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Moving the Running Gag to somewhere it fits better with paragraph flow


In the game, you are put in the role of the Overseer of a Vault of your choosing (the number is selected by you), and the goal is to successfully lead generations of Vault Dwellers to survive and thrive in post-nuclear America. Your duties will include acquisition and distribution of resources, development of the Vault complex, multiplying the population, prevention of crises (such as fires and raider attacks), and other similar activities.

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In the game, you are put in the role of the Overseer of a Vault of your choosing (the number is selected by you), and the goal is to successfully lead generations of Vault Dwellers to survive and thrive in post-nuclear America. America -- which means, at the bare minimum, making it [[RunningGag an okay place to live]]. Your duties will include the acquisition and distribution of resources, development of the Vault complex, multiplying the population, prevention of crises (such as fires and raider attacks), and other similar activities.



So go out into the wastes, spend caps wisely, and make sure that your Vault [[RunningGag is an okay place to live.]]
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* CrutchCharacter: Legendary dwellers. They join at a very high level already, and most of them come with an extremely powerful armor and/or weapon equipped, which lets them steamroll any early game quests or wasteland exploration handily. However, in the late game their high starting level hurts them, as it limits their HP growth (which is based on Endurance); by contrast, your normal dwellers can grind to 10/10 Endurance and equip Endurance-boosting armor for good measure, giving them significantly more HP as they level up. Add in that all the equipment legendary dwellers come with can be crafted in workshops, and they will become completely eclipsed by the rest of your populace with equivalent-or-better equipment and much better stats.
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** You can upgrade the Vault door for higher HP, which makes Raiders and Deathclaws take longer to get in so you have more time to position defenders. However, Raiders are such pathetic opponents you'll ''want'' to get them in the Vault quickly so you can kill them and get the incident over with. As for Deathclaws, well, the upgraded HP isn't gonna do ''that'' much to buy you time before they get in. Overall, upgrading the Vault door is just a waste of caps.
** You can upgrade training rooms to increase the speed at which the dwellers improve, but the improvement is a few minutes, and at higher levels, an hour or so. It takes around three full days to fully train a dweller to a 10/10 in a stat, so saving a sum total of four or five hours across their training period isn't really a noticeable improvement for the fair sum of caps it costs to do the upgrade.

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** You can upgrade the Vault door for higher to increase its HP, which makes Raiders and Deathclaws it take longer for attackers to get in so break through it and you have more time to position defenders. move your dwellers into place to fight them off. However, Raiders and Ghouls are such pathetic opponents that it already takes them a fair bit of time to break through an un-upgraded door, and the higher HP means it takes them even longer, except you'll ''want'' to get them to break in the Vault quickly so you can kill them and get the incident over with. attack over. As for the third type of attacker, Deathclaws, well, the upgraded higher HP isn't gonna will do ''that'' much very little to keep ''them'' out and maybe only buy you time before they get in.a couple of seconds. Overall, upgrading the Vault door is just a waste of caps.
** You can upgrade training rooms to increase the speed at which the dwellers improve, but the improvement is a few minutes, and at higher levels, an hour or so. It takes around three full days to fully train a dweller to a 10/10 in a stat, so saving and a sum total of four or five hours across their training period fully upgraded room will shave off about six hours, which isn't really a noticeable improvement for the fair sum of caps it costs to do the upgrade.
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* EarlyBirdCameo: In this case, it's a game mechanic. When Dwellers are exposed to radiation, it effectively decreases their maximum HP. It's an innovative mechanic for this game, because radiation didn't have any immediate consequences in Fallout 3 and New Vegas. Players quickly discovered in Fallout 4 that the same mechanic is used: Radiation decreases your max HP.

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* EarlyBirdCameo: In this case, it's a game mechanic. When Dwellers are exposed to radiation, it effectively decreases their maximum HP. It's an innovative mechanic for this game, because radiation didn't have any immediate consequences in Fallout 3 ''Fallout 3'' and New Vegas. ''New Vegas''. Players quickly discovered in Fallout 4 ''Fallout 4'' that the same mechanic is used: Radiation decreases your max HP.
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* OnlySixFaces: As per ''You all look familiar'' below, the game has a limited number of faces and bodies that it mixes and matches to form each dweller.

