only
Level 6: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Adrenaline Rush ST < 6 1 Useless
Bone Head ? 1 Useless ?
Bonus Move AG 5 2 Very good, but useless for CTB
Bonus Ranged Damage AG 6, LK 6 2 Very good for gunners
Cancerous Growth ST < 7, 1 ?
Ghouls Only
Educated IN 6 3 Average (good if you're Gifted)
Gambler Gambling 50% 1 Average
Ghost Sneak 60% 1 Bad to Average (bonus only in darkness)
Harmless Steal 50% 1 Average
Not for Deathclaws!
Heave Ho! ST < 9 1 Bad
More Criticals LK 6 3 Very good (especially for snipers)
Not for Mutants!
Negotiator Barter 70% 1 Average
Pack Rat None 1 Average (only if you have low ST)
Pathfinder EN 6, 2 Useless, theres no time limit in this
Outdoorsman 40% game!
Quick Recovery AG 5 1 Average
Rad Resistance EN 6, IN 4 2 Bad, two Rad-X pills will do the trick
Not for Ghouls!
Ranger PE 6 1 Average (only one char. has to take it)
Salesman Barter 50% 1 Average
Not for Animals!
Silent Running AG 6, Sneak 50% 1 Very Good for Slayers
Snakeater EN 3 2 Useless
Stunt Man ST 6, EN 6, AG 6 1 Average?
Not for Animals!
Way of the Fruit CH 6 1 ?
Not for Animals! (GUILER SAYS: gives a bonus to str if
you eat a fruit. Kind of like drugs
but with no drawbacks)
Level 8: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bluff Master CH 3 1 Bad
Brutish Hulk ST 7, EN 5 1 ?
Deathclaws only
Psychotic EN 5 1 ?
Mutants only
Tunnel Rat AG 6 1 Good (especially for Snipers)
Level 9: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Better Criticals PE 6, AG 4, LK 6 1 Doesn't seem to work?
(GUILER SAYS: compared with F2, this perk
is a crock; no instant death if >100. The
only difference I noted was that I always
did damage with knockdowns, as opposed to
people without it who sometimes did knock
downs w/o damage)
Crazy Bomber In 6, Traps 60% 1 Bad, just blow up those mines
Not for Animals!
Demolition Expert AG 4, Traps 75% 1 Useless, could be useful in MP games?
Dodger AG 6 1 Bad (bonus to AC is quite weak)
Explorer None 1 Useless
(GUILER SAYS: Maybe get 1 if you don't
want to wander the wasteland for all
of the SE's. Certainly gravy, though)
Light Step AG 5, LK 5 1 Useless (don't step on traps)
Mutate! None 1 Must have: give NPCs the Gifted trait!
Pyromaniac Big Guns 75% 1 Average, works only with Flamer
Sharpshooter PE 7, IN 6 2? Very Good for Snipers
Level 10: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Hide of Scars EN 6 1 ?
Deathclaws only
Level 12: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Action Boy AG 5 2 Very good (Must have if AG < 10)
"Kenny Wong" <kenjai@netvigator.com> adds:
Action Boy is very good in TB mode, but isn't all that good in CTB mode,
especially in prolonged firefights. Example: assuming you originally had
9aps, armed with a 5ap burst weapon. In CTB, you'd fire, pause, fire,
pause, pause, pause, pause, pause, fire, etc. With Action Boy, you'd
fire, fire, pause, pause, pause, pause, pause, fire, etc. The only difference
is in the opening rounds. Obviously though, in TB, there's a world of
difference between firing once/round and twice/round.
----2.4----
Bonsai Outdoorsman 40%, 1 ?
Science 40% (GUILER SAYS: fruit grows on your head.
Ghouls Only Use with Way of Fruit)
Gain (Stat) Stat < race max. 1 Must Have
HtH Evade Unarmed 75% 1 Good (only for Slayers)
Lifegiver EN 4 2 Very Good
"Kenny Wong" <kenjai@netvigator.com>
Lifegiver is a must have if you're playing Tough Guy (obvious really)
----2.4----
Living Anatomy Doctor 60% 1 Very Good (for the bonus damage to living)
"Kenny Wong" <kenjai@netvigator.com> adds:
Living anatomy is useless by the endgame.
----2.4----
Master Thief Steal 50%, 1 Average
Lockpick 50%
Master Trader CH 7, Barter 75% 1 Average
Not for Animals!
Medic! First Aid 40% or 1 Average
Doctor 40%
Mr. Fixit Repair 40% or 1 Average
Science 40%
Not for Animals!
Tag! None 1 Must have!
(GUILER SAYS: Tag energy weapons late in
life)
Talon of Fear ST 6, Unarmed 60% 1 ?
Deathclaws only
Tough Hide EN < 8 1 ?
Mutants only
Weapon Handling ST < 10, AG 5 1 Good if you have low ST
Not for Animals!
Level 14 Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Divine Favor CH > 7 1 I have heard MANY good things about
this one. Gives you a perk 1 level
earlier, so every 2 levels for normals,
3 for ghouls, etc.
