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Fallout 3 weapons

From The Vault

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Contents

Column Explanations

  • 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 BB-like projectiles), 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. Note: the G.E.C.K.'s DPS calculations are misleading, Vault administration is in the process of replacing them with hand calculations verified by in-game stopwatch trials.
  • 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.
  • 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 ammo 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 green.

For more information about ammo, see: Fallout 3 ammunition.


Unarmed

NAME Base
DMG / HIT
DPS MDPS ROF CRIT % MULT CRIT DMG WG V:W AP DMG / AP HP Notes
Brass Knuckles 6 9 9 1.55 x1 +6 1 20 18 0.33 200
Spiked Knuckles 9 14 15 1.55 x1 +9 1 25 19 0.47 300
Plunkett's Valid Points 12 19 20 1.55 x2 +12 1 30 15 0.80 200 Unique Spiked Knuckles
Power Fist 20 27 28 1.33 x1 +20 6 17 28 0.71 500
The Shocker 20 25 26 1.25 x1 +20 6 25 25 0.80 400 Unique Power Fist, +25 to machines
Deathclaw Gauntlet 20 28 39 1.3 x5 +30 10 15 26 0.77 600 Ignores Damage Resist (DR)
Fisto! 25 31 34 1.25 x1.5 +25 6 17 25 1.00 600 Unique Power Fist
Steel Knuckles 9 14 15 1.55 x1 +9 1 20 14 0.64 500 The Pitt DLC; Unique Brass Knuckles

Melee Weapons

NAME Base
DMG / HIT
DPS CRIT % MULT CRIT DMG MDPS WG V:W AP DMG / AP HP Notes
Repellent Stick 1 2 x0 N/A 2 3 40 40 0.03 100 Kills Mole Rats after 5s, or 2 hits
Pool Cue 3 4 x0 4 N/A 1 15 27 0.11 50
Rolling Pin 3 5 x0 N/A 5 1 10 24 0.13 100
Police Baton 4 9 x1 +4 9 2 35 25 0.16 250
Knife 4 11 x1 +4 12 1 20 20 0.20 100
Ant's Sting 4 11 x1 +4 12 1 30 20 0.20 250 +4 Poison Dmg/10s; Unique Knife
Switchblade 5 14 x2 +9 17 1 35 18 0.28 100
The Break 6 9 x1 +6 9 1 50 27 0.22 200 Unique Pool Cue
Tire Iron 6 13 x1 +6 14 3 13 27 0.22 200
Combat Knife 7 20 x3 +13 26 1 50 17 0.41 450
Trench Knife 7 20 x3 +13 1 50 17 0.41 450 Operation: Anchorage DLC; Unique Combat Knife
Nail Board 8 12 x0 N/A 12 4 8 27 0.30 60
Baseball Bat 9 12 x1 +9 13 3 18 25 0.36 400
Lead Pipe 9 20 x1 +18 22 3 25 24 0.38 300
Chinese Officer's Sword 10 23 x2 +15 26 3 25 28 0.36 500
Highwayman's Friend 10 23 x1 +10 24 5 15 27 0.37 500 Unique Tire Iron
Butch's Toothpick 10 29 x2.5 +13 34 5 10 18 0.56 150 Unique Switchblade
Occam's Razor 10 29 x3 +13 35 1 65 17 0.59 600 Unique Combat Knife
Stabhappy 10 29 x4 +15 38 1 65 17 0.59 600 Bonus limb damage; Unique Combat Knife
Board of Education 12 18 x1 +12 19 4 15 27 0.44 150 Unique Nailboard
Vampire's Edge 15 34 x3 +20 41 1 100 28 0.54 750 Unique Chinese Officer's Sword
Sledgehammer 20 30 x1 +10 31 12 11 38 0.53 500
Simulated Rolling Pin 20 46 x0 N/A 46 2 5 24 0.83 100 Tranquility Lane only
Super Sledge 25 37 x1 +25 39 20 9 38 0.66 750
Ripper 30 30 x0 N/A 30 6 17 65 0.46 600
Jack 30 30 x1 +15 31 6 33 65 0.46 800 +50% Limb damage; Unique Ripper
The Tenderizer 30 45 x1 +15 46 12 19 38 0.79 750 Removes 5 DR per strike (function not implemented; see article); Unique Sledgehammer
Fawkes' Super Sledge 32 59 x1 +32 62 18 17 38 0.84 1000 Unique Super Sledge
Shishkebab 35 / (53) 80 / (120) x2 +24 / (+36) 85 / (125) 3 67 28 1.25 / (1.89) 750 +2/(3) Fire Dmg/5s; Schematic locations
Jingwei's Shocksword 35 80 x2 +25 3 167 28 1.25 850 Operation: Anchorage DLC; Unique Chinese Officer's Sword
Auto Axe 35 35 x0 N/A 35 20 10 65 0.54 800 The Pitt DLC
The Mauler 45 45 x0 N/A 45 20 10 50 0.90 800 The Pitt DLC; Unique Auto Axe
Steel Saw 16 16 x0 N/A 16 20 10 65 0.25 500 The Pitt DLC
Man Opener 35 35 x0 N/A 35 20 10 65 0.90 800 The Pitt DLC; Unique Steel Saw; Ignores Damage Resist (DR)

