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

Fallout, Fallout 2 and Fallout Tactics

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
Fallout
Fallout 2 and Fallout Tactics

Ways to increase Energy Weapons skill

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

Fallout
Fallout 2
Fallout Tactics

Fallout 3

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

"Arrive at peaceful resolutions by using superior firepower."

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

Ways to increase Energy Weapons

Permanent
Temporary

Affected weapons

Perks that require Energy Weapons skill

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

Fallout: New Vegas

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

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

Permanent
Temporary

Affected weapons

Perks that require Energy Weapons skill

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

Fallout 2d20

Energy Weapons is the skill to use any time you fire energy-based firearms like laser guns, plasma guns, gaussIn-game spelling weaponry, and any other small arm that fires a bolt of energy.Fallout 2d20 Rulebook p.45

Energy Weapons is paired by default with the Perception attribute. However, depending on the context of the action, use of Intelligence or Agility is also permitted, such as using intellect to improve an energy weapon, or using agile maneuvers to disarm energy traps.

Notable Energy Weapons skilled non-player characters

Fallout

  • 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

Fallout 3

  • Fawkes, an intelligent 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

  • 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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