You are viewing jaimas

Jaimas's Rants - Where Laughter Goes to Die - Fallout 2 Weapons Locker - Guns
April 29th, 2006
11:55 pm

[Link]

Previous Entry Share Next Entry
Fallout 2 Weapons Locker - Guns

For everyone's enjoyment: Every weapon in Fallout 2.

----------
NOTE:
Pistols, Rifles, SMGs, and Shotguns count as Small Guns.

PISTOLS
http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/10mm_pistol.gif
1. Colt 6520 10mm Pistol
Damage: 5-12 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 10mm JHP/AP ammo, 12 round magazine
Weight:3 lbs
Range: 25 hexes
Min. Strength: 3
Average Sale Price: $250
The Colt 6520 is a good weapon, even late into the game. When obtained, it is the golden standard by which all handguns are to be judged. It's squarely average; good, if lackluster power, damage, and range. The Colt 6520 loses much of its appeal later on in the game, as stronger pistols become available.
If you have the One-Hander feat, the Colt 6520 is an even better bargain. Unfortunately, if you have less than 10 Action Points, regardless of the reason, the Colt 6520 isn't nearly as good a deal and should generally be eschewed for the more accurate Pipe Rifle, since a slow character cannot take advantage of its semi-auto fire rate.
The Colt 6520 is an obscure reference to the movie Blade Runner.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/desert_eagle.gif
2. Desert Eagle .44
Damage: 10-16 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: .44 caliber JHP/FMJ ammo, 8 round magazine
Weight:7 lbs
Range: 25 hexes
Min. Strength: 4
Average Sale Price: $800
Upgrades: Extended Magazine - Upgrades ammo capacity to 20 rounds.
Old reliable. The Desert Eagle is a much better handgun than the smaller Colt 6520, and deals substantially more damage with every shot. Overall, a good upgrade to the weapon; it's otherwise comparable to the Colt, save for better ammo statistics overall.
The expanded magazine upgrade for the Desert Eagle give it more than double the usual ammo capacity, making it a solid sidearm in almost any situation. If you have little in the way of action points, however, the Revolver's the better purchase.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/magnum_revolver.gif
3. .44 Magnum Revolver
Damage: 12-18 hp
Firing Modes: Single shot (aimed)
Action Points: 4 (5)
Ammo: .44 caliber JHP/FMJ ammo, 6 round magazine
Weight:5 lbs
Range: 15 hexes
Min. Strength: 5
Average Sale Price: $600
Upgrades: Speed Loader - Reduces reload cost to 1 AP.
For those who have relatively few Action Points, the .44 Revolver is a godsend. Costing only 4AP a shot, and 5 for an aimed shot, the Magnum Revolver is one of those rare few weapons that virtually any character can fire twice. It deals more damage than the Desert Eagle, but not so much that the difference is overwhelming. The Revolver can even get an upgrade that gives it a reload rate of 1AP - making it the quickest weapon to reload in the game.
Where the .44 Revolver loses out for all these upsides is in its range and ranged accuracy. The .44 Revolver is horrible at standoff ranges, and isn't very precise at longer ranges, either. In addition, it has a very small ammo capacity.

http://www.fallout.ru/fallout/f1/items/weapons/smguns/14mmgun.gif
4. 14mm Pistol
Damage: 12-22 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 14mm AP ammo, 6 round magazine
Weight:4 lbs
Range: 24 hexes
Min. Strength: 4
Average Sale Price: $1100
The 14mm Pistol fires 14mm Armor-Piercing Rounds, and thus is an excellent weapon when facing down enemies with armor. It kicks hard and is difficult to control, but has good range and ample power. Unfortunately, its damage against enemies without armor leaves a lot to be desired. This, and the relatively high cost of 14mm AP Rounds, are what conspire to leave thwe 14mm Pistol somewhat less than stellar. Still, it's one of the few small handguns that can reliably hurt enemies in Power Armor.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/needler_pistol.gif
5. Needler Pistol
Damage: 12-24 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: HN/AP Needler ammo, 10 round magazine
Weight:4 lbs
Range: 24 hexes
Min. Strength: 3
Average Sale Price: $2200The Needler Pistol is hard to find, but basically is an improved version of the 14mm. It's actually better in virtually every aspect, because it can use different ammo for different targets and is extremely accurate over long ranges. A good purchase - if difficult to find.

