Character and Combat FAQ by Sarin

Version: 1.5 | Updated: 08/26/01 | Printable Version

Fallout Tactics Character and Combat Game Guide
by Sarin

Version 1.5
August 26, 2001


This document is Copyright 2001 by Sarin
Fallout Tactics is Copyright 2001 by Interplay/Micro Forte/14 Degrees East


This guide is not a walkthrough, as the title states. I wrote this program to 
tell you about character creation and combat. These things are vital to your 
victory in Fallout Tactics, so if you're interested, read on. If you have any 
comments, suggestions or anything at all that you want to add, please e-mail 

This is my first guide, so it'll probably show somewhere. If I make a mistake 
somewhere, or if you feel that what I'm saying is inadequate, please e-mail 
me so I can make the necessary corrections.

All e-mails that will be posted here are, of course, going to be acknowledged 


I am not associated with Interplay or any of its divisions. They are not 
endorsing this guide so don't ask them questions about it. You can alter this 
file as long as you use it for personal use and that you don't claim the 
entire work as your own. You can post this file as long as you don't change 
it. If you changed or edited it in any way and you wish to post it, please do 
so only with my permission. I may want you to show me the finished file if 
you want to do this. This file is for free and you may not charge, or in any 
way profit from, this document.


Special thanks goes to Jturner849, Marc, Justin, Eric Post and Mark Walsh.

**New on this version**

1.5  Added Mark Walsh's suggestion on character creation. Wrote a section on 
status effects and an answer to the 'buggiest' status effect of all time. 
Read below to find out what it is.
1.4 Added Eric Post's MAJOR recommendation on Charisma. Created a new 
Charisma section.
1.3 Added Justin's powerhouse character. Also did some proofreading and 
1.2 Added Marc's correction on Charisma.
1.1	Added Jturner849's Gambling tip

**Character Creation**

I can't give you accurate tables, but I will provide you with information 
based on my experience in playing all Fallout games (Fallout, Fallout 2 and 
Fallout Tactics).

Remember that since you're playing a squad-based tactics game, you need to 
develop specialist characters instead of generalists. You can have a maximum 
of six characters in your squad. Let one character focus on one skill while 
the others focus on other skills. The squad that I played with had 3 snipers 
(small guns 130%, perception 9-10 because of the sharpshooter Perk), 1 energy 
weapons expert (130% energy weapons, perception 9), a grenadier (101% 
throwing, ST 9), a jack-of-all-trades (intelligence 9, I'll explain this one 
later) and a sadist (130% unarmed, 100% sneak, ST 12, agility 12. This one 
was a Deathclaw). This doesn't mean that I had a total of seven members, it's 
just that my energy weapons guy and one of my snipers are the same person. 
While other squad members may focus on science, repair or barter, make sure 
that they're not totally useless on the battlefield. This game is about 
combat, and though it may require you to use your more technical skills every 
now and then, they're not as important as having good fighters.

In the Character Creation Screen, you're given your primary stats. All of 
these stats start at 5 and you're given 5 freebies to distribute. I'll 
describe each of the stats below and you decide on what you should focus on.

**Primary Statistics**

ST - Strength - This is the physical strength of your character. Adjusting 
this will affect his unarmed and melee damage, his carry weight and what 
weapons he can use. The higher the number, the more powerful your close 
quarter combat (CQC) damage. Remember that all weapons require a strength 
check (which means that Fallout will check your ST to see if you meet the 
strength requirement set for the weapon) and your ST has to match or exceed 
the strength requirement. For example, the Pancor Jackhammer, a shotgun-type 
weapon, requires ST 5, so your current ST will allow you to use this weapon. 
However, the Vindicator Minigun requires ST 8, so you need to have ST 8 or 
above to use it.

Strength accounts for a lot of things in Fallout Tactics, but if you want to 
use big guns or inflict really good damage using a sledgehammer or power 
fist, then you should allot more points on ST.