----2.5----
Level 15: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bonus HtH Attacks AG 6 1 Must have for Slayers
Bonus Rate of Fire AG 7, PE 6, IN 6 1 Must have for ranged fighters
Pickpocket AG 8, Steal 80% 1 Very good if you like stealing
Level 16: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Bend the Rules LK 6 1 Could be good
(GUILER SAYS: Doesn't exist in the game?)
----2.4----
Level 18: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Silent Death AG 10, Sneak 80% 1 Very good for Slayers
Unarmed 80%
Level 20: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Break the Rules LK 6 1 Possibly very good
(GUILER SAYS: Doesn't exist in the game?)
----2.4----
Level 24: Prerequisites Ranks Comments / Rating
-----------------------------------------------------------------------------------------
Slayer ST 8, AG 8, 1 Must have for Slayers
Unarmed 80%
Sniper PE 8, AG 8, 1 Doesn't seem to work?
Small Guns 80% (GUILER SAYS: Curse them for breaking
Sniper! CUUUURSE THEEEEEM!!!!!)
ENHANCER (DRUG) TABLE:
All of this was provided by Ariel Falgui <chrono_soulslayer@yahoo.com>
UPDATE 2.7
judith york <ebor@starpower.net> mailed to tell me that the enhancer table might be
a bit more useful if it were readable. I tend to agree. Thus, I have fixed it using
her values. In addition, she writes:
Also, the amount of drugs you can take before being overdosed depends on your
Endurance, which is why Trauma Packs and Buffout increase the amount of drugs
you can take (they increase Endurance). For example, a person with an endurance
of 4 will overdose if he takes 2 pschos, but a person with an En of 8 must take
3 to OD.
----2.7----
Enhances your body but after a period of time will
make you weak. You can be normal and regain your stats
again quickly if you wander around the forest for
days.
Table of Enhancers and their effects:
Voodoo Mentats Trauma Pk Buffout AfterGum Psycho Mutie FusionCola
ST +2 +2 +1 +4
PE +2 +1
EN +2 +3 +4
CH +1 -4
IN +2 -3 -4
AG +2 +2 +3
LU +3
DR 50% 25%
HP +190
Voodoo, Mentats, Buffout:
* Using one of them in 4 consecutives is fine. Use one
more and you’re overdosed. Use another one will make
yourself killed.
Afterburner Gum:
* 3 is fine, 1 more is overdosed, 1 more is killed
Psycho:
* 1 is fine, 1 more is overdosed, 1 more is killed
* Good for killing person without getting friendly
people go hostile and will not degrade your rank and
reputation
Trauma Pack:
* Good for avoiding to get overdosed. Take 3 Trauma
Pack and you can use Psycho more than 1. I’ve used
Enhancers in orders:
2 Voodoo
2 Mentats
3 Trauma Pack
2 Mentats
Total of 9 drugs without getting overdosed.
My Stats after using 9 drugs:
Before After
ST 6 12
PE 9 12
EN 6 12
CH 2 6
IN 9 12
AG 9 12
LU 6 12
----2.6----
Fallen Fallen <fallfromgrace764@yahoo.com> adds:
There's also a suggestion I would make. I dont know if
you've said it in the guide(if thats the case - sorry)
But if you use the Psycho drug and power armor you get
a whopping 105 damage resistance(thus become
invulnerable to normal damage) Criticals still pack
punch tho so brownings still can shred you to bits :)
But you can use characters drugged like this for
cleaning up trenches full of minigunners and sniper
robots with ease.
Alternatively you can try this even in earlier
mission by combining a voodoo and a psycho and even
with a crappier armor still become invulnerable
this would work great on Mutant missions since the
SAWs cant do sh** :) Just watch out for Brownings
since they tend to critical hit and kill you. I would
advise keeping the psychos for later missions and
using voodoos before that. Just save so you dont get
addicted. Well that seems to be all I can think of :)
----2.7----
RECRUITS LIST (NEW! 2.7)
I feel really guilty holding onto this for so long. ARM Claude
<claude.arm@csem.ch> was so diligent in putting it together and I haven't
put it up until now. I hope you all enjoy, and remember; it wasn't my lazy
butt that put this together, it was Claude!
UPDATE 2.9
After some consultation with cj x, it would seem that the quality, quantity,
and overall usefulness of your recruits seems to be a function of your
charisma; thus, depending on your charisma, your recruits may be better or
worse than the ones on this list, so use this as a guide only.
----2.9----
-------------------------------------
-------------------------------------
Single Player Campaign Recruits List:
-------------------------------------
-------------------------------------
In Fallout Tactics there are a great number of recruits
that can be taken into your squad. I wanted a list of
them to help me compose my squad and choose my own skills as I read a comment
saying there is no good medic available. And as no such list were to be found
I ended doing it and here it is.
The recruit are sorted by race and then by rank. Mind you that
having the recruit's rank does not automatically makes it availlable to you,
sometimes you have to have finished some task first.
Each recuit will be described using the following format:
Name (origin) ST PE EN CH IN AG LK (Total)
Tagged Skills
Traits
Perks (Perk Rate if different than 3)
Comments
Sometimes in the comments, I say a recruits can get a perk and add something
like (Gain AG), it means he can get the perk after improving its agility with
the Gain AG or Mutate(Gifted) perks.
