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<pre>
Here are some general tips to fine-tune your combat. Also included is a
boss guide.


GENERAL TACTICS
Here are some general tips to fine-tune your combat skills.
---------------
- You can cripple your foe at five poinnts if you score a critical while
  aiming at their legs, arms, or eyes. If you cripple your foe's legs,
  he or she will have a hard time walking around. If you cripple one of
  the enemy's arms, then he or she won't be able to use two-handed weapons
  (and of course, if you cripple both of them, then the enemy will have to
  resort to unarmed attacks). If you cripple your opponent's eyes, then he
  or she will suffer from reduced Perception levels.


- Aiming for the eyes usually gives a hhigh critical chance and does gobs of
==General tactics==
  damage. Also, on male NPC's, hitting them in the groin makes them fall
* You can cripple your foe at five points if you score a critical while aiming at their legs, arms, or eyes. If you cripple your foe's legs, he or she will have a hard time walking around. If you cripple one of the enemy's arms, then he or she won't be able to use two*handed weapons (and of course, if you cripple both of them, then the enemy will have to resort to unarmed attacks). If you cripple your opponent's eyes, then he or she will suffer from reduced Perception levels.
  down.


- Always use the right weapon for the jjob. Sometimes, a .223 Pistol won't
* Aiming for the eyes usually gives a high critical chance and does gobs of damage. Also, on male NPC's, hitting them in the groin makes them fall down.
  do you that much good (i.e, long range combat) while the Sniper or the
  Combat Shotgun will work well.


  Generally, burst weapons do peanuts for damage against armored targets.
* Always use the right weapon for the job. Sometimes, a .223 Pistol won't do you that much good (i.e, long range combat) while the Sniper or the Combat Shotgun will work well.
  For example, lasers are good against leather armor, but don't do much
  damage against critters with power or metal armor. And burst weapons,
  well, you can just forget about them. Don't confuse this info with aimed
  shots, however. You can do heaps of damage with an aimed shot, especially
  to the eyes or head, regardless of what weapon you use or what armor the
  target is wearing. You can pacify mutants with Desert Eagles and 10mm
  pistols if you keep on aiming for the eyes.


  And it is pointless to waste precious ammunition against little critters
Generally, burst weapons do peanuts for damage against armored targets. For example, lasers are good against leather armor, but don't do much damage against critters with power or metal armor. And burst weapons, well, you can just forget about them. Don't confuse this info with aimed shots, however. You can do heaps of damage with an aimed shot, especially to the eyes or head, regardless of what weapon you use or what armor the target is wearing. You can pacify mutants with Desert Eagles and 10mm pistols if you keep on aiming for the eyes.
  like rats. Always go for unarmed/melee attacks if you can. If you have
  a Super Sledgehammer and Power Armor, then you can kill the Deathclaws at
  the Boneyards without much trouble.


- Also use the right ammo for the job aas well. AP ammo might seem to be
It is pointless to waste precious ammunition against little critters like rats. Always go for unarmed/melee attacks if you can. If you have a Super Sledgehammer and Power Armor, then you can kill the Deathclaws at the Boneyards without much trouble.
  better than JHP ammo while hitting armored targets, but the game engine
  always gives lots of negative modifiers to damage with AP ammo. AP ammo
  penetrates better than JHP ammo, but always use JHP. It's the best type.
  FMJ isn't that bad either. The only exceptions to the rule seem to be
  AP and Explosive rockets, which to me seem to deal about the same amount
  of damage.


BURST WEAPON TACTICS
* Also use the right ammo for the job as well. AP ammo might seem to be better than JHP ammo while hitting armored targets, but the game engine always gives lots of negative modifiers to damage with AP ammo. AP ammo penetrates better than JHP ammo, but always use JHP. It's the best type. FMJ isn't that bad either. The only exceptions to the rule seem to be AP and Explosive rockets, which to me seem to deal about the same amount of damage.
--------------------
- You can give your shots "up close andd personal." This works well in the
  early game. Garl, the raider leader, can be killed in one hit...without a
  critical! (I once did 71 hp damage to him w/o critical using JHP rounds
  and 54 using AP rounds)


