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  3. Skills (Part 1) | Fallout Tactics

Skills (Part 1) | Fallout Tactics

Posted on August 6, 2026 by admin

Fallout Tactics: BoS → Skills (Part 1)

Small Arms – Proficiency, repair, and general knowledge of small arms. Pistols, submachine guns, and rifles.

Value: 5% + (4 x Dexterity)

Big Guns – Proficiency in and maintenance of serious weapons, such as miniguns, rocket launchers, flamethrowers, etc.

Value: 0% + (2 x Dexterity)

Energy Weapons – Proficiency with energy weapons. Knowledge of how to load and operate weapons using laser or plasma technology.

Value: 0% + (2 x Dexterity)

Unarmed – Mastery of martial arts, boxing, and other unarmed combat techniques. Fights only with your feet and fists.

Value: 30% + (2 x (Dexterity + Strength))

Melee – the use of close combat weapons, namely: knives, hammers, spears, clubs, etc.

Value: 20% + (2 x (Dexterity + Strength))

Throwing is the skill of using thrown weapons, such as throwing knives, spears, and grenades.

Value: 0% + (4 x Dexterity)

First Aid – First Aid skills. Used to treat minor cuts, abrasions, and other minor ailments.

Value: 30% + (2 x (Perception + Intelligence))

Doctor – Treats serious wounds and fractures. Without this skill, healing a fracture will take a long time.

Value: 0% + (Perception + Intelligence)

Sneaking is the ability to move quickly and remain undetected. If you’re proficient in this skill, you’re very difficult to spot. You can’t run and sneak at the same time.

Value: 0% + (3 x Dexterity)


Skills: (Part 1) (Part 2)

See also:

Fallout Tactics: BoS – Osceolla

Fallout Tactics: Kansas City

Fallout Tactics: Jefferson

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