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* GameplayAndStorySegregation: According to Fallout lore, Ghouls are actually [[HealingFactor healed]] when [[FeedItWithFire exposed to]] [[RadiationImmuneMutants radiation]]. However, due to a limitation of //Tactics//' game engine, the game's Ghouls are poisoned by radiation just like normal humans. They do get a bonus to radiation resistance though.

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* GameplayAndStorySegregation: According to Fallout lore, Ghouls are actually [[HealingFactor healed]] when [[FeedItWithFire exposed to]] [[RadiationImmuneMutants radiation]]. However, due to a limitation of //Tactics//' game engine, the game's engine, the Ghouls you can recruit in this game are poisoned by radiation just like normal humans. They do get a bonus to radiation resistance though.
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* GameplayAndStorySegregation: According to Fallout lore, Ghouls are actually [[HealingFactor healed]] when [[FeedItWithFire exposed to]] [[RadiationImmuneMutants radiation]]. However, due to a limitation of //Tactics//' game engine, the game's Ghouls are poisoned by radiation just like normal humans. They do get a bonus to radiation resistance though.
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* GoodBadBug: The Brahmin Armor supposed to turn the wearer into a brahmin, however this only works for human characters. To non-human characters this is treated like any other armor; in particular, this can turn the Robot recruit into an unkillable juggernaut.
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* SaveGameLimits: Enabling "Tough Guy" mode at the start of the game limits saves to in-between missions ala ''FireEmblem'', but gives bonus XP in return.

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* SaveGameLimits: Enabling "Tough Guy" mode at the start of the game limits saves to in-between missions ala ''FireEmblem'', but gives bonus XP in return. Otherwise, you can save at any time, as many times as you want.
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* CombatMedic: Stitch, who is part of your squad from the beginning. He's not a long-range shooter (and crap with machine guns like SAWs or M-60s), so give him a shotgun (and plenty of Medkits & Doctor's Bags) and let him go to work.

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* CombatMedic: Stitch, who is part of your squad from the beginning. He's not a long-range shooter (and crap with machine guns like SAWs [=SAWs=] or M-60s), so give him a shotgun (and plenty of Medkits & Doctor's Bags) and let him go to work.

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* CombatMedic: Stitch, who is part of your squad from the beginning. He's not a long-range shooter (and crap with machine guns like SAWs or M-60s), so give him a shotgun (and plenty of Medkits & Doctor's Bags) and let him go to work.



* ChainedByFashion: Oddly enough power armor has a chain wrapped around the left shoulder. Why? Because it's looks cool.

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* ChainedByFashion: Oddly enough power armor has a chain wrapped around the left shoulder. Why? [[RuleOfCool Because it's it looks cool.cool]].
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How To Create A Works Page explicitly says "No bolding is used for work titles."


'''''Fallout Tactics: Brotherhood of Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the series' first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=] (it uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters, etc.) the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for the minor continuity errors, occasionally iffy game balance, and departing from many of the RPG elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.

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'''''Fallout ''Fallout Tactics: Brotherhood of Steel''''' Steel'' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the series' first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=] (it uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters, etc.) the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for the minor continuity errors, occasionally iffy game balance, and departing from many of the RPG elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.

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* AwesomeYetPractical: The Browning M2. Requires 9 strength (doable with Power Armour or for a super mutant), dish out lots of damage, and can use depleted uranium ammunition.
** The Rocket launcher: high firepower, and lots of different amunition, including EMP rockets.
** Supermutant squad members. Similar to the ghouls they can only wear rare race specific armor, but unlike them they can't use late game human armor. They can't use any weapons that use a certain sprite animation (rifles). Several of them are tagged for and have a high energy weapons skill, which is all but useless to them due to most energy weapons using the rifle sprite animation. Some even start with a trait that gives the rest of the squad a penalty to Perception. Finally they have a lower perk rate than humans. However a combination of high durability, high skills, and ability to use the biggest weapons means their pros far outweigh their cons



* TheBeastmaster: Beastlords, who use their psychic powers to control all manner of creature from giant cockroaches, to wasps, to dogs, to wolves. Except deathclaws, they control them by holding their matriarch hostage.
* BoringButPractical: Human recruits. Most don't really have anything special about them. What they do have is variety - variety of recruits to choose, variety of weapons they can use, variety of armor they can wear, variety of perks, and so on. It's telling how the player character can only be a human and the vast majority of recruits are human as well.