- Burst shots have a wide area of effecct. If an ally is in the middle, you
==Burst weapon tactics==
  might want to not do a burst shot. Here is an example of the
* You can give your shots "up close and personal." This works well in the early game. Garl, the raider leader, can be killed in one hit...without a critical! (I once did 71 hp damage to him w/o critical using JHP rounds and 54 using AP rounds)
  "burst cone:"


                  X (you)
* Burst shots have a wide area of effect. If an ally is in the middle, you might want to not do a burst shot. Here is an example of the "burst cone:"
                  |
<pre>
                / \
      X (you)
                / | \
      |
              / ||| \
    / \
              / ||||| \
    / | \
            / ||||||| \
  / ||| \
            Area of effect
  / ||||| \
 
/ ||||||| \
  This is why giving the shots "up close and personal" deals gobs of
Area of effect
  damage. The shots saturate the target with bullets, dealing an immense
</pre>
  amount of damage. If you attack multiple characters at range with
This is why giving the shots "up close and personal" deals gobs of damage. The shots saturate the target with bullets, dealing an immense amount of damage. If you attack multiple characters at range with a burst shot, then both will get hit.
  a burst shot, then both will get hit.
 
- If the target is heavily armored, donn't use burst shots. You will see
  this happen to you when you get power armor and mutants are trying to
  kill you with miniguns.
 
SNIPER TACTICS
--------------
- Sniping is a good idea for immobile ttargets, such as the master, or
  against unarmed critters. It is also good for long-range combat.


- Sniper Rifles, Hunting Rifles, and Asssault Rifles are your best bet for
* If the target is heavily armored, don't use burst shots. You will see this happen to you when you get power armor and mutants are trying to kill you with miniguns.
  long range sniping. However, the Sniper Rifle is the best. You can also
  use the Assault Rifle in the burst mode.


  The Sniper works well against any target, even if it is armored or not.
==Sniper tactics==
  It has a damage range between 14 and 34 hp, compared with (max) 16 with
* Sniping is a good idea for immobile targets, such as the master, or against unarmed critters. It is also good for long*range combat.
  the assault and 20 with the hunting rifle.


  Hunting Rifles work OK on lightly armored targets. The Assault rifle is
* Sniper Rifles, Hunting Rifles, and Assault Rifles are your best bet for long range sniping. However, the Sniper Rifle is the best. You can also use the Assault Rifle in the burst mode.
  all right for mid-armored targets and good for bursting on lightly
  armored targets.


- You can use a Combat Shotgun for shorrt distance sniping, such as fighting
The Sniper works well against any target, even if it is armored or not. It has a damage range between 14 and 34 hp, compared with (max) 16 with the assault and 20 with the hunting rifle.
  unarmed or melee-weapon using mutants or humans. It is the best weapon
  for mid armored targets, and is excellent for short range control. It
  works well in conjunction with Power Armor when fighting Decker, and can
  even  be used to pacify Deathclaws.


  If you get your hands on the .223 Pistol, it is even better than the
Hunting Rifles work OK on lightly armored targets. The Assault rifle is all right for mid-armored targets and good for bursting on lightly armored targets.
  Combat Shotgun. The only drawback is that it is less accurate and it has
  only a 5 ammo magazine. This gun eliminates the need for energy weapons
  later on.


  In general, combat shotguns and the .223 pistol are extremely effective
* You can use a Combat Shotgun for short distance sniping, such as fighting unarmed or melee*weapon using mutants or humans. It is the best weapon for mid armored targets, and is excellent for short range control. It works well in conjunction with Power Armor when fighting Decker, and can even be used to pacify Deathclaws.
  in short-range combat, like the fights in the Hub.


- If you have a high energy weapons skiill, get a Plasma Rifle. No armor can
If you get your hands on the .223 Pistol, it is even better than the Combat Shotgun. The only drawback is that it is less accurate and it has only a 5 ammo magazine. This gun eliminates the need for energy weapons later on.
  withstand Plasma damge well. I got 132 hp on an eye shot on a Deathclaw
  once. The Turbo Plasma Rifle only costs 4 AP's for a single shot!


- You can kill Deathclaws easily this wway with a high small guns skill and
In general, combat shotguns and the .223 pistol are extremely effective in short-range combat, like the fights in the Hub.
  high luck. Get a sniper and/or .223 pistol, cripple their legs, and then
  go for head and eye shots when they are down.