Small Guns

NAME DMG /

SHOT

DPS SPRD CRIT %

MULT

CRIT

DMG

MDPS AMMO MAG WG V:W AP DMG

/ AP

HP TYPE Notes
Chinese Pistol 4 3 1 x1 +4 3 10mm 10 2 95 17 0.24 150 Pistol
Zhu-Rong v418 Chinese Pistol 4 9 1 x2 +4 10 10mm 10 2 145 17 0.24 200 Pistol +2 Fire Dmg/5s; Unique Chinese Pistol
Dart Gun 6 2 0 x2.5 +12 3 Dart 1 3 167 25 0.24 150 Pistol +8 Poison Dmg/8s; Cripples legs (except machines); Silent
.32 Pistol 6 10 0.5 x1 +6 11 .32 5 2 55 20 0.30 100 Pistol
Silenced 10mm Pistol 8 14 0.5 x2 +5 15 10mm 12 3 83 21 0.38 80 Pistol Silent
10mm Pistol 9 16 0.5 x1 +9 17 10mm 12 3 75 17 0.53 150 Pistol
Colonel Autumn's 10mm Pistol 13 23 0.5 x1 +13 24 10mm 12 3 108 17 0.77 225 Pistol Unique 10mm Pistol
Scoped .44 Magnum 35 63 0.3 x2 +35 69 .44 6 4 75 32 1.09 240 Pistol
Blackhawk 55 100 0.3 x2 +45 108 .44 6 4 125 32 1.72 360 Pistol Unique Scoped .44 Magnum
10mm SMG 7 35 1.5 x0.1 +7 35 10mm 30 5 66 20 1.40 250 Pistol-Automatic
Sydney's 10mm "Ultra" SMG 9 45 1.5 x0.1 +9 45 10mm 50 5 86 20 1.80 250 Pistol-Automatic Unique 10mm SMG
Assault Rifle 8 32 1.5 x0.125 +8 32 5.56mm 24 7 43 23 1.04 300 Rifle-Automatic
Chinese Assault Rifle 11 44 1.5 x0.125 +10 44 5.56mm 24 7 71 23 1.44 400 Rifle-Automatic
Xuanlong Assault Rifle 12 48 1.5 x0.125 +12 48 5.56mm 36 7 57 23 1.57 400 Rifle-Automatic Unique Chinese Assault Rifle
B.B. Gun 4 3 0.5 x1 +4 3 BB's 100 2 18 28 0.14 50 Rifle
Hunting Rifle 25 16 0.3 x1 +25 17 .32 5 6 25 25 1.00 500 Rifle
Ol' Painless 30 19 0 x1 +30 20 .32 5 6 42 23 1.30 500 Rifle Unique Hunting Rifle
Railway Rifle 30 60 0.75 x3 +30 69 Railway Spikes 8 9 22 24 1.25 200 Rifle Schematic locations
Sniper Rifle 40 42 0 x5 +40 53 .308 5 10 30 38 1.05 100 Rifle
Victory Rifle 40 42 0 x3 +40 48 .308 5 10 45 38 0.89 300 Rifle Unique Sniper Rifle, Knock-down on critical
Reservist's Rifle 40 64 0 x5 +40 80 .308 3 10 50 32 1.25 150 Rifle Unique Sniper Rifle
Lincoln's Repeater 50 37 0 x2 +50 41 .44 15 5 100 25 2.00 600 Rifle Unique
Sawed-Off Shotgun 50 24 7 x0 N/A 24 Shotgun Shell 2 6 32 37 1.35 250 Pistol-Shotgun
Combat Shotgun 55 35 3 x1 +27 36 Shotgun Shell 12 7 29 27 2.04 240 Rifle-Shotgun
The Kneecapper 75 35 4 x0 N/A 35 Shotgun Shell 2 5 70 37 2.03 250 Pistol-Shotgun Unique Sawed-Off Shotgun
The Terrible Shotgun 80 51 6 x1 +40 52 Shotgun Shell 12 10 25 27 2.96 350 Rifle-Shotgun Unique Combat Shotgun
Wild Bill's Sidearm 10 33 0.5 x1 +15  ? .32 5 2 125 20 0.50 250 Pistol The Pitt DLC; Unique .32 Pistol
Infiltrator 7 28 1.5 x0.125 +10  ? 5.56mm 24 7 57 23 0.91 300 Rifle-Automatic The Pitt DLC; Silent
Perforator 10 30 0.5 x0.25 +14  ? 5.56mm 24 7 86 27 1.11 300 Rifle-Automatic The Pitt DLC; Unique Infiltrator; Silent
Callahan's Magnum 65 118 0.3 x2 +50  ? .44 6 4 188 25 2.6 400 Pistol Broken Steel DLC; Unique Scoped .44 Magnum
  • Pistols are affected by Gunslinger
  • Rifles are affected by Commando
  • Automatic Pistols (SMGs) fire in 4-round bursts in VATS
  • All Assault Rifles (except the Perforator) fire in 3-round bursts in VATS
  • The Perforator fires in 2-round bursts in VATS

