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Fallout: Tactics
Brotherhood of Steel
Weapon and Armor Stats

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Weapon Class: Small Guns
Pistols
   
Single
Triple
       
Name Action Points Range Damage Range Damage Weight Str.Req Ammo Capacity
Zip Gun 4 22 6-12     3 3 9mm 6
9mm HSI Mauser 4 28 6-14     3 3 9mm 7
Browning HP 4 / 5 20 7-14 16 7-14 6 3 9mm 3 / 12
9mm M9P5 Baretta 4 / 5 22 8-15 17 8-16 3 3 9mm 3 / 15
44 M29 Revolver 4 18 14-21     6 4 .44 mag 6
Colt 45 4 / 5 22 12-18 17 12-18 3 3 .45 3 / 12
Desert Eagle Mk XIX 44 4 25 15-23     4 4 .44 mag 8
Needler Pistol 4 30 12-24     4 3 Needle 10
Laser Pistol 3 35 10-22     5 3 Small Energy Cell 12
Plasma Pistol 3 20 15-35     4 3 Small Energy Cell 16
YK Pulse Pistol 3 20 32-46     5 3 Small Energy Cell 5
PPK12 Gauss Pistol 3 50 22-32     5 4 2mm EC 12
 
Rifles / Shotguns / any other guns that are under "Small Guns", and aren't pistols, and don't have burst fire
   
Single
Double
       
Name Action Points Range Damage Range Damage Weight Str.Req Ammo Capacity
Beretta 470 Silverhawk 4 14 12-22 ? ? 4 4 12gauge 2
Pump-action Shotgun 4 14 14-24     5 4 12gauge 5
M1 Garand 4 40 12-24     9 5 30.06 8
Hunting Rifle 4 40 8-20     9 5 7.62 10
Sniper Rifle 4 50 14-36     10 5 7.62 6
M79 Grenade Launcher 4 32 20-45     3 5 40mm 1
Sunbeam Laser Rifle 4 45 23-50     12 5 Micro Fusion Cell 12
Plasma Rifle 4 35 35-60     12 6 Micro Fusion Cell 10
YK Pulse Rifle 4 30 54-78     9 6 Micro Fusion Cell 12
M72 Gauss Rifle 5 50 60-80     9 6 2mm EC 20
             
Small Guns with Burst Fire
   
Single
Burst
       
Name Action Points Range Damage Range Damage Weight Str.Req Ammo Burst Count / Capacity
Uzi 4 / 5 20 8-16 16 7-14 6 4 9mm 25
Scorpio 4 / 5 22 9-18 18 8-16 6 4 9mm 32
MP5 H&K 4 / 5 25 10-20 20 8-17 (5) 5 4 9mm 30
MP30 4 / 5 20 12-24 16 10-21 8 4 9mm 30
M-14 Rifle 4 / 5 40 8-18 32 7-16 7 5 .303 20
M16A1 4 / 5 42 10-22 36 8-19 7 5 5.56 24
AK47 4 / 5 36 12-25 28 10-22 (5) 7 5 7.62 24
FN P90c 4 / 5 22 14-22 18 12-19 10 4 9mm 5 / 50
Tommy Gun 4 / 5 32 8-32 25 7-28 12 6 .45 10 / 50
Flamer Pistol 4     5 22-45 12 4 Flamer Fuel 1 / 3
7.62 FN fal 4 / 5 35 24-36 28 21-32 10 5 7.62 5 / 20
Steyr 4 / 5 28 15-30 24 13-26 8 5 5.56 40
XL70E3 Einfeld 4 / 5 35 16-30 28 14-26 9 5 5.56 8 / 20
Neostead Combat SG (Combat Shotgun) 4 / 5 22 15-25 17 13-22 11 6 12gauge 3 / 12
H&K CAW5 4 / 5 30 18-28 24 16-25 12 5 12gauge 10
Pancor Jackhammer (Combat Shotgun) 4 / 5 30 20-32 24 17-28 12 5 12gauge 3 / 10

Weapon Class: Big Guns
Burst Fire Big Guns
   
Burst
       
Name Action Points Range Damage Weight Str.Req Ammo Burst Count / Capacity
M60 5 35 18-26 25 7 7.62 10 / 50
M246 Saw 5 40 20-30 (10) 21 6 7.62 10 / 30
Avenger Minigun 5 35 7-10 28 7 5.56 30 / 120
Bren Gun 5 40 23-33 - - - 10 / 30
Lewis 5 45 28-41 - - - 10 / 47 (that's not a typo)
Browning M2 5 45 40-50 45 9 50 cal. 15 / 90
Vindicator Minigun 5 45 16-25 28 8 7.62 25 / 100
Gauss Minigun 5 35 78-104 - - - 20 / 80
 
