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(more discussion of sequence)
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{{Infobox stat
 
{{Infobox stat
|name =Sequence
+
|type =derived
|type =derived
+
|image =Sequence.gif
|image =Sequence.gif
+
|games1 =FO1, FO2, FOT
 
|modifies1 =how soon in a combat turn a character can react
|games1 =FO1, FO2, FOT
 
 
|governed by1 =[[Perception]]
|modifies1 =How soon in a combat turn a character can react
 
|govstat1 =[[Perception]]
+
|initial value1 =2 * Perception
  +
|related perks1 =[[Earlier Sequence]]
|initial1 =2 * Perception
 
|perks1 =[[Earlier Sequence]]
+
|related traits1 =[[Kamikaze]]
  +
|games2 =VB
|traits1 =[[Kamikaze]]
 
 
|modifies2 =how soon in a combat turn a character can react
|games5 =JES
 
 
|governed by2 =[[Perception]]
|modifies5 =How soon in a combat turn a character can react
 
  +
|initial value2 =?
|govstat5 =[[Agility]], [[Strength]]
 
  +
|related perks2 =?
|initial5 =ST+AG
 
|perks5 =?
+
|related traits2 =?
|traits5 =?
+
|games3 =JES
 
|modifies3 =how soon in a combat turn a character can react
|games6 =VB
 
 
|governed by3 =[[Agility]], [[Strength]]
|modifies6 =How soon in a combat turn a character can react
 
  +
|initial value3 =ST+AG
|govstat6 =[[Perception]]
 
|initial6 =?
+
|related perks3 =?
|perks6 =?
+
|related traits3 =?
|traits6 =?
 
 
}}{{Games|FO1|FO2|FOT|VB|JES}}
 
}}{{Games|FO1|FO2|FOT|VB|JES}}
   

Revision as of 01:50, 4 September 2012

 
Gametitle-FO1Gametitle-FO2Gametitle-FOTGametitle-VBGametitle-JES
Gametitle-FO1Gametitle-FO2Gametitle-FOTGametitle-VBGametitle-JES
Determines how soon in a combat turn your character can react.— Fallout in-game description

Sequence is a derived statistic in Fallout, Fallout 2, and Fallout Tactics: Brotherhood of Steel. In Van Buren and J.E. Sawyer's Fallout RPG it was renamed to Combat Sequence.

After the surprise turn, characters with higher sequence act earlier than those with lower sequence, though everyone has a turn before anyone goes again.

Because everyone must have a turn before a character can have another, the main benefits to having a high sequence are:

  • If the player started combat (the surprise turn), a sufficiently high sequence will allow the player to have two turns in a row (by being first to go during the first normal turn).
  • Otherwise, the player will be able to influence combat much earlier. A player with very low sequence might never get a turn before dying. Conversely, a player with very high sequence (and a good weapon) might be able to swing the tide of battle before the enemies have much of a chance to do anything.

In either case, after the first turn, the direct advantages of having a high sequence (or direct disadvantages of a low sequence) disappear, since actions will be done round-robin. Though, if a player had a particularly good (or bad) first turn, those indirect effects will continue to be felt.

Initial Level: 2 * PE