Weapons
Weapons are the things you fight with, ranging from a knife to a high-tech rocket launcher.
This article is organized by weapon type, mirroring the game's internal categorization system where each type represents a potential "favored weapon" that grants a unique advantage to its assigned class.
If you're looking for weapon crafting recipes, see the ↓ weapon crafting ↓ section at the bottom of the page.
Contents
- 1 Basic facts
- 2 Assault Rifles
- 3 Clubs
- 4 Damage Knives
- 5 Damage Pistols
- 6 Electric Weapons
- 7 Explosive Small Guns
- 8 Fast Knives
- 9 Fast Pistols
- 10 Fire Weapons
- 11 Flamers
- 12 Hammers
- 13 Heavy Sniper Rifles
- 14 Laser Weapons
- 15 Machine Guns
- 16 Miniguns
- 17 Plasma Weapons
- 18 Punch Weapons
- 19 Range Pistols
- 20 Rocket Launchers
- 21 Shotguns
- 22 SMGs
- 23 Sniper Rifles
- 24 Spears
- 25 Support Rifles
- 26 Alien-exclusive weapons
- 27 Other weapons
- 28 Grenades
- 29 Explosives
- 30 Weapon crafting recipes
- 31 Trivia
Basic facts
- The condition rating of your weapons will gradually decrease as you use them; for more information, see the article on deterioration.
- Most weapons can be dismantled using the Science skill, which yields resources based on your skill level.
- Each character class has a "favorite" weapon type; using your class's "favorite" weapon provides a unique bonus.
- Weapons have six tiers; the higher the tier, the more powerful and harder to get the item is.
- Base power level of your weapon is modified by the ammo type the weapon is loaded with.
- Each weapon type has its own base critical damage multiplier.
- All weapons except Shotguns use class-specific base damage multipliers.
Weapon experience
- Weapons gain experience points as you use them.
- Each weapon type has its own weapon XP-to-level-up multiplier; the lower it is, the faster the weapon levels up.
- Weapons can level up six times, unlocking one weapon perk per level for a total of six; Roger can unlock one additional perk for you, at a steep price.
- A fully-leveled weapon can be rerolled using the
~resetperkscommand: this resets all of its perks and increases its item luck. - For more information, see Weapon perks#Weapon experience.
Assault Rifles
Assault Rifles are two-handed small guns capable of two types of 3-line bursts (5-bullet and 30-bullet).
They are favored by Random Boys, applying a randomized per-bullet damage modifier that ranges from -3 to +3.
Their base critical damage multiplier is 50% and their weapon XP-to-level-up multiplier is 80%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tommy Gun |
1 | 6 | SG | Normal | .45 Caliber (30) |
5 30 |
12-24 3-24 |
28 16 |
4 6 |
5 | 1000 3000 |
100 | 3175g | |
| Assault Rifle |
2 | 5 | SG | Normal | 5mm AP (30) |
5 30 |
23-37 4-37 |
32 18 |
4 6 |
6 | 750 3000 |
500 | 3175g | |
| Assault Rifle EM |
2 | 5 | SG | Normal | 5mm AP (60) |
5 30 |
23-37 4-37 |
32 18 |
4 6 |
6 | 750 3000 |
500 | 3175g | |
| XL70E3 |
3 | 5 | SG | Normal | 5mm AP (60) |
5 30 |
28-54 5-54 |
36 20 |
4 6 |
5 | 750 3000 |
2500 | 4082g | |
| Military Rifle |
4 | 5 | SG | Normal | 5.56mm AP (60) |
5 30 |
45-66 6-66 |
40 22 |
4 6 |
4 | 750 3000 |
10K | 4082g | |
| AK-47 |
5 | 5 | SG | Normal | 5.56mm AP (60) |
5 30 |
40-78 8-78 |
44 26 |
4 6 |
5 | 750 3000 |
100K | 4082g | |
| H&K G36c |
6 | 5 | SG | Normal | 5.56mm AP (90) |
5 30 |
50-100 50-100 |
48 48 |
4 4 |
4 | 750 3000 |
1M | 4082g |
Clubs
Clubs are two-handed, fast-swinging melee weapons. They have no tier 5.
They are favored by Cyborgs, applying a 1-second Shock effect on hit.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 100%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Club |
1 | 4 | CC | Normal | - | - | 12-20 | 1 | 4 | - | 900 1500 |
100 | 1360g | |
| Crowbar |
1 | 4 | CC | Normal | - | - | 12-20 | 1 | 4 | - | 900 1400 |
100 | 1360g | |
| Cattle Prod |
2 | 4 | CC | Electrical | Small Energy Cell (10) |
1 | 26-41 | 1 | 4 | 4 | 900 1400 |
500 | 1360g | |
| Super Cattle Prod |
3 | 4 | CC | Electrical | Small Energy Cell (20) |
1 | 40-62 | 1 | 4 | 4 | 900 1300 |
2500 | 1360g | |
| Plasma Torch |
4 | 4 | CC | Plasma | Micro Fusion Cell (30) |
1 | 66-116 | 1 | 4 | 4 | 900 1400 |
10000 | 1360g | |
| Bass Rape |
6 | 8 | CC | Normal | Grants the bonuses of Electric Fusion Cell but requires no ammo |
- | 150-446 | 3 | 1 | 1 | 1500 2000 |
1000000 | 15443g | |
| Mordino Taser |
? | 4 | CC | Electrical | Small Energy Cell (20) |
1 | 50-72 | 1 | 4 | 4 | 750 0 |
10000 | 1360g |
Damage Knives
Damage Knives are one-handed, high-damage melee weapons. They have no tier 5 or 6.
