Alien Blaster Pistol
Every Fallout game has featured an alien blaster, a rare, small, and powerful energy weapon of unearthly origins. It does a ton of damage but relies on a special round that you likely won’t find any more of than the 400 or so it comes with. If you have a maxed out Science perk, it is possible to mod the gun to work with fusion cells at a slight hit to damage, but until then, you will only want to use the Alien Blaster when you need it most.
There are conflicting rumors about what exactly triggers the alien saucer crash needed for you to get the gun. Many suggest that you need to complete Vault 75 and/or be at least level 20. In any event, at some point, there will be a noise and streak of light in the sky that your companion might comment upon. It can be easy to miss, unfortunately. Once that has happened, head to Oberland Station west of Diamond City and go northeast toward the Beantown Brewery. Among some flaming trees in a rocky area you will find a crashed saucer. Follow the trail of green blood into a cave where you will find its wounded pilot, whom you can kill for this weapon.
Shishkebab
Few weapons give a more intimidating first impression than a flaming samurai sword. Light flames lick the blade as you carry it around, flaring up dramatically when you swing. Note that the energy damage from the flames does not scale up with more strength or melee damage modifiers. Compared to earlier iterations from previous Fallout games that relied on a backpack-mounted motorcycle fuel tank to keep it lit, this new design is svelte, with a small fuel tank on the back side of the blade. The base appears to have also received an upgrade from a makeshift sword to a Japanese wakizashi (the katana’s smaller sibling).
Unlike many of the weapons on this list, the Shishkebab has a chance of dropping randomly from any legendary enemies. If you don’t happen upon it otherwise, head to Finch Farm, toward the northeast corner of the map. There Abraham Finch will send you to the Saugus Ironworks to reclaim his family sword (and then promptly give it to you, in gratitude).
Kremvh’s Tooth
Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn!
Excuse me. The Fallout series has a long history of allusions to the works of 20th-century horror writer H.P. Lovecraft and his Cthulhu mythos. It’s particularly appropriate for Fallout 4 since so many of Lovecraft’s stories were set in fictional Massachusetts towns like Miskatonic and Dunwich. Kremvh’s Tooth is a cult sacrificial knife that poisons its victims on top of exceptional base damage. This is the perfect implement for wastelanders that prefer the sneaky-stabby approach to Fallout.
The Tooth is located at the very bottom of the caves beneath Dunwich Borers, a quarry in the northeast section of the map near the Salem Witch Museum. Fight your way through raiders and down to a chamber at the bottom, where you will see a brief vision of gathered cultists around a small pool of water. Jump into the pool and you will find an underwater chamber that contains the Tooth on an altar. Be sure to take off your power armor first if you’re wearing any since it will get stuck at the bottom of the pool.
Spray n’ Pray
This weapon comes with its operating instructions included right in its name. This .45 mm sub-machine gun comes tricked out with all sorts of advanced mods, including a suppressor, and is fully customizable to suite your taste, if so inclined. The special sauce that really sets it apart is that it makes all of its ammo explosive, causing 15 area-of-effect damage with every hit. This can be increased to do more damage with the Demolition Expert perk. Be careful, though, since in close quarters the explosions can do friendly fire to you or your companions.
Spray n’ Pray can be bought from the wandering merchant Cricket. If she has not set up shop in Bunker Hill, you can find her wandering around the Commonwealth, sometimes stopping at Vault 81, the Warwick Homestead, and Diamond City. It also very rarely can be found from other random merchants, or dropped by legendary raiders.
Sergeant Ash (Far Harbor)
In unstable economic times like the post-apocalypse, sometimes you just want to feel the burn. Not only does this nasty flamethrower come with standard mods that boost its damage and ammo capacity, but it has a 20% chance to cripple your targets’ legs. That is going to happen a lot given the flamer’s high rate of fire, making it an excellent choice for crowd control with raiders, super mutants, or anyone else stupid enough to come at you.
You can buy the Sergeant from the merchant Dejen in the free synth colony of Acadia in Far Harbor, which is central to the DLC’s story.
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
Fallout 3 All Weapons
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.
Non-player weaponsEdit
Where To Find Good Weapons In Fallout 3
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.
See alsoEdit
Throughout the many hours spent playing Fallout, the need to find bigger and better weapons always lingered. With over 500 hours of experience on the last two installments of the series (Fallout 3 and Fallout: New Vegas) I have seen pretty much all the Wasteland can throw at you, whether it's much needed Stimpaks sneakily tucked away in the corner of a destroyed toilet or running into the Legendary Deathclaw for the first (and last time) whilst running away from three other members of his family.