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* TheBeastmaster: Beastlords, who use their psychic powers to control all manner of creature from giant cockroaches, to wasps, to dogs, to wolves. Except deathclaws, deathclaws; they control them by holding their matriarch hostage.
* BoringButPractical: Human recruits. Most don't really have anything special about them. What they do have is variety - variety: variety of recruits to choose, variety of weapons they can use, variety of armor they can wear, variety of perks, and so on. It's telling how the player character can only be a human and the vast majority of recruits are human as well.



* BroadStrokes: There are some minor inconsistencies with previous games here and there, but the main events are still canon.
** Rule of Thumb: If the events don't clash with canon of the main games, it's canon.

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* BroadStrokes: There are some minor inconsistencies with previous games here and there, but the main events are still canon.
**
canon. Rule of Thumb: If the events don't clash with canon of the main games, it's canon.



* [[DepletedPhlebotinumShells Depleted Uranium Shells]]: The Browning M2 can be equipped with these.

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* [[DepletedPhlebotinumShells Depleted Uranium Shells]]: DepletedPhlebotinumShells: The Browning M2 can be equipped with these.depleted uranium shells.



* EnemyMine: As things progress FromBadToWorse, the Mid-Western Brotherhood expands their membership to former raiders, Ghouls, Super-Mutants (which are still on the Holy Genocide List back west), intelligent deathclaws, and even a robot not controlled by Calculator.

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* EnemyMine: EnemyMine:
**
As things progress FromBadToWorse, the Mid-Western Brotherhood expands their membership to former raiders, Ghouls, Super-Mutants (which are still on the Holy Genocide List back west), intelligent deathclaws, and even a robot not controlled by Calculator.



* GoodBadBug: The Brahmin Armor supposed to turn the wearer into a brahmin, however this only works for human characters. To non-human characters this is treated like any other armor, in particular this can turn the Robot recruit into an unkillable juggernaut.

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* GoodBadBug: The Brahmin Armor supposed to turn the wearer into a brahmin, however this only works for human characters. To non-human characters this is treated like any other armor, armor; in particular particular, this can turn the Robot recruit into an unkillable juggernaut.



* [[InfinityPlusOneSword Infinity Plus One Machinegun]]: Either the Browning M2 due to armor reduction on target (with depleted uranium shells), or the Gauss Minigun.

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* [[InfinityPlusOneSword Infinity Plus One Machinegun]]: InfinityPlusOneSword: Either the Browning M2 due to armor reduction on target (with depleted uranium shells), or the Gauss Minigun.



* JokeItem: [[http://en.wikipedia.org/wiki/Chauchat The chauchat]], a French UsefulNotes/WW1 light machine gun whose frequent jams have been [[{{Flanderization}} flanderized]] to epic proportions. It can be found in a hidden cache, but it's not even usable as a melee weapon!
** To clarify, literally the only thing a character with it equipped can do is reload it, you won't even get any cash for selling it!
* LethalJokeItem: The 'Mutate' perk. Worthless in ''Fallout'' and ''Fallout 2'' where you pick your traits at the beginning of the game. In this game however, it can be used to make all your squad members Gifted retroactively, and is well worth the perk slot.