http://freelancer.ag.ru/fallout/sprites/mauser.gif
6. Mauser M/96 Pistol
Damage: 5-10 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 9mm ball, 7 round magazine
Weight:5 lbs
Range: 22 hexes
Min. Strength: 3
Average Sale Price: $1500
Aside from this gun's notable accuracy, it's little more than a collector's piece and is not recommended for combat. It fetches a good price on the open market, though.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/223_pistol.gif
7. .223 Pistol
Damage: 20-30 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: .223 FMJ ammo, 5 round magazine
Weight:7 lbs
Range: 30 hexes
Min. Strength: 5
Average Sale Price: $3500
One of the best handguns in Fallout 2, the .223 Pistol fires the same bullets as many heavy guns in the game, and with good accuracy, making it one of the best overall handguns available. About the only real downside to it, aside from its semi-auto-only fire rate, is the tiny clip capacity, which necessitates frequent reloading in a firefight. Still, one of the finest projectile handguns Fallout 2 has to offer.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/ppk12_gauss_pistol.gif
8. PPK12 Gauss Pistol
Damage: 22-32 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 2mm EC ammo, 12 round magazine
Weight:5 lbs
Range: 50 hexes
Min. Strength: 4
Average Sale Price: $5250
The ultimate handgun. A magnetic acclerator, the PPK12 has both immense stopping power, excellent armor penetration, and pinpoint accuracy. It also boasts the best range of any handgun and a large magazine capacity. The downside to this is that the gun itself is frighteningly expensive, and 2mm EC Rounds are both expensive and scarce as all hell - you're unlikely to see very many until close to the end of the game.
This aside, the PPK12 is the best projectile handgun in terms of statistics.


SUBMACHINEGUNS

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/10mm_smg.gif
1. H&K MP9 10mm SMG
Damage: 5-12 hp
Firing Modes: Single shot (aimed), 10-round burst
Action Points: 5 (6), 6
Ammo: 10mm JHP/AP ammo, 30 round magazine
Weight:5 lbs
Range: 25
Min. Strength: 4
Average Sale Price: $1000
Ah, the MP9. A lot of people decry it, but the simple fact remains that it's a simply amazing little weapon. Capable of firing single shots or controlled bursts, the MP9 is often players' first foray into the world of automatic weapons. Even single-shot, it's as effective as the Colt 6520, which makes it incredibly useful overall; it pays for this level of versatility with fairly low ranged accuracy, however.
If you can get one early enough, the MP9 will suit you quite well in your journey through the wastes. As time passes, eventually you will find better guns, however, and the MP9 will lose a lot of its appeal.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/tommy_gun.gif
2. Colt M1A1 Thompson SMG (Tommy Gun)
Damage: 3-20 hp
Firing Modes: Single shot (aimed), 10-round burst
Action Points: 5 (6), 6
Ammo: .45 caliber ammo, 50 round magazine
Weight:7 lbs
Range: 32 hexes
Min. Strength: 6
Average Sale Price: $1100
Nice to see that in a post-apocalyptic future with Plasma and Laser weapons, you can still find a lovely piece of 1930s Vintage.
In any case, the Thompson is an excellent SMG and has ample stopping power - much higher than the smaller MP9. It also boasts better range and accuracy, and a substantially larger clip. Unfortunately, it uses .45 rounds, which are fairly rare, and, while they have excellent punch, have very little capacity for penetrating armor. While a quality weapon, the Thompson becomes increasingly useless as the game progresses.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/m3a1_grease_gun_smg.gif
3. Colt M3A1 SMG (Grease Gun)
Damage: 10-20 hp
Firing Modes: Single shot (aimed), 8-round burst
Action Points: 4 (5), 5
Ammo: .45 caliber ammo, 30 round magazine
Weight:7 lbs
Range: 20 hexes
Min. Strength: 4
Average Sale Price: $1750
The Grease Gun is fundamentally identical to the Thompson, save for its vastly higher minimum damage, lower burst, and longer range. It's a much better overall weapon than the Thompson, as well as more common - so if you really want a quality .45 SMG, lean in this direction.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/hk_p90c.gif
4. H&K P90c SMG
Damage: 12-16 hp
Firing Modes: Single shot (aimed), 12-round burst
Action Points: 4 (5), 5
Ammo: 10mm JHP/AP ammo, 24 round magazine
Weight:8 lbs
Range: 30 hexes
Min. Strength: 4
Average Sale Price: $2500
NOTE: This gun, when encountered in Vault 15, is loaded with 9mm ammo, but will reload with 10mm ammo. It's a bug.
The P90c is almost identical to the MP9, but has better statistics overall and is much easier and quicker to aim, arm, and fire. It also has better accuracy at long range and deals more damage, making it overall the best 10mm weapon. It's useful even late-game, and is a worthy addition to your arsenal. Give the frequency one encounters 10mm ammo, it's unlikely you'll ever run out for it, either. Unfortunately, late game, the heavy armor of some foes overpowers the 10mm's ability to damage them effectively, causing the P90c to lose some of its appeal towards the end of the game.
If you're insane enough to try to make Miria a good NPC, the P90c suits her perfectly.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/hk_g11.gif
5. H&K G11 SMG
Damage: 10-20 hp
Firing Modes: Single shot (aimed), 5-round burst
Action Points: 5 (6), 6
Ammo: 4.7mm caseless ammo, 50 round magazine
Weight:8 lbs
Range: 35 hexes
Min. Strength: 5
Average Sale Price: $6500
The G11 is one of the game's best SMGs. Offering solid firepower and extremely good Armor Penetration factor, the G11 also boasts an enormous clip and good range. This conspires to make the G11 an excellent weapon in almost every situation. Unfortunately, the G11's ammo is very hard to find until the end of the game, necessitating frequent ammo purchases and a few raids as well.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/hk_g11e.gif
6. H&K G11E SMG
Damage: 13-23 hp
Firing Modes: Single shot (aimed), 7-round burst
Action Points: 5 (6), 6
Ammo: 4.7mm caseless ammo, 50 round magazine
Weight:8 lbs
Range: 40 hexes
Min. Strength: 6
Average Sale Price: $8000
Ditto. Except the G11E has a bigger scope, accurized barrel, and better performance. In every way, better than the G11; a worthy find. Unfortunately, you are unable to buy it; about the only way to get one is to salvage one from the Hubologists, who carry it often.


