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'''Small Guns''' is a ''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'' and ''[[Fallout Tactics]]'' [[skill]].
 
'''Small Guns''' is a ''[[Fallout]]'', ''[[Fallout 2]]'', ''[[Fallout 3]]'' and ''[[Fallout Tactics]]'' [[skill]].
  +
 
In ''[[Fallout: New Vegas]]'', it was merged into a more general [[Guns]] skill with [[Big Guns]], similar to the canceled ''[[Van Buren]]'', which would have merged the skills into the [[Firearms]] skill.
   
 
==''Fallout''==
 
==''Fallout''==
:<math>\text{Initial level}\%=35+\text{Agility}</math>
+
:<math>\text{Initial level}\%=35+\text{Agility}</math>.
   
 
Example: A starting [[Agility]] of 5.
 
Example: A starting [[Agility]] of 5.
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On average, increasing Small Guns by 5 points will increase Small Gun weapon damage by ~3.5%. There is also a diminishing margin of return. In general, increasing Small Guns from 5 to 10 will increase weapon damage more than increasing it from 95 to 100.
 
On average, increasing Small Guns by 5 points will increase Small Gun weapon damage by ~3.5%. There is also a diminishing margin of return. In general, increasing Small Guns from 5 to 10 will increase weapon damage more than increasing it from 95 to 100.
  +
  +
===Affected weapons===
 
<!-- THE FOLLOWING ENTRIES ARE TRANSCLUDED FROM THE RESPECTIVE CATEGORY. TO ADD OR REMOVE AN ENTRY, SIMPLY ADD OR REMOVE THE RESPECTIVE PAGE FROM THE RESPECTIVE CATEGORY -->
 
{{pagelist|hidefirst=no|Fallout 3 Small Guns skill weapons|3}}
  +
 
===Perks that require Small Guns skill===
 
{| class="va-table va-table-center"
 
! Perk
 
! Required
 
! Level
 
! Additional Requirements
  +
 
|-
 
| [[Concentrated Fire]]
 
| 60
 
| 18
 
| [[Energy Weapons]] 60
 
|}
  +
  +
Perks that improve V.A.T.S. accuracy:
  +
* [[Gunslinger]] improves V.A.T.S. accuracy for pistols (or similar one-handed weapons).
  +
* [[Commando]] improves V.A.T.S. accuracy for rifles (or similar two-handed weapons).
  +
* [[Sniper]] improves V.A.T.S. accuracy when targeting the head.
  +
* [[Wired Reflexes]] improves V.A.T.S. accuracy for all weapons by 10%.
  +
* [[Concentrated Fire]] increases V.A.T.S. accuracy against a body part by +5% each time it is targeted.
  +
  +
Perks that improve damage:
  +
* [[Black Widow]] improves damage by 10% vs. male humans/ghouls.
  +
* [[Lady Killer]] improves damage by 10% vs. female humans/ghouls.
  +
* [[Entomologist]] improves damage by 50% vs. insects.
  +
* [[Robotics Expert]] improves damage by 25% vs. robots.
  +
* [[Bloody Mess (perk)|Bloody Mess]] improves damage by 5% against all targets.
  +
* [[Finesse (perk)|Finesse]] increases the chance of getting a critical hit by the equivalent of 5 points in Luck.
  +
* [[Better Criticals]] increases the damage of critical hits by 50%.
  +
* [[Survival Expert]] increases the chance of a critical hit by 1, 2 or 3%.
  +
* [[Ghoul Ecology]] improves damage by +5 against ghouls (bugged and effects all targets).
  +
* [[Superior Defender]] improves damage by +5 when standing still.
  +
  +
Consumables that improve damage:
  +
* [[Yao guai meat (Fallout 3)|Yao guai meat]] improves damage by 10%.
  +
* [[Psycho (Fallout 3)|Psycho]] improves damage by 25%.
  +
 
===Interactions that require Small Guns skill===
 
* An undisclosed amount is required to fix [[Pek]]'s weapon in the unmarked quest ''[[The Lost Initiate]]'' - although the [[Repair]] skill and [[Gun Nut]] perk will also work.
 
* Small Guns 50 is required to teach the citizens of [[Big Town]] how to use conventional firearms during the quest [[Big Trouble in Big Town]]. This is only one of several ways to complete this section, however.
   
 
===Ways to increase Small Guns===
 
===Ways to increase Small Guns===
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; Temporary
 
; Temporary
  +
{{columns|3|
 
* [[Fire ant nectar]] (+2-8 depending on [[Agility]], a perfect Agility of 10 will see no benefit.)
 
