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Armor
Advanced Power Armour
Category: Armor
Weight: 50
Armor Class: 35
Normal: 18/60%
Fire: 15/65%
Gas: 7/45%
Explode: 10/50%
Energy: 17/55%
Electric: 0/0%
This powered armour is composed of lightweight metal alloys, reinforced with ceramic castings at key points. The motion-assist servo-motors appear to be high quality models as well.

Reduces sneak skill by 75%. Boosts strength by 4.

Obtained:
• Newton - Found in fridge (#5)
• Bunkers - For sale after Canyon City
Brahmin Armour
Category: Armor
Weight: 10
Armor Class: 20
Normal: 3/25%
Fire: 1/17%
Gas: 0/0%
Explode: 1/25%
Energy: 1/30%
Electric: 0/0%
A special suit of armour. When worn, you can move unseen through herds of Brahmin!

Obtained:
• Brahmin Armour Special Encounter - Found on Brahmin
Broken Power Armor
Category: Armor
Weight: 42
Armor Class: 0
Normal: 0/0%
Fire: 0/0%
Gas: 0/0%
Explode: 0/0%
Energy: 0/0%
Electric: 0/0%
A suit of Power Armor, broken beyond your ability to repair.

Obtained:
• Coldwater - Found in three places (#20 and #23 and #25)
Devilthorn Jacket
Category: Armor
Weight: 20
Minimum Strength: 75
Armor Class: 100
Normal: 6/0%
Fire: 0/50%
Gas: 0/0%
Explode: 0/0%
Energy: 0/0%
Electric: 0/0%
Unique Item
100 AC
+10 Strength
+50% Resist fire
-6 Damage from enemies
Indestructible


Obtained:
• Bazaar Day Special Encounter - For sale
Environmental Armour
Category: Armor
Weight: 20
Armor Class: 10
Normal: 5/40%
Fire: 4/40%
Gas: 13/70%
Explode: 6/40%
Energy: 5/55%
Electric: 0/0%
This Armour affords the wearer 60% protection against harmful airborne agents and radiation.

Reduces sneak skill by 50%, but increases poison and radiation resistance by 50%. Can be worn by ghouls.

Obtained:
• Jefferson - Found in two places (#11 and #16)
• Trader Special Encounter - For sale
Environmental Armour II
Category: Armor
Weight: 25
Armor Class: 10
Normal: 6/40%
Fire: 5/42%
Gas: 20/90%
Explode: 9/45%
Energy: 6/60%
Electric: 0/0%
This Armour affords the wearer 90% protection against harmful airborne agents and radiation.

Reduces sneak skill by 50% and PE by 1, but increases poison and radiation resistance by 75%. Can be worn by ghouls.

Obtained:
• Bunkers - For sale after Jefferson
Ghoul Armour
Category: Armor
Weight: 20
Armor Class: 10
Normal: 0/20%
Fire: 0/10%
Gas: 0/0%
Explode: 0/20%
Energy: 0/25%
Electric: 0/0%
A light leather covering. It can only be worn by ghouls.

Obtained:
• Bunkers - Worn by Billy Bob and Harold
• Bazaar Day Special Encounter - For sale
Leather Armour
Category: Armor
Weight: 8
Armor Class: 15
Normal: 2/25%
Fire: 0/15%
Gas: 0/0%
Explode: 0/20%
Energy: 0/25%
Electric: 0/0%
Your basic all leather apparel. Finely crafted from tanned brahmin hide.

Obtained:
• Various locations throughout the wasteland.
Leather Armour Mark II
Category: Armor
Weight: 10
Armor Class: 20
Normal: 3/25%
Fire: 1/17%
Gas: 0/0%
Explode: 1/25%
Energy: 1/30%
Electric: 0/0%
An enhanced version of the basic leather armour with extra layers of protection. Finely crafted from tanned brahmin hide.

Obtained:
• Preoria - Found in a desk (#19)
Metal Armour
Category: Armor
Weight: 35
Armor Class: 10
Normal: 4/30%
Fire: 4/15%
Gas: 0/0%
Explode: 4/25%
Energy: 3/37%
Electric: 0/0%
Polished metal plates, crudely forming a suit of armour.

Reduces sneak skill by 25%.

Obtained:
• Bunkers - For sale after Preoria
• Hermit Special Encounter - For sale
Metal Armour Mark II
Category: Armor
Weight: 35
Armor Class: 15
Normal: 4/35%
Fire: 4/20%
Gas: 0/0%
Explode: 4/30%
Energy: 4/45%
Electric: 0/0%
Polished metal plates, finely crafted into a suit of armour.

Reduces sneak skill by 25%.

Obtained:
• Quincy - Found in chest in church (#9)
• Coldwater - Found in ice chest (#6)
• Bunkers - For sale after Mardin
Plating Mutant Armour
Category: Armor
Weight: 40
Armor Class: 10
Normal: 4/30%
Fire: 4/15%
Gas: 0/0%
Explode: 4/25%
Energy: 0/37%
Electric: 0/0%
Crude armour that uses straps of leather and metal bands to form a sparse but effective covering. It can only be worn by mutants.

Reduces sneak skill by 25%.

Obtained:
• Bunkers - Worn by Bob
Power Armour
Category: Armor
Weight: 42
Armor Class: 30
Normal: 13/55%
Fire: 13/60%
Gas: 5/30%
Explode: 10/50%
Energy: 16/50%
Electric: 0/0%
A self-contained suit of advanced technology armour. Powered by a micro-fusion reactor, with enough fuel to last a hundred years.

Reduces sneak skill by 75%. Boosts strength by 3.

Obtained:
• Bunkers - For sale after Coldwater
Spiked Mutant Armour
Category: Armor
Weight: 50
Armor Class: 15
Normal: 4/35%
Fire: 4/20%
Gas: 0/0%
Explode: 4/30%
Energy: 4/45%
Electric: 0/0%
Bunkers (worn by Pump and Cookie)

Reduces sneak skill by 35%.

Obtained:
• Bunkers - Worn by Cookie and Pump
Superior Ghoul Armour
Category: Armor
Weight: 25
Armor Class: 0
Normal: 0/0%
Fire: 0/0%
Gas: 0/0%
Explode: 0/0%
Energy: 0/0%
Electric: 0/0%
A mixture of leather and metal patches, held together by rubber straps. It can only be worn by ghouls.

Obtained:
• Unknown (Please submit this info!)
Tesla Armour
Category: Armor
Weight: 40
Armor Class: 15
Normal: 4/35%
Fire: 7/45%
Gas: 0/0%
Explode: 4/20%
Energy: 15/85%
Electric: 0/0%
This shining armour provides superior protection against energy attacks. The three Tesla Attraction Coil Rods disperse a large percentage of directed energy attacks.

Reduces sneak skill by 20%.

Obtained:
• Bunkers - For sale after Buena Vista


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