For a list of unique weapons in Fallout 3, see Fallout 3 unique weapons. |
This page lists all weapons in Fallout 3. |
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- 6Big Guns
Legend[edit | edit source]
- DMG / HIT or SHOT: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most small guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the Gatling laser it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.
- DPS: This stands for damage per second.
- MDPS: This is the modified damage per second number that takes critical hits into account. It assumes a non-V.A.T.S. attack, a Luck of 5, no perks (Finesse, Survival Expert, etc.), 100 skill and 100 weapon condition.
- ROF: This stands for rate of fire in shots per second.
- SPRD: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition.
- CRIT % MULT: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. each 5mm bullet fired from your minigun). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 =10% chance to critically hit. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that single V.A.T.S. attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done.
- CRIT DMG: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.
- AP: The amount of Action Points used per shot in V.A.T.S.
- AOE: This stands for area of effect it's an unknown unit of measurement displayed in the G.E.C.K.
- HP: This is the Health stat from the G.E.C.K. It determines how fast a weapon breaks down. The more HP, the slower the rate of decay.
- MAG: The magazine capacity of the firearm. Basically, how much ammunition it can hold.
- V:W: Value to Weight ratio.
Unique: - A designation for any of the 'named' versions of common weapons, the unique moniker is used within these charts to define which common weapons can be used as spare parts for repairs - unique weapons are listed in yellow.
Unarmed[edit | edit source]
NAME | Base DMG / HIT | DPS | MDPS | ROF | CRIT % MULT | CRIT DMG | WG | V:W | AP | DMG / AP | HP | Limit | Base ID | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Brass knuckles | 6 | 9 | 9.9 | 1.55 | x1 | +6 | 1 | 20 | 18 | 0.33 | 200 | ∞ | 00004324 | |
Steel knucklesThe Pitt | 9 | 14 | 14.9 | 1.55 | x1 | +9 | 1 | 20 | 14 | 0.64 | 500 | 1 | 00b4b3 | Unique brass knuckles |
Deathclaw gauntlet | 20 | 28 | 44.8 | 1.3 | x5 | +30 | 10 | 15 | 26 | 0.77 | 600 | ∞ | 0000432b | Ignores Damage Resist (DR) |
Power fist | 20 | 27 | 22.9 | 1.33 | x1 | +20 | 6 | 17 | 28 | 0.71 | 500 | ∞ | 00004347 | |
Fisto! | 25 | 31 | 29.3 | 1.25 | x1.5 | +25 | 6 | 17 | 25 | 1 | 600 | 1 | 000CB601 | Unique power fist |
The Shocker | 20 | 25 | 22.9 | 1.25 | x1 | +20 | 6 | 25 | 25 | 0.8 | 400 | 1 | 000BFF62 | Unique power fist, +25 to machines |
Spiked knuckles | 9 | 14 | 14.9 | 1.55 | x1 | +9 | 1 | 25 | 19 | 0.47 | 300 | ∞ | 00004354 | |
Plunkett's Valid Points | 12 | 19 | 20.8 | 1.55 | x2 | +12 | 1 | 30 | 15 | 0.8 | 200 | 1 | 000CAFA9 | Unique spiked knuckles |
Melee weapons[edit | edit source]
NAME | Base DMG / HIT | DPS | CRIT % MULT | CRIT DMG | MDPS | WG | V:W | AP | DMG / AP | HP | Limit | Base ID | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Auto axeThe Pitt | 35 | 35 | x0 | N/A | 35 | 20 | 10 | 65 | 0.54 | 800 | ∞? | 0032e1 | |
Man OpenerThe Pitt | 35 | 35 | x0 | N/A | 35 | 20 | 10 | 65 | 0.9 | 800 | 1 | 00b66c | Unique auto axe; ignores damage resist (DR) |
The MaulerThe Pitt | 45 | 45 | x0 | N/A | 45 | 20 | 10 | 50 | 0.9 | 800 | 1 | 00b514 | Unique auto axe |
AxePoint Lookout | 20 | 30 | x2 | +30 | 32.9 | 6 | 10 | 30 | 0.67 | 500 | ∞ | 00838f | |
The DismembererPoint Lookout | 25 | 37 | x2 | +40 | 41.4 | 6 | 9 | 30 | 0.83 | 600 | 1 | 00ed0f | +250% Limb Damage; Unique axe |
Baseball bat | 9 | 12 | x1 | +9 | 13.5 | 3 | 18 | 25 | 0.36 | 400 | ∞ | 0000421C | |
Chinese officer's sword | 10 | 23 | x2 | +15 | 26.5 | 3 | 25 | 28 | 0.36 | 500 | ∞ | 0002B3CB | |
Jingwei's ShockswordOperation: Anchorage | 35 | 80 | x2 | +25 | 86.5 | 3 | 167 | 28 | 1.25 | 850 | 2 | 00c07c | Unique Chinese officer's sword; +2 shock dmg/5 sec |
Vampire's Edge | 15 | 34 | x3 | +20 | 41.5 | 1 | 100 | 28 | 0.54 | 750 | 1 | 00078441 | Unique Chinese officer's sword |
Combat knife | 7 | 20 | x3 | +13 | 26.9 | 1 | 50 | 17 | 0.41 | 450 | ∞ | 00004326 | |
Occam's Razor | 10 | 29 | x3 | +13 | 35.9 | 1 | 65 | 17 | 0.59 | 600 | 1 | 000CB602 | Unique combat knife |
Stabhappy | 10 | 29 | x4 | +15 | 39 | 1 | 65 | 17 | 0.59 | 600 | ∞ | 000C80BE | Bonus limb damage; Unique combat knife |
Trench knifeOperation: Anchorage | 7 | 20 | x3 | +13 | 26.9 | 1 | 50 | 17 | 0.41 | 450 | ∞ | 00c07b | Unique combat knife |
Knife | 4 | 11 | x1 | +4 | 12.6 | 1 | 20 | 20 | 0.2 | 100 | ∞ | 00004334 | |
Ant's Sting | 4 | 11 | x1 | +4 | 12.6 | 1 | 30 | 20 | 0.2 | 250 | 1 | 000C553E | +4 Poison Dmg/10s; unique knife |
Toy knifePoint Lookout | 1 | 2 | x1 | +10 | 4.5 | 1 | 20 | 10 | 0.1 | 10 | 1 | 006ab7 | Unique knife |
Ritual knifePoint Lookout | 6 | 17 | x3 | +18 | 26.1 | 1 | 20 | 12 | 0.5 | 400 | 1 | 01098a | Unique knife |
Slasher knife | 50 | 115.4 | x0 | N/A | 1 | 50 | 0 | 50 | 1000 | 1 | 0002869c | Unique knife, only available during 'Tranquility Lane' | |
Lead pipe | 9 | 20 | x1 | +18 | 22.8 | 3 | 25 | 24 | 0.38 | 300 | ∞ | 00004337 | |
Nail board | 8 | 12 | x0 | N/A | 11.4 | 4 | 8 | 27 | 0.3 | 60 | ∞ | 000A01DD | |
Board of Education | 12 | 18 | x1 | +12 | 18 | 4 | 15 | 27 | 0.44 | 150 | 1 | 000c310f | Unique nail board |
Police baton | 4 | 9 | x1 | +4 | 9.7 | 2 | 35 | 25 | 0.16 | 250 | ∞ | 00004345 | |
Pool cue | 3 | 4 | x0 | N/A | 4.3 | 1 | 15 | 27 | 0.11 | 50 | ∞ | 00004346 | |
The Break | 6 | 9 | x1 | +6 | 9 | 1 | 50 | 27 | 0.22 | 200 | 1 | 00066C77 | Unique pool cue |
Repellent Stick | 1 | 2 | x0 | N/A | 2.3 | 3 | 40 | 40 | 0.03 | 100 | 1 | 0002D3B7 | Kills mole rats after 5s, or 2 hits |
Ripper | 30 | 30 | x0 | N/A | 30 | 6 | 17 | 65 | 0.46 | 600 | ∞ | 00004349 | |
Jack | 30 | 30 | x1 | +15 | 30.8 | 6 | 33 | 65 | 0.46 | 800 | 1 | 000C6E5B | +50% Limb damage; unique Ripper |
Rolling pin | 3 | 5 | x0 | N/A | 5.2 | 1 | 10 | 24 | 0.13 | 100 | ∞ | 000B2943 | |
Rolling pin (simulation) | 20 | 46 | x0 | N/A | 46.2 | 2 | 5 | 24 | 0.83 | 100 | -- | Tranquility Lane only | |
Samurai's swordMothership Zeta | 24 | 55 | x2 | +40 | 64.6 | 3 | 25 | 19 | 1.26 | 1000 | 1 | 00083b | |
Shishkebab | 35 / (53) | 80 / (120) | x2 | +24 / (+36) | 86.3 / (129.5) | 3 | 67 | 28 | 1.25 / (1.89) | 750 | ∞ | 0000434E | +2/(3) Fire Dmg/5s; Schematic locations |
Shock batonMothership Zeta | 20 | 46 | x1 | +4 | 46.6 | 2 | 35 | 19 | 1.05 | 250 | ∞ | 00083d | +2 Shock Dmg/5sec |
Electro-SuppressorMothership Zeta | 25 | 57 | x1 | +4 | 58.2 | 2 | 35 | 15 | 1.67 | 250 | 1 | 003c54 | Unique shock baton; no shock Damage; Knock-down on critical |
ShovelPoint Lookout | 12 | 17 | x3 | +20 | 21.4 | 3 | 18 | 20 | 0.85 | 300 | ∞ | 0082b5 | |
Fertilizer shovelPoint Lookout | 15 | 21 | x3 | +30 | 27.9 | 3 | 18 | 20 | 0.75 | 400 | 1 | 00d5a8 | +4 Poison Dmg/10s; unique shovel |
Sledgehammer | 20 | 30 | x1 | +10 | 29.3 | 12 | 11 | 38 | 0.53 | 500 | ∞ | 00004351 | |
The Tenderizer | 30 | 45 | x1 | +15 | 43.9 | 12 | 19 | 38 | 0.79 | 750 | 1 | 000A874B | Removes 5 DR per strike (function not implemented; see article); Unique Sledgehammer |
Steel sawThe Pitt | 16 | 16 | x0 | N/A | 16 | 20 | 10 | 65 | 0.25 | 500 | ∞? | 00b643 | |
Super sledge | 25 | 37 | x1 | +25 | 37.5 | 20 | 9 | 38 | 0.66 | 750 | ∞ | 00004352 | |
Fawkes' super sledge | 32 | 59 | x1 | +32 | 48 | 18 | 17 | 38 | 0.84 | 1000 | 1 | 0007843F | Unique super sledge |
Switchblade | 5 | 14 | x2 | +9 | 17.7 | 1 | 35 | 18 | 0.28 | 100 | ∞ | 000289C3 | |
Butch's Toothpick | 10 | 29 | x2.5 | +13 | 34.9 | 5 | 10 | 18 | 0.56 | 150 | 1 | 00078440 | Unique Switchblade |
Tire iron | 6 | 13 | x1 | +6 | 14.5 | 3 | 13 | 27 | 0.22 | 200 | ∞ | 00004328 | |
Highwayman's Friend | 10 | 23 | x1 | +10 | 24.2 | 5 | 15 | 27 | 0.37 | 500 | 1 | 00078442 | Unique tire iron |
- Damage calculated under Pyromaniac (1 Rank)
Small Guns[edit | edit source]
NAME | DMG /SHOT | DPS | SPRD | CRIT% MULT | CRIT DMG | MDPS | AMMO | MAG | WG | VALUE | V:W | AP | DMG/ AP | HP | TYPE | Limit | Base ID | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
.32 pistol | 6 | 30 | 0.5 | x1 | +6 | 31.5 | .32 caliber round | 5 | 2 | 110 | 55 | 20 | 0.3 | 100 | Pistol | ∞ | 0000080A | |
Wild Bill's sidearmThe Pitt | 10 | 50 | 0.5 | x1 | +15 | 53.8 | .32 caliber round | 5 | 2 | 250 | 125 | 20 | 0.5 | 250 | Pistol | 1 | 00a7cb | Unique .32 pistol |
10mm pistol | 9 | 54 | 0.5 | x1 | +9 | 56.7 | 10mm round | 12 | 3 | 225 | 75 | 17 | 0.53 | 150 | Pistol | ∞ | 0000434F | |
Colonel Autumn's 10mm pistol | 13 | 78 | 0.5 | x1 | +13 | 81.9 | 10mm round | 12 | 3 | 325 | 108 | 17 | 0.77 | 225 | Pistol | 2 | 0006B531 | Unique 10mm pistol |
10mm SMG | 7 | 70 | 1.5 | x0.1 | +7 | 70.4 | 10mm round | 30 | 5 | 330 | 66 | 20 | 1.4 | 250 | Submachine gun | ∞ | 00004321 | |
