Fallout 3 beautiful weapons. All unique weapons

diets 25.07.2019

Neophyte deathclaw gauntlet good weapon, especially if he made it with two or more schemes, but for many reasons it cannot be considered the best:
- when you see the target, you have to get to it first, and this takes time, and is fraught with premature damage (even if you are sneaking towards the target)
- the glove wears out rather quickly, and in view of the "uniqueness" it causes - although solvable, but still problems with the repair.
- In many situations, the glove, like all other melee weapons, is useless. For example, if you met a Behemoth (I do not deny that a Behemoth can be killed in close combat, but one way or another your efforts will not be justified). Or, for example, if the enemy is inaccessible, for various reasons - to be on a hill, barricaded, this will also cause a lot of problems.
Next, I will describe some of the most popular answers to the question " the best weapon"
- fat man (catapult for mini nukes) Yes, yes, in terms of damage, it is the most powerful in the game, but damage is just one element of the overall picture of the best weapon. The rest of the features are not so good:
Accuracy - although it is practically unnecessary for this "beast", but sometimes, with certain features of the relief, it fails greatly.
Repair - of course, not so problematic (and almost unnecessary), but expensive
Ammunition - very rare, very expensive
Versatility \ Applicability - this item is the most negative, for all its power, it is difficult to get ammunition for a fat man, we rarely use it anywhere, mainly to deal with hippos, or densely crowded soldiers of the enclave. in other cases, the shot either "does not pay off" or harms you or your allies.
Scattering of corpses - it often happens that when you shoot at a crowd of enemies and come to the place of the explosion, you do not find any traces, and therefore remain without trophies (well, of course, you can wander around to look for pieces of the enemy that have scattered all over the district, but this is time, and time is money)
About the multi-charged fat man, I better keep silent ... =)
- alien blaster Optimal combination lightness, and the highest damage, but here are its negative sides:
Repair - only at merchants, or if you successfully receive its counterpart falling from the sky
Ammunition - PPC is very small, which means that either it will rarely be used by you, or after a couple of hours of the game you will have nothing to shoot from it.
- firearms (alternative alien blaster) this miracle pistol randomly falls from the sky in certain locations, its fall is accompanied by small precipitation from alien energy cells (10-20 pieces) at first glance, it is weaker in damage than Alien Blaster, but if you learned the Pyroman perk, then the damage will be much higher, thanks to the effect of the flame of this weapon, as for the negative properties, here it is:
Strength - 2.5 times lower than that of its counterpart, and the repair price is the same
Ammunition - because it shoots the same as the Alien Blaster, it has the same problems with ammunition
-Plasma Rifle Here I will generalize a bit with Plasma in mind. rouge both the normal version and the unique version (which you can get in the quest where you need to find the escaped humanoid). I generalize because they have almost the same wear resistance and damage. This weapon is chic, thanks to the enclaves, it is easily repairable and there are a whole bunch of rounds of ammunition, but these are the shortcomings:
Accuracy - although accuracy is not bad, it is not limiting, and to a certain extent this is a disadvantage
Availability of weapons - since at the beginning of the game this weapon is not available, or at least - repairs and ammunition for it (well, then there are a whole cloud and a bunch of these plasma guns, and cartridges under 2k) well, with skills there are a couple of unpleasant little things
- Blackhawk (unique magnum revolver) It is considered by many to be the best weapon, or at least the best light weapon, but not everything is so simple with the same damage and accuracy as the Lincoln rifle, it has the following disadvantages:
Only six rounds in both - sometimes there are many problems due to reloading
Requires a lot of movement points - which makes it less effective in wats mode
Repair - Magnums are rare in the game, and it is expensive for merchants to repair it, it will rarely be 100% repaired, which means that the damage will be reduced. Of the advantages it has over the Lincoln rifle, I can't help but note that the blackhawk does not have a slight delay after each shot.
- Avenger (unique Gatling laser) Good for mowing down enemy crowds, but still:
Repairs are expensive at merchants and Gatling lasers are rare
Ammunition - cartridges, although it is not difficult to get, but with its rate of fire, they quickly run out
VATS - ineffective
- Lincoln rifle the weapon that I consider the best, due to the balance of characteristics, excellent accuracy (like a sniper) eats a small amount of AP in VATS, relatively different universal weapon very easy to get at the very beginning of the game, with high wear resistance it is easy to repair even in the field (these hunting rifles are like garbage everywhere), this rifle is widely applicable, the damage is enough to kill almost any person in the head with one shot (hidden attack) and with three headshots at the highest difficulty level, it kills the claw of death (the first shot from the hidden mode) and the only drawback is the relative difficulty in obtaining ammunition for it, but even at the very beginning of the game, without really bothering, you can provide yourself with the right amount.
ps Of course everyone has different tastes and different styles games, and it would be strange if, with all these differences, everyone gave their preference to one and the same, it’s not worth taking what I wrote here too seriously, I only stated information about what I need from a weapon, and which weapon best suits these parameters
z.s.s. sorry for the mistakes =)

This is the predecessor of the famous DKS-501 rifle. The weapon has been redesigned for the caliber of 308 cartridges, and therefore quickly breaks down and requires constant repair and care for correct shooting.

