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Legend[]

Legend
Damage per shot - Damage: This information comes from sourcebook and is displayed as {damage}d6.
Damage effects - Damage effects: Are extra effects triggered on the rolling of a 5 or 6. This can mean extra damage for weapons with vicious or ignoring armor for weapons with piercing.
Damage type - Damage type: The type of damage being dealt by a weapon. The type of damage can only be blocked by a targets specific damage resistance of the same type.
Rate of fire - Rate of fire: The maximum number of additional shots that can be made per firerate.
Range - Range: Weapons can optimally only fired from certain distances. The range listed is their optimal distance of use, and anything above or below incurs a difficulty penalty to hit.
Qualities - Qualities: The special attributes of a weapon that be beneficial or detrimental. Qualities sometimes dictate how a weapon is operated such as with the Two-Handed quality that requires both arms to operate at all times, but means the weapon can be dropped with only one crippled arm.
Ammunition used - Ammunition used: The type of ammunition the weapon uses.
Weapon weight - Weapon weight: Weight value of the weapon that applies to encumbrance.
Weapon value in caps - Weapon value in caps: Base value of the weapon in caps.
Value to weight ratio - Value to weight ratio: The ratio of the base weapon value in caps to the weapon weight.
Rarity - Rarity: Largely determines the chance to roll on GM loot tables.

Small Guns[]

Name Damage rating Damage effects Damage type Rate of fire Range Qualities Ammunition used Weapon weight Weapon value in caps Value to weight ratio Rarity Source
.44 Pistol 6d6 Vicious Physical 1 Close Close Quarters .44 Magnum 4 99 24.78 2 Core Rulebook
10mm pistol 4d6 - Physical 2 Close Close Quarters
Reliable
10mm 4 50 12.5 1 Core Rulebook
Flare gun 3d6 - Physical 0 Medium Reliable Flares 2 50 25 1 Core Rulebook
Assault Rifle 5d6 Burst Physical 2 Medium Two-Handed 5.56mm 13 144 11.07 2 Core Rulebook
Combat rifle 5d6 - Physical 2 Medium Two-Handed .45 11 117 10.63 2 Core Rulebook
Gauss rifle 10d6 Piercing 1 Physical 1 Long Two-Handed 2mm EC 16 228 14.25 4 Core Rulebook
Hunting rifle 6d6 Piercing 1 Physical 0 Medium Two-Handed .308 10 55 5.5 2 Core Rulebook
Submachine gun 3d6 Burst Physical 3 Close Inaccurate
Two-Handed
.45 12 109 9.08 1 Core Rulebook
Combat shotgun 5d6 Spread Physical 2 Close Inaccurate
Two-Handed
Shotgun shells 11 87 43.5 2 Core Rulebook
Double-barrel shotgun 5d6 Spread
Vicious
Physical 0 Close Inaccurate
Two-Handed
Shotgun shells 9 39 4.33 1 Core Rulebook
Pipe Bolt-Action 5d6 Piercing 1 Physical 0 Close Unreliable .308 3 30 10 0 Core Rulebook
Pipe gun 3d6 - Physical 2 Close Close Quarters
Unreliable
.38 2 30 15 0 Core Rulebook
Pipe revolver 4d6 - Physical 1 Close Close Quarters
Unreliable
.45 4 25 6.25 0 Core Rulebook
Railway rifle 10d6 Breaking Physical 0 Medium Debilitating
Two-Handed
Unreliable
Railway spikes 14 290 20.71 4 Core Rulebook
Syringer 3d6 Breaking Physical 0 Medium Debilitating
Two-Handed
Unreliable
Syringer ammo 6 132 22 2 Core Rulebook
M79 Grenade Launcher 6d6 - Physical 0 Long Blast

Innacurate Slow Load Two-Handed

40mm Grenade 6 300 50.00 3 Settler's
Smoke Claws 4d6 Persistant Physical 0 Medium Blast

Inaccurate

Gas Grenade - - - - Settler's
.357 Magnum Revolver 5d6 Vicious Physical 1 Close Close Quarters

Reliable

.357 Magnum 2 110 55.00 2 Wastelander's
12.7 Pistol 6d6 - Physical 1 Close Close Quarters