1. Humans:
----------
1.1 Initiate:
-------------
Brian 6 5 9 1 5 9 5 (40)
Small Guns, Sneak, Big Guns
Fast Shot
No perks
Can get Bonus Rate of Fire (with Gain PE and Gain IN)
Can get Bonus Ranged Damage (with Gain LK)
This makes a kick ass gunner (in TB, 3 burst attacks each round),
plus he can sneak to get close to enemies and has small guns to
be usefull while waiting to get the first big guns. Either the
Power Armor or Weapon Handling will allow him to use the M2.
Farsight 5 8 5 5 6 7 4 (40)
Small Guns, Sneak, Outdoorsman
No traits
No perks
Can get Bonus Rate of Fire
Can get Mutate to gain Fast Shot (or Gifted)
Can get Sharpshooter
She can make a good sniper as she has good AG and PE and she can
get the important sniper perks except for the ones depending on LK
(unless you make her Gifted and gives her Gain LK, but I do not
recommend that because it would reduce her skill rate to 12, I
would give the Gifted trait only to recruits with very high
intelligence). The negative point is the Outdoorsman Tag, there
are enough books in the game to give someone with high intelligence
more than 100 in outdoorsman without needing to Tag it or put a
single skill point in it, so I think it is a waste of a Tag).
Jax 6 6 7 4 5 7 5 (40)
Small Guns, Big Guns, Energy Weapons
Fast Shot, Kamikaze
No Perks
Can get Bonus Rate of Fire (with Gain IN)
Can get Bonus Ranged Damage (with Gain LK)
Another kick ass gunner, he can do even more damage than Brian do to
the Kamikaze trait, also he can get the Sharpshooter perk (with Gain PE)
if you want to make him better at long range fire.
Jo 7 5 8 4 5 6 5 (40)
Small Guns, Pilot, Repair
No traits
No Perks
As for the outdoorsman skill, there are lots of book for the Pilot and
Repair skill, so there is no need to take someone with those skills
tagged. Furthermore, there are only few missions where you can use vehicules.
Mac (Reaver) 5 7 5 5 6 7 5 (40)
Small Guns, Sneak, Science
No traits
Action Boy x2, Ghost, Sharpshooter, Silent Running,
Thief
She becomes available after you rescue the Reaver Leaders, she is a good
sniper and can replace a killed squad member. The downside with late
recruits is that most of their perks are already choosen for you. Also
Science is another skill that can be improved with books.
Robin 5 8 5 3 6 9 5 (41)
Sneak, Melee Weapons, Lockpick
Small Frame, Night Person
No Perks
He has excellent stats to make a sniper, except he not learned any ranged
weapons, and he will not make an excellent melee fighter. So if there is
a lock you could not open in the early missions, take him and return to
the map after you finished the mission and when done get another recruit.
Stitch 6 4 5 5 9 6 5 (40)
Small Guns, First Aid, Doctor
Good Natured
No perks
His PE sucks. But you do need Medic and he is the first you get, so if you
are not a Medic yourself, keep him around for a while.
Torn 8 7 7 4 4 6 4 (40)
Unarmed, Melee Weapons, Traps
No Perks
Bonus HtH Attacks
Waow, she starts with the Bonus HtH Attacks, that make her a great unarmed
fighter from the start. Downside is she is missing a Tag on the Sneak skill
to get close to the enemy which getting shot, also she has a low intelligence
(few skill points). Also if you want to make her a Slayer, you need to take
both the Mutate (Gifted) and Gain AG perk and that would reduce her skill
rate to 8!
Trevor 9 6 5 4 4 7 5 (40)
Small Guns, Sneak, Throwing
Fast Shot
No Perks
A grenadier with Fast Shot is good (Fast Shot and Bonus Rate of Fire affect
the AP cost of grenades!), Gain LK will give him access to the Bonus Ranged
damage and Critical improving perks, Gain PE will allow him to take
Sharpshooter, but he cannot get the Bonus Rate of Fire (low IN).
1.2 Senior initiate:
--------------------
Ice 6 7 7 2 5 8 5 (40)
Small Guns, Sneak, Outdoorsman
Finesse
Loner
Can get bonus Rate of Fire (Gain IN).
Can get Sharpshooter.
Can have Bonus Ranged Damage, More Cirticals (Gain LK).
Good sniper. Farsight has better PE and IN, same AP when around a someone
with the Leader, but Ice gets the damage and critical improving perks.She
can take Mutate for the Fast Shot Trait, but that would remove the Finesse
which is good too for a sniper.
Kevin 8 5 6 6 7 9 6 (47)
Small Guns, Melee Weapons, Repair
Gifted
Thoughness
Can get Leader
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Slayer
Can get Silent Death (gain AG)
He has all the stats to become a good melee fighter but he is missing a tag
on the Sneak skill to reach his enemies alive, and the Repair tagged is a waste.
Mandy 6 8 7 5 9 7 6 (48!)