In V.A.T.S. the damage is much greater, because the bonus for calculating the accuracy of the sight in this case not taken into account. No V.A.T.S. the rifle shoots only one-third of its working distance in the scope. To be sure to hit the target, wait until it fills three-quarters of the scope area. Moreover, always consider the recoil of the shot and aim just below the target.

Vibrations when aiming greatly interfere with shooting. To solve this problem, pump the "light weapon" skill to the maximum or aim in stealth mode. If the Light Weapons skill is maxed out, fluctuations will no longer affect your accuracy. However, if one of your hands is damaged, it will still be difficult to aim.

fat man

Shooting nuclear weapons made from a cannon mounted on the shoulder. Missiles do not fly far at all - if fired horizontally, the cartridge will fly only 10 meters and fall. If you aim higher, the projectile will fly farther. Upon contact with the target, the missiles explode, causing a small explosion. nuclear explosion and emitting radiation. The weapon needs to be repaired every 167 shots.

To get the most out of Fat Man, upgrade the Heavy Weapons skill to the end and use the V.A.T.S.

You can find this cannon in the city of Capitol - inside the colonnade where the super mutant hippopotamus is located, at one of the mercenaries of the Claw company.

combat shotgun

This shotgun is similar to all its predecessors in terms of its efficiency and operation, but its appearance has been greatly changed. The magazine holds 12 rounds with a monstrous efficiency in destroying opponents at close range. The magazine itself has now been moved closer to the muzzle of the shotgun. The accuracy of a combat shotgun is many times greater than that of a sawn-off shotgun. The only negative is that the weapon wears out too quickly.

The shotgun needs to be repaired every 146 shots.

It is described here fallout weapon 3.

All values ​​are given with an error within ±1, except for approximate values ​​given with a prefix (≈). All values ​​are given for 100% CCT (condition), and the corresponding skill of 100. For melee weapons, the Damage parameter is calculated for Force equal to 0. For every 2 points of strength, add +1 to the value URO / SHOT given in the table.

  • Keep in mind that melee weapons are only one type of weapon, on base whose damage is affected by the SPECIAL parameter. All other base damage parameters depend on the state of the weapon and your skills. Luck affects your chance to deal critical damage, which affects the parameter MUWS below.

2 Description of columns

  • URO / SHOT or PATR: This information is taken directly from G.E.K.K. and shows the damage caused by a single mouse/trigger press. For most heavy weapons, this is one bullet, but for shotguns - this is one cartridge(containing several pellets), and for a Gatling laser, this is a single beam. This setting is most useful for comparing semi-automatic weapons such as rifles, where you can see the total damage done by one shot, without taking into account the time it takes to fire the next round.
  • UVS: This is the designation damage per second and also directly taken from G.E.K.K. This is the number calculated by G.E.K.K. and cannot be changed manually. It includes, for example, weapon reload times and weapon animations in order to give you one common measurement base (1 second) for weapon comparisons. various types fire, as well as comparisons firearms and cold / hands without weapons. This statistic is most useful for comparing automatic weapons such as the assault rifle and the minigun, as they fire multiple shots per second. You must remember that UVS for some weapons (e.g. semi-automatic shotgun) is much lower than URO / PATR. This is because some weapons take more than 1 second to fire one round and feed another.
  • DISPUT: It minimum spread taken from G.E.K.K. ( scatter- not used). It refers to the accuracy of the weapon. 0 means the weapon fires in a straight line, even though gravity can still deflect the bullet. Any value other than 0 means the shots deviate from the center line of the shot by that number of degrees.
  • CRIT % MULT: Factor Applied to your character's chance to deal a critical crit. This multiplier is applied to each individual attack you perform (for example, each 5mm round fired from the Minigun). For example, if your character has a 5% chance of inflicting a critical cron and the weapon you are using CRIT % MULT equals x2, then each shot has 5% x 2 = 10% chance to deal critical damage. Keep in mind that for automatic weapons (assault rifle, submachine gun, minigun, etc.) CRIT % MULT in G.E.K.K. divided into G.E.K.K. fire mode, so the multiplier is too low for automatic weapons. This is done to compensate for the effect of the number of rounds fired.
  • CRET URO: Damage increase that added in case of critical damage. Bonus damage is added after the defense, effectively bypassing the target's defense. More specific Sneak Critical as well ignores protection but in both cases, and base damage and on critical bonus damage, often dealing significantly more damage than a normal critical attack.
  • MUWS: This is a modified damage per second that takes into account critical damage. Assume attack outside of VATS mode, Luck equal to 5, no perks (Accuracy, Scoutmaster, etc.), weapon skill 100, and weapon condition 100.
  • HP: This is the Health parameter from G.E.K.K. It determines how quickly the weapon will fail. The more HP, the lower the wear rate of weapons.

Unique - present in the game in only one copy - the weapon is highlighted in green.