Recoil (7)

12.7mm 4 400 100.00 4 Wastelander's
12.7 SMG 5d6 Burst Physical 3 Close Inaccurate, Recoil (7)

Two-Handed

12.7mm 5 510 102.00 4 Wastelander's
25mm Grenade APW 4d6 - Physical 1 Long Blast

Two-Handed

25mm Grenade 8 420 52.50 4 Wastelander's
9mm Pistol 3d6 - Physical 2 Close Close Quarters

Concealed Reliable

9mm 2 50 25.00 2 Wastelander's
Anti-Material Rifle 8d6 Vicious Physical 0 Long Reliable

Two-Handed Recoil (8)

.50 20 560 28.00 4 Wastelander's
Battle Rifle 7d6 Piercing 1 Physical 1 Medium Reliable

Two-Handed

.308 10 150 15.00 3 Wastelander's
Black Powder Blunderbus 7d6 Vicious Physical 0 Close Close Quarters

Inaccurate Recoil (7) Slow Load

.50 Ball 3 90 30.00 3 Wastelander's
Black Powder Pistol 7d6 Vicious Physical 0 Close Recoil (7)

Slow Load

.50 Ball 3 60 20.00 3 Wastelander's
Black Powder Rifle 8d6 Vicious Physical 0 Medium Recoil (7)

Slow Load

.50 Ball 6 60 10.00 3 Wastelander's
Gauss Pistol 8d6 Piercing 1 Physical 1 Medium - 2mm EC 6 334 55.67 5 Wastelander's
Gauss Shotgun 7d6 Piercing 1

Spread

Physical 0 Close Ammo-Hungry (10)

Two-Handed

2mm EC 14 400 28.57 5 Wastelander's
Lever-Action Rifle 7d6 Piercing 1 Physical 0 Medium - .308 9 201 22.33 3 Wastelander's
Light Machine Gun 5d6 Burst Physical 4 Medium Inaccurate

Recoil (8) Two-Handed

5.56mm 15 150 10.00 3 Wastelander's
Pump-Action Shotgun 5d6 Spread Physical 1 Close Inaccurate

Two-Handed

Shotgun Shells 11 70 6.36 1 Wastelander's
Radium Rifle 4d6 Radioactive Physical 3 Medium Two-Handed .45 11 110 10.00 3 Wastelander's
Sniper Rifle 7d6 Piercing 1 Physical 0 Long Accurate

Two-Handed

.308 10 300 30.00 4 Wastelander's

Energy weapons[]

Name Damage rating Damage effects Damage type Rate of fire Range Qualities Ammunition used Weapon weight Weapon value in caps Value to weight ratio Rarity Source
Institute laser 3d6 Burst Energy 3 Close Close Quarters
Inaccurate
Fusion cell 4 50 12.5 2 Core Rulebook
Laser musket 5d6 Piercing 1 Energy 0 Medium Two-handed Fusion cell 13 57 4.38 1 Core Rulebook
Laser gun 4d6 Piercing 1 Energy 2 Close Close Quarters Fusion cell 4 69 17.25 2 Core Rulebook
Plasma gun 6d6 - Physical/Energy 1 Close Close Quarters Plasma cartridge 4 123 30.75 3 Core Rulebook
Gamma gun 3d6 Piercing 1
Stun
Radiation 1 Medium Blast
Inaccurate
Gamma round 3 156 52 5 Core Rulebook
Acid Soaker 3d6 Breaking

Persistent

Poison 2 Close Debilitating

Inaccurate

Acid Concentrate 3 125 41.67 3 Settler's
Alien Blaster 5d6 Vicious Energy / Radiation 2 Close Close Quarters

Inaccurate

Alien Blaster Round 2 90 45.00 5 Settler's
Assaultron Head Laser 5d6 Piercing 1 Energy 0 Close - Fusion Cell 8 115 14.38 4 Settler's
Cryojet 3 Burst

Freeze

Energy 3 Close Inaccurate Cryo Cell 8 261 32.63 4 Settler's
Mesmetron 3d6 Stun Energy 1 Medium - Gamma Round 2 120 60.00 4 Settler's
Tesla Rifle 4d6 Arc Energy 2 Medium Two-Handed Fusion Cell 8 180 22.50 4 Settler's
Alien Atomizer 6d6 Vicious Energy 3 Close Close Quarters