Small Guns, Sneak, First Aid
Gifted, Skilled
No Perks (Perk Rate 4)
Can get Sharpshooter
Can get Bonus Rate of Fire
Can get Bonus Ranged Damage
Can get More Criticals
Can get Sniper (although I do not know if it is worth it)
She can be a great sniper or gunner with a medic side. I choose to keep her
till the end, I made her a Medic/Gunner by improving her Doctor skill to 100
without tagging it and I tagged the Big Guns skill (with the Tag! perk), her
perks were: level 4 (waited level 6) Bonus Ranged Damage, level 8 (waited level
9) Mutate to replace Skilled by Fast Shot (perk rate back to 3!) level 11
(waited level 12) Tag!, level 14 (waited level 15) Bonus Rate of Fire, level
17 Bonus Rate of Fire, level 20 Sharpshooter, level 23 Tunnel Rat. When beside
a Leader she has 9 AP (3 bursts), can carry a M2 when in Power Armor, she can
sneak to get in the best shooting position and can heal your squad.
Rage 5 8 5 2 8 7 5 (40)
Small Guns, Sneak, Steal
No traits
Awarness
Can get Sharpshooter
Can get Bonus Rate of Fire
Can get Bonus Ranged Damage, More Criticals (Gain LK)
Can get Sniper (Gain AG)
Can get Mutate for Fast Shot (or other like Finesse)
He has good PE AG and IN and thus can become an excellent sniper/thief, even
his starting perk is usefull to your squad! A good recruit if you want a sniper
and thief.
Rebecca 5 8 4 4 6 8 5 (40)
Small Guns, First Aid, Lockpick
No traits
Scout
Can get Sharpshooter
Can get Bonus Rate of Fire
Can get Bonus Ranged Damage, More Criticals (Gain LK)
Can get Sniper
Can get Mutate for Fast Shot (or other like Finesse)
Another recruit than can make an excellent sniper, lockpick skill is really
usefull to open doors and containers later in the game, I would take her
instead of Robin and seeing her stats she can be kept and developed as a
sniper/scout.
Stevie 5 7 4 4 8 8 4 (40)
Small Guns, Sneak, Unarmed
One Hander
Thief
Can get Sharpshooter
Can get Bonus Rate of Fire
Can get Bonus HtH Attacks
Can get Bonus HtH Damage (Gain ST)
Can get Sniper (Gain PE)
Can get Mutate for Fast Shot (replacing One Hander)
She can become a good sniper and provide HtH support if needed although she
will not become a great unarmed fighter (cannot get Silent Death or Slayer)
Sharon (Tribal) 6 5 7 8 5 6 3 (40)
Small Guns, Sneak, Big Guns
Chem Resistant
Flower Child
Can get Divine Favor
Can get Leader
Can get Mutate for Fast Shot (or other, replacing Chem Resistant)
She has very strange stats, you can give her Bonus Rate of Fire if she Gain
PE, IN and AG (or Mutate for the Gifted trait, but that would lower her skill
rate which is not high), she cannot have the Bonus Ranged Damage, thus I
prefer Brian or Jax as gunner. Although take her if you want to use drugs,
it would improve her stats (but won?t allow her to take new perks).
1.3 Squire:
-----------
Beth 10 5 7 4 4 8 4 (42)
Unarmed, Melee Weapons, Repair
Heavy Handed, Bruiser
Bonus HtH Damage
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Slayer
Great recruit to make a slayer! Although for my personal taste I am missing
a tagged Sneak and the Silent Death perk, also she has too few AP.
Stein 7 8 5 4 5 7 4 (40)
Small Guns, Big Guns, First Aid
No Trait
Healer
Can get Bonus Rate of Fire (Gain IN)
Can get Sharpshooter (Gain IN)
Can get Mutate for Fast Shot (or other)
He can make a sniper or a gunner, although his low LK prevent him from
increasing his damage or criticals.
Target (Tribal) 7 6 5 4 8 7 3 (40)
Small Guns, Sneak, Throwing
No traits
Hit the Deck
Can get Sharpshooter (Gain PE)
Can get Bonus Rate of Fire
Can get Mutate for Fast Shot
A good grenadier that can double as a good sniper.
1.4 Senior Squire:
------------------
Creeper (Raider) 6 7 5 2 8 8 4 (40)
Small Guns, Sneak, Unarmed
No traits
Flexible, Silent Running
Can get Sharpshooter
Can get Bonus Rate of Fire
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Mutate for Fast Shot or Gifted
He can be both a good sniper and a good unarmed fighter, usefull for
stealth recon.
Keith (Tribal) 7 5 6 4 7 6 5 (40)
Sneak, First Aid, Doctor
Good Natured
Stat!, Team Player
Strange recruit, I would not recommend taking someone who is not a
good fighter, even if he can hide, after all this game is about combat.
Stoma 10 6 9 4 4 5 4 (42)
Small Guns, Big Guns, Energy Weapons
Bruiser
Strongback, Stonewall
Maybe he can handle any weapon, but he will be good with none (Low AP,
no Bonus Fire Rate, no Bonus Ranged Damage).
Stumpy 7 7 6 5 7 5 3 (40)
Small Guns, Melee Weapons, Traps
One Hander
Crazy Bomber, Bone Head
His low AG prevent him from taking the great perks.
1.5 Junior Knight:
------------------
Hurt (Raider) 7 5 6 4 7 6 5 (40)
Small Guns, First Aid, Doctor
No traits
Comprehension, Team Player, Stat!
As I do not like the above perk choice, I would prefer keeping Stitch, at least
he can choose all his perks (and I would not recommend keeping stitch).