Energy Weapons

NAME DMG /

SHOT

DPS SPRD CRIT %

MULT

CRIT

DMG

MDPS AMMO MAG WG V:W AP DMG

/ AP

HP TYPE Notes
Laser Pistol 12 11 0 x1.5 +12 12 Energy Cell 30 3 107 17 0.71 350 Pistol
Smuggler's End 18 17 0 x1.5 +18 18 Energy Cell 30 2 225 17 1.06 500 Pistol Unique Laser Pistol
Protectron's Gaze 24 71 2.5 x1 +24 75 Energy Cell 20 3 107 17 1.41 500 Pistol-Shotgun Fires 5 beams at once but only uses 1 ammo unit; Unique Laser Pistol
Colonel Autumn's Laser Pistol 10 60 0 x0.17 +22 61 Energy Cell 30 2 210 17 1.18 500 Pistol-Automatic Automatic; Unique Laser Pistol
Plasma Pistol 25 23 0.5 x2 +25 25 Energy Cell 16 3 120 17 1.47 400 Pistol
Alien Blaster 100 125 0 x100 +100 250 Alien Power Cell 10 2 250 20 5.00 500 Pistol
Firelance 80 / (120) 100 / (150) 0 x100 +80 / (+120) 200 / (300) Alien Power Cell 10 2 375 20 4.00 / (6.00) 200 Pistol +2 Fire Dmg/5s; Unique Alien Blaster
Laser Rifle 23 21 0 x1.5 +22 23 MF Cell 24 8 125 17 1.35 1000 Rifle
Wazer Wifle 28 26 0 x1.5 +28 28 MF Cell 30 8 113 17 1.65 1800 Rifle Unique Laser Rifle
Plasma Rifle 45 42 0.2 x2 +44 46 MF Cell 12 8 225 25 1.80 900 Rifle
A3-21's Plasma Rifle 50 47 0.2 x2.5 +50 53 MF Cell 12 8 275 25 2.00 1200 Rifle Unique Plasma Rifle
Gauss Rifle 100 29 0 x5 +50 MF Cell 1 12 42 38 2.63 1500 Rifle Operation: Anchorage DLC; Only repairable by NPC
Mesmetron 1 1 0 x1 0 1 Mesmetron Power Cell 5 2 250 65 0.015 100 Other
Metal Blaster 55 52 2.5 x1.5 +27 69.23 MF Cell 24 8 125 17 3.24 1000 Rifle-Shotgun The Pitt DLC; Unique Laser Rifle; Fires 9 beams per shot