SHOTGUNS

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/shotgun.gif
1. Winchester "Widowmaker" Shotgun
Damage: 12-22 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 12 gauge shells, two chambers for two shells
Weight:5 lbs
Range: 14 hexes
Min. Strength: 4
Average Sale Price: $800
The first Shotgun you'll find, the Widowmaker has good punch and high firepower; it'll hit vastly harder than anything else you can find by the Den. This is where it's most useful, as it tends to overpower enemy guns in the same class by a substantial margain. There are much better shotguns available, however, so about 1/5 of the way through the game, the Widowmaker loses most of its appeal.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/sawed-off_shotgun.gif
2. Sawed-off Shotgun
Damage: 12-24 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 12 gauge shells, two chambers for two shells
Weight:4 lbs
Range: 7 hexes
Min. Strength: 4
Average Sale Price: $800
The Sawed-Off Shotgun is identical to the Widowmaker save for higher close-range damage and half the range. It's not quite that useful as a result. If it costed an AP less, I could see it being useful - but it doesn't. So it isn't.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/combat_shotgun.gif
3. Winchester "City-Killer" Combat Shotgun
Damage: 15-25 hp
Firing Modes: Single shot (aimed), 3-round burst
Action Points: 5 (6), 6
Ammo: 12 gauge shells, 12 round magazine
Weight:10 lbs
Range: 22 hexes
Min. Strength: 5
Average Sale Price: $2750
Now this is more like it! Better damage, better range, a burst function, and a nice, big magazine? Sha-weet. The City-Killer is a good shotgun, and though better models exist, it's one of the most commonly encountered shotguns, and this makes it easy to find and use. It also sells for a good price, and shotgun shells are common in the wasteland.
Note that the Burst-Fire function on the City-Killer isn't NEARLY as effective as those on the CAWS and Jackhammer, so don't rely on it.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/hk_caws.gif
4. H&K CAWS (Close Assault Weapons System)
Damage: 15-25 hp
Firing Modes: Single shot (aimed), 5-round burst
Action Points: 5 (6), 6
Ammo: 12 gauge shells, 10 round magazine
Weight:5 lbs
Range: 30 hexes
Min. Strength: 6
Average Sale Price: $4750
Like the City-Killer, but better in every way. Unfortunately, it must be purchased, as no enemy in the game carries it normally. This is bad because the CAWS is extremely expensive. On the other hand, the CAWS is the most accurate Shotgun, which can make it somewhat better for targeted shots.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/pancor_jackhammer.gif
5. Pancor Jackhammer
Damage: 19-28 hp
Firing Modes: Single shot (aimed), 5-round burst
Action Points: 5 (6), 6
Ammo: 12 gauge shells, 10 round magazine
Weight:12 lbs
Range: 35 hexes
Min. Strength: 5
Average Sale Price: $5500
The Pancor Jackhammer is the best Shotgun, as well as the hardest to get. Extremely powerful and boasting the best range, the Jackhammer also can fire on full-auto like the City-Killer and CAWS, and has a nice big magazine to boot. Unfortunately, it's extremely expensive and difficult to salvage; those armed with it will not part with it willingly, in other words. There's a few locales you can steal it, but it's fairly difficult.
One of the best guns for the mid-game. Truly a treasure.