NOTE: There is a Perk called Weapon Handling that will give you +3 to ST when 
the game does the strength check. The Power Armor will give you a +3 bonus to 

PE - Perception - Perception is the ability of your character to see and 
hear. Higher perception allows your character to shoot farther, so this is 
essential for snipers. Perception is highly important in Fallout Tactics 
because most of your enemies are armed with weapons set on burst mode, so it 
becomes risky to get close to them. The strategy here is to fight them from 
afar. "He who has the longer gun is king." So, outshooting your enemies is a 
great strategy that you can use over and over again.

NOTE: There are several Perks that affect your character's perception and the 
damage he does per shot. The Sharpshooter Perk will give you +2 to PE.

EN - Endurance - This deals with your hit points and resistances. The higher 
this stat goes, the more HP you have and the more resistant you are. HP are 
important, but the game gives you a lot of choices that you can choose from 
to recover them, from chems like stimpacks to skills like First aid and 
Doctor. Decide on what type of character you want. A shooter/sniper doesn't 
need a lot of HP, so having EN at 5 or 4 isn't so bad. But a brawler-type 
character needs a lot since he'll be in the line of fire most of the time.

Resistances are important, particularly from radiation. But remember that 
both poison and radiation can be removed from your body by using antidotes 
and RadAway. You can also use the chem Rad-X to raise your resistance against 

NOTE: The Perk Lifegiver will give you +4 HP per level up in addition to the 
usual HP increase. The Perk Living Anatomy will improve your Doctor skill and 
give you a +5 damage bonus when you hit a living creature. Check your Perks 

The following is a statement I made earlier about Charisma. It was, at the 
very least, controversial, considering the number of e-mail I got from people 
who questioned it. You can ignore it if you want to, but I decided to include 
it because it's an example of how a walkthrough becomes better when other 
people contribute to it. So to Eric and Marc (they were the ones who 
corrected me on Charisma), my thanks.

CH - Charisma - In previous Fallout games this stat was important. It used to 
be important. There was a time when I really appreciated it. Fortunately in 
Fallout Tactics, this stat no longer has any discernible purpose. Charisma 
primarily affects Barter and Speech, but since the game is more combat-
oriented, I don't really recommend that you spend valuable stat points on 
Charisma. My advice is that you transfer them. By the way, the Speech skill 
has been replaced by the Pilot skill, so that leaves you with Barter. I 
recommend that you leave Barter to another squad member, not your main 
character. But check out Marc's tip just a few lines below before you do 
anything with your character's Charisma. Just remember that in the end, this 
is simply a guide. You make the choices, you make the call. I'll just tell 
you some of the consequences of some of those choices.

Why did I say 'fortunately'? Because you can re-assign some of the stat 
points used in Charisma to another stat, like Intelligence or Luck.

Marc says that Charisma is one of the greatest factors that can affect how 
quickly you get promoted in the Brotherhood. Higher Charisma gives you better 
access to new recruits and weapons. I appreciate the fact that Marc sent me 
this tip because I couldn't find a significant use for Charisma. Now, I do.

**New Section on Charisma**

CH - Charisma - This stat affects your Barter skill and how fast you get 
promoted within the ranks of the Brotherhood. Having a higher rank gives you 
the chance to recruit more squad members and grants you access to better 
weapons and equipment. With higher Charisma, the game becomes easier early 

Eric Post has this to say about Charisma. And I suggest you pay attention:

I would suggest thinking about Charisma in a little different way as well...

There is an AWESOME perk called...

Divine Favor. While it has a high ability requirement (CHR of 8) it increases 
your top 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). So if you have a bruiser with Slayer/Sadist type character with a 
ST of 10...and it is your highest Stat...You add Divine Favor...VIOLA! ST of 
11...and add the power armor...ST 14...Now we're talking! Same goes for other 
Character specialists...Now...How about that Sniper with PE of 
11...and he can add things like Bonus Ranged Damage, Sniper, Sharpshooter, 
etc every 2 levels instead of every 3?  Pretty Awesome!  Just wanted to see 
your thoughts...and check to see if you've had more time to play around with 
character development.

Mark Walsh has something to say about Charisma as well.

