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Energy Weapons

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Energy Weapons
EnergyWeaponsEnergyWeaponsFO3
Fallout, Fallout 2, Fallout Tactics
modifiesAccuracy with Energy Weapons
governed byAgility
initial value10% + (1% x Agility)
related traitsSmall Frame
Fallout 3
modifiesDamage done by Energy Weapons
governed byPerception
initial value2 + (2 x Perception) + ceil (Luck / 2)
related perksCyborg, Concentrated Fire
Fallout: New Vegas
modifiesDamage done by Energy Weapons
governed byPerception
initial value2 + (2 x Perception) + ceil (Luck / 2)
related perksRun 'n Gun, Plasma Spaz, Meltdown, Concentrated Fire, Laser Commander
related traitsGood Natured, Skilled
 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT

The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology.

— In-game description, Fallout, Fallout 2 and Fallout Tactics

The Energy Weapons skill determines your effectiveness with weapons such as the laser pistol, laser rifle, plasma rifle and plasma pistol.

— In-game description, Fallout 3

The Energy Weapons skill determines your effectiveness with any weapon that uses small energy cells, micro fusion cells, electron charge packs, or flamer fuel as ammunition.

— In-game description, Fallout: New Vegas

Energy Weapons is a Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tactics skill. This skill determines the players combat effectiveness with energy based weapons.

Fallout, Fallout 2 and Fallout TacticsEdit

\text{Initial level}\%=10+\text{Agility}

Example: A starting Agility of 5.

10+5=15\%

Ways to increase Energy Weapons skillEdit

Fallout 2

Affected weaponsEdit

Fallout
Fallout 2
Fallout Tactics

Fallout 3Edit

Bobblehead Energy Weapons

"Arrive at peaceful resolutions by using superior firepower."

\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Perception of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

Ways to increase Energy WeaponsEdit

Permanent
Temporary

Affected weaponsEdit

Perks that require Energy Weapons skillEdit

Perk Requirement Level Additional Requirements
Concentrated Fire 60 18 Small Guns 60

Fallout: New VegasEdit

\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting Perception of 5 and Luck of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15
  • In Fallout: New Vegas, energy weapons are more distinct. Lasers tend to have fast firing, accurate beams and lower damage, while plasma has a slow moving yet powerful projectile.

Ways to increase Energy WeaponsEdit

Permanent
Temporary

Affected weaponsEdit

Perks that require Energy Weapons skillEdit

Perk Requirement Level Additional Requirements
Run 'n Gun 45 4
Plasma Spaz 70 10
Meltdown 90 16
Concentrated Fire 60 18 Guns 60
Laser Commander 90 22

Notable Energy Weapons skilled non-player charactersEdit

FalloutEdit

  • Lieutenant, high commander of the Mutant Army and right hand of the Master.
  • Vincent, guardian of LA Vault's scientists and in charge of psykers in LA Vault.

Fallout 2Edit

Fallout 3Edit

  • Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
  • Cross, a Star Paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.

Fallout: New VegasEdit

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