Without weapons

TITLEURO / SHOTUVSCRIT % MULTCRET UROMUWSTHE WEIGHTV:WODURO / ODHPNote
Brass knuckles 6 3 x1 +6 3 1 20 18 0.33 200
Spiked brass knuckles 9 4 x1 +9 4 1 25 19 0.47 300
12 6 x2 +12 7 1 30 15 0.80 200 Unique Spiked Knuckles
Power brass knuckles 20 9 x1 +20 9 6 17 28 0.71 500
shocker 20 9 x1 +20 9 6 25 25 0.80 400 +25 mechanisms; Unique Power Knuckles
25 11 x1.5 +25 12 6 17 25 1.00 600 Unique Power Knuckles
Deathclaw Glove 20 10 x5 +30 14 10 15 26 0.77 600 Ignores damage resistance (DR)

Steel arms

TITLEURO / SHOTUVSCRIT % MULTCRET UROMUWSWGV:WODURO / ODHPnotes
"Repellent" 1 2 x0N/A 2 3 40 40 0.03 100 Kills Mole Rats after 5 seconds or 2 hits
cue 3 4 x0 4 N/A 1 15 27 0.11 50
6 9 x1 +6 9 1 50 27 0.22 200 Unique cue
rolling pin 3 5 x0N/A 5 1 10 24 0.13 100
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
Baton 4 9 x1 +4 9 2 35 25 0.16 250
Board with nails 8 12 x0N/A 12 4 8 27 0.30 60
Blackboard 12 18 x1 +12 19 4 15 27 0.44 150 Unique Board with nails
Knife 4 11 x1 +4 12 1 20 20 0.20 100
ant sting 4 11 x1 +4 12 1 30 20 0.20 250 +4 poison damage/10s; Unique knife
Flick knife 5 14 x2 +9 17 1 35 18 0.28 100
Butch's Toothpick 10 29 x2.5 +13 34 5 10 18 0.56 150 Unique Switchblade
mount 6 13 x1 +6 14 3 13 27 0.22 200
10 23 x1 +10 24 5 15 27 0.37 500 Unique mount
Combat knife 7 20 x3 +13 26 1 50 17 0.41 450
10 29 x3 +13 35 1 65 17 0.59 600 Unique Combat Knife
Chinese officer's sword 10 23 x2 +15 26 3 25 28 0.36 500
15 34 x3 +20 41 1 100 28 0.54 750 Unique Chinese Officer Sword
Bloodsucker? 10 29 x4 +15 38 1 65 17 0.59 600 Bonus on damage to limbs; Unique Combat Knife
Sledgehammer 20 30 x1 +10 31 12 11 38 0.53 500
Emulated rolling pin? 20 46 x0N/A 46 2 5 24 0.83 100 Only in Trenquility Lane
super sledgehammer 25 37 x1 +25 39 20 9 38 0.66 750
30 45 x1 +15 46 12 19 38 0.79 750 Unique super sledgehammer
Fox's Super Sledgehammer 32 59 x1 +32 62 18 17 38 0.84 1000 Unique super sledgehammer
"Ripper" 30 30 x0N/A 30 6 17 65 0.46 600
30 30 x1 +15 31 6 33 65 0.46 800 +50% damage to limbs; Unique Ripper
"Shish Kebab" 35 / (53 ) 80 / (120 ) x2 +24 / (+36 ) 85 / (125 ) 3 67 28 1.25 / (1.89 ) 750 +2/(3) fire damage/5s; improvised weapon