  In general, the above tactic works well against unarmed people and shines
* If you have a high energy weapons skill, get a Plasma Rifle. No armor can withstand Plasma damage well. I got 132 hp on an eye shot on a Deathclaw once. The Turbo Plasma Rifle only costs 4 AP's for a single shot!
  when used in tandem with a super sledgehammer. (You can hit them, run
  away, and hit them again while conserving ammo. The spiked knuckles work
  well here.)


- If you have good small guns skill (1220%+), then go straight for aimed
* You can kill Deathclaws easily this way with a high small guns skill and high luck. Get a sniper and/or .223 pistol, cripple their legs, and then go for head and eye shots when they are down.
  shots. 150%+ should give you a 95% chance to hit anywhere at decent range,
  even at night.


- If you use long-range weapons, you'lll get a negative modifier if you are
In general, the above tactic works well against unarmed people and shines when used in tandem with a super sledgehammer. (You can hit them, run away, and hit them again while conserving ammo. The spiked knuckles work well here.)
  attacking critters at really close range. This is an issue with the
  Fallout combat engine.


MELEE TACTICS
* If you have good small guns skill (1220%+), then go straight for aimed shots. 150%+ should give you a 95% chance to hit anywhere at decent range, even at night.
-------------
- If you have a sledgehammer, use the wweapon against unarmed critters. Aim
  for the legs. After they have been crippled, you can score aimed shots to
  the head and eyes easily. Rippers work just as well.


- If you have Power Armor and have spikked knuckles, then you can use those
* If you use long*range weapons, you'll get a negative modifier if you are attacking critters at really close range. This is an issue with the Fallout combat engine.
  against any critter...regardless of their armor. I dealt 46 damage to a
  Deathclaw once (critical to the eyes). Power fists are even better, and
  can kill scores of enemies. Ditto for Super Sledgehammers and Rippers.


CATHEDRAL / MILITARY BASE TACTICS (Cowboy approach)
==Melee tactics==
----------------------------------------------------
* If you have a sledgehammer, use the weapon against unarmed critters. Aim for the legs. After they have been crippled, you can score aimed shots to the head and eyes easily. Rippers work just as well.
- It is recommended that you bring the water chip to your Vault and kill
  the Regulators. Their metal armors sell well, and you need the experience.


- If you want to assault the base, heree is a good list on what to bring.
* If you have Power Armor and have spiked knuckles, then you can use those against any critter...regardless of their armor. I dealt 46 damage to a Deathclaw once (critical to the eyes). Power fists are even better, and can kill scores of enemies. Ditto for Super Sledgehammers and Rippers.
  This might be a bit steep, but if you do kill the regulators, there
  are many metal armors and they sell for $1000.
  You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells,
      80+ stimpacks
  Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
  Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
  Katja: SMG, 600+ ammo, 30+ stimpacks


- Enter the Military Base at night, aroound midnight. There are few guards
==Cathedral / Military base tactics (Cowboy approach)==
  in the base.
* It is recommended that you bring the water chip to your Vault and kill the Regulators. Their metal armors sell well, and you need the experience.


- Guard Tycho and Ian; they don't have  much armor and their weapons deal
* If you want to assault the base, here is a good list on what to bring. This might be a bit steep, but if you do kill the regulators, there are many metal armors and they sell for $1000.
  quite a lot of damage. If they die, be sure to take Ian's and Tycho's
** You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells, 80+ stimpacks
  weapons.
** Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
** Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
** Katja: SMG, 600+ ammo, 30+ stimpacks


- There are many, many, many mutants thhere. Here is a list of what I think
* Enter the Military Base at night, around midnight. There are few guards in the base.
  is there.
  Cathedral:
  - Level 3: about 15 mutants, several robots and COC techs plus the Master
  - Level 2: 5 mutants, some scientists and COC chanters
  - Level 1: 2 mutants, one COC member, several centaurs and floaters
  - Ground floor: 1 nightkin, lots of humans
  - 2nd floor: 2 nightkin, one COC member
  - 3rd floor: 3-4 nightkin
  - 4th floor: 3 nightkin, Morpheus
  Military Base: (night)
  - Outside: 4 mutants
  - Level 1: 10 mutants, 3 robobrains
  - Level 2: 15 mutants, 2 robobrains (note: two mutants were dead...because
            of what I don't know.)
  - Level 3: 5 mutants, 1 human
  - Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus
            lieutenant
  Military Base: (day)
  - Outside: 4 mutants
  - Level 1: 13 mutants, 3 robobrains
  - Level 2: 13 mutants, 2 robobrains
  - Level 3: 5 mutants, 1 human
  - Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus
            lieutenant
    NOTE: The mutants on future levels will regroup after attacking. This
          holds true for the night approach.