A couple of points. Firstly as the rulebook says Charisma is important as it 
affects the amount and level of team members available to you. For example 
after completing the first mission and visiting bunker Alpha my Charisma 7 
character had a choice of 10-11 team mates to choose from at recruit master. 
Of these about 5-6 were senior initiates (i.e. lvls = 2-4). I redid it with a 
Charisma 1 character and had only 6 team members to choose from - all lvl 1. 
Obviously more powerful team members = more likelihood of success. Also 
bearing in mind how important you say Agility is, at Charisma 6 you access to 
Leader perk which gives all team members within 'sphere of influence' +1 
Agility/+5 AC. Basically high Charisma gives/allows a better team performance 
at the expense of personal one.

AG - Agility - This is the backbone of Fallout's combat system. It ultimately 
decides how much you can do within a given turn, both in turn-based and 
continuous turn-based. Agility primarily affects your Armor Class and your 
Action Points, the higher the stat, the better. No matter what kind of 
character you're making, agility should always be a priority.

In combat, melee attacks usually cost 3 AP and aiming these attacks will cost 
4 AP. The amount of AP you use when shooting from a gun depends on what mode 
you're using: single shots cost 4 AP, aimed shots cost 5 AP and burst fire 
cost 5 AP. Energy rifles (laser and plasma) cost 5 AP to shoot and 6 AP for 
aimed shots. Players from previous Fallout games should take note of this.

Other actions such as driving, checking inventory, applying your First Aid, 
Doctor and other skills will also cost AP. Each action has its own AP cost. 
For example, sneaking will cost 2 AP while Doctor can cost around 12 to 15 AP 
(I played the entire game in CTB, so I don't know if AP costs change in turn-

NOTE: There are a lot of Perks that can adjust your Agility. Bonus Move will 
give you additional AP that you can use for moving. Bonus Rate of Fire and 
Bonus H2H attacks decrease AP costs of ranged and hand-to-hand attacks 
respectively. Again, check your Perks list. I won't be listing every Perk 
there is, just the ones I used and highly recommend.

IN - Intelligence - I mentioned earlier that intelligence is important. This 
is because of the fact that your Intelligence will decide how much skill 
points per level up you can get. As your Intelligence goes higher, the number 
of skill points you get will also increase. Reading books will also give more 
benefits to the person with high Intelligence. For example, there are two 
characters, one with IN 8 and another with IN 6. Let's say that both have the 
same percentages on the Outdoorsman skill. If both read a Scout's Handbook, 
Mr. IN 8 will have a higher Outdoorsman skill than Mr. IN 6 because of Mr. IN 
8's Intelligence.

NOTE: The Comprehension Perk will improve the number of skill points received 
from reading books.

LK - Luck - This stat adjusts your critical hit chance to make more critical 
hits. I don't know if it affects anything else. I keep this at 5 just to be 
on the safe side.

NOTE: The Better Criticals Perk will give you more effective critical hits 
(more damage, more disabling hits) but will not affect the chance to make 
one. It means that it won't make more critical hits, but when you do make 
one, it's gonna be pretty devastating. The Sniper Perk will upgrade all your 
ranged attacks to critical hits if you also make the Luck roll. This means 
that when you shoot at someone, your character only has to make the Luck roll 
for him to make a critical hit. For example, your character (who has the 
Sniper Perk, Luck 5) hits a target. The computer will then make a Luck roll 
(similar to the ST check mentioned above). If it makes a roll of 5 or below, 
then the hit is upgraded to a critical hit.

**Derived Statistics**

HP - Hit Points - This is the amount of damage your character can take before 
he dies. How much Hit Points your character has at the beginning of the game 
depends mainly on his Endurance, although ST can also be a factor. As your 
character levels up, his Hit Points will also increase.

AC - Armor Class - The higher your AC, the better. This lessens the chances 
of hitting you. This is primarily based on your Agility and changes when you 
wear (or not wear) armor.

Melee Damage - This is how much melee damage your character can do in melee 
or unarmed combat. This is based on ST.

Bonus Damage - The percent added to damage dealt. Perks will adjust this.

Damage, Poison and Rad Resistance - These resistances are better when they're 
higher. The higher your resistance, the less damage you take, the more likely 
you're to resist poison and radiation. These three are primarily affected by 
your Endurance. Rad Resistance can be adjusted by using a chem called Rad-X.