Light weapons

TITLEURO /UVSDISPUTCRIT %CRETEMUWSammunitionclipTHE WEIGHTV:WODUROHPTYPE OFNotes
Chinese pistol 4 3 1 x1 +4 3 10mm cartridge 10 2 95 17 0.24 150 Pistol
4 9 1 x2 +4 10 10mm cartridge 10 2 145 17 0.24 200 Pistol+2 fire damage/5s; Unique Chinese Pistol
dart launcher 6 2 0 x2.5 +12 3 Dart 1 3 167 25 0.24 150 Pistol+8 poison damage/8s; Injures limbs (except mechanisms); Silent
Revolver cal.32 6 10 0.5 x1 +6 11 Cartridge caliber.32 5 2 55 20 0.30 100 Pistol
10mm pistol 9 16 0.5 x1 +9 17 10mm cartridge 12 3 75 17 0.53 150 Pistol
10mm silenced pistol 8 14 0.5 x2 +5 15 10mm cartridge 12 3 83 21 0.38 80 PistolSilent
Colonel Autumn's 10mm pistol 13 23 0.5 x1 +13 24 10mm cartridge 12 3 108 17 0.77 225 PistolUnique 10mm Pistol
Magnum cal.44 with opt. at gunpoint 35 63 0.2 x2 +35 69 Cartridges "Magnum" cal.44 6 4 75 32 1.09 240 Pistol
55 100 0.3 x2 +45 108 Cartridges "Magnum" cal.44 6 4 125 32 1.72 360 PistolUnique Magnum cal.44 with opt. at gunpoint
10 mm submachine gun 7 35 1.5 x0.1 +7 35 10mm cartridge 30 5 66 20 1.40 250 Automatic pistol
9 45 1.5 x0.1 +9 45 10mm cartridge 50 5 86 20 1.80 250 Automatic pistolUnique 10mm submachine gun
Assault rifle 8 32 1.5 x0.125 +8 32 5.56 mm cartridge 24 7 43 23 1.04 300 Machine
Chinese machine 11 44 1.5 x0.125 +10 44 5.56 mm cartridge 24 7 71 23 1.44 400 Machine
12 48 1.5 x0.125 +12 48 5.56 mm cartridge 36 7 57 23 1.57 400 MachineUnique Chinese Assault Rifle
pump action shotgun 4 3 0.5 x1 +4 3 Pump ball. guns 100 2 18 28 0.14 50 Rifle
Shotgun 25 16 0.3 x1 +25 17 Cartridge caliber.32 5 6 25 25 1.00 500 Rifle
30 19 0 x1 +30 20 Cartridge caliber.32 5 6 42 23 1.30 500 RifleUnique Hunting Rifle
50 37 0 x2 +50 41 Cartridges "Magnum" cal.44 15 5 100 25 2.00 600 RifleUnique Hunting Rifle
railroad rifle 30 60 0.75 x3 +30 69 Railway crutch 8 9 22 24 1.25 200 Rifle homemade weapons
sniper rifle 40 42 0 x5 +40 53 Cartridge cal.308 5 10 30 38 1.05 100 Rifle
40 42 0 x3 +40 48 Cartridge cal.308 5 10 45 38 0.89 300 RifleKnocks down the target on critical damage; Unique Sniper Rifle
40 64 0 x5 +40 80 Cartridge cal.308 3 10 50 32 1.25 150 RifleUnique Sniper Rifle
shotgun 50 24 7 x0N/A 24 Cartridge with buckshot 2 6 32 37 1.35 250 shotgun pistol
Bone crusher 75 35 4 x0N/A 35 Cartridge with buckshot 2 5 70 37 2.03 250 shotgun pistolUnique Cutoff
combat shotgun 55 35 3 x1 +27 36 Cartridge with buckshot 12 7 29 27 2.04 240 shotgun rifle
80 51 6 x1 +40 52 Cartridge with buckshot 12 10 25 27 2.96 350 shotgun rifleUnique Combat Shotgun
  • Automatic pistol (PP) in VATS fires a burst of 4 rounds
  • Assault rifle in VATS shoots a burst of 3 rounds

Energy weapons

TITLEURO /UVSDISPUTCRIT %CRETEMUWSammunitionclipTHE WEIGHTV:WODUROHPTYPE OFNotes
laser pistol 12 11 0 x1.5 +12 12 Battery 30 3 107 17 0.71 350 Pistol
18 17 0 x1.5 +18 18 Battery 30 2 225 17 1.06 500 PistolUnique Laser Pistol
24 71 2.5 x1 +24 75 Battery 20 3 107 17 1.41 500 shotgun pistolFires 5 rounds, but uses only 1 unit. ammunition; Unique Laser Pistol
Plasma Pistol 25 23 0.5 x2 +25 25 Battery 16 3 120 17 1.47 400 Pistol
Colonel Autumn's laser pistol 10 60 0 x0.17 +22 61 Battery 30 2 210 17 1.18 500 Automatic pistolAuto; Unique laser pistol
100 125 0 x100 +100 250 Alien Power Cell 10 2 250 20 5.00 500 PistolUnique
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 damage/5s; Unique
laser rifle 23 21 0 x1.5 +22 23 micronuclear battery 24 8 125 17 1.35 1000 Rifle
Lazelnoe luzie 28 26 0 x1.5 +28 28 micronuclear battery 30 8 113 17 1.65 1800 RifleUnique Laser Rifle
Plasma Rifle 45 42 0.2 x2 +44 46 micronuclear battery 12 8 225 25 1.80 900 Rifle
50 47 0.2 x2.5 +50 53 micronuclear battery 12 8 275 25 2.00 1200 RifleUnique Plasma Rifle
Hypnotron 1 1 0 x1 0 1 Battery for Hypnotron 5 2 250 65 0.015 100 Other
  • Pistol proficiency improves with the Duelist perk.
  • Rifle proficiency improves with the Commando perk.
  • Colonel Autumn's laser pistol in VATS fires a burst of 2 rounds.

heavy weapons

Immediate Damage

TITLEURO /UVSDISPUTCRIT %CRET UROMUWSammunitionclipTHE WEIGHTV:WODUROHPNotes
"Racket" 50 167 1 x1 +25 171 TrashN/A 8 25 32 1.56 300 homemade weapons
Minigun 5 50 2 x0.05 +5 50 5mm cartridge 240 18 56 30 1.33 1000
7 70 2 x0N/A 70 5mm cartridge 240 18 83 30 1.87 1500 Unique Minigun
Flamethrower 16 / (24 ) 64 / (96 ) 0.5 x0.5 +1 / (+2 ) 64 / (96 ) Flamethrower Fuel 60 15 33 50 0.96 / (1.44 ) 200 +2/(3) fire damage/5s
24¹96¹ 0.5 x0.5 +1 96 Flamethrower Fuel 60 15 33 50 1.44 200 +2¹ fire damage/5s; Unique Flamethrower
Gatling laser 8 80 0.5 x0.05 +6 80 Electronic charge 240 18 111 30 2.13 1500
11 110 0.5 x0.05 +12 110 Electronic charge 240 18 133 30 2.93 2000 Unique Gatling Laser
  • Damage calculated with the Pyromaniac perk (Rank 1)
  • ¹ Damage is not affected by the Pyromaniac perk
  • Miniguns and Gatling Lasers in VATS mode fire bursts of 8 rounds
  • Flamethrowers in VATS mode fire bursts of 3 rounds