Tri-Beam Laser Rifle 75 71 2.0 x1.5 +15 74.20 MF Cell 24 9 111 23 3.26 1000 Rifle-Shotgun Broken Steel DLC; Unique Laser Rifle; Fires 3 beams per shot, uses 3 MF cells
Tesla Cannon 120 30 0 x2 +30 30.75 Electron Charge Pack 1 8 225 37 3.24 900 Energy Cannon Broken Steel DLC

Big Guns

Direct-Fire

NAME DMG /SHOT DPS SPRD CRIT %MULT CRIT DMG MDPS AMMO MAG WG V:W AP DMG/ AP HP Notes
Rock-It Launcher 50 167 1 x1 +25 171 Junk N/A 8 25 32 1.56 300 Schematic locations
Minigun 5 50 2 x0 N/A 50 5mm 240 18 56 30 1.33 1000
Eugene 7 70 2 x0 N/A 70 5mm 240 18 83 30 1.87 1500 Unique Minigun
Flamer 16 / (24) 64 / (96) 0.5 x4 +1 / (+2) 64 / (96) Fuel 60 15 33 50 0.96 / (1.44) 200 +2/(3) Fire Dmg/5s
Gatling Laser 8 80 0.5 x0.05 +6 80 EC Pack 240 18 111 30 2.13 1500
Burnmaster 24¹ 96¹ 0.5 x0.5 +1 96 Fuel 60 15 33 50 1.44 200 +2¹ Fire Dmg/5s; Unique Flamer
Vengeance 11 110 0.5 x1 +12 110 EC Pack 240 18 133 30 2.93 2000 Unique Gatling Laser
Rapid-Torch Flamer 16 / (24) 64 / (96) 0.5 x4 +1 / (+2)  ? Fuel 60 15 33 50 0.32 / (0.48) 200 Broken Steel DLC; +2/(3) Fire Dmg/5s; Unique Flamer
Slo-Burn Flamer 18 / (27) 72 / (108) 0.5 x4 +1 / (+2)  ? Fuel 60 15 33 50 0.36 / (0.54) 200 Broken Steel DLC; +2/(3) Fire Dmg/5s; Unique Flamer
Precision Gatling Laser 8 80 0.5 x4 +6 92 EC Pack 240 18 167 30 0.27 1500 Broken Steel DLC; Unique Gatling Laser
Heavy Incinerator 15 / (22.5) 70 / (105) 0.5 x0.5 +5 / (7.5)  ? Fuel 24 15 120 50 0.3 / (0.45) 200 Broken Steel DLC


  • Damage calculated under Pyromaniac (1 Rank)
  • ¹ Damage is unaffected by Pyromaniac
  • Miniguns and Gatling Lasers fire in 8-round bursts in VATS
  • Flamers fire in 3-round bursts in VATS