Can you buy local anesthetic products. Local Anesthetics. It is available in It is available in multiple generic and brand versions. Generic lidocaine is covered by most Medicare and insurance plans, but some pharmacy coupons or cash prices may be lower. LIDOCAINE; PRILOCAINE is a topical anesthetic that causes loss of feeling in the skin and surrounding tissues. How can the answer be improved?
Fallout Weapons Top 10
To survive the many challenging obstacles ahead of you a varied arsenal of weapons will be required, in no particular order and in my opinion, the best weapons to help you through your travels in the Wasteland. Without further ado, I present to you Top 10 Fallout Weapons.
10. Fisto! (Fallout 3)
Firsto! is a unique variant of the pneumatic Power Fist that is more durable and deals higher base damage than the standard model. It can be found in the upper area of the derelict power plant right across from MDPL-13 power station, next to a terminal on a desk. This is northwest of Minefield. Inside the power plant are multiple feral ghouls, and, depending on your level, you may also encounter multiple feral ghoul roamers, glowing ones and, with Broken Steel installed, feral ghoul reavers. This Fallout weapon will be in poor condition (~20%) when found.
Firsto! is a unique variant of the pneumatic Power Fist that is more durable and deals higher base damage than the standard model. It can be found in the upper area of the derelict power plant right across from MDPL-13 power station, next to a terminal on a desk. This is northwest of Minefield. Inside the power plant are multiple feral ghouls, and, depending on your level, you may also encounter multiple feral ghoul roamers, glowing ones and, with Broken Steel installed, feral ghoul reavers. This Fallout weapon will be in poor condition (~20%) when found.
Fisto! Gta 5 steam link. is a handy (pardon the pun) weapon to possess in the Wasteland, especially for players with lower character levels that lack caps or find themselves with limited ammunition.
9. BlackHawk (Fallout 3)
Like the standard scoped .44 magnum, Blackhawk is a powerful, accurate sidearm. It deals more damage than a sniper rifle, and holds a single bullet more. It has no recoil when looking down the scope and firing. You obtain the weapon from Agatha (her house can be found west of the Scrapyard and northeast of Meresti trainyard), after completing the quest 'Agatha's Song' and giving her the sheet music book, but you have to ask for a reward to obtain the revolver.
Like the standard scoped .44 magnum, Blackhawk is a powerful, accurate sidearm. It deals more damage than a sniper rifle, and holds a single bullet more. It has no recoil when looking down the scope and firing. You obtain the weapon from Agatha (her house can be found west of the Scrapyard and northeast of Meresti trainyard), after completing the quest 'Agatha's Song' and giving her the sheet music book, but you have to ask for a reward to obtain the revolver.
Weapons In Fallout 3
Who doesn't love wandering the wasteland holding a 44. Magnum like Clint Eastwood? Do you feel lucky, Raider? Well, do ya?
8. Lincoln's Repeater (Fallout 3)
Lincoln's repeater is a very high-powered lever-action rifle, dealing 25 more damage than the hunting rifle. It lacks a scope, but accuracy at long range can be maintained by ignoring the bugged scope auto-aim. It also has three times the ammunition capacity of the hunting rifle and is very effective at long range in V.A.T.S. Lincoln's repeater can be found in the Museum of History. To obtain it, enter the Museum of History, go through the lobby and enter the room with the statue of a wooly mammoth, left of the skull hanging over the entrance to Underworld.
Lincoln's repeater is a very high-powered lever-action rifle, dealing 25 more damage than the hunting rifle. It lacks a scope, but accuracy at long range can be maintained by ignoring the bugged scope auto-aim. It also has three times the ammunition capacity of the hunting rifle and is very effective at long range in V.A.T.S. Lincoln's repeater can be found in the Museum of History. To obtain it, enter the Museum of History, go through the lobby and enter the room with the statue of a wooly mammoth, left of the skull hanging over the entrance to Underworld.
7. The All-American (Fallout: New Vegas)
The All-American is the unique variant of the semi-automatic Marksman carbine with woodland camouflage, a magazine capacity of 24 and a higher magnification scope. It also bears the distinctive 82nd 'All-American' Airborne division insignia.