Reliable

Alien Power Cell 3 1536 512.00 5 Wastelander's
Alien Disintegrator 8d6 Vicious Energy 2 Medium Two-Handed

Reliable

Alien Power Cell 7 921 131.57 5 Wastelander's
Arc Welder 3d6 Stun Energy 4 Close Surge

Two-Handed

Electron Charge Pack 15 370 24.67 4 Wastelander's
Assaultron Head 5d6 Piercing 1 Energy 0 Close - Fusion Cell 8 500 62.50 3 Wastelander's
Microwave Emitter 6d6 Persistent

Piercing 3

Energy 1 Medium Two-Handed Fusion Cell 8 500 62.50 5 Wastelander's
Tesla Rifle 5d6 Arc Energy 2 Medium Two-Handed Fusion Cell 8 180 22.50 4 Wastelander's

Big guns[]

Name Damage rating Damage effects Damage type Rate of fire Range Qualities Ammunition used Weapon weight Weapon value in caps Value to weight ratio Rarity Source
Fatman 21d6 Breaking
Radioactive
Vicious
Physical 0 Medium Blast
Inaccurate
Two-Handed
Mini Nuke 31 512 16.51 4 Core Rulebook
Flamer 3d6 Burst
Persistent
Spread
Energy 4 Close Debilitating
Inaccurate
Two-Handed
Flamer fuel 16 137 8.56 3 Core Rulebook
Gatling laser 3d6 Burst
Piercing 1
Energy 6 Medium Gatling
Inaccurate
Two-Handed
Fusion cells 19 804 42.31 3 Core Rulebook
Heavy incinerator 5d6 Burst
Persistent
Spread
Energy 3 Medium Debilitating
Two-Handed
Flamer fuel 20 350 17.5 4 Core Rulebook
Junk jet 6d6 - Physical 1 Medium Two-Handed Anything 30 285 9.5 3 Core Rulebook
Minigun 3d6 Burst
Spread
Physical 5 Medium Gatling
Inaccurate
Two-Handed
5mm 27 382 14.14 2 Core Rulebook
Missile launcher 11d6 - Physical 0 Long Blast
Two Handed
Missiles 21 314 14.95 4 Core Rulebook
Broadsider 10d6 Breaking Physical 0 Medium Blast

Two-Handed

Cannonball 16 140 8.75 5 Settler's
Cryolator 4d6 Burst

Freeze Spread

Energy 4 Close Inaccurate

Two-Handed

Cryo Cell 14 300 21.43 4 Settler's
Harpoon Gun 12d6 Piercing 1 Physical 0 Medium Debilitating

Inaccurate Two-Handed

Harpoon 16 120 7.50 5 Settler's
.50 Cal Machine Gun 7d6 Burst Physical 3 Medium Two-Handed

Recoil (9)

.50 31 350 11.29 3 Wastelander's
Auto Grenade Launcher 6d6 Breaking Physical 2 Long Bombard

Inaccurate

40mm Grenade 30 450 15.00 4 Wastelander's
Drone Cannon 8d6 Breaking Energy 0 Medium Ammo-Hungry (20)

Blast Inaccurate Slow Load

Alien Power Module 18 600 33.33 5 Wastelander's
Gatling Gun 3d6 Burst

Spread

Physical 3 Medium Gatling

Inaccurate Recoil (6) Two-Handed

5mm 20 350 17.50 1 Wastelander's
Gatling Plasma 4d6 Burst Physical / Energy 4 Medium Gatling

Inaccurate Two-Handed

Plasma Cartridge or Plasma Core 24 1000 41.67 4 Wastelander's
Gauss Minigun 6d6 Burst, Piercing 1 Physical 3 Long Gatling

Two-Handed

2mm EC 38 912 24.00 6 Wastelander's
Plasma Caster 8d6 Burst Physical / Energy 3 Medium Inaccurate

Recoil (8) Two-Handed

Plasma Cartridge 30 700 23.33 5 Wastelander's
Tesla Cannon 8d6 Arc, Piercing 2 Energy 0 Long Accurate

