Fallout Tactics: Brotherhood of Steel Walkthrough :
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Walkthrough - FAQ/Strategy GuideFallout Tactics Unofficial Supplemental Guide and FAQ Edited by Kasey Chang (ksc1@aol.com) released March 16, 2002 0 Introduction 0.1 A WORD FROM THE AUTHOR This is a SUPPLMENTAL FAQ, NOT a manual or even a full FAQ. You won't learn how to play the game with this document. If you want the full walkthru, the random encounter guide, the equipment guide, or full character creation guide, you should look on Gamefaqs.com for the other excellent guides by Sarin, Guiler, and others. This USG only covers the PC version since that's the only version that exists (at this time). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2002, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Fallout Tactics Unofficial Supplemental Guide and FAQ" is copyrighted (c) 2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo- Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, gamecenter.com, etc.). I personally only release it to Gamefaqs.com so if you find it anywhere else, they got it from gamefaqs.com. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can't understand it, it says "no modifications". This means you may NOT modify any bits of it! Read that carefully. It says exactly what it says. 0.4 OTHER NOTES There is no warranty for this document. After all, it depends on YOU the player. All I can do is offer some advice. PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at ksc1@aol.com. I'll try to answer it and include it in the next update. If you want to read some background information on how Fallout Tactics came about, visit Gamasutra.com. The developers, MicroForte, have an article on what went right and what went wrong during the development. 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4 and MW4: Black Knight, DS9: The Fallen, Rally Masters, and more. If you need to write me, send e-mail to ksc1@aol.com. (Any spam will be reported to respective authorities). 0.6 DISCLAIMER/ COPYRIGHT INFORMATION Fallout, Fallout Tactics, and related names are properties of Interplay and 14 Degrees East. 14 Degrees East is the "strategy" branch of Interplay. (Black Isle is the "adventure" branch of Interplay, responsible for the Fallout RPG series.) Fallout Tactics was developed by MicroForte. This USG is not endorsed or authorized by MicroForte, 14 Degrees East, or Interplay. While this FAQ may overlap slightly with other FOT FAQs, notably Sarin's Character Creation FAQ and Guiler's FOT FAQ, I did my best to REMOVE any sections that appear to be nearly identical. The character creation section was inspired by Sarin's FAQ, but the approach is my own. . 0.7 REVISION HISTORY 16-MAR-2002 Initial release 0.8 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me Fallout Tactics (or portions thereof)? A: No. It's 3 CDs! Q: Can you send me the manual (or portions thereof)? A: No. It's just a list of the perks and traits any way and basic game mechanics. Q: Can you tell me how to play the game? A: Read the manual. Q: What's the latest version of FOT? A: As of release of this edition, it is V1.27. See Interplay's website. Q: Can I create my own FOT missions? Campaigns? A: Yes. You need V1.27 patch, which includes FOT edit tools. Q: Why is your FAQ shorter than other similar FAQs? A: This is a SUPPLEMENTAL FAQ. It's NOT a full FAQ. Q: Why don't you cover the encounters, random or otherwise? How about perks? Equipment? A: There already are excellent guides for those topics on Gamefaqs.com. 1 Game Information 1.1 IN THE BEGINNING. FOT is essentially a mixture between Starfleet Command's campaign engine and the tactical combat engine of Fallout/Fallout 2. As SFC was a tactical starship combat game, and Fallout series were RPGs, the game is an interesting mixture indeed. The background is simple: it's post-nuclear war. In the wastes (short for wasteland), various wild animals have been transformed into hideous giant creatures. Even humans were affected. Many have been mutated into essentially new races. As a new Brotherhood of Steel initiate, you will undertake missions as you venture out into the wastelands, to bring hope to the wasteland... with cold steel and hot bullets if necessary. You create a single character with the appropriate traits and attributes. You select up to 5 other members (the availability depends on your rank) from the recruit pool to join you on missions in the post-nuclear wasteland. You will be issued some simple equipment at the beginning. You will discover more and better equipment as you go into the wastes and encounter more enemies. Bring back all surplus and barter with the quartermaster (or any other merchants nearby) for better equipment. You may even discover vehicles that will provide more armor, speed, and carrying capacity. Once you're done, exit the base, and you're on the world map. Move around if you want to, or just head for the next mission by clicking on the mission name. On the way, you may run into some "encounters". The campaign engine basically gives out three types of encounters: random encounters (you just happen to run into someone while wandering the map), special encounters (something special happens, some are good, some are bad), and plot/mission encounters (the missions assigned by the Brotherhood that you must complete). Once the encounter is triggered, you are dropped into an isometric battlefield that's almost just like Fallout series, but also reminiscent of XCOM series. You then shoot it out with whatever opponents on the map, and if you survive, accomplish the objectives, then you can head toward the extraction zone and exit the encounter, where you start on the "world map" again. 