Area coverage

TITLEURO /RadiusUVSDISPUTammunitionclipTHE WEIGHTV:WODUROHPNotes
grenade launcher20 +150 AoE 450 36 0.5 grenade shot 1 20 25 55 3.09 100
20 +200 AoE 256 47 0.5 grenade shot 1 15 27 55 4.00 100 Shoots canopy, limited blast radius; Unique Grenade Launcher
fat man10 +1600 AoE 800 443 2 nuclear shot 1 30 33 65 24.77 100
Experimental multiply charged nuclear grenade launcher 10 +1600 AoE x8 800 2542 13 nuclear shot 8 30 83 65 24.77 300 Simultaneously shoots up to 8 nuclear shots; Unique Fat Man
  • AoE weapons have a CRIT% MULT of 0, eliminating any chance of them being critically hit.

explosives

TITLEURO /AOEUVSTHE WEIGHTV:WODURO /Notes
pulse grenade1+10 AOE, 12, 14, 17 450 2 0.5 80 24 0.46 +200 damage to mechanisms
pulse mine1+10 AOE, 12, 14, 17 450 3 0.5 80 35 0.31 +200 damage to mechanisms
fragmentation grenade 1+100 AOE, 121, 141, 162 450 35 0.5 50 24 4.21
anti-personnel mine 1+100 AOE, 121, 141, 162 192 30 0.5 50 35 2.89
Plasma Grenade1+150 AOE, 181, 211, 242 450 52 0.5 100 24 6.29
Plasma Mine1+150 AOE, 181, 211, 242 192 45 0.5 100 35 4.31
Molotov Cola1+500 AOE† 450 176 0.5 100 24 20.88 +2 fire damage; +100 radiation; homemade weapons
Cover-mine1+500 AOE, 601, 701, 802 256 163 0.5 125 35 14.31 homemade weapons
  • † Damage has no effect perk "Expert sapper"
  • Damage calculated when taking the "Expert Minesweeper" perk (3 ranks)

Unused weapon

This weapon is only available through console commands.

TITLEURO /UVSDISPUTCRIT %CRETEammunitionclipTHE WEIGHTV:WODURONotes
"The Curse of Black Bart" 8 6 0.5 x1 +8 Pump balls. guns 100 2 30 28 0.29 Unique Pump Shotgun
"Destroyer" 12 17 N/Ax0N/AN/AN/A 4 8 35 0.34 Unique Board with nails
"Curse Breaker" 13 18 0.0 x1.5 +13 N/AN/A 3 25 25 0.52 Unique Baseball Bat
Excalibita 13 18 N/Ax1.5 +13 N/AN/A 3 25 25 0.52 Unique Baseball Bat
"The Lawyer" 9 30 0.5 x1 +9 Cartridge caliber.32 5 2 105 20 0.45 Unique Revolver cal.32
"Kiss" 8 4 N/Ax2 +8 N/AN/A 1 20 15 0.53 Unique brass knuckles
Mirelurk Bait Grenade 0 0 N/Ax1 +0 N/AN/A 1 5 N/A 0 Appears to be a harmless noise-maker w/ knock-back
"Peacemaker" O'Grady 6 13 N/Ax1 +6 N/AN/A 2 50 45 0.13 Unique police baton
"Wanda" 12 48 1.5 x0.125 +12 5.56 mm cartridge 30 7 71 23 1.57 Unique Assault Rifle

Weapon not available to the player

The information provided here describes the weapons used by companions and other NPC assistants. It cannot be used by the player.

TITLEURO /UVSDISPUTCRIT %CRETEammunitionclipTHE WEIGHTV:WODURONotes
10mm Butch pistol 9 29 10mm cartridge 12 2 15 18 Butch's default ranged weapon
Butch's Toothpick 5 14 N/A N/AN/A 1 50 18 Butch's default melee weapon
Shotgun Sharon 55 41 Cartridge with buckshot 5 7 10 N/A Sharon's default ranged weapon
Sharon's combat knife 7 20 N/A N/AN/A 1 50 28 Sharon's default melee weapon
Sawed-off Clover 50 24 Cartridge with buckshot 2 5 38 N/A Default ranged weapon Clover
Chinese officer's sword Clover 10 23 N/A N/AN/A 3 25 28 Default melee weapon Clover
Chinese assault rifle Jericho 11 38 5.56 mm cartridge 24 7 49 N/A Jericho's default ranged weapon
Board with nails Jericho 8 12 N/A N/AN/A 4 8 27 Jericho's default melee weapon
High Paladin Hoss' Laser Pistol 12 11 Battery 30 3 107 17 High Paladin Hoss' default ranged weapon
High Paladin Hoss' Super Maul 25 37 N/A N/AN/A 3 43 38 High Paladin Hoss' default melee weapon
Laser "Liberty"1000+200 AOE 4000 micronuclear battery 255 0 9674000 N/A Eye-laser robot "Liberty-Prime"; AOE radius = 128
Bomb "Liberty"200+550 AOE 121 N/A 12 0 23730 N/A nuclear bombs robot Liberty Prime; Radius AOE = 1200" +2 rad/s for 12s
Magnum cal.44 of the Mysterious Stranger 9000 26999 Cartridge Magnum cal.44 6 3 0 N/A Default ranged weapon of the Mysterious Stranger; Inventory name "Magnum cal.44"

The title is written in English.

