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Initiate:
Fallout Tactics

Initiate:

Detailed guide for the Initiate character (HR1205) in Fallout Tactics, covering stats, skills, unique abilities, and recommended strategies for combat and utility.

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Detailed guide for the Initiate character (HR1205) in Fallout Tactics, covering stats, skills, unique abilities, and recommended strategies for combat and utility.

Walkthrough
  1. 1
    Character Overview: HR1205 has base stats of 10 Strength, 7 Perception, 7 Endurance, 1, 7 Intelligence, 6 Agility, and 5 Luck. He cannot gain experience points or level up, meaning no perks can be acquired. He also cannot benefit from enhancing drugs.
  2. 2
    Unique Abilities & Equipment:
    • He comes with the game's best armor, equivalent to A.P. Armor but without drawbacks.
  3. 3
    He can wear Brahmin Armor, providing 57 AC and 90% damage absorption, making him highly resistant to damage.
  4. 4
    Repair kits can restore him to full health and functionality, including healing crippled limbs.
  5. 5
    He can use skill books to increase his abilities.
  6. 6
    He possesses innate melee weapons (arm protrusions) dealing 35-50 damage.
  7. 7
    He can repair himself using toolkits.
  8. 8
    His high base skills include 110% Heavy Weapons and Energy Weapons, 90% Hand to Hand, and slightly less in Melee. Repair and Science are above 80%, and Driving is 75%. His Small Guns skill is low.
  9. 9
    Drawbacks:
    • Inability to level up or gain perks.
  10. 10
    Cannot gain bonuses from enhancing drugs.
  11. 11
    Low HP (57 at level 23) compared to other characters.
  12. 12
    Cannot be healed by Stimpaks, Doctor, or First Aid.
  13. 13
    Cannot be repaired if he 'dies'.
  14. 14
    Recommendations for Use:
    1. Tank Driver: With 75% Driving and 110% Heavy Weapons, he excels at operating tanks. Equip him with Tank Rounds for effective use in random encounters. Consider giving him Driver magazines to improve performance.
  15. 15
    Sniper: His 7 Perception and 110% Energy Weapons make him a good sniper. Equip him with a Laser Rifle and have him prone to aim for critical hits. He can also use a Gauss rifle effectively, potentially benefiting from Guns magazines.
  16. 16
    Rocket Jock: His Strength of 10 allows him to carry a Rocket Launcher and multiple reloads. A pack mule can assist by transferring rockets.
Tips
  • Because HR1205 cannot gain XP, other party members will gain experience at a faster rate.
  • Using books on him can be an effective way to boost skills, especially if they are less effective on your main character.
  • He is nigh unstoppable when equipped with Brahmin Armor.
  • Repair kits are essential for keeping him at full health.
The primary reward for utilizing HR1205 is his exceptional combat effectiveness due to his unique equipment and high base skills, despite his inability to level up. He can also indirectly benefit the party by allowing other members to gain XP faster.

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