1.2 SIMILAR GAMES Fallout Tactics probably most resembles XCOM: Apocalypse, with optional "real-time" or "turn-based" play modes available, and the world/tactical separate perspectives. However, there is no combat in the FOT on the world map. Fallout Tactics is semi-related to Jagged Alliance and Jagged Alliance 2. 2 Character Creation 2.1 CHARACTER CREATION FAQ Q: Where's a good list of perks, traits, and such? A: Try your manual. :-) Also try Guiler's FOT FAQ or Sarin's FOT Character FAQ on gamefaqs.com Q: What are the best traits or perks to get? A: Depends on which role you want. Perhaps you should read the whole section first. Don't forget to read the other two FAQs listed above as well. Q: What does rank have to do with my character? A: Your rank affects what recruits you can get. You get access to recruits with rank equal to yourself and below. If you are rank of knight, you get recruits of rank of knight or below. Therefore, the higher your rank the better recruit you can hire. If you have better than normal charisma (or have "brown noser" perk), you can hire recruits that are BETTER than you! [This also means that using "brown noser" perk on any one other than yourself would be a waste.] Q: How does charisma affect my character? A: Charisma affects a LOT of things, from your rate of promotion to barter to a ton of other stuff. For your own character, you should keep CH around 5 (average). Your own rank affects what recruits you get. Unless you NEVER plan to change your recruits (i.e. you're taking your ORIGINAL team all the way to the final mission), you SHOULD keep CH at 5. Also see the question above about how rank affects your character. Q: Should I take "gifted" trait or not? A: It's a toss-up. The -5 skill point per level penalty is a definite minus (you end up with like 12 pts per level at start). You start out quite good, but you gain skills slower. On the other hand, having extra 7 pts in your character stats does make adjusting things quite a bit easier, and you can allocate more pts into IN to make up some of the loss. Having gifted makes it easier to specialize in certain perks, which may offset the loss of skill points. Basically, you are trading skill pts for certain special perks. If you want the special perks like Sniper or Slayor, you need Gifted. Otherwise, probably not. Q: Should I take "skilled" trait or not? A: In a typical game, you'll reach level 24. You get 8 perks with perk rate of 3. With perk rate of 4 (skilled) you get 6 perks. You're trading perks for more skill points, essentially. Q: Should I take "fast shot" trait or not? A: Depends on the role. If you don't need aimed shots (i.e. not sniper), then by all means do take fast shot. Combine that with "bonus rate of fire" perk and you'll get a LOT of bursts, and that will be devastating in close range or with good burst weapons or heavy weapons (or even grenades). Q: What perks should I take early? A: Swift learner, definitely. You need more skill pts later and it's worth using a few perks for it, when you don't have access to the special perks for your role. Calculate your perk rate, then look at what perks are you going for. Then use the rest on "Educated" early on. Q: What role should I set my main character to? A: Probably small guns / energy weapons guy. See that section. Q: What is the science skill used for? A: Not that much. You can use it to take out some power nodes, to read some terminals, etc. at the very end. Just take "comprehension" perk, and read the various "Big Book of Science" that you come across, and you'll get science in the 100%+ range by the game's end. You don't need to assign any skill points to it. Q: What's this "divine favor" perk I keep hearing about? A: See the manual. However, it supposedly ALSO adds 1 to your best stat (even BEYOND your racial max), and decreases your perk rate to 2 (i.e. one perk every 2 levels). If you do go for it (you need LK of 8) your max perks then will be 4 before this one (3, 6, 9 12). You use the 5th perk (at 15) to get this, then 4 more perks (17, 19, 21, 23), for a total of nine perks total. As you get 8 perks at a perk rate of 3, this isn't an improvement. 2.2 INTRODUCTION TO FOT CHARACTERS Character creation is an important part of Fallout series, and FOT is no exception, even if the emphasis was placed on combat. Your characters and squad will gain experience, and careful allocation of the gains you get per level is very important. You should refer to Sarin's excellent FOT Character Creation FAQ if you have further questions. You can find his guide on Gamefaqs.com. Here's what Sarin said about Character creation: "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." -- Sarin, from Sarin's FOT Character Creation guide. Also keep in mind taht you do NOT need to keep the ENTIRE SQUAD for the entire game. If you find better candidates, fire the ones you do not need and hire better recruits. As your enemies change, so will your squad. The approach I go for below is go for specific roles, THEN decide what perks are good for the role, then I figure out the specific requirements for the role. My method is primarily aimed at player character (i.e. humans), but the same analysis can be applied to the recruits