They are favored by no class.
Their base critical damage multiplier is 150% and their weapon XP-to-level-up multiplier is 80%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Knife |
1 | 2 | CC | Normal | - | - | 10-40 | 1 | 5 | - | 750 1100 |
100 | 453g | |
| Combat Knife |
2 | 2 | CC | Normal | - | - | 15-60 | 1 | 4 | - | 750 1100 |
500 | 907g | |
| Wakizashi Blade |
3 | 2 | CC | Normal | - | - | 20-80 | 1 | 5 | - | 750 1100 |
2500 | 1360g | |
| Ripper |
4 | 4 | CC | Normal | Micro Fusion Cell (25) |
1 | 50-150 | 1 | 5 | 4 | 750 0 |
10000 | 907g |
Damage Pistols
Damage Pistols are one-handed single-shot small guns with high base damage.
They are favored by Regulators, reducing their attack delay by 200 ms.
Their base critical damage multiplier is 125% and their weapon XP-to-level-up multiplier is 160%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 9mm Mauser |
1 | 3 | SG | Normal | 9mm bullet (7) |
1 | 10-20 | 20 | 4 | 4 | 800 0 |
100 | 1360g | |
| 10mm Colt |
2 | 1 | SG | Normal | 10mm AP (10) |
1 | 18-35 | 24 | 4 | 5 | 800 0 |
500 | 2267g | |
| 14mm Pistol |
3 | 4 | SG | Normal | 14mm AP (10) |
1 | 38-61 | 20 | 4 | 5 | 1600 0 |
2500 | 1814g | |
| Wright Colt |
3 | 4 | SG | Normal | 14mm AP (10) |
1 | 40-62 | 20 | 4 | 3 | 1500 0 |
10000 | 1814g | |
| 14mm Colt |
4 | 4 | SG | Normal | 14mm AP (10) |
1 | 40-75 | 32 | 4 | 3 | 800 0 |
10000 | 1814g | |
| Defender |
5 | 4 | SG | Normal | 14mm AP (10) |
1 | 48-95 | 36 | 4 | 4 | 800 0 |
100000 | 1814g | |
| Death's Pistol |
6 | 3 | SG | Normal | C4 Ball (12) |
1 | 60-110 | 54 | 1 | 0 | 400 0 |
1M | 1814g |
Electric Weapons
Electric Weapons are energy weapons that deal electric damage.
They are favored by Hubologists, dealing double damage. Prototype 14 has no knockback distance cap, allowing Hubologists to take full advantage of the +50 bonus granted by the Knockback weapon perk at ranks S and S+.
Their base critical damage multiplier is 30% and their weapon XP-to-level-up multiplier is 50%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Electric Zip Gun |
1 | 3 | EW | Electrical | Small Energy Cell (1) |
1 | 1-50 | 15 | 4 | 4 | 900 0 |
100 | 2267g | |
| Pulse Pistol |
2 | 3 | EW | Electrical | Small Energy Cell (5) |
1 | 70-70 | 15 | 4 | 3 | 900 0 |
500 | 2267g | |
| ELECTRO Launcher |
3 | 7 | EW | Electrical | ELECTRO-SHOCK Rocket (1) |
1 | 70-130 | 45 | 7 | 8 | 1500 0 |
2500 | 6803g | |
| Prototype 14 |
4 | 6 | EW | Electrical | Small Energy Cell (50) |
1 | 10-26 | 80 | 4 | 15 | 700 0 |
|
10000 | 4082g |
| Electro Cannon |
5 | 7 | EW | Electrical | ELECTRO-SHOCK Rocket (9) |
3 | 60-120 | 50 | 8 | 9 | 1200 0 |
100000 | 21803g | |
| Pulse Rifle |
6 | 6 | EW | Electrical | Small Energy Cell (100) |
1 | 35-60 | 100 | 5 | 5 | 1300 0 |
1000000 | 4082g | |
| Salvatore Rocket Launcher |
? | 7 | EW | Electrical | ELECTRO-SHOCK Rocket (1) |
1 | 70-130 | 50 | 6 | 8 | 1500 0 |
10000 | 6803g |
Explosive Small Guns
Explosive Small Guns are two-handed small guns that deal explosive splash damage.
They are favored by Wreckers, granting +15 Lethal Damage and 25% Lethal Penetration.
Their base critical damage multiplier is 10% and their weapon XP-to-level-up multiplier is 100%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Grenade Pistol |
1 | 5 | SG | Explosive | 40mm Explosive (1) |
1 | 35-60 | 15 | 6 | 5 | 1500 0 |
100 | 2625g | |
| M79 Grenade Launcher |
2 | 6 | SG | Explosive | 40mm Explosive (3) |
1 | 50-90 | 20 | 6 | 5 | 1300 0 |
500 | 2845g | |
| MGL M32 |
3 | 6 | SG | Explosive | 40mm Explosive (6) |
1 | 85-120 | 25 | 6 | 5 | 1100 0 |
2500 | 2845g | |
| MGL M32s |
4 | 6 | SG | Explosive | 40mm Explosive (6) |
1 | 100-150 | 30 | 5 | 5 | 750 0 |
10000 | 2845g | |
| Automatic Grenade Launcher |
5 | 6 | SG | Explosive | 40mm Explosive (6) |
1 | 115-180 | 35 | 5 | 5 | 400 0 |
100000 | 2845g | |
| C4 Launcher |
6 | 6 | SG | Explosive | C4 Ball (1) |
1 | 90-200 | 40 | 6 | 5 | 500 0 |
1000000 | 2845g |
Fast Knives
Fast Knives are one-handed, fast-swinging melee weapons. They have no tier 5 or 6.