RIFLES

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/red_ryder_le_bb_gun.gif
1. Red Ryder BB Gun
Damage: 1-3 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: BB ammo, 100 round magazine
Weight:5 lbs
Range: 32 hexes
Min. Strength: 3
Average Sale Price: $200
Aside from the fact that it gets really good accuracy on the eyes for some reason, it's worthless.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/pipe_rifle.gif
2
. Pipe Rifle
Damage: 5-12 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 10mm JHP/AP ammo, 1 round magazine
Weight:10 lbs
Range: 25 hexes
Min. Strength: 5
Average Sale Price: $200
People continually diss the pipe rifle. If you are one of these individuals, stop it. The Pipe Rifle has enough problems without you adding to them.
Truth be told, the Pipe Rifle is actually a marginally better deal than the Colt 6520 if you have less than 10 Action Points. It's a simplistic 10mm weapon, boasting negligably better accuracy than the Colt 6520, and otherwise similar characteristics.
The Pipe Rifle's limited ammo is normally a serious drawback, but early on, it's not nearly as crippling, since the 7 AP it takes to fire and reload is only a little more than the 5 it takes to fire the Colt 6520, and, barring the firer having 10 Action Points, a player simply won't notice a difference in performance.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/hunting_rifle.gif
3. Colt Rangemaster Hunting Rifle
Damage: 8-20 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: .223 FMJ ammo, 10 round magazine
Weight:9 lbs
Range: 40 hexes
Min. Strength: 5
Average Sale Price: $1000
Upgrades: Zoom Scope - Substantially increases ranged accuracy.
The Rangemaster is likely to be the first .223 weapon you encounter. It is similar to the Colt 6520 in most aspects, but has the notable distinction of being notably more accurate. This makes it one of the first really good guns at standoff ranges - most weapons have somewhat iffy accuracy and damage at this range. It also uses .223 rounds, which are very effective and one of the best ammo types in the game.
The upgrade is even more ambitious, increasing its ranged accuracy and making it a great intro to sniping. The fact that it's easy to get makes it even better.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/assault_rifle_exp_mag.gif
4. AK-112 Assault Rifle
Damage: 8-16 hp
Firing Modes: Single shot (aimed), 8-round burst
Action Points: 5 (6), 6
Ammo: 5mm JHP/AP ammo, 24 round magazine
Weight:10 lbs
Range: 45 hexes
Min. Strength: 5
Average Sale Price: $1300
Upgrades: Extended Magazine - Upgrades ammo capacity to 100 rounds.
The AK-112 is likely to be the first 5mm weapon you see, and is also likely to be the first assault rifle you see. Powerful, accurate, and with good armor-penetration capability when using AP rounds, the AK-112 is a quality weapon which you will find quite often and become quite accustomed to using. It's got even better range than the Rangemaster, but it isn't as accurate; the best use for it is definitely in its mid-ranged combat capacity. Even if you don't use it, it's a quality weapon for Vic or Cassidy if you get them in your party.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/sniper_rifle.gif
5. DKS-501 Sniper Rifle
Damage: 14-34 hp
Firing Modes: Single shot (aimed)
Action Points: 6 (7)
Ammo: .223 FMJ ammo, 6 round magazine
Weight:8 lbs
Range: 50 hexes
Min. Strength: 5
Average Sale Price: $2200
An awesome weapon, the DKS-501 is the perfect weapon for targetting critical locations on enemies from afar. It has extremely long range, pinpoint accuracy, and extremely high firepower. Unfortunately, it has a small clip size, is poor at close range, and consumes a lot of Action Points to fire. Use it at standoff range, and switch to a different weapon in close.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/fn_fal_night_sight.gif
6. FN-FAL
Damage: 9-18 hp
Firing Modes: Single shot (aimed), 10-round burst
Action Points: 5 (6), 6
Ammo: 7.62mm ammo, 20 round magazine
Weight:9 lbs
Range: 35 hexes