to determine if they can be "groomed" to your liking. On the other hand, someone has already done the analysis for you in Guiler's FOT FAQ. So go read it. The roles you need are essentially the following (you can take multiple roles, like sniper/grenadier, thief/medic, etc.) * Sniper -- specialize in long-range takedowns, extremely high (~150 or higher) small guns, and the good perks like better criticals, more criticals, etc. Firing rate is not that important. "Finesse" trait may help. * CQS -- high small arms, fast firing rate, specialize in short-range fights, with automatic weapons on burst, magnum pistols and/or .45 caliber weapons, and shotgun. However, CQB is useless in late game unless you have a lot of EMP shotgun shells. AP ammo just don't do THAT much damage on robots. * Energy weapons specialist -- by the end of the game you'll be using primarily energy weapons. You should start learning them early on, or at least use the TAG! perk about midway to get at least 100+ on energy weapons. Hire people who are good at this later in the game would help a lot also. * Melee / HTH -- with or without weapon, enhance with ripper, power fist, etc. Those with high strength are best. However, Melee/HTH doesn't do that much damage to robots unless you cause serious criticals. * Grenadier -- high throwing skills, toss stuff at the enemy, excellent to take out enemies hiding behind cover or even around some corners. Also can use throwing weapons like throwing stars or throwing knives, but those don't do much damage. * Heavy weapons -- big guns skill, use heavy machine gun, rocket launcher, etc. Important in mid/late game, as you need this skill to use the Browning M2 50 cal. machine gun and the rocket launcher, and later, the most devastating weapon: the gauss gatling. * Medic -- patch people up, high first aid and/or doctor skills. Get both up to 200% if you can. Make sure to bring doctor's bags (at least 2) and 3-6 First Aid kits (or similar). You may want to have another guy who's up on the first-aid skill (80-100%) as a backup medic in case your primary medic "bought the farm". * Driver -- drive any vehicles around (piloting skill). Piloting is not that essential, as piloting over 30% is enough to move the Humvee or any vehicle around. There are also some books that can boost the knowledge significantly. * Thief -- high stealing skills, you need it to "borrow" items from others that you can't buy. It can also be used in reverse... like putting things (like explosives) elsewhere. On the other hand, you don't REALLY need it, as you CAN do without it (though it may make some things more difficult). * Lockpick -- high lockpick skills, you need it to open doors or safes without the key. Help him/her with lockpicks, advanced lockpicks, or electronic lockpicks. Buy two of each lockpick device as they become available. Put one in each hand and you'll get double the benefits. Most special doors in the various encounters have a key nearby on certain characters, so designate the lockpick person to hold all the keys as well. * Barterer -- high barter skill makes the purchase prices cheaper and selling prices higher. Let one guy (or gal) do the talking. Give him all the items to trade in. Just make sure to put him/her next to the trading person before you start transferring items. * Trapper -- lay traps, or disarm traps. Trap skill is not that critical, as high perception can help you AVOID mines most of the time. On the other hand, some chests and doors are trapped, and you need good trap skill to disarm those. * Mechanic -- repair things using "repair" skill. Enhance with toolkits and super toolkits. Vehicles need a lot of repairs, so you may need one. On the other hand, if you can make it back to base, you can borrow a recruit to do your repairs. * Gambler -- bet with people... instead of trading. Beware that not all people gamble. * Scout -- mainly for the world map. Need Outdoorsman skills. Outdoorsman at 100% or higher means you can AVOID random encounters if you wish to. That can be quite useful if you're short on ammo and such, or you need the right TYPE of encounters (like you're looking for pulse grenades by killing Reavers and so on). Give this role to the guy with the best LUCK would help too. * Mule / Jack-of-all-trades -- none of the above, your typical grunt (but why?) I'm going to discuss each role in turn, listing the stat requirements (not the level, which you can't control), then summarize for the requirements for creation. I put the requirements WITHOUT the "gifted" trait. If you choose to take the "gifted" trait, then you would make creating the character much easier early on. 2.3 PARTY COMPOSITION Please note that this is the way I play the game... I prefer weapons, not melee/HTH combat. I'm sure some can be very effective in that, but I prefer to keep the enemies as far away as possible. For a list of possible recruits and how they can be developed, please see Guiler's FOT FAQ. You should decide from the start who are you going to develop and keep, and who you will just hire until you find someone better. At the beginning, you have minimal skills. You need to use a lot of ammo to put down an enemy. Hand-to-hand and melee combat are useful then. You don't see any mines or traps early on, and a scout can sense any that you run into. You don't have any vehicles so you don't need driver or mechanic either. You don't have access to heavy weapons yet. So you just need 1-2 snipers, 2- 3 CQS, rest