They are not favored by any class.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 50%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Switchblade |
1 | 1 | CC | Normal | - | - | 5-15 | 1 | 2 | - | 1000 1500 |
100 | 453g | |
| Shiv |
2 | 1 | CC | Normal | - | - | 10-20 | 1 | 2 | - | 800 1400 |
500 | 453g | |
| "Little Jesus" |
3 | 2 | CC | Normal | - | - | 15-22 | 1 | 2 | - | 600 1000 |
2500 | 907g | |
| Machete |
4 | 2 | CC | Normal | - | - | 30-52 | 2 | 2 | - | 400 700 |
10000 | 907g |
Fast Pistols
Fast Pistols are one-handed single-shot handguns, with high attack speed and low AP cost.
They are favored by Paramedics, providing 25% more healing to their targets.
Their base critical damage multiplier is 60% and their weapon XP-to-level-up multiplier is 40%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Zip Gun |
1 | 4 | SG | Normal | .44 Magnum (6) |
1 | 5-20 | 20 | 3 | 1 | 800 0 |
100 | 1814g | |
| .44 Magnum Revolver |
2 | 4 | SG | Normal | .44 Magnum (6) |
1 | 7-18 | 24 | 3 | 1 | 700 0 |
500 | 2267g | |
| Needler Pistol |
3 | 3 | SG | Normal | Needle Cartridge Poison (10) |
1 | 15-40 | 28 | 3 | 0 | 850 2 |
2500 | 1814g | |
| .357 Colt |
4 | 3 | SG | Normal | .357 Magnum AP (6) |
1 | 20-40 | 32 | 2 | 0 | 500 0 |
10000 | 1814g | |
| Anaconda |
5 | 3 | SG | Normal | .357 Magnum AP (6) |
1 | 25-50 | 36 | 1 | 0 | 400 0 |
100000 | 1814g | |
| Death's Pistol |
6 | 3 | SG | Normal | C4 Ball (12) |
1 | 60-110 | 54 | 1 | 0 | 400 0 |
1M | 1814g |
Fire Weapons
Fire Weapons are energy weapons that deal fire damage. They are not to be confused with Flamers.
They are favored by Raiders, leaving fire hexes on targets.
Their base critical damage multiplier is 30% and their weapon XP-to-level-up multiplier is 50%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Signal Pistol |
1 | 5 | EW | Fire | Signal Flares (1) |
1 | 30-35 | 10 | 4 | 4 | 900 0 |
100 | 2625g | |
| Solar Scorcher |
2 | 3 | EW | Fire | Sunlight (30) |
1 | 28-54 | 25 | 4 | 0 | 800 0 |
500 | 2267g | |
| Fire Rifle |
3 | 6 | EW | Fire | Micro Fusion Cell (30) |
10 | 22-36 | 30 | 6 | 6 | 1200 0 |
2500 | 3300g | |
| Alien Blaster |
4 | 2 | EW | Fire | Small Energy Cell (10) |
1 | 1-220 | 10 | 4 | 1 | 900 0 |
10000 | 907g | |
| Pyro Rifle |
5 | 6 | EW | Fire | Micro Fusion Cell (12) |
1 | 50-130 | 62 | 6 | 5 | 1200 0 |
100000 | 6350g | |
| Heat Machine |
6 | 6 | EW | Fire | Electric Fusion Cell (1) |
1 | 300-500 | 40 | 8 | 5 | 2500 0 |
1000000 | 2845g |
Flamers
Flamers are two-handed weapons that deal cone-area fire damage. They are not to be confused with Fire Weapons. They have no tier 1 or 6.
They are favored by Leaders, granting 0.5 HP per 1% of their wielder’s critical chance resistance.
Their base critical damage multiplier is 75% and their weapon XP-to-level-up multiplier is 300%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Flamer |
2 | 7 | BG | Fire | Flamethrower Fuel (5) |
1 | 70-90 | 7 | 7 | 14 | 1050 0 |
500 | 8164g | |
| Improved Flamer |
3 | 7 | BG | Fire | Flamethrower Fuel MKII (5) |
1 | 90-110 | 9 | 6 | 7 | 1050 0 |
2500 | 8618g | |
| Incinerator |
4 | 7 | BG | Fire | Flamethrower Fuel MKII (5) |
1 | 135-175 | 11 | 5 | 6 | 1050 0 |
10000 | 8618g | |
| Napalm Blaster |
5 | 7 | BG | Fire | Flamethrower Fuel MKII (5) |
1 | 165-205 | 13 | 4 | 8 | 1050 0 |
100000 | 8618g |
Hammers
Hammers are two-handed, high-damage melee weapons. They have no tier 5 or 6.