The All-American is the unique variant of the semi-automatic Marksman carbine with woodland camouflage, a magazine capacity of 24 and a higher magnification scope. It also bears the distinctive 82nd 'All-American' Airborne division insignia.
It is highly accurate, reliable and powerful with its fast rate of fire, making it one of the most versatile weapons in the game. This versatility includes the wide range of 5.56mm ammunition types; players should make sure to stock up on different 5.56mm variants to utilize this weapon to its full potential.
Personally, as a result of its versatility I find myself using this gun as the ammo is easy to acquire and is very durable for long missions within and out of the Mojave.
6. Vengeance (Fallout 3)
Vengeance has one of the highest DPS (Damage Per Second) ratings of all automatic weapons in Fallout 3, and can handily slaughter most opponents. Like all Gatling lasers, it runs on electron charge packs.
Vengeance has one of the highest DPS (Damage Per Second) ratings of all automatic weapons in Fallout 3, and can handily slaughter most opponents. Like all Gatling lasers, it runs on electron charge packs.
Vengeance can be found in the Deathclaw Sanctuary, which is located in a mountain, west of Paradise Falls near the Potomac, and southwest from Fort Constantine, right next to Broadcast tower KB5. The sanctuary outside has a small number of deathclaws, and around ten reside in the sanctuary itself. There is also usually an Enclave outpost close to the entrance, so beware. Vengeance can fire a total of about 3,000 beams, the equivalent of 13 reloads, from full condition before breaking.
5. Minigun (Fallout 3 & New Vegas)
The Mini-gun is a multi-barrel machine gun with a high rate of fire, employing Gatling-style rotating barrels. It was a standard military weapon before the Great War, with Rockwell's CZ series being the most popular choice in the United States.
The Mini-gun is a multi-barrel machine gun with a high rate of fire, employing Gatling-style rotating barrels. It was a standard military weapon before the Great War, with Rockwell's CZ series being the most popular choice in the United States.
It is widely used by many factions such as the Super Mutants, Brotherhood of Steel and the Enclave, due to its extraordinary firepower at close range. This weapon is extremely useful when swarmed by enemies due to its high fire rate, not many enemies will be left standing after you empty the linked ammunition. Perhaps, only Liberty Prime, a super mutant Behemoth or the Predator (yes, the one from the movie) can survive such a barrage of bullets at a close range.
4. Mercy (Fallout: New Vegas)
A veritable relic, Mercy is a pre-War US Army automatic grenade launcher that was apparently used by one of the US Army's counter-insurgency units hunting Chinese Hei-Gui commandos in the American southwest. Presumably during this period, one of its operators spray-painted 'Hei Gui Bye Bye' on the chassis. At an undetermined time, it was obtained by the Brotherhood of Steel and continued to serve as a weapon, eventually ending up in the hands of a Paladin in the Mojave chapter. It was lost when its operator was killed while exploring Dead Wind Cavern.
A veritable relic, Mercy is a pre-War US Army automatic grenade launcher that was apparently used by one of the US Army's counter-insurgency units hunting Chinese Hei-Gui commandos in the American southwest. Presumably during this period, one of its operators spray-painted 'Hei Gui Bye Bye' on the chassis. At an undetermined time, it was obtained by the Brotherhood of Steel and continued to serve as a weapon, eventually ending up in the hands of a Paladin in the Mojave chapter. It was lost when its operator was killed while exploring Dead Wind Cavern.
BEWARE! This location host several deathclaws including the Legendary Deathclaw, which can be a real challenge for even the most hardened Fallout player, as its damage is much greater than any average deathclaws. This can result in even a level 30+ player dying as a result of one hit from the Legendary Deathclaw, little wonder as to why the name of the gun is 'Mercy', as it offers you just that in a time of need, although its last owner did not share the same fate nor luck as your character.
Mercy can fire a total of about 2,500 standard rounds of 40mm grenades, the equivalent of 140 reloads, from full condition before breaking.
3. Anti-Material Rifle (AMR) (Fallout: New Vegas)
The Anti-Material Rifle makes this list as it is one of the better sniper rifles available in the game. This unique version of the sniper rifle is especially lethal against targets who possess strong or heavy armor and has a various range of bullets which can be used to kill your opponent, such range includes, standard, armor piercing, explosive and incendiary rounds.