Sydney's 10mm 'Ultra' SMG | 9 | 90 | 1.5 | x0.1 | +9 | 90.5 | 10mm round | 50 | 5 | 430 | 86 | 20 | 1.8 | 250 | Submachine gun | ∞ | 0006E7CC | Unique 10mm SMG; unlimited amount can be received through a bug |
Assault rifle | 8 | 64 | 1.5 | x0.125 | +8 | 64.4 | 5.56mm round | 24 | 7 | 300 | 43 | 23 | 1.04 | 300 | Rifle | ∞ | 0001FFEC | |
Double-barrel shotgunPoint Lookout | 85 | 191.3 | 5 | x1 | +30 | 86.5 | Shotgun shell | 2 | 6 | 175 | 29 | 35 | 2.43 | 300 | Shotgun | ∞ | 007473 | |
Chinese pistol | 4 | 24 | 1 | x1 | +4 | 25.2 | 10mm round | 10 | 2 | 190 | 95 | 17 | 0.24 | 150 | Pistol | ∞ | 00004325 | |
Zhu-Rong v418 Chinese pistol | 4 + 2 (for 5s) | 18 + 2 | 1 | x2 | +4 | 19.8 | 10mm round | 10 | 2 | 290 | 145 | 17 | 0.24 | 200 | Pistol | 1 | 00060C2C | +2 Fire Dmg/5s; Unique Chinese pistol |
Silenced 10mm pistol | 8 | 48 | 0.5 | x2 | +5 | 51 | 10mm round | 12 | 3 | 250 | 83 | 21 | 0.38 | 80 | Pistol | ∞ | 00004350 | Silenced |
BB gun | 4 | 3 | 0.5 | x1 | +4 | 3.2 | BB's | 100 | 2 | 36 | 18 | 28 | 0.14 | 50 | Rifle | ∞ | 00004323 | Sneak#Factors in successful sneaking |
Combat shotgun | 55 | 82.5 | 3 | x1 | +27 | 84.5 | Shotgun shell | 12 | 7 | 200 | 29 | 27 | 2.04 | 240 | Shotgun | ∞ | 00004327 | |
The Terrible Shotgun | 80 | 120 | 6 | x1 | +40 | 123 | Shotgun shell | 12 | 10 | 250 | 25 | 27 | 2.96 | 350 | Shotgun | 1 | 0006B534 | Unique combat shotgun |
Dart gun | 6 + 8 (for 8s) | 6 + 8 | 0 | x2.5 | +12 | 7.5 | Dart | 1 | 3 | 500 | 167 | 25 | 0.24 | 150 | Pistol | ∞ | 0000432A | +8 Poison Dmg/8s; Cripples legs (except machines); Silenced |
Chinese assault rifle | 11 | 88 | 1.5 | x0.125 | +10 | 88.5 | 5.56mm round | 24 | 7 | 500 | 71 | 23 | 1.44 | 400 | Rifle | ∞ | 0000080b, 00c070 (Dragoon version) | |
Xuanlong assault rifle | 12 | 96 | 1.5 | x0.125 | +12 | 96.6 | 5.56mm round | 36 | 7 | 400 | 57 | 23 | 1.57 | 400 | Rifle | ∞ | 000C800E | Unique Chinese assault rifle |
Hunting rifle | 25 | 18.75 | 0.3 | x1 | +25 | 19.7 | .32 caliber round | 5 | 6 | 150 | 25 | 25 | 1 | 500 | Rifle | ∞ | 00004333 | |
Ol' Painless | 30 | 33.75 | 0 | x1 | +30 | 35.4 | .32 caliber round | 5 | 6 | 250 | 42 | 23 | 1.3 | 500 | Rifle | 1 | 00066C76 | Unique .32 hunting rifle |
InfiltratorThe Pitt | 7 | 56 | 1.5 | x0.125 | +10 | 56.5 | 5.56mm round | 24 | 7 | 400 | 57 | 23 | 0.91 | 300 | Rifle | 5 | 00737c | Silenced |
PerforatorThe Pitt | 10 | 60 | 0.5 | x0.33 | +14 | 61.4 | 5.56mm round | 24 | 7 | 600 | 86 | 27 | 0.74 | 300 | Rifle | 1 | 00b512 | Unique Infiltrator; Silenced |
Lincoln's repeater | 50 | 37.5 | 0 | x2 | +50 | 41.3 | .44 round, magnum | 15 | 5 | 500 | 100 | 25 | 2 | 600 | Rifle | 1 | 0003C07A | Unique |
Lever-action riflePoint Lookout | 40 | 30 | 0.25 | x5 | +40 | 37.5 | 10mm round | 10 | 8 | 200 | 25 | 30 | 1.33 | 300 | Rifle | ∞ | 0088de | |
Backwater riflePoint Lookout | 45 | 33.75 | 0.25 | x5 | +45 | 42.2 | 10mm round | 10 | 7 | 250 | 36 | 30 | 1.5 | 700 | Rifle | 1 | 00ed14 | Unique lever-action rifle |
Railway rifle | 30 | 60 | 0.75 | x3 | +30 | 69 | Railway spikes | 8 | 9 | 200 | 22 | 24 | 1.25 | 200 | Rifle | ∞ | 00004348 | Schematic locations |
Sniper rifle | 40 | 42.85 | 0 | x5 | +40 | 53.6 | .308 caliber round | 5 | 10 | 300 | 30 | 38 | 1.05 | 100 | Rifle | ∞ | 00004353 | |
Reservist's rifle | 40 | 64.28 | 0 | x5 | +40 | 80.4 | .308 caliber round | 3 | 10 | 500 | 50 | 32 | 1.25 | 150 | Rifle | 1 | 00092966 | Unique sniper rifle |
Victory rifle | 40 | 42.85 | 0 | x3 | +40 | 49.3 | .308 caliber round | 5 | 10 | 450 | 45 | 38 | 0.89 | 300 | Rifle | 1 | 000CB548 | Unique sniper rifle; Knock-down on critical |
Sawed-off shotgun | 50 | 100 | 7 | x0 | 0 | 100 | Shotgun shell | 2 | 6 | 190 | 32 | 37 | 1.35 | 250 | Shotgun | ∞ | 0000434C | |
The Kneecapper | 75 | 140.62 | 4 | x0 | 0 | 140.62 | Shotgun shell | 2 | 5 | 350 | 70 | 37 | 2.03 | 250 | Shotgun | 1 | 0006B53A | Unique sawed-off shotgun |
Scoped .44 magnum | 35 | 78.75 | 0.3 | x2 | +35 | 86.6 | .44 round, magnum | 6 | 4 | 300 | 75 | 32 | 1.09 | 240 | Pistol | ∞ | 0000434D | |
Blackhawk | 55 | 123.75 | 0.3 | x2 | +45 | 133.9 | .44 round, magnum | 6 | 4 | 500 | 125 | 32 | 1.72 | 360 | Pistol | 1 | 000303A2 | Unique scoped .44 magnum |
Callahan's magnumBroken Steel | 65 | 146.25 | 0.3 | x2 | +50 | 157.5 | .44 round, magnum | 6 | 4 | 750 | 188 | 25 | 2.6 | 400 | Pistol | 1 | 00b806 | Unique scoped .44 magnum |
Paulson's revolverMothership Zeta | 45 | 101.25 | 3 | x2 | +35 | 109.1 | .44 round, magnum | 6 | 4 | 300 | 75 | 32 | 1.4 | 240 | Pistol | 1 | 00829f | Unique scoped .44 magnum; no scope; fires 9 projectiles per shot |
- Pistols are affected by Gunslinger.
- Rifles are affected by Commando.
- Automatic pistols (SMGs) fire in 4-round bursts in V.A.T.S.
- All assault rifles fire in 3-round bursts in V.A.T.S., except the Perforator which fires in 2-round bursts.
Energy Weapons[edit | edit source]
NAME | DMG /SHOT | DPS | SPRD | CRIT %MULT | CRITDMG | MDPS | AMMO | MAG | WG | V:W | AP | DMG/ AP | HP | TYPE | Limit | Base ID | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien atomizerMothership Zeta | 35 | 43 | 0 | x1 | +40 | 111 | Alien power module | 20 | 2 | 250 | 20 | 1.75 | 1000 | Pistol | ∞ | 00083f | |
Atomic pulverizerMothership Zeta | 37 | 46 | 0 | x2 | +40 | 123 | Alien power module | 20 | 2 | 250 | 12 | 3.08 | 1000 | Pistol | 1 | 00a77f | Unique alien atomizer |
Alien blaster | 100 | 125 | 0 | x100 | +100 | 600 | Alien power cell | 10 | 2 | 250 | 20 | 5 | 500 | Pistol | 2 | 00004322 | |
Captain's sidearmMothership Zeta | 35 | 43 | 3 | x1 | +40 | 111 | Alien power module | 30 | 2 | 250 | 20 | 1.75 | 1000 | Pistol-Shotgun | 1 | 00a9dd | Unique alien blaster; has a cleaner skin texture, fires 6 projectiles per shot and consumes 3 power modules per shot |
Firelance | 80 / (120) | 100 / (150) | 0 | x100 | +80 / (+120) | 480 / (720) | Alien power cell | 10 | 2 | 375 | 20 | 4 / (6.00) | 200 | Pistol | 1 | 000C80BA | +2 Fire Dmg/5s; Unique alien blaster |
Alien disintegratorMothership Zeta | 65 | 41 | 1 | x2 | +50 | 140 | Alien power module | 100 | 7 | 43 | 30 | 2.17 | 1000 | Rifle | ∞ | 000842 | |
DestabilizerMothership Zeta | 30 | 67 | 1.5 | x0.44 | +20 | 137 | Alien power module | 100 | 7 | 171 | 25 | 1.2 | 1500 | Rifle-Automatic | 1 | 00a77e | Unique alien disintegrator |
Gauss rifleOperation: Anchorage | 100 | 29 | 0 | x5 | +50 | 112.5 | Microfusion cell | 1 | 12 | 42 | 38 | 2.63 | 1500 | Rifle | 2 | 00c07d | Only repairable by non-player character; knock-down on critical |
Laser pistol | 12 | 11 | 0 | x1.5 | +12 | 77.4 | Energy cell | 30 | 3 | 107 | 17 | 0.71 | 350 | Pistol | ∞ | 00004335 | |
Colonel Autumn's laser pistol | 10 | 60 | 0 | x0.083 | +22 | 121.1 | Energy cell | 30 | 2 | 210 | 17 | 1.18 | 500 | Pistol-Automatic | 1 | 000ABBE4 | Automatic; Unique laser pistol |
Smuggler's End | 18 | 17 | 0 | x1.5 | +18 | 116.1 | Energy cell | 30 | 2 | 225 | 17 | 1.06 | 500 | Pistol | 1 | 0006B536 | Unique laser pistol |
Protectron's Gaze | 24 | 71 | 2.5 | x1 | +24 | 75.6 | Energy cell | 20 | 3 | 107 | 17 | 1.41 | 500 | Pistol-Shotgun | 1 | 000C553F | Fires 5 beams at once but only uses 1 ammunition unit; Unique laser pistol |
Plasma pistol | 25 | 23 | 0.5 | x2 | +25 | 82.5 | Energy cell | 16 | 3 | 120 | 17 | 1.47 | 400 | Pistol | ∞ | 00004343 | |
MPLX NovasurgeMothership Zeta | 80 | 76 | 0.5 | x3 | +75 | 273.8 | Energy cell | 16 | 6 | 142 | 21 | 3.8 | 600 | Pistol | 1 | 00ab86 | Unique plasma pistol; uses two cells per shot |
Laser rifle | 23 | 21 | 0 | x1.5 | +22 | 50.6 | Microfusion cell | 24 | 8 | 125 | 17 | 1.35 | 1000 | Rifle | ∞ | 00004336 | |
Metal BlasterThe Pitt | 55 | 52 | 2.5 | x1.5 | +27 | 116.6 | Microfusion cell | 24 | 8 | 125 | 17 | 3.24 | 1000 | Rifle-Shotgun | 1 | 00b513 | unique laser rifle; fires 9 beams per shot |
Wazer Wifle | 28 | 26 | 0 | x1.5 | +28 | 61.6 | Microfusion cell | 30 | 8 | 113 | 17 | 1.65 | 1800 | Rifle | 2 | 00061793 | Unique laser rifle |
Plasma rifle | 45 | 42 | 0.2 | x2 | +44 | 197.6 | Microfusion cell | 12 | 8 | 225 | 25 | 1.8 | 900 | Rifle | ∞ | 00004344 | |
A3-21's plasma rifle | 50 | 47 | 0.2 | x2.5 | +50 | 225 | Microfusion cell | 12 | 8 | 275 | 25 | 2 | 1200 | Rifle | 1 | 0006B539 | Unique plasma rifle |
Mesmetron | 1 | 1 | 0 | x1 | 0 | 1 | Mesmetron power cell | 5 | 2 | 250 | 65 | 0.015 | 100 | Other | 1 | 00004339 | |
Microwave emitterPoint Lookout | 60 | 57 | 0.2 | x2 | +100 | 72.4 | Microfusion cell | 5 | 8 | 63 | 30 | 2 | 900 | Pistol | 1 | 00c1c3 | Unique Mesmetron; doesn't enslave; ignores DR |
Tesla cannonBroken Steel | 40 +80 AoE | 30 | 0 | x2 | +30 | 123 | Electron charge pack | 1 | 8 | 225 | 37 | 3.24 | 900 | Energy Cannon | 11 | 006725 | +20 Electric Dmg/2sec |
Tri-beam laser rifleBroken Steel | 75 | 71 | 2 | x1.5 | +15 | 207.6 | Microfusion cell | 24 | 9 | 111 | 23 | 3.26 | 1000 | Rifle-Shotgun | ∞ | 005818 | Fires 3 beams per shot, uses 3 microfusion cells |
- Pistols are affected by Gunslinger
- Rifles are affected by Commando
- Colonel Autumn's laser pistol fires in 2-round bursts in V.A.T.S.