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* CriticalHit: An important combat feature that takes the form of a reaction-based minigame. Once your dwellers have landed a couple of regular hits on enemies (the required amount depends on their Luck stat), a yellow crosshairs appears over their target. Tapping that pauses combat and brings up four oscillating chevrons that need to be hit when they're as close to the center as possible. How quickly they move is determined by the dweller's Perception. A perfect hit results in a x5 damage multiplier; the outermost position still inflicts x1.25 the base damage. Either way, you win. Critical hits are best kept in reserve for especially tough enemies like radscorpions, deathclaws and, of course, bosses of all stripes.
* CurbStompBattle: Is almost guaranteed to ensue whenever you send well-equipped level 50 dwellers on significantly lower-ranked quests. They'll usually wipe out the entire opposition in any given room without suffering a single hit in return, and even bosses tend to go down in two attack cycles at most. Well-trained Wasteland explorers take this UpToEleven in one OffscreenMomentOfAwesome after the other while they fight through legions of the Wasteland's most lethal monstrosities all on their lonesome before their triumphant return with a backpack filled to the brim with valuable loot.
* DamageSpongeBoss: High-level Glowing Ones, Glowing Radscorpions and Alpha Deathclaws can soak up ridiculous amounts of firepower, but Glowing Ones are arguably the worst offenders due to their ability to heal themselves and their allies by a significant percentage while simultaneously inflicting massiv rad damage on your dwellers. It can become so bad that they heal faster than you can damage them even with top-tier legendary gear and level 50 MasterOfAll dwellers. You better make sure to have three [[CriticalHit Critical Hits]] on standby or else.

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* CriticalHit: An important combat feature that takes the form of a reaction-based minigame. Once your dwellers have landed a couple of regular hits on enemies (the required amount depends on their Luck stat), a yellow crosshairs appears over their target. Tapping that pauses combat and brings up four oscillating chevrons that need to be hit when they're as close to the center as possible. How quickly they move is determined by the dweller's Perception. A perfect hit results in a x5 damage multiplier; the outermost position still inflicts x1.25 the base damage. Either way, you win. Critical hits are best kept in reserve for especially tough enemies like radscorpions, deathclaws deathclaws, and, of course, bosses of all stripes.
* CurbStompBattle: Is almost guaranteed to ensue whenever you send well-equipped level 50 dwellers on significantly lower-ranked quests. They'll usually wipe out the entire opposition in any given room without suffering a single hit in return, and even bosses tend to go down in two attack cycles at most. Well-trained Wasteland explorers take this UpToEleven in get one OffscreenMomentOfAwesome after the other while they fight through legions of the Wasteland's most lethal monstrosities all on their lonesome before their triumphant return with a backpack filled to the brim with valuable loot.
* DamageSpongeBoss: High-level Glowing Ones, Glowing Radscorpions and Alpha Deathclaws can soak up ridiculous amounts of firepower, but Glowing Ones are arguably the worst offenders due to their ability to heal themselves and their allies by a significant percentage while simultaneously inflicting massiv massive rad damage on your dwellers. It can become so bad that they heal faster than you can damage them even with top-tier legendary gear and level 50 MasterOfAll dwellers. You better make sure to have three [[CriticalHit Critical Hits]] on standby or else.



* MoneyForNothing: One of the most common complaints among players. The caps do nothing other than building and upgrading new rooms, vault expansion, crafting and reviving dead dwellers.[[note]]Taken UpToEleven in [[HarderThanHard Survival Mode]], where dead dwellers cannot be revived regardless of the caps you have.[[/note]] Even if you spent a lot of caps on renovating the vault, the caps are extremely easy to come by and you will hit the cap mentioned above ''in a few weeks'' when you are at end-game level. Also, the lunchboxes award you 500 caps most of the time.
* MookChivalry: Raiders, Radscorpions, Deathclaws, it doesn't matter. If there are enemies in a quest room, they will never attack until all of your dwellers have made it inside. Instead they and the dwellers wait patiently until everyone is present. THEN they start fighting.

