For an overview of combat shotgun models, see shotgun. |
The Terrible Shotgun is a unique weapon in Fallout 3.
Characteristics[]
Compared to the standard combat shotgun, the Terrible Shotgun has the second-highest damage of all weapons in the Small Guns category and a far larger spread than normal shotguns. Full damage is only done if all pellets hit, making it most effective in close-quarters.
Critical hit damage with this weapon is applied to each individual pellet fired (outside of V.A.T.S.). If all nine pellets sneak attack critical at the same time, the weapon's total critical damage is 360. Paired with the Better Criticals perk, it can go up to 540. The base damage of the weapon doubled by the sneak attack bonus results in a total damage amount (with all pellets hitting) of between 880 to 1240, capable of killing even high-level enemies in one shot in close-quarters.
Durability[]
The Terrible Shotgun can fire a total of about 146 rounds, the equivalent of 13 reloads, from full condition before breaking. Even so, the weapon will not jam until 120 rounds are fired. Given that one does not reload until the current magazine is expired, they will have 10 reloads before the gun begins to jam, but the gun will only have three chances to jam before it breaks.
Variants[]
- Combat shotgun - the standard variant found throughout the Capital Wasteland.
- Charon's shotgun - a non-player weapon carried by Charon.
- Sim version - a variant used exclusively during the Anchorage Reclamation simulation which differs in durability, having such a high rating as to be essentially non-degrading.
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 |
Combat shotgun | 55 (6.1x9) | 82.5 | 1.5 | x1 | 27 | 27 | 2 | 3.0 | 12 | 145 | 7 | 200 | 28.6 |
The Terrible Shotgun | 80 (8.9x9) | 120 | 1.5 | x1 | 40 | 27 | 3 | 6.0 | 12 | 146 | 10 | 250 | 25 |
Location[]
The weapon is located at Evergreen Mills, carried by Smiling Jack, the non-hostile raider merchant. He can be killed with no Karma loss, or it can be reverse-pickpocketed from him.
Notes[]
If the weapon is placed in Charon's inventory, he will use it in combat in place of his companion weapon, regardless of whether he has ammo for it or not.
Sounds[]
Behind the scenes[]
The weapon is referenced in Fallout 4 with the unique weapon Le Fusil Terribles, both being a unique variant of the standard combat shotgun that deals increased damage with higher recoil, and both being found inside a raider stronghold (Evergreen Mills and Libertalia, respectively), though the name of Le Fusil Terribles actually translates to "The Terrible Gun" in French, with "terribles" being unnecessarily pluralized.