Action Points - This determines how many actions you can do in one turn, or, 
in CTB, this determines how much your character can do in quick succession 
before pausing to replenish Action Points. This is based on your Agility.

Carry Wt. - This number tells you how much your character can carry. This is 
based on ST.

Heal Rate - This tells how fast your character heals over time. This is based 
on Endurance.

Critical Chance - This is the chance of getting a critical hit, and therefore 
doing more damage. This based solely on Luck.

Skill Rate - This number tells you how many skill points you get per level 
up. You can increase this by having higher Intelligence.

Perk Rate - This is how often you get Perks per level up. Humans get Perks 
every 3 levels while Ghouls normally get every 4 levels. The game will allow 
you to create Ghouls, along with Deathclaws, Mutants, Humanoid-Robots and 
Dogs, on multiplayer mode only.


Traits are optional characteristics. You can use them to create a definitive 
character and add a personal touch to them. You can select a maximum of two 
traits. Traits both have positive and negative effects on your character. 
Traits are self-explanatory. If you click on the name itself, it will give 
you a brief description of what it does. Clicking on the button beside the 
trait selects it. When you click on them, you'll notice its effects on your 
primary and/or derived stats and skills.

I won't bother to enumerate every trait, just the ones that I prefer and that 
you should consider. No matter what character you want to create, you should 
always seriously consider taking the Gifted trait. Having higher primary 
stats will give you better skills, and the number of skill points you get per 
level up can be increased by adding points to your Intelligence.

I'll give you a list of recommended characters and I'll give you some traits 
that may prove useful.

Recommended Characters

I'll give you three character types to choose from:

1. Shooter

Shooters are the types who deal ranged damage, possessing high Perception and 
Agility scores. I don't want to call them snipers because the game has a Perk 
called Sniper and I don't want any confusion with that.


ST - 5
PE - 8
EN - 2
CH - 1
AG - 9
IN - 5
LK - 5

Shooters must have PE 8 or higher because this stat tells who outshoots who. 
If you have two guys shooting at each other with Sniper Rifles and both of 
them have the same percentage in Small Guns, the one with the higher 
Perception will outshoot the other. Endurance is not terribly important 
because you're going to outshoot them anyway, but if you think that it's a 
little too extreme, then by all means increase it. Try to keep Intelligence 
at 5 because this determines how much skill points you get per level up. 

The Small Frame trait can give you more APs at the cost of your Carry Wt. You 
don't need to worry about your Carry Wt. too much because your squad members 
can carry some of the load for you. 

Finesse is a risky trait to take, but if you want those much-needed critical 
hits, then take it.

Fast Shot is another trait that you should seriously consider. Remember, in 
the game you will have other characters who can do aimed shots but only a few 
of them have the Fast Shot trait, so this trait may prove useful when things 
become too hairy.

2. Close-Quarter Combat Fighter

In-your-face and up-your-ass. This is what these guys are. They like to rush 
in the middle of things and beat the hell out of everyone who stands in their 
way. Playing these guys are tougher than playing shooters, but they're very 
exciting to play.


ST - 8
PE - 4
EN - 5
CH - 1
AG - 7
IN - 5
LK - 5

You can afford to decrease your PE because you won't need it too much. Just 
remember that you must have at least EN 5 because you're going to take a lot 
of hits. Make sure that you have support fire from your squad members when 
you play as a brawler.

The Bruiser trait offers a pretty risky trade-off. You're better off with 
Heavy-Handed instead.

3. Jack-of-all-trades

This guy knows anything and everything. The key to playing this guy is 
increasing your IN to high levels like 9 or 10 so that you'll get higher 
skill points per level up. This guy's pretty useful when you want to have a 
character who knows what to do in any given situation: he can drive, shoot, 
repair, heal, etc. This gives you the ease of concentrating on other recruits 
who can specialize on other things. The non-combat skills you'll use most 
will be First Aid, Doctor, Pilot, Outdoorsman and Barter.

ST - 5
PE - 5
EN - 4
CH - 1
AG - 6
IN - 9
LK - 5

You may want to take the Good Natured trait to increase your non-combat 
skills. If your Intelligence is high enough, you don't have to worry too much 
about losing your combat skills because you'll receive a high amount of skill 
points per level up, but your character will have to take a backseat ride at 
the beginning of the game because you may want to level up first before 
rushing into battle.

