Fallout Tactics recruits

This page lists all recruits $$

Training
The following recruits are only available in training mode and do not appear in the campaign.

Campaign
The following recruits appear in the course of the campaign and become available as the player character advances in rank. Campaign.txt indicates that the original intention was for the player to start with a full six-person squad composed of Robin, Jax, Stitch, Farsight, and Torn. This was reduced to just Stitch and Farsight, with the remainder added to the initial recruit pool.

Other recruits are added as the player completes missions. The player character's rank determines which one of these are available for recruitment once they're added to the recruit pool.


 * The initial pool consists of the aforementioned ex-starters plus Trevor, Kevin, Brian, Rage, Rebecca, Ice, Jo and Mandy.
 * Completing Rock Falls (mission 3) will add Target, Keith, Stein, Stumpy, Stoma, Stevie, Beth, and Sharon. Fleetfoot and Slicer were supposed to be added after completing a secondary objective, but were not properly implemented.
 * Completing Quincy (mission 6) while saving the ghouls will add Babs and Billy Bob, both ghouls, to the pool. Frank was supposed to be added to the pool, but like Fleetfoot and Slicer, the game does not properly add them.
 * Completing Mardin (mission 7) will add Creeper, Pain, Hurt, Malice, Boomer (raiders), Dillon, Harold, Martin (ghouls), Max, Alice, and Ed. If the deathclaw matriarch survives, the pool will also receive Shaav, Krldraav, Shriek, and the Matriarch.
 * Completing Osceolla (mission 11) will add Chuck, Pump, Toni, Bob, Cookie (super mutants), Kaisa, Fran, Karl, John, and Vector.
 * Completing Newton (mission 15) will add Mac and Dos, (reavers), Debbie, Slim, shaky, Peta, Box, and Clarise. Hardrive and Seedee were also supposed to be available, but the game doesn't properly add them.
 * Finally, completing Canyon City (mission 17) will add HR-1205, as the last expansion of the recruit pool.

Additionally, four other recruits can be collected in special encounters at any point: Pipboy, Riddick, and the Grimm brothers.

List
The following list breaks down all characters available for recruitment. The Type column is the intended character type according to the game's files, which might not correspond to the effective build according to the stats and skills, and might be completely different from the character bio.

Races
There are six races of recruits 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)