Light weapons

Ordinary (not quite) pistols, machine guns, shotguns.

Colonel Autumn's Pistol

All unique weapon

All unique weapons

Description: The gun is using Colonel Autumn when you first see it with your father. Slightly stronger than a standard 10mm pistol.

Place: In the Colonel's apartment in Raven Rock.

Sydney's 10mm "Ultra" SMG

All unique weapons

All unique weapons

Description: Modified SMG from Sidney's collection. You can either kill her, or steal the SMG from her pockets, or find the entry "A Note from Little Moonbeam" s Father "in the room of The Statesman" s Hotel. Give her this note in Ghoul City after completing the Stealing Independence quest for Abraham Washington, then she will give the weapon.

Blackhawk

All unique weapons

All unique weapons

Description: An improved version of the revolver, given to you by Agatha, if you bring her Soil Stradivarius (cello) from Vault 92 and sheet music from Springvale school. After they brought it, you need to ask her for a reward, otherwise they will only give karma.

Wild Bill's Sidearm

All unique weapons

All unique weapons

Description: Modified .32 pistol.

Place: Found on Wild Bill's body when searching the steelyard for steel ingots

Zhu-Rong v418 Chinese Pistol

All unique weapons

All unique weapons

Description: Improved version of the Chinese Pistol, sets the target on fire. Located in L.O.B Enterprises.

Xuanlong Assault Rifle

All unique weapons

All unique weapons

Description: Increased clip and damage. Found on Prime's body near Jury Street Metro Station. The location of Jury Street Metro Station can be discovered by completing the computer quest in the Museum of Technology (Tech Museum Loot). Find the secret text in the terminal. This will lead to a puzzle that needs to be solved (save, because there will be no second attempt). After solving the puzzle, a safe will open and at the same time you will receive the coordinates of the station. Only then will a body with a rifle appear.

Perforator

All unique weapons

All unique weapons

Description: Improved Infiltrator (Pitt Guard Rifle)

Place: Rewarded for a certain amount of ingots.

The Terrible Shotgun

All unique weapons

All unique weapons

Description: Shotgun improved by Laughing Jack. Spread, weight and damage are higher than the standard one.

Place: Underground Bazaar in Evergreen Mills. Jack stands in the southeast corner. It must be killed in order to get a shotgun, fortunately, karma is not lost.

Ol' Painless

All unique weapons

All unique weapons

Description: Improved hunting rifle. Damage and rate of fire.

Place: In Dave's chest in Republic of Dave. You can get the key if you complete the quest "You Have To Shoot Them In The Head". Loss of karma due to theft.

Lincoln's Repeater

All unique weapons

All unique weapons

Place: Museum of History, 2nd floor. Located just behind the library, up the stairs, in the business room, behind glass. Can be sold to Abraham Washington or slave traders. One of the best bullet weapons in the game.

Victory Rifle

All unique weapons

All unique weapons

Description: Knocks down enemies on critical hits.

Place: West of Rockbreaker's Last Gas in a shack on a hill. Castle with difficulty 100. In addition, there are small cockroaches in a cage.

Reservist's Rifle

All unique weapons

All unique weapons

Description: The reservist loves churches, especially when there are people around. The rifle is unique in that it allows you to shoot VATS 3 times, while other snipers only 2.

Location: In the Dickerson Tabernacle Chapel, a man named Drifter also has a Druid Hood and Oasis coordinates.

The Kneecapper

All unique weapons

All unique weapons

Description: Improved cut. Increased damage.

Place: Ronald Laren in Girdershade, he is a friend of Sierra's Nuka-Cola Challenge girl.

Callahan's Magnum

All unique weapons

All unique weapons

Description: Improved revolver. Available in Broken Steel.

Place: Found in the Citadel Ruins if you chose to destroy it during the Who Dares Wins quest. After the destruction, go into the citadel, jump into the largest crater, go into the only door there, climb the stairs and open Callahan's Safe.

Big Guns

Boom! Miniguns, rocket launchers, flamethrowers.

Burnmaster

All unique weapons

All unique weapons

Description: A unique version of the flamethrower found in the Falls Church Metro (south of Marigold). Go through the tunnel until you see water. Then go into the water and then to the left through the hole in the wall. Follow the path of radioactive barrels until you reach a truck with 2 glowing barrels next to it. Burnmaster is not affected by the PYromaniac perk.

Rapid Torch Flamer

All unique weapons

All unique weapons

Description: Deals slightly less damage than the previous unique flamethrower. Added to Broken Steel

Place: At the Adams Storage Facility, on a table.