* [[Fire ant nectar]] (+2-8 depending on [[Agility]], a perfect Agility of 10 will see no benefit.)
 
* [[Armored Vault 101 jumpsuit]] (+5)
 
* [[Armored Vault 101 jumpsuit]] (+5)
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* {{icon|FO3PL|link=Point Lookout (add-on)}} [[Desmond's eyeglasses]] (+5)
 
* {{icon|FO3PL|link=Point Lookout (add-on)}} [[Desmond's eyeglasses]] (+5)
 
* {{icon|FO3PL|link=Point Lookout (add-on)}} [[Grifter's Fit]] (+5)
 
* {{icon|FO3PL|link=Point Lookout (add-on)}} [[Grifter's Fit]] (+5)
  +
}}
   
===Affected weapons===
+
===Notes===
  +
* Common [[Raider (Fallout 3)|raider]] and [[Vault 87 super mutant|super mutant]] small guns such as the [[Hunting rifle (Fallout 3)|hunting rifle]], [[assault rifle]] and [[Chinese assault rifle]] are also efficient weapons that you can reliably keep in good condition for the entire game. Small Guns could be considered the best and most useful gun class in the game as they are very diverse, common and powerful.
<!-- THE FOLLOWING ENTRIES ARE TRANSCLUDED FROM THE RESPECTIVE CATEGORY. TO ADD OR REMOVE AN ENTRY, SIMPLY ADD OR REMOVE THE RESPECTIVE PAGE FROM THE RESPECTIVE CATEGORY -->
 
  +
* The higher the small guns skill, the lower the projectile spread of small guns, and the more stable scoped weapons such as the [[Sniper rifle (Fallout 3)|sniper rifle]] or the [[scoped .44 magnum]] will be when aiming through the scope. At 100 points in Small Guns, scoped-weapons have no sway at all; however, having either arm [[cripple]]d will still result in severe sway while using the scope.
{{pagelist|hidefirst=no|Fallout 3 Small Guns skill weapons|2}}
 
  +
* Unlike the [[Gauss rifle]] from previous Fallout games, the [[Gauss rifle (Fallout 3)|Gauss rifle]] found in the ''[[Operation: Anchorage (add-on)|Operation : Acnchorage]]'' DLC is affected by the [[energy weapons]] skill instead of the small guns skill.
 
  +
* In ''[[Fallout: New Vegas]]'', it was merged into a more general [[Guns]] skill with [[Big Guns]], similar to the canceled ''[[Van Buren]]'', which would have merged the skills into the [[Firearms]] skill.
===Perks that require Small Guns skill===
 
{| class="va-table va-table-center"
 
! Perk
 
! Required
 
! Level
 
! Additional Requirements
 
   
  +
===Small Guns list===
|-
 
  +
* See [[Fallout 3 weapons#Small Guns|''Fallout 3'' weapons]].
| [[Concentrated Fire]]
 
| 60
 
| 18
 
| [[Energy Weapons]] 60
 
|}
 
 
===Interactions that requires Small Guns skill===
 
* An undisclosed amount is required to fix [[Pek]]'s weapon in the unmarked quest ''[[The Lost Initiate]]'' - although the [[Repair]] skill and [[Gun Nut]] perk will also work.
 
* Small Guns 50 is required to teach the citizens of [[Big Town]] how to use conventional firearms during the quest [[Big Trouble in Big Town]]. This is only one of several ways to complete this section, however.
 
 
==Notes==
 
In ''[[Fallout: New Vegas]]'', it was merged into a more general [[Guns]] skill with [[Big Guns]], similar to the canceled ''[[Van Buren]]'', which would have merged the skills into the [[Firearms]] skill.
 
   
 
{{Navbox skills}}
 
{{Navbox skills}}
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[[Category:Fallout 3 skills]]
 
[[Category:Fallout 3 skills]]
 
[[Category:Fallout Tactics skills]]
 
[[Category:Fallout Tactics skills]]
  +
[[Category:Small Guns|*]]
   
 
[[de:Kleine Waffen]]
 
[[de:Kleine Waffen]]

Revision as of 22:34, 21 March 2014

 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FOT
The use, care and general knowledge of small firearms - pistols, SMGs and rifles.— In-game description

Small Guns is a Fallout, Fallout 2, Fallout 3 and Fallout Tactics skill.

In Fallout: New Vegas, it was merged into a more general Guns skill with Big Guns, similar to the canceled Van Buren, which would have merged the skills into the Firearms skill.