Min. Strength: 5
Average Sale Price: $2200
Upgrades: Nightvision Scope - Improves accuracy in dimly-lit areas.
The FN-FAL is a quality weapon and one of the few that uses 7.62mm Rounds. These rounds are excellent against armor and don't lose their kick when firing at it, making it useful against Power Armor and Combat Armor. The FN-FAL is also very accurate, which allows it to make precise shots at long range.
The Nightvision Scope upgrade makes it the only weapon better at night than during the day. Definitely a top-class weapon.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/xl70e3.gif
7. XL70E3
Damage: 12-19 hp
Firing Modes: Single shot (aimed), 8-round burst
Action Points: 5 (6), 6
Ammo: 5mm JHP/AP ammo, 20 round magazine
Weight:9 lbs
Range: 35 hexes
Min. Strength: 5
Average Sale Price: $3000
If you take the AK-112 and were to make it better in almost every way, you'd get this. The XL70E3 is a potent assault rifle; however, it's also expensive and fairly rare to see. You're unlikely to see it in bulk anywhere; more likely than not you'll wind up having to buy it if you want it.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/red_ryder_le_bb_gun.gif
8. Red Ryder Limited Edition BB Gun
Damage: 25 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: BB ammo, 100 round magazine
Weight:5 lbs
Range: 32 hexes
Min. Strength: 3
Average Sale Price: $3500
Sweet Jesus. This gun is awesome despite being completely ridiculous. BBs have pathetic armor-penetration factor, but the constant damage rate is a definite plus. One of the best guns around for general-purpose work - if you can tolerate the complete silliness of it.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/m72_gauss_rifle.gif
9. M72 Gauss Rifle
Damage: 32-43 hp
Firing Modes: Single shot (aimed)
Action Points: 5 (6)
Ammo: 2mm EC ammo, 20 round magazine
Weight:10 lbs
Range: 50 hexes
Min. Strength: 6
Average Sale Price: $8250
The best sniping gun of all, the M72 Gauss Rifle offers extremely high damage, pinpoint accuracy, and a large clip size in a compact package. It boasts extremely good range, as well. The downside is that it's ridiculously expensive, and that 2mm EC ammo is extremely rare until the end of the game.
If you have Cassidy in your entourage, or are making yourself a dedicated sniper, use this; you won't be dissapointed.


BIG GUNS

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/flamer.gif
1. Flamethrower
Damage: 45-90 hp (Flame)
Firing Modes: Flame Burst
Action Points: 6
Ammo: Flamethrower Fuel; each canister has enough for 5 Bursts
Weight:18 lbs
Range: 5 hexes
Min. Strength: 6
Average Sale Price: $2000
Upgrades: Improved Flamethrower - The upgrade will improve penetration, resulting in more damage. It'll also require a new fuel - Flamethrower Fuel MK-II (blue package).
The Flamethrower is extremely powerful. When backed with the Pyromaniac feat, it deals enormous damage that can only be equaled by some of the other heavy-hitters. The downside is that the Flamethrower has ludicrously poor armor-penetration factor.
When upgraded, the Flamethrower is a devastating weapon capable of damaging even heavily armored foes. This makes it extremely flexible and useful in almost any situation - a boast few other weapons can make.
The Flamethrower's obvious downsides are its poor range and and heavy Action Point cost.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/rocket_launcher.gif
2. Rockwell Rocket Launcher
Damage: 35-100 hp (Explosive)
Firing Modes: Single shot only
Action Points: 6
Ammo: HE or AP rocket, capacity for one rocket
Weight:15 lbs
Range: 40 hexes
Min. Strength: 6
Average Sale Price: $2300
Though very rare, the Rocket Launcher has far and away the most power of any weapon. When using HE rockets, it's a great weapon for crowd control, whilst the AP rockets are ideal for busting heavy armor, such as enemies wearing Power Armor.
The relative rarity of the Rocket Launcher and the extreme expense and weight of its ammunition somewhat limits its capabilities. Nonetheless a wonderful weapon if obtained.