Slo Burn Flamer

All unique weapons

All unique weapons

Description: The best flamethrower, shoots immediately, without warming up. Added to Broken Steel

Place: Can be found in the upper level of the southeast part of the Launch Platform Base during the Who Dares Wins quest. He's on the platform with the Disklaves in stasis.

Eugene

All unique weapons

All unique weapons

Description: Improved version of minigun, higher damage.

Place: Rangers Reilly. Some of them are locked up on the roof of the Statesman Hotel. If you save them and bring them to Ranger HQ, Reilly will reward you. The choice will be Ranger Armor and Eugene. In addition, you can remove it from a girl dying according to the script.

Miss Launcher

All unique weapons

All unique weapons

Description: A unique flare gun variant. Shoots in an arc, allowing you to train with it before using Fat Man.

Place: Inside Fort Independence, behind a closed door on difficulty 75.

Fat Man - MIRV prototype

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All unique weapons

Description Improved Soviet(sic!) technology "MIRV" launcher. Short for "Multiple Independently targetable Reentry Vehicle". Shoots 8 mininukes at once in 1 shot. There are 93 mininukes in total in the game. A unique weapon in the sense that the game simply does not need SO much damage. Overkill at its best.

Place:At the National Guard Depot, Armory. You need all the cassettes of the Keller family (and they are scattered across the wasteland in places far from the quests) to open the door. Only the 5th cassette is not needed. OR you can use a glitch - sit down near the terminal and the bunker door, enter the 3rd person mode, move the cursor over the character's head. If you're lucky, you'll stumble upon the "Electrical switch button". If you're not lucky - move the cursor again.

Precision Gatling Laser

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All unique weapons

Description: Improved rapid-fire laser found in Broken Steel. During the final quest Who Dares Wins, in the Enclave fortress, go to the armory (not the very first one). In the armory there will be an NPC Armory Master, in Tesla armor, a unique helmet and with the desired laser. The laser is weaker than the Vengeance, but it crits 8 times more often.

Vengeance

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All unique weapons

Description: Improved rapid-fire laser. Dezklavsov cuts like a knife through butter.

Location: In the back room of the Deathclaw Sanctuary. Swimming in a pool of blood.

Energy Weapons

Lasers, plasmas, etc. Very accurate and powerful. Beautiful animation of crits for any gun from this category.

A3-21"s Plasma Rifle

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All unique weapons

Description: Reward from the Replicated Man quest. You need to warn the android about Zimmer and help him get his old memories back. He will give his rifle as a reward. Higher crit chance than standard+ in mint condition.

Smuggler's End

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All unique weapons

Description: Elder Lyons' unique laser pistol.

Place: Elder's bedroom in the Citadel. Safe with difficulty 100 (you can also hack the computer, there is also 100). Karma is not lost.

Protectron's Gaze

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All unique weapons

Description: The gun was assembled from the remains of Mechanist's favorite robot.

Place: Superhuman Gambit quest reward given to Mechanist by bringing AntAgonizer armor to him

Colonel Autumn's Laser Pistol

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All unique weapons

Description: Modified laser pistol, slightly higher damage.

Place: Used by Colonel Automn (Colonel Autumn?!) in the final battle at Jefferson Memorial. Weakened in Broken Steel, became semi-automatic (was automatic) and deals less damage than the previous 2 unique pistols.

Wazer Wifle

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All unique weapons

Description: Improved laser rifle. Deals more damage, holds more clips.

Place: At Biwwy's Little Lamplight. You can either buy for 500 caps, or use the Child at Heart perk to get it for free.

Metal Blaster

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All unique weapons

Description: Modified laser rifle that shoots like a shotgun. Can be repaired with standard rifles. The only laser shotgun in the game.

Place: Given for a certain number of steel ingots in Pitt

Mesmetron

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All unique weapons

Description: There is a chance of 3 effects:

1. 30% chance -

Enters the NPC into a state of frenzy, they attack everyone who caught their eye.

2. 50% chance - NPC stands still for a few seconds, stunned.

3. 20% chance - NPC's head explodes after a few seconds. A very bad effect on karma, everyone around becomes hostile.

In addition, it is used in the quest, with its help it is necessary to make certain NPCs slaves (by stunning and putting a collar on the NPC).

Place: In Paradise Falls, either take the quest from the guard at the entrance or kill him. He sells ammo.

Alien Blaster

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All unique weapons

Description: A strange looking alien hand weapon. There are very few cartridges.

Description: Near the fallen UFO (everyone already knows about its whereabouts). In addition, in the Broken Steel add-on based on the Enclave, in the armory, in a closed box (Hard lockpick) there is another 1. Ammo can also be found there (in boxes nearby). Ammo can also be found to the right of Fort Bannister, there will be a crater at the bottom of which lies an overturned truck, under which there are blaster ammo. In addition, you can stumble upon a random encounter with ammo. Some more ammo can be found in Fort Independance, next to the Miss Launcher.

Firelance

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All unique weapons

Description: Variant of Alien Blaster. Anything that survives the shot (and the crit chance is high there) will be engulfed in flames. Bonus from the Pyromaniac perk.