- Destabilizer, although automatic, fires only one projectile in V.A.T.S.
Big Guns[edit | edit source]
Direct-Fire[edit | edit source]
NAME | DMG /SHOT | DPS | SPRD | CRIT %MULT | CRIT DMG | MDPS | AMMO | MAG | WG | V:W | AP | DMG/ AP | HP | Limit | Base ID | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drone cannonMothership Zeta | 40 +100 AoE | 85 | 0.5 | x1 | +50 | 142.5 | Alien power module | 1 | 18 | 111 | 30 | 4.67 | 1000 | ∞ | 000845 | |
Drone cannon Ex-BMothership Zeta | 40 +100 AoE | 85 | 0.5 | x1 | +50 | 142.5 | Alien power module | 1 | 18 | 111 | 30 | 4.67 | 1000 | 1 | 00a77d | Unique drone cannon and doesn't bounce off walls |
Flamer | 16 / (24) | 64 / (96) | 0.5 | x0.5 | +1 / (+2) | 128.2 / (192.3) | Flamer fuel | 60 | 15 | 33 | 50 | 0.96 / (1.44) | 200 | ∞ | 0000432D | +2/(3) Fire Dmg/5s |
Burnmaster | 24¹ | 96¹ | 0.5 | x0.5 | +1 | 192.2 | Flamer fuel | 60 | 15 | 33 | 50 | 1.44 | 200 | 1 | 000C80BD | +2¹ Fire Dmg/5s; Unique flamer |
Rapid-torch flamerBroken Steel | 16 / (24) | 64 / (96) | 0.5 | x0.5 | +1 / (+2) | 128.2 / (192.3) | Flamer fuel | 60 | 15 | 33 | 50 | 0.96 / (1.44) | 200 | 1 | 0091b1 | +2/(3) Fire Dmg/5s; unique flamer |
Slo-burn flamerBroken Steel | 18 / (27) | 72 / (108) | 0.5 | x0.5 | +1 / (+2) | 144.2 / (216.3) | Flamer fuel | 60 | 15 | 33 | 50 | 1.08 / (1.62) | 200 | 1 | 0091b3 | +8/(12) Fire Dmg/5s; uses 3 times more ammunition; unique flamer |
Gatling laser | 8 | 80 | 0.5 | x0.05 | +6 | 160.3 | Electron charge pack | 240 | 18 | 111 | 30 | 2.13 | 1500 | ∞ | 0000432E | |
Precision Gatling laserBroken Steel | 8 | 80 | 0.5 | x0.2 | +6 | 161.2 | Electron charge pack | 240 | 18 | 167 | 30 | 2.13 | 1500 | 1 | 008895 | unique Gatling laser |
Vengeance | 11 | 110 | 0.5 | x0.05 | +12 | 220.6 | Electron charge pack | 240 | 18 | 133 | 30 | 2.93 | 2000 | 1 | 000CB547 | Unique Gatling laser |
Heavy incineratorBroken Steel | 15 / (22.5) +20 AoE | 70 / (105) | 0.5 | x1 | +5 / (7.5) | 141 | Flamer fuel | 24 | 15 | 33 | 50 | 2.8 / (3.4) | 200 | ∞ | 001084 | +8/(12) Fire Dmg/5s |
Minigun | 5 | 50 | 2 | x0 | N/A | 100 | 5mm round | 240 | 18 | 56 | 30 | 1.33 | 1000 | ∞ | 0000433F | |
Eugene | 7 | 70 | 2 | x0 | N/A | 140 | 5mm round | 240 | 18 | 83 | 30 | 1.87 | 1500 | 2 | 0006B538 | Unique minigun |
Rock-It Launcher | 50 | 167 | 1 | x1 | +25 | 170.8 | Junk | N/A | 8 | 25 | 32 | 1.56 | 300 | ∞ | 0000434B | Schematic locations |
- Damage calculated under Pyromaniac (1 Rank)
- ¹ Damage is unaffected by Pyromaniac
- Miniguns and Gatling lasers fire in 8-round bursts in V.A.T.S.
- Flamers fire in 3-round bursts in V.A.T.S.
- Heavy incinerator fires 4 projectiles in V.A.T.S., while only spending single point of ammunition
Area-of-Effect[edit | edit source]
NAME | DMG /SHOT | AOERADIUS | DPS | SPRD | AMMO | MAG | WG | V:W | AP | DMG/ AP | HP | Limit | Base ID | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fat Man | 10 +1600 AoE | 800 | 443 | 2 | Mini nuke | 1 | 30 | 33 | 65 | 24.77 | 100 | 10 (11 w/ Operation: Anchorage) | 0000432C | |
Experimental MIRV | 10 +1600 AoE x8 | 800 | 2542 | 13 | Mini nuke | 8 | 30 | 83 | 65 | 24.77 | 300 | 1 | 0003422B | Fires no more or less than 8 mini nukes; Unique Fat Man |
Missile launcher | 20 +150 AoE | 450 | 36 | 0.5 | Missile | 1 | 20 | 25 | 55 | 3.09 | 100 | ∞ | 00004340 | |
Miss Launcher | 20 +200 AoE | 256 | 47 | 0.5 | Missile | 1 | 15 | 27 | 55 | 4 | 100 | 1 | 000B2644 | Fires the missile at an angle unlike the regular missile launcher, limited range; Unique missile launcher |
- Area-of-Effect weapons have a Crit % Modifier of 0, which eliminates any chance to critically hit with them.
Explosives[edit | edit source]
NAME | DMG / HIT | DPS w/ Reloads | ROF w/ Reloads | AOE RADIUS | WG | V:W | AP | DMG / AP | Limit | Base ID | NOTES |
---|---|---|---|---|---|---|---|---|---|---|---|
Bottlecap mine | 1+500 AOE, 601, 701, 802 | 155 | 0.31 | 256 | 0.5 | 150 | 35 | 14.31 | ∞ | 0000433A | Schematic locations |
Cryo grenadeMothership Zeta | 1 | N/A | ? | 250 | 0.5 | 100 | 24 | 0.04 | ∞ (Only before completing This Galaxy Ain't Big Enough..) | 002a71 | Stuns and freezes enemies for 3 small energy cells |
Cryo mineMothership Zeta | 1 | N/A | ? | 210 | 0.5 | 50 | 35 | 0.03 | ∞ (Only before completing This Galaxy Ain't Big Enough..) | 006fc0 | Stuns and freezes enemies for 3 small energy cells |
Frag grenade | 1+100 AOE, 121, 141, 162 | 55 | 0.55 | 450 | 0.5 | 50 | 24 | 4.21 | ∞ | 00004330 | |
Frag mine | 1+100 AOE, 121, 141, 162 | 47 | 0.47 | 192 | 0.5 | 50 | 35 | 2.89 | ∞ | 0000433C | |
Nuka-grenade | 1+500 AOE† | 275 | 0.55 | 450 | 0.5 | 100 | 24 | 20.88 | ∞ (Only w/ Broken Steel) | 00004342 | +2 Fire Dmg/5sec; +100 Rads; Schematic locations |
Plasma grenade | 1+150 AOE, 181, 211, 242 | 83 | 0.55 | 450 | 0.5 | 100 | 24 | 6.29 | ∞ | 00004332 | |
Plasma mine | 1+150 AOE, 181, 211, 242 | 71 | 0.47 | 192 | 0.5 | 100 | 35 | 4.31 | ∞ | 0000433D | |
Pulse grenade | 1+10 AOE, 12, 14, 17 | 6 | 0.52 | 450 | 0.5 | 80 | 24 | 0.46 | ∞ | 00004331 | +200 damage to machines |
Pulse mine | 1+10 AOE, 12, 14, 17 | 5 | 0.47 | 450 | 0.5 | 80 | 35 | 0.31 | ∞ | 0000433E | +200 damage to machines |
- † Damage is unaffected by Demolition Expert
- Damage calculated under Demolition Expert (3 Ranks)
Custom-built weapons[edit | edit source]
SKILL | Components | ||
---|---|---|---|
Bottlecap mine | Explosives | 0000433A, 000BAFFB | Bottle cap x10 Cherry bomb Lunchbox Sensor module |
Dart gun | Small Guns | 0000432A, 000BAFFA | Paint gun Radscorpion poison gland Surgical tubing Toy car |
Deathclaw gauntlet | Unarmed | 0000432B, 000BAFFC | Deathclaw hand Leather belt Medical brace Wonderglue |
Nuka-grenade | Explosives | 00004342, 000BAFFD | Abraxo cleaner Nuka-Cola Quantum Tin can Turpentine |
Railway rifle | Small Guns | 00004348, 000BAFFE | Crutch Fission battery Pressure cooker Steam gauge assembly |
Rock-It Launcher | Big Guns | 0000434B, 000BAFFF | Conductor Firehose nozzle Leaf blower Vacuum cleaner |
Shishkebab | Melee Weapons | 0000434E, 000BB000 | Lawnmower blade Motorcycle gas tank Motorcycle handbrake Pilot light |
- Red codes are for the Schematics.
- Cryolator, also a custom-built weapon, was cut from the game
Unused weapons[edit | edit source]
Cut content, these weapons are only available through console commands.