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* JokeItem: [[http://en.wikipedia.org/wiki/Chauchat The chauchat]], a French UsefulNotes/WW1 light machine gun whose frequent jams have been [[{{Flanderization}} flanderized]] to epic proportions. It can be found in a hidden cache, but it's not even usable as a melee weapon!
**
weapon! To clarify, literally the only thing a character with it equipped can do is reload it, you won't even get any cash for selling it!
* LethalJokeItem: LethalJokeItem:
**
The 'Mutate' perk. Worthless in ''Fallout'' and ''Fallout 2'' where you pick your traits at the beginning of the game. In this game however, it can be used to make all your squad members Gifted retroactively, and is well worth the perk slot.
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'''''Fallout Tactics: Brotherhood of Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters etc.[[/note]] the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for the minor continuity errors, occasionally iffy game balance, and departing from many of the RPG elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.

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'''''Fallout Tactics: Brotherhood of Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the series' first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It [=RPG=] (it uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters encounters, etc.[[/note]] ) the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for the minor continuity errors, occasionally iffy game balance, and departing from many of the RPG elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.
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* AKA47: Averted, surprisingly, and this is often cited as one of the less-popular aspects of the game. Instead of the fictionalised guns of the first two games, many of ''Tactics''' weapons are modern weapons appearing under their own names.
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'''''Fallout Tactics: Brotherhood of Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters etc.[[/note]] the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for the minor continuity errors and departing from many of the elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.

to:

'''''Fallout Tactics: Brotherhood of Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters etc.[[/note]] the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for the minor continuity errors errors, occasionally iffy game balance, and departing from many of the RPG elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.
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'''''Fallout Tactics: Brotherhood of Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters etc.[[/note]] the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for percieved continuity errors and departing from many of the elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.

to:

'''''Fallout Tactics: Brotherhood of Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters etc.[[/note]] the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for percieved the minor continuity errors and departing from many of the elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.
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* GoodBadBug: The Brahmin Armor supposed to turn the wearer into a brahmin, however this only works for human characters. To non-human characters this is treated like any other armor, in particular this can turn the Robot recruit into an unkillable juggernaut.


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** The water gun. You then realize that you can find bottles of concentrated acid lying around, and the robots aren't exactly acid-proof.
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* TakeThat: You can find an authentic recreation of a [[Franchise/StarTrek Klingon]] D'k tahg dagger in the bunker beneath Preoria. The description mentions how it is an exact replica of a dagger from a popular sci-fi TV series, and it's very existence shows just how pathetic the show's fanbase was.
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** Supermutant squad members. Similar to the ghouls they can only wear rare race specific armor, but unlike them they can't use late game human armor. They can't use any weapons that use a certain sprite animation (rifles). Several of them is tagged for and have a high energy weapons skill, which is all but useless to them due to most energy weapons using the rifle sprite animation. Some even start with a trait that gives the rest of the squad a penalty to Perception. Finally they have a lower perk rate than humans. However a combination of high durability, high skills, and ability to use the biggest weapons means their pros far outweigh their cons

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** Supermutant squad members. Similar to the ghouls they can only wear rare race specific armor, but unlike them they can't use late game human armor. They can't use any weapons that use a certain sprite animation (rifles). Several of them is are tagged for and have a high energy weapons skill, which is all but useless to them due to most energy weapons using the rifle sprite animation. Some even start with a trait that gives the rest of the squad a penalty to Perception. Finally they have a lower perk rate than humans. However a combination of high durability, high skills, and ability to use the biggest weapons means their pros far outweigh their cons
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** Ghoul recruits. Unless you focused your recruits towards specific skills only, then they will most likely have the highest skill percentages in several categories. However they cannot use lower to mid tier human armor, which is the only kind you'll have for a long time. The only armor they can use are rare or only available in the late game. They also cannot use weapons that use a specific sprite animation (heavy weapons). Due to a technical issue with the game engine, they are ''not'' immune to radiation. They also don't get perks as fast as humans. Finally several of them start with the "Glowing One" trait, which grants them small bonuses with the penalty of irradiating the rest of your squad, including other ghouls without the "Glowing One" trait.
** Deathclaw recruits. They are fast. They are strong. They are tough. They tear through metal armour and supermutant skin like tissue paper. Their blows have a knockdown effect that stunlocks anyone they hit. They have no weapons or armour whatsoever, require a lot of micromanaging, does not gain perks as fast, and show up just in time for the point where Big Guns become the alpha and omega.