The Anti-Material Rifle makes this list as it is one of the better sniper rifles available in the game. This unique version of the sniper rifle is especially lethal against targets who possess strong or heavy armor and has a various range of bullets which can be used to kill your opponent, such range includes, standard, armor piercing, explosive and incendiary rounds.
This weapon is especially useful for players who wish to acquire NCR Ranger armor from an NPC without having to deal with the consequences of their actions. The AMR comes in handy as its incredible long range and accuracy allows players to sneak attack NCR Rangers from a distance of over 100 yards which almost always results in a one-hit-kill without a loss of Karma or Reputation with the New California Republic. Due to your character being well out of eyesight it's as simple as walking up to the dead NPC and taking his NCR Ranger armor.
Additionally, its .50 MG ammunition is very uncommon, very expensive, and is heavy if carried in bulk in hardcore mode; a full magazine weighs two pounds without the Pack Rat perk, and one pound with the perk. When fired from the hip (without aiming), the resulting recoil from the weapons large caliber will result in the user being pushed backwards (evident in third-person view).
2. Firelance (Fallout 3)
The Firelance is a unique variant of the Alien Blaster. This weapon packs an astonishing 100% critical chance and damage, like its basic twin model, this unique weapon uses the same rare alien power cells as the Alien Blaster. Therefore carefully using your ammunition for tough battles or sticky situations is recommended for this weapon. The Firelance can fire 63 shots, the equivalent of 7 reloads, from full condition before you can throw it away.
The Firelance is a unique variant of the Alien Blaster. This weapon packs an astonishing 100% critical chance and damage, like its basic twin model, this unique weapon uses the same rare alien power cells as the Alien Blaster. Therefore carefully using your ammunition for tough battles or sticky situations is recommended for this weapon. The Firelance can fire 63 shots, the equivalent of 7 reloads, from full condition before you can throw it away.
1. Experimental M.I.R.V (Fallout 3)
Surprise, surprise! #1 is the Experimental M.I.R.V, a modified Fat Man launcher which can be located in the National Guard Depot roughly northeast of the Vault-Tec Headquarters. This weapon deals the most damage in any Fallout game and is capable of firing up to 8 mini nukes at a time. It is an unbelievably impressive complement of weaponry, an absolute death machine.
Surprise, surprise! #1 is the Experimental M.I.R.V, a modified Fat Man launcher which can be located in the National Guard Depot roughly northeast of the Vault-Tec Headquarters. This weapon deals the most damage in any Fallout game and is capable of firing up to 8 mini nukes at a time. It is an unbelievably impressive complement of weaponry, an absolute death machine.
The Experimental M.I.R.V can fire a total of 63 shots, around 500 mini-nukes before repair is required.
Honorable Mention
Euclid's C FinderM (Fallout: New Vegas)
The Archimedes II orbital laser releases a huge amount of heat energy, capable of reducing many foes to ashes. In order to use Euclid's C-Finder, the player's character must complete the quest 'That Lucky Old Sun' and choose to direct power to Archimedes II at the end of the quest. The weapon can only be used once every 24-hours in-game, due to the recharge time of the lasers. This therefore is a good weapon to take down the bigger, stronger enemies within the game.
The Archimedes II orbital laser releases a huge amount of heat energy, capable of reducing many foes to ashes. In order to use Euclid's C-Finder, the player's character must complete the quest 'That Lucky Old Sun' and choose to direct power to Archimedes II at the end of the quest. The weapon can only be used once every 24-hours in-game, due to the recharge time of the lasers. This therefore is a good weapon to take down the bigger, stronger enemies within the game.
Euclid's C-Finder is not a weapon in its own right, but rather a targeting device, or 'range finder,' for the Archimedes II orbital laser platform. Euclid's C-Finder inflicts 0 damage on a direct hit to a target, with all the damage coming from the blast caused by the Archimedes II orbital laser strike. This also makes Euclid's C-Finder inoperable when fired indoors.
This ends our Top 10 Fallout Weapons list. Within MY list is a varied category of weapons to suit every Fallout fan, although this will not be statistically the best or most powerful weapons in Fallout, they are in my opinion very reliable in making life easier when facing the harsh realities of life in both the decaying Capital Wasteland and the blistering Mojave Desert.
by Lee Halliday
Feel free to leave a message in the comments section with your Top 10 Fallout Weapons list or to simply tell me what you thought about this article. I'd like to hear your opinion. Cheers!
Tags: top 10 fallout weapons, top 10 fallout 3 weapons, top 10 fallout new vegas weapons
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