http://www.gildia.pl/schron/fallout/fallout2/grafiki_tektow/palna/44/*w/120/
3. M60
Damage: 18-26 hp
Firing Modes: 10-round burst
Action Points: 6
Ammo: 7.62mm ammo, 50 round magazine
Weight:23 lbs
Range: 35 hexes
Min. Strength: 7
Average Sale Price: $2300
What the FN-FAL is to the AK-112, the M60 is to the Light Support Weapon. It deals less damage, but easily bypasses enemy armor, making it extremely effective regardless of target. It's hard to get, but is a very worthwhile Big Gun to use.

http://www.falloutzone.za.pl/bigguns/lsw.gif
4. Light Support Weapon
Damage: 20-30 hp
Firing Modes: 10-round burst
Action Points: 6
Ammo: .223 FMJ ammo, 30 round magazine
Weight:20 lbs
Range: 40 hexes
Min. Strength: 6
Average Sale Price: $3750
The Light Support Weapon is a general-purpose weapon that is ideal for damaging squads of enemies with well-placed bursts. Though not as powerful as the Bozar and not as good at shredding armor as the M60, the Light Support Weapon has a shorter burst, which can actually pay off well if you're low on .223 FMJ ammo. It's otherwise identical to the other two heavy machineguns.

http://www.fallout.ru/fallout/f2/items/weapons/bigguns/bozar.gif
5. Bozar
Damage: 25-35 hp
Firing Modes: 15-round burst
Action Points: 6
Ammo: .223 FMJ ammo, 30 round magazine
Weight:20 lbs
Range: 35 hexes
Min. Strength: 6
Average Sale Price: $5250
The Bozar is the strongest heavy machinegun, and fires an enormous amount of ammo that deals immense damage. Unfortunately, it munches through .223 FMJ ammo at a ridiculous rate and is both shorter and less accurate than the Light Support Weapon and M60. It's still far-and-away the strongest, though.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/minigun.gif
6. Rockwell CZ53 Minigun
Damage: 7-11 hp
Shoot modeS: 40-round burst
Action Points: 6
Ammo: 5mm JHP/AP ammo, 120 round magazine
Weight:28 lbs
Range: 35 hexes
Min. Strength: 7
Average Sale Price: $3800
The Miniguns are powerful not for single-shot power, but because they dump out such an enormous amount of ammo that nothing can stand on the recieving end. The CZ53 is the weakest of the Miniguns, but is still deadly. It can deal anywhere from 280-444 damage on an unprotected enemy if a full volley hits at close range, making it one of the deadliest guns available. The downsides of course are that it's extremely heavy and makes the Bozar look ammo-efficient. It also has a ridiculously high strength requirement. Save it for those special encounters.

http://www.gildia.pl/schron/fallout/fallout2/grafiki_tektow/palna/41/*w/200/
7. Rockwell CZ53 "Avenger" Minigun
Damage: 10-14 hp
Firing Modes: 40-round burst
Action Points: 6
Ammo: 5mm JHP/AP ammo, 120 round magazine
Weight:28 lbs
Range: 40 hexes
Min. Strength: 7
Average Sale Price: $5500
The Avenger is a bigger version of the CZ53 Minigun, with damage increased to 400-560 against unprotected opponents. This makes the Avenger even more brutalizing than the CZ53, but it shares the same shortcomings as its little brother.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/vindicator_minigun.gif
8. Vindicator Minigun
Damage: 14-19 hp
Firing Modes: 25-round burst
Action Points: 6
Ammo: 4.7 mm caseless ammo, 100 round magazine
Weight:28 lbs
Range: 30 hexes
Min. Strength: 7
Average Sale Price: $15250
The Vindicator is the ultimate Minigun, dealing 560-760 with a full volley at close range against unprotected foes. The downsides that plague its cousins are actually amplified in the Vindicator, for though it uses a quality ammo type, it's an ammo type that is exceptionally rare until very late in the game. A good weapon for the last boss.