NAME | DMG / SHOT | DPS | SPRD | CRIT % MOD | CRIT DMG | AMMO | MAG | WG | V:W | AP | DMG / AP | Base ID | Add-on | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Black Bart's Bane | 8 | 6 | 0.5 | x1 | +8 | BB's | 100 | 2 | 30 | 28 | 0.29 | 0006B535 | - | Unique BB gun |
Breaker | 12 | 17 | N/A | x0 | N/A | N/A | N/A | 4 | 8 | 35 | 0.34 | 000CB546 | - | Unique nail board |
Curse Breaker | 13 | 18 | N/A | x1.5 | +13 | N/A | N/A | 3 | 25 | 25 | 0.52 | 000C80BB | - | Unique baseball bat |
Excalibat | 13 | 18 | N/A | x1.5 | +13 | N/A | N/A | 3 | 25 | 25 | 0.52 | 000C80BC | - | Unique baseball bat |
Fists | 000001F4 | |||||||||||||
Law Dog | 9 | 30 | 0.5 | x1 | +9 | .32 caliber round | 5 | 2 | 105 | 20 | 0.45 | 0006B532 | - | Unique .32 pistol |
Love Tap | 8 | 4 | N/A | x2 | +8 | N/A | N/A | 1 | 20 | 15 | 0.53 | 000C80B9 | - | Unique brass knuckles |
Mirelurk bait grenade | 0 | 0 | N/A | x1 | +0 | N/A | N/A | 1 | 5 | N/A | 0 | 00030664 | - | Appears to be a harmless noise-maker w/ knock-back |
O'Grady's peacemaker | 6 | 13 | N/A | x1 | +6 | N/A | N/A | 2 | 50 | 45 | 0.13 | 0007843D | - | Unique police baton |
Wanda | 12 | 48 | 1.5 | x0.125 | +12 | 5.56mm | 30 | 7 | 71 | 23 | 1.57 | 0006B533 | - | Unique assault rifle |
Discharge hammer | 25 | 35 | N/A | x1 | +25 | N/A | N/A | 20 | 9 | 38 | 0.66 | 0088bf | Broken Steel | Unique super sledge |
Pa's fishing aid | 80 | ? | 1 | x1 | +40 | Shotgun shell | 2 | 6 | 58 | 35 | 2.29 | 00d5b3 | Point Lookout | Unique double-barrel shotgun |
Katana | 15 | ? | N/A | x1 | 4 | N/A | N/A | 2 | 35 | 19 | 0.79 | 0080b5 | Mothership Zeta | |
Spanner | 15 | ? | N/A | x1 | 4 | N/A | N/A | 2 | 35 | 19 | 0.79 | 003c52 | Mothership Zeta | |
Signal flare | x 1 | 0 | 0.5 | 24 | 00a4dd | Operation: Anchorage | ||||||||
Test gun | 9 | 54 | 0.5 | x 1 | 9 | 10mm round | 12 | 3 | 17 | 00a4df | Operation: Anchorage |
Cut content weapons that are only obtained through glitches OR console commands.
NAME | DMG / SHOT | DPS | SPRD | CRIT % MOD | CRIT DMG | AMMO | MAG | WG | V:W | AP | DMG / AP | Base ID | Add-on |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tesla cannon (Beta) | 20 | 100 | 0.5 | x 0 | - | Missile | 1 | 20 | 500 | 55 | ? | 0026ff | Broken Steel |
Smoke grenade | 100 | ? | - | x 1 | 0 | - | - | 0.5 | 25 | 24 | - | 008236 | Operation: Anchorage |
Concept Art Weapons[edit | edit source]
These weapons were made into concept art but never made into the base Fallout 3 game:
Non-player weapons[edit | edit source]
See: Fallout 3 non-player weapons
Notes[edit | edit source]
- The base damages of these weapons, both unique and non-unique may change due to special add-on perks, such as Pitt Fighter, Superior Defender, and Xenotech Expert.
See also[edit | edit source]
![Weapons Weapons](/uploads/1/2/3/7/123714556/725291861.jpg)
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Fallout_3_weapons&oldid=2123049'
Fallout 3 Energy Weapons Guide
Energy weapons are very interesting guns in Fallout 3. You will go a short time without access to quality energy weapons, but once you have them you will be very powerful. The most basic of the energy weapons deals nice damage, and they are for the most part quite accurate, especially in the form of the Laser Rifle. Victims to powerful blasts of energy will disintegrate. Thankfully, the gear they carried will remain for the most part unharmed. The primary stat for energy weapons is perception, and having higher values in it will increase the damage done by all energy weapons.
The Weapons (Alphabetical List)
A3-21's Plasma Rifle: This is likely my favorite mid-range energy weapon. It's not great at a long range but it can pummel opponents up close. You get this weapon as a reward for completing The Replicated Man in Rivet City. It's of course a modified Plasma Rifle, and can only be repaired with them. Fortunately the enclave camps at the end of the game are endless sources of plasma rifles to keep A3-21's Rifle melting mutants.
Alien Blaster: The Alien Blaster is found at the alien crash site. To get to the alien crash site, you'll need to be in the square 2 east and 10 north from Megaton. If you have the MDPL-13 power station revealed, or minefield, it's easier to fast walk there and head north. You'll eventually pick up a new radio signal, a beacon. Listen to the radio signal and you'll hear that it gets a bit stronger as you near the square I suggested. The alien ship is crash-landed in the southwestern corner of the square here. The blaster is found to the south of the ship, when you finally find it. It's laying next to an alien body. Look for the small light blue alien power cells to get the ammo it takes. It doesn't use any other form of ammo, so it's likely the most scare ammo in the game ( a bit more can be found in fort independence). The blaster literally guarantees a critical hit. If you're an energy weapons specialist, you'll kill almost anything in a single blow to the head. This makes the 120 rounds of ammo you find near the alien body more significant. Use these rounds wisely. They're great for tough encounters like deathclaws and the like.
Colonel Autumn's Laser Pistol: This weapon can't really be gained without exploiting the game. Have a look at this video to see how it's done. Don't talk to Colonel Autumn if you do this or you'll potentially ruin your game. Try to shoot the pistol out of his hand while using a stealth boy or just kill him. Honestly, this weapon is not worth the trouble it takes to get it. It is fine outside of VATS, but it's a fully automatic laser pistol and owning it is basically asking for having troubles with the ammo of the gun. It doesn't do any more damage per shot than a normal laser pistol. Even if you're an energy weapons specialist, I recommend you skip exploting the game to get this weapon.
Firelance: The Firelance can only be found through a random encounter. That is, you're travelling on the world map and a random event occurs. There are several of these events in the game. The trouble is, you're unlikely to encounter them really. I've played 60 hours on my current game and haven't encountered this yet. The Firelance uses the same ammunition as the Alien Blaster, that is, Alien Power Cells. These are in limited supply. I'm not sure if you can encounter this event multiple times, or if it occurs only once. Still, don't bother hunting for this weapon as you're unlikely to find it. If you have any tips to getting this random encounter, share them below using the comment form. The weapon itself does more damage than a normal Alien Blaster, with the same high chance to critial. In addition, it deals burning damage to enemies. It's a very nice weapon, especially with the Pyromaniac perk. I feel you can get by easily without one of these. If you're lucky enough to get one, great!
Laser Pistol: Ah, the Laser Pistol. I really love energy weapons and this is of course the first one I got when playing through the game. Your results will likely be the same. It deals more damage than a 10mm handgun, for sure. You can find them in shops, so keeping laser pistols repaired shouldn't be a very big problem. The ammo is very common, making it a weapon you can use without worry as soon as you find it. It benefits from the gunslinger perk like any other one-handed weapon and has a higher critical chance than the 10mm handgun.
Laser Rifle: Laser Rifles are powerful medium to long range energy weapons. Finding one in the early game can be tough, but you'll find more and more as you progress through the game. They are highly accurate weapons, allowing for excellent performance a high range. The AP cost is very low, so it's easy to fire off four to six shots in VATS as the enemy approaches. They take micro fusion cells, which are a bit more rare than the energy cells the pistol uses. Still, most shopkeepers will stock enough of this ammo to get you by. You can also do some travelling to various shops and buy out their ammo to stock up.
Mesmetron: The Mesmetron can be gained in two ways. You can either accept the quest Strictly Business from Grouse at Paradise Falls or kill him. I encountered this item while doing the main quest. Grouse offered me to enslave several people for entry, but I killed him instead as I was playing a good Karma character. If you kill him like I did, you'll be limited to the mesmetron power cells you pick up off his corpse. If you take the quest, you can buy more cells from him at the cost of 200 caps per ten. The chance to actually mez someone (other than the quest NPCs associated with 'strictly business') seems to be 50/50. Sometimes heads will explode, and sometimes the victim will turn wild and start attacking everyone. If they do this, you can kill them without repurcussion.
Plasma Pistol: Plasma pistols are powerful, but rare energy weapons. The only problem when using them in non-VATS is that the shots are slow and can often miss moving targets. As such, if you're firing in non-VATS and the enemy is moving you may want to allow for some lead, that is, shoot just a touch ahead of where the target is moving so they'll run into the energy ball. These pop up more often once you've made it past the Waters of Life in the main quest. At that time, the Enclave will have camps set up in the wasteland, and you'll encounter them more often. Raiders don't usually have weapons like this, as you might expect.
Plasma Rifle: Plasma rifles do about twice the damage of a plasma pistol and work at slightly longer ranges. They have a low capacity for the microfusion cells they use as ammo, at just 12. Thankfully, plasma rifles are powerful enough that 12 shots is often enough. Like the plasma pistol, you'll need to accomodate for the slower speed of the weapon's projectiles. The weapon has an AP cost of 25, so you won't get off as many shots in VATS. Again, this type of weapon is much more common after the enclave begins setting up their camps.
Protectron's Gaze: You can get this unique laser pistol during the quest The Superhuman Gambit. The weapon fires clusters of lasers at the enemy, and deals a good bit more damage than your average laser pistol. This is a good midgame weapon for energy weapon lovers for that reason. Also, the Superhuman Gambit is not a quest that's hard to access for low characters as the biggest hurdle will be the long walk to the area. Read my walkthrogh of the quest for more information.
Smuggler's End: This is a second unique laser pistol. It's slightly more powerful than the normal laser pistol in VATS, but outside it can fire nearly twice as fast as a standard model. Obtaining this weapon is a simple matter of making it through the main quest to the point where you're allowed access to the citadel. Look in the B-ring of the citadel for the room marked 'the Solar', which are Elder Lyons' personal chambers. You'll need 100 lockpicking skill to open the safe which contains it. Taking this weapon is not considered stealing, despite that it's in Lyons' chambers. The weapon can consume a lot of ammo, but the energy cells it fires are hardly rare.
Wazer Wifle: This is probably my favorite energy weapon. It's also very easy to get from a child named Biwwy once you've gained entry to Little Lamplight. Look for the signs to the great chamber. This room is very large, and finding Biwwy can be challenging. You can buy this gun for 500 caps or less, depending on your barter skill. People with Child at Heart can get it for free! It does about five more damage than the normal laser rifle, and features a slightly larger ammo capacity. This weapon goes great with Tesla Armor. You'll be able to fire from long ranges, and if you took the commando or sniper perks they'll be even more accurate at range. You can repair this with normal Laser Rifles, but wont' have to very often because this weapon seems to have high durability. I use this for most fights, but occasionally like to use my Burnmaster at close ranges.
Share Tips and FAQs (5)
Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.
Tony says..Firelance: The best way to trigger this random event is during the 'Wasteland Survival Guide' when Moira sends you on the Mirelurk mission. Do this early in your game, and hopefully, you haven't discovered the Anchorage War Memorial as of yet. I've heard a high Luck skill helps; mine was at 6 the last time I did this, tho.Get to Wilhelm's Wharf and step out onto the dock facing the Anchorage War Memorial..SAVE YOUR GAME, as this will likely take SEVERAL attempts before it happens.Jump in the water and move off to the Anchorage War Memorial..if you discover the war memorial and nothing happens, re-load your save and repeat this process until it happens. Just before your get the notation that you've discovered the memorial, the alien ship will blow up overhead and drop the Firelance and 24 Alien Power Cells over the memorial area.
5th May 2013 2:32pm
me says..you forgot about the 'Vengeance' Laser Gatling Gun in the Deathclaw sanctuary, extremely hard to get but well worth it
18th December 2013 2:40pm
Tony says..Also, the drop of cells is a SET total of 24..you will ALWAYS get 24 cells here. If you don't find the full 24 at first, bring the game to nighttime (the cells will be easier to see) or bring Dogmeat to help find the cells. Some may go into the water surrounding the memorial too.This event can happen in several locations over the Capital Wasteland; this is just the one I know of for sure. Hope this helps!