They are favored by Combat Masters, doubling the jump range of Strike.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 60%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wrench |
1 | 4 | CC | Normal | - | - | 30-60 | 2 | 6 | - | 1500 2000 |
100 | 1360g | |
| Sledgehammer |
2 | 6 | CC | Normal | - | - | 40-92 | 2 | 6 | - | 1500 2000 |
500 | 5443g | |
| Super Sledge |
3 | 5 | CC | Normal | - | - | 50-123 | 2 | 6 | - | 1500 2000 |
2500 | 5443g | |
| Louisville Slugger |
4 | 5 | CC | Normal | - | - | 50-123 | 2 | 6 | - | 1500 2000 |
2500 | 5443g | |
| Mega Sledge |
4 | 8 | CC | Normal | - | - | 10-180 | 3 | 6 | - | 1500 2000 |
10000 | 15443g |
Heavy Sniper Rifles
Heavy Sniper Rifles are two-handed single-shot long range big guns that drain all APs, plus 5–12 APs extra, and cause automatic knockback every time they're shot. They have no tier 1 or 6.
They are favored by Snipers, never missing their target.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 200%.
Firing a Heavy Sniper Rifle sets your action points to -15.
Having a loaded Heavy Sniper Rifle in your active slot halves your AP Regen when your action points are negative.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Heavy Rifle |
2 | 6 | BG | Normal | .50 JHP (30) |
1 | 40-90 | 95 | 12 | 30 | 3750 0 |
500 | 7300g | |
| Light Support Weapon |
3 | 12 | BG | Normal | .50 AP (30) |
1 | 80-120 | 100 | 12 | 30 | 3750 0 |
2500 | 7300g | |
| DSR |
4 | 12 | BG | Normal | .50 Power (30) |
1 | 115-145 | 105 | 12 | 30 | 3750 0 |
10000 | 7300g | |
| Bozar |
5 | 12 | BG | Normal | .50 Hellfire (30) |
1 | 190-210 | 110 | 12 | 30 | 3750 0 |
100000 | 9071g |
Laser Weapons
Laser Weapons are energy weapons that deal laser damage.
They are favored by Clones, granting them a 5% chance to chain their attack to another target.
Their base critical damage multiplier is 75% and their weapon XP-to-level-up multiplier is 30%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Laser Pistol |
1 | 3 | EW | Laser | Small Energy Cell (12) |
1 | 10-25 | 20 | 4 | 5 | 900 0 |
100 | 1814g | |
| Magneto-Laser Pistol |
2 | 3 | EW | Laser | Small Energy Cell (12) |
1 | 1-100 | 35 | 4 | 2 | 900 0 |
500 | 1814g | |
| Laser Rifle |
3 | 6 | EW | Laser | Micro Fusion Cell (12) |
1 | 35-60 | 45 | 5 | 3 | 1300 0 |
2500 | 5443g | |
| Gatling Laser |
4 | 7 | EW | Laser | Micro Fusion Cell (30) |
10 | 45-60 | 35 | 6 | 8 | 1000 0 |
11000 | 10886g | |
| Commissar's Pistol |
5 | 1 | EW | Laser | Small Energy Cell (6) |
1 | 70-100 | 48 | 4 | 3 | 900 0 |
100000 | 4000g | |
| Turbolaser |
6 | 6 | EW | Laser | Electric Fusion Cell (12) |
1 | 125-170 | 58 | 6 | 5 | 1300 0 |
1000000 | 5443g |
Machine Guns
Machine Guns are two-handed big guns with 3-line bursts and large magazines. They have no tier 1 or 6.
They are favored by Priests, who can fire and reload them at the cost of 3 APs.
Their base critical damage multiplier is 50% and their weapon XP-to-level-up multiplier is 80%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Lewis MKII |
2 | 7 | BG | Normal | Basic Machine Gun Ammo (60) |
6 | 8-16 | 34 | 7 | 15 | 850 0 |
500 | 10500g | |
| M60 |
3 | 7 | BG | Normal | Standard Machine Gun Ammo (70) |
7 | 10-28 | 35 | 7 | 14 | 800 0 |
2500 | 10500g | |
| M240 |
4 | 7 | BG | Normal | Machine Gun Ammo AP (160) |
8 | 14-38 | 36 | 7 | 13 | 600 0 |
10000 | 10500g | |
| Browning Auto Rifle |
5 | 7 | BG | Normal | Machine Gun Ammo SE (360) |
9 | 16-48 | 42 | 7 | 15 | 400 0 |
100000 | 16500g | |
| Bishop MG |
3 | 7 | BG | Normal | Standard Machine Gun Ammo (70) |
7 | 10-28 | 35 | 7 | 14 | 800 0 |
10000 | 10500g |
Miniguns
Miniguns are two-handed big guns that fire 5-line bursts. They have no tier 1 or 6.
They are favored by Killers, granting +15% lifesteal.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 200%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Minigun |
2 | 7 | BG | Normal | Minigun Ammo Pack JHP (40) |
40 | 8-11 | 30 | 7 | 20 | 1200 0 |
500 | 12700g | |
| Avenger Minigun |
3 | 7 | BG | Normal | Minigun Ammo Pack AP (40) |
40 | 12-15 | 32 | 6 | 10 | 1200 0 |
2500 | 12700g | |
| Vindicator Minigun |
4 | 7 | BG | Normal | Minigun Ammo Pack Caseless (40) |
40 | 16-19 | 34 | 5 | 5 | 1200 0 |
10000 | 12700g | |
| Gauss Minigun |
5 | 7 | BG | Normal | Minigun Ammo Pack Caseless (40) |
40 | 20-23 | 36 | 4 | 0 | 1200 0 |
100000 | 12700g |
Plasma Weapons
Plasma Weapons are energy weapons that deal plasma damage.