Area-of-Effect

NAME DMG /

SHOT

AOE

RADIUS

DPS SPRD AMMO MAG WG V:W AP DMG

/ AP

HP Notes
Missile Launcher 20 +150 AoE 450 36 0.5 Missile 1 20 25 55 3.09 100
Miss Launcher 20 +200 AoE 256 47 0.5 Missile 1 15 27 55 4.00 100 Lobs the missile, limited range; Unique Missile Launcher
Fat Man 10 +1600 AoE 800 443 2 Mini Nuke 1 30 33 65 24.77 100
Experimental MIRV 10 +1600 AoE x8 800 2542 13 Mini Nuke 8 30 83 65 24.77 300 Fires up to 8 Mini Nukes; Unique Fat Man
  • Area-of-Effect weapons have a Crit % Modifier of 0, which eliminates any chance to critically hit with them.

Explosives

NAME DMG /
HIT
DPS w/
Reloads
ROF w/
Reloads
AOE
RADIUS
WG V:W AP DMG /
AP
NOTES
Pulse Grenade 1+10 AOE, 12, 14, 17 6 0.52 450 0.5 80 24 0.46 +200 damage to machines
Pulse Mine 1+10 AOE, 12, 14, 17 5 0.47 450 0.5 80 35 0.31 +200 damage to machines
Frag Grenade 1+100 AOE, 121, 141, 162 55 0.55 450 0.5 50 24 4.21
Frag Mine 1+100 AOE, 121, 141, 162 47 0.47 192 0.5 50 35 2.89
Plasma Grenade 1+150 AOE, 181, 211, 242 83 0.55 450 0.5 100 24 6.29
Plasma Mine 1+150 AOE, 181, 211, 242 71 0.47 192 0.5 100 35 4.31
Nuka Grenade 1+500 AOE† 275 0.55 450 0.5 100 24 20.88 +2 Fire Dmg; +100 Rads; Schematic locations
Bottlecap Mine 1+500 AOE, 601, 701, 802 155 0.31 256 0.5 125 35 14.31 Schematic locations

Custom Built Weapons

NAME SKILL CODE Components
Bottlecap Mine Explosives 0000433A, 000BAFFB Components
Dart Gun Small Guns 0000432A, 000BAFFA Components
Deathclaw Gauntlet Unarmed 0000432B, 000BAFFC Components
Nuka Grenade Explosives 00004342, 000BAFFD Components
Railway Rifle Small Guns 00004348, 000BAFFE Components
Rock-It Launcher Big Guns 0000434B, 000BAFFF Components
Shishkebab Melee Weapons 0000434E, 000BB000 Components

Downloadable content weapons

These weapons appear in the three add-ons Operation: Anchorage (released on January 27, 2009), The Pitt (released on March 25, 2009) and Broken Steel (released on May 5, 2009).