4. Justin's Powerhouse (contributed)

Hey, I know an awesome combo for a character that is bad in the beginning of 
the game but in the end he becomes a powerhouse. Here are the stats:

ST 4 -you will get adv. power armor later that will give u +4 ST (for big 
PE 9
EN 8 -up to what you want this to be? It's better high (you will be able to 
kick multiple enemies without using a stimpack)
CH 2  -as low as you can go with Gifted perk
AG 10
IN 10
LK 4 -this as low as you want to go or everything starts to go for the worse 
ex: exploding guns


Kamikaze +25 bonus damage, I noticed that my character with Kamikaze dodges 
just as good as any other guy when you have this trait.

For tag skills you have to pick energy weapons and big weapons and anything 
else you want.

With this combination you will be bad in the beginning because of your low 
strength, but later on in the game when you give him adv. power armor and 
maybe Weapons Handling perk and a big ass gun (gauss minigun) he will be able 
to peg off any enemy upfront and sniping with his high intelligence he should 
have by level 20 160% on energy and big guns skill and will be able to kick 
ass... (you also have to have the sniper perk, if you get to a high level 
that is).

You should use this in the game. Believe me this is the best way to have a 

5. Mark Walsh's Nutta (contributed)

Also whilst I agree that high Agility is important it isn't absolute. For 
example- for a laugh I created a character appropriately named 'Nutta', with 
Strength and Endurance 10 but only 5 Agility. I gave him Hard Hitter and 
Kamikaze traits and he proceeded to complete the first mission single-handed 
dealing out up to 30 damage with the rusty monkey wrench (not including 
kamikaze +25%)!

Different horses for different courses I guess. I am tempted to try a =
character with 10 Luck and Finesse trait to see.....

**Squad Essentials**

Certain skills, like Doctor, First Aid and Barter, are obviously important 
and that you should have squad members who are proficient in them. Let me 
explain the benefits of having higher proficiencies in other skills.

Outdoorsman - 120% - You'll be able to choose encounters. Traveling across 
the wasteland while getting constantly disturbed by random encounters can be 
tiring, not to mention irritating. You can choose which encounters will be 
profitable both in experience and loot if you have one squad member with this 

Pilot - 100% - Having a good driver will help you in random encounters across 
the wasteland. He can handle sharp turns quicker and faster. 

Throwing - 100% - Just in case you missed it, throwing is very useful, 
especially when you consider that Mutant grenadiers carry more than 15 
grenades each. Looting them will give you more grenades than you can handle.

Sneak - 130% - Sneak behind them, then blast them to pieces.

Repair - 120% - This becomes useful when you have vehicles. Nothing can 
repair the damage done to a vehicle without the help of a good squad member 
with the ample repair skills and a tool kit. He will also gain experience 
equal to the damage he repairs.

Jturner849 has this to say about Gambling:

in your fallout tactics guide, you said that you had yet to appreciate the 
skill of gambling, and if we had any suggestions as to why it might be 

i have a man with good gambling; he's my "jack of all trades" as you put it 
(he serves as medic and fire support too) 

in bos bunker gamma in 1 player mode, the quartermaster will gamble. this is 
a great way to get free (and good) stuff. also, you can sell it back to him 
for $, then gamble it away again (and sell it again and...etc). this gives 
you unlimited money as long as your gambler is good enough so that you win 
more than lose.

if you dont want space taken up by a gambler, just hone his skill and leave 
him with the recruits. when your short on cash, you can just stop by gamma, 
pick him up temporarily, gamble and sell, then put him back.

i hope this was useful to you.


NOTE: I played the entire game on Continuous Turn-Based (CTB), even when 
facing deathclaws, so be warned. I may try to play it on turn-based later on.

1. The first thing to remember before you even begin to fight is that you 
must know where your target/s is/are. You have a map at the bottom left 
corner of your screen. Zoom out (default key "-" on your number pad) to 
maximize your view of the area. This will give you the advantage of seeing 
where your enemies are even before you begin combat. Enemies are marked as 
red dots while friendlies are green.