Fallout

.

Example: A starting Agility of 5.

Small Guns are the staple weapons of choice for the post apocalyptic nuclear war survivor. Although small guns lack the wide devastation possible with Big Guns and Energy Weapons, they are more than capable of holding their own in a fight. Small Guns, unlike Big Guns or Energy Weapons, can be quickly trained with books and is naturally high to begin with. Ammunition is also plentiful and can usually be bought or looted from containers and bodies.

The small guns character can easily exploit these advantages by building a gunfighter or sniper character. There are several perks available that directly increase this skill, the most powerful being "Sniper".

Also, some of the most unique and powerful weapons (read: Red Ryder LE BB gun) are available for those who specialize in small guns.

Affected weapons

Fallout 2 and Fallout Tactics

Example: A starting Agility of 5.

As with Fallout, Small Guns operates in much the same way in Fallout 2 and Fallout Tactics.

Affected weapons

Fallout 2
Fallout Tactics

Fallout 3

Bobblehead Small Guns

"Because it's easier to have courage from a safe distance away."

Example: A starting Agility of 5 and Luck of 5.

In general, the Small Guns skill raises the players accuracy and/or damage with any weapon that is affected by the skill. The higher the Small Guns skill, the lower the projectile spread, and the more stable scoped weapons such as the sniper rifle or the scoped .44 magnum will be when aiming through the scope. At 100 points, scoped-weapons have no sway at all; however, having either arm crippled will still result in a severe sway while using the scope.

On average, increasing Small Guns by 5 points will increase Small Gun weapon damage by ~3.5%. There is also a diminishing margin of return. In general, increasing Small Guns from 5 to 10 will increase weapon damage more than increasing it from 95 to 100.

Affected weapons

Perks that require Small Guns skill

Perk Required Level Additional Requirements
Concentrated Fire 60 18 Energy Weapons 60

Perks that improve V.A.T.S. accuracy:

  • Gunslinger improves V.A.T.S. accuracy for pistols (or similar one-handed weapons).
  • Commando improves V.A.T.S. accuracy for rifles (or similar two-handed weapons).
  • Sniper improves V.A.T.S. accuracy when targeting the head.
  • Wired Reflexes improves V.A.T.S. accuracy for all weapons by 10%.
  • Concentrated Fire increases V.A.T.S. accuracy against a body part by +5% each time it is targeted.

Perks that improve damage:

  • Black Widow improves damage by 10% vs. male humans/ghouls.
  • Lady Killer improves damage by 10% vs. female humans/ghouls.
  • Entomologist improves damage by 50% vs. insects.
  • Robotics Expert improves damage by 25% vs. robots.
  • Bloody Mess improves damage by 5% against all targets.
  • Finesse increases the chance of getting a critical hit by the equivalent of 5 points in Luck.
  • Better Criticals increases the damage of critical hits by 50%.
  • Survival Expert increases the chance of a critical hit by 1, 2 or 3%.
  • Ghoul Ecology improves damage by +5 against ghouls (bugged and effects all targets).
  • Superior Defender improves damage by +5 when standing still.

Consumables that improve damage:

Interactions that require Small Guns skill

  • An undisclosed amount is required to fix Pek's weapon in the unmarked quest The Lost Initiate - although the Repair skill and Gun Nut perk will also work.
  • Small Guns 50 is required to teach the citizens of Big Town how to use conventional firearms during the quest Big Trouble in Big Town. This is only one of several ways to complete this section, however.

Ways to increase Small Guns

Permanent
Temporary

Notes

  • Common raider and super mutant small guns such as the hunting rifle, assault rifle and Chinese assault rifle are also efficient weapons that you can reliably keep in good condition for the entire game. Small Guns could be considered the best and most useful gun class in the game as they are very diverse, common and powerful.
  • The higher the small guns skill, the lower the projectile spread of small guns, and the more stable scoped weapons such as the sniper rifle or the scoped .44 magnum will be when aiming through the scope. At 100 points in Small Guns, scoped-weapons have no sway at all; however, having either arm crippled will still result in severe sway while using the scope.
  • Unlike the Gauss rifle from previous Fallout games, the Gauss rifle found in the Operation : Acnchorage DLC is affected by the energy weapons skill instead of the small guns skill.
  • In Fallout: New Vegas, it was merged into a more general Guns skill with Big Guns, similar to the canceled Van Buren, which would have merged the skills into the Firearms skill.

Small Guns list