ENERGY WEAPONS

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/laser_pistol.gif
1. Wattz 1000 Laser Pistol
Damage: 10-22 hp (Laser)
Firing Modes: Single (aimed)
Action Points: 5 (6)
Ammo: Small Energy Cell, capacity for 12 cells
Weight:4 lbs
Range: 35 hexes
Min. Strength: 3
Average Sale Price: $1400
Upgrades: Magneto Laser Pistol - Improves Armor Penetration.
The Laser Pistol is a small but effective energy weapon that is extremely accurate when fired one-handed. It makes for an excellent sidearm, directly comparable to the expensive Needler Pistol. The downside to the Laser Pistol is that it has exceedingly poor penetration against armor.
The Laser Pistol (when upgraded) is, perhaps, my favorite small gun in the game, with the possible exception of the .223 Pistol and G11E.
The Magneto Laser Pistol upgrade fixes the big downside of the Laser Pistol (its atrociously bad armor penetration factor), turning the Laser Pistol into an effective sidearm useable in many different roles.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/plasma_pistol.gif
2. Glock 86 Plasma Pistol
Damage: 15-35 hp (Plasma)
Firing Modes: Single (aimed)
Action Points: 5 (6)
Ammo: Small Energy Cell, capacity for 16 cells
Weight:4 lbs
Range: 20 hexes
Min. Strength: 4
Average Sale Price: $2750
Upgrades: Extended Capacity - Increases battery capacity to 32 cells.
The Plasma Pistol is the opposite of the Laser Pistol; whilst the Laser Pistol is best against unarmored foes (until the upgrade, anyway), the Plasma Pistol is better against armored ones. The upgrade turns the Plasma Pistol into a steady firearm that has good staying power. On the downside, its range is pitiful compared to the Laser Pistol's.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/yk32_pulse_pistol.gif
3. YK32 Pulse Pistol
Damage: 32-46 hp (Pulse)
Firing Modes: Single (aimed)
Action Points: 4 (5)
Ammo: Small Energy Cell, capacity for 5 cells
Weight:4 lbs
Range: 15 hexes
Min. Strength: 3
Average Sale Price: $12500
Pulse weapons are unusual because the damage they deal is half Laser, half Plasma. The Pulse Pistol is the first weapon of its kind you'll encounter, and is an extremely effective weapon in close combat. Unfortunately, its range is pathetic, as is its accuracy. It's directly comparable to an energy weapon version of the .44 Revolver.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/solar_schorcher.gif
4. Solar Scorcher
Damage: 20-60 hp (Laser)
Firing Modes: Single (aimed)
Action Points: 4 (5)
Ammo: Solar Energy; needs no ammo when in well-lit area; 6 shot storage capacity.
Weight:5 lbs
Range: 20 hexes
Min. Strength: 3
Average Sale Price: $2000
Fundamentally similar to the Laser Pistol, albeit with vastly higher damage and armor penetration factor, a lower Action Point Cost, and vastly reduced range, the Solar Scorcher only works by day. It can be reloaded at any time, provided you're in somewhere brightly-lit. It's an extremely economic weapon, and one of the few you're guaranteed never to run out of ammo for.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/alien_blaster.gif
5. Alien Blaster
Damage: 30-80 hp (Pulse)
Firing Modes: Single (aimed)
Action Points: 4 (5)
Ammo: Small Energy Cell, capacity for 30 cells
Weight:2 lbs
Range: 10 hexes
Min. Strength: 2
Average Sale Price: $10000
Similar to the Pulse Pistol, but with vastly higher damage and even shorter range, the Alien Blaster is well-hidden and one of the most powerful single-hand weapons. It can easily be outranged, however, and has somewhat lackluster accuracy, which somewhat limits its effectiveness.