melee. You will also need a good medic. Any other roles you need like barterer/gambler, grenadier, lockpick/thief can be spread out among your squad. On the other hand, early on you don't get grenades either. Start training a driver early on to at least 30% skill as you need one to get your first Humvee. By mid-game (when you encounter Deathclaws and Supermutants), the pistols and melee weapons become useless (not enough damage). You need to engage the enemies from as far away as possible. You'll need 1-2 snipers, 2 CQS, 1-2 heavy weapons, and 1 medic. You also acquire vehicles so you'll need a driver. You may not need a mechanic yet as you can "borrow" recruits to repair the vehicles for you at the bunkers. By late-game (when you encounter robots and reavers), you need to switch to heavy weapons and energy weapons. Hire dual-role specialists like Alice and Max (both are good in energy AND big guns), though small gun / big gun specialists like Box and Clarise are also useful if you give them rocket launchers and gauss guns. Sniper will use gauss rifles. Melee doesn't do enough damage unless you're VERY good at causing criticals. By now, you will need a mechanic, though repair skill of 85% is quite sufficient, as you can pump that to over 100 with a super toolkit and a regular toolkit. My "final mission" party is composed of: * Caseman (me), who's a sniper / energy specialist. He's armed with laser rifle (and later, pulse rifle) with a gauss rifle for sniping. Before that he's mainly armed with sniper rifle and the FN FAL. Caseman also is the mechanic AND driver AND science guy (like me, he's multi-talented) * Stitch, the medic, is with the team from the very beginning. He has the Pancor with the remaining EMP shells and a gauss rifle as backup. Before then he's armed with CAWS and a sniper rifle. Stitch turned out to be a VERY good doctor/medic and a very good sniper. Stitch, being "good-natured", also gets the role of barterer. * Alice and Max, the brother and sister team, are both big gun / energy weapon specialists. I gave them both a 50 cal and whatever energy weapon I can find (plasma rifle, laser gatling, whatever). They also carry the best grenades. When I found more laser gatlings, they each got one. * Box, the heavy weapons expert, is hired to handle the gauss gatling and carry additional rockets. She has the gauss gatling and rocket launcher with quite a few reloads. * Clarisse joined for the final two missions. Clarisse can handle energy weapons and big guns. She gets some grenades, rocket launcher, and a pulse rifle (she happens to have the best energy weapon skills in the team). Sometimes, the party size will have to be adjusted to the vehicle size. When you obtain a tank, you should consider restricting your party to only 5 members, as only 5 fit in the tank. On the other hand, you CAN coordinate two separate parties. So maybe you should leave two outside as scouts and 4 inside the tank as fire support. 2.4 SNIPER Sniper is important throughout the game. The sniper rifle has one of the longest range in the game, at 50. You can also aim for specific parts of the body, like head, eyes, etc. to blind or concuss. Later in the game you get gauss rifles. Keep in mind that the average perk rate is 3, so by the end of the game (your character at about level 24) you get around 8 perks. Taking "small frame" trait can give you more AP, but less carry weight. If you are going to dedicate a character to sniping, then carry weight doesn't matter that much as you wouldn't consume a lot of ammo. 100-200 rounds are plenty for one engagement if you only shoot 2 rounds per turn and you're probably salvage more in the fight. Power armor later can help you carry more. Sniper should NOT take "fast shot" trait, as it prevents you from making aimed shots. You may get more shots off, but you're going for quality, not quantity here. You need about 10 AP, enough to get off 2 shots on average AND reload, or 2 aimed shots. The best perks for sniper would be * Action Boy (AG 5), one extra AP (probably not needed if you have "small frame" trait) * Better Criticals (PE 6, AG 4, LK 6), more damage with critical hits * Bonus Ranged Damage (AG 6, LK 6), extra damage * Bonus Rate of Fire (PE 6, IN 6, AG 7), cost less AP to shoot * More Criticals (LK 6), more chance of critical hits * Sharpshooter (PE 7, IN 6), more likely to hit at range * Sniper (SG 80%, PE 8, AG 8), all critical hits (note: may not work properly) Some of these perks can be taken multiple times, like "Action Boy" and "More Criticals". I've read in several FAQs that the "Sniper" perk as listed above is broken. So if you don't want to go for it, I understand completely. The requirements without "Sniper" perk then would be * ST 5 * PE 7 * EN don't care * CH don't care * IN 6 * AG 7 * LK 6 You need strength 5 because all the good sniper weapons are MIN STR 5, including sniper rifle. As you have 35 pts to start, that would mean * ST 5 * PE 7 * EN 2 * CH 2 * IN 6 * AG 7 * LK 6 If you DO choose the "gifted" trait, then pump up your EN and CH back up to reasonable levels (like 4 or 5) and still get AG 8 and PE 8 to get the sniper perk. If you don't want the sniper perk, then enhance your luck to 8 and go for "divine favor" perk, and enhance your IN a bit to make up for the loss of skill pts per level. While "weapon handling" perk looks useful, it's not. It is a level 12 perk, so you don't see that for half of the game. The heaviest weapon in the "small guns" category