For an overview of sniper rifle models, see sniper rifle. |
The Reservist's rifle is one of two unique sniper rifles in Fallout 3.
Background[]
A scoped, high-powered rifle that has found use on both the East and West Coasts of post-War America. Chambered for .308 rounds, the weapon is semi-automatic with a 5-round magazine designed for long-range combat.
Characteristics[]
The Reservist's rifle has +50% more durability (item HP) than the regular sniper rifle, preserving the damage and critical rate more effectively. It also has a slightly higher rate of fire in exchange for lower magazine capacity.
It has 3 rounds instead of 5 in each magazine and costs 6 AP less to shoot in V.A.T.S., compared to other sniper rifles (32AP vs 38AP). The Reservist's rifle can be repaired with common sniper rifles.
As with generic sniper rifles, it has a very high critical multiplier of x5, which can be used to almost guarantee critical hits: Combining 10 Luck, Finesse (+5%), and Survival Guru (+3%), grants a 90% critical chance with the rifle at full repair.
If using V.A.T.S., which grants +15% critical chance bonus, all shots that hit will be critical hits.
Durability[]
The Reservist's rifle can fire a total of about 125 rounds, the equivalent of 42 reloads, from full condition before breaking, roughly 42 more rounds than the standard sniper rifle.
Critical chance deteriorates proportionally to condition. At 50% it will be halved, and guaranteed critical hits in V.A.T.S. only last until 85% condition (roughly equivalent to 18 shots).
Variants[]
- Sniper rifle - The common variant found throughout the Fallout 3 game world.
- Victory rifle - While identical in strength to the sniper rifle, the Victory rifle has an additional 200 item HP, and knocks down targets with critical hits. However, it pays for this ability with a reduced critical chance of 3.
- Sim version Operation: Anchorage add-on. See Operation: Anchorage glitches for details. - A sniper rifle with ridiculously high durability which can be obtained through a glitch with the
Comparison[]
Legend | ||||
---|---|---|---|---|
- Weapon name (melee or unarmed) | - Attacks in V.A.T.S. | |||
- Weapon name (gun, energy or explosive) | - Action point cost | |||
- Damage per attack (damage per projectile) | - Damage per action point | |||
- Damage per second | - Weapon spread | |||
- Area of effect damage | - Magazine capacity (shots per reload) | |||
- Effect damage & duration | - Durability (number of attacks before breaking) | |||
- Bonus effects | - Weight | |||
- Attacks per second | - Value in caps | |||
- Critical chance % multiplier | - Value to weight ratio | |||
- Critical damage | - Skill required | |||
- Critical effect damage & duration | - Strength required | |||
- With all mods attached |
Sniper rifle | 40 | 42.9 | 1.07 | x5 | 40 | 38 | 1.1 | 0.0 | 5 | 83 | 10 | 300 | 30 | |
Reservist's rifle | 40 | 64.3 | 1.61 | x5 | 40 | 32 | 1.3 | 0.0 | 3 | 125 | 10 | 500 | 50 | |
Victory rifle | 40 | 42.9 | 1.07 | x3 | 40 | Knockdown/2s | 38 | 1.1 | 0.0 | 5 | 250 | 10 | 450 | 45 |
Location[]
This variation of the sniper rifle is used by the Drifter in Dickerson Tabernacle Chapel.
Bugs[]
- This can be repeated for an infinite number of rifles.
If one disarms the Drifter of the rifle, then returns in at least 72 in-game hours, he will spawn with the rifle again.[verified]
- When looking through the scope, the Geiger counter on the Pip-Boy ceases to click.[verified]