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Fallout Tactics perks: Misc

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Fallout

Up to date as of February 01, 2010

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This page lists all perks in Fallout Tactics.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For perks in other Fallout games, please see "Perk".
  • For an overview of Fallout Tactics content, please refer to "Portal:Fallout Tactics".

Contents

General information

In Fallout Tactics, there are 90 perks. Humans can pick a new perk every 3 levels. The perk rate is 4 for ghouls, super mutants and deathclaws, and 2 for dogs. Robots cannot pick Perks at all, i.e. their perk rate is 0.

You are able to save up perks to use at a later time.

List of perks

Name Level req Other requirements Ranks Race Benefit
Action Boy 12 AG 5 2 All +1 Action Point
Adrenaline Rush 6 ST < 10 1 All +1 ST when HP < 50%
Awareness 3 PE 5 1 All See target's HP, weapon, and ammo count
Bend the Rules 16 LK 6 1 All Can take any perk available to your race, broken
Better Criticals 9 PE 6, LK 6, AG 4 1 All 20% bonus on critical table
Bluff Master 8 CH 3 1 All Can talk your way out of getting caught stealing
Bone Head 7 ST 7 1 All 50% less likely to get knocked out
Bonsai 12 Outdoorsman 50%, Science 40% 1 Ghoul Fruit can appear in inventory
Bonus HtH Attacks 15 AG 6 1 All 1 less AP for unarmed attacks
Bonus HtH Damage 3 AG 6, ST 6 3 All +2 damage with unarmed and melee attacks
Bonus Move 12 AG 5 2 All Can move 20% further per AP
Bonus Ranged Damage 6 AG 6, LK 6 2 All +15% damage with ranged attacks
Bonus Rate of Fire 9 PE 6, IN 6, AG 7 1 All 1 less AP for ranged attacks
Bracing 4 EN 5, Big Guns 50% 1 All +2 ST for firing large guns while standing
Break the Rules 20 LK 6 1 All Can pick any perk regardless of race, broken
Brown Noser 2 CH 5, IN 6 1 All Promoted one rank
Brutish Hulk 8 ST 7, EN 5 1 Deathclaw Twice as much HP at level up
Cancerous Growth 6 ST < 7 1 Ghoul +2 healing rate, crippled limbs regenerate
Comprehension 3 IN 6 1 All Twice as many points from skill books
Crazy Bomber 9 IN 6, Traps 60% 1 Not Dog or Deathclaw Failures with explosives are nullified
Death Sense 4 IN 5 1 Deathclaw +20% Perception in the dark, +25% to detecting sneaking enemies
Demolition Expert 9 AG 4, Traps 75% 1 All Explosives do more damage and detonate on time
Die Hard 2 EN 6, First Aid 40% 1 All +10% DR when HP < 20%
Divine Favor 14 CH 8 1 All +1 to highest primary statistic, -1 perk rate
Dodger 9 AG 6 2 All +5% Armor Class
Drunken Master 3 Unarmed 60% 1 All +20% unarmed while under the influence of alcohol
Educated 6 IN 6 3 All +2 skill points at level up
Explorer 9 1 All Better chance of finding good special encounters
Faster Healing 3 EN 3 3 All +2 healing rate
Flexible 4 AG 6 1 All 50% less AP to change stance
Flower Child 3 EN 5 1 All Half the chance to get addicted and half the withdrawl time
Gambler 6 Gambling 50% 1 All +20% Gambling
Gain (Statistic) 12 (stat) < 10 7 (one for each stat) All +1 to specific stat
Ghost 6 Sneak 60% 1 All +20% Sneak in the dark
Gunner 3 AG 6, Small Guns 40% 1 All +10% chance to hit from a vehicle
Harmless 6 Steal 50% 1 Not Deathclaw +20% Steal
Healer 3 PE 7, AG 6, IN 5 First Aid 40% 2 All 4-10 more HP resoted with First Aid or Doctor
Heave Ho! 6 ST < 9 3 All +2 ST when determining Throwing range
Here and Now 3 1 All Level up once
Hide of Scars 10 EN 6 1 Deathclaw +15% to all resistances except fire
Hit the Deck 4 AG 6 1 All 50% less splash damage taken
HtH Evade 12 Unarmed 75% 1 All +2 AC for each unused AP at the end of the turn, plus 1/12 of unarmed, but only with unarmed weapons equipped