5th May 2013 2:37pm
carmine says..how about the tri-beam laser Rifle to get it you must be Level 18 or higher and go to DC and look for a super mutant overlord. be careful the overlord is the strongest enemy in the game not even the alien blaster can't kill it that fast it takes more ammo and its hard even in very easy Difficulty! good luck ;)
24th July 2013 8:53pm
carmine says..i get the Firelance! and the bast part is i get it in my first try!!!!!!!!
12th August 2013 2:46pm
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Join In
No new entries may be made.In celebration of Fallout 4’s release, we reflect on the Fallout series and rank our top 10 favorite weapons from Fallout 3 and Fallout: New Vegas.
After months of excitement and buzz, Fallout 4 is finally here, and based on the reviews, it looks like fans have a lot to look forward to. One feature in the game many fans are excited about are the unique weapons, which they’ll use to wreak havoc on all manner of enemies in the Boston wasteland.
And as players are sifting through the weapons of Fallout 4, we wanted to take a moment and reflect on our favorite weapons from the past couple Fallout games. We polled our team and came up with our top 10 favorite Fallout weapons.
Experimental MIRV – Fallout 3
We’ll kick the list off with a nuclear bang by looking at Fallout 3’s famous Experimental MIRV. The Fat Man gun is by far the most powerful in the game, dealing the most damage as it launches eight mini nukes at once.
Naturally, so much power cannot be easily found or used, so players have to choose carefully when to use the MIRV on enemies. The weapons won’t fire unless there are at least eight nukes to send down the barrel, and can only fire 63 times before breaking. That may sound like a lot, but considering how easy it is to run and gun with the MIRV, those shots deplete quickly.
Chance’s Knife – Fallout: New Vegas
When it comes to melee weapons in Fallout: New Vegas, it’s hard to beat Chance’s Knife. While there are other melee weapons that pack more killing power, Chance’s Knife can hold its own against most enemies in the Vegas wasteland.
What really makes Chance’s Knife standout, though, is the unique and fun story behind the blade. The knife belonged to Chance, one of the Great Khans and a character in All Roads, the graphic novel that teases the events in Fallout: New Vegas. The backstory, and the fact that Chance’s Knife is still stained with the blood of his enemies, makes this weapons worthy of our list.
BB Gun – Fallout 3
While it’s the weakest and most useless weapon in the game, the Fallout 3 BB gun is also one of its most memorable. In fact, many players hold onto the BB gun throughout the game thanks to its sentimental value.
Gauss Rifle – Fallout 3
The Gauss Rifle is one of the most powerful and fun energy weapons in Fallout 3. Its high damage ability and unique design were impressive enough to land it on our list of top Fallout weapons.
While none have been revealed yet, it wouldn’t be surprising to see a similar weapon grace the wasteland in Fallout 4. If it does make an appearance, there’s no doubt players will go out of their way to pick up the powerful sniper weapon.
Mysterious Magnum – Fallout: New Vegas
The Mysterious Magnum is a fun weapon to use in Fallout: New Vegas because it’s the only weapon that has its own theme song, playing Mysterious Stranger’s theme anytime it’s pulled or holstered. It may not be the most powerful pistol available in the game, but the magnum provides a good deal of entertainment, as players run around the wasteland, drawing and holstering the weapon.
Nov 8, 2017 - Yes is not work, but the game is easy and when you kill any body you stiil. Load the save you want to use the code on and then try impulse 101. Half life impulse 101 not working.
Deathclaw Gauntlet – Fallout 3
The Deathclaw Gauntlet is one of the most creative weapons in the Fallout franchise. It’s the most powerful unarmed weapon, and is able to disregard damage resistance from enemies, making it superior to many short range and melee weapons in the game. Additionally, when paired with the right perks, the Deathclaw Gauntlet will always score a critical hit on enemies, helping players bring them down quickly.
As with the other weapons on this list, there’s likely to be a similar weapon in Fallout 4 that allows players to deal massive damage with little effort. However, such weapons will likely come later in the game due to their cost and resource requirements.
Medicine Stick – Fallout: New Vegas
Those who play Fallout: New Vegas understand the power and benefit of the brush gun variant Medicine Stick. The weapon deals a healthy amount of damage with each shot, and thanks to the ability to reload one bullet at a time, players can begin shooting mid-way through reloading, which often comes in handy while taking on multiple opponents.
Dart Gun – Fallout 3
At first glance, no one would expect a dart gun to provide players with a huge advantage in Fallout 3. With weapons that do massive damage like the Fat Man, why would a player take the time to construct and use the Dart Gun?
Those who use the weapon, however, quickly recognized the benefit, as the Dart Gun is able to cripple an enemy’s legs, making it easier for players to stop and kill fast melee opponents like deathclaws, super mutants, and aliens.
Ballistic Fist – Fallout: New Vegas
Like the Deathclaw Gauntlet in Fallout 3, the Ballistic Fist in Fallout: New Vegas is a fun and capable melee weapon. As the name suggests, the Ballistic Fist is a glove with a wrist-mounted shotgun. When a player punches an enemy, the shotgun adds power to the punch, knocking enemies back and causing immense damage.
The Ballistic Fist can be used almost 400 times before breaking, making it useful to players for a long time in the game. Of course, the fun-factor can easily drive a player to go on Ballistic Fist rampages, which depletes the weapon much quicker.
Lincoln’s Repeater – Fallout 3
Similar to Chance’s Knife, Lincoln’s Repeater is included in this list because of its unique storyline in Fallout 3. After players claim the weapon from the Museum of History, they can choose the fate of the weapon in Lincoln’s Profit Margin quest.
Depending on what players choose, Lincoln’s Repeater will be destroyed, used to kill slaves, or housed in Abraham Washington’s museum. Fortunately, as players make their choice, the weapon does act as a useful death-dealing instrument thanks to its precision and critical hit multiplier.
More Great Weapons
What did you think of our list? Did your favorite weapons from Fallout 3 and Fallout: New Vegas make the cut? Let us know your picks in the comments.
Fallout 4 releases November 10, 2015 for PC, PS4, and Xbox One.
Schematics can be found all over the Capital Wasteland usuallyin buildings, traders will have them up for sale, and you canreceive a schematic as reward for completing a quest.
How do you get the shishkibab in Fallout 3?
How do you get weapons on fallout 3?
You can get weapons by saving up caps and buying them from town merchants or by killing an NPC who has a weapon in his inventory. If you have the parts and the schematics you can also make certain weapons at a workbench, you can also steal weapons if your lockpick/sneak/agility is high enough.
Where do you get the Nuka-grenade in Fallout 3?
you can make them with the schematics, you get it after completing the nukacola challenge, I'm not sure about the other schematics for it though
What does Alien Epoxy do in Fallout 3?
Where can you find all the weapon schematics in fallout 3?
buy them or find the across the waste lands mostly in building's
How can you make a gun on Fallout 3?
To make a gun, find a workbench in the Fallout world and select 'activate work bench.' It will then ask you what weapon you would like to make. You will only be able to make weapons that you have the schematics for. You'll have to find the supplies for the weapon in the wasteland in order to build it. You can either buy them from a trader or search for them. If you haven't blown… Read More
How many weapons are in fallout 3?
I do not know the exact number but there is over 50. Check out the Fallout Wikia page for list of complete weapons, just google it.
What do pressure cookers do in fallout 3?
By it's self not much. But if you get the Schematics for the Railway Rifle it is a key component into building the weapon.
How do you make weapons on Fallout 3?
Fallout 3 Weapon Locations
You must first acquire the schematics for the weapon, these can be hard to find, you can also buy them from some of the traders you meet along the way, if you can not afford the price kill him and take it. The schematics will tell you what you need to collect to make the weapon, once you have collected all the parts you need to find a work bench, activate the workbench and select… Read More
Are there any schematics in Fallout New Vegas?
Yes. Just like in Fallout 3, you can find many scattered. Try bartering a lot as you may find them in small trade stops or on caravans.
Where to get schematics in fallout 3?
Most can be bought at local vendors in places such as Rivet City and Megaton You get the bottlecap mine from moira when you complete the first chapter. you can also find the deathclaw gauntlet schematics at that campground. and you get the nuka grenade schematics at the end of the nuka cola challenge quest.
How good is Fallout New Vegas?
Fallout New Vegas is a great game. In my opinion, it is better than Fallout 1,2,and 3. You can have more unique weapons than Fallout 3. There are more enemy's, more kinds of species. And more! :)
What are all the schematics for fallout?
The most common ones are found on merchants: Shiskabab: Traveling trader or Vance in the Blood Ties quest Railway Rifle: The merchant in Underworld or for bringing back the constitution to the Capitol Preservation Society. Nuka Grenade: You get this for bring Nuka Cola Quantum to Siarra in Girdershade or for purchasing it off of Doc. Hoff, the traveling merchant. These are only 3 of the 5 custom weapons in fallout 3.
Where are the parts for the rock-it launcher in fallout 3?
You can buy the parts and the schematics to the rock-it-launcher from moira in craterside supply in megaton. Type your answer here..
Where areAll weapons for fallout 3 including dlc?
i cannot answer all of this but Fallout wiki can! search Fallout wiki on Google.. all your fallout needs plus lots of nuka cola, mmm im going there now..
What is neclear fallout?
Nuclear fallout is where, in this case countries, have a fallout and basiclly launch nuclear weapons at eachother.
How much damage does a punch without any weapons do in fallout 3?
Where are all the rare weapons locations in fallout 3?
well if you have the explorer perk you could probably find them
All Weapons In Fallout 3 Mods
Which game is better fallout 3 or elder scrolls 4?
Gameplay, graphics, and weapons definitly goes to Fallout, but the level capacity and skills goes to Elder Scrolls for sure
Can you use the weapons off the fallout new vagas dlc in cam paien?
Yes, you can use weapons from Fallout New Vegas DLCs in the base game.
Can you get your weapons back after confiscated at the pitt fallout 3?
yes all your supplies is in the footlocker near the holes entrance.
What Does The Tesla Armor In Fallout 3 Do?
the tesla armor helps you resist radiation and it makes you better with energy weapons
How do you get out of being overcomed in fallout 3?
If you are overcomed in Fallout 3, it means that you are carrying too many things. To get out of this situation, you can either drop some items, use some medical supplies that have a wieght, repair weapons using weapons that are just taking up room, or you just sell some of your items.
How do you spawn weapons in fallout 3 on the PC?
You access console commands and then input the IDs of weapons this link can help explain all you can mod: http://falloutmods.wikia.com/wiki/Fallout_3_modding_FAQ
Will there be a new Fallout 3?
There will be a new Fallout game but it will not be Fallout 3.
How many fallout games have there been?
4. fallout 1 fallout 2 fallout 3 fallout 3 new vegas
How do you make weapons in Fallout New Vegas?
You will find the blueprints to several unique weapons in various places. You can assemble the weapons at a workbench.
How do you make items build in your house in fallout 3?
To build things in your house in fallout 3,first you need to go to crater-side supply.Then,you have to go in and purchase a workbench.Then,you have to go to your house,there should be a workbench in your house.Then,you have to find or buy the schematics for something.Then,you have to find everything on the list.finally,you go home and go to the workbench and make something
How do you take pictures in fallout 3?
To the best of my knowledge you can't use the cameras in the game, but are mainly used to create custom weapons.
We only have a few, but they are important.
This subreddit is for the discussion of torrenting culture and learning how to use torrents. Rules.No pirated content.
![Bbc](/uploads/1/2/3/7/123714556/405452584.jpg)
What is the stongst gun in fallout new Vegas?
Fallout New Vegas is a role playing game. There are several powerful weapons available to find or to buy. The Sniper Rifle is one of the better weapons.
How do you run on Fallout 3?
If you are unable to run on Fallout 3, you are carrying too heavy a load. To lighten your load, you can eat foods, drop things and repair armor or weapons. If you have Jericho you can trade things with him, too, so your load isn't as heavy.
Do I need fallout 3 the game to play operation anchorage and the pitt expansion pack on CD because i rented the game 3 times to beat it and collect the rare weapons but do i need to buy fallout 3?
Yes,you nead fallout3 the game to play operation anchorage
Where is the rock-it launcher in Fallout New Vegas?
The Rock-it launcher isn't in New Vegas because there isn't any weapon schematics.
Do weapons given to followers in fallout 3 have unlimited ammo?
Original weapons that the followers have ie. Charon's shotgun, have infinite ammo. If you give him a weapon like a laser rifle you have to supply him with ammo.
