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The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology.— In-game description, Fallout, Fallout 2 and Fallout Tactics
The Energy Weapons skill determines your effectiveness with weapons such as the laser pistol, laser rifle, plasma rifle and plasma pistol.— In-game description, Fallout 3
The Energy Weapons skill determines your effectiveness with any weapon that uses small energy cells, micro fusion cells, electron charge packs, or flamer fuel as ammunition.— In-game description, Fallout: New Vegas

Energy Weapons is a skill in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tactics. This skill determines the player's combat effectiveness with energy-based weapons.

Fallout, Fallout 2 and Fallout Tactics[edit | edit source]

  • Fallout:
  • Fallout 2 and Fallout Tactics:

Ways to increase Energy Weapons skill[edit | edit source]

Fallout
  • Talk to Larry, he may then give one a laser pistol, as well as some info about Energy Weapons that gives you a +5% bonus.
  • Cut content Thomas would have been able to teach the Vault Dweller about energy weapons resulting in a +5% bonus to the skill, however this was never implemented into the game.
Fallout 2

Affected weapons[edit | edit source]

Fallout
Fallout 2
Fallout Tactics

Fallout 3[edit | edit source]

"Arrive at peaceful resolutions by using superior firepower."

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

Ways to increase Energy Weapons[edit | edit source]

Permanent
Temporary

Affected weapons[edit | edit source]

Perks that require Energy Weapons skill[edit | edit source]

Perk Requirement Level Additional Requirements
Concentrated Fire 60 18 Small Guns 60

Fallout: New Vegas[edit | edit source]

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

  • In Fallout: New Vegas, energy weapons are more distinct. Lasers tend to have fast firing, accurate beams and lower damage, while plasma has a slow moving yet powerful projectile.

Ways to increase Energy Weapons[edit | edit source]

Permanent
Temporary

Affected weapons[edit | edit source]

Perks that require Energy Weapons skill[edit | edit source]

Perk Requirement Level Additional Requirements
Run 'n Gun 45 4
Plasma Spaz 70 10
Meltdown 90 16
Concentrated Fire 60 18 Guns 60
Laser Commander 90 22

Notable Energy Weapons skilled non-player characters[edit | edit source]

Fallout[edit | edit source]

  • Lieutenant (92%), high commander of the Mutant Army and right hand of the Master.
  • Vincent (99%), guardian of LA Vault's scientists and in charge of psykers in LA Vault.

Fallout 2[edit | edit source]

Fallout 3[edit | edit source]

  • Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
  • Cross (50), a star paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.

Fallout: New Vegas[edit | edit source]

  • Arcade Gannon (50→100), Follower of the Apocalypse and possible companion of the Courier.
  • Christine Royce (53→100), former scribe of the Brotherhood of Steel and a companion of the Courier (Dead Money add-on).
  • Father Elijah (37→100), former elder of the Mojave Chapter of the Brotherhood of Steel (Dead Money add-on).
  • Jean-Baptiste Cutting (117), second-in-command of the Mojave branch of the Van Graffs.
  • Veronica Santangelo (46→100), active Brotherhood of Steel member and possible companion of the Courier.
  • Orion Moreno (100), a retired Enclave soldier living in the outskirts of New Vegas.
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