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Preface[]

Note that due to the way the skill system is structured, the type of weapon within a given skill doesn't matter, i.e. a player character with a high Small Guns skill will be equally proficient with any pistol, rifle, SMG, or shotgun.

They are grouped according to type mostly for ease of navigation, although the One Hander trait cares about pistols and companions can only use weapons if they have the corresponding animation frames:

  • Ian: Unarmed, knife, pistol, SMG
  • Tycho: Unarmed, spear, pistol, rifle
  • Katja: Unarmed, knife, spear, SMG

All weights provided are for unloaded weapons, as the game accounts somewhat for ammunition weight: Every stack of ammunition loaded into the weapon adds the stack's weight, rounded up.

Eg. the 10mm SMG has a 30 round capacity, but the base 10mm round has a 24 round stack size, so the game calculates that as two stacks and the fully loaded weapon weighs 7 pounds (5 pounds base weapon + 2 pounds worth of stacks).

Finally, unique weapons are highlighted.

Legend[]

  • Attack mode: The mode of attack: single shot, aimed shot, burst fire, thrown, swing, thrust, punch or placed.
  • Shots per burst: The number of shots per use, or burst.
  • Weapon damage: The damage caused by a single attack of the weapon. If the damage is a link, the weapon has the Weapon Penetrate weapon perk, which reduces the target's Damage Threshold to 20% (1/5) of its value, rounded down.
  • Action Point cost: The AP cost of a single attack of the weapon.
  • Damage per Action Point: The damage per AP of a single attack of the weapon. Burst fire is multiplied by the number of shots in a burst.
  • Weapon range: The maximum range of a weapon, in hexes. If the range is a link, the weapon has the Weapon Long Range weapon perk, which increases the range at which range penalties start applying from 2*(Perception-2) hexes (i.e. 0-16) to 4*(Perception-2) hexes (0-32). Because the size of the range penalty is not exactly known, this can't be simply reconciled with Weapon Accurate; the combat article suggests that Weapon Accurate mitigates 5 hexes of distance.
  • Ammunition: The type of ammunition, if any, consumed by the weapon.
  • Ammunition Capacity: The maximum amount of ammunition held by the weapon's magazine.
  • Value in caps: The value of the weapon, in bottle caps.
  • Weight: The weight of the weapon.
  • Value to weight ratio: The ratio of value to weight of the weapon.
  • Strength required: The minimum ST required for the weapon.
  • Prototype id: The prototype id of the weapon.

Unarmed[]

Icon Name Mode Weapon damageDamage AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Brass knuckles Brass knuckles Punch 2-5 3 0.67-1.67 (1.17) 1 - - 40 1 40 1 00000021
Power fist Power fist Punch 12-24 (18) 3 4-8 (6) 5.84 1 SEC 25 2200 7 314 1 00000235
Rock Rock Punch 1-4 3 0.33-1.33 (0.83) 1 - - 0 1 0 1 00000019
Spiked knuckles Spiked knuckles Punch 4-10 3 1.3-3.3 (2.33) 1 - - 250 1 250 1 00000234

Melee Weapons[]

Icon Name Mode Weapon damageDamage AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Cattle prod Cattle prod Swing 12-20 Electrical 4 3-5 (4) 3.9 1 SEC 20 600 3 200 4 00000160
Thrust
Club Club Swing 1-6 3 0.33-2 (1.17) 1 - - 30 3 10 3 00000005
Combat knife Combat knife Swing 3-10 3 1-3.3 (2.17) 1 - - 165 2 82.5 2 00000236
Thrust
Crowbar Crowbar Swing 3-10 4 0.75-2.5 (1.63) 1 - - 65 5 13 5 00000020
Knife Knife Swing 1-6 3 0.33-2 (1.17) 1 - - 40 1 40 2 00000004
Thrust
Ripper Ripper Swing 15-32 (23.5) 4 3.75-8 (5.88) 5.78 1 SEC 30 900 2 450 4 00000116
Thrust
Sledgehammer Sledgehammer Swing 4-9 4 1-2.1 (1.63) 2 - - 120 12 10 6 00000006
Thrust 5 0.8-1.8 (1.3)
Spear Spear Thrust 3-10 4 0.75-2.5 (1.63) 2 - - 80 4 20 4 00000007
Super sledge Super sledge Swing 18-36 (27) 3 6-12 (9) 2 - - 3750 12 312.5 5 00000115
Thrust 4 4.5-9 (6.75)
Throwing knife Throwing knife Swing 3-6 4 0.75-1.5 (1.13) 1 - - 100 1 100 3 00000045

Small Guns[]

Pistols[]

Pistols are affected by One Hander and can be wielded by Ian and Tycho.