Malice (Raider) 8 6 6 3 6 9 2 (40)
Big Guns, Energy Weapons, Melee Weapons
No traits
Bonus Move, Quickpockets, Thief
Can get Sharpshooter (Gain PE)
Can get Bonus Rate of Fire
Can get Mutate for Fast Shot
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Silent Death (Gain AG)
Can get Slayer
Interresting recruit that can be developped as both melee fighter and gunner,
with very good ST and AG (10 AP when around a Leader). Too bad you don't get to
choose her three first perks.
Pain (Raider) 6 5 9 4 5 6 5 (40)
Small Guns, Melee Weapons, First Aid
No traits
Faster Healing, Rad Resistance, Adrenaline Rush
I do not like the stat and the perks!
Riddick 8 7 7 1 5 7 5 (40)
Sneak, Unarmed, Melee Weapons
Heavy Handed, Night Person
Bonus HtH Damage, Night Vision, Silent Running
Survivalist, Silent Death, Adrenaline Rush
Can get Bonus HtH Attacks
Can get Slayer (Gain AG)
This is the guy that can be found in the Pitch Black special encounter, he is a
great close combat fighter. He has 3 extra perks for his level, including the
Silent Death (which needs 10 AG normally). Remember that the above stats will be
modified by the Night Person trait.
1.6 Knight:
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Alice 9 6 7 2 3 8 5 (40)
Big Guns, Energy Weapons, Throwing
Fast Shot
Faster Healing, Snake Eater, Die Hard
can get Bonus Ranged Damage, More Criticals (Gain LK)
Very good weapon selection, ST, EN and AG plus Fast Shot. But her low IN make
for a low skill rate and prevent her from learning Bonus Rate of Fire!
Furthermore her starting perk are not that interesting.
Boomer (Raider) 10 6 6 5 4 8 2 (41)
Small Guns, Throwing, Traps
One Hander
Stonewall, Stuntman, Bone Head
Great ST and AG but too dumb to get Bonus Rate of Fire. Nothing very
interresting here.
Ed 6 3 5 3 10 7 5 (39)
Small Guns, Lockpick, Repair
Tech Wizard
Dodger, Mr Fixit, Pack Rat
Great IN but I cannot recomment taking someone with 3 of PE (unless he is a
sneaking close combat fighter).
Karl 10 7 6 4 4 9 2 (42!)
Sneak, Big Guns, Throwing, Traps
Jinxed
Dodger, Tag!, Gain AG, Gunner, Bone Head
He has great ST and AG, and a nice choice of tagged skills, but his
low LK and IN prevent him from becoming a great gunner. (He has 1 extra stat
point).
Max 10 5 7 5 3 7 5 (42)
Big Guns, Energy Weapons, Throwing
Bruiser
Bonus Move, Strong Back, Heave Ho!
For me he is worse than Alice!
1.7 Senior Knight:
------------------
Fran 5 7 5 4 6 9 5 (41)
Sneak, Melee Weapons, Lockpick
Small Frame, Finesse
Silent Death, Action Boy x2, Ghost, Light Step
can get Bonus HtH Attacks
She is a good scout, fast and quiet, she has good perks although she will not do
lots of damage and cannot get the Slayer perk.
1.8 Knight Commander:
---------------------
Kaisa 4 6 5 6 8 8 5 (42!)
Traps, Repair, Science
Small Frame
Acion Boy, Mr Fixit, Weapon Handling, Crazy Bomber,
Team Player
She has 1 extra stat point, but I thing she forgot that this is a combat game!
Vector 6 9 6 5 3 6 5 (40)
Small Guns, Sneak, Steal
No traits
Sharpshooter, Action Boy, Thief, Tunnel Rat, Flexible
Nice sniper, but his low IN prevent him from getting the unavoidable Bonus Rate
of Fire.
1.9 Junior Paladin:
-------------------
John 7 5 5 2 8 8 5 (40)
Big Guns, First Aid, Doctor
Chem Reliant, Chem Resistant
Bonus Move, Lifegiver, Medic, living Anatomy, Die hard
can get Bonus Rate of Fire (gain PE)
can get Mutate for Fast Shot
Good stats and can become an acceptable gunner near the end. Although I prefer
using Mandy as gunner/medic.
1.10 Paladin Commander:
-----------------------
Box 10 5 9 2 4 8 4 (42)
Small Guns, Big Guns, Unarmed
Bruiser, Skilled
Bonus Rate of Fire, Bonus Ranged Damage, Rad Resistance,
Heave Ho!, Action Boy x2, Stonewall (Perk Pate 4)
He is a good gunner, the perks mostly good and compensate the Bruiser AP loss.
Dos (Reaver) 6 10 8 2 7 6 9 (48!)
Small Guns, Energy Weapons, Traps, Science
Gifted, Finesse
Bonus Rate of Fire, More Criticals x3, Sharpshooter,
Toughness, Loner
He is an excellent sniper and should do a lot of criticals, especially
with targeted shots. Good choice, although only available late in the game.
Oh, and he has 1 extra stat point.
Peta 7 7 6 6 4 10 2 (42!)