2. Check behind walls and other places where enemies may hide. Like you, they 
can also crouch and lie down, making them invisible to you and your map. 
Remember that the map only reveals enemies you can see directly. So before 
you plan your approach, make sure that there are no surprises awaiting you.

How do you find out where the enemy is hidden when you can't see them? When 
you get close enough to walls, you can see if there's anyone behind it. These 
creatures will be in green, (when you sneak you're in gray, get it?). You 
know they're there, but you won't be able to attack them. That's how you find 
out if there's anything behind something.

3. Now that you know where your enemies are, prepare your combat plan. As I 
mentioned before, range matters. If you have a full squad of six, at least 
two of them should have long-range weapons and a Perception score of 8. 
Hunting Rifles are a good start (range 40) then move on to Sniper Rifles 
(range 50) when they become available. When you get to Junction City to face 
the Reavers, Laser and Plasma Rifles finally become available. Laser Rifles 
have the edge when it comes to range (range 40) but Plasma Rifles pack a 
little more punch to them. It's also a good idea to have weapons on burst-
fire ready just in case the enemy comes rushing at you. Shotguns, even on 
single-fire mode, are lethal at close range. If you have a character that is 
strictly a shooter, equip both hands with weapons, preferably a long-range 
weapon on one hand and a short-range one on the other. Since you don't have 
access to a lot of weapons at the beginning, a Hunting Rifle and any type of 
shotgun is a decent combination. Use the Hunting Rifle to snipe at the 
enemies and then switch to the shotgun when they get too close. You can use 
this strategy over and over again, even when you're facing deathclaws and 
mutants. My favorite combination is the Sniper Rifle and Pancor Jackhammer.

4. Combat begins in two ways: it's either you get the enemy's attention first 
or he gets yours. It's generally a good idea to initiate combat yourself 
because you have time to prepare that way. Position your shooters, preferably 
lying down on the ground to get maximum range and hit probability. Set them 
to aggressive mode when you're ready and they'll begin shooting. The enemy 
will, of course, shoot back. If you took my suggestion about the requirements 
of a sniper you shouldn't be having a problem at all. Your enemies will have 
both shooters and melee combatants. When the fight begins, the melee fighters 
will come rushing at you and your shooters will automatically shoot them. Try 
to remember that on CTB, your squad will always try to hit the target they're 
most likely to hit. That means if they have two targets, one who has a 47% 
chance to hit and another with 50%, they'll go for the one with 50%. This may 
sound like basic stuff, but you may want to eliminate the shooting targets 
first than the melee ones, and if that's the case, you will have to aim 
manually (default controls: right-click on the target. If you want to attract 
their attention even when they're still out of range, then ctrl-right-click 
to force fire). Have your shortsighted squad members (those with low 
Perception scores) armed so they can provide back up when the melee fighters 
arrive. You should have all your squad members proficient in at least one 
combat skill, preferably Small Guns, so that they're not completely helpless 
when the need to defend themselves, or provide back-up, arises.

5. When you notice an enemy crouched behind a wall or some other obstacle 
(meaning he's "in green"), use your Sneak skill. Sneak behind an enemy unit 
and fire at him using a shotgun on burst mode. This strategy has the 
potential to kill an enemy in a single move. An alternative strategy is to 
use grenades. Frag grenades are in abundance in Fallout Tactics, so use them. 
If you don't want a face-to-face encounter, force-fire your grenades near his 
position. The spread effect will deal sufficient damage.

6. When dealing with Raiders, Beast Lords, Ghouls, Reavers and other human 
enemies: These guys are usually armed with handguns and rifles. They usually 
shoot on burst fire by default, so I would suggest taking them out from afar. 
When they attack in teams of three or more, try shooting at them with a 
weapon on burst fire. Reavers are easy to kill, but they carry very dangerous 
weaponry, so be careful when you fight them.

When dealing with Baby and adult Deathclaws: Try to get some elevation when 
dealing with these guys. Deathclaws are tough, so it's nice when you can get 
a decent advantage over them. Shooting at them from above will leave them 
helpless, so try to think about that strategy. You can lure them to attack 
you, then run to a position where your squad members are waiting to ambush 
him. If you have to deal with Deathclaws on land, then a shotgun, anything 
from the Neostead to the Jackhammer will give you the best results.