Icon Name Weapon damageDamage Mode AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Fo1 9mm Mouser 9mm Mauser 5-10 (7.5) Single 4 1.25-2.5 (1.88) 1.75 22 9mm 7 1500 3 500 3 00000122
Aimed 5 1-2 (1.5) 1.42
10mm pistol 10mm pistol 5-12 (8.5) Single 5 1-2.4 (1.7) 1.65 25 10mm 12 250 3 83.3 3 00000008
Aimed 6 0.83-2 (1.42) 1.38
Desert Eagle Desert Eagle .44 10-16 (13) Single 5 2-3.2 (2.6) 2.48 25 .44 Magnum 8 800 4 200 4 00000018
Aimed 6 1.67-2.67 (2.17) 2.08

SMGs[]

SMGs are affected by One Hander and can be wielded by Ian and Katja.

Icon Name Weapon damageDamage Mode Shots per burstShots AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
.223 pistol 20-30 (25) Single 1 5 4-6 (5) 4.63 30 .223 FMJ 5 3500 5 140 5 00000241
Aimed 1 6 3.33-5 (4.17) 3.91
10mm SMG 10mm SMG 5-12 (8.5) Single 1 5 1-2.4 (1.7) 1.68 25 10mm 30 1000 5 200 4 00000009
Aimed 1 6 0.83-2 (1.42) 1.4 25
5-12 (8.5) per round, 50-120 (85) total Burst 10 6 8.33-20 (14.17) 12.75 20
14mm pistol 14mm pistol 12-22 (17) Single 1 5 2.4-4.4 (3.4) 3.19 24 14mm AP 6 1100 4 275 4 00000022
Aimed 1 6 2-3.67 (2.83) 2.68

Rifles[]

Rifles are not affected by One Hander and can be wielded by Tycho. There is no meaningful distinction between rifles and shotguns.

Icon Name Weapon damageDamage Mode Shots per burstShots AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Assault rifle Assault rifle 8-16 (12) Single 1 5 1.6-3.2 (2.4) 2.36 45 5mm 24 1300 7 185.7 5 00000023
Aimed 1 6 1.33-2.67 (2) 1.97 45
Burst 8 6 10.67-21.33 (16) 14.4 38
Hunting rifle Hunting rifle 8-20 (14) Single 1 5 1.6-4 (2.8) 2.69 40 .223 10 1000 9 111.1 5 00000010
Aimed 1 6 1.33-3.33 (2.33) 2.26 45
Red Ryder BB gun Red Ryder BB gun 1-3 (2) Single 1 4 0.25-0.75 (0.5) 0.5 30 BB 100 200 5 40 3 00000161
Aimed 1 5 0.2-0.6 (0.4) 0.4 30
Fo1 Red Ryder LE BB Gun Red Ryder LE BB gun 25 Single 1 4 6.25 6.22 32 BB 100 3500 5 700 3 00000162
Aimed 1 5 5 4.98 32
Sniper rifle Sniper rifle 14-34 (24) Single 1 6 2.33-5.67 (4) 3.82 50 .223 6 2200 10 220 5 00000143
Aimed 1 7 2-4.86 (3.43) 3.29 50

Shotguns[]

Shotguns are not affected by One Hander and can be wielded by Tycho. There is no meaningful distinction between rifles and shotguns.

Icon Name Weapon damageDamage Mode Shots per burstShots AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Combat shotgun Combat shotgun 15-25 (20) Single 1 5 3-5 (4) 3.87 22 12 GA 12 2750 10 275 5 00000242
Aimed 1 6 2.5-4.17 (3.33) 3.24 22
Burst 3 6 7.5-12.5 (10) 9.23 18
Shotgun Shotgun 12-22 (17) Single 1 5 2.4-4.4 (3.4) 2.83 14 12 GA 2 800 5 160 4 00000094
Aimed 1 6 2-3.67 (2.83) 2.43 14

Big Guns[]

The rocket launcher entry is inaccurate, because it deals damage in an area; as the weapon article does not contain information on how large the area is, the table below does not account for this in amount of damage dealt.

