This page is about Fallout 3 non-player weapons only. For all Fallout 3 weapons, see Fallout 3 weapons. |
Non-player weapons are weapons that are not intended for use by the player character in Fallout 3.
Characteristics[]
The Gamebryo engine requires all non-player characters and script effects to use a weapon in order to shoot a projectile. Some of these weapons can be obtained via console commands. The same is true for the default weapons used by followers, which may have differences from the weapons obtainable by the player character.
Weapons used by non-player characters[]
Legend |
---|
G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most Small Guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the Gatling laser it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one. | - Damage: This information comes straight from the
- Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times, all others show sustained rates without reloads. |
- Rate of fire: The maximum cyclic number of shots/attacks per second, without considering reloading. |
- Spread: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition. |
- Critical Chance multiplier: The multiplier applied to your character's Critical Hit chance. This modifier applies to each individual attack you make (e.g. each 5mm bullet fired from your minigun). For example, if your character has a Critical Hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 =10% chance to critically hit. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that single V.A.T.S. attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if Critical Hit is done. |
- Critical Hit damage: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike. |
- Action Point cost: The amount of Action Points used per shot in V.A.T.S. |
- Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K. |
- Item health: This is the number of hit points that a weapons' durability is based on. |
- Ammunition used: The type of ammunition the weapon uses. |
- Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine. |
- Weapon weight: Weight value of the weapon that applies to encumbrance. |
- Weapon value in caps: Base value of the weapon in caps. Resale value is effected by Barter skill. |
- Value to weight ratio: The ratio of the base weapon value in caps to the weapon weight. |
Weapons used by followers[]
Form ID |
Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Butch's 10mm pistol | 9 | 54 | 0.5 | 1 | 9 | 10mm round | 12 | 2 | 15 | 18 | 0.5 | 0001A334 | Butch's default ranged weapon |
Butch's switch blade | 5 | 14 | N/A | 2 | 9 | N/A | N/A | 1 | 50 | 18 | 0.28 | 0006407F | Butch's default melee weapon |
Charon's shotgun | 55 | 41 | 0.5 | 1 | 5 | Shotgun shell (special) | 5 | 10 | 7 | N/A | N/A | 000372B8 | Charon's default ranged weapon, uses lever-action rifle animation |
Charon's combat knife | 7 | 20 | N/A | 3 | 13 | N/A | N/A | 1 | 50 | 17 | 0.41 | 00064093 | Charon's default melee weapon |
Clover's sawed-off shotgun | 50 | 24 | 7 | 0 | 0 | Shotgun shell (special) | 2 | 5 | 38 | N/A | N/A | 000AE8AE | Clover's default ranged weapon |
Clover's Chinese officer's sword | 10 | 23 | N/A | 2 | 15 | N/A | N/A | 3 | 25 | 28 | 0.36 | 0006415D | Clover's default melee weapon |