When dealing with Mutants: You can apply the same strategy you used when you 
dealt with human enemies. The only major difference is that Mutants carry a 
lot more firepower, so you have to be extremely careful. There is one thing 
that I noticed when I fought enemies who carried weapons set on burst fire: I 
found out that it is less likely to be hit by these type of weapons when 
you're alone than when you fight them along with some of your squad members. 
If you follow my instructions about outshooting, then you'll be creating a 
lone gunman in no time.

When dealing with Robots: Hitting these guys with any weapon with the word 
"Pulse" in it will deal the best damage. Other energy weapons will deal a 
significant amount of damage. Anything else will be next to useless until you 
hit them with a critical hit. Try aiming for their sensors or weapon hands 
(left or right arm) to disable them.

**Status Effects**

Status effects are things that affect your character. They're displayed at 
the lower left corner of your screen where you see the level up message. This 
indicates that something has happened to your character and it has affected 
some of his statistics.

This list is incomplete because I don't think I've been affected by all of 
the status effects yet so please feel free to contribute to the completion of 
this list.

Poisoned - your character has been poisoned. Your character will gradually 
lose some of his health until you use anti-venom or the poison goes away. Buy 
or locate some anti-venom made from radscorpions.

Radiated - your character will slowly degenerate if you don't treat this 
quickly. Use Rad-X to build up your rad resistance and use RadAway to get rid 
of the status effect. It's also useful to have a Geiger counter ready so that 
you can check your rad levels periodically, especially when you're in contact 
with ghouls or mutants.

Broken Arm, Leg - your character will suffer speed or weapon penalties if 
your have this status effect. Use your Doctor skill to remove it.

Winded - your character has been winded and is moving slower than usual. 
Combat penalties will apply so I suggest you take a break (rest) before 

Unconscious - a status effect equal to death. Just reload where you last 
saved if your character dies.

Blind - I'm not sure if this is the exact message, but your character will 
suffer severe perception penalties unless you apply Doctor.

Bandaged - the buggiest status effect of them all. I've received more 
questions on this one than anything else. If you apply First Aid three or 
more times on a single character consecutively, this status effect will 
appear. Your character looks like a mummy and you won't be able to use First 
Aid on him further unless you remove the status effect. To do this, apply the 
Doctor skill on the 'bandaged' character once he takes damage (yes, even the 
smallest amount of damage will do).

**Raising Experience**

The most effective way to raise experience is to complete all the orders 
given to you in each mission. This piece of advice may seem pretty basic and 
may sound stupid, but allow me to explain. In Junction City, you'll be given 
three mission objectives. One, to confront the Reavers in their camp. Two, to 
find all the missing robot pieces and finally, to recruit the local mechanic. 
If you finish the first two objectives, the exit grid will appear and you can 
end the mission without recruiting the mechanic. So be careful and precise. 
Read your orders and obey them to the letter.

My second suggestion is to look for sub-quests. In the mission where you must 
rescue the mayor and her daughter (I forgot the name of the town, sorry), 
there is a ghoul encampment near your insertion point. A combat sequence will 
start there once you talk to some of the ghouls and stay in the area for a 
while. A group of Beast Lords and Deathclaws will arrive and start attacking 
the camp. Help the ghouls out and you'll receive experience points. This will 
also allow you to recruit ghouls.

My final suggestion has two prerequisites: you must have at least one squad 
member with at least 100% Outdoorsman and a vehicle, preferably the Hummer. 
Roam around the world map for random encounters. Choose only the encounters 
that you know you can handle. Then you can fight, kill, loot and leave. 
Fighting Mutants and Reavers will prove to be very profitable. Maximize your 
vehicle by having your shooters fire from inside then move away if your 
enemies get too close.

**Final Words**

Thanks to Interplay for making such a great game. The Fallout series is one 
of the best games I've played ever.

Thanks to Mark, Eric, Jturner849, Marc and Justin for their contributions.

Thanks to God for giving me the patience to write this thing until the end.