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* MoneyForNothing: One of the most common complaints among players. The caps do nothing other than building and upgrading new rooms, vault expansion, crafting and reviving dead dwellers.[[note]]Taken UpToEleven [[note]]Especially in [[HarderThanHard Survival Mode]], where dead dwellers cannot be revived regardless of the caps you have.[[/note]] Even if you spent a lot of caps on renovating the vault, the caps are extremely easy to come by and you will hit the cap mentioned above ''in a few weeks'' when you are at end-game level. Also, the lunchboxes award you 500 caps most of the time.
* MookChivalry: Raiders, Radscorpions, Deathclaws, it doesn't matter. If there are enemies in a quest room, they will never attack until all of your dwellers have made it inside. Instead Instead, they and the dwellers wait patiently until everyone is present. THEN they start fighting.



** The [[HorsemenOfTheApocalypse Horsemen of the Post-Apocalypse]] questlines are likely based after the "Four Horesemen of the Post-Apocalypse" random encounter in ''VideoGame/FalloutTactics''.

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** The [[HorsemenOfTheApocalypse Horsemen of the Post-Apocalypse]] questlines are likely based after the "Four Horesemen Horsemen of the Post-Apocalypse" random encounter in ''VideoGame/FalloutTactics''.

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Vendor Trash is being disambiguated + moving to YMMV


* HeroUnit: Legendary Vault Dwellers, who generally have much better stats than even the rare vault dwellers one can get out of lunch boxes, not to mention your average vault guy/gal. They also come pre-equipped with legendary gear (both outfit and weapon), the type of which depends on the character. Some are little more than glorified VendorTrash items, others are extremely powerful.

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* HeroUnit: Legendary Vault Dwellers, who generally have much better stats than even the rare vault dwellers one can get out of lunch boxes, not to mention your average vault guy/gal. They also come pre-equipped with legendary gear (both outfit and weapon), the type of which depends on the character. Some are little more than glorified VendorTrash items, others are extremely powerful.



* VendorTrash: Once you've gotten past the EarlyGameHell, common items become this to the point that Bethesda implemented a dedicated button for selling all of them at once when dwellers return from quests or exploration. By the late game stages when you mostly think in legendary terms, even the blue rare items turn into little more than a source of caps or crafting components.
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Incest Is Relative is an index, not a trope



* IncestIsRelative: Averted with one exception. Actual brother-sister/parental incest is blocked and attempt to mate two dwellers with the same family name will fail. The exception happens to be from the legendary dwellers Elder Lyons and Sara Lyons. You get them individually, so the game programs them as unrelated to each other. They have no problem with doing the deed.
-->"It's nice to spend time with the family."
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** "So there is an incident occurring on the right room? I guess I won't deal with it until I move to the rightest side, regardless of the fire/infestation that will spread to the next room!"
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** When you start your Vault, you get seven Dwellers ready to enter and among them at least one of them will each have Strength, Perception, and Agility at a decent amount like 4 or higher, ensuring you have at least one person who can efficiently work your three core production rooms. For the first while as you play, new Dwellers will arrive at the Vault over time (they cease doing this as your population grows) so you don't feel like you have to immediately start producing babies to grow. Early objectives also tend to be easy to meet the requirements for and reward Lunchboxes disproportionately often compared to later objectives, giving you more chances to get rare items to further help your growing Vault.
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* DumpStat: Charisma. Every other stat in the game is needed to run a specific production room and/or is useful for general gameplay (Luck or Endurance). The only things that Charisma speeds up are the time takes for two Dwellers to have a baby, the time it takes for the Radio Tower to contact a new Dweller, the time to finish customizing a Dweller's appearance in the Barbershop. Thus, if you aren't currently expanding the Vault or customizing Dwellers, Charisma is useless, and you can just change their outfit to something that boosts Charisma when you need to do those things. The addition of item crafting helped a little, because each item is tied to a specific stat that lowers crafting time if that stat is high among the Dwellers working the room, but even then no weapons require Charisma to craft, and the outfits that require Charisma are not very good anyway.