What platforms can you get Fallout 3 for?
Fallout 3 Platforms Fallout 3 is available for the PC, Xbox 360 and PlayStation 3.
What is the difference between Fallout 3 and Fallout 3 game of the year edition?
The game of the year edition has extra missions that are really neat and give you unique opportunities to get crazy weapons and armour, if you get the broken steel addon it will let you go to level 30
I need easy weapons like pistols machines guns etc on fallout 3 where can you get them?
you can kill people for them, u can buy them, u can steal them.
Does fallout new Vegas freeze like Fallout 3?
Occasionally Fallout: New Vegas will freeze, but not as frequently as Fallout 3.
Fallout 3 names?
Fallout 3, Fallout 3: Game of The Year Edition, Fallout 3: Broken Steel/Operation Anchorage/Mothership Zeta/The Pit/Point Lookout
What do you get in the Fallout 3 add on 'The Pitt'?
The Pitt add-on in Fallout 3 offers a new main quest where the player has a choice to make which affects the outcome of the game and who your allies in The Pitt are. You will have access to new weapons, new unique weapons, new aid items and new side-quests. There are new enemies such as Trogs (similar to Feral Ghouls which crawl on all four limbs). If you purchase Fallout 3: Game Of The… Read More
Is Fallout 3 better than borderlands?
it depends what you want in a game, my overall rating for fallout is a solid 9/10, borderlands is an 8/10. Fallout has a stronger storyline and more hidden objects, secrets, etc.. but borderland has over 17750000 guns, while fallout has just about 100+ usable weapons. But most of the guns on borderland are the same model just the lightest bit different. I think fallout 3 is better depending on which one you buy if… Read More
Fallout 3 PSP cheaths?
Does Fallout 3 have nudity?
Where is junians chamber in Fallout 3?
What makes the nuclear weapons harmful?
Their weapons effects: Blast Thermal flash Prompt radiation Firestorm Fallout etc.
What is the best perk for level 8 in Fallout 3?
For level 8, I would say either Commando( 2-handed weapons ) or Gunslinger ( 1-Handed Weapons ), these Increase V.A.T'S for the specific one of choice.
What locations have lots of stuff on Fallout 3?
I recommend downloading the last downloadable content then get everything on Mother Ship Zeta there are really powerful weapons if you look for weapons with peculiar names such as the alien atomizer and the Disinigrator.
Where is the railway gun located in fallout 3?
There are two ways, one is you can go to a power station (forget which one) and you can get a schematics and build it yourself. Or you can go to a 'random encounter' area and you will meet a guy by himself with a railway gun, he will attack you.
Can you have two other companions if you leave Dogmeat in your house in Fallout 3?
No. Dogmeat doesn't count as a companion. You can have only one companion that can use weapons.
What is better fallout 3 or halo 3?
Fallout 3 because i looked all over the internet and i counted up the votes: Fallout 3 had 1678 Halo 3 had 1443 So the answer is: Fallout 3 is better than Halo 3.
For a list of unique weapon locations in Fallout 3, see Fallout 3 unique weapons. For a list of non-player weapons in Fallout 3, see Fallout 3 non-player weapons. |
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This page lists all weapons in Fallout 3. |
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Legend |
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- Damage: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most small guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the Gatling laser it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. |
- Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times, all others show sustained rates without reloads. |
l- Rate of fire: The maximum cyclic number of shots/attacks per second, without considering reloading. |
- Spread: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition. |
- Critical chance multiplier: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. each 5mm bullet fired from your minigun). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 =10% chance to critically hit. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that single V.A.T.S. attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done. |
- Critical hit Damage: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike. |
- Action Point cost: The amount of Action Points used per shot in V.A.T.S. |
- Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K. |
- Durability: This is the maximum number of times a weapon can attack/fire from full health before completely breaking. |
- Ammunition used: The type of ammunition the weapon uses. |
- Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine. |
- Weapon weight: Weight value of the weapon that applies to encumbrance. |
- Weapon value in caps: Base value of the weapon in caps. Resale value is effected by Barter skill. |
- Value to weight ratio: The ratio of the base weapon value in caps to the weapon weight. |
Small GunsEdit
PistolsEdit
Base ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
.32 pistol | 6 | 18 | 3 | x1 | 6 | 20 | 0.3 | 0.5 | .32 caliber | 5 | 556 | 2 | 110 | 55 | 0000080a |
Wild Bill's Sidearm | 10 | 30 | 3 | x1 | 15 | 20 | 0.5 | 0.5 | .32 caliber | 5 | 833 | 2 | 250 | 125 | 00a7cb |
10mm pistol | 9 | 54 | 6 | x1 | 9 | 17 | 0.53 | 0.5 | 10mm round | 12 | 556 | 3 | 225 | 75 | 0000434f |
Colonel Autumn's 10mm pistol | 13 | 78 | 6 | x1 | 13 | 17 | 0.77 | 0.5 | 10mm round | 12 | 577 | 3 | 325 | 108 | 0006b531 |
Silenced 10mm pistol¹ | 8 | 48 | 6 | x2 | 5 | 21 | 0.38 | 0.5 | 10mm round | 12 | 333 | 3 | 250 | 83 | 00004350 |
Chinese pistol | 4 | 24 | 6 | x1 | 4 | 17 | 0.24 | 1.0 | 10mm round | 10 | 1250 | 2 | 190 | 95 | 00004325 |
Zhu-Rong v418 Chinese pistol | 4 +2 /5s | 20 | 4.5 | x2 | 4 | 17 | 0.24 | 1 | 10mm round | 10 | 1667 | 2 | 290 | 145 | 00060c2c |
Dart gun¹ | 6 +8 /8s | 44 | 6 | x2.5 | 12 | 25 | 0.24 | 0 | Dart | 1 | 883 | 3 | 500 | 167 | 0000432a |
Scoped .44 Magnum² | 35 | 78.8 | 2.25 | x2 | 35 | 32 | 1.09 | 0.3 | .44 Magnum round | 6 | 229 | 4 | 300 | 75 | 0000434d |
Blackhawk² | 55 | 123.8 | 2.25 | x2 | 45 | 32 | 1.72 | 0.3 | .44 Magnum round | 6 | 218 | 4 | 500 | 125 | 000303a2 |
Callahan's Magnum² | 65 | 146.3 | 2.25 | x2 | 50 | 25 | 2.6 | 0.3 | .44 Magnum round | 6 | 205 | 4 | 750 | 188 | 00b806 |
Paulson's revolver | 45 (5x9) | 101.3 | 2.25 | x2 | 315 (35x9) | 32 | 1.4 | 3 | .44 Magnum round | 6 | 178 | 4 | 300 | 75 | 00829f |
- Unique weapons are highlighted with a darker background.
- Pistols are affected by Gunslinger.
- ¹ Weapon is silenced.
- ² Weapon is scoped.
RiflesEdit
Base ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Assault rifle | 8 | 64 | 8 | x0.125 | 8 | 23 | 1.04 | 1.5 | 5.56mm round | 24 | 1250 | 7 | 300 | 43 | 0001ffec |
Infiltrator¹² | 7 | 56 | 8 | x0.125 | 10 | 23 | 0.91 | 1.5 | 5.56mm round | 24 | 1429 | 7 | 400 | 57 | 00737c |
Perforator¹² | 10 | 60 | 6 | x0.33 | 14 | 27 | 0.86 | 0.5 | 5.56mm round | 24 | 1000 | 7 | 600 | 86 | 00b512 |
BB gun¹ | 4 | 3 | 0.8 | x1 | 4 | 28 | 0.14 | 0.5 | BB | 100 | 417 | 2 | 36 | 18 | 00004323 |
Chinese assault rifle | 11 | 88 | 8 | x0.125 | 10 | 23 | 1.44 | 1.5 | 5.56mm round | 24 | 1212 | 7 | 500 | 71 | 0000080b |
Xuanlong assault rifle | 12 | 96 | 8 | x0.125 | 12 | 23 | 1.57 | 1.5 | 5.56mm round | 36 | 1111 | 7 | 400 | 57 | 000c800e |
Hunting rifle | 25 | 18.75 | 0.75 | x1 | 25 | 25 | 1 | 0.3 | .32 caliber | 5 | 667 | 6 | 150 | 25 | 00004333 |
Ol' Painless | 30 | 33.75 | 0.75 | x1 | 30 | 23 | 1.3 | 0 | .32 caliber | 5 | 556 | 6 | 250 | 42 | 00066c76 |
Lever-action rifle | 40 | 30 | 0.75 | x5 | 40 | 30 | 1.33 | 0.25 | 10mm round | 10 | 250 | 8 | 200 | 25 | 0088de |
Backwater rifle | 45 | 33.75 | 0.75 | x5 | 45 | 30 | 1.5 | 0.25 | 10mm round | 10 | 519 | 7 | 250 | 36 | 00ed14 |
Lincoln's repeater | 50 | 37.5 | 0.75 | x2 | 50 | 25 | 2 | 0 | .44 Magnum round | 15 | 400 | 5 | 500 | 100 | 0003c07a |
Railway rifle | 30 | 60 | 2.0 | x3 | 30 | 24 | 1.25 | 0.75 | Railway spikes | 8 | 222 | 9 | 200 | 22 | 00004348 |
Sniper rifle² | 40 | 42.85 | 1.07 | x5 | 40 | 38 | 1.05 | 0 | .308 caliber | 5 | 83 | 10 | 300 | 30 | 00004353 |
Reservist's rifle² | 40 | 64.28 | 1.61 | x5 | 40 | 32 | 1.25 | 0 | .308 caliber | 3 | 125 | 10 | 500 | 50 | 00092966 |
Victory rifle² | 40 | 42.85 | 1.07 | x3 | 40 | 38 | 0.89 | 0 | .308 caliber | 5 | 250 | 10 | 450 | 45 | 000cb548 |
- Unique weapons are highlighted with a darker background.
- Rifles are affected by Commando.
- ¹ Weapon is silenced.
- ² Weapon is scoped.
ShotgunsEdit
Base ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combat shotgun | 55 (6.1x9) | 82.5 | 1.5 | x1 | 243 (27x9) | 27 | 2.04 | 3 | 12 gauge | 12 | 145 | 7 | 200 | 29 | 00004327 |
The Terrible Shotgun | 80 (8.9x9) | 120 | 1.5 | x1 | 360 (40x9) | 27 | 2.96 | 6 | 12 gauge | 12 | 146 | 10 | 250 | 25 | 0006b534 |
Double-barrel shotgun | 85 (9.4x9) | 191.3 | 2.25 | x1 | 270 (30x9) | 35 | 2.43 | 5 | 12 gauge | 2 (1) | 118 | 6 | 175 | 29 | 007473 |
Sawed-off shotgun | 50 (5.6x9) | 112.5 | 2.25 | x0 | 0 | 37 | 1.35 | 7 | 12 gauge | 2 | 167 | 6 | 190 | 32 | 0000434c |
The Kneecapper | 75 (8.3x9) | 140.62 | 1.88 | x0 | 0 | 37 | 2.03 | 4 | 12 gauge | 2 | 111 | 5 | 350 | 70 | 0006b53a |
- Unique weapons are highlighted with a darker background.
- Sawed-off shotguns are affected by Gunslinger.
- All other shotguns are affected by Commando.
Submachine gunsEdit
Base ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10mm SMG | 7 | 70 | 10 | x0.1 | 7 | 20 | 1.4 | 1.5 | 10mm round | 30 | 1190 | 5 | 330 | 66 | 00004321 |
Sydney's 10mm 'Ultra' SMG | 9 | 90 | 10 | x0.1 | 9 | 20 | 1.8 | 1.5 | 10mm round | 50 | 926 | 5 | 430 | 86 | 0006e7cc |
- Unique weapons are highlighted with a darker background.
- SMGs are affected by Gunslinger.