Other Big Guns
   
Single
       
Name Action Points Range Damage Weight Str.Req Ammo Capacity
Rocket Launcher ? 40 50-100 18 6 Rockets 1
Flamer ? 5 45-90 18 6 Fuel 5

Weapon Class: Throwing
Throwing
Name Action Points Range Damage Weight Str.Req
Sharpened Pole - - - - -
 
Throwing Explosives
Name Action Points Range Damage Weight Str.Req
Boom Bugs - - - - -
Molotov Cocktail 3 18 9-51 2 4
Grenede (Frag) 6 15 32-52 1 4
Flash Grenede 6 15 4-10 1 4
Acid Grenede 6 15 31-61 1 4
Grenede (Incendiary) 6 15 41-61 1 4
Grenede (Plasma) 6 15 41-91 1 4
Grenede (Pulse) (EMP) 6 15 101-151 1 4

Weapon Class: Melee
Melee
   
Primary
Secondary
       
Name Action Points Attack Damage Attack Damage Weight Str.Req Ammo Capacity
Cattle Prod 5 / 4 Overload
10 SMCs, 10 "shots"
4-7 Swing
1 SMC, 1 swing
13-21  - - Small Energy Cells [10/1] / 20
Ripper 4 Swing 18 - 25     4 4 Small Energy Cells 1 / 30

Weapon Class: Unarmed
Melee
   
Primary
Secondary
       
Name Action Points Attack Damage Attack Damage Weight Str.Req Ammo Capacity
Impact Gloves - - - - - - - - -
Power Fist - - - - - - - - -

Armor
Armor
Name AC Normal Fire Gas Explode Energy Elec Weight Other Effects
Super Mutant Armour - - - - - - - - -
Super Mutant Armour II - - - - - - - - -
Ghoul Armour - - - - - - - - -
Ghoul Armour II - - - - - - - - -
Leather Armour 15 2/25% 0/15% 0/0% 0/20% 0/25% 0/10% 8  
Leather Armour Mark II 20 3/25% 1/17% 0/0% 1/25% 1/30% 0/10% 10  
Metal Armour 10 4/30% 4/15% 0/0% 4/25% 3/37% 0/10% 35 Note: 1
Metal Armour Mark II 15 4/35% 4/20% 0/0% 4/30% 4/45% 0/10% 35 Note: 1
Environmental Armour 10 5/40% 4/40% 13/70% 6/40% 5/55% 0/10% 20 Note: 2
Environ. Armour II 10 6/40% 5/42% 20/90% 9/45% 6/60% 0/10% 25 Note: 3
Power Armour 30 13/55% 13/60% 5/30% 10/50% 16/50% 0/10% 42 Note: 4
Adv. Power Armour 35 18/60% 15/65% 7/45% 10/50% 17/55% 0/10% 50 Note: 5
Tesla Armour 15 4/35% 7/45% 0/0% 4/30% 15/85% 0/10% 40 Note: 6
 
1) -25% Sneak
2) -50% Sneak, -5% First Aid, Science, -10% Doctor, Lockpick, Steal, Repair, +50% Poison Res, Radiation Res
3) -50% Sneak, -7% First Aid, -11% Doctor, Lockpick, -10% Steal, Repair, -5% Science, -2% Pilot, -1 Perception, +75% Poison Res, +85% Radiation Res
4) +3 Strength, -75% Sneak, -10%, Doctor, First Aid, Lockpick, Steal, Science, Repair, +15% Poison Res, +30% Radiation Res
5) +4 Strength, -75% Sneak, -10%, Doctor, First Aid, Lockpick, Steal, Science, Repair, +20% Poison Res, +40% Radiation Res
6) -20% Sneak

Based on the Weapon/Armor List v1.0 created by sfsuphysics@yahoo.com
Recreated in HTML and expanded upon by DeadPete.com ( http://deadpete.tripod.com/ )

Fallout: Tactics was brought to us by 14 Degrees East (Closed?! NOOOOOO!), Interplay, and MircoForte