Fawkes' Gatling laser | 9 | 135 | 0.5 | 0 | 8 | Electron charge pack (special) | 60 | 10 | 61 | 30 | 2.4 | 0001A333 | Fawkes' default ranged weapon |
Fawkes' sledgehammer | 32 | 28 | N/A | 1 | 10 | N/A | N/A | 12 | 11 | 38 | 0.53 | 00063FA2 | Fawkes' default melee weapon |
Jericho's Chinese assault rifle | 11 | 38 | 1 | 0.8 | 3 | 5.56mm round (special) | 24 | 7 | 49 | N/A | N/A | 00040840 | Jericho's default ranged weapon |
Jericho's nail board | 8 | 11 | N/A | 0 | 0 | N/A | N/A | 4 | 8 | 27 | 0.3 | 00063FDC | Jericho's default melee weapon |
Star Paladin Cross' laser pistol | 12 | 11 | 0 | 1.5 | 12 | Energy cell (special) | 30 | 3 | 107 | 17 | 0.71 | 00063E8A | Star Paladin Cross' default ranged weapon |
Star Paladin Cross' super sledge | 25 | 35 | N/A | 1 | 25 | N/A | N/A | 3 | 43 | 38 | 0.66 | 000B0E7C | Star Paladin Cross' default melee weapon |
Other weapons used by non-player characters[]
Form ID |
Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mysterious Stranger's .44 Magnum | 9000 | 26999 | 0 | 100 | 9000 | .44 Magnum | 6 | 3 | 0 | N/A | N/A | 00050F92 | Mysterious Stranger's default ranged weapon; Name in inventory is ".44 Magnum" |
Paulson's revolver(non-player version) | 46 | 101.25 | 0.5 | 2 | 35 | .44 Magnum | 6 | 4 | 75 | 32 | N/A | xx006E1E | Paulson's revolver, non-playable. |
Sonora Cruz's 10mm pistol | 100 | 54 | 0.5 | N/A | N/A | 10mm round | 12 | 3 | 225 | N/A | N/A | 0006F210 | Sonora Cruz's 10mm pistol, unobtainable by the player. |
Weapons used by creatures[]
Form ID |
Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bloatfly dart | 5 | 11 | 3 | 1 | 0 | Bloatfly dart | 12 | 1 | 20 | 0 | 0 | 000468DD | Used by bloatfly. Labeled as "<Missing Name>" in inventory. |
Fire hydrant | 100 | 150 | 0 | 1 | 0 | None | None | 300 | 100 | 0 | 0 | 00021367 | Weapons used by super mutant behemoths |
Radioactive gore | 1 +260 |
88 | 0 | 4 | 5 | None | N/A | 1 | 1 | 24 | 10.46 | xx00522D | Used by feral ghoul reavers |
Radioactive spit | 30 | 49 | 1 | 4 | 5 | Centaur spit | 1 | 1 | 130 | 0 | 0 | 00058717 | Used by centaurs |
Acid spit | 40 | 150 | 0.2 | 2 | 20 | Ant spit | 200 | 1 | 80 | 0 | 0 | 0006E8CE | Used by the ant queen |
Acid spit (burning) | 70 +4 /5s |
173 | 1 | 4 | 5 | Ant spit | 200 | 1 | 130 | 0 | 0 | 000B8793 | Used by Marigold ant queen |
Shriek | 12 | 9 | 1 | 0 | 0 | Sonic energy | 1 | 1 | 40 | 0 | 0 | 0007F598 | Used by mirelurk king. HP -50, PER -10. |
Weapons used by robots[]
< | Form ID |
Notes | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Liberty laser | 1000 +200 |
4000 | 1 | 1 | 0 | Microfusion cell | 255 | 0 | 9674000 | 0 | 00033FE2 | Liberty Prime's eye-laser; AOE Radius =128 |
Liberty Prime's Fat Man nuke | 200 +550 |
121 | 0 | 1 | 0 | N/A | 12 | 0 | 23730 | 0 | 0005932F | Liberty Prime's throwable nuclear bombs; AOE Radius =1200' +2 Rads/s for 12s |
Sentry bot Gatling laser | 6 | 60 | 0.1 | 0 | 8 | Electron charge pack | 40 | 15 | 1070 | 0 | 000389AF | Sentry bot's Gatling laser. |
Sentry bot minigun | 9 | 67 | 2 | 0 | 0 | 5mm round | 255 | 15 | 1070 | 0 | 00057E8E | Sentry bot's minigun. |
Sentry bot missile launcher | 20 | 57 | 0.5 | 1 | 0 | Missile | 1 | 15 | 4300 | 0 | 00057E8F | Sentry bot's missile launcher. |
Electrical zap | 5 | 16 | 0 | 1 | 0 | Energy cell | 12 | 1 | 110 | 0 | 00022FF1 | Used by eyebot. |