They are favored by Bounty Hunters, who suffer no HP-based critical roll penalty when using them.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 50%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Plasma Pistol |
1 | 4 | EW | Plasma | Small Energy Cell (12) |
1 | 16-32 | 15 | 4 | 5 | 800 0 |
100 | 1814g | |
| Plasma Pistol MKII |
2 | 4 | EW | Plasma | Small Energy Cell (10) |
1 | 25-90 | 20 | 4 | 3 | 800 0 |
500 | 2267g | |
| Plasma SMG |
3 | 3 | EW | Plasma | Small Energy Cell (45) |
15 | 20-33 | 25 | 5 | 3 | 1200 0 |
2500 | 2267g | |
| Plasma Rifle |
4 | 6 | EW | Plasma | Micro Fusion Cell (10) |
1 | 65-90 | 28 | 6 | 4 | 800 0 |
10000 | 6100g | |
| Turbo Plasma Rifle |
5 | 6 | EW | Plasma | Micro Fusion Cell (10) |
1 | 80-125 | 35 | 4 | 1 | 900 0 |
100000 | 6350g | |
| Plasma Gatling |
6 | 7 | EW | Plasma | Electric Fusion Cell (40) |
10 | 70-100 | 40 | 7 | 9 | 1500 0 |
1000000 | 10886g |
Punch Weapons
Punch Weapons are one-handed melee weapons that benefit from the Heavy Handed trait. They have no tier 5 or 6.
They are favored by Deathclaws, producing a 15-hex PvP Slow aura that scales with the Heavy Handed malus.
Their base critical damage multiplier is 0% and their weapon XP-to-level-up multiplier is 50%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Brass Knuckles |
1 | 1 | CC | Normal | - | - | 19-23 | 1 | 3 | - | 400 0 |
100 | 453g | |
| Spiked Knuckles |
1 | 1 | CC | Normal | - | - | 19-23 | 1 | 3 | - | 400 0 |
100 | 453g | |
| Boxing Gloves |
2 | 1 | CC | Normal | - | - | 20-32 | 1 | 5 | - | 400 0 |
500 | 2267g | |
| Power Fist |
2 | 1 | CC | Electrical | Small Energy Cell (50) |
1 | 20-32 | 1 | 3 | 4 | 400 0 |
500 | 3175g | |
| Mega Power Fist |
3 | 1 | CC | Electrical | Small Energy Cell (50) |
1 | 21-41 | 1 | 3 | 4 | 400 0 |
2500 | 3175g | |
| Punch Gun |
4 | 1 | CC | Electrical | 12 ga. Slug (2) |
1 | 100-100 | 1 | 3 | 4 | 400 700 |
10000 | 3175g |
Range Pistols
Range Pistols are one-handed single-shot small guns with longer range than Fast or Damage Pistols.
They are favored by Assassins, gaining +1% critical chance per hex between shooter and target.
Their base critical damage multiplier is 70% and their weapon XP-to-level-up multiplier is 80%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 10mm Pistol |
1 | 3 | SG | Normal | 10mm JHP (12) |
1 | 5-20 | 30 | 4 | 4 | 800 0 |
100 | 1360g | |
| Desert Eagle |
2 | 3 | SG | Normal | .223 FMJ (8) |
1 | 10-25 | 34 | 4 | 5 | 800 0 |
500 | 1814g | |
| Desert Eagle EM |
2 | 3 | SG | Normal | .223 FMJ (10) |
1 | 10-25 | 36 | 4 | 5 | 800 0 |
500 | 1814g | |
| .223 Pistol |
3 | 5 | SG | Normal | .223 FMJ (5) |
1 | 22-45 | 42 | 4 | 5 | 800 0 |
2500 | 2267g | |
| Sniper Pistol |
4 | 5 | SG | Normal | 10mm AP (12) |
1 | 30-40 | 50 | 4 | 2 | 800 0 |
10000 | 2267g | |
| Gauss Pistol |
5 | 4 | SG | Normal | 2mm EC (12) |
1 | 25-50 | 58 | 4 | 4 | 800 2 |
100000 | 2267g | |
| Death's Pistol |
6 | 3 | SG | Normal | C4 Ball (12) |
1 | 60-110 | 54 | 1 | 0 | 400 0 |
1M | 1814g |
Rocket Launchers
Rocket Launchers are two-handed long distance big guns with area splash damage. They have no tier 1 or 6.
They are favored by Super Mutants, increasing blast radius by 1 and ignoring the target’s Damage Threshold.
Their base critical damage multiplier is 50% and their weapon XP-to-level-up multiplier is 200%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Rocket Launcher |
2 | 10 | BG | Explosive | Explosive Rocket (1) |
1 | 100-130 | 66 | 7 | 14 | 1500 0 |
500 | 6803g | |
| BigBazooka |
3 | 7 | BG | Explosive | Explosive Rocket (1) |
1 | 100-200 | 69 | 7 | 11 | 1500 0 |
2500 | 6803g | |
| Adv. Rocket Launcher |
4 | 7 | BG | Explosive | Explosive Rocket (1) |
1 | 110-230 | 72 | 7 | 8 | 1500 0 |
10000 | 6803g | |
| Flash Launcher |
5 | 8 | BG | Explosive | Explosive Rocket (4) |
1 | 160-250 | 75 | 7 | 10 | 1500 0 |
100000 | 12832g |
Shotguns
Shotguns are two-handed short-range small guns that fire unaimed single shots or one-line bursts, often with knockback. Their damage type changes based on their ammo.
They are favored by Infantry, gaining two additional tiers for shotgun damage multiplier calculations.