has a MIN STR of 6 (the Thompson Gun and the Neostead/CAWS auto shotguns, but you don't really need them). Most of the weapons are MIN STR 5. If you pick STR of less than 5, hoping to make it up with "weapon handling" later, you can't use any of the 2-handed weapons for half the game, and how can you be a sniper without 2-handed weapons? To develop the sniper, tag small guns, sneak, and one auxiliary skill (see anxiliary roles). Give sniper the hunting rifle early on, followed by assault weapons that can do single shot, and finally, sniper rifle. About 150-250 rounds should be sufficient. They can go burst mode in close range. You may or may not want to give them an alternate weapon. Sniper's secondary weapon should be a shotgun. The pump shotgun is preferred as "bonus rate of fire" would allow the sniper to shoot more than twice. A heavy pistol like 44 magnum is a good alternative, but its ammo is a bit harder to find. Pump shotgun is pretty good against robots in the late game with EMP shells. If you don't have enough shotguns, an assault rifle like AK-47 is a good alternative as it uses the same 7.62 bullets. All in all, I'd recommend AGAINST your main character being a sniper. You need ENERGY weapon skills by the endgame, and gauss ammo is limited (until the final mission). 2.5 CLOSE-QUARTERS SPECIALIST CQS is important to about mid-game, mainly for room clearing. Primary weapon is a combat shotgun, and that virtually requires MIN STR of 6, so you can wield the Neostead early on. This role, on the other hand, is VERY similar to the sniper role. In fact, there's only one difference: AG 6 instead of AG 7 (to get the extra ST). The CQS loses "bonus rate of fire" due to that change, but with an automatic shotgun that's not THAT big of a deal. The loss can be offset by the "fast shot" trait. Aimed shot at point- blank is pointless any way. CQS becomes more difficult in late-game, as EMP shells are rare. The best perks for CQS then would be: * Action Boy (AG 5), one extra AP * Better Criticals (PE 6, AG 4, LK 6), more damaging with critical hits * Bonus Ranged Damage (AG 6, LK 6), extra damage * More Criticals (LK 6), more chance of critical hits * Sharpshooter (PE 7, IN 6), more likely to hit at range You need strength 6 for the Neostead and the CAWS. As a bonus, you can use any of the assault weapons and the sniper rifle/gauss rifle for long-range threats. To summarized the requirements * ST 6 * PE 7 * EN don't care * CH don't care * IN 6 * AG 6 * LK 6 As you have 35 pts to start, that would mean * ST 6 * PE 7 * EN 2 * CH 2 * IN 6 * AG 6 * LK 6 This character could use the "gifted" trait to offset the low EN and CH. Two possibilities: Possibility 1) Add 3 to EN and CH each (both up to 5, average), and add extra pt to AG to get back "bonus rate of fire" perk. You become a relatively average character. This would make you virtually IDENTICAL to the sniper character, except for your "fast shot" trait. If you also pick the "bonus rate of fire" perk later you can pump out INSANE amount of shots. :-) Possibility 2) Add 2 to EN and CH each (both up to 4, fair), add 1 pt to AG to get back "bonus rate of fire" perk, and 2 to LK to get "divine favor" perk, which can improve your perk rate and get you other favors. While "weapon handling" perk looks useful, it's not. It is a level 12 perk, so you don't see that for half of the game. The heaviest weapon in the "small guns" category has a MIN STR of 6 (the Thompson Gun and the Neostead/CAWS auto shotguns). Most of the weapons are MIN STR 5. If you pick STR of less than 5, hoping to make it up with "weapon handling" later, you are restricted to pistols for half of the game. To develop CQS, tag small guns, sneak, and one other skill (see anxiliary roles). Start with pump shotgun, then Neostead, then CAWS. Save the Pancor Jackhammer for the main character until the end. Reserve all EMP shells for the CQS guys. CQS's secondary weapon should be a sniper rifle or a decent automatic rifle, like the FN FAL. In open terrain, CQS will act as sniper first (albeit no aimed shots), then switch to shotgun close-in. Later in the game, CQS will switch to gauss weapon (though sniper gets first dibs). 2.6 ENERGY-WEAPON SPECIALIST Energy weapon specialist (EWS) is mainly useful in late game. The pulse rifles and plasma rifles are all MIN STR 6, so that dictates some of your minimums. On the other hand, the pulse weapon prototype is only MIN STR 3, but doesn't do as much damage as the full-sized pulse rifle. There's also the laser gatling... But that weighs a lot. The best perks for EWS then would be: * Action Boy (AG 5), one extra AP * Better Criticals (PE 6, AG 4, LK 6), more damaging with critical hits * Bonus Ranged Damage (AG 6, LK 6), extra damage * More Criticals (LK 6), more chance of critical hits Notice that we lost "sharpshooter" from the list. The extra pt must come from somewhere. You don't need as many perks (though "more criticals" can be chosen up to 3 times, and "bonus ranged damage" can be chosen up to 2 times). "Skilled" trait (lower perk rate but higher skills) may be useful here. If you pick "gifted" trait you can try to go for the "divine favor" perk, which can raise your perk rate somewhat. To summarized the requirements * ST 6 * PE 6 * EN don't care * CH don't care * IN don't care * AG 6 * LK 6 As you have 35 pts to start, that would mean * ST 6 * PE 6 * EN 2 * CH 4 * IN 5 * AG 6 * LK 6 If you want this as your normal character, you MAY want to cut ST down to 5 