Ammo-Hungry (5) Surge Two-Handed

Fusion Cell 24 870 36.25 5 Wastelander's

Unarmed and Melee weapons[]

Name Weapon type Damage rating Damage effects Damage type Qualities Weapon weight Weapon value in caps Value to weight ratio Rarity Source
Unarmed strike Unarmed 2d6 - Physical - - - - - Core Rulebook
Handy rock Unarmed 2d6 Vicious Physical Thrown (close) 1 - - - Core Rulebook
Gun Bash (1H) Melee 2d6 Stun Physical Same as gun Core Rulebook
Gun Bash (2H) Melee 3d6 Stun Physical Same as two-handed gun Core Rulebook
Sword Melee 4d6 Piercing 1 Physical Parry 3 50 16.67 2 Core Rulebook
Combat knife Melee 3d6 Piercing 1 Physical - 1 25 25 1 Core Rulebook
Machete Melee 3d6 Piercing 1 Physical - 2 25 12.5 1 Core Rulebook
Ripper Melee 4d6 Vicious Physical - 6 50 8.33 2 Core Rulebook
Shishkebab Melee 5d6 Piercing 1 Energy Parry 3 200 66.67 3 Core Rulebook
Switchblade Melee 2d6 Piercing 1 Physical Concealed 1 20 20 0 Core Rulebook
Baseball bat Melee 4d6 - Physical Two-handed 3 25 8.33 1 Core Rulebook
Aluminum Baseball bat Melee 5d6 - Physical Two-handed 2 32 16 2 Core Rulebook
Board Melee 4d6 - Physical Two-handed 3 20 6.67 0 Core Rulebook
Lead pipe Melee 3d6 - Physical - 3 15 5 0 Core Rulebook
Pipe wrench Melee 3d6 - Physical - 2 30 15 1 Core Rulebook
Pool cue Melee 3d6 - Physical Two-handed 1 10 10 0 Core Rulebook
Rolling pin Melee 3d6 - Physical - 1 10 10 0 Core Rulebook
Baton Melee 3d6 - Physical - 2 15 7.5 1 Core Rulebook
Sledgehammer Melee 5d6 - Physical - 12 40 3.33 2 Core Rulebook
Super sledge Melee 6d6 Breaking Physical Two-handed 20 180 9 3 Core Rulebook
Tire iron Melee 3d6 - Physical - 2 25 12.5 1 Core Rulebook
Walking cane Melee 3d6 - Physical - 2 10 5 0 Core Rulebook
Boxing glove Unarmed 3d6 Stun Physical - 1 10 10 1 Core Rulebook
Deathclaw gauntlet Unarmed 5d6 Piercing 1 Physical - 10 75 7.5 3 Core Rulebook
Knuckles Unarmed 3d6 - Physical Concealed <1 10 10 1 Core Rulebook
Power fist Unarmed 4d6 Stun Physical - 4 100 25 2 Core Rulebook
Assaultron Blade Melee 4d6 Piercing 1 Physical - 3 50 16.67 3 Wastelander's
Auto-Axe Melee 5d6 Vicious Physical Two-Handed 20 100 5.00 3 Wastelander's
Ballistic Fist Unarmed 6d6 Stun

Vicious

Physical Slow Load 6 150 25.00 4 Wastelander's
Bumper Sword Melee 6d6 Piercing 1 Physical Recoil (7)

Two-Handed

12 125 10.42 2 Wastelander's
Cattle Prod Melee 7d6 Stun Energy - 3 90 30.00 4 Wastelander's
Chainsaw Melee 6d6 Vicious Physical Two-Handed 12 140 11.67 3 Wastelander's
Death Tambo Unarmed 4d6 Piercing 1 Physical - 1 40 40.00 2 Wastelander's
Displacer Glove Unarmed 6d6 Piercing 1, Stun Physical - 6 175 29.17 4 Wastelander's
Guitar Sword Melee 4d6 Piercing 1 Physical Parry 3 45 15.00 3 Wastelander's
Mr Handy Buzz Blade Melee 4d6 Vicious Physical Two-Handed 10 50 5.00 2 Wastelander's
Multi-Purpose Axe Melee 5d6 - Physical Two-Handed 4 40 10.00 2 Wastelander's
Proton Axe Melee 5d6 Piercing 1 Energy 8 175 21.88 5 Wastelander's
War Drum Melee 5d6 Stun Physical Two-Handed 20 115 5.75 3 Wastelander's