Their base critical damage multiplier is 50% and their weapon XP-to-level-up multiplier is 50%.
Unlike other weapons, shotguns do not use their user's class's damage multiplier; instead, they use a multiplier calculated using the following formula:
Shotgun Damage Multiplier = (90 + 2T) − (20 - 2T) x R,
where T is the tier of the shotgun, and R is the distance from the shooter to the target. If the calculated value is lower than 30%, it becomes 30%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shotgun |
1 | 4 | SG | Normal | 12 ga. Flechette (2) |
1 | 17-17 | 15 | 5 | 1 | 900 0 |
100 | 2267g | |
| Sawed-Off Shotgun |
2 | 4 | SG | Normal | 12 ga. Slug (2) |
1 2 |
33-45 | 18 12 |
4 5 |
1 | 900 1200 |
500 | 1814g | |
| Combat Shotgun |
3 | 5 | SG | Normal | 12 ga. Slug (12) |
1 3 |
36-50 | 21 14 |
4 5 |
1 | 900 1200 |
2500 | 4535g | |
| H&K CAWS |
4 | 6 | SG | Normal | 12 ga. Slug (12) |
1 4 |
33-65 | 24 16 |
4 5 |
1 | 600 900 |
10000 | 2267g | |
| Pancor Jackhammer |
5 | 6 | SG | Normal | 12 ga. Slug (20) |
1 5 |
40-80 | 27 18 |
5 6 |
1 | 300 600 |
100000 | 2267g | |
| Saiga-12 |
6 | 5 | SG | Normal | 12 ga. Melt (24) |
1 6 |
62-109 | 30 20 |
5 | 1 | 200 400 |
1000000 | 5443g |
SMGs
SMGs are one-handed small guns that fire 3-line bursts.
They are favored by Chosen Ones, dealing 25% more damage at 1-hex range.
Their base critical damage multiplier is 75% and their weapon XP-to-level-up multiplier is 100%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Grease Gun |
1 | 4 | SG | Normal | .45 Caliber (45) |
15 | 5-15 | 20 | 5 | 5 | 1100 0 |
100 | 3175g | |
| 10mm SMG |
2 | 4 | SG | Normal | 10mm AP (60) |
15 | 4-13 | 25 | 5 | 6 | 1300 0 |
500 | 2267g | |
| H&K P90c |
3 | 4 | SG | Normal | 10mm AP (50) |
10 | 9-23 | 30 | 5 | 5 | 1100 0 |
2500 | 3628g | |
| H&K MP5 |
4 | 4 | SG | Normal | 10mm AP (50) |
10 | 14-28 | 35 | 5 | 5 | 1000 0 |
10000 | 3628g | |
| H&K G11 |
5 | 4 | SG | Normal | 4.7mm Caseless (60) |
10 | 25-40 | 40 | 5 | 3 | 700 0 |
100000 | 3628g | |
| H&K G11E |
6 | 4 | SG | Normal | 4.7mm Caseless (60) |
10 | 35-50 | 45 | 5 | 4 | 600 0 |
1000000 | 3628g |
Sniper Rifles
Sniper Rifles are two-handed single-shot rifles with very long range.
They are favored by Scouts, penetrating 25% of the target’s critical chance, critical roll, and critical power resistance.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 160%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pipe Rifle |
1 | 5 | SG | Normal | BBs (1) |
1 | 25-30 | 60 | 5 | 5 | 1100 0 |
100 | 4535g | |
| Hunting Rifle |
2 | 5 | SG | Normal | .223 FMJ (6) |
1 | 27-32 | 70 | 5 | 12 | 800 0 |
500 | 4082g | |
| Scoped Hunting Rifle |
2 | 5 | SG | Normal | .223 FMJ (6) |
1 | 27-32 | 70 | 5 | 14 | 800 0 |
500 | 4082g | |
| Sniper Rifle |
3 | 5 | SG | Normal | .223 FMJ (6) |
1 | 35-40 | 80 | 5 | 7 | 1100 0 |
2500 | 3628g | |
| SVD Rifle |
4 | 5 | SG | Normal | 7.62mm AP (6) |
1 | 40-45 | 90 | 5 | 4 | 1100 0 |
10000 | 3628g | |
| SVD Rifle MKII |
5 | 5 | SG | Normal | 7.62mm AP (20) |
1 | 45-50 | 100 | 5 | 5 | 1100 0 |
100000 | 3628g | |
| Gauss Rifle |
6 | 6 | SG | Normal | 2mm EC (20) |
1 | 70-77 | 120 | 5 | 2 | 800 0 |
1000000 | 4082g |
Spears
Spears are two-handed melee weapons that can be thrust or thrown; they lack weapon perks and have no tier 5 or 6.
They are not favored by any class.
Their base critical damage multiplier is 125% and their weapon XP-to-level-up multiplier is 200%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sharpened Pole |
1 | 4 | CC / Throwing | Normal | - | - | 16-27 | 2 15 |
3 | - | 700 0 |
- |
10 | 1360g |
| Spear |
2 | 4 | CC / Throwing | Normal | - | - | 18-50 | 2 | 3 | - | 600 0 |
- |
50 | 1360g |
| Spear |
2 | 4 | CC / Throwing | Normal | - | - | 18-50 | 2 | 3 | - | 600 0 |
- |
50 | 1814g |
| Laser Spear |
3 | 4 | CC / Throwing | Laser | - | - | 20-73 | 2 15 |
3 | - | 500 0 |
- |
250 | 1814g |
| RAD Spear |
4 | 4 | CC / Throwing | Laser | - | - | 50-99 | 2 15 |
3 | - | 400 0 |
- |
1000 | 1814g |
Support Rifles
Support Rifles are two-handed long range rifles that fire single-line bursts (tier 1 fires unaimed single shots).
