Fallout Tactics

Fallout Tactics

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Fallout Tactics Mechanics
By Wakko
A brief explanation of various mechanics for Fallout: Tactics
   
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SPECIAL Attributes
First of, all races have a maximum limit on their SPECIAL stats, so when building your characters you need to keep this in mind. There's a base limit, which is what you'll be able to get from distributing your SPECIAL stat points. Then there's an absolute limit, that you can get from other sources, like chems and armor, which is +2 above the base limit.

Base limits
Race
S
P
E
C
I
A
L
Human
10
10
10
10
10
10
10
Ghoul
6
14
10
9
13
8
13
Mutant
13
10
12
8
8
8
10
Deathclaw
14
12
13
3
4
16
10
Robot
12
12
12
1
12
12
5

Absolute limits
Race
S
P
E
C
I
A
L
Human
12
12
12
12
12
12
12
Ghoul
8
16
12
11
15
10
15
Mutant
15
12
14
10
10
10
12
Deathclaw
16
14
15
5
6
18
12
Robot
14
14
14
3
14
14
7

Strength
Modifies: Base HP x1, Melee Damage x1 (above 5 strength) and Carry Weight x25 lbs.
Governs: Melee Weapons x2, Unarmed x2.
Required for: Weapons and Perks.

Perception
Modifies: Ranged Combat Distance Modifiers (which determines your chance to hit your target at a given distance), how far you start from hostilities in random encounters, the range sneaking characters get detected, and a character's Sequence (which is used only in turn-based mode to give a character a "free" turn).
Governs: First Aid x2, Doctor x1, Lockpick x1, Traps x1 and Pilot x2.
Required for: Perks.

Endurance
Modifies: Base HP x2, HP per level x0.5 (round down), Healing rate x0.33 (round down) and Poison 5% & Radiation Resistance 2%.
Governs: Outdoorsman x2.
Required for: Perks.

Charisma
Modifies: Promotion Rate, NPC Reactions.
Governs: Barter x4.
Required for: Perks. Most notably Leader and Divine Favor. Loner requires charisma below 5.

Intelligence
Modifies: Skill Points per Level x2.
Governs: Doctor x1, First Aid x2, Repair x1, Science x2 and Outdoorsman x2.
Required for: Perks.

Agility
Modifies: Action Points x0.5 (round down), Armor Class x1.
Governs: Small Guns x4, Big Guns x2, Energy Weapons x2, Melee Weapons x2, Unarmed x2, Throwing x4, Lockpick x1, Steal x3, Traps x1.
Required for: Perks.

Luck
Modifies: Crit Chance 1%, all virtual dice rolls.
Governs: Gambling x1
Required for: Perks.
Skills
Skills increase by 1% per raise. Tagged skills increase by 2%.
Skills cost more points to raise as your skill increases. Here's the full table of costs:

Skill%
Points to raise
Negative
1
0%-99%
1
100%-124%
2
125%-149%
3
150%-174%
4
175%-200%
5
200%-300%
6

Skill points can be left unspent when you level up, you won't lose them until you use them.
This can be beneficial if you want to tag another skill with the Tag! perk, which won't be available until lvl 12. Points spent on a skill before it's tagged, won't give you the added skill% retroactively.
Perks
You'll gain a perk every X levels, depending on race, traits and perks. The stat that determines how often you get a perk is called Perk Rate, and the Perk Rate for each race is as follows:

Race
Perk Rate
Human
3
Ghoul
4
Deathclaw
4
Super Mutant
4
Dog
2
Robot
99

Traits affecting Perk Rate:
Trait
Race
Benefit
Penalty
Skilled
All
+5 skill points per level
+1 Perk Rate
Fear the Reaper
Ghoul
-1 Perk Rate
HP drops low on level up

Perks affecting Perk Rate:
Perk
Race
Benefit
Divine Favor
All
+1 to highest SPECIAL, -1 Perk Rate

Like skill points, perk selection can also be saved for later use. You will be prompted to pick a perk every time you enter the attributes screen and select a member who is eligible.
This info is really the key to any good build and is necessary for every build in this guide.
Experience and levels
Experience gained from completing objectives and killing monsters is given - in full - to every party member. It is NOT split among the number of members in your party. Meaning, you should always go with a full party to maximize experience gain.
Experience gained from successful skill actions (like lockpicking or applying first aid) is given only to the character doing the action.

The amount of experience gained does not vary with the difficulty setting; however the "Tough Guy" mode gives you a +100% XP bonus. Tough Guy mode can only be activated before starting the game. With Tough Guy mode enabled, you can only save the game inside a bunker, not during missions, random encounters or on the world map.

The amount of experience needed to reach a level is as follow:

Level
XP
Level
XP
Level
XP
Level
XP
Level
XP
1
0
11
60k
21
640k
31
6.0M
41
70M
2
1k
12
80k
22
810k
32
7.5M
42
87M
3
2k
13
100k
23
1.0M
33
9.4M
43
100M
4
4k
14
130k
24
1.2M
34
11M
44
130M
5
7k
15
160k
25
1.5M
35
14M
45
170M
6
10k
16
210k
26
1.9M
36
18M
46
210M
7
15k
17
260k
27
2.4M
37
23M
47
260M
8
20k
18
330k
28
3.0M
38
35M
48
330M
9
30k
19
410k
29
3.8M
39
44M
49
440M
10
45k
20
510k
30
4.8M
40
56M
50
520M

Note that this lists the cumulative amount of experience needed for a level, not the experience needed to go from one level to the next. IE, going from level 9 to 10 requires 15k XP (45k - 30k).

A normal game, without any excessive random encounter farming, should take you to around level 24-25 by the last mission. A Tough Guy game should then bring you to around 27-28.
The absolute level cap is as shown, level 50, however reaching that level is highly unrealistic.
Acronyms
AP = Action Point
AC = Armor Class
DR = Damage Resistance
DT = Damage Threshold
HP = Hit Points
HtH = Hand-to-Hand
CC = Crowd control
CTB = Continuous Turn-Based / Real Time Mode
TB = Turn-Based
FOT = Fallout: Tactics
S, ST, Str = Strength
P, PE, Per = Perception
E, EN, End = Endurance
C, CH, Cha = Charisma
I, IN, Int = Intelligence
A, AG, Agi = Agility
L, LK, Lck = Luck
1 Comments
Young Donald Sutherland 18 May, 2024 @ 2:44am 
This is a great, concise overview. One thing I'd add is how Endurance also affects how many chems you can take before you overdose:

https://fallout.fandom.com/wiki/Overdosed

Another great place to check for game mechanics:

https://github.com/melindil/FTSE/wiki/Fallout-Tactics-internal-information