Big GunsEdit
Direct-FireEdit
Base ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drone cannon | 40 +100 | 466.7 | 3.33 | x1 | 50 | 30 | 4.67 | 0.5 | Alien power module | 1 | 417 | 18 | 1999 | 111 | 000845 |
Drone cannon Ex-B | 40 +100 | 466.7 | 3.33 | x1 | 50 | 30 | 4.67 | 0.5 | Alien power module | 1 | 417 | 18 | 1999 | 111 | 00a77d |
Flamer | 16 +2/5s | 130 | 8 | x0.5 | 1 +2/5s | 50 | 1.6 | 0.5 | Flamer fuel | 60 | 208 | 15 | 500 | 33 | 0000432d |
Burnmaster | 24 +2/5s | 194 | 8 | x0.5 | 1 +2/5s | 50 | 2.0 | 0.5 | Flamer fuel | 60 | 139 | 15 | 500 | 33 | 000c80bd |
Rapid-torch flamer | 16 +2/5s | 130 | 8 | x0.5 | 1 +2/5s | 50 | 1.6 | 0.5 | Flamer fuel | 60 | 208 | 15 | 500 | 33 | 0091b1 |
Slo-burn flamer | 18 +8/5s | 152 | 8 | x0.5 | 1 +2/5s | 50 | 3.5 | 0.5 | Flamer fuel | 60 | 185 | 15 | 500 | 33 | 0091b3 |
Gatling laser | 8 | 160 | 20 | x0.05 | 6 | 30 | 2.13 | 0.5 | ECP | 240 | 3125 | 18 | 2000 | 111 | 0000432e |
Precision Gatling laser | 8 | 160 | 20 | x0.2 | 6 | 30 | 2.13 | 0.5 | ECP | 240 | 3125 | 18 | 3000 | 167 | 008895 |
Vengeance | 11 | 220 | 20 | x0.05 | 12 | 30 | 2.93 | 0.5 | ECP | 240 | 3030 | 18 | 2400 | 133 | 000cb547 |
Heavy incinerator | 35 +45 +8/5s | 328 | 4 | x1 | 5 | 50 | 2.4 | 0.5 | Flamer fuel | 24 | 222 | 15 | 500 | 33 | 001084 |
Minigun | 5 | 100 | 20 | x0 | 0 | 30 | 1.33 | 2.0 | 5mm round | 240 | 3333 | 18 | 1000 | 56 | 0000433f |
Eugene | 7 | 140 | 20 | x0 | 0 | 30 | 1.87 | 2.0 | 5mm round | 240 | 3571 | 18 | 1500 | 83 | 0006b538 |
Rock-It Launcher | 50 | 167 | 3.3 | x1 | 25 | 32 | 1.56 | 1.0 | Junk | N/A | 100 | 8 | 200 | 25 | 0000434b |
- Unique weapons are highlighted with a darker background.
Area-of-EffectEdit
Base ID | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fat Man | 10 +1600 | 443.1 | 1.58 | 65 | 24.77 | 2.0 | Mini nuke | 1 | 167 | 30 | 1000 | 33 | 0000432c |
Experimental MIRV | 80 (10x8) +12800 | 3545 | 1.58 | 65 | 198.15 | 13.0 | Mini nuke | 8 | 63 | 30 | 2498 | 83 | 0003422b |
Missile launcher | 20 +150 | 36 | 1.6 | 55 | 3.09 | 0.5 | Missile | 1 | 83 | 20 | 500 | 25 | 00004340 |
Miss Launcher | 20 +200 | 47 | 1.58 | 55 | 4.0 | 0.5 | Missile | 1 | 83 | 15 | 400 | 27 | 000b2644 |
- Unique weapons are highlighted with a darker background.
- Area-of-Effect weapons have a Crit % Modifier of 0, which eliminates any chance to critically hit with them.
Energy WeaponsEdit
Energy pistolsEdit
Base ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien atomizer | 35 | 105 | 3 | x1 | 40 | 20 | 1.75 | 0 | Alien power module | 20 | 714 | 2 | 500 | 250 | 00083f |
Atomic pulverizer | 37 | 111 | 3 | x2 | 40 | 12 | 3.08 | 0 | Alien power module | 20 | 676 | 2 | 500 | 250 | 00a77f |
Alien blaster | 100 | 300 | 3 | x100 | 100 | 20 | 5 | 0 | Alien power cell | 10 | 125 | 2 | 500 | 250 | 00004322 |
Captain's Sidearm | 35 (5.9x6) | 105 | 3 | x1 | 240 (40x6) | 20 | 1.75 | 3.0 | Alien power module | 30 (10) | 714 | 2 | 500 | 250 | 00a9dd |
Firelance | 80 +2 /5s | 242 | 3 | x100 | 80 | 20 | 4.5 | 0 | Alien power cell | 10 | 63 | 2 | 750 | 375 | 000c80ba |
Laser pistol | 12 | 72 | 6 | x1.5 | 12 | 17 | 0.71 | 0 | SEC | 30 | 729 | 3 | 320 | 107 | 00004335 |
Colonel Autumn's laser pistol | 10 | 120 | 12 | x0.08 | 22 | 17 | 1.18 | 0 | SEC | 30 | 1250 | 2 | 420 | 210 | 000abbe4 |
Colonel Autumn's laser pistol (Broken Steel) | 18 | 108 | 6 | x1.5 | 18 | 17 | 1.1 | 0 | SEC | 30 | 694 | 3 | 420 | 140 | 000abbe4 |
Protectron's Gaze | 24 (4.9x5) | 72 | 3 | x1 | 120 (24x5) | 17 | 1.41 | 2.5 | SEC | 20 | 521 | 3 | 320 | 107 | 000c553f |
Smuggler's End | 18 | 108 | 6 | x1.5 | 18 | 17 | 1.06 | 0 | SEC | 30 | 694 | 2 | 450 | 225 | 0006b536 |
Mesmetron | 1 | 1 | 1.03 | x1 | 0 | 65 | 0.015 | 0 | Mesmetron power cell | 5 | 2500 | 2 | 500 | 250 | 00004339 |
Microwave emitter | 60 | 62.1 | 1.03 | x2 | 100 | 30 | 2.0 | 0.2 | MFC | 5 | 375 | 8 | 500 | 63 | 00c1c3 |
Plasma pistol | 25 | 75 | 3 | x2 | 25 | 21 | 1.2 | 0.5 | SEC | 16 | 400 | 3 | 360 | 120 | 00004343 |
MPLX Novasurge | 80 | 240 | 3 | x3 | 75 | 21 | 3.8 | 0.5 | SEC | 16 (8) | 188 | 6 | 850 | 142 | 00ab86 |
- Unique weapons are highlighted with a darker background.
- Energy pistols are affected by the Gunslinger perk.
Energy riflesEdit
Base ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien disintegrator | 65 | 130 | 2 | x2 | 50 | 30 | 2.2 | 1.0 | Alien power module | 100 | 385 | 7 | 300 | 43 | 000842 |
Destabilizer | 30 | 135 | 4.5 | x0.44 | 20 | 25 | 1.2 | 1.5 | Alien power module | 100 | 1250 | 7 | 1200 | 171 | 00a77e |
Gauss rifle | 100 | 30.6 | 1.1 | x5 | 50 | 38 | 2.63 | 0 | MFC | 1 | 375 | 12 | 500 | 42 | 00c07d |
Laser rifle | 23 | 47 | 2.05 | x1.5 | 22 | 17 | 1.35 | 0 | MFC | 24 | 1087 | 8 | 1000 | 125 | 00004336 |
Metal Blaster | 55 (6.1x9) | 112.5 | 2.05 | x1.5 | 243 (27x9) | 17 | 3.24 | 2.5 | MFC | 24 | 455 | 8 | 1000 | 125 | 00b513 |
Wazer Wifle | 29 | 59.3 | 2.05 | x1.5 | 28 | 17 | 1.65 | 0 | MFC | 30 | 1552 | 8 | 900 | 113 | 00061793 |
Plasma rifle | 45 | 90 | 2.0 | x2 | 44 | 25 | 1.8 | 0.2 | MFC | 12 | 500 | 8 | 1799 | 225 | 00004344 |
A3-21's plasma rifle | 50 | 100 | 2.0 | x2.5 | 50 | 25 | 2.0 | 0.2 | MFC | 12 | 600 | 8 | 2200 | 275 | 0006b539 |
Tesla cannon | 40 +80 +20/2s | 31.6 | 1.6 | x2 | 30 | 37 | 3.78 | 0 | ECP | 1 | 563 | 8 | 1799 | 225 | 006725 |
Tri-beam laser rifle | 75 (25x3) | 204.5 | 2.73 | x1.5 | 45 (15x3) | 23 | 3.26 | 2.0 | MFC | 24 (8) | 333 | 9 | 1000 | 111 | 005818 |
- Unique weapons are highlighted with a darker background.
- All energy rifles except the Tesla cannon are affected by the Commando perk.
ExplosivesEdit
PlacedEdit
AoE | Base ID | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Bottlecap mine | 1 +500 | 155 | 0.31 | 256 | 35 | 14.31 | 0.5 | 75 | 150 | 0000433a | |
Cryo mine | 1 | 0.47 | 0.47 | 210 | 35 | 0.03 | 0.5 | 25 | 50 | 006fc0 | Stun & freeze for 3s |
Frag mine | 1 +100 | 47 | 0.47 | 192 | 35 | 2.89 | 0.5 | 25 | 50 | 0000433c | |
Plasma mine | 1 +150 | 71 | 0.47 | 192 | 35 | 4.31 | 0.5 | 50 | 100 | 0000433d | |
Pulse mine | 1 +10 | 5.17 | 0.47 | 450 | 35 | 0.31 | 0.5 | 40 | 80 | 0000433e | +200 to robots |
ThrownEdit
AoE | Base ID | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Cryo grenade | 1 | 0.65 | 0.65 | 250 | 24 | 0.04 | 0.5 | 50 | 100 | 002a71 | Stun & freeze for 3s |
Frag grenade | 1 +100 | 65.6 | 0.65 | 450 | 24 | 4.21 | 0.5 | 25 | 50 | 00004330 | |
Nuka-grenade | 1 +500 +2 /5s | 275 | 0.65 | 328 | 24 | 20.95 | 0.5 | 50 | 100 | 00004342 | +100 |
Plasma grenade | 1 +150 | 98.5 | 0.65 | 450 | 24 | 6.29 | 0.5 | 50 | 100 | 00004332 | |
Pulse grenade | 1 +10 | 7.17 | 0.65 | 450 | 24 | 0.46 | 0.5 | 40 | 80 | 00004331 | +200 to robots |
Melee WeaponsEdit
BladedEdit
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Auto axe | 35 | 35 | 1.0 | x0 | 0 | 65 | 1.1 | 457 | 20 | 200 | 10 | 0032e1 |
Man Opener | 35 | 35 | 1.0 | x0 | 0 | 65 | 1.1 | 457 | 20 | 200 | 10 | 00b66c |
The Mauler | 45 | 45 | 1.0 | x0 | 0 | 50 | 1.8 | 356 | 20 | 200 | 10 | 00b514 |
Axe | 20 | 28.6 | 1.43 | x2 | 30 | 30 | 1.7 | 500 | 6 | 60 | 10 | 00838f |
The Dismemberer | 25 | 35.7 | 1.43 | x2 | 40 | 30 | 1.7 | 480 | 6 | 55 | 9 | 00ed0f |
Chinese officer's sword | 10 | 23.1 | 2.31 | x2 | 15 | 28 | 0.72 | 1000 | 3 | 75 | 25 | 0002b3cb |
Jingwei's shocksword | 35 +2/5s | 82.8 | 2.31 | x2 | 25 | 28 | 2.9 | 486 | 3 | 500 | 167 | 00c07c |
Vampire's Edge | 15 | 34.6 | 2.31 | x3 | 20 | 28 | 1.1 | 1000 | 1 | 100 | 100 | 00078441 |
Combat knife | 7 | 21 | 3 | x3 | 13 | 17 | 0.82 | 1286 | 1 | 50 | 50 | 00004326 |
Occam's Razor | 10 | 30 | 3 | x3 | 13 | 17 | 1.2 | 1200 | 1 | 65 | 65 | 000cb602 |
Stabhappy | 10 | 30 | 3 | x4 | 15 | 17 | 1.2 | 1200 | 1 | 65 | 65 | 000c80be |
Trench knife | 7 | 21 | 3 | x3 | 13 | 17 | 0.8 | 1286 | 1 | 50 | 50 | 00c07b |
Knife | 4 | 12 | 3 | x1 | 4 | 20 | 0.4 | 500 | 1 | 20 | 20 | 00004334 |
Ant's Sting | 4 +4 /10s | 16 | 3 | x1 | 4 | 20 | 2.4 | 1250 | 1 | 30 | 30 | 000c553e |
Ritual knife | 6 | 18 | 3 | x3 | 18 | 12 | 1.0 | 1333 | 1 | 20 | 20 | 01098a |
Slasher knife | 50 | 115.4 | 2.3 | x0 | 0 | 0 | 0 | 400 | 1 | 50 | 50 | 0002869c |
Toy knife | 1 | 3 | 3 | x1 | 10 | 10 | 0.2 | 200 | 1 | 20 | 20 | 006ab7 |
Ripper | 30 | 30 | 1.0 | x0 | 0 | 65 | 0.92 | 400 | 6 | 100 | 17 | 00004349 |
Jack | 30 | 30 | 1.0 | x1 | 15 | 65 | 0.92 | 533 | 6 | 200 | 33 | 000c6e5b |
Samurai's sword | 24 | 55.4 | 2.31 | x2 | 40 | 19 | 2.52 | 833 | 3 | 75 | 25 | 00083b |
Shishkebab | 35 +2/5s | 80.8 | 2.3 | x2 | 24 | 28 | 3.21 | 429 | 3 | 200 | 67 | 0000434e |
Shovel | 12 | 17.1 | 1.43 | x3 | 20 | 20 | 1.2 | 500 | 3 | 55 | 18 | 0082b5 |
Fertilizer shovel | 15 +4/10s | 25.4 | 1.43 | x3 | 30 | 20 | 3.5 | 533 | 3 | 55 | 18 | 00d5a8 |
Steel saw | 16 | 16 | 1.0 | x0 | 0 | 65 | 0.5 | 625 | 20 | 200 | 10 | 00b643 |
Switchblade | 5 | 15 | 3 | x2 | 9 | 18 | 0.56 | 400 | 1 | 35 | 35 | 000289c3 |
Butch's Toothpick | 10 | 30 | 3 | x2.5 | 13 | 18 | 1.12 | 300 | 5 | 50 | 10 | 00078440 |
- Unique weapons are highlighted with a darker background.
