Fallout 3 weapons

This page constitutes a comprehensive reference to attributes of a vast majority of Fallout 3 weaponry. All values are accurate with a predominate ±1 margin of error unless otherwise defined with an approximation (≈) prefix. All values reflect that weapon is of 100% condition, and its user has capped all appropriate weapon category modifiers. Details on such value controls are provided underneath each table for review.

Unarmed
Unarmed weapons, including Bare Fists, use the Unarmed skill.
 * All data based on 100% condition and 100 Unarmed skill
 * ≈ Approximate value.

Melee Weapons

 * Data based on 100% condition, 100 Melee Weapons Skill, and 10 Strength.
 * ≈ Approximate value.

Small Guns

 * Small Guns include:
 * Pistols
 * Submachine Guns
 * Assault Rifles
 * Rifles
 * Shotguns

Pistols

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.

Submachine Guns

 * Damage based on 100% condition and Small Guns capped at 100.
 * Damage on all SMGs is damage per 4 round burst.
 * ≈ Approximate value.
 * Submachine Guns can be affected by Gunslinger.

Assault Rifles

 * Damage based on 100% condition and Small Guns capped at 100.
 * Damage on all assault rifles is damage per 6 rounds. (Yes, 6, not 3, see TALK page for info)
 * All assault rifles fire in 3-round bursts in VATS.
 * ≈ Approximate value.

Rifles

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * NOTE That the listed methods of getting the weapons is far from the only way of aquiring some of them.
 * * Victory Rifle: Knocks down an enemy (upon critical strike)

Shotguns

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * Two-Handed Shotguns can be affected by Commando perk.
 * One-Handed Shotguns can be affected by Gunslinger perk.
 * Shotguns can be affected by Sniper perk.

Big Guns

 * Damage based on 100% condition and Big Guns capped at 100.
 * ≈ Approximate value.
 *  Damage calculated under Pyromaniac perk (1 Rank). 
 * ¹ Damage is unaffected by Pyromaniac perk.
 * * Rock-it Launcher: Damage based on weight of chosen Junk; up to 50.
 * ** Ammo based upon junk type and amount inserted.

Pistols

 * Damage based on 100% condition and Energy Weapons capped at 100.
 * ≈ Approximate value.
 *  Damage calculated under Pyromaniac perk (1 Rank). .
 * Energy Pistols can be affected by Gunslinger.
 * * +2 Fire(5s)

Rifles

 * Damage based on 100% condition and Energy Weapons capped at 100.
 * ≈ Approximate value.
 * Energy Rifles are affected by Commando.

Other

 * ≈ Approximate value.
 * Another energy weapon called Cryolator was removed from the final version of the game.

Explosives

 * Damage based on 100% condition and Explosives capped at 100.
 * ≈ Approximate value.
 *  Damage listed under influence by Demolition Expert (3 Ranks). 
 * † Damage is unaffected by Demolition Expert perk.

Ammunition
* After certain requirements (usually quests) are met

Custom Built Weapons

 * Damage based on 100% condition, Skills category capped at 100, and S.P.E.C.I.A.L category capped at 10 where applicable.
 * ≈ Approximate value.
 * ¹ Damage is unaffected by Demolition Expert perk.
 * These weapons are made from various components through the use of Schematics.
 * Obtaining a single schematic yields an initial product condition equal to 50% of user's Repair skill.‡
 * Obtaining a second schematic yields an initial product condition equal to 100% of user's Repair skill.‡
 * Obtaining a third schematic yields an initial product condition equal to 120% of user's Repair skill.‡
 * ‡ Does not include Bottlecap Mine and Nuka Grenade.
 * Additional Schematics for Bottlecap Mine and Nuka Grenade increases produced quantity by one to maximum of three.
 * The Cryolator was also a custom-built weapon but was removed from the final version of the game.
 * Schematic CODE.

Hack-only Weapons

 * These weapons are only available through console commands.