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** Ghoul recruits. Unless you focused your recruits towards specific skills only, then they will most likely have the highest skill percentages in several categories. However they cannot use lower to mid tier human armor, which is the only kind you'll have for a long time. The only armor they can use are is rare or only available in the late game. They also cannot use weapons that use a specific sprite animation (heavy weapons). Due to a technical issue with the game engine, they are ''not'' immune to radiation. They also don't get perks as fast as humans. Finally several of them start with the "Glowing One" trait, which grants them small bonuses with the penalty of irradiating the rest of your squad, including other ghouls without the "Glowing One" trait.
** Deathclaw recruits. They are fast. They are strong. They are tough. They tear through metal armour and supermutant skin like tissue paper. Their blows have a knockdown effect that stunlocks anyone they hit. They have no weapons or armour whatsoever, require a lot of micromanaging, does do not gain perks as fast, and show up just in time for the point where Big Guns become the alpha and omega.
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** Ghouls recruits. Unless you focused your recruits towards specific skills only, then they will most likely have the highest skill percentages in several categories. However they cannot use lower to mid tier human armor, which is the only kind you'll have for a long time. The only armor they can use are rare or only available in the late game. They also cannot use weapons that use a specific sprite animation (heavy weapons). Due to a technical issue with the game engine, they are ''not'' immune to radiation. They also don't get perks as fast as humans. Finally several of them start with the "Glowing One" trait, which grants them small bonuses with the penalty of irradiating the rest of your squad, including other ghouls without the "Glowing One" trait.

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** Ghouls Ghoul recruits. Unless you focused your recruits towards specific skills only, then they will most likely have the highest skill percentages in several categories. However they cannot use lower to mid tier human armor, which is the only kind you'll have for a long time. The only armor they can use are rare or only available in the late game. They also cannot use weapons that use a specific sprite animation (heavy weapons). Due to a technical issue with the game engine, they are ''not'' immune to radiation. They also don't get perks as fast as humans. Finally several of them start with the "Glowing One" trait, which grants them small bonuses with the penalty of irradiating the rest of your squad, including other ghouls without the "Glowing One" trait.
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** Which makes sense - much of this technology (like energy weapons) ins't exactly easy to use, and the player ins't the only one who needs it. Not to mention the last thing the brotherhood wants is for someone to run off with the Power Armor or something.

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** Which makes sense - much of this technology (like energy weapons) ins't isn't exactly easy to use, and the player ins't isn't the only one who needs it. Not to mention the last thing the brotherhood wants is for someone to run off with the Power Armor or something.
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[[caption-width-right:265:''Life in the Brotherhood is about to change...'']]
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''Fallout Tactics: Brotherhood of Steel'' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters etc.[[/note]] the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for percieved continuity errors and departing from many of the elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.

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''Fallout '''''Fallout Tactics: Brotherhood of Steel'' Steel''''' is the third installment in the ''VideoGame/{{Fallout}}'' series, and the first spinoff. Released by Creator/InterplayEntertainment in 2001, it was developed by Micro Forte and published by Interplay. The game took a departure from the first two games settings-wise and gameplay-wise. While, at its core, still an [=RPG=],[[note]]It uses the same SPECIAL system as the previous games, you gain experience, level up, there are sidequests, random encounters etc.[[/note]] the focus is now on tactical squad-based combat. The game is a ContestedSequel with some liking it for its solid tactical combat while others dislike it for percieved continuity errors and departing from many of the elements that made the first two games so good. The official stance on the game from the current IP owners {{Creator/Bethesda}} is that it's BroadStrokes canon.
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[[RunningGag The Mid-western wasteland around the ruins of Chicago is an okay place to live.]] Sure, there's monsters everywhere that can tear your head off easier than you could swat a fly, almost all the water is irradiated, there are large groups of Super-Mutants who escaped the destruction of [[VideoGame/{{Fallout1}} The Master's army]] that want to KillAllHumans, and... Actually, the Wasteland is a horrible place to live. But it's not like you have a choice.