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* DumpStat: Charisma. Every other stat in the game is needed to run a specific production room rooms and/or is useful for general gameplay (Luck or Endurance). The only things that gameplay. Charisma speeds up are the time is used to determine how long it takes for two Dwellers to have a baby, how well they run the Radio Studio, and the time it takes for the Radio Tower to contact a new Dweller, the time to finish customizing customize a Dweller's appearance in the Barbershop. Thus, if you aren't currently expanding Barbershop; babies are unnecessary once your population is maxed out, the Vault or customizing Dwellers, Charisma is useless, Radio Studio's benefits are negligible, and you Dweller customization is optional. And in all three cases, your Dwellers can just change their outfit throw on some Charisma-boosting armor to something that boosts Charisma when you need to do those things. The help them out. Even with the addition of item crafting helped a little, because each item crafting, Charisma is tied to a specific stat not needed for any weapons and the only armor that lowers uses Charisma for determining crafting time if are, naturally, pieces that stat is high among the Dwellers working the room, but even then no weapons require primarily boost Charisma to craft, and the don't offer any appreciable stat bonus that other outfits that require Charisma are not very good anyway.don't.

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* ImprobableInfantSurvival:
** Children will automatically run and hide when entering a room where a fire, Radroach, or Raider is, thereby not getting themselves killed by it - pregnant women also run and hide, to prevent the ConvenientMiscarriage trope from coming into play either.
** What happens when a pregnant dweller trains her Charisma at the bar? [[DevelopersForesight She drinks Nuka-Cola instead of beer]]



* InfantImmortality:
** Children will automatically run and hide when entering a room where a fire, Radroach, or Raider is, thereby not getting themselves killed by it - pregnant women also run and hide, to prevent the ConvenientMiscarriage trope from coming into play either.
** What happens when a pregnant dweller trains her Charisma at the bar? [[DevelopersForesight She drinks Nuka-Cola instead of beer]].
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* ArbitraryMissionRestriction: Some quests force you to tackle them with only a single dweller for oftentimes ill-specified reasons. Others mandate the use of specific outfits or weapons, though these are usually somewhat justified by the quest's background, like allowing only baseball bats on a baseball-themed quest. Both of these restrictions can show up together on the same quest, often resulting in one of the toughest quests in the roster.

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* PlayEveryDay: Log in for 7 days and you get a free Lunchbox full of [[RandomlyDrops neat goodies]]. If you miss a day, [[AntiFrustrationFeatures it just picks up right where you left off]], instead of resetting back to day one.

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* PlayEveryDay: PlayEveryDay:
**
Log in for 7 days and you get a free Lunchbox full of [[RandomlyDrops neat goodies]]. If you miss a day, [[AntiFrustrationFeatures it just picks up right where you left off]], instead of resetting back to day one.one.
** The game offers daily and weekly quests with potentially quite decent rewards to further incentivize regular play.
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* ActionizedSequel: ''Fallout Shelter Online'' is no longer a vault management life simulation game, but a story-driven auto-battler akin to ''Videogame/PrincessConnectReDive'' with more emphasis on character building and combat. Vault building is still there, but resources are even no longer perishables, but treated as currency to upgrade your dweller and combat teams.

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* ActionizedSequel: ''Fallout Shelter Online'' is no longer a vault management life simulation game, but a story-driven auto-battler akin to ''Videogame/PrincessConnectReDive'' with more emphasis on character building and combat. Vault building is still there, but resources are even no longer perishables, but treated as currency to further build the vault, upgrade your dweller dweller, and upgrade your combat teams.
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* BoyishShortHair: You can acquire female dwellers with short hair. And once you've built a barbershop, you can even request tomboy cuts.
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* LevelUpFillUp: Because leveling up increases the max health of Dwellers, it will fully replenish their health as well.
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* AllegedlyFreeGame: Averted. Everything doable in the game can be done without spending a dime, allowing you you can max out Vault population, obtain all theme and equipment recipes, and unlock all production facilities. The items you can purchase with real money -- Lunchboxes, pet carriers, Nuka-Cola Quantum, and Mr. Handies -- can be acquired in game on an infrequent basis by doing quests and meeting objectives, but even then those are just perks that improve the efficiency of your Vault and its dwellers, they're not a requirement for anything. The only thing you can't easily obtain through normal play are the Legendary Dwellers, which are acquired through Lunchboxes or specific quests, but Legendary Dwellers are a BraggingRightsReward anyway only needed if you're going for OneHundredPercentCompletion of the catalog. In short, BribingYourWayToVictory is possible, but entirely unneccessary.