NAME DMG /

SHOT

DPS SPRD CRIT %

MULT

CRIT

DMG

AMMO MAG WG V:W AP DMG

/ AP

HP DLC Notes
Gauss Rifle 100 29 0.0 x5 +50 MF Cell 1 12 42 38 2.63 1500 Operation: Anchorage Only repairable by NPCs; Unique Rail gun Sniper Rifle
Trench Knife 7 20 N/A x3 +13 N/A N/A 1 50 17 0.41 450 Operation: Anchorage Unique Combat Knife
Jingwei's Shocksword 35 80 N/A x2 +25 N/A N/A 3 167 28 1.25 850 Operation: Anchorage Unique Chinese Officer's Sword; stuns robots and does +2 damage for 5secs
Infiltrator 7 28 1.5 x1 +10 5.56mm Round 24 7 57 23 0.91 300 The Pitt
Auto Axe 35 35 N/A x0 N/A N/A N/A 20 10 65 0.54 800 The Pitt
Man Opener 35 35 N/A x0 N/A N/A N/A 20 10 65 0.90 800 The Pitt Unique Auto Axe; ignores damage resistance (DR)
The Mauler 45 45 N/A x0 N/A N/A N/A 20 10 50 0.90 800 The Pitt Unique Auto Axe; automatically blocks when hit by another melee weapon
Perforator 10 30 0.5 x.25 +14 5.56mm Round 24 7 86 27 1.11 300 The Pitt Unique Infiltrator; repairable only by Assault Rifles, and fires slower and only fires 2 shots in V.A.T.S.
Metal Blaster 55 52 2.5 x1.5 +27 Microfusion Cell 24 8 125 17 3.24 1000 The Pitt Unique Laser Rifle; and fires 9 beams at a time
Steel Knuckles 20 14 N/A x1.0 +9 N/A N/A 1 20 14 0.64 500 The Pitt Unique Brass Knuckles
Steel Saw 16 16 N/A x0 N/A N/A N/A 20 10 65 0.25 500 The Pitt Weaker then the AutoAxe
Wild Bill's Sidearm 10 33 0.5 x1 +15 .32 Caliber Round 5 2 125 20 0.50 250 The Pitt Unique .32 Pistol
Tesla Cannon 120 30 0 x2 +30 Electron Charge Pack 1 8 225 37 3.24 900 Broken Steel
Callahan's Magnum 65 118 0.3 x2 +50 .44 Round, Magnum 6 4 188 25 2.6 400 Broken Steel Unique Scoped .44 Magnum, stronger than Blackhawk, obtainable after Who Dares Wins by destroying the Citadel.
Heavy Incinerator 15 / (22.5) 70 / (105) 0.5 x4 +5 / (+7.5) Flamer Fuel 24 15 120 50 0.3 / (0.45) 200 Broken Steel Flame mortar, carried by Enclave Hellfire Troopers, benefits from Pyromaniac. +5/(3) Fire Dmg/5s
Precision Gatling Laser 8 80 0 x4 +6 Electron Charge Pack 240 18 167 30 0.27 1500 Broken Steel Unique Gatling Laser.
Rapid-Torch Flamer 16 / (24) 64 / (96) 0.5 x4 +1 / (+2) Flamer Fuel 60 15 33 50 0.32 / (0.48) 200 Broken Steel Unique Flamer; +2/(3) Fire Dmg/5s, and a faster reload
Slo-Burn Flamer 18 / (27) 72 / (108) 0.5 x4 +1 / (+2) Flamer Fuel 60 15 33 50 0.36 / (0.54) 200 Broken Steel Unique Flamer; +8/(3) Fire Dmg/5s, and a slower reload
Tri-Beam Laser Rifle 75 71 2.0 x1.5 +15 Microfusion Cell 24 9 111 23 3.26 1000 Broken Steel Fires three beams in one shot, uses three MF cells per shot, repairable only by other Tri-Beam Laser Rifles.

Unused weapons

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
add-on Notes
Black Bart's Bane 8 6 0.5 x1 +8 BB's 100 2 30 28 0.29 - Unique BB Gun
Breaker 12 17 N/A x0 N/A N/A N/A 4 8 35 0.34 - Unique Nail Board
Curse Breaker 13 18 0.0 x1.5 +13 N/A N/A 3 25 25 0.52 - Unique Baseball Bat
Excalibat 13 18 N/A x1.5 +13 N/A N/A 3 25 25 0.52 - Unique Baseball Bat
Law Dog 9 30 0.5 x1 +9 .32 5 2 105 20 0.45 - Unique .32 Pistol
Love Tap 8 4 N/A x2 +8 N/A N/A 1 20 15 0.53 - Unique Brass Knuckles
Mirelurk Bait Grenade 0 0 N/A x1 +0 N/A N/A 1 5 N/A 0 - 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 - Unique Police Baton
Wanda 12 48 1.5 x0.125 +12 5.56mm 30 7 71 23 1.57 - Unique Assault Rifle
Discharge Hammer 25 35 N/A x1 25 N/A N/A 20 9 38 0.66 Broken Steel Unique Super Sledge

Non-player weapons

See: Fallout 3 non-player weapons

See also

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