Sneak, Energy Weapons, Melee Weapons
Small Frame
Bonus HtH Damage, Rad Resistance, Lifegiver,
Stunt Man, Road Warrior, Leader
Great AG and thus AP, she has 1 extra stat point, and she has the Leader Perk,
but otherwise there is nothing extraordinary with her.
1.11 Paladin Lord:
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Debbie 7 7 6 4 7 8 3 (42!)
Small Guns, Sneak, First Aid, Traps
Good natured
Action boy x2, Medic, Tag!, Stonewall, Team Player, Die Hard
She has 2 extra stat points, her AG and perks gives her 11 AP, but otherwise
nothing too good.
1.12 General:
-------------
Clarisse 5 11 6 8 9 10 4 (53!!)
Sneak, Big Guns, Energy Weapons, Throwing
Gifted, Fast Shot, Small Frame
Bonus Move, Dodger, Heave Ho!, Gain PE, Gain EN,
Quick Recovery, Weapon Handling, Tunnel Rat,
Flexible, Leader, Divine Favor, Tag! (Perk Rate 2)
Yeah baby, she is a hell of a girl!
She has 2 extra stat points, 1 extra trait (and all of them are really good)
and 12 perks at level 22!
She can use any ranged weapon in the game and she excels at energy
weapons (skill at 192). She can even take Bonus Rate of Fire.
If you really want her, try having a high charisma to climb the rank of
the brotherhood faster than I did (I had a charima of 2) and maybe
even be a Brown Noser.
Shaky 4 8 7 1 8 8 4 (40)
Small Guns, Traps, Repair, Pilot
Chem Reliant
Action Boy, Dodger, Mr Fixit, Tag!, Demolition Expert,
Light Step, Weapon Handling, Road Warrior, Lead Foot
he may be usefull is you have no pilot and want to force your way through
the robot blockade with the vehicule in Mission 19, but otherwise leave him
be.
Slim 6 6 6 6 10 10 3 (47)
Sneak, Energy Weapons, Science, Repair
Gifted, Small Frame, Tech Wizard
Silent Run, Mr Fixit, Master Thief, Swift Learner,
Tag!, Tunnel Rat, Light Step, Leader
He is a good scientist and thief (his lockpick, steal and traps skill are all
above 100) and he has the Leader Perk, so he is good at supporting your squad
and he can handle himself in a fight with 150 in Energy Weapons, but he is not
a kick ass warrior.
---------
2 Ghouls:
---------
2.1 Senior Squire:
------------------
Babs 5 7 5 6 8 8 5 (44!!)
Small Guns, Lockpick, Steal
Small Frame, Tech Wizard
Master Thief, Flexible (Perk Rate 4)
Can get Leader
Can get Sharpshooter
Can get Bonus Rate of Fire
Can get Bonus Ranged Damage, More Criticals (Gain LK)
Can get Mutate for Fast Shot (replace one)
Great sniper/thief! She has 4 extra stat points and she has
an extra bonus perk (she had 2 perk at level 7 instead of 1).
I would strongly recommend to Mutate her for the Fast Shot trait,
removing Tech Wizard as it will increase her PE by one! Thus you
get a sniper with 8 PE, 8 AG, 8 IN, Sharpshooter, Bonus Rate of Fire,
Fast Shot and she can be your Leader (+1 AG for those around), by
tagging Energy Weapons she will remain good till the end of the game.
Billy Bob 6 12 8 2 6 4 5 (43!)
Small Guns, Energy Weapons, Throwing
Fear the Reaper, Glowing One
Pack Rat, Stunt Man (Perk Rate 3)
Great PE, but his low AG prevent him from taking the good sniper perks
2.2 Junior Knight:
------------------
Dillon 6 11 6 2 7 5 9 (46!)
Small Guns, Repair, Science
Gifted, Glowing One
Sharpshooter, Better Criticals (Perk Rate 4)
He has a great perception and luck, but he is missing 1 stat point (Gifted
characters should have 47), Repair and Science are wasted tags, his AG not
great (only 7 AP). I do not like him.
Harrold 6 6 6 1 7 6 12 (44!!)
Small Guns, Throwing, Traps, Repair
Fear the Reaper, Skilled
Die Hard, Rad Child, Bonsai, Way of the Fruit (Perk Rate 4)
Can get Sharpshooter (Gain PE)
Can get Bonus Rate of Fire (Gain AG)
Can get Bonus Ranged Damage, More Criticals
Can get Mutate for Fast Shot (replace one)
He is good, he has 4 extra stat points, one extra tagged skill, two extra perks
(he should have 2 at level 11) Mutate him to remove the skilled trait and he'll
have a perk rate of 3. The bad news is that except for LK, his stat are neither
bad nor great, and two of the tagged skills can be improved by books instead.
Martin 8 9 7 2 5 6 5 (42!)
Energy Weapons, Traps, Pilot
Fear the Reaper, Glowing One
Scout, Lead Foot (Perk Rate 3)
Can get Sharpshooter
Can get Bonus Rate of Fire (Gain AG and IN)
Can get Mutate for Fast Shot (replace one)
Great ST and PE, can become a good sniper with a Laser Rifle, but again there is
two tagged skill wasted.