Mister Handy buzzsaw | 20 | 46 | 0 | 1 | 0 | N/A | 12 | 1 | 250 | 0 | 0003BC6F | Used by Mister Handies. Saw does not render in player's hands. |
Mister Handy flamer | 2 | 8 | 12 | 5 | 5 | Flamer fuel | 24 | 1 | 60 | 0 | 000A0C02 | Used by Mister Handies. Cannot be fired by player. |
Mister Gutsy flamer | 6 | 24 | 12 | 5 | 5 | Flamer fuel | 10 | 1 | 210 | 0 | 00039550 | Used by Mister Gutsies. |
Mister Gutsy plasma gun | 60 | 199 | 0.3 | 1 | 30 | Energy cell | 6 | 1 | 7200 | 0 | 0003954F | Used by Mister Gutsies. |
Turret gun | 5 | 15 | 2 | 1 | 10 | 5.56mm round | 24 | 7 | 140 | 0 | 000A84BD | Used by automated turret. Uses "Jerico's Special Ammo." |
Weapons used by vehicles[]
Form ID |
Notes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Vertibird gun | 20 | 400 | 4 | 1 | 0 | Microfusion cell | 255 | 10 | 6040 | 3000 | xx003B6D | Sometimes this weapon does not do any damage, and leaves most keys unusable (the console, esc button, tab) while it loops the reload animation. If this occurs, reload a save state prior and just drop the weapon. |
Vertibird Bomb Gun | 1600 | 2542 | 2 | 0 | 0 | Mini nuke | 1 | 30 | 999 | ∞ | 0003E5E2 | This is a fully textured invincible Fatman. |
Vertibird missile launcher | 20 | 72 | 0 | 0 | 0 | Missile | 1 | 20 | 500 | 100 | xx00292C | |
Chimera Mortar Lobber | 210 | ? | 0 | 0 | 0 | Microfusion cell | 1 | 0 | 9667032 | ? | xx003E21 | This weapon is fully operable, although it is invisible in player hands, and actually fires a Mortar complete with texture. |
Chimera Laser Cannon | 1111 | ? | 0 | 0 | 0 | Microfusion cell | 35 | 0 | 9667032 | ? | xx00CF2E | This weapon is fully operable, although it is invisible in player hands, and fires completely automatic whereas the Liberty Prime Laser fires only once. |
Weapons used by scripts[]
Form ID |
Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SatCom nuclear strike | 20 +2000 |
435 | 0.5 | 0 | 0 | Missile | 1 | 20 | 25 | 55 | 29.45 | 0005DEEE | Inventory name is <name missing> and shows no name when dropped. When fired, the missile has extremely fast speed, and shows rocket-propelled thruster animation from the back of each missile. Rads in the center of the explosion are +30/sec. Should be cautious, as this projectile can go outside the render distance. Once the missile hits an object, another sound effect will play, this is the "Wind" sound effect from the explosion. |
Gas trap dummy | 26 | 0 | 10 | 1 | 0 | 0 | 12 | 0 | 0 | 0 | 0 | 000001F6 | This item is leftover and incomplete. It doesn't work because it's 2HandMeleeWeapon and it has no set projectile.
See GasTrapFireBurst. |
GasTrapFireBurst
[Explosion] |
6
|
- | - | - | - | - | - | - | - | - | - | 000348D0 | This is the GasTrap Explosion used by the game
Console Usage: PlaceAtMe 348D0 |
BioGasGrenade
[Explosion] |
0 | +5 5/Sec
Poison Gas Damage |
- | - | - | - | - | - | - | - | - | xx00D1E6 | GasGrenade Explosion behaves like a GasTrap
Console Usage: PlaceAtMe xx00d1e6 |
Anchorage Overlook Cannon | 10
+1600
|
443 | 2 | 0 | 0 | Mini nuke | 1 | 30 | ? | 65 | ? | xx00C169 | This is will show up as a "Fatman" in the PipBoy but the way to know you're using it is: It has an added MuzzleFlash and it has +500Range more than a FatMan. |