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* AllegedlyFreeGame: Averted. Everything doable in the game can be done without spending a dime, allowing you meaning you can max out your Vault population, population and build area, unlock all production facilities, obtain all theme and equipment recipes, and unlock get all production facilities.weapons and armor. The items you can purchase with real money -- Lunchboxes, pet carriers, Nuka-Cola Quantum, and Mr. Handies -- can be acquired in game on an infrequent basis by doing quests and meeting objectives, but even then those are just perks that improve the efficiency of your Vault and its dwellers, they're not a requirement for anything. The only thing you can't easily obtain through normal play are the Legendary Dwellers, which are acquired through Lunchboxes or specific quests, but Legendary Dwellers are a BraggingRightsReward anyway only needed if you're going for OneHundredPercentCompletion of the catalog. In short, BribingYourWayToVictory is possible, but entirely unneccessary.
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Has a sequel in Asia called ''[[https://fosol.gaea.com/en/ Fallout Shelter Online]]'' where the game [[GenreShift shifted genre]] into an [[ActionizedSequel actionized]] auto-battler akin to ''[[Videogame/PrincessConnectReDive]]''.

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Has a sequel in Asia called ''[[https://fosol.gaea.com/en/ Fallout Shelter Online]]'' where the game [[GenreShift shifted genre]] into an [[ActionizedSequel actionized]] auto-battler akin to ''[[Videogame/PrincessConnectReDive]]''.
''Videogame/PrincessConnectReDive''.



* ActionizedSequel: ''Fallout Shelter Online'' is no longer a vault management life simulation game, but a story-driven auto-battler akin to ''[[Videogame/PrincessConnectReDive]]'' with more emphasis on character building and combat. Vault building is still there, but resources are even no longer perishables, but treated as currency to upgrade your dweller and combat teams.

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* ActionizedSequel: ''Fallout Shelter Online'' is no longer a vault management life simulation game, but a story-driven auto-battler akin to ''[[Videogame/PrincessConnectReDive]]'' ''Videogame/PrincessConnectReDive'' with more emphasis on character building and combat. Vault building is still there, but resources are even no longer perishables, but treated as currency to upgrade your dweller and combat teams.

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Has a sequel in Asia called ''[[https://fosol.gaea.com/en/ Fallout Shelter Online]]'' where the main improvement is you can now partake in [[PlayerVersusPlayer PvP]] raids of other vaults, although there are quite a number of quality-of-life improvements as well.

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Has a sequel in Asia called ''[[https://fosol.gaea.com/en/ Fallout Shelter Online]]'' where the main improvement is you can now partake in [[PlayerVersusPlayer PvP]] raids of other vaults, although there are quite a number of quality-of-life improvements as well.
game [[GenreShift shifted genre]] into an [[ActionizedSequel actionized]] auto-battler akin to ''[[Videogame/PrincessConnectReDive]]''.


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* ActionizedSequel: ''Fallout Shelter Online'' is no longer a vault management life simulation game, but a story-driven auto-battler akin to ''[[Videogame/PrincessConnectReDive]]'' with more emphasis on character building and combat. Vault building is still there, but resources are even no longer perishables, but treated as currency to upgrade your dweller and combat teams.


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** The story of ''Fallout Shelter Online'' is an almost total rewrite of ''Videogame/Fallout4'', by making a lot of characters more heroic than the source material should be.


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* {{Crossover}}: ''Fallout Shelter Online'' had one with ''Videogame/DoomEternal''.