          Also, if you kill the mutants within three turns, then they
* Guard Tycho and Ian; they don't have much armor and their weapons deal quite a lot of damage. If they die, be sure to take Ian's and Tycho's weapons.
          won't set off the alarm. (In other words, one fistfight can
          last up to three turns.)


BOSS TACTICS (or big creature tactics)
* There are many, many, many mutants there. Here is a list of what I think is there.
--------------------------------------
;Cathedral:
Fallout doesn't really have any bosses, but it does have its share of
* Level 3: about 15 mutants, several robots and COC techs plus the Master
powerful opponents that you will meet in the game. This section has
* Level 2: 5 mutants, some scientists and COC chanters
strategy information for the biggest of the bad guys.
* Level 1: 2 mutants, one COC member, several centaurs and floaters
* Ground floor: 1 nightkin, lots of humans
* 2nd floor: 2 nightkin, one COC member
* 3rd floor: 3-4 nightkin
* 4th floor: 3 nightkin, Morpheus
;Military Base: (night)
* Outside: 4 mutants
* Level 1: 10 mutants, 3 robobrains
* Level 2: 15 mutants, 2 robobrains (note: two mutants were dead... because of what I don't know.)
* Level 3: 5 mutants, 1 human
* Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus lieutenant
;Military Base: (day)
* Outside: 4 mutants
* Level 1: 13 mutants, 3 robobrains
* Level 2: 13 mutants, 2 robobrains
* Level 3: 5 mutants, 1 human
* Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus lieutenant


- Garl (The Raider Leader)
NOTE: The mutants on future levels will regroup after attacking. This holds true for the night approach.
  ------------------------
  Hit points: 70
  Armor    : Metal Armor
  Weapon    : Desert Eagle .44
  Difficulty: Hard


  Watch out...this is one of the two fights that can result in your death.
Also, if you kill the mutants within three turns, then they won't set off the alarm. (In other words, one fistfight can last up to three turns.)
  Since you are attempting this fight in the early game, it is quite
  difficult. Equip the SMG and go burst right in his face. And, as always,
  use stimpacks...but in this case, frequently.


  Garl also has about 14 allies, which are fairly easy kills. The only ones
{{Footer Nav|game=Fallout|prevpage=Character creation|nextpage=Walkthrough}}
  that should give you trouble are those that weild guns, like Petrox,
  Tolya, and his female raiders.
 
  Ian comes in real handy during this battle. The fight is difficult, but
  with the amount of equipment that you'll gain, is well worth it.
 
- Gizmo (The Casino Owner)
  ------------------------
  Hit points: 70
  Armor    : None
  Weapon    : Mauser 9mm
  Difficulty: Stupid Easy
 
  This guy is really easy. You'll get two good allies, plus Ian and Tycho
  and Dogmeat. Just attack Gizmo first, and later Izo. Izo has 50 hit
  points, metal armor, and is unarmed.
 
- Decker
  ------
  Hit points: 50-95
  Armor    : Vaires; none to leather armor
  Weapon    : Strong pistols/strong melee
  Difficulty: Medium
 
  This is the last one of the death fights. You'll have Ian, Tycho, Dogmeat,
  and two Hub Police guards, but they don't have many hit points. Decker's
  guards are somewhat tough, and Kane has 95 hit points and somehow seems
  difficult to kill. Also, one has a sledgehammer. You might lose Dogmeat
  in this battle.
 
- Deathclaw (at Hub)
  ------------------
  Hit points: 225
  Armor    : Strong Skin
  Weapon    : Claw
  Difficulty: Somewhat easy
 
  Actually, this fight is pretty easy...you can do the job in Metal Armor and
  semi-decent big guns skill, something like 35%. Get Jake's Rocket Launcher
  and pummel that deathclaw down...
 