They are favored by Soldiers, reducing attack delay by 10% and granting +100% experience gain.
Their base critical damage multiplier is 100% and their weapon XP-to-level-up multiplier is 120%.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| BB Gun |
1 | 3 | SG | Normal | BBs (100) |
1 | 16-19 | 26 | 5 | 5 | 600 0 |
100 | 2267g | |
| FN FAL |
2 | 5 | SG | Normal | 7.62mm FMJ (30) |
2 | 16-27 | 37 | 5 | 6 | 600 0 |
500 | 4082g | |
| M16 |
3 | 6 | SG | Normal | 5mm AP (30) |
3 | 33-44 | 40 | 5 | 5 | 600 0 |
2500 | 3300g | |
| M16 MKII |
4 | 6 | SG | Normal | 5mm AP (32) |
4 | 38-52 | 47 | 5 | 4 | 600 0 |
10000 | 3300g | |
| Steyr |
5 | 6 | SG | Normal | 5.56mm AP (30) |
5 | 40-63 | 54 | 5 | 3 | 600 0 |
100000 | 3300g | |
| Gauss Support Weapon |
6 | 6 | SG | Normal | 2mm EC (60) |
6 | 30-72 | 61 | 5 | 4 | 600 0 |
1000000 | 3300g |
Alien-exclusive weapons
These weapons are only available to characters with the Alien class perk.
| Name | Tier | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PyO61 |
2 | 7 | EW | Normal | Flamethrower Fuel (7) |
1 | 66-94 | 8 | 6 | 3 | 720 0 |
Player's choice |
2500 | 18164g |
| PyO62 |
3 | 7 | EW | Normal | Flamethrower Fuel MKII (7) |
1 | 94-116 | 10 | 5 | 3 | 720 0 |
Player's choice |
2500 | 18618g |
| IPF210 |
4 | 7 | EW | Normal | Flamethrower Fuel MKII (7) |
1 | 154-204 | 12 | 4 | 7 | 720 0 |
Player's choice |
10000 | 8618g |
| LAR42 |
2 | 5 | EW | Laser | Micro Fusion Cell (30) |
3 | 9-27 | 36 | 4 | 3 | 900 0 |
Player's choice |
500 | 24082g |
| LAR52 |
3 | 6 | EW | Laser | Micro Fusion Cell (30) |
4 | 32-45 | 44 | 4 | 3 | 900 0 |
Player's choice |
2500 | 23300g |
| LAR62 |
4 | 6 | EW | Laser | Micro Fusion Cell (30) |
5 | 42-57 | 52 | 4 | 3 | 900 0 |
Player's choice |
2500 | 23300g |
| ETG1000 |
2 | 7 | EW | Electrical | Micro Fusion Cell (120) |
40 | 7-17 | 33 | 6 | 3 | 1080 0 |
Player's choice |
2500 | 12700g |
| ETG2000 |
3 | 7 | EW | Electrical | Micro Fusion Cell (160) |
40 | 13-17 | 35 | 6 | 3 | 1080 0 |
Player's choice |
2500 | 12700g |
| ETG3000 |
3 | 7 | EW | Electrical | Micro Fusion Cell (200) |
40 | 17-21 | 37 | 6 | 1 | 1080 0 |
Player's choice |
2500 | 12700g |
| HP DKS-501 |
2 | 5 | SG | Normal | .223 FMJ (10) |
1 | 30-35 | 44 | 4 | 10 | 720 0 |
Player's choice |
2500 | 9500g |
| SSR3 |
3 | 5 | SG | Normal | .223 FMJ (10) |
1 | 39-44 | 55 | 4 | 3 | 990 0 |
Player's choice |
5500 | 13628g |
| SSR10 |
4 | 5 | SG | Normal | 7.62mm AP (10) |
1 | 44-50 | 60 | 4 | 3 | 990 0 |
Player's choice |
10000 | 3628g |
| XSR |
2 | 6 | EW | Electrical | Micro Fusion Cell (24) |
1 2 |
29-46 | 39 | 4 | 3 | 1170 0 |
Player's choice |
2500 | 5443g |
| ESR01 |
3 | 6 | EW | Electrical | Micro Fusion Cell (24) |
1 | 39-66 | 49 | 4 | 3 | 1170 0 |
Player's choice |
2500 | 5443g |
| ESR02 |
4 | 6 | EW | Electrical | Micro Fusion Cell (24) |
1 | 54-76 | 56 | 4 | 10 | 1170 0 |
Player's choice |
2500 | 5443g |
Other weapons
| Name | STR | Skill | Damage type |
Default ammo (mag size) |
Fire mode |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Phazer |
3 | EW | EMP | Small Energy Cell (12) |
1 | 110-320 | 25 | 3 | 0 | 900 0 |
10000 | 1814g | |
| Flare |
- | Throwing | Normal | - | - | 1-1 | 15 | 2 | - | 1200 0 |
- |
35 | 453g |
| Active Flare |
1 | Throwing | Normal | - | - | 1-1 | 15 | 2 | - | 1200 0 |
- |
60 | 453g |
| Gold Nugget |
5 | Throwing / Close Combat | Normal | - | - | 3-6 | 15 1 |
4 3 |
- | 1200 0 |
- |
150 | 2000g |
| Rock |
1 | Throwing / Close Combat | Normal | - | - | 1-4 | 15 1 |
4 2 |
- | 1200 0 |
- |
- | 453g |
| Uranium Ore |
5 | Throwing / Close Combat | Normal | - | - | 3-6 | 15 1 |
4 3 |
- | 1200 0 |
- |
125 | 2000g |
| Refined Uranium Ore |
8 | Throwing / Close Combat | Normal | - | - | 4-9 6-9 |
8 1 |
4 3 |
- | 1200 0 |
- |
150 | 2200g |
| Plant Spike |
2 | Throwing / Close Combat | Normal | - | - | 1-2 | 15 1 |
4 3 |
- | 1000 0 |
- |
- | - |
| Fool's Gold |
5 | Throwing / Close Combat | Normal | - | - | 3-6 | 15 1 |
4 3 |
- | 1200 0 |
- |
50 | 2000g |
| Shovel |
6 | CC | Normal | - | - | 2-5 | 2 | 5 | - | 1000 0 |
- |
70 | 4535g |
| Old Shovel |
6 | CC | Normal | - | - | 1-3 | 2 | 4 | - | 3000 0 |
- |
25 | 4535g |
Grenades
Grenade damage penetrates the following resistances:
- Explosive: 10% DR per tier, 25% DT per tier;
- Fire: 5% DR per tier, 20% DT per tier;
- Plasma/Electrical/EMP: 2% DR per tier, 10% DT per tier.