Icon Name Weapon damageDamage Mode Shots per burstShots AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Minigun Minigun 7-11 (9) Burst 40 6 46.67-73.33 (60) 54 35 5mm 120 3800 28 135.7 7 00000012
Flamer Flamer 40-90 (65)Fire Burst 1 6 6.67-15 (10.83)Fire 10.16Fire 5 Flamer fuel 5 2000 28 71.4 6 00000011
Rocket launcher Rocket launcher 35-100 (67.5)Explosion Single 1 6 5.83-16.67 (11.25)Explosion 8.44Explosion 40 Rocket 1 2300 15 153.3 6 00000013

Energy Weapons[]

Pistols[]

Icon Name Weapon damageDamage Mode Shots per burstShots AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Alien blaster Alien blaster 30-90 (60)Electrical Single 1 4 7.5-22.5 (15)Electrical 14.75Electrical 10 SEC 30 10000 2 5000 2 00000120
Aimed 1 5 6-18 (12)Electrical 11.84Electrical
Laser pistol Laser pistol 10-22 (16)Laser Single 1 5 2-4.4 (3.2)Laser 3.1Laser 35 SEC 12 1400 4 350 3 00000016
Aimed 1 6 1.67-3.67 (2.67)Laser 2.59Laser
Plasma pistol Plasma pistol 15-35 (25)Plasma Single 1 5 3-7 (5)Plasma 4.88Plasma 20 SEC 16 2750 4 687.5 4 00000024
Aimed 1 6 2.5-5.83 (4.17)Plasma 4.08Plasma

Large weapons[]

Icon Name Weapon damageDamage Mode Shots per burstShots AP Damage per Action PointDam./AP Cyclic Damage per Action Point including 2 AP to reloadw/ reload Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Gatling laser Gatling laser 20-40 (30)Laser Burst 10 6 33.33-66.67 (50)Laser 45Laser 40 MFC 30 7500 24 312.5 6 00000028
Laser rifle Laser rifle 25-50(37.5)Laser Single 1 5 5-10 (7.5)Laser 7.26Laser 45 MFC 12 5000 12 416.7 6 00000118
Aimed 1 6 4.17-8.33 (6.25)Laser 6.08Laser 45
Plasma rifle Plasma rifle 30-65 (47.5)Plasma Single 1 5 6-13 (9.5)Plasma 9.13Plasma 25 MFC 10 4000 12 333.3 6 00000015
Aimed 1 6 5-10.83 (7.92)Plasma 7.66Plasma 25
Turbo plasma rifle Turbo plasma rifle 30-70 (50)Plasma Single 1 4 7.5-17.5 (12.5)Plasma 11.9Plasma 35 MFC 10 10000 14 714.3 6 00000233
Aimed 1 5 6-14 (10)Plasma 9.62Plasma 35

Throwing[]

Icon Name Mode Weapon damageDamage AP Damage per Action PointDam./AP Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Flare Flare Throw 1 1 1 15 - - 35 1 35 0 00000079
Frag grenade Frag grenade Throw 20-35 Explosion 4 5-8.8 15 - - 150 1 150 3 00000025
Molotov cocktail Molotov cocktail Throw 8-20 Explosion 5 1.6-4 12 - - 50 1 50 3 00000159
Plasma grenade Plasma grenade Throw 40-90 Plasma 4 10-22.5 15 - - 300 1 300 4 00000026
Pulse grenade Pulse grenade Throw 100-150 EMP 4 25-37.5 15 - - 250 1 250 4 00000027
Rock Rock Throw 1-4 4 .25-1 15 - - 0 1 0 1 00000019
Spear Spear Throw 3-10 6 .5-1.7 8 - - 80 4 20 4 00000007
Throwing knife Throwing knife Throw 3-6 5 .6-1.2 16 - - 100 1 100 3 00000045

Traps[]

Icon Name Mode Weapon damageDamage AP Damage per Action PointDam./AP Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
Dynamite Dynamite Placed 30-50 Explosion - - 0 - - 500 5 100 0 00000051
Plastic explosives Plastic explosives Placed 40-80 Explosion - - 0 - - 1250 3 416.7 0 00000085

Cut content[]

Icon Name Mode Weapon damageDamage AP Damage per Action PointDam./AP Weapon range Range Ammunition used Ammo Ammunition CapacityCap. Value in capsValue WeightWeight Value to weight ratioWT/Val Strength requiredST req. Proto. id
OldKnife Old knife Swing N/A 3 N/A 1 - - N/A N/A N/A N/A N/A
Thrust N/A 3 N/A

Gallery[]

See also[]

Weapons in Fallout
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