  Sniper Rifles and Combat Shotguns in conjunction with Combat Armor work
  well.
 
  Aim the shots (if you have the sniper) at the Deathclaw's legs or eyes. You
  can cripple his legs, and then it will be quite easy.
 
- The Lieutenant of the Mutant Armies ((aka Lou)
  ---------------------------------------------
  Hit points: 250
  Armor    : Unknown, equivalent of Brotherhood Armor
  Weapon    : Gatling Laser
  Difficulty: (Him: Easy)
              (His mutant troopers: Difficult)
 
  This brute is pretty tough, and has two super mutants on his left and right.
  Both have about 80-90 hit points and wield gatling lasers and rocket
  launchers. One great tactic is entering combat mode, running up in front of
  him, and using the .223 Pistol at the eyes. The Lou will attack, and so will
  his guards. Since the guards' weapons have the 'area' effect, they will work
  wonders on the lieutenant. His armor cannot withstand rocket launcher damage
  well. This fight is pretty difficult, but with Power Armor, a strong weapon,
  and several stimpacks, it will be well worth it.
 
  The .223 Pistol, the Combat Shotgun, and Sniper Rifles are excellent small
  arms choices for this fight. If you have a Plasma Rifle with you, then the
  fight would be even easier.
 
  It is also a good idea to pick the Rocket Launcher and Minigun from dead
  troopers. Miniguns work wonders on the mutants with minimal clothing.
 
  Your main worry for this fight is the chance that the enemy will score
  critical hits. Since they wield huge weapons, there is a small chance of
  survival, and it is advisable to save often.
 
- The Master of the Mutants
  -------------------------
  Hit points: 500
  Armor    : Thick skin
  Weapon    : Twin Gatling Laser cannons with unlimited ammo
              Can spawn mutants at will (they have 50 hit points and good
              weapons)
  Difficulty: (Him: Somewhat Difficult)
              (His mutant troopers: Difficult)
 
  Two things: Plasma Rifle and Power Armor. Or if you have excellent small
              arms skills, a .223 pistol and a sniper will also work well.
 
  These two will kill him in an instant, and since he is immobile, you can
  use the columns to your advantage. This is what to do:
 
      X  (Master)
 
  O      O  (Columns)
  *        (You)
 
  Stand behind one of the columns, and when it is your turn, go move out one
  hex, aim for his eyes (with decent skill) or just attack him, and then
  fall back. This trick is guaranteed to work, and you will have a clear
  line of fire for the mutants he spawns.
 
  This method takes time, but with criticals, he is toast. I scored 119
  points on him once at the eyes. Pretty much, you can devastate the entire
  cathedral with about 300 cells, 35 stimpacks, Power Armor, and of course,
  the Plasma Rifle. If you have an extremely high critical chance (or have
  leveled up enough to get 'sniper'), you can use a gatling laser from the
  dead body of a mutant. Gatling lasers deal a lot of damage with
  criticals...it is entirely possible to kill the master in two hits.
 
  Again, your main worry is that the master or his mutants might score a
  critical against you.
 
  NOTE: According to Eric Wills, this guy is what became of Richard Grey.
        Earlier, it was stated that Grey was the Lieutenant of the mutant
        armies.
 
  NOTE: This is the actual text from Bernardo Barros, as he had more info
        to give:
 
        "Actually, it's half-true. On the military base, when you access the
        Vats computer, you can search the logs. There are two that are
        useful: Maxon's and Grey's. Maxon's diary was written by Captain
        Maxon, who founded the Brotherhood of Steel (he's related to General
        Maxon). It says all about the true circumstances of the foundation of
        the Brotherhood. Grey's diary was written by Harold's missing friend
        [Harold is the ghoul who lives on the Hub (Old Town) and tells you about
        the deathclaws - he mentions Dr Grey if you ask him about his story, he
        also says how he lost contact with him while raiding a certain "military
        base"]. It says Grey started mutating, he found out about the FEV while
        in there, he started his wicked plan and then looked for another suitable
        base of operations (which happens to be the Cathedral). However those things
        only serve your own curiosity, since nobody cares about it (I tried Harold;
        General Maxton and his assistant; Vree; and the Elder who talks to you)."
 