to get CH back up to 5. That'll restrict you to the Pulse Rifle Prototype (min STR 3) and a regular "Ithaca" pump shotgun with EMP shells, but you can get the heavier weapons when you get power armor (+2 to ST). You can make up the low EN by getting the elixir from the "gas station" special encounter, and/or by using a perk. If you do take the "gifted" trait, then keep the ST at 6, get PE and AG to 7, EN to 4, and CH to 5. You still have 2 pts to get LK to 8 to get "divine favor" perk. You can get EN to 5 with the Elixir from the "gas station" special encounter or by using a perk. Tag "small guns", "energy weapons", and "sneak" as your initial 3 tags. Pick "educated" early on (probably 3 times) to get full benefits from it. Dump all the points into "small guns" and "sneak" until your "small guns" and "sneak" reaches about 150- 200. Then start building "energy weapons" skill instead. You can wield sniper rifle and shotgun with ease, and when the energy and gauss weapons become available, you'll master them as well. 2.7 MELEE / HAND-TO-HAND SPECIALIST Hand-to-hand (HTH) combat can be dangerous with the right person. You need someone with TREMENDOUS strength, and that means Power Armor, Supermutants, or Deathclaws. Strength is added as a damage bonus if you score a hit, so the more, the better. On the other hand, you don't do any damage until you're touching the enemy, so your sneak skill better be good or you wear good armor. I personally think that HTH/Melee is useless by mid-game, so I would not pick it for my own character (after going through the game once). The best perks for HTH would be: * Action Boy (AG 5), one extra AP (more everything). * Better Criticals (PE 6, AG 4, LK 6), more damaging with critical hits * Bonus HTH Attacks (AG 6), 1 less AP to attack * Bonus HTH Damage (ST 6, AG 6), 15% more damage per level * Bonus move (AG 5), move 20% further, get closer to enemy * Dodger (AG 6) AC+5 * Ghost (Sneak 60+%), +20% in sneak in the dark * More Criticals (LK 6), more chance of critical hits, not for Supermutants * Silent Death (AG 10, Sneak 80+, Unarmed 80+) * Silent Running (sneak 50+, AG 6) * Slayer (unarmed 80+, ST8, AG 8, lvl 24) * Tough hide (EN Under 8), +15 armor, Supermutants only * Toughness (EN 6, LK6), +10% general damage resistance You need tough armor, like power armor or advanced power armor, and you don't get those until 75% into the game. Dodger may help, but not a lot. Using metal armor has a -25% on your sneak skill... If you go for unarmed, you need AG 10 to get "silent death", and ST 8 to get Slayer. That leaves not that much for the rest. To summarized the requirements * ST 8 * PE don't care * EN don't care * CH don't care * IN don't care * AG 10 * LK don't care (6 would be good for the "criticals" perks) As you have 35 pts to start, that would mean * ST 8 * PE 3 * EN 3 * CH 2 * IN 3 * AG 10 * LK 6 This character has low charisma and low intelligence, resulting in slow promotions and small skill gains per level. If you are willing to forgo "silent death", drop AG to 8 and add 1 each to IN and CH, and you'll still have enough for "slayer". The going will still be slow, but not quite as bad as the first variation. If you go for armed, you can forget about "silent death" and "slayor" (?), which turns you into a very normal character. Keep the LK 6 for the two "criticals" perks, make the rest average. Tag melee and/or unarmed, and one auxiliary skill and pick a weapon skill. Gifted would be very helpful here, but I personally don't like HTH combat. So didn't go down this road too far. 2.8 HEAVY WEAPON SPECIALIST These are the guys who carry the 50 cals, the rocket launchers, the heavy gatlings, and so on. They are important in mid/late game. The perks most pertinent to HWS are: * Action Boy (AG 5), one extra AP * Better Criticals (PE 6, AG 4, LK 6), more damaging with critical hits * Bonus Ranged Damage (AG 6, LK 6), extra damage * More Criticals (LK 6), more chance of critical hits Yes, this is the SAME LIST as that of energy weapon specialist. The only difference is you tag "big guns", "energy weapons", and one auxiliary skill. Definitely get more criticals (as many times as you can), as the 50 cal does a LOT of inherent criticals and can kill robots in a single salvo. Therefore, try to hire people who are good in both heavy weapons and energy weapons and can achieve these perks. To repeat the requirements: * ST 6 (enough to wield most big guns, esp. SAW) * PE 6 * EN don't care * CH don't care * IN don't care * AG 6 * LK 6 As you have 35 pts to start, that would mean * ST 6 * PE 6 * EN 2 * CH 4 * IN 5 * AG 6 * LK 6 If you do take the "gifted" trait, then keep the ST at 6, get PE and AG to 7 to get "Sharpshooter" perk back. Get EN to 4, and CH to 5 so your promotion don't suffer. You still have 2 pts to get LK to 8 to get "divine favor" perk. You can get EN to 5 with the Elixir from the "gas station" special encounter or by using a perk. You can't wield the Browning M2 50 cal at first, but you can when you get power armor or the "weapon handling" perk. If you want a "natural" ST of 9, then you must take the "gifted" trait. Keep PE or AG at 6, and use the 2 pts that were going to LK to pump ST to 9. "Weapon handling" perk can be useful if you do NOT want to get the "natural" ST of 9 but still want to use the M2. You don't see the M2 until mid-game any way. The problem is the M2 itself and the ammo both weigh a lot and if you don't have the natural strength you can't carry everything yourself in addition to the alternate weapon(s) you may need. I think the tradeoff is not worth it. You can always wait for power armor instead of using a perk for it. The heavy weapon guys can wield both big guns and energy weapons with equal ease. When you run out of 50 cal ammo, start using energy weapons. Bracing, being only a +2, isn't that useful. It may allow you to handle a Vindicator, but you can't carry both the gun and the ammo without being encumbered. Vindicator eats ammo like popcorn and 7.62 ammo weigh quite a bit when you need to carry 1000 rounds. 