Explosives and throwing weapons[]

Name Weapon type Damage rating Damage effects Damage type Qualities Weapon weight Weapon value in caps Value to weight ratio Rarity Source
Throwing knives Throwing 3d6 Piercing 1 Physical Concealed
Suppressed
Thrown (Close)
<1 10 10 1 Core Rulebook
Tomahawk Throwing 4d6 Piercing 1 Physical Suppressed
Thrown (Close)
<1 15 15 2 Core Rulebook
Javelin Throwing 4d6 Piercing 1 Physical Suppressed
Thrown (Medium)
4 10 2.5 1 Core Rulebook
Baseball grenade Explosives 5d6 - Physical Blast
Thrown (Medium)
1 40 40 1 Core Rulebook
Frag grenade Explosives 5d6 - Physical Blast
Thrown (Medium)
<1 50 50 2 Core Rulebook
Molotov cocktail Explosives 4d6 Persistent Physical Blast
Thrown (Medium)
1 20 20 1 Core Rulebook
Nuka grenade Explosives 9d6 Breaker
Radioactive
Vicious
Energy Blast
Thrown (Medium)
1 100 100 4 Core Rulebook
Nuka grenade Explosives 9d6 Breaker
Radioactive
Vicious
Energy Blast
Thrown (Medium)
1 100 100 4 Core Rulebook
Nuka grenade Explosives 9d6 - Energy Blast
Thrown (Medium)
<1 135 135 3 Core Rulebook
Pulse grenade Explosives 6d6 Stun Energy Blast
Thrown (Medium)
<1 100 100 3 Core Rulebook
Bottlecap mine Explosives 6d6 - Physical Blast
Mine
1 75 75 2 Core Rulebook
Frag mine Explosives 6d6 - Physical Blast
Mine
1 50 50 2 Core Rulebook
Nuke mine Explosives 9d6 Breaker
Radioactive
Vicious
Energy Blast
Mine
1 100 100 4 Core Rulebook
Plasma mine Explosives 9d6 - Energy Blast
Mine
<1 135 135 3 Core Rulebook
Pulse mine Explosives 6d6 Stun Energy Blast
Mine
<1 100 100 3 Core Rulebook
Cryogenic Grenade Explosives 6d6 Freeze Energy Blast
Thrown (Medium)
1 50 50.00 3 Wastelander's
Cryo Mine Explosives 6d6 Freeze Energy Blast

Mine

1 50 50.00 3 Wastelander's
Detonator Explosives Special - - - 1 75 75.00 3 Wastelander's
Dynamite Explosives 5d6 - Physical Blast
Thrown (Medium)
<1 25 25 2 Wastelander's
Dynamite Bundle Explosives 9d6 Breaking Physical Blast

Delay (X) Placed

2 150 75.00 3 Wastelander's
Flash Bang Explosives Special Special Special Blast
Thrown (Medium)
1 40 40.00 2 Wastelander's
Frag Grenade MIRV Explosives 5d6 Spread Physical Blast
Thrown (Medium)
1 75 75.00 4 Wastelander's
Plastic Explosives Explosives 10d6 Breaking

Piercing 1

Physical Blast

Delay (X) Placed

2 200 100.00 4 Wastelander's
Powder Charge Explosives 4d6 - Physical Blast
Mine
1 25 25.00 1 Wastelander's
Smoke Grenade Explosives Special Special Special Blast
Thrown (Medium)
1 40 40.00 2 Wastelander's

Bows[]

Name Damage rating Damage type Rate of fire Range Qualities Ammunition used Weapon weight Weapon value in caps Value to weight ratio Rarity Source
Bow 3d6 Physical 2 Medium Suppressed

Recoil (6) Two-Handed

Arrow 3 44 14.67 1 Wastelander's
Crossbow 5d6 Physical 0 Medium Suppressed

Two-Handed Slow Load

Bolt 3 44 14.67 2 Wastelander's