 
  Deathclaws (at Boneyards)
  -------------------------
  Hit points: 225-320
  Armor    : Strong skin
  Weapon    : Claw
  Difficulty: With .223 Pistol: somewhat easy
              With Combat Shotgun: between medium and hard
 
  This fight is pretty difficult if you are stuck with the combat shotgun and
  combat armor. This fight is also relatively easy if you have the .223 pistol
  and power armor. Keep on aiming for the eyes, and you'll guzzle up about 10
  stimpacks in no time. Deathclaws don't deal much damage to you (5 tops)
  with power armor, and with hardened it is almost nil, but you've got to
  watch out for the critical attacks.
 
  Once I played it and there were three Deathclaws on the ground floor.
  The second time, there were two. This could be due to the difficulty
  setting...
 
  You also have to know that the deathclaws will respawn (i.e., more will come)
  after about one to two hours if you kill the critters on the ground floor and
  forget about the deathclaw mother and the deathclaw eggs on the basement
  floor. This is a good way to get heaps of experience since one deathclaw is
  worth a thousand experience a pop.
</pre>

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Here are some general tips to fine-tune your combat skills.

General tactics

  • You can cripple your foe at five points if you score a critical while aiming at their legs, arms, or eyes. If you cripple your foe's legs, he or she will have a hard time walking around. If you cripple one of the enemy's arms, then he or she won't be able to use two*handed weapons (and of course, if you cripple both of them, then the enemy will have to resort to unarmed attacks). If you cripple your opponent's eyes, then he or she will suffer from reduced Perception levels.
  • Aiming for the eyes usually gives a high critical chance and does gobs of damage. Also, on male NPC's, hitting them in the groin makes them fall down.
  • Always use the right weapon for the job. Sometimes, a .223 Pistol won't do you that much good (i.e, long range combat) while the Sniper or the Combat Shotgun will work well.

Generally, burst weapons do peanuts for damage against armored targets. For example, lasers are good against leather armor, but don't do much damage against critters with power or metal armor. And burst weapons, well, you can just forget about them. Don't confuse this info with aimed shots, however. You can do heaps of damage with an aimed shot, especially to the eyes or head, regardless of what weapon you use or what armor the target is wearing. You can pacify mutants with Desert Eagles and 10mm pistols if you keep on aiming for the eyes.

It is pointless to waste precious ammunition against little critters like rats. Always go for unarmed/melee attacks if you can. If you have a Super Sledgehammer and Power Armor, then you can kill the Deathclaws at the Boneyards without much trouble.

  • Also use the right ammo for the job as well. AP ammo might seem to be better than JHP ammo while hitting armored targets, but the game engine always gives lots of negative modifiers to damage with AP ammo. AP ammo penetrates better than JHP ammo, but always use JHP. It's the best type. FMJ isn't that bad either. The only exceptions to the rule seem to be AP and Explosive rockets, which to me seem to deal about the same amount of damage.

Burst weapon tactics

  • You can give your shots "up close and personal." This works well in the early game. Garl, the raider leader, can be killed in one hit...without a critical! (I once did 71 hp damage to him w/o critical using JHP rounds and 54 using AP rounds)
  • Burst shots have a wide area of effect. If an ally is in the middle, you might want to not do a burst shot. Here is an example of the "burst cone:"
      X (you)
      |
     / \
    / | \
   / ||| \
  / ||||| \
 / ||||||| \
Area of effect

This is why giving the shots "up close and personal" deals gobs of damage. The shots saturate the target with bullets, dealing an immense amount of damage. If you attack multiple characters at range with a burst shot, then both will get hit.

  • If the target is heavily armored, don't use burst shots. You will see this happen to you when you get power armor and mutants are trying to kill you with miniguns.

Sniper tactics

  • Sniping is a good idea for immobile targets, such as the master, or against unarmed critters. It is also good for long*range combat.
  • Sniper Rifles, Hunting Rifles, and Assault Rifles are your best bet for long range sniping. However, the Sniper Rifle is the best. You can also use the Assault Rifle in the burst mode.

The Sniper works well against any target, even if it is armored or not. It has a damage range between 14 and 34 hp, compared with (max) 16 with the assault and 20 with the hunting rifle.