- Melee damage is doubled in V.A.T.S.
BluntEdit
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Baseball bat | 9 | 12.9 | 1.4 | x1 | 9 | 25 | 0.72 | 889 | 3 | 55 | 18 | 0000421c |
Lead pipe | 9 | 20.8 | 2.3 | x1 | 18 | 24 | 0.75 | 667 | 3 | 75 | 25 | 00004337 |
Nail board | 8 | 11.4 | 1.43 | x0 | 0 | 27 | 0.6 | 150 | 4 | 30 | 7.5 | 000a01dd |
Board of Education | 12 | 17.1 | 1.43 | x1 | 12 | 27 | 0.9 | 250 | 4 | 60 | 15 | 000c310f |
Police baton | 4 | 9.2 | 2.3 | x1 | 4 | 25 | 0.32 | 1250 | 2 | 25 | 35 | 00004345 |
Pool cue | 3 | 4.3 | 1.43 | x0 | 0 | 27 | 0.2 | 333 | 1 | 15 | 15 | 00004346 |
The Break | 6 | 8.6 | 1.43 | x1 | 6 | 27 | 0.4 | 667 | 1 | 50 | 50 | 00066c77 |
Repellent stick | 5 | 11.5 | 2.3 | x0 | 0 | 40 | 0.25 | 2000 | 3 | 120 | 40 | 0002d3b7 |
Rolling pin | 3 | 5.2 | 1.7 | x0 | 0 | 24 | 0.3 | 667 | 1 | 10 | 10 | 000b2943 |
Rolling pin (simulation) | 20 | 46 | 2.3 | x0 | 0 | 24 | 1.6 | 100 | 2 | 10 | 5 | 00029769 |
Shock baton | 20 +2/5s | 48.2 | 2.31 | x1 | 4 | 19 | 2.6 | 250 | 2 | 70 | 35 | 00083d |
Electro-Suppressor | 25 | 57.7 | 2.31 | x1 | 4 | 15 | 3.3 | 200 | 2 | 70 | 35 | 003c54 |
Sledgehammer | 20 | 28.6 | 1.43 | x1 | 10 | 38 | 1.1 | 500 | 12 | 130 | 11 | 00004351 |
The Tenderizer | 30 | 42.9 | 1.43 | x1 | 15 | 38 | 1.6 | 500 | 12 | 230 | 19 | 000a874b |
Super sledge | 25 | 35.7 | 1.43 | x1 | 25 | 38 | 1.3 | 600 | 20 | 180 | 9 | 00004352 |
Fawkes' super sledge | 32 | 45.7 | 1.43 | x1 | 32 | 38 | 1.7 | 625 | 18 | 300 | 17 | 0007843f |
Tire iron | 6 | 13.8 | 2.31 | x1 | 6 | 27 | 0.4 | 667 | 3 | 40 | 13 | 00004328 |
Highwayman's Friend | 10 | 23.1 | 2.31 | x1 | 10 | 27 | 0.7 | 1000 | 5 | 75 | 15 | 00078442 |
- Unique weapons are highlighted with a darker background.
- Melee damage is doubled in V.A.T.S.
UnarmedEdit
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Brass knuckles | 6 | 9.5 | 1.58 | x1 | 6 | 18 | 0.7 | 667 | 1 | 20 | 20 | 00004324 |
Steel knuckles | 9 | 14.2 | 1.58 | x1 | 9 | 14 | 1.3 | 1111 | 1 | 20 | 20 | 00b4b3 |
Deathclaw gauntlet | 20 | 32.6 | 1.6 | x5 | 30 | 26 | 1.5 | 600 | 10 | 150 | 15 | 0000432b |
Power fist | 20 | 21.8 | 1.09 | x1 | 20 | 28 | 1.4 | 500 | 6 | 100 | 17 | 00004347 |
Fisto! | 25 | 27.3 | 1.09 | x1.5 | 25 | 25 | 2.0 | 480 | 6 | 100 | 17 | 000cb601 |
The Shocker | 20 +25 robots | 21.8 | 1.09 | x1 | 20 | 25 | 1.6 | 400 | 6 | 150 | 25 | 000bff62 |
Spiked knuckles | 9 | 14.2 | 1.58 | x1 | 9 | 19 | 0.9 | 667 | 1 | 25 | 25 | 00004354 |
Plunkett's Valid Points | 12 | 18.9 | 1.58 | x2 | 12 | 15 | 1.6 | 333 | 1 | 30 | 30 | 000cafa9 |
- Unique weapons are highlighted with a darker background.
- Unarmed damage is doubled in V.A.T.S.
Custom-built weaponsEdit
IMAGE | NAME | SKILL | CODE | Components |
---|---|---|---|---|
Bottlecap mine | Explosives | 0000433a, 000baffb | Bottle cap x10 Cherry bomb Lunchbox Sensor module | |
Dart gun | Small Guns | 0000432a, 000baffa | Paint gun Radscorpion poison gland Surgical tubing Toy car | |
Deathclaw gauntlet | Unarmed | 0000432b, 000baffc | Deathclaw hand Leather belt Medical brace Wonderglue | |
Nuka-grenade | Explosives | 00004342, 000baffd | Abraxo cleaner Nuka-Cola Quantum Tin can Turpentine | |
Railway rifle | Small Guns | 00004348, 000baffe | Crutch Fission battery Pressure cooker Steam gauge assembly | |
Rock-It Launcher | Big Guns | 0000434b, 000bafff | Conductor Firehose nozzle Leaf blower Vacuum cleaner | |
Shishkebab | Melee Weapons | 0000434e, 000bb000 | Lawn mower blade Motorcycle gas tank Motorcycle handbrake Pilot light |
- Red codes are for the Schematics.
- Cryolator, also a custom-built weapon, was cut from the game
Unused weaponsEdit
Cut contentEdit
Base ID | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
.22 pistol | Small guns | |||||||||||||||
Black Bart's Bane | 08 | 6.0 | 0.8 | x1 | 8 | 28 | 0.29 | 0.5 | BB | 100 | 417 | 2 | 60 | 30 | Small guns | 0006b535 |
Breaker | 12 | 17.1 | 1.4 | x0 | 0 | 35 | 0.7 | - | - | - | 250 | 4 | 30 | 8 | Melee Weapons | 000cb546 |
Clover's Cleaver | 15 | 34.6 | 2.3 | x1.5 | 27 | 28 | 1.1 | - | - | - | 666 | 3 | 100 | 33 | Melee Weapons | 000c80b8 |
Curse Breaker | 13 | 18.6 | 1.4 | x1.5 | 13 | 25 | 1.04 | - | - | - | 923 | 3 | 75 | 25 | Melee Weapons | 000c80bb |
Discharge hammer | 25 | 35.7 | 1.4 | x1 | 25 | 38 | 1.3 | - | - | - | 600 | 20 | 180 | 9 | Melee Weapons | 0088bf |
Excalibat | 13 | 18.6 | 1.4 | x1.5 | 13 | 25 | 1.04 | - | - | - | 250 | 3 | 75 | 25 | Melee Weapons | 000c80bc |
Gauss rifle (Beta) | 23 | 47.0 | 2.5 | x1.5 | 22 | 17 | 1.4 | 0 | MFC | 5 | 1086 | 8 | 1000 | 125 | Energy Weapons | 001616 |
Katana | 15 | 34.6 | 2.3 | x1 | 4 | 19 | 1.6 | - | - | - | 333 | 2 | 70 | 35 | Melee Weapons | 0080b5 |
Law Dog | 09 | 27.0 | 3.0 | x1 | 9 | 20 | 0.45 | 0.5 | .32 caliber | 5 | 112 | 2 | 210 | 105 | Small guns | 0006b532 |
Love Tap | 08 | 12.6 | 1.6 | x2 | 8 | 15 | 1.1 | - | - | - | 250 | 1 | 20 | 20 | Unarmed | 000c80b9 |
Mirelurk bait grenade | 00 +0 | 0 | 6.0 | x1 | 0 | 0 | 0 | - | - | - | - | 1 | 5 | 5 | Explosives | 00030664 |
O'Grady's Peacemaker | 06 | 13.8 | 2.3 | x1 | 6 | 45 | 0.26 | - | - | - | 1333 | 2 | 100 | 50 | Melee Weapons | 0007843d |
Pa's Fishing Aid | 80 | 32.7 | 2.3 | x1 | 40 | 35 | 2.29 | 1.0 | 12 ga | 2 (1) | 125 | 6 | 350 | 58 | Small guns | 00d5b3 |
Signal flare | 01 +1 | 1.3 | 0.7 | x1 | 0 | 24 | 0.08 | - | - | - | - | 0.5 | 25 | 50 | Explosives | 00a4dd |
Smoke grenade | 01 +100 | 65.87 | 0.7 | x1 | 0 | 24 | 4.2 | - | - | - | - | 0.5 | 25 | 50 | Explosives | 008236 |
Spanner | 15 | 34.6 | 2.3 | x1 | 4 | 19 | 1.6 | - | - | - | 333 | 2 | 70 | 35 | Melee Weapons | 003c52 |
Tesla cannon (Beta) | 20 +80 +20/2s | 121.6 | 1.6 | x0 | 0 | 55 | 2.6 | 0.5 | Missile | 1 (1) | 83 | 20 | 500 | 25 | Big Guns | 0026ff |
Test gun | 09 | 54.0 | 6.0 | x1 | 9 | 17 | 0.53 | 0.5 | 10mm | 12 | 556 | 3 | 225 | 75 | Small guns | 00a4df |
Wanda | 12 | 96.0 | 8.0 | x0.125 | 12 | 23 | 1.57 | 1.5 | 5.56mm | 30 | 1250 | 7 | 500 | 71 | Small guns | 0006b533 |
- Unique weapons are highlighted with a darker background.
- Melee and Unarmed damage are doubled in V.A.T.S.
All Weapons In Fallout 3 Release
Non-player weaponsEdit
Concept art weaponsEdit
These weapons were made into concept art but never made into the base Fallout 3:
NotesEdit
The base damages of these weapons, both unique and non-unique may change due to special add-on perks, such as Pitt Fighter, Superior Defender and Xenotech Expert.