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For an overview of sniper rifle models in the Fallout series of games, see sniper rifle.


The Reservist's rifle is one of two unique sniper rifles in Fallout 3.

Background[edit | edit source]

This section is transcluded from Sniper rifle. To change it, please edit the transcluded page.

This sniper rifle is an older model of the famed DKS-501. Chambered for .308 ammunition, it's also extremely fragile and requires regular repair and maintenance to keep it in working condition.

Characteristics[edit | edit source]

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. Players with 10 Luck, Finesse (+5%), and Survival Guru (+3%), will be able to critical nine out of ten shots. During V.A.T.S. shots, with the flat +15% V.A.T.S. bonus for targeted shots, you'll critical 100% of the time.

Durability[edit | edit source]

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.

Variants[edit | edit source]

  • 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) - A sniper rifle with ridiculously high durability can be obtained through a glitch with the Operation: Anchorage add-on. See Operation: Anchorage glitches for details.

Comparison[edit | edit source]

Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageCritical effect damage and durationAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Sniper rifle 40
Reservist's rifle 40
Victory rifle 40

Location[edit | edit source]

This variation of the sniper rifle is used by the Drifter in Dickerson Tabernacle Chapel.

Bugs[edit | edit source]

  • PCIcon pc.png Playstation 3Icon ps3.png Xbox 360Icon xbox360.png If you disarm the Drifter of the rifle, then come back in at least 72 in-game hours from when you disarmed him, he will spawn with the rifle again.[verified]
    • This can be repeated for an infinite number of rifles.
  • PCIcon pc.png Playstation 3Icon ps3.png When looking through the scope, the Geiger counter on the Pip-Boy ceases to click.[verified]

Sounds[edit | edit source]

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