Lead Foot 3 PE 6, AG 6, Pilot 60% 1 Not Dog or Deathclaw +25% vehicle speed
Leader 4 CH 6 1 Not Dog or Deathclaw +1 AG and +10 AC to all squad members (tool tip is incorrect)
Lifegiver 12 EN 4 2 All +4 HP per level
Light Step 9 AG 5, LK 5 1 All -50% chance to set off traps
Living Anatomy 12 Doctor 60% 1 All +10% Doctor and +5 damage to live creatures
Loner 4 Outdoorsman 40%, CH < 5 1 All +10% to all rolls
Master Thief 12 Steal 50%, Lockpick 50% 1 All +15% to Steal and Lockpick
Master Trader 12 CH 7, Barter 75% 1 Not Dog or Deathclaw 25% discount at merchants
Medic 12 Doctor OR First Aid 40% 1 All +20% to First Aid and Doctor
More Criticals 6 LK 6 3 Not Supermutant +5% Critical Chance
Mr. Fixit 12 Repair OR Science 40% 1 Not Dog or Deathclaw +10% to Science and Repair
Mutate! 9 1 All Can change a trait
Negotiator 6 Barter 70% 1 All +20% to Barter
Night Vision 3 PE 6 1 All -20% to overall darkness level
Pack Rat 6 1 All +50 to Carry Weight
Pathfinder 6 EN 6, Outdoorsman 40% 2 All -25% world map travel time
Pickpocket 15 AG 8, Steal 80% 1 All Ignore size and facing modifiers while stealing
Psychotic 8 EN 5 1 Supermutant Double Psycho effect, halved withdrawl time
Pyromaniac 9 Big Guns 75% 1 All +5 damage with fire-based weapons
Quick Pockets 3 AG 5 1 All Inventory AP costs are halved
Quick Recovery 6 AG 5 1 All It takes only 1 AP to stand up
Rad Child 3 EN 6 1 Ghoul Healing Rate increased when absorbing radiation
Rad Resistance 6 EN 6, IN 4 2 Not Ghoul +15% Radiation Resistance
Ranger 6 PE 6 1 All +15% Outdoorsman
Road Warrior 12 IN 6, Pilot 60% 1 Not Dog or Deathclaw No penalties for shooting while driving
Salesman 6 Barter 50% 1 Not Dog or Deathclaw +20% to Barter
Scout 3 PE 7 1 All Can see more of the world map, and special encounters are easier to find
Sharpshooter 9 PE 7, IN 6 1 All +2 PE when determining range
Silent Death 18 AG 10, Sneak 80%, Unarmed 80% 1 All Hit a critter in the back while sneaking for a double damage HtH attack
Silent Running 6 AG 6, Sneak 50% 1 All Can Sneak and run at the same time
Slayer 24 AG 8, ST 8, Unarmed 80% 1 All All HtH attacks are critical hits
Snakeater 6 EN 3 2 All +25% Poison Resistance
Sniper 24 PE 8, AG 8, Small Guns 80% 1 All Adds a roll of LK x 10 to the critical table, broken
Stat! 3 First Aid 75%, Doctor 50%, AG 6 2 All -2 AP used for First Aid and Doctor
Steady Arm 4 ST 6 1 Supermutant -1 AP for Burst Shots
Stonewall 3 ST 6 1 All Less likely to be knocked down
Strong Back 3 EN 6, ST 6 3 All +50 Carry Weight
Stunt Man 6 ST 6, EN 6, AG 6 1 Not Dog or Deathclaw +10% to Pilot, -25% damage from explosive splash damage and falling
Survivalist 3 EN 6, IN 6, Outdoorsman 40% 1 All +25% to Outdoorsman
Swift Learner 3 IN 4 3 All +5% XP whenever XP is earned
Tag! 12 1 All Pick another Tag skill
Talon of Fear 12 ST 6, Unarmed 60% 1 Deathclaw Unarmed attacks poison foes
Team Player 3 CH 4 1 All +10% to all rolls while near a sqaud member with this perk as well
Thief 3 1 All +10% to Sneak, Lockpick, Steal, and Traps
Tough Hide 12 EN < 8 1 Supermutant +15 Armor Class, +10% to all resistances
Toughness 3 EN 6, LK 6 3 All +10% to DR
Tunnel Rat 8 AG 6 1 All Move at walking speed while prone
Way of the Fruit 6 CH 6 1 Not Dog or Deathclaw Temporary +1 ST after eating Fruit
Weapon Handling 12 AG 5, ST < 7 1 All +3 ST for weapon ST checks.
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See also

Perks of Fallout Tactics

This article uses material from the "Fallout Tactics perks" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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