Fallout Tactics races

There are six races in Fallout Tactics. Each race has different minimum and maximum SPECIAL statistics, perks (although most are shared), traits and in-game abilities.

Human

 * The race of all humans in the Brotherhood of Steel. Enemy 'humans' such as raiders, tribals and the like, are actually internally represented by a separate race, although the statistics and traits are the same.
 * Perk rate: 3
 * Hit Points: 15 + Strength + 2x Endurance

Ghoul

 * Ghoul traits: Glowing One, Tech Wizard, Fear the Reaper
 * Forbidden traits: Fast Metabolism, Bruiser, Heavy Handed
 * Ghoul perks: Cancerous Growth, Bonsai, Rad Child
 * Perk rate: 4
 * Hit Points: 10 + Strength + 2x Endurance
 * +10% poison resistance and +40% rad resistance
 * Ghouls start the game with +2 Attribute points. (42 total)
 * Ghouls can wear only ghoul armor, superior ghoul armor, environmental armor, environmental armor Mark II, power armor and advanced power armor.
 * Power armor or the "Gain Strength" perk will not increase a ghoul's Strength beyond a maximum of level 8, meaning that they cannot wield Browning M2 guns. However, the "Gain Strength" trait can give them a functional Strength level beyond 8 (for purposes of ranged weapons), and will allow them to wield Browning M2 guns.

Super mutant

 * Super mutant traits: Vat Skin, Ham Fisted
 * Forbidden traits: Finesse, Small Frame
 * Super mutant perks: Steady Arm, Tough Hide, Psychotic
 * Perk rate: 4
 * Hit Points: 25 + Strength + 2x Endurance
 * 6% bonus damage, +25% damage resistance, +20% rad resistance and +20% poison resistance
 * Cannot use Small Guns or human armor, but have mutant armor instead.

Hairy deathclaw

 * Deathclaw traits: Rabid, Domesticated
 * Forbidden traits: Fast Shot, Good Natured
 * Deathclaw perks: Brutish Hulk, Talon of Fear, Hide of Scars, Death Sense
 * Perk rate: 4
 * Hit Points: 30 + Strength + 2x Endurance
 * 3% bonus damage, +15% damage resistance and +10% rad resistance
 * Cannot use guns, melee weapons, traps, any armor, or medical kits. However, they can disarm traps, throw grenades, use lockpicks, and heal themselves by holding a medical kit and using the First Aid or Doctor skills. They can also equip fist weapons such as the power fist.

Humanoid robot

 * Humanoid robot traits: Tight Nuts, EMP Shielding, Targeting Computer, Beta Software
 * Forbidden traits: Fast Metabolism, Good Natured, Chem Reliant, Chem Resistant, Night Person, Skilled, Gifted
 * Cannot gain perks
 * +5 skill rate per level
 * Hit Points: 0 + Strength + 2x Endurance (multiplayer) or 30 + Strength + 2x Endurance (single player)
 * +50% damage resistance, +100% poison resistance and +100% rad resistance
 * Robots start the game with +2 Attribute points. (42 total)
 * Cannot use human armor

Dog

 * Same traits as a human, and unable to use most items similar to a deathclaw
 * Perk rate: 2
 * Hit Points: 8 + Strength + 2x Endurance
 * Dogs start the game with -5 Attribute points. (35 total)