2.9 GRENADIER (AUX) Grenadier is mainly an auxiliary role. Grenadier should tag throwing skill mainly. 100% is sufficient to throw grenades with good accuracy. While "heave ho!" sounds like a good stat, it's not. You don't need to throw THAT far any way, and there are often things in your way that prevents you from throwing that far. 2.10 MEDIC (D/AUX) You may choose to have a dedicated medic (like Stitch at the beginning). If so, this medic would need to tag "first aid", "doctor", and maybe "small guns". Bring "first aid" and "doctor" to 200+%. The medic should also get the "good natured" trait. If so, the medic should also be the barterer. Take educated perks early so you get more pts to put into the tag skills later. Some good perks for medics are: * Action Boy (AG 5), one extra AP * Comprehension (IN 6), learn more skills while reading (first aid books) * Educated (IN 6), get +2 skill pts per level * Healer (First Aid 40%+, PE 7, IN 5, AG 6), heal additional hit points * Living Anatomy (Doctor 60%+) 10% to doctor, +5 damage to living (see later) * Medic! (40% in doctor or first aid) +10% to doctor/first aid * Stat! (First Aid 75%, Doctor 50%, AG 6) reduce First Aid/Doctor time by 2 AP Of the perk list, "Medic!" and "Healer" are great perks. Stat! is debatable. Normal healing costs a LOT of AP (more than a turn's worth). Do you really care whether the healing takes one turn or two turns? (Assuming you use turn-based combat). Living anatomy is useless by the end of the game except for the 10% "doctor" bonus. Keep the medic constantly supplied with doctor's bags (at least 2) and first aid kits (at least 4) or equivalents. Use stimulants for small wounds (only takes 2 AP on the person, not the medic). Wait until the person is bandaged and hurt again to use doctor's bag so you don't end up healng him twice over. 2.11 DRIVER (AUX) Driver doesn't take much skill to develop. Skill of 30% is enough to get the vehicle moving. Pick the guy with the most "pilot" skill to start and develop that to about 50% should be sufficient. You don't even need to tag the skill. Don't bother with "lead foot". It's not necessary to use a perk for this. "Stunt man", on the other hand, can be of some use if you're also the point-man and likely to get hit by a rocket or grenades. It does require ST 6, EN 6, and AG 6 though. 2.12 THIEF (AUX) A thief is good for borrowing items from friend or foe. Good perks for thieves are: * Bluff Master (CH 3) talk your way out of being caught a stealing (LK ???) * Harmless (Steal 50%) add 20% to steal * Master Thief (Steal 50%, Lockpick 50%) +15 to steal and lock pick * Pickpocket (Steal 80%, AG 8) ignore facing/size modifiers * Thief () 10% bonus to sneak, lockpick, steal, and trap I personally don't use thief at all. A thief would probably double as your lockpick guy. 2.13 LOCKPICKER (AUX) Lockpicker is needed for a variety of situations. A lot of doors need to be picked if you can't find the key. There are also quite a few safes and such that can be picked. In most cases, your thief also doubles as your lockpick. Good rating for lockpick is 80+%. With lockpick kits you can push that up to almost 200%, which should be sufficient to open most doors. The only perks that help lockpicking are "Master Thief" and "Thief". They aren't THAT useful Definitely equip the lockpick with two of your best lockpicks (regular, enhanced, or electronic). 2.14 BARTERER (AUX) "Good natured" trait affects bartering. Therefore your medic (probably the only "good natured" guy on your squad) is probably your barterer. If you want to use up some perks, get Master Trader and Salesman. However, I think your medic needs perks for other things. Get "barter" skill as high as you can without sacrificing other roles. 80-100% is quite good. 2.15 TRAPPER (AUX) Mainly used to disarm traps, it is also used to lay mines or put traps. I don't use traps that much, but it can be useful in some situations. If you need to prevent someone from reaching something, like alarm panel, a mine can be an excellent option, combined with sneak skill. There are a few books you can read on the topic. Trap skill of 50-80% is quite sufficient, in my experience. 2.16 GAMBLER (AUX) IMHO, gambling is not that helpful as an auxiliary skill, since the income in the FOT world is unlimited. If you need more money, just go out into the world, do some random encounters that produce loot, and bring some loot home to sell. Still, being a gambler can let you get things you may not be able to otherwise. Take the gambler perk to help out a little. 2.17 MECHANIC (AUX) Use repair skills to repair vehicles, this is essential near the end when you get all sorts of vehicles. If you can make it to your base, you can "borrow" one of the mechanics in the recruits pool, let him repair the vehicle, then put him back and take back your former squad member. If you have to do field repairs, then you need someone with skill of at least 85% and at least one super toolkit and one regular toolkit. My favorite way to repair: put super toolkit in one hand, regular toolkit in the other, and set the regular toolkit as "active". Then perform repair. You get super toolkit's bonus, but the regular toolkit gets used up. You should fix about 100 hp per attempt. 