Location: Chance meeting. You will hear an artillery shot. If you look up, you will see an explosion, then a green explosion. Then Firelance and its ammo will fall to the ground. I was lucky, I had this encounter not far from the downed UFO. I had a total of about 110 rounds (I picked up about Fort Bannister)

Gauss Rifle

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All unique weapons

Description: The energy equivalent of a sniper rifle. Highly powerful weapon. Only NPCs repair.

Place: In a crate in VSS Armory, after Operation Ancorage ends.

Melee Weapons

Close combat, it's simple.

Vampire's Edge

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All unique weapons

Description: Superior chinese sword with blood on it.

Place: Quest Blood Ties. In Vance's room, Castle Hard.

Jingwei's Shocksword

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All unique weapons

Description: Sword, but deals additional electrical damage.

Place: in the armory after graduation Operation Anchorage, next to the Gauss rifle

Occam's Razor

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All unique weapons

Description: "Of all solutions, choose the simplest." Knife with increased damage.

Place: Fort Banister. Can be removed from the corpse of Commander Jabsco.

Stabhappy

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All unique weapons

Description: Knife with x4 crits and increased damage to limbs. Sometimes spawns on raiders

Place: The Raid Shack, east of Bethesda Ruins. Go along the main road, the place will be on the right. Knife on one of the raiders inside.

The Break

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All unique weapons

Description: Unique cue. No damage.

Place: In Paradise Falls on the pool table next to Eulogy's Pad.

Ant's Sting

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All unique weapons

Description: Poison knife. If you hit many times - the poison stacks and we get very high damage at the output.

Location: Antagonizer's Lair, it is given by Antagonizer as a reward for bringing Mechanist armor.

Board of Education

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All unique weapons

Description: Super Mutant Training Tool. Passed down from instructor to instructor.

Place: Inside the super mutant parking lot exactly 1 square south of the Oasis. Under the skeleton bed.

The Tenderizer

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All unique weapons

Description: Reinforced sledgehammer. It was supposed to pierce armor with each hit, but they forgot to add this effect. You can add it yourself in the editor.

Place: Found behind a broken door in Ancorage Memorial. Reinforced sledgehammer. To open the door, you need either a repair skill of 95, or a skill of 50 in lockpicks/science to open a safe with spare parts on the upper floors of the memorial.

The Mauler

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All unique weapons

Description: More damage and less AP than a standard auto axe. Breaks down very quickly.

Place: Given for 80 steel ingots.

man opener

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All unique weapons

Description: Improved steel saw, increased damage.

Place: On the bed in the far big room at the Supply Plant in The Pitt Steelyard.

Fawkes Super Sledge

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All unique weapons

Description: Improved super sledgehammer.

Place: When you first meet Fox in Vault 87 during the main quest to find the GECK, he can be offered to trade. Also, sometimes he throws away his super sledgehammer to pick up another super sledgehammer.

Butch's Toothpick

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All unique weapons

Description: Butch's improved folding knife.

Place: If you left Butch to live, he will give you this knife upon his return. You cannot remove the knife from the corpse, it is shown like a regular folding knife. Or you can start a fight with Butch in a bar (after he left the shelter), knock the weapon out of his hands and run away. After 72 hours, Butch will become friendly to you again.

Jack The Ripper

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All unique weapons

Description: A very violent modified Ripper. Increased chance to crit, given that the weapon hits 30 times per second, allows you to crit on every hit. In addition, this Ripper has 50% increased limb damage. The best melee weapon in the game if crit perks like Ninja are taken. It also ignores armor. Fuck yeah!

Place: At the dead Enclave officer in the Deathclaw Sancuary.

Highwayman's Friend

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All unique weapons

Description: Improved armature. Use for collection only, useless in combat.

Place:In Dominic and Machete's house, in the far left room, on a shelf. The house is located in Canterbury Commons.

Trench Knife

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All unique weapons

Description:Used in Operation Anchorage. It differs from a regular knife only in appearance.

Place: In the armory, after completing the simulation. Next to other unique weapons like the Gauss Rifle.

Unarmed weapons

For those who love to punch. Brass knuckles, powerfists, etc.

Fisto! power fist

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All unique weapons

Description: Improved version of powerfist. Improved damage and attack speed.

Place: MDPL-13 Power Station north of Minefield. It's on a table in the upper office.

The Shocker

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All unique weapons

Description: Slightly weaker than Fisto!.

Place: South Mason district. Go through the tunnel until you find a door. Then down two stairs. Behind you will be a double steel door leading to a tunnel. Go through the tunnel until you see a metal grate. There will be a door on the left (carefully, a trap with a shotgun). In the room behind the door is a barrel with a weapon and a note about it.

Plunkett's Valid Points

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All unique weapons

Description: Unique studded brass knuckles worn by Junder Plunkett in Arlington House. There is also a bubblehead in the house for good luck.

Place: At Arlington House, in Arlington Cemetary North.

Steel Knuckles

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All unique weapons

Description: Unique brass knuckles. Available at The Pitt.

Place: Give as a reward for 30 ingots.

I translated and completed the pictures.

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