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* GettingCrapPastTheRadar: This dweller conversation is too much for the "Suggestive Themes" content descriptor:
--> '''Dweller 1''': I found a Vault Suit on the floor. What do you think it means?
--> '''Dweller 2''': It can only mean one thing – [[APartyAlsoKnownAsAnOrgy nudie party!]]

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%% * GettingCrapPastTheRadar: This dweller conversation GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is too much for the "Suggestive Themes" content descriptor:
--> '''Dweller 1''': I found a Vault Suit on the floor. What do you think it means?
--> '''Dweller 2''': It can
on-page examples only mean one thing – [[APartyAlsoKnownAsAnOrgy nudie party!]]until 01 June 2021. If you are reading this in the future, please check the trope page to make sure your example fits the current definition.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* BeamSpam: Laser weapons, plasma weapons and even Gauss rifles shoot various amounts of differently colored beams, so this trope is bound to come into play whenever a bunch of people carry such gear into battle, but nothing does it better than Gatling Lasers and Institute Rifles. The former fires in long burst of about two dozen shots, the latter in two successive three-shot salvoes. Equip your three-man exploration team with nothing but these (''very'' powerful) guns and watch them incinerate the opposition with a merciless hail of FrickinLaserBeams.

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* BeamSpam: Laser weapons, plasma weapons and even Gauss rifles shoot various amounts of differently colored beams, so this trope is bound to come into play whenever a bunch of people carry such gear into battle, but nothing does it better than Gatling Lasers and Institute Rifles. The former fires in long burst of about two dozen shots, the latter in two successive three-shot salvoes. Equip your three-man exploration team with nothing but these (''very'' powerful) guns and watch them incinerate the opposition with a merciless hail of FrickinLaserBeams.[[EnergyWeapon Frickin' Laser Beams]].
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* IronicEcho: One major slogan of the game is "Building a better future...underground." If you evict a dweller from your dream vault, there's a chance they might remind you about the slogan and follow that with a challenging "Yeah, right."
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** The v1.6 patch made it so dwellers needing a Stimpack or Radaway for healing now have the icon for the item appear over their heads, and tapping the icon automatically uses that item, greatly reducing the need to micromanage dwellers in combat.

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** The v1.6 patch made it so dwellers needing a Stimpack Stimpak or Radaway [=RadAway=] for healing now have the icon for the item appear over their heads, and tapping the icon automatically uses that item, greatly reducing the need to micromanage dwellers in combat.
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* BlackBeadyEyes: Played straight as this game uses the art style of Vault-Tec's Vault-Boy mascot.

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* BlackBeadyEyes: BlackBeadEyes: Played straight as this game uses the art style of Vault-Tec's Vault-Boy mascot.
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* BlackBeadyEyes: Played straight as this game uses the art style of Vault-Tec's Vault-Boy mascot.
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* WizardNeedsFoodBadly: If you don't have enough food to go around, your Dwellers will lose health from hunger pangs.
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Starting of new vaults relies heavily on the game having random wastelanders finding your vault on their own. I can't speak for how efficient they will be to protect it or keep the resources going, but the game knows when you need dwellers and sends more to you.


* UnwinnableByInsanity: Shortly after beginning a new Vault, if you make the crazy decision to remove all dwellers from it (by death or eviction), you will be stuck in an unwinnable situation if you do not want to pay up for lunchboxes that will be your only way of getting another dweller once you have none left.
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* KnowWhenToFoldEm: If you send your Dwellers on a quest and find out that they can't survive the enemies there, you may want to consider giving up on the quest and calling them back to base whenever they are safe. You won't get anything if you abandon a quest, but at least you will have your dwellers back safe and sound in one piece. If you keep going, they could get killed and if you don't have the caps on hand to revive them, they are gone for good.
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* UnwinnableByInsanity: Shortly after beginning a new Vault, if you make the crazy decision to remove all dwellers from it (by death or eviction), you will be stuck in an unwinnable situation if you do not want to pay up for lunchboxes that will be your only way of getting another dweller once you have none left.

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