2.18 SCOUT (AUX) Scout is mainly useful on the world map, where you can control what to see and what not to see. You need high outdoorsman skill. If you have >100% in outdoorsman, you can AVOID random encounters if you wish. A lot of LK would help here as well. Good perks for scouts are "Explorer", and "Scout", both of which increases chances for the special encounters. 3 Tactical Considerations Whether attacking or defending, these are some questions you need to consider before you decide on approach. 3.1 DO YOU NEED TO KILL THE ENEMY TO AVOID ALARM? In some missions, you need to prevent the enemies from getting to the alarms, either a central alarm, and/or individual building alarms. You may want need to sneak all the way to the alarm first, then booby trap it to make sure no one gets to it (or put a mine in front of it). Or setup in front of the alarm and kill all comers. If it's "kill everything" like random encounters, then you don't care if you wake up the dead. 3.2 WHAT TYPE OF ATTACK DOES THE ENEMY HAVE? Target heavy energy weapons first (energy weapons go THROUGH armor), then heavy weapons, then other weapons in order of range. The ones that melee have to run up to you first, so you have some time. You can even set traps / mines for them in front of your "line" if you're defending and have time to set things up. However, having time to move out of range of the mine may be a problem. Shoot them from a distance, then switch to heavier weapons when they're closer, and then shotgun when they're REALLY close. . 3.3 ATTACK OR DEFEND? In a few missions, you can either attack or defend, and tactical situation will dictate your choice. If you have an easily defensible spot and the enemy does not have heavy weapons like rocket launchers, then you may want to lure the enemy to you. If you are attacking, you should sneak until you setup your crossfire. 3.4 ANY WAY TO GAIN FLANK OR TOP ADVANTAGE? Some route are difficult to assault, esp. those sandbag bunkers with room to lay down. You have to sneak up to it and throw grenades over the bags, or try to attack it from the rear. 3.5 IS THERE ANY COVER? You should always setup behind cover. Any piece of rock, tree, building ledge, etc. helps protect you against enemy fire. If there really is no cover, reserve AP to kneel or go prone. 3.6 ARE THE FIRING LANES CLEAR? One of the dumbest things you can do is hitting your own people (i.e. friendly fire or fratricide). This often happens if you fire burst or shotgun with another team member to your left or right front. If you use single shot mode, this usually won't happen. On the other hand, if there are multiple enemies in front, you may just want to use burst mode any way and see if you can damage multiple targets. 3.7 WHICH WEAPON? Most of your characters should have multiple weapons for different engagements: long-range, medium range, and short-range. Most members should carry at least two weapons that are good at different ranges. Choose the weapon that's appropriate for the range. Shotgun and melee weapons for point-blank, assault rifle for close / multiple targets, assault rifle on single shot for medium, sniper weapons for long range. 3.8 POSSIBILITY OF COLLATERAL DAMAGE? In missions where you need to rescue hostages, like Rock Falls, Quincy, etc., killing hostages is bad. The more you rescue, the more EXP you get. If you accidentally kill some of the hostages, the neutrals may even turn on you! So don't use shotgun regular shells or flechette shells when you need to aim for specific targets. If you must use shotgun, use slug shells. Don't use burst mode on automatic weapons as that will often cause collateral damage. If there are no hostages, when go ahead and let them have it. :-) 3.9 SINGLE SHOT OR BURST MODE? Single shot have higher hit probability than burst mode, and use less AP than targeted shot. Do you need the extra AP to kneel or reload? Do you have enough ammo to sustain burst mode? Also, can you do more damage with TWO single shots or ONE burst shot? Check your AP first. For example, if you can make a burst with 4 AP, single shot with 3 AP, and you have 9 AP total, you may want to use 3 single shots if you have a reasonable chance of hitting the target. On the other hand, if you have a cluster of targets, then 2 burst shots would make more sense. 3.10 TARGETED SHOT OR REGULAR? If you're using single shot, do you need to aim for specific parts of the enemy? If the enemy is immobile (like turrets), take out the sensors / eyes can be a good move. If the enemy is HTH- only and quite far away, you can use leg shots to slow it down for you to get more shots in. If the enemy is close enough, then you should just forget aiming and go for shot to center of mass (i.e. no specific aiming). You can't save AP for the next turn, so use all the AP you have this turn. 4 Engagement Here are some general tips in engagements. 4.1 SOME ENGAGEMENT FAQS Q: How do I clear a mine that I spotted? A: Stay at least 10 meters away, fire a single shotgun at it (use force-fire if you need to). Shotgun has the best chance (and may |
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