http://www.fallout3.phx.pl/obrazki/tactics_ekwipunek/enrg_karab_laser.gif
6. Wattz 2000 Laser Rifle
Damage: 25-50 hp (Laser)
Firing Modes: Single (aimed)
Action Points: 5 (6)
Ammo: Micro Fusion Cell, capacity for 12 cells
Weight:12 lbs
Range: 45 hexes
Min. Strength: 6
Average Sale Price: $5000
Upgrades: Extended Charge - Upgrades battery capacity to 24.
The Laser Rifle is the only decent energy weapon you can snipe with. Though it has poor armor penetration, the Laser Rifle boasts good long-ranged accuracy and can target critical locations well. It also has decent punch. The upgrade gives the Laser Rifle additional ammo, resulting in fewer reloads in the face of enemy aggression. The Laser Rifle's somewhat rare and hard to find, however.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/gatling_laser.gif
2. H&K L30 Gatling Laser
Damage: 20-40 hp (Laser)
Firing Modes: 10 Laser ray burst
Action Points: 6
Ammo: Micro Fusion Cell, capacity for 30 cells (three shots on full charge)
Weight:24 lbs
Range: 40 hexes
Min. Strength: 6
Average Sale Price: $7500
Though Lasers have a rather poor armor-penetration factor, the Gatling Laser gives a measure of respectability back to the otherwise lackluster Laser family. With a full salvo, the Gatling Laser can deal over three hundred damage to an unprotected foe if most of the shots hit. The Gatling Laser is one of the most powerful weapons in the game; a fact that is overlooked by virtue of the weapon being hard to find and wasteful of Fusion Cells.

http://www.gildia.pl/schron/fallout/fallout/grafiki_tekstow/energy_weapons/4/*w/150/
3. Winchester P94 Plasma Rifle
Damage: 35-60 hp (Plasma)
Firing Modes: Single (aimed)
Action Points: 5 (6)
Ammo: Micro Fusion Cell, capacity for 10 cells
Weight:12 lbs
Range: 25 hexes
Min. Strength: 6
Average Sale Price: $4000
Upgrades: Turbo Plasma Rifle - Decreases AP Cost, Increases Damage and Range.
You're likely to first encounter this weapon used by Enclave patrols, and first actually get one in Navarro. The Plasma Rifle is exceptionally powerful, has decent if not overwhelmingly good range, and deals enormous damage. It deals good damage through armor, but isn't quite as useful against unprotected foes as the Laser. It also has somewhat lackluster accuracy.
The Turbo Plasma Rifle upgrade gives the Plasma Rifle a new lease on life, but it maintains its mediocre accuracy. It's still a top-class weapon, though.

http://www.fallout3.phx.pl/obrazki/f2_ekwipunek/yk42b_pulse_rifle.gif
4. YK42B Pulse Rifle
Damage: 54-78 hp (Pulse)
Firing Modes: Single (aimed)
Action Points: 5 (6)
Ammo: Micro Fusion Cell, capacity for 10 cells
Weight:9 lbs
Range: 30 hexes
Min. Strength: 3
Average Sale Price: $17500
The Pulse Rifle is the strongest single-shot energy weapon, with the exceptions of the Alien Blaster and Solar Scorcher, which are one-handed and have their own limitations. It's a potent and formidable weapon, with excellent armor penetration factor and a good ammo capacity - along with an extremely low strength requirement and relatively low weight. It's unfortunately only mildly accurate, however, and is only effective out to medium range. This aside, It's one of the best guns against Enclave soldiers because of the high degree of armor penetration and its plasma/laser nature, but it isn't nearly as useful against large unarmored foes, like mutant Deathclaws, Tough Aliens, Centaurs, and Floaters.

Stay tuned Tomorrow, when I go through the melee weapons, throwables, and dual-role weapons!

(2 comments | Leave a comment)

Comments
 
[User Picture]
From:leighqualix
Date:April 30th, 2006 04:20 am (UTC)
(Link)
cool
From:(Anonymous)
Date:January 4th, 2011 08:14 am (UTC)

Please get hall narrowed negative aspect which leads deserved punishment ights.

(Link)
Happy New Year[url=http://sdjfh.in/flexpen/],[/url] everyone! :)
FFLegendWorldVille Powered by LiveJournal.com