-------------
3 Deathclaws:
-------------
3.1 Senior Squire:
------------------
Shaav 6 8 7 1 2 14 3 (41)
Sneak, Unarmed, First Aid
Small Frame, Night Person
Silent Running, Tunnel Rat (Perk Rate 4)
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Silent Death
Bad point is he cannot get Brutish Hulk and Slayer and his low
IN means low skill rate, otherwise he is good and a lot of AP (12)
Shriek 13 5 6 3 3 7 3 (40)
Sneak, Unarmed, Steal
Chem Resistant
Silent Death, Brutish Hulk (Perk Rate 4)
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Slayer (Gain AG)
Great unarmed fighter, like all Deathclaws. Gets the Silent Death
real early in the game.
3.2 Junior Knight:
-----------------
Krldraav 13 5 4 2 3 10 3 (40)
Sneak, Unarmed, Throwing
Rabid, Finesse
Dodger, Brutish Hulk (Perk Rate 4)
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Slayer
Another great slayer. I did not try but I guess he can throw
grenades to soften a traget before tearing it into pieces.
Mother 12 6 12 2 4 12 3 (51!!)
Sneak, Unarmed, Throwing
Gifted, Domesticated, Bloody Mess
Death Sense, Brutish Hulk, Hide of Scars (Perk Rate 3)
Can get Bonus HtH Damage
Can get Bonus HtH Attacks
Can get Silent Death
Can get Slayer
She has 4 extra stat points, a perk rate of 3 and an extra trait. She
is incredible, high strength, high agility (11 AP), high hit point
and damage resistances. She rules unarmed fighting.
----------------
4 Super Mutants:
----------------
4.1 Knight:
-----------
Chuck 13 4 11 1 3 5 3 (40)
Big Guns, Energy Weapons, Throwing
Vat Skin
Action Boy, Psychotic, Tough Hide (Perk Rate 4)
can get Steady Arm
can get Mutate for Fast Shot
Strong and stupid, great choice of weapons, but no Bonus Rate of Fire or Bonus
Ranged Damage.
Toni 9 6 6 3 7 5 4 (40)
Big Guns, Energy Weapons, Melee Weapons
Kamikaze
Stonewall, Steady Arm, Tough Hide (Perk Rate 4)
can get Mutate for Fast Shot
A little less strength and more intelligence, plus he already got Steady Arm,
yet he also cannot have Bonus Rate of Fire or Bonus Ranged Damage.
4.2 Senior Knight:
------------------
Bob 12 4 5 4 4 6 5 (40)
Big Guns, Unarmed, Melee Weapons
Ham Fisted, Heavy Handed
Bonus HtH Damage, Action Boy, Tough Hide (Perk Rate 4)
can get Bonus HtH Damage
can get Bonus HtH Attacks
According to its description, I thought Ham fisted would give an extra Tag
on Unarmed. Why does he have only 3 tagged skills?
Pump 12 1 12 2 3 6 4 (40)
Sneak, Unarmed, Melee Weapons
Heavy Handed
Bonus HtH Damage x3 (Perk Rate 4)
can get Bonus HtH Attacks
Good melee fighter, he'll do LOTS of damage, although he cannot have
Silent Death and Slayer.
4.3 Junior Paladin:
-------------------
Cookie 10 5 8 2 5 8 2 (40)
Big Guns, Throwing, Melee Weapons
Fast Shot, Heavy Handed
Bonus HtH Attacks, Bonus HtH Damage, Action Boy,
Heave Ho! (Perk Rate 4)
can get Steady Arm
can get Bonus Rate of Fire (Gain PE and IN)
can get Slayer
She is good at both close combat and ranged attacks, she has lots of AP and
mostly good perks. The best Super Mutant yet.
4.4 Paladin Commander:
----------------------
Jim 10 5 8 2 5 8 2 (40)
Big Guns, Energy Weapons, Throwing
Fast Shot, Vat Skin
Bonus Rate of Fire, Steady Arm, Hit the Deck,
Tough Hide (Perk Rate 4)
With Fast Shot, Bonus Rate of Fire and Steady Arm, bursts cost only 2 AP, so you
better give him lots of ammo because he will rain steel on your
enemies. Certainly one of the best gunner available. He is only missing the
Bonus Ranged Damage and he becomes available only late in the game.
You must help him and his brother Joe in the Brother Grimm Special Encounter
to get him as a recruit.
Joe 13 5 6 3 3 7 3 (40)
Big Guns, Throwing, Unarmed
Fast Shot, Vat Skin
Bonus HtH Attacks, Bonus HtH Damage, HtH Evate,
Tough Hide (Perk Rate 4)
He is not bad with heavy weapon and good at unarmed figthing, although he
is excellent in neiter of them. His brother is a better gunner and
deathclaws are better unarmed fighters.
You must help him and his brother Jim in the Brother Grimm Special Encounter
to get him as a recruit.
---------
5 Robots:
---------
5.1 Initiate:
-------------
HR1205 10 7 7 1 4 6 5 (40)
Big Guns, Energy Weapons, Unarmed
Tight Nuts, EMP Shield
Cannot get any perks!
I did not try it because he cannot take perks, I would welcome
comments from people who tried him out.
