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
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 a 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
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
- 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 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 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]
- When looking through the scope, the Geiger counter on the Pip-Boy ceases to click.[verified]