| Name | Tier | STR | Skill | Damage type |
Damage | Range | AP Cost |
Rld Cost |
Attack Delay |
Weapon perks | $$$ | Weight |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dynacord Stick |
2 | 3 | Throwing | Explosive | 22-54 | 25 | 6 | - | 1300 0 |
20 | 453g | |
| Molotov Cocktail |
2 | 3 | Throwing | Fire | 17-34 | 25 | 6 | - | 1250 0 |
20 | 453g | |
| EMP Grenade |
2 | 4 | Throwing | EMP | 50-100 | 25 | 3 | - | 900 0 |
20 | 453g | |
| Frag Grenade |
3 | 3 | Throwing | Explosive | 26-80 | 25 | 5 | - | 1400 0 |
100 | 453g | |
| Fire Bomb |
3 | 3 | Throwing | Fire | 24-40 | 25 | 5 | - | 1250 0 |
100 | 453g | |
| Plasma Grenade |
3 | 4 | Throwing | Plasma | 50-54 | 25 | 6 | - | 1600 0 |
100 | 453g | |
| Battle Grenade |
4 | 3 | Throwing | Explosive | 82-108 | 25 | 5 | - | 1400 0 |
500 | 453g | |
| Incendiary Grenade |
4 | 3 | Throwing | Fire | 35-51 | 25 | 4 | - | 1100 0 |
500 | 453g | |
| Shock Grenade |
4 | 4 | Throwing | Electrical | 53-98 | 25 | 6 | - | 1600 0 |
500 | 453g | |
| Holy Hand Grenade |
5 | 3 | Throwing | Explosive | 90-134 | 25 | 4 | - | 1000 0 |
2500 | 453g | |
| Infernal Grenade |
5 | 3 | Throwing | Fire | 43-68 | 25 | 3 | - | 700 0 |
2500 | 453g | |
| Tech Grenade |
5 | 4 | Throwing | Electrical | 75-135 | 25 | 6 | - | 1600 0 |
500 | 453g |
Grenade perks
Below is a list of grenade perks available only to characters with the Nader perk synergy based on their currently equipped armor.
If you do not have the Nader synergy, your grenades will have no perks.
Explosives
Explosives are expensive to craft and tricky to use but can be very effective if deployed properly.
They deal explosive damage that scales with the Traps skill; see the table below for more information.
| Name | Image | Base damage | Max damage (Traps 150%) |
Damage type | Blast radius | Usage notes |
|---|---|---|---|---|---|---|
| Dynamite (T2) | ![]() |
30–50 | 193–322 | Explosive | 3 hexes (4 with Demolition Expert) |
|
| Plastic Explosives (T3) | ![]() |
40–80 | 258–516 | Explosive | 3 hexes (4 with Demolition Expert) |
|
| Frag Mine (T4) | ![]() |
30–70 | 193–451 | Explosive | 3 hexes (4 with Demolition Expert) |
|
Note: A failed attempt to disarm explosives will always kill your character even if it has enough hit points to survive the explosion.
Weapon crafting recipes
Regular weapons
Alien-exclusive weapons
| Crafting recipes for Alien-exclusive weapons | |||||||||||||||||||||||||||
|
Trivia
- .44 Magnum Revolver allows you to play Russian Roulette. Load it with a single bullet and use the
~rrcommand to test your luck. You can load more than one bullet into the revolver, increasing the probability of a bad ending. - Solar Scorcher is the only gun that requires no actual ammo to fire. All it needs is a little bit of sunlight!
- The Poisonous weapon perk increases the effectiveness of your healing ammo.
- See the Mining article for info on what Sledgehammer you need to mine what type of ore.
- Shovels aren't just weapons; they can be used for cleaning up brahmin pens... and digging up graves!
- Dropping an activated flare on the ground inside a random encounter will mark the encounter on everyone's world map.

