The King of Chickens 2001 <chickenno1@hotmail.com> writes:
I took HR1025 on 1 mission and numerous random encounters. My
rating: 6.5 out of 10.
- chop off 2.5 points for NOT BEING ABLE TO LEVEL UP!!!!! This
is ridiculous. Although I killed many enemies with him, he still
did not gain any XP. He was only 10 XP to the next level.
Therefore you cannot increase his skills, and you cannot gain any
perks.
- chop off 1 points for horrid HP. 57 HP at level 23 when I got him.
My main character has the same EN and he has 70+ I think.
- chop off 1 points for not being able to use any enhancing drugs!
He can eat the drugs, but he won't gain any bonuses. This means that
there's absolutely no way to increase his stats (For a good laugh,
if you don't have the patch installed, he can overdose on them ^_^
although he won't get addicted) .
However:
- He happens to have the best armor in the game, his armor's the
equivalent of A.Powered Armor without the drawbacks and bonuses.
Anything 7.62mm and lower does negligible damage.
- He CAN wear the Brahmin Armor. He (it?) is nigh unstoppable
wearing it, with 57 AC and 90% damage absorb. Can you believe he
only took 5 damage from a _Plasma Grenade_?
- Using a repair kit on him will restore him to full health and
functionality (heals crippled etc etc). Kinda makes up for the
fact that he cannot heal by Stimpak, Doctor or First Aid. You
cannot repair him if he 'dies' tho.....
- Can use books to increase skills. If the books don't work for
your main character as effectively anymore, give them to him.
- Has 110% Heavy Weapons and Energy Weapons, and I think 90%
Hand to Hand and a little less Melee. His Repair and Science is
also above 80% and his Driving is 75% if you're interested. His
Small Guns suck, tho, but does he need it with these stats?
- Don't really have to worry about equipping him with Melee
weapons, he comes equipped with them already! See the 'knife'
like potrusions on his arms? I think he does 35-50 damage
with them, counting strength bonuses.
- He CAN repair himself by the way, just give him a few
toolkits.....
- Due to the fact that he cannot gain any XP, your other party
members actually gain more XP.
Recommendations for use:
1. Tank Driver. Driving 75%, Heavy Weapon (Tank Gun) 110%.
'Nuff said. It's kinda fun using him as that in random
encounters, he usually cleans house all by himself with enough
Tank Round reloads. Of course I'll still have difficulty if I
happen to meet one of those Behemoths....to improve this give
him a few Driver magazines.
2. Sniper. Percept 7 and Energy Weapons 110%, give him a Laser
Rifle and tell him to prone and aim right between the eyes for
the best results. He can also use the Gauss but I think he needs
a few Guns magazines.....
3. Rocket Jock. Strength of 10 enables him to carry a Rocket
Launcher and about 8 reloads together with Repair Kits. Need
more Rockets? Simply have a pack mule follow him around and
pass the Rockets to him when he needs them.
----2.9----
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6 Dogs:
-------
No dogs available in single player game.
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7 Not Found:
------------
If you look in the files Fallout Tactis install on you disk, you can
find a list of all recruit's descriptions for the single player campaign.
According to this list I missed the following 6 recruits! If you have info
about them and how to get them, please EMail me (claude.arm@csem.ch)
Fleetfoot (Tribal)
Slicer (Tribal)
Frank (Ghoul)
Hardrive (Reaver)
Seedee (Reaver)
Pipboy
Info about Pipboy can be found in 0.18 of Guiler's, FAQ
------------
8 My Squads:
------------
I like to choose the perks of my squad members so I prefer recruits that are
available early, the late one being usefull to replace a dead squad member
(especially if you are playing in though guy mode). Furthermore I am not good at
close combat, I prefer gunning them down, and I like to sneak around a lot, so I
am looking for people with Small Guns, Big Guns, Energy Weapons and Sneak. I
also want one Medic and some Lockpick and Steal skills.
So my first squad was:
Me Sniper (Gifted, Finesse, Sharpshooter, Bonus Rate of Fire, More
Criticals x3)
Farsight Sniper (Sharpshooter, Mutate(Fast Shot), Bonus Rate of Fire, Energy Weapons)
Stevie Sniper (Sharpshooter, Mutate(Fast Shot), Bonus Rate of Fire, Energy Weapons)
Babs Sniper/Thief (Leader, Mutate(Fast Shot), Bonus Rate of Fire, Energy Weapons)
Brian Gunner (Gain IN PE LK, Bonus Rate of Fire, Bonus Ranged Damage x2)
Mandy Gunner (Mutate(Fast Shot), Bonus Rate of Fire, Big Guns, Bonus Ranged Damage x2)
I increased Babs Barter to 100 and made Mandy my Medic by increasing her Doctor
to 100.
I will replay the game with: Brian(gunner), Jax(gunner), Mandy(sniper/medic),
Rage(sniper/scout), Target(grenadier) and me as a charismatic sniper/thief (to
see the effect of charisma on the recruits pool and to get Divine Favor).
-----------------
9. Final Remarks:
-----------------
There is a lot of choice, with about 60 recruits (66 with the one I missed)
available, some are not really usefull some are good, but I think none of them
is unavoidable. As best of their category I would choose:
Gunner: Brian, Jax, Mandy, Malice, Jim
Sniper