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Small Guns

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Small Guns
Small Guns skill icon
Fallout
modifiesAccuracy for Small Guns
governed byAgility
initial value35% + (1% x Agility)
related perksSniper
related traitsSmall Frame
Fallout 2, Fallout Tactics
modifiesAccuracy for Small Guns
governed byAgility
initial value5% + (4% x Agility)
related perksSniper
related traitsSmall Frame
Fallout 3
modifiesDamage done by Small Guns
governed byAgility
initial value2 + (2 x Agility) + ceil(Luck/2)
related perksGun Nut, Covert Ops (Operation: Anchorage)
 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FOT

The use, care and general knowledge of small firearms - pistols, SMGs and rifles.

— In-game description

Small Guns is a Fallout, Fallout 2, Fallout 3 and Fallout Tactics skill.

Contents

FalloutEdit

\text{Initial level}\%=35+\text{Agility}

Example: A starting Agility of 5.

35+5=40\%

Small Guns are the staple weapons of choice for the post apocalyptic nuclear war survivor. Although small guns lack the wide devastation possible with Big Guns and Energy Weapons, they are more than capable of holding their own in a fight. Small Guns, unlike Big Guns or Energy Weapons, can be quickly trained with books and is naturally high to begin with. Ammunition is also plentiful and can usually be bought or looted from containers and bodies.

The small guns character can easily exploit these advantages by building a gunfighter or sniper character. There are several perks available that directly increase this skill, the most powerful being "Sniper".

Also, some of the most unique and powerful weapons (read: Red Ryder LE BB gun) are available for those who specialize in small guns.

Affected weaponsEdit

Fallout 2 and Fallout TacticsEdit

\text{Initial level}\%=5+(4\times\text{Agility})

Example: A starting Agility of 5.

5+(4\times5)=25%

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

Affected weaponsEdit

Fallout 2
Fallout Tactics

Fallout 3Edit

Bobblehead Small Guns
"Because it's easier to have courage from a safe distance away."
\text{Initial level}=2+(\text{Agility}\times2)+\left\lceil\frac{\text{Luck}}{2}\right\rceil

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

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

In general, the Small Guns skill raises the players accuracy and/or damage with any weapon that is affected by the skill. The higher the Small Guns skill, the lower the projectile spread, and the more stable scoped weapons such as the sniper rifle or the scoped .44 magnum will be when aiming through the scope. At 100 points, scoped-weapons have no sway at all; however, having either arm crippled will still result in a severe sway while using the scope.

On average, increasing Small Guns by 5 points will increase Small Gun weapon damage by ~3.5%. There is also a diminishing margin of return. In general, increasing Small Guns from 5 to 10 will increase weapon damage more than increasing it from 95 to 100.

Ways to increase Small GunsEdit

Permanent
Note: Only items adding +5 or more are included.
Temporary

Affected weaponsEdit

Perks that require Small Guns skillEdit

Perk Required Level Additional Requirements
Concentrated Fire 60 18 Energy Weapons 60

Interactions that requires Small guns skillEdit

  • An undisclosed amount is required to fix Pek's weapon in the unmarked quest The Lost Initiate - although the Repair skill and Gun Nut perk will also work.
  • Small guns 50 is required to teach how to use conventional firearms to the citizens of Big Town during the quest Big Trouble in Big Town. This is only one of several ways to complete this section, however.

NotesEdit

In Fallout: New Vegas, it was merged into a more general Guns skill with Big Guns, similar to the canceled Van Buren, which would have merged the skills into the Firearms skill.

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