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It's 2197, and [[RunningGag The Mid-western wasteland around the ruins of Chicago Midwestern Wasteland is an okay place to live.]] Sure, Chicago is in ruins, there's monsters everywhere that can tear your head off easier than you could swat a fly, almost all the water is irradiated, there are large groups of Super-Mutants who escaped the destruction of [[VideoGame/{{Fallout1}} The Master's army]] that want to KillAllHumans, and... Actually, the Wasteland is a horrible place to live. But it's not like you have a choice.
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[[quoteright:265:http://static.tvtropes.org/pmwiki/pub/images/8f0d0c42610fedb7ece2e53d64da2b66.jpg]]
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** Which makes sense - much of this technology (like energy weapons) ins't exactly easy to use, and the player ins't the only one who needs it. Not to mention the last thing the brotherhood wants is for someone to run off with the Power Armor or something.
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* OneHitKill: The bazooka is this one low armor targets. A [[CriticalHit critical]] burst can do the trick too.

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* OneHitKill: The bazooka is this one on low armor targets. A [[CriticalHit critical]] burst can do the trick too.
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* ImmuneToBullets: All kinds and types of mechanical enemies are made of and covered with reinforced steel and other materials of equal durability. Unless anti-tank or EMP weapons are fielded, your attacks will be literally reduced to scratching.


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* TooAwesomeToUse: The mentioned all around .50 cal shells made of depleted uranium. You can get only few belts of it and only in very complex way, thus conserving them for the rest of the game. On the other hand, by the tail end of the game, you won't even hesitate for a second to load them.
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* MildlyMilitary: The East [=BoS=] is considerably more lax than the West one. It not only comes from fielding NewMeat and using locals as replacements, but also things like drug stimulation during combat are not a breach in protocol - they are norm.


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* RPGsEqualCombat: ZigZagged. Sure, the game is basically a tactical shooter with very linear plot, but it's not trying to convince anyone it's something more. On the other hand, combat by itself grants almost no experience points - they are earned for different, often optional, mission objectives.


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* ShroudedInMyth: In-universe. The whole game is a transcript from Brotherhood archives about achievements of the Warrior, your character.
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* SaveGameLimits: Enabling "Tough Guy" mode at the start of the game limits saves to in-between missions ala ''FireEmblem'', but gives bonus XP in return.
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* [[ActionizedSequel Actionized Spin-Off]]: Though it uses the same interface and much of the same elements, ''Tactics'' is a lot more combat-oriented and linear than the two games

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* [[ActionizedSequel Actionized Spin-Off]]: Though it uses the same interface and much of the same elements, ''Tactics'' is a lot more combat-oriented and linear than the two gamesgames before it.

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Doesn\'t really add anything


* [[ActionizedSequel Actionized Spin-Off]]: Though it uses the same interface and much of the same elements, ''Tactics'' is a lot more combat-oriented and linear than the two games before it.
* {{AKA47}}: Averted. Most of the real-world guns are licensed and use their actual names.

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* [[ActionizedSequel Actionized Spin-Off]]: Though it uses the same interface and much of the same elements, ''Tactics'' is a lot more combat-oriented and linear than the two games before it.
* {{AKA47}}: Averted. Most of the real-world guns are licensed and use their actual names.
games
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* [[ActionizedSequel Actionized Spin-Off]]: Though it uses the same interface and much of the same elements, ''Tactics'' is a lot more combat-oriented and linear than the two games before it.

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