Hunting Rifles work OK on lightly armored targets. The Assault rifle is all right for mid-armored targets and good for bursting on lightly armored targets.

  • You can use a Combat Shotgun for short distance sniping, such as fighting unarmed or melee*weapon using mutants or humans. It is the best weapon for mid armored targets, and is excellent for short range control. It works well in conjunction with Power Armor when fighting Decker, and can even be used to pacify Deathclaws.

If you get your hands on the .223 Pistol, it is even better than the Combat Shotgun. The only drawback is that it is less accurate and it has only a 5 ammo magazine. This gun eliminates the need for energy weapons later on.

In general, combat shotguns and the .223 pistol are extremely effective in short-range combat, like the fights in the Hub.

  • If you have a high energy weapons skill, get a Plasma Rifle. No armor can withstand Plasma damage well. I got 132 hp on an eye shot on a Deathclaw once. The Turbo Plasma Rifle only costs 4 AP's for a single shot!
  • You can kill Deathclaws easily this way with a high small guns skill and high luck. Get a sniper and/or .223 pistol, cripple their legs, and then go for head and eye shots when they are down.

In general, the above tactic works well against unarmed people and shines when used in tandem with a super sledgehammer. (You can hit them, run away, and hit them again while conserving ammo. The spiked knuckles work well here.)

  • If you have good small guns skill (1220%+), then go straight for aimed shots. 150%+ should give you a 95% chance to hit anywhere at decent range, even at night.
  • If you use long*range weapons, you'll get a negative modifier if you are attacking critters at really close range. This is an issue with the Fallout combat engine.

Melee tactics

  • If you have a sledgehammer, use the weapon against unarmed critters. Aim for the legs. After they have been crippled, you can score aimed shots to the head and eyes easily. Rippers work just as well.
  • If you have Power Armor and have spiked knuckles, then you can use those against any critter...regardless of their armor. I dealt 46 damage to a Deathclaw once (critical to the eyes). Power fists are even better, and can kill scores of enemies. Ditto for Super Sledgehammers and Rippers.

Cathedral / Military base tactics (Cowboy approach)

  • It is recommended that you bring the water chip to your Vault and kill the Regulators. Their metal armors sell well, and you need the experience.
  • If you want to assault the base, here is a good list on what to bring. This might be a bit steep, but if you do kill the regulators, there are many metal armors and they sell for $1000.
    • You: Advanced Power Armor, 2 Psychos, Turbo Plasma Rifle, 300+ cells, 80+ stimpacks
    • Ian: .223 Pistol, 300+ ammo, 30+ stimpacks
    • Tycho: Sniper Rifle, 300+ ammo, 30+ stimpacks
    • Katja: SMG, 600+ ammo, 30+ stimpacks
  • Enter the Military Base at night, around midnight. There are few guards in the base.
  • Guard Tycho and Ian; they don't have much armor and their weapons deal quite a lot of damage. If they die, be sure to take Ian's and Tycho's weapons.
  • There are many, many, many mutants there. Here is a list of what I think is there.
Cathedral
  • Level 3: about 15 mutants, several robots and COC techs plus the Master
  • Level 2: 5 mutants, some scientists and COC chanters
  • Level 1: 2 mutants, one COC member, several centaurs and floaters
  • Ground floor: 1 nightkin, lots of humans
  • 2nd floor: 2 nightkin, one COC member
  • 3rd floor: 3-4 nightkin
  • 4th floor: 3 nightkin, Morpheus
Military Base
(night)
  • Outside: 4 mutants
  • Level 1: 10 mutants, 3 robobrains
  • Level 2: 15 mutants, 2 robobrains (note: two mutants were dead... because of what I don't know.)
  • Level 3: 5 mutants, 1 human
  • Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus lieutenant
Military Base
(day)
  • Outside: 4 mutants
  • Level 1: 13 mutants, 3 robobrains
  • Level 2: 13 mutants, 2 robobrains
  • Level 3: 5 mutants, 1 human
  • Level 4: 5 mutants, Mr. Handy, 3 robobrains and 6 humans plus lieutenant

NOTE: The mutants on future levels will regroup after attacking. This holds true for the night approach.

Also, if you kill the mutants within three turns, then they won't set off the alarm. (In other words, one fistfight can last up to three turns.)