# Big Guns

## Redirected from Heavy Weapons

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Big Guns
Fallout 3
Fallout
modifiesAccuracy with Big Guns
governed byAgility
initial value10% + (1% x Agility)
related traitsFast Shot
Fallout 2, Fallout Tactics
modifiesAccuracy with Big Guns
governed byAgility
initial value2% x Agility
related traitsFast Shot
Fallout 3
modifiesDamage and accuracy with Big Guns
governed byEndurance
initial value2 + (2 x Endurance) + ceil(Luck / 2)
related perksSize Matters
Fallout: Brotherhood of Steel 2
modifiesDamage inflicted by big guns
governed byUnspecified
initial value?

The operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such.

— In-game description

Big Guns is a Fallout, Fallout 2, Fallout 3, and Fallout Tactics skill. In Fallout: Brotherhood of Steel, Big Guns is not a skill but there are big guns in the game. It was going to appear as a weapon skill in Fallout: Brotherhood of Steel 2, the equivalent of skills in other Fallout games. Big Guns determines combat effectiveness with any weapon categorized as a "Big Gun," such as flamers, miniguns, missile launchers, Fat Man, etc.

## FalloutEdit

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

Example: A starting Agility of 5.

$10+5=15\%$

The Strength requirements of most big guns, combined with the weight of the guns themselves and the large amounts of ammunition they require make investing into Strength points at character creation a prudent choice for players planning to use these weapons as their mainstays. Most, if not all, big guns in Fallout are burst weapons exclusively, meaning that players cannot make targeted attacks with them. This makes taking the Fast Shot trait a much more viable option for big gun enthusiasts, as they enjoy the benefits of the trait without the drawback.

## Fallout 2 and Fallout TacticsEdit

$\text{Initial level}\%=2\times\text{Agility}$

Example: A starting Agility of 5.

$2\times5=10\%$

As with Fallout, Big Guns operates in much the same way in Fallout 2 and Fallout Tactics.

Fallout 2
Fallout Tactics

## Fallout 3Edit

$\text{Initial level}=2+(\text{Endurance}\times2)+\left\lceil\frac{\text{Luck}}{2}\right\rceil$

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

$2+(5\times2)+\left\lceil\frac{5}{2}\right\rceil=15$

As this skill increases, so does the accuracy and damage with all of these weapons, both in and out of V.A.T.S. mode.

Permanent
Temporary

## Fallout: Brotherhood of SteelEdit

While the game does not have the ability to increase the effectiveness of big guns, there are some weapons that are listed as such.

## Fallout: Brotherhood of Steel 2Edit

Big Guns was going to appear as a weapon skill. It increases base damage inflicted by big guns.[1] Assuming Fallout: Brotherhood of Steel 2 would have used a points based system like its predecessor, it is able to be increased.

### Availability to player charactersEdit

Maxus is the only player character to have Big Guns as a weapon skill.[1] Lilith is incapable of using big guns thus has no use for this weapon skill.[2] Jaffe and Scarlet do not have Big Guns as an increasable weapon skill.[3][4]

## NotesEdit

• In Fallout: New Vegas, Big Guns was merged with the Small Guns skill forming Guns (minigun, light machine guns), Energy Weapons (flamethrower, incinerator) and Explosives (grenade launchers, missile launchers). Van Buren, the canceled Fallout 3, would have done the same, though under the name of Firearms.
• According to the Vault Dweller's memoirs, the Vault Dweller canonically used a big gun to destroy the vats of FEV and kill the Master in the original Fallout. In his own words: